The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Sanguinetti, 2022-08-03 06:15:14

Ravenloft Player's Compendium

[PHB] 2021 Dungeon Masters Guild

DEEP DWELLER your normal form. You can speak, use
equipment, and wear armor in this form.
You always knew that you had the taint in your
flesh. For reasons best left uncontemplated, If you are underwater, this form’s duration is
your forebears mixed their blood with that of increased, and you may remain in this form for
ancient aquatic aberration, and you’ve made a longer than 10 minutes as long as you are
choice to use your aberrant ancestry to your submerged in water. If you leave the water after
advantage. Regardless of your reasons, you’re being in this form for longer than 10 minutes,
getting more than you bargained for. you automatically revert to your normal form.
You also revert to your normal form at any time
You’ve learned to take on the amphibious if you are not in water when you fall
traits of your hybrid family entirely, at will, but unconscious, drop to 0 hit points, or die.
otherworldly thoughts and instincts challenge
your self-control. A strange yearning to spend When in your batrachian hybrid form, you
days, weeks, or even years in this alternate gain the following traits:
form—under the sea, listening to seductive
whispers borne on the current—ebbs and flows Hybrid Strength. You have advantage on all
with the tides. The thrill of assuming your more Strength checks and Strength saving throws,
powerful form to devastate your enemies is a and your carrying capacity (including maximum
constant temptation. A bestial thirst for violence load and maximum lift) is doubled.
is never far beneath your surface thoughts.
Cunning Grab. You add a bonus equal to your
AMPHIBIOUS ANCESTRY Wisdom modifier (minimum 1) to grapple
checks and to rolls to avoid or escape a grapple,
When you accept this archetype at 3rd level, you and your speed when moving a grappled
gain a swimming speed equal to your walking creature is not halved unless that creature is
speed, you can breathe both air and water, and larger than you are.
you have advantage on saving throws versus
cold. You gain darkvision out to a range of 60 Scaly Hide. You have resistance to
feet, unless you already have darkvision, in nonmagical slashing damage, and while you are
which case you increase the range of your not wearing heavy armor or using a shield, you
existing darkvision by 30 feet. gain a bonus to your AC equal to half your
proficiency bonus. When you reach 11th level,
In addition, you are naturally adapted to cold you have resistance to nonmagical bludgeoning
climates, and whenever you are within 15 feet and piercing damage as well.
of a body of water large enough to contain at
least two Medium creatures, you can use a Vengeful Strike. When you hit a creature with
bonus action to move up to your speed without a weapon attack, if that creature has dealt
provoking opportunity attacks, but must end damage to you within the last minute or is your
that movement in the water. favored enemy, you add 1d4 to the damage
dealt. This added damage increases by an extra
BATRACHIAN HYBRID 1d4 when you reach 5th level (2d4), 11th level
(3d4), and 17th level (4d4). You can deal this
Starting at 3rd level, you can use your bonus added damage only once per turn.
action to transform into a warm-blooded hybrid
shape reminiscent of a muscular sahuagin with Violent Urges. At the end of each of your
shining, slippery, greyish-green scales: your turns, if you've taken any damage since the start
batrachian hybrid form. This form lasts for 10 of your previous turn but have not made an
minutes or until you use an action to revert to attack roll since then, you must make a Wisdom
saving throw against your own ranger spell DC.
On a failure, you take psychic damage equal to
your ranger level.

100

You can use this feature to assume your other actions this turn, you must use your bonus
batrachian hybrid form twice, regaining action to assume your batrachian hybrid form.
expended uses when you finish a short or long
rest. Once you reach 15th level, you can use BESTIAL REFLEXES
your batrachian hybrid form three times
between rests, instead of twice. At 11th level, the bestial instincts of your
batrachian hybrid form are becoming a
GROWING TAINT permanent part of you in both forms. When you
reduce a creature to 0 hit points on your turn,
At 7th level, the taint in your blood grows more you gain temporary hit points equal to your
powerful, quickening your instincts and infusing ranger level plus your Strength modifier, and
you with greater endurance, but making your you can use your reaction to make a weapon
hybrid form more tempting. You gain resistance attack against another creature within range of
to cold damage, the range of your darkvision your weapon.
increases by 30 feet, and opportunity attacks
are made against you with disadvantage. Additionally, if you are surprised at the
beginning of combat and have uses of your
At the start of your turn while you are not in batrachian hybrid form remaining, you can
your batrachian hybrid form, if you've taken any choose not to be surprised, but if you do so, you
damage since the start of your last turn, and you must enter your Batriachan Hybrid form at the
have uses of your batrachian hybrid form start of your first turn, before moving or taking
remaining, you must make a Wisdom saving an action.
throw to remain in your normal form. The DC is
10 unless you are below half your hit point RETALIATORY INSTINCT
maximum, in which case it is equal to your own
ranger spell DC. If you fail, before taking any At 15th level, when you take damage from a
creature that is within 5 feet of you, you can use
your reaction to make a weapon attack against
that creature. In addition, you are immune to
cold damage in both your hybrid form and your
normal form.

LIFE AMONG THE HYBRID FOLK

The settlements from which Deep Dwellers descend
are always near the sea. Denizens with the strongest
taint spend more time beneath the waves than on
land, building undersea metropoli hidden in deep
trenches and reefs. These most aquatic residents
bring their kinfolk plentiful fishing as well as
mysterious wealth from the depths, while those
more oriented towards life on land provide
protection and secrecy. Less amphibious members of
these communities show only minor signs of their
heritage, perhaps slightly bulging fish-like eyes, a
narrow skull with diminished ears, or a rough scaly
texture to their skin. Those with more of “the Look”
develop gill-like folds on their neck, small down-
turned mouths, and grey or green scales. Yet they are
all united by the secret of their descent, and by the
beliefs of a strange cult with alien ways.

101

NEW RANGER CONCLAVE: EMPOWERED INVESTIGATOR

JUSTICAR At 3rd level, you gain proficiency in the
Perception skill. If you are already proficient
Most rangers count great powers of observation with Perception, you may choose to become
and intuitive awareness among their proficient with one of the following skills
capabilities, but you specialize in these skills instead: Arcana, History, Insight, Intimidation,
above all others. You are a master of deductive Investigation, Religion, or Survival.
reasoning and interrogation, assessing the
backgrounds and hidden motivations of those Whenever you fail an Intelligence
you meet with little more than a glance. Just as (Investigation) or Wisdom (Insight) check, you
a hunter in the wilderness reads the signs to can expend a spell slot to reroll that check with
track their prey, you discern clues in the world advantage, gaining a bonus on that check equal
around you to solve intricate mysteries. to the spell slot expended. You must use the
second roll.
Most justicars act as local law for a
neighborhood or settlement, while some are When determining your passive Perception
bounty hunters willing to track criminals across score, you add double your proficiency bonus
distant frontiers. While most inquisitives instead of your normal proficiency bonus.
confine themselves to one area or jurisdiction,
your rare combination of aptitudes allows you to INSTANT DEDUCTION
track your quarry through any wilderness and
across any border. And when direct Also at 3rd level, you can focus your
confrontation is required, your mastery of both deductive powers on a single target, analyzing
weapons and spells make you a force to be its weaknesses and gaining insights on how to
reckoned with. Whether on the streets of a defeat it. As a bonus action, you can make a
crowded metropolis or in an epic pursuit across Wisdom (Insight) or Intelligence (Investigation)
continents, you can outwit even the most check (your choice) against a creature you can
dangerous and devious minds. see that isn't incapacitated, contested by the
target's Charisma (Deception) check. You have
JUSTICAR MAGIC advantage on this ability check if the target is
your favored enemy. If you succeed, once during
Starting at 3rd level, you learn an additional each of your turns, you can roll 1d6 and add the
spell when you reach certain levels in this class, result to one of the following rolls of your
as shown in the Justicar Spells table. Each of choice:
these spells counts as a ranger spell for you, but
it doesn’t count against the number of ranger  A damage roll for a weapon attack against
spells you know. the target

JUSTICAR SPELLS  A Charisma check to influence the target

Ranger Spells  An Intelligence or Wisdom check to discern
Level information about the target.

3rd cause fearXGtE These benefits last until the next time you
finish a short or long rest. They end early if you
5th detect thoughts target a different creature with this feature.

9th slow PENETRATING ANALYSIS

13th locate creature At 7th level, when you make the Wisdom or
Intelligence check to use your Instant
17th legend lore Deduction feature on a creature, if you have

102

spent at least 1 minute interacting with or NEW RANGER CONCLAVE:
observing that creature outside of combat
during the past hour, you treat a roll of 9 or GHOSTWALKER
lower on the d20 as an 10.
The mysterious figure becomes visible at the
In addition, when you use your Instant edge of town. Children cease their play and
Deduction feature on a creature, you deduce scurry to seek a hidden place to watch this
one of the following pieces of information about newcomer in silence. Behind shuttered
the target: a recent location it has visited, an windows and closed doors, parents and
object it has handled, a person it has spoken shopkeepers end their conversations, their eyes
with, or one of its personality traits (if any). The following the stranger’s slow, deliberate steps.
DM also tells you if the creature is your equal, The din of the blacksmith dies, and the sudden
superior, or inferior in regard to two of the whinny of a horse is blasphemously loud.
following characteristics of your choice:
This stranger is you. No one saw you coming
 An ability score of your choice before you appeared like a phantom out of the
mists. But now that you’re here, local folk know
 Armor Class their lives will never be the same. You are just
as real and tangible as any other living mortal,
 Current hit points. but you’ve seen the other side. You died, saw
the dark expanse beyond, and came back.
 Total class levels (if any)

 Levels in a particular class (if any)

TWENTY MOVES AHEAD

At 11th level, you can see through your
opponent’s deceptions and anticipate their
actions. All Charisma (Deception) checks
against you are made with disadvantage,
and when a creature that is the target of
your Instant Deduction feature misses you
with an attack roll, that creature provokes
an opportunity attack from you.

PREDICTIVE DEDUCTION

Beginning at 15th level, while a creature is
the only target of a spell on which you are
maintaining concentration, or the target of
your Instant Deduction feature, you have
advantage on Wisdom (Insight) checks
against that creature, and on any saving
throw which that creature forces you to
make.

In addition, all opportunity attacks
against you are made at disadvantage.

103

GHOSTWALKER MAGIC is changed to one bonus action for this casting.
If you use this feature to cast etherealness, the
Starting at 3rd level, you learn an additional spell ends at the end of the current turn.
spell when you reach certain levels in this class,
as shown in the Ghostwalker Spells table. The Once you use this feature, you cannot use it
spell counts as a ranger spell for you, and it again until you finish a short or long rest.
doesn’t count against the number of ranger
spells you know. DEADEYE

GHOSTWALKER SPELLS Starting at 11th level, once on each of your
turns when you miss with an attack, you can
Ranger Level Spells make another attack.
3rd compelled duel
5th enthrall INTO THE SUNSET
9th feign death
11th phantasmal killer At 11th level, as an action, you can enter the
17th hold monster Border Ethereal and use it as a quick means of
travel. You can only use this feature when in an
PAINFUL RECKONING area of dim light or darkness. When you do so,
you and up to 15 willing creatures you choose
Starting at 3rd level, when a creature that has within 30 feet of you who are also in dim light
dealt damage to you within the last 24 hours or darkness effectively teleport via the Border
hits or misses you with an attack, it provokes an Ethereal. This is not instantaneous travel,
opportunity attack from you if you are not however; you move a number of miles per hour
wielding a weapon that has the two-handed or equal to your proficiency bonus times 10. You
heavy properties. can travel this way for up to 3 hours.

In addition, whenever you hit a creature with Because of the blurring of reality between
an opportunity attack, you deal an extra 1d8 planes, you can't make out details of the terrain
psychic damage to it if you have ever seen it or areas you pass over during transit, nor can
reduce another creature to 0 hit points. you predict perfectly where your travel will end.
It's impossible to judge distances accurately,
Finally, if your Dungeon Master uses the making this feature virtually useless for
rules on firearms in chapter 9 of the Dungeon scouting or spying. Furthermore, at the end of
Master’s Guide, you are proficient with your travel, you are shunted 1d10 × 500 feet in
firearms. a random horizontal direction from your desired
endpoint. If this would place you within a solid
STRANGER’S GAZE object, you (and any creatures with you) take 1
level of exhaustion and are shunted to the
At 3rd level, whenever you make Charisma nearest empty space available.
(Intimidate) checks against creatures who don’t
know your name, you are considered proficient You can use this feature once, regaining the
in the Intimidate skill and add double your ability to do so at the next sunset.

proficiency bonus to the check, instead of your UNFINISHED BUSINESS
normal proficiency bonus.
When you reach 15th level, physical harm does
OUTER PLANES DRIFTER little to deter you from your calling. If you take
damage that reduces you to 0 hit points, you can
At 7th level, you can call on your obscured past immediately use your reaction to enter a state
indistinguishable from death, during which time
memories of the afterlife for mystical power. As you are recovering your strength and cannot

a bonus action on your turn, you can use this
feature to either cast the etherealness spell or

cast one of your Ghostwalker Magic spells that
has a casting time of 1 action. The casting time

104

truly die. After you take this action, you fall weapon, you can deal 1d8 extra damage on the
unconscious, and you are stable at 0 hit points target. You can roll 1d10 for this damage
until the end of your next turn. At the end of instead of 1d8 if the target is prone or if it is
your next turn, you regain hit points equal to your favored enemy. When you deal this extra
your ranger level x 5, but you remain damage, you can use a bonus action to do your
unconscious. At the start of your next turn after choice of the following:
regaining these hit points, you awaken to full
consciousness and can act normally.  Force that target to make a Wisdom saving
throw against your ranger spell save DC or
While you are unconscious due to this become frightened of you until the end of
feature, you are immune to all damage, but you your next turn.
cannot regain consciousness even if you receive
healing or other aid. When you use this feature,  Force the target to make a Strength saving
for 1 minute you gain immunity to poison and throw against your ranger spell save DC or
disease, and to being frightened or charmed. fall prone.

Once you use this feature, you cannot use it  Make an unarmed strike or an attack with a
again until you finish a long rest. natural weapon or light weapon. Before
making the attack you can move up to 15
IN THE DOMAINS OF DREAD feet as part of the same bonus action.

For whatever reason, some higher power hands down MOONCALLER MAGIC
a rare and strange judgment upon a ghostwalker: that
they must return to the world, to accomplish some Starting at 3rd level, you learn an additional
purpose that their wanderings will reveal. Whether it spell when you reach certain levels in this class,
was a deity, a darklord, or the Dark Powers as shown in the Mooncaller Spells table. The
themselves, you may never know. A ghostwalker spell counts as a ranger spell for you, but it
usually returns from death outside a small, doesn’t count against the number of ranger
independent village or town, likely one beset by evil. spells you know.
Of course, there are many such places in the Domains
of Dread. MOONCALLER SPELLS

NEW RANGER CONCLAVE: Ranger Level Spells

MOONCALLER 3rd dread revelation*
5th alter self
As a ranger of the Mooncaller Conclave, you 9th remove curse
nurture a spiritual kinship with beasts and 11th dominate beast
lycanthropes. Whether due to supernatural 17th bite of the werebeast*
ancestry or other magic, this animalistic side
manifests in your physical features as well as UNLEASH THE SILENT PREDATOR
your behavior. Your tactics leave behind
civilized methods for the savagery, speed, and At 7th level, you can transform yourself into the
fury of an untamed predator. powerful creature lurking inside you. When you
gain this feature, choose a beast with a
COMBAT SAVAGERY Challenge rating of 4 or lower. You can cast the
polymorph spell as a ranger spell without any
At 3rd level, you can choose whether to use components, targeting yourself only and
Dexterity or Strength for the attack and damage polymorphing yourself into any the beast you
rolls of your unarmed strikes. Once per turn, chose. The casting time is changed to 1 bonus
when you hit a creature with an unarmed strike action for this casting, but the duration is also
or an attack with a natural weapon or light reduced to 1 minute. The spell does not require
concentration when cast in this way.

105

While in the form you assumed with the NEW FAVORED TERRAIN
polymorph spell, you gain resistance to OPTIONS
nonmagical bludgeoning, piercing, or slashing
damage that is not silver or adamantine. Whenever a feature allows you to choose a type
Otherwise it functions just like a normal of favored terrain, in addition to the options
polymorph spell. listed under the Ranger class in the Player’s
Handbook (arctic, coast, desert, forest,
Once you use this feature, you cannot do so grassland, mountain, swamp, or the
again until you finish a long rest. Underdark), you can choose from the following
terrain types:
HOWL TO THE MOON
 Enchanted. This includes wild magic zones
At 11th level, you can unleash a bloodcurdling and places where two planes overlap (such
howl or roar from your throat, announcing that as areas that crossover into the Feywild or
the hunt has begun. As an action, you can force Shadowfell, or Eberron’s manifest zones),
each creature of your choice within 30 feet of as well as any area under a large-scale
you to make a Wisdom saving throw against magical effect (such as hallow).
your ranger spell save DC. Creatures that are
your favored enemy have disadvantage on this  Ruins. Usually includes dungeons, tombs, or
saving throw. A target takes 3d8 psychic any area of settlement built by intelligent
damage on a failed save or half as much creatures where significant structures
damage on a successful one. In addition, remain but there are no longer 25 or more
creatures that fail the save are frightened of you civilized inhabitants. Can also include
until the end of your next turn. For the same underground structures in significant states
duration, you and allies within 10 feet of you of disrepair (such as an unmaintained sewer
add your Wisdom modifier (minimum 1) to system).
damage rolls against frightened creatures.
 Urban. Areas within settlements that have
Once you use this feature, you can't use it 25 or more civilized inhabitants, or any
again until you finish a short or long rest. place within 1,000 feet of such a settlement.

CIRCLE THE PREY  Wasteland. Areas that are desolate, nearly
lifeless, or blighted by magical or ecological
At 15th level, you instinctively sense the perfect catastrophes, such as dead magic zones,
opening to stalk around your prey and deal a Eberron’s Mournland, or the domain of
finishing blow. As a bonus action, you designate Bluetspur.
one creature you can see within 60 feet of you
as the target of this feature. For 1 minute, RANGER FIGHTING STYLE
whenever you hit the target with an attack roll, OPTIONS
the next attack roll made against the target
before the end of your next turn has advantage. You can select the following additional options
If the target dies during this time, you regain hit for the Fighting Style feature a ranger gains at
points equal to your ranger level + your Wisdom 2nd level.
modifier (minimum of 1 hit point).
DAISHO
Once you use this feature, you can't use it
again until you finish a short or long rest. When you wield a versatile weapon in one hand
and a light weapon in your other hand, the
versatile weapon gains the light and finesse
weapon properties.

106

FRONTLINE SCOUT marked by you (whether with this fighting style
or by another means, such as the hunter’s mark
When the DM determines that you fail a spell) has disadvantage on any attack roll that
Dexterity or Wisdom check, as a reaction you doesn’t target you. If a creature marked by you
can expend a spell slot to immediately add a is also your favored enemy, your weapon
bonus to the failed check, possibly causing it to attacks against it score a critical hit on a roll of
succeed. This bonus equals 5 + the level of the 19 or 20.
spell slot.

HARRIER

When you hit a creature with an
unarmed strike or a melee attack using a
weapon that doesn't have the two-handed
or heavy property, the creature's speed is
reduced by 10 feet until the end of its
next turn.

MOBILITY

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

MOUNTED

While you are mounted, unmounted
creatures you hit with weapon attacks
can’t make opportunity attacks against
you or your mount for the rest of the turn
if they are smaller than your mount, and
you can re-roll any weapon damage die
that rolls a 1. You must use the new roll.

POINT BLANK SHOT

Being within 5 feet of a hostile creature
does not impose disadvantage on your
ranged attacks, and when you hit a
creature within 30 feet of you with a
ranged attack, you gain a +2 bonus on
the damage roll.

PRIMAL MARK

When you hit a creature with a melee
weapon attack, you can use a bonus
action to mark the creature until the end
of your next turn. This effect ends early if
you are incapacitated or you die, or if
someone else marks the creature. While
it is within 5 feet of you, a creature

107

THE ROGUE New Roguish Archetypes

In domains ruled by powerful evils, solving ACROBAT
problems through direct confrontation or
supernatural powers often attracts destructive Few forms of skilled performance are more
attention. Guile, stealth, and cunning are better universally enjoyed than acrobatics. From the
strategies for survival in Ravenloft. Further, in monarch on their throne to the peasant in the
most domains, the people distrust those with street, nearly everyone seems captivated by
unusual abilities or ties to nature or mysticism. demonstrations of great balance, agility,
In stories told by the common folk, the heroes flexibility, and coordination. Unlike the fantastic
are almost never spellcasters, but abilities of a monk or a wizard, acrobatic
overwhelmingly rogues or fighters. For a party disciplines are openly taught to those with the
of adventurers, while a rogue may be invaluable talent and willpower. Even children become
in defeating the traps and sealed vaults of an dazzling gymnasts.
ancient dungeon, the group may need such a
character even more when dealing with Yet some applications of these skills remain
superstitious locals. shrouded in secrecy. For burglars and spies,
acrobatic ability opens up many otherwise
impenetrable targets. Even well-secured
locations are seldom prepared for intruders
who can climb sheer surfaces or run from roof
to roof via a thin stretch of rope.

Rarer still are those who can leverage such
skills for advantage in battle—but you are one of
the few who can and does. You are not only
adept at dodging and escaping enemy attacks,
but also at confusing foes with propulsive
movements that position you for unexpected
strikes. Even in your street-clothes, holding a
simple length of wood, you can be a greater
threat than an armored knight.

TUMBLING MOBILITY

Starting at 3rd level, when you take the dash
action during your turn, until the end of your
turn opportunity attacks against you are made
with disadvantage and you increase your
walking speed by 10 feet.

UNARMORED ATHLETE

At 3rd level, when you are not wearing armor
and your speed is not being reduced by any
other effect (such as a slow spell or by being
grappled), you gain the following benefits:

 You gain a +1 bonus to Armor Class.

 You gain a climbing speed equal to your
walking speed.

108

 You gain advantage on Dexterity ALLEYBLADE
(Acrobatics) checks and on Strength
(Athletics) checks to climb or jump. The title “alleyblade” began as slang in a
particular city, but it wasn’t long before those
 If you have a quarterstaff in hand, or a labelled claimed it for themselves. It denotes
pole taller than you are, your jumping one who not only survives, but thrives, in the
distance is doubled, and when you take most hardscrabble slums of unforgiving cities.
the dash action you ignore difficult
terrain until the end of your turn. As an alleyblade, you excel in recognizing and
seizing opportunity. Even outside civilized
 Once during your turn, when you make a walls, you retain a keen sense for sudden
melee attack, you can make the attack threats and the weaknesses of foes. Whether
roll with advantage if you are 10 or more you meet life’s unpredictabilities with wry wit or
feet away from where you were at the scheming self-interest, you’ve seen it all.
start of your turn.
RUNNING SLASH
ACROBATIC FOOTWORK
At 3rd level, you've mastered the art of making
At 9th level, you gain resistance to all a swift cut to a target’s limb, crippling pursuit
damage from falling. If you inflict your sneak before retreating to a safe distance. If you move
attack damage on a target during your turn, at least 10 feet in a straight line immediately
until the end of that turn the target cannot before making a melee attack with a weapon
make opportunity attacks against you, and you that inflicts slashing damage, you can deal your
can move through that creature’s space as if it sneak attack damage with that attack, even if
were an ally. you don't have advantage. All the other rules for
the Sneak Attack feature still apply to you.
MISDIRECTION
In addition, when you deal your sneak attack
Starting at 13th level, you can cause another damage, until the end of the target’s next turn,
creature to suffer an attack meant for you. its speed is reduced by 10 feet and it can't make
When you are targeted by an attack while a
creature within 5 feet of you is granting you
cover against that attack, you can use your
reaction to have the attack target that creature
instead of you.

DEADLY MANEUVERS

At 17th level, your quick reactions and sudden
maneuvers make you a constant threat. During
your turn, you can use your action to make
melee attacks against any number of creatures
within 5 feet of you, with a separate attack roll
for each target.

In addition, whenever an opponent makes an
opportunity attack against you, they provoke an
opportunity attack from you in turn.

109

opportunity attacks against you. check or attack roll it makes before the end of
its next turn.
INFURIATING TAUNT
Once you successfully inflict psychic damage
At 3rd level, you are adept at taunting an with this feature, you cannot use it again until
enemy’s failure, and can bait even unintelligent you finish a short or long rest.
foes into recklessness. You gain proficiency
with the Deception skill if you don't already FOOL'S DANCE
have it. When a creature you can see within 30
feet of you fails an ability check or misses you Starting at 9th level, when you use your
with an attack, you can use your reaction to roll Uncanny Dodge feature as a reaction, if there
a Charisma (Deception) check contested by the are three or more hostile creatures within 5 feet
creature's Wisdom (Insight) check. If you of you, as part of the same reaction you can
succeed, the target takes psychic damage equal move up to 10 feet without provoking
to 1d6 + your proficiency bonus. When a opportunity attacks.
creature takes psychic damage from this
feature, it has disadvantage on the next ability MISDIRECTION

Beginning at 13th level, you can sometimes
cause another creature to suffer an
attack meant for you. When you are
targeted by an attack while a creature
within 5 feet of you is granting you
cover against that attack, you can use
your reaction to have the attack target
that creature instead of you.

UNLIKELY ESCAPE

When you reach 17th level, you can use
the bonus action granted by your
Cunning Action to quickly free yourself
from situations that impede you. When
you do so, you end any of the following
conditions that are afflicting you:
grappled, paralyzed, prone, restrained,
or stunned. In addition, if your speed
has been reduced, it is restored to
normal. When you use your bonus
action in this way, until the end of the
turn, your movement is unaffected by
difficult terrain, you are immune to the
listed conditions, and your speed cannot
be reduced. As part of the same bonus
action, you can move up to 30 feet
without provoking opportunity attacks.
Once you use this feature, you cannot
do so again until you finish a short or
long rest.

110

GLAMOURIST to cast a spell. The Glamourist Spellcasting
table shows what the level of your spell slot is.
You are an enchanter and illusionist, At 5th level, your number of spell slots
specializing in magic that affects others’ increases to 2.
personal appearances. Those who don’t value
your skills don’t properly understand them— You regain your expended spell slots when
while your forte is augmenting an outward you finish a short or long rest.
image, doing so can also change how folks see
themselves, which in turn can change who they Spells Known of 1st-Level and Higher. At 3rd
are. Most people who come to you do so level, you learn three 1st-level spells. These
because they feel unattractive, uncared for, spells can be from any class’s spell list, but they
unworthy, unlovable. By making their inner can only be divination, enchantment, or illusion
beauty more visible to others, you help them spells. The Spells Known column of the
understand their value, often guiding them see Glamourist Spellcasting table shows wh
themselves clearly for the first time.
en you learn more glamourist spells of 1st
GLAMOURIST SPELLCASTING TABLE level or higher, beyond the three spells you
know at 3rd level.
Rogue Cantrips Spells Spell Slot
Level Known Known Slots Level Each of these spells must be of the divination,
3rd enchantment, or illusion school, and must be of
4th 3 3 1 1st a level no higher than what's shown in the
5th 3 4 1 1st table's Slot Level column for your rogue level.
6th 3 4 2 1st For instance, when you reach 7th level in your
7th 3 4 2 1st rogue class, you can learn one new spell of 1st
8th 3 5 2 2nd or 2nd level.
9th 3 6 2 2nd
10th 4 6 2 2nd Whenever you gain a level in this c1ass, you
11th 4 7 2 2nd can replace one of the glamourist spells you
12th 4 8 2 2nd know with another divination, enchantment, or
13th 4 8 2 2nd illusion spell of your choice, which also must be
14th 4 9 2 3rd of a level for which you have spell slots.
15th 4 10 2 3rd
16th 5 10 2 3rd Cantrips. You learn three cantrips: guidance,
17th 5 11 2 3rd minor illusion, and one other cantrip of your
18th 5 11 2 3rd choice fram any class’s spell list. This cantrip
19th 5 11 2 3rd must be a divination, enchantment, or illusion
20th 5 12 2 4th spell. You learn another divination,
5 13 2 4th enchantment, or illusion cantrip of your choice
at 9th level, and again at 15th level.
BONUS PROFICIENCIES
Spellcasting Ability. Charisma is your
When you choose this archetype at 3rd level, spellcasting ability for your glamourist spells,
since your psychic magic comes from the power
you gain proficiency with disguise kits and with of your own mind and your personal discipline.
You use your Charisma whenever a spell refers
one of the following skills of your choice: to your spellcasting ability. In addition, you use
your Charisma modifier when setting the saving
Arcana, Insight, Medicine, Persuasion, or throw DC for a glamourist spell you cast and
when making an attack roll with one.
Performance.

GLAMOURIST SPELLCASTING

At 3rd level, you gain the psychic ability to cast

divination, enchantment, and illusion spells.

Spell Slot. You gain one spell slot you can use

111

Spellcasting Focus. You can use an arcane feature at once. If you bestow glamour on a
focus of the crystal type or orb type as a third creature when two other creatures already
spellcasting focus for your spells. If you have a benefit from your use of this feature, the
disguise kit on your person, you can also use creature that has had those benefits the longest
any one item held in your hand from that set of loses them immediately.
tools (such as a makeup brush) as a spellcasting
focus for your glamourist spells. If you hold a BURST OF CONFIDENCE
weapon in the same hand, you cannot use this
kind of focus to cast spells. Beginning at 9th level, whenever you grant a
creature the benefits of your Bestow Glamour
Spell Components. Because they draw on feature during your turn, that creature’s
their own inner psychic power rather than movement does not provoke opportunity attacks
outside forces, glamourists do not require until the end of the turn, and it can immediately
spoken words to marshal magical energies, and use its reaction to take one of the following
spells they cast do not have verbal components. actions: Dash, Disengage, Dodge, Help, or Use
an Object.
Disguising Spells. In addition to the other
spells you learn from this feature, you can cast In addition, while still has the temporary hit
disguise self at will without using a spell slot. points granted by your Bestow Glamour feature,
When you reach 9th level in your rogue class, it has resistance to psychic damage.
you can cast polymorph once using a glamourist
spell slot, regaining the ability to do so the next DISARMING INSIGHT
time you finish a long rest. When you reach
13th level, you can cast alter self at will without At 13th level, your insight into other’s
using a spell slot.

BESTOW GLAMOUR

At 3rd level, when you cast a spell using a
glamourist spell slot, you can choose one
creature within 5 feet of you and grant it a
special boon. The chosen target gains
temporary hit points equal to your rogue level,
and whenever the target makes a Charisma
check, the target can roll a d8 and add the
number rolled to the ability check. This effect
lasts until the next time you finish a short or
long rest, or until you use a bonus action to end
it.

In addition, while a creature benefits from
your use of this feature, if that creature is hit
with an attack roll, the attacker provokes an
attack of opportunity from you if it is within 5
feet of you. If you are 9th level or higher, you
have advantage on the attack roll for this
opportunity attack.

Only two creatures can benefit from this

112

insecurities allows you to dissuade them from contributing well-researched lore on anything
hostile action. As an action, choose a creature from the weaknesses of magical creatures to
you can see that has an Intelligence of 6 or the construction of ancient tombs. Rogues like
higher. If the creature can hear you, and you you are said to display a dedication to research,
share a language, it feels the hurt wrought by its truth, and knowledge that can rival the higher
destructive actions for 1 minute. Until that calling of a cleric or paladin.
minute ends, the first time the target deals
damage on another creature during each of its OBSERVANT REACTION
turns, the target must make a Charisma saving
throw. The DC is equal to your passive Wisdom At 3rd level, when a creature you can see
(Insight) score. On a failure, you roll your sneak misses you with an attack roll, or when you
attack damage dice and the target takes psychic succeed on a saving throw a creature you can
damage equal to the total. On a success, it takes see forced you to make, you can use your
half as much damage, and this effect ends early. reaction to force it to make a Charisma saving
throw against a DC equal 8 + your proficiency
Once you use this feature, you cannot use it bonus + your Intelligence modifier. On a failure,
again until you finish a short or long rest. you immediately learn whether the creature has
any damage immunities, resistances, or
STONE OF GLAMOUR vulnerabilities and what they are. Whether or
not the saving throw fails, you gain advantage
Starting at 17th level, you can spend 1 hour and on the next attack roll you make against that
7 of your own Hit Dice performing a ritual creature before the end of your next turn.
which transforms a ruby you are holding that is
worth 5,000 gp or more into an ioun stone of SCHOLARLY PURSUIT
leadership. Any creature can attune to the ioun
stone of leadership you create, but the next time At 3rd level, you choose one Scholarly Pursuit
a creature’s attunement to it ends, the stone from the options listed at the end of this class
disintegrates and is destroyed. description, granting you the listed benefits of
the option selected. You gain one additional
You do not regain hit points from Hit Dice Scholarly Pursuit option at 9th level, 13th level,
expended for this feature, and until after the and 17th level.
ioun stone of leadership you spent those Hit
Dice to create is destroyed, you do not regain In addition, you gain proficiency with your
those Hit Dice. If you wish, you can destroy the choice of either one tool or one of the following
ioun stone yourself by performing another 1- skills: Arcana, History, Investigation, Medicine,
hour ritual, which you can do as part of a short Nature, or Religion.
or long rest. Once the item is destroyed, you
regain the expended Hit Dice normally. FLASH OF GENIUS

SCHOLAR Starting at 9th level, your mastery of lore allows
you to devise unexpected solutions under
Most scholars prefer to remain safe in the pressure. When you or another creature you
metaphorical "Ivory Tower" of academia, never can see within 30 feet of you makes an ability
far from the library or lecture hall—but not all. check or a saving throw, you can use your
Whether by choice or necessity, certain well- reaction to add a bonus to that roll. The bonus
educated experts with the hands-on skills of a is equal to your Intelligence modifier (minimum
rogue pursue field work alongside adventurers. 1).

As an adventuring scholar, you use your You can use this feature a number of times
expert knowledge for the benefit of allies, equal to your Intelligence modifier (minimum of
once). You regain all expended uses when you

113

finish a long rest. selected proficiency, which means your proficiency
bonus is doubled for any ability check you make that
USE MAGIC DEVICE uses it.

By 13th level, you have learned enough about Metaphysician. You gain proficiency in your choice
the workings of magic that you can improvise of either the Arcana skill or the Religion skill, and you
the use of items even when they are not learn your choice of either two cantrips from the
intended for you. You ignore all class, race, and cleric spell list or two cantrips from the wizard spell
level requirements on the use of magic items. list. Neither cantrip you choose can require a saving
throw. In addition, you can also cast the comprehend
PRACTICED ACUITY languages spell as a ritual. Intelligence is your
spellcasting ability for all these spells.
Starting at 17th level, whenever you have
advantage on an ability check or attack roll that Physician. You gain proficiency in your choice of
uses Dexterity, Intelligence, or Wisdom, you can alchemist’s supplies, herbalist's kits, or the Medicine
reroll one of the dice once, provided the roll also skill. As a bonus action, you can expend one use of a
lets you add your proficiency bonus. healer’s kit to cause a creature you can touch to
regain 1 hit point. If you continue tending to the
SCHOLARLY PURSUITS creature’s wounds for 1 minute while taking no other
actions, you can make a DC 15 Wisdom (Medicine)
Options for the Scholarly Pursuit feature are listed check to allow the creature to spend Hit Dice to
here in alphabetical order. You can never take the regain hit points, as if at the end of a short rest. The
same Scholarly Pursuit option more than once, no maximum number of Hit Dice a creature can spend in
matter how many times you get to select one, even if this way is equal to your proficiency bonus.
that Scholarly Pursuit offers different choices.
Student of Warfare. You have studied the arts of
Academic Researcher. You gain a +2 bonus to all war and military strategy. You learn one Fighting
Intelligence checks, and while you are in a good Style of your choice from the fighter class. You can
library or well-equipped laboratory, you have never learn the same Fighting Style more than once,
advantage on all Intelligence and Wisdom checks no matter how many times you get to choose one.
that include your proficiency bonus.
Toxicologist. You are well-educated in the science
Crafter. You gain proficiency with one tool of your of poisons: their creation, their effects, and their
choice, and you can grant temporary hit points to handling. You gain proficiency with poisoner’s kits.
crafted objects. By spending 10 minutes using With one hour of work using a poisoner’s kit and
appropriate tools to work on an object or structure expending 50 gp worth of materials, you can create a
you can touch, you can make a DC 10 ability check number of doses of potent poison equal to your
with those tools. On a success, you grant that object proficiency bonus. Once applied, the poison retains
(or a section of it equivalent to a 5-foot cube if it is potency for 1 minute, or until you hit with the
larger than that) temporary hit points equal to your weapon. When a weapon coated in this poison deals
proficiency bonus + your level. In addition, whenever damage to a creature, that creature must succeed on a
an object has been repaired, damaged, created, or Constitution saving throw (DC equals 8 + your
destroyed with any kind of tool, you have advantage proficiency bonus + your Intelligence modifier). On a
on all Intelligence and Wisdom checks to discern failure, the creature takes poison damage equal to half
information about that object. your rogue level + your Intelligence modifier
(minimum 1) and is poisoned for 1 minute.
Diplomat. You gain proficiency in your choice of
one of the following skills: Deception, Insight,
Intimidation, Performance, or Persuasion. When you
make an ability check with the chosen skill to
influence or discern information about a creature that
is indifferent or hostile towards you, you add double
your proficiency bonus to the check instead of your
normal proficiency bonus.

Expert. Choose one skill, tool, or vehicle with
which you are proficient. You gain expertise with the

114

IN THE DOMAINS OF DREAD In addition, whenever you roll a Charisma
check or a Wisdom (Insight) check against a
The most renowned scholars often start their careers creature (living, undead, or otherwise) that was
born more than 500 years ago, you can use your
in domains where learning, study, and research are reaction to roll again, but you make an
Intelligence (History) check instead of a
valued, such as Borca, Darkon, Dementlieu, Har’Akir, Charisma check for the second roll. You must
use this ability after the roll is made, but before
Richemulot, Rokushima Táiyoo, or Zherisia. the DM tells you if you succeeded. You must use
the second roll.
However, many rogues of this archetype grow up in
SIGNATURE WEAPON
small villages where their scholarship is not valued,
At 3rd level, choose one type of weapon with
and the need to escape such a repressive which you are proficient that does not have the
heavy or two-handed properties. This becomes
environment prompts many of them to careers as your signature weapon. Whenever you gain a
level, you can change your signature weapon to
adventurers. a different weapon if you wish. You can only
have one weapon type as your signature
TOMB ROBBER weapon.

Many rogues covet riches, but you have a higher You gain a +2 bonus to damage rolls with
calling, seeking the treasure of history. Though your signature weapon, and while you are
you are a well-educated scholar, you know that wielding it, you can use a bonus action to do one
the physical remnants of the past of lie buried
beneath the dust of ages and the sands of time.
While others merely speculate on the insights
such evidence might convey, you are a two-
fisted expert with a hands-on approach: you go
out there and get it.

Rogues of your vocation often form great
rivalries with each other. They foster their own
renown by specializing in certain cultures or
historical epochs, writing memoirs of their
dangerous expeditions, and carrying specialized
tools and equipment.

Most of all, tomb delvers become famous for
their advanced prowess with a signature
weapon, usually one with other uses beyond
battle. A long or extending staff useful for
probing potential traps and a light hammer
good for both pounding in pitons and bashing
skulls are good examples. Less commonly used
armaments—such as blowguns, nets, or whips—
are especially favored for this purpose, the
better to grow one’s personal reputation.

HISTORICAL INSIGHT

Beginning when you choose this archetype at
3rd level, you can add a bonus equal to your
Intelligence modifier (minimum 1) to Dexterity
saving throws. You also gain proficiency with
any one martial weapon of your choice and in
one of the following skills: Arcana, History, or
Religion.

115

of the following: magical darkness (such as if it has blindsight or
truesight).
 Disorient. You choose one target within
range of your signature weapon. If the target USE MAGIC DEVICE
does not succeed on an Intelligence saving
throw, it can’t take reactions until after the By 13th level, you have learned enough about
end of your next turn. the workings of magic that you can improvise
the use of items even when they are not
 Extended Reach. You take the Use an intended for you. You ignore all class, race, and
Object action, targeting an object within 10 level requirements on the use of magic items.
feet of you, even if it would normally be too
far away for you to interact with. SIGNATURE PRECISION

 Quick Disarm. You choose one target within Beginning at 17th level, if you miss with an
range of your signature weapon. If the target attack made with your signature weapon during
does not succeed on a Strength saving your turn, you can immediately make an
throw, it drops one item of your choice that additional attack with your signature weapon.
it is holding. You can pull the item up to 5 You can gain one additional attack during your
feet closer to you, or let it land at the target’s turn with this ability.
feet. If the target is using two or more hands
to hold a single item, or if it is larger than In addition, once per turn, you can inflict an
Medium size, it has advantage on this saving extra 1d8 damage with your signature weapon
throw. when you hit with an attack that does not
include sneak attack damage.
 Swift Defense. You flourish your weapon
protectively, causing attack rolls against you
to be made at disadvantage until the end of
your turn.

The DC of any saving throws required by this
feature equals 8 + your proficiency + your
Dexterity or Intelligence modifier (your choice).

WELL-PLANNED STRIKE

At 9th level, when you add your sneak attack
damage to an attack with your signature
weapon, you can reroll some of the damage
dice. The maximum number of dice you can
reroll in this way is equal to your Intelligence
modifier (minimum 1). You must use the new
rolls. You can use this ability twice, regaining
expended uses when you finish a short or long
rest.

In addition, when you hit a creature with an
attack, if you and that creature are both heavily
obscured by darkness, you can deal your sneak
damage even if you do not have advantage on
the attack roll. This feature does not function if
the creature is able to perceive you even in

116

ENHANCED EXPERTISE generally not based on an individual, but are
OPTIONS invented identities based on a general type (a
local lord, a helmed member of the Town
If you are a rogue of 3rd level or higher, Watch, a wealthy merchant bearing expensive
whenever a rogue class feature (including your pigments from distant lands, etc.). If you wish to
roguish archetype features) would grant you create a look that is a specialty disguise based
expertise with a skill or tool proficiency, you can on a specific person, you must observe that
choose one of the following options in place of person for 8 hours. When your proficiency
gaining that expertise. Each option requires a bonus increases, you automatically gain a new
particular existing expertise. (The DM can look. However, if you wish to replace one of
decide whether other classes that gain your existing looks, doing so takes 8 hours.
expertise, such as the bard, can use these
options.) POISONER

EXPLORER Prerequisites: Expertise (Sleight of Hand or poisoner’s
kit)
Prerequisites: Expertise (Nature or Survival)
You have advantage on ability checks you make
You gain the Natural Explorer feature of a to identify particular types of poison, and you
ranger. This only grants you one favored terrain ignore poison resistance when you hit with an
as described in that feature, and does not allow attack that deals poison damage. Also, you can
you to gain additional favored terrains for use the bonus action granted by your cunning
reaching higher levels in this class. In addition, action feature to coat a weapon in poison.
while you are in your favored terrain, when you
use the bonus action granted by your Cunning SLEUTH
Action feature to take the disengage action, you
increase your speed by 15 feet until the end of Prerequisites: Expertise (Insight or Investigation)
the turn.
When you would make an Intelligence
QUICK CHANGE ARTIST (Investigation) or Wisdom (Insight) check to
discern information about a creature during
Prerequisites: Expertise (Deception, Stealth, or your turn, if that check would normally require
disguise kit) an action, you can use the bonus action granted
by your Cunning Action feature to do so instead
You have a number of pre-made disguises or Also, whenever you succeed on an Intelligence
specialty outfits, known as looks, equal to 1 + (Investigation) or Wisdom (Insight) check to
your proficiency bonus. Due to hours of discern information about a creature, you also
practice, when you put on one of these looks, uncover additional information about them by
you can do so as a bonus action. You can also studying their mannerisms, tiny scuffs or stains
give someone else one of your prepared looks, on their clothing, and so forth. At the DM’s
though doing so takes 1 minute instead of just 1 discretion, you deduce one of the following
bonus action. Putting on a prepared look can pieces of information about them: a recent
give you the fabulous air of a noble at a ball, the location they’ve visited, an object they’ve
extravagant beauty of a celebrated stage handled, a person they’ve spoken with, or one of
performer, or the humble anonymity of a their personality traits.
workaday commoner. Creating a new look has
no cost, since it is assumed you have already
spent time gathering its pieces.

A look that functions as a disguise is nearly
perfect if properly applied. Such disguises are

117

THE SORCERER anomalies themselves, sorcerers are often
fascinated by other strange phenomena.
Sorcerers gain their magic from neither pact Though the dark nights in the Lands of Mists
nor study, but from their own natures. hide dire threats, sorcerers frequently seek to
Depending on one's point of view, these explore distant domains and places spoken of
inherent magical powers may be a fantastic gift only in tales, hoping to unravel the riddle of
or a wretched curse. As a rule, natives of the their own existence.
Domains of Dread are highly suspicious of any
beings with
inherent magical
powers, viewing
them as both
more and less
than human.
Common
folktales,
however
misguided, claim
that sorcerers
are changelings
left by the fey, or
reviled
practitioners of
witchcraft, or
even that they
gain their powers
through
trafficking with
fiends—in short,
that they are
warlocks, who
are mistrusted in
almost all
domains, and in
some even
hunted and
killed. Even
sorcerers not
tainted by such
superstitions are
wise to reveal
their magical
gifts only to those
they trust. As
supernatural

118

NEW SORCEROUS ORIGINS the effects of certain spells. You learn one of the
following spells: dead man’s tell*, false life, find
ALCHEMICAL familiar, and mage armor. Whenever you finish
a long or short rest, you can immediately cast
Whether through an event that befell an the chosen spell without using a spell slot,
ancestor or exposure to magical potions or though you still require components as normal.
treatments in your own life, your body is infused You cast the spell at a level equal to half your
with the transmutative power of alchemy. This sorcerer level (rounded down, to a maximum of
spark of achemical magic within you persists as 9th).
a lightning-like energy that grants you magical
powers. Alchemists and wizards strive to create A spell learned from this feature is a sorcerer
a transformative alchemical object called a spell for you, but it does not count against your
transmuter’s stone; you, however, are a living normal number of sorcerer spells known.
transmuter’s stone.
INFUSE POTIONS
As your powers grow, you can transform
objects and create alchemical potions or other Starting at 3rd level, you can produce magic
items. Then you learn to redistribute the energy potions. You spend 10 minutes focusing your
within creatures and create undead or magic on a vial of mundane water and expend
constructs. Eventually, your creations become sorcery points to transform it into a potion.
more advanced, but can you ever truly grant Once you have expended sorcery points to
them the spark of a living soul? create a potion, your maximum number of
sorcery points is reduced by the number spent
LIVING ALCHEMY until the potion is consumed or after 1 week, at
which time the potion loses its effectiveness, as
When you choose this Sorcerous Origin at 1st shown in the following table.
level, your touch can transmute a nonmagical
object from one substance to another, INFUSE POTIONS TABLE
temporarily changing its physical properties.
You meditate while touching a nonmagical SORCERY POINT
object that is composed only of one the
following substances: iron, copper, silver, wood, POTION CREATED COST
or stone (but not a gemstone). You can
transform it into any one of the listed materials. Climbing, growth, or healing 1

For each 10 minutes you spend in this Mind reading or greater healing 2
meditative ritual, your touch can transform up
to 1 cubic foot of material. After 1 hour, or until Invisibility, superior healing, or
you lose your concentration (as if you were
concentrating on a spell), the material reverts to water breathing 3
its original substance.
Resistance 4
In addition, you learn the create item* and
mending cantrips, and they count as sorcerer You can create up to three potions at a time;
spells for you, but they do not count against
your normal number of cantrips known from creating a fourth potion causes the oldest
your sorcerer class.
currently active one to immediately lose its
SELF-INFUSION
potency. If that potion has been consumed, its
At 1st level, with rest and concentration, you
can create alchemical infusions which simulate effects immediately end. Different types of

potions have different sorcery point costs. See

Chapter 7 of the Dungeon Master’s Guide for

complete rules on potions.

INFUSE WEAPONS AND ARMOR

Beginning at 6th level, you can alchemically

treat weapons and armor, infusing them with

119

magical power. You spend 10 minutes focusing
your magic on a mundane weapon, suit of
armor, shield, or bundle of twenty pieces of

ammunition, and expend sorcery points to
infuse it with magical energy. The magic item

retains its enhancement for 8 hours or until
used (in the case of magic ammunition). You
can infuse only one item at a time; if you infuse
a second one, the first immediately loses its
potency. Once you have expended sorcery
points to create such an item, your maximum
number of sorcery points is reduced by the

number spent until the item becomes
nonmagical. Different types of item have

different sorcery point costs, as shown in the
following table.

INFUSE WEAPONS AND ARMOR TABLE

MAGIC ITEM CREATED SORCERY POINT
COST

+1 ammunition (20 pieces) 2

+1 weapon or +1 shield 3

+1 armor 4

+2 weapon or +2 ammunition MASTER CREATOR

(20 pieces) 5 When you reach 18th level, you have mastered
the creation of life itself, granting you a number
+2 armor 6 of benefits.

In addition, choose one of the following 3rd- Alchemical Duplication. You learn the clone
spell, which is considered a sorcerer spell for
level spells: animate dead, aura of vitality, you, but does not count against your normal
number of sorcerer spells known.
conjure animals, call lightning, plant growth, or
Energized Growth. When you cast the clone
revivify. You learn the chosen spell, which is spell, the duplicate created grows to the desired
age within 10 days, rather than requiring 120
considered a sorcerer spell for you, but it does days.

not count against your normal number of Harvest Life. Whenever you cast a
sorcerer spells known. If you choose the spell necromancy spell of 2nd-level or higher, you can
conjure animals, the creatures you conjure are use your reaction to regain spent sorcery points
considered constructs rather than fey. equal to half the spell’s level (rounded down).

ELDRITCH VITALITY Spark of Life. Whenever you take lightning
damage, if the damage is higher than your
At 14th level, you sustain yourself with an sorcerer level (as determined before it is
eldritch energy that takes the form of magical reduced by your resistance or another effect),
lightning. You gain resistance to lightning you can use your reaction to give yourself or a
damage, and your magic sustains you so that creature within 60 feet temporary hit points
you suffer none of the frailty of old age, and you equal to your sorcerer level.
can’t be aged magically. You can still die of old
age, however. In addition, you no longer need
food or water.

120

ANCIENT ARTIFACT saving throws against becoming charmed,
frightened, or stunned.
Your magic doesn't come from within, but
rather from an ancient magical artifact that has  You can cast the guidance cantrip, targeting
chosen you as its bearer. You may have received yourself, as a sorcerer spell.
it as an inheritance, discovered it while
exploring the ruins of an ancient culture, or  You can grant yourself advantage on a spell
simply been chosen when the artifact suddenly attack roll or grant another creature
appeared before you. In any case, this item’s disadvantage on a saving throw it makes
power is tied to yours, and it cannot access its against a spell you cast. Once you use this
full might until you grow into the sorcerous benefit, you must finish a long rest before
potential it has stirred within your soul. you can use this feature again.

ANCIENT ARTIFACT The magical power of your ancient artifact is
tied to your very soul. It disappears if it is more
At 1st level, you have mastered the rudiments of than 5 feet away from you for 1 minute or more,
the magical power conferred by your artifact, or if you choose to hide it. When it disappears, it
but have only begun to know its true nature. is shunted away into an extradimensional space
Choose a trinket (rolled or chosen from the from which you can summon it back at any time
Trinket Table in the Player’s Handbook or an as an action or bonus action. When you
expansion of it) or a piece of adventuring gear summon it back, it appears in your hand, on
worth 15 gp or less that is not armor. Your your person, or at your feet, as you choose.
ancient artifact is a magical version of this item.
(As an alternative, if your character’s If you lose your artifact or it is somehow
background includes the benefit of the Inheritor destroyed, the loss is only temporary. The next
background described in the Sword Coast time you finish a long rest, it is restored, whole
Adventurers Guide, your ancient artifact can be and intact, within the extradimensional space
the same item as your inheritance from that from which you summon it.
benefit). Your ancient artifact is a magical item,
and can be detected as such, though the identify If you cast a spell of 1st-level or higher while
spell yields no useful information about it. You your ancient artifact is not within 5 feet of you,
are attuned to your ancient artifact, but it does the spell is difficult to control, and you must roll
not use up one of your attunement slots. No one on the Wild Magic Surge table of the Wild
can attune to your ancient artifact but you. Magic Sorcerous Origin described in the
Player’s Handbook to create a random magical
Your ancient artifact protects you magically, effect.
guides your spellcasting, and sometimes shares
the memories of its past bearers with you, SPELL CONTAINMENT
granting you the following benefits while it is on
your person: At 6th level, your ancient artifact gains the same
magical abilities as a ring of spell storing.
 Your Armor Class cannot be lower than 12 However, the maximum number of spell levels
+ your Dexterity modifier, no matter what it can contain is equal to half your sorcerer level
armor you may wear. (rounded down), rather than the usual amount,
and it can only contain spells of a level less than
 You add a bonus equal to half your or equal to the highest level of sorcerer spell
proficiency bonus (minimum of 1) to all you can cast.
Intelligence checks which do not already
include your proficiency bonus, and to your SURGING SPELL

At 6th level you gain the Twinned Spell
metamagic option if you don’t already have it.

121

When you use Twinned Spell on a spell you NEW SORCEROUS ORIGIN:
cast, if you roll an 18, 19, or 20 on the d20 for a
spell attack with that spell, or if a creature rolls PALE MASTER
a 1, 2, or 3 on the d20 for a saving throw made
against itl, you regain the sorcery points you Whether due to a near-death experience, a
spent to use Twinned Spell. family history of studying dark magics, or
simply being born in the Domains of Dread, you
LIFE PRESERVATION bear an unnatural gift for necromantic sorcery
that hungers to be used. This has grown into an
At 14th level, you and your ancient artifact have instinctive bond with undead creatures. Now
truly become one, and it uses its magical power one of these walking dead has come to you,
to preserve your life. If you are reduced to 0 hit unbidden, to act as your servant and protector,
points, you can choose to instead be reduced to proving that the macabre power within you
1 hit point, and each creature within 10 feet of cannot be contained, only controlled.
you takes psychic damage equal to half your
sorcerer level + your Charisma modifier. For PALE MAGIC
the next minute after you use this feature, you
gain resistance to all damage except psychic The arcane magic you command is born of your
damage, and any creature that hits you with an connection to death. When you make a
attack roll takes psychic damage equal your Charisma check against undead creatures, you
Charisma modifier. do so with advantage.

Once you use this feature, you cannot do so You learn additional spells when you reach
again until you finish a short or long rest. certain levels in this class, as shown on the Pale
Magic table. Each of these spells counts as a
CONTROLLED SURGE sorcerer spell for you, but it doesn’t count
against the number of sorcerer spells you know.
At 18th level, your most prodigious moments of
spellcasting achievement unlock brief surges of Whenever you gain a sorcerer level, you can
power from your ancient artifact. When you cast replace one spell you gained from this feature
a 9th-level spell, if you roll an 18, 19, or 20 on with another spell of the same level. The new
the d20 for a spell attack, if a creature rolls a 1, spell must be a necormancy spell, but it can
2, or 3 on the d20 for a saving throw made come from any class’s spell list.
against a spell you cast, you can choose any
number of creatures within a 30-foot sphere PALE MAGIC TABLE
centered on you to roll a Constitution saving
throw. Sorcerer Level Spells
1st
A creature that fails its saving throw against 3rd false life, ray of sickness
this feature takes 4d8 force damage and treats gentle repose. ray of
the area of this effect as difficult terrain until the 5th enfeeblement
end of your next turn. A creature that succeeds animate dead, summon
takes half as much damage. Whether a creature 7th undeadTCoE
succeeds or fails, if it takes at least 1 point of 9th blight, death ward
force damage from this effect, you can push that contagion, danse macabreXGtE
creature up to 10 feet away from you.
DEATHLY GUARDIAN

At 1st level, your arcane magic draws a trusted

and loyal undead servant to your side. Choose
an undead creature with a challenge rating of
1/4 or lower that doesn't have a flying or
swimming speed. It must be of Medium size or

smaller and have 15 or fewer hit points (though

122

your Undying Bond feature may improve the UNDYING BOND
base creature beyond these limitations).
Typically, this is either a skeleton or a zombie, Your Deathly Guardian gains a variety of
though your DM may have more options for benefits while it is linked to you. The Guardian
you. obeys your commands as best it can. It acts on
its own turn in the initiative, immediately after
This undead creature gains all the benefits of the end of your turn, and you determine its
your Undying Bond feature. You can have only actions. If you are incapacitated or absent, your
one Deathly Guardian at a time. Guardian acts on its own, but its only goals are
to defend itself, defend you, obey your prior
If your Deathly Guardian is ever slain, the commands, and to serve any simple goals it
magical bond you share allows you to recall it could sense in your mind before you lost
the next time you finish a long rest. It may come contact.
to you in a different body than it had before, but
you sense the same spectral sentience within it,  Your Deathly Guardian has abilities and
bonding its existence to yours. It returns to you game statistics determined in part by your
with full hit points and in fresh condition, just as level. Your Guardian uses your proficiency
when it first appeared. bonus rather than its own. In addition to the
areas where it normally uses its proficiency
bonus, a Deathly Guardian also adds its
proficiency bonus to its damage rolls.

 If your Deathly Guardian’s Intelligence is 5
or lower, its Intelligence is increased to 6.

 While your Deathly Guardian is within 100
feet of you, you can communicate to it
telepathically. It cannot communicate back
to you or share its senses with you, though
your bond always gives you a rudimentary
sense of whether or not your Deathly
Guardian is wounded or in danger.

 For each sorcerer level you gain after 1st,
your Deathly Guardian gains an additional
Hit Die and increases its hit points
accordingly.

 Your Deathly Guardian becomes proficient
with Strength and Constitution saving
throws, simple and martial weapons, light,
medium, and heavy armor, and shields, and
with two skills of your choice.

 Whenever you gain the Ability Score
Improvement class feature, your Deathly
Guardian’s abilities also improve. Your
Deathly Guardian can increase one ability
score of your choice by 2, or it can increase
two ability scores of your choice by 1. (Your

123

DM may allow it to gain a feat instead.) As connection to you is at its apex, granting each of
normal, your Deathly Guardian can’t you traits derived from the other. You gain
increase an ability score above 20 using this immunity to necrotic damage, and whenever
feature unless its description specifies you cast a spell that deals necrotic damage, you
otherwise. also gain resistance to nonmagical bludgeoning,
piercing, and slashing damage for 1 hour. You
 The Deathly Guardian loses its Multiattack no longer need to eat, drink, or breathe.
action, if it has one.
In addition, your Deathly Guardian grows
 The Deathly Guardian has little in the way much more powerful, as follows:
of personality, though that can change over
time. It has no Ideals, one Flaw you  Its Wisdom score becomes equal to your
determine, and the Bond “I must protect the Charisma, unless it is higher.
sorcerer I am bound to serve at all costs.”
 Any other ability scores it has that are 12 or
NECROMANTIC CONTROL lower are increased to 13, except Charisma.

Starting at 6th level, you can spend 5 sorcery  It gains one Fighting Style option from
points as an action to target one undead those listed for the Fighter class.
creature you can see within 30 feet. The target
must make a Wisdom saving throw against your  Your Deathly Guardian gains one 1st-level
sorcerer spell save DC. On a failed save, the spell slot, one 2nd-level spell slot, and one
target must obey your commands for the next 3rd-level spell slot. It can use these slots to
24 hours. An undead whose challenge rating is cast spells from the list of sorcerer spells
equal to or greater than your level is immune to you know, and regains its expended slots
this effect. whenever you finish a long rest. It casts
spells as a sorcerer, but does not require
AGGRESSIVE GUARDIAN verbal or somatic components, and Wisdom
is its spellcasting ability score instead of
Starting at 6th level, if your Deathly Guardian is Charisma. When it casts these spells, it
within 90 feet of you when you use your action casts them using your proficiency bonus.
to cast a spell of 1st-level or higher, it can use
its reaction to make a weapon attack.  It can attack twice, instead of once,
whenever it takes the Attack action on your
Whenever your Deathly Guardian uses its turn.
reaction with this feature, it can move up to half
its speed as part of the same reaction.  When a creature makes an attack roll
against you, if it is within reach of your
GRAVEN SURGE Deathly Guardian’s weapon, it provokes an
opportunity attack from your Deathly
Starting at 14th level, when you use your Guardian.
Graven Surge feature, if the spell that triggered
your use of that feature has a range of touch or NECROMANCERS IN THE DOMAINS OF
of 5 feet or greater, you choose to have your DREAD
Deathly Guardian use its reaction to deliver the
spell instead of making a weapon attack, as if it Spellcasters of various types who specialize in
had been the one to cast it. If the spell requires necromancy tend to be most common in domains
an attack roll, you use your attack modifier for where arcane magic is taught in an organized way,
the roll. such as Darkon, Hazlan, and (less publicly)
Richemulot. They also congregate in lands with
JOURNEY OF THE DAMNED particularly large infestations of undead, such as
Barovia, Darkon, Falkovnia, Necropolis, and Souragne.
At 18th level, your Deathly Guardian's

124

REANIMATED LIGHTNING VITALITY

Before your death, you were no sorcerer, but At 1st level, the lightning used to return you to
now you have become something else. Driven life continues to sustain your reanimated state.
by madness, genius, passion, or all three, a Whenever you are subjected to lightning
brilliant artificer re-created your body and damage, you take no damage, and if you did not
infused it with blasphemous life. Your creator deal this damage to yourself, you can regain a
stitched a new body together for you, replacing number of spent Hit Dice equal to your
portions of you that could not be revived with Charisma modifier (minimum 1). Once you
pieces of a half-dozen other corpses. Yet the choose to regain Hit Dice this way, you may not
final ingredient was magical lightning, a spark do so again until you finish a short or long rest.
that reignited life in your new body, but also
imbued your soul with eldritch power. In addition, at the start of each of your turns,
when you have fewer than half your maximum
Your soul is as mortal as any other, but like hit points remaining but have at least 1 hit
your body it has been rejuvenated by the point, you regain 1 hit point as long as you have
crackling power of the tempest, and that arcane at least one unused sorcerer spell slot.
potential grows every day. In some ways, magic Whenever you regain hit points by any means, if
comes more easily to you than the everyday you place a severed body part on the place from
activities of your former life. which it was removed, the part reattaches as
you heal.
Most likely, the one who created you is no
longer around—perhaps they were gone before Finally, you learn the shocking grasp cantrip
you woke up alone in their laboratory, or you as a sorcerer spell. It does not count against
fled from them in shocked revulsion at what you your number of cantrips known as listed on the
had become, or some other quirk of destiny sent Sorcerer table.
you out into the world on your own. Whatever
purpose drove your creation, you are now free REANIMATED FLESH
to choose your own path.
At 1st level, your flesh was once dead, but is
THE NATURE OF THE REANIMATED now alive and has been reassembled, making
you more resilient in some ways but more
A sorcerer with the Reanimated sorcerous origin is vulnerable in others. Even though you were re-
much like a flesh golem, but represents a far more constructed from dead tissue, you are a living
advanced and subtle level of magical craftsmanship. creature with the following traits:
This allows the sorcerer to retain the mental
faculties, and perhaps even some or all of their former  You are immune to disease. You do not
memories and personality. The scars from the need to breathe, but you do need to eat and
reanimation chirurgeries are hard to miss unless effort drink, and you rest each day just as you did
is made to hide them. However, the various body when you were alive.
parts are well-matched and artfully assembled. No
remnants of wire or metal staples mar the sorcerer’s  Living creatures sense something
fleshly visage, and movements need not be clumsy frightening about you, even if you hide your
nor artificial. scars. You have advantage on Charisma
(Intimidate) checks against humanoids and
In addition to this sorcerous origin, the Reborn beasts, but disadvantage on Charisma
lineage, as described in Van Richten’s Guide to (Persuasion) checks made to influence
Ravenloft, is also very appropriate for the them.
Reanimated.

125

 You have resistance to spell that inflicts lightning damage, you can
bludgeoning and poison spend 1 sorcery point to enter a state of
damage, but also increased resilience for 1 hour. While in this
vulnerability to slashing state, you have resistance to piercing damage,
and fire damage. you are immune to poison damage and the
poisoned condition, and your AC cannot be less
 If you have fewer than than 16.
half your maximum hit
points remaining when BERSERK CONSTRUCT
you take fire, psychic, or
slashing damage from an Starting at 6th level, being frightened does not
attack, you must make impose disadvantage on your attack rolls.
either a Wisdom save However, while you are frightened, if you do not
(for fire or psychic make a melee or thrown attack during your
damage) or a Dexterity turn, at the end of that turn you take psychic
save (for slashing). The damage equal to your sorcerer level unless you
DC equals 10 or half the are subject to a condition that makes it
damage you take, impossible for you to make such an attack (such
whichever number is as being paralyzed).
higher. If a fail the
Wisdom saving throw, SPARK OF LIFE
you are frightened of the
source of that damage Starting at 14th level, you can use the life-giving
until the end of your next lightning that keeps you alive to increase the
turn. If you fail, your reduce your speed by
half for 1 minute, due to some small part of
one limb—a quarter of your foot, half your
hand, the top of your shoulder, etc.—being
cut from your body. When you regain your
speed, but it is assumed the dismembered
part, animated by the same magical
energies as the rest of you, has found its
way back to your body (by rolling, creeping,
or some stranger means) and reattached
itself.

FLESH GOLEM STRENGTH

At 6th level, the energies sustaining your
reconstructed form grant you superhuman
fortitude. You have advantage on all Strength
checks and Strength saving throws, your
carrying capacity (including maximum load and
maximum lift) is doubled, and you can roll a d6
in place of the normal damage of your unarmed
strike.

In addition, whenever you cast a cantrip or

126

power of some spells. When you cast a sorcerer that attack, you can choose to lightning
spell of 5th-level or lower that deals lightning damage or magical bludgeoning damage
damage, you can deal maximum damage with (your choice) equal to 1d12 + your Charisma
that spell. The first time you do so, you suffer no modifier.
adverse effect. If you use this feature again
before you finish a long rest, you decrease your  When you take damage from a creature that
maximum hit points by 2d8 for each level of the is within 5 feet of you, you can use your
spell, immediately after you cast it. Once that reaction to make a melee weapon attack
happens, for each additional time you use this against that creature.
feature before finishing a long rest, you
decrease your maximum hit points by 1d8 plus Once you use this feature, you can't use it again
an additional 1d8 for each previous time you’ve until you finish a short or long rest.
used this feature since your last long rest.
DREAD CONSTRUCTS OF RAVENLOFT
RAMPAGING GOLEM
In most lands, the animation of a construct requires
When you reach 18th level, you can give in to the use of great magics and expensive materials, and
your constructed nature temporarily, becoming specifically a manual of golems. In the dread domains
a brutal engine of destruction. Whenever you of Ravenloft, however, such restrictions do not
have fewer than half your maximum hit points always apply. The Dark Powers that rule over those
remaining, you can spend 7 sorcery points as a benighted realms may potentially reward the mad
reaction to consciously unleash your instincts desire to bring life to the inanimate no matter what
while attempting to retain control. This requires the nature of the creator is. When they do so, the
your concentration (as if you were casting a results are always tragic.
concentration spell). For 1 minute or until you
lose your concentration, you gain the following Such constructs are created not through magic, but
traits: through the dark desires of a creator obsessed with
giving life to the inanimate. The possible reasons for
 You become a construct, and are no longer such an obsession are numerous. The creator may see
affected by effects that target humanoids the creation of life as a noble scientific experiment, an
(though you are affected by effects that artistic project, or the opportunity to restore life to a
target constructs). lost loved one.

 You are immune to poison damage and to The reasons are ultimately immaterial; what
bludgeoning, piercing, and slashing damage matters is the obsession itself. That obsession is the
from nonmagical attacks that aren’t seed that ultimately gives the construct “life.” The
adamantine. You are also immune to the assembly of the golem's body, whether it be the
charmed, exhausted, paralyzed, petrified, sculpting of a statue or the sewing together of
and poisoned conditions, and to any effect corpses, serves to imprint the construct with the
that would alter your form. creator's desires. The mechanism of animation,
whether it be a fervent prayer or a channeled bolt of
 At the beginning of your turn, you regain hit lightning, serves to focus the creator's anticipation to
points equal to 5 + your Constitution a crescendo.
modifier if you have been subjected to
lightning damage since the beginning of It is the emotion of this moment, when the creator
your previous turn. is watching to discover whether his life's ambition
has resulted in feverishly desired success or
 Whenever you hit with a melee attack, desperately feared failure, that truly serves to animate
instead of dealing the normal damage for the construct. From the dark desires of its creator and
the eager participation of the Dark Powers, the evil
construct is born.

127

SORCEROUS ORIGIN: spells, as long as the spell you choose is a
divination spell. You must otherwise obey all
SEER OF SPIRITS restrictions for selecting the spell, and it
becomes a sorcerer spell for you. If a divination
The ability to see into distant times and places spell you learn in this way references obtaining
runs in your family, and due to some knowledge from an extraplanar entity (like a
combination of this legacy, the favor of primal deity), the version of that spell you cast as a
spirits, or the will of the gods, you are blessed— sorcerer puts you in contact with wise spirits
or cursed—with powers of prophecy. instead (who may or may not be servants of a
god or other extraplanar entity).
BONUS SPELLS
FORETOLD THREAT
Starting at 1st level, your clairvoyant gifts
manifest as added spellcasting options. You At 1st level, your preternatural perceptions
learn the guidance and vicious mockery forewarn you of others’ hostile intent,
cantrips. These count as sorcerer cantrips for sometimes allowing you to avoid attacks at the
you, but they do not count against the number of last moment. While you are not wearing armor,
sorcerer cantrips you know. When you cast your AC cannot be lower than 13 + your
vicious mockery, instead of insults, you utter Charisma modifier.
prophecies of doom or hint at the target’s
darkest sins. UNWELCOME VISION

In addition, when your Spellcasting feature When you choose this sorcerous origin at 1st
lets you learn a sorcerer spell of 1st level or level, your magic brings you precognitive
higher, you can select the spell from any class’s visions, whether you want them or not. When
you cast a sorcerer spell of 1st level or higher
using a spell slot, you gain temporary hit points
equal to the spell’s level or your Charisma
modifier, whichever is higher. While you still
have temporary hit points gained from this
feature, you also have resistance to psychic
damage.

This power has a drawback however: once
awakened, your spirit magic hungers to be used.
Once you gain temporary hit points from this
feature, if you go longer than 1 minute without
gaining temporary hit points from it again, you
must roll a Constitution saving throw against
your own sorcerer spellcasting DC. On a failure,
you fall unconscious for 1 minute, during which
time overwhelming visions consume your mind,
and you can’t be awakened by any means. Once
you roll this saving throw, whether you succeed
or fail, you don’t have to roll it again until the
next time you finish a long rest.

128

FORETELLING DREAMS the saving throw, and only half damage if
you fail.
Beginning at 6th level, whenever you use a spell
slot to cast a divination spell of 2nd level or  When a creature that you can see within 30
higher, you regain 1 spent sorcery point. feet of you makes an attack, you can use
your reaction to impose disadvantage on the
In addition, you can spend 2 sorcery points to attack roll.
perform a 1-minute ritual in which you interpret
your dreams to reveal dark events to come. NEW METAMAGIC OPTIONS
When you finish this ritual, you become
immune to the charmed and frightened The following Metamagic options are added to
conditions for 1 hour, and you can roll a d20 the Metamagic feature a sorcerer gains at 3rd
and record the number rolled. You can replace level. You can use each of these new Metamagic
any attack roll, saving throw, or ability check options even if you have already used a different
made by you or a creature that you can see with Metamagic option during the casting of the
the foretold roll. You must choose to do so spell.
before the roll, and you can replace a roll in this
way only once per turn. ACCURATE SPELL

Each foretold roll can be used only once. When you make a spell attack roll and miss, you
When you finish a short or long rest, you lose can spend 1 sorcery point to reroll the attack
any unused foretold rolls. Once you perform the roll. You must use the second roll.
ritual for this feature, you cannot do so again
until you finish a short or long rest. ENHANCING SPELL

DIVINATORY INSTINCTS When you cast a spell with a range of a touch on
a creature, you can spend 2 sorcery points to
When you reach 14th level, your supernatural empower that creature’s form with magical
relationship with time has transformed you. You might. For 1 minute, that creature’s unarmed
cannot be aged magically and you cannot die of strikes and weapon attacks count as magical for
old age until you have lived a number of years the purpose of overcoming resistance and
that is twice the normal lifespan for a member immunity to nonmagical attacks and damage.
of your race.
FORTIFYING SPELL
In addition, when you start casting a sorcerer
spell on your turn and expend a spell slot of 6th When you cast a spell of 1st-level or higher, you
level or higher, you gain all the benefits of the can spend a number of sorcery points up to half
true seeing spell for 1 hour. your sorcerer level. For each point you spend in
this way, you can roll a 1d4, gaining a number
TIMELESS SOUL of temporary hit points equal to the total rolled.

Starting at 18th level, your being has become PROPHETIC SPELL
partly detached from any particular time or
place. You gain the following benefits: When you use a spell slot to cast a divination
spell of 5th level or lower, you can spend a
 You become proficient with Intelligence and number of sorcery points equal to the spell slot
Wisdom saving throws. used to regain that spell slot immediately.

 When you are subjected to an effect that VERSATILE SPELL
allows you to make a Dexterity or Wisdom
saving throw to take only half damage, you When you cast a spell that deals acid, cold, fire,
instead take no damage if you succeed on or lightning damage, you can spend 1 sorcery
point to change the type of the damage to one of
the other listed damage types.

129

THE WARLOCK shadow that appears on your person. When you
create this garment, you can choose its style
Of all the classes, none is more feared or and appearance, which can be any sort of cloak,
despised in the Domains of Dread than the cape, long coat, or jacket, but always inky black
warlock. Populations that live under the mercy in color. Your gloom cloak disappears if it is
of dark forces have good reason to distrust more than 5 feet away from you for 1 minute or
those who draw power from such things. Those more. It also disappears if you use this feature
bargaining for power in the Mists risk more again, dismiss the cloak, or die.
than just their soul, as their pacts might twist
their body and mind as well. In these benighted While you wear your gloom cloak, when you
realms, warlocks are sometimes uncertain of roll a Dexterity (Stealth) check, you can
the name or nature of their patron, simply substitute your Charisma modifier for your
knowing it as a voice in the wind, a figure in a Dexterity modifier. In addition, whenever you
vision, a smiling shadow in the corner of the use your reaction to cast a spell or cantrip, you
eye, or a spirit of nature. Some warlocks believe can take the Disengage or Hide action as part of
their patron is benevolent, such as a nature the same reaction.
spirit or animistic being, but most sages name
this as a lie. Wiser warlocks know their pact- You can transform one magical cloak into
holders by name, but this is often little your gloom cloak by performing a special ritual
advantage and even less comfort. In realms while you wear that cloak. You perform the
such as Tepet and Nidala, inquisitors exist to ritual over the course of 1 hour, which can be
actively hunt warlocks and the sorts of beings
associated with them. Folk wisdom tends to
attribute a warlock’s power to fey, fiends, and
other dark powers, even the Mists themselves—
illustrating that folk wisdom is not always mere
mythology. Depending on the particular Domain
of Dread in which they find themselves,
warlocks often seek to disguise their spells as
the powers of a class less likely to be seen as
anathema by the locals. Of course, in some
regions, all spellcasters are tarred with same
brush, and warlocks become adept at hiding
their true natures entirely.

NEW PACT BOON OPTIONS

When you gain the Pact Boon feature at 3rd
level, add the following new options to your
choices for that feature.

PACT OF THE GLOOM

You can call upon the magical substance of
shadow and weave it into a cloak that helps you
hide from enemies. When you are in dim light
or darkness, you can use your bonus action to
create a gloom cloak, a magical mantle of

130

done during a short rest. You can then dismiss PACT OF THE RING
the cloak, shunting it into an extradimensional
space, and it appears whenever you create your You bear a nigh-indestructible ring. If the ring is
gloom cloak thereafter. You can’t affect an lost or somehow destroyed, you can perform a
artifact in this way. The magic item ceases 1-hour ceremony to create a replacement. While
being your gloom cloak if you die, if you perform you bear this ring, once during each of your
the 1-hour ritual on a different item or if you use turns when you hit with an attack roll for a
a 1-hour ritual to break your bond to it. The melee weapon or a cantrip, you can inflict extra
magical cloak appears at your feet if it is in the radiant damage equal to your Charisma bonus
extradimensional space when the bond breaks. on one target you hit with that attack. If the
damage for the attack already includes your
PACT OF IRON Charisma bonus (such as if you hit with eldritch
blast and have the Agonizing Blast eldritch
You can create an eldritch bond with a suit of invocation), you cannot inflict this extra
light or medium armor by performing a special damage. An attack which includes this extra
ritual with it over the course of 1 hour, which damage blazes with a violet, starlight glare.
can be done during a short rest. You can then
dismiss the armor, shunting it into an PACT OF THE VESTIGE RELIC
extradimensional space from which it will
appear again whenever you use your action to You can perform a 1-hour ritual on a
summon it. When you summon your pact spellcasting focus you are holding that is a rod,
armor, you can also don it instantly as part of staff, or wand, transforming it into a pact relic
the same action. While you are wearing it, your tied to the power of vestiges—the remnants of
pact armor weighs nothing, you are proficient powerful forces and entities that once wielded
with it, and it never imposes disadvantage on great authority or awful capabilities. While you
your Dexterity (Stealth) checks. Your pact have this pact relic, the magic you gain from
armor appears to be made out of whatever your patron is enhanced by these arcane
material you choose, from mundane black iron influences, mislaid spheres of power, and
to fantastical configurations of smoke and glass. forgotten allegiances, enhancing some of your
eldritch invocations.
You can make magical armor into your pact
armor, as long as it is not an artifact or a A magical rod, staff, or wand that becomes
sentient item. Magical armor retains its your pact relic retains all of its previous magical
properties while it is your pact armor. properties. If your pact relic is lost or destroyed,
you can perform the 1-hour ritual to enchant a
The armor ceases being your pact armor if new rod, staff, or wand, causing the old one to
you die, if you perform the 1-hour ritual on stop being your pact relic. This ritual can be
different armor, or if you use a 1-hour ritual to performed during a short or long rest.
break your bond to it. The armor appears at
your feet if it is in the extradimensional space The augmentations this pact grants to certain
when the bond breaks. eldritch invocations are noted below (or, for the
new invocations included in this book, as listed
DMS GUILD COMMUNITY CONTENT in each one’s description). You must have the
invocation named to gain the benefit described.
The Pact of Iron, along with some related eldritch
Agonizing Blast, Eldritch Spear, Grasp of
invocations, originally appeared in Rob Donoghue’s Hadar, Lance of Lethargy, or Repelling Blast.
The Grey Tyrant: A Warlock Pact by 5by3 Games. When you miss with one or more attack rolls for
The present authors consider that title is one of DMs eldritch blast, at the end of the turn you can call
upon Hadar, the Ebon Hunger. Choose one
Guild’s great overlooked gems. Portions of it have

been gratefully converted for use here.

131

creature within 15 feet of you to which you did
not deal damage during that turn. The creature
takes necrotic damage equal to your proficiency
bonus if you have your pact relic in hand.

Armor of Shadows. When a
creature has disadvantage on
an attack roll against you but
still hits, you can call upon
Caiphon the Dream Whisperer
to help move you out of harm’s
way. If you have your pact relic
in hand, you can use your
reaction to roll 1d4. Add your
proficiency bonus to the result.
Any nonmagical bludgeoning,
piercing, or slashing damage
you take from that attack is
reduced by the total.

Beguiling Influence. During
your turn, when you succeed on
a Charisma (Deception or
Persuasion) check contested by
another creature’s ability
check, you can call upon the
protection of King Elidyr, last
lord of a lost empire. At the end
of that turn, you gain temporary
hit points equal your
proficiency bonus if you have
your pact relic in hand.

Bewitching Whispers, Chains
of Carceri, Dreadful Word, Mire
the Mind, Sculptor of Flesh,
Sign of Ill Omen or Thief of
Five Fates. Whenever a
creature that is already the
target of an active
concentration spell you cast
fails a saving throw, you can
call upon the inexhaustible
lifeforce of towering Zutwa. If
you have your pact relic in
hand, you can use your reaction
to regain hit points equal to half
your proficiency bonus.

132

NEW OTHERWORLDLY PATRONS: DEFENSIVE
TELEPATHY
THE ARCHITECT OF ORDER
At 1st level,
The consciousness that holds your pact is an your patron
entity (or group of entities) devoted to perfect grants you
absolutes of order, logic, or law that no being insight into
of flesh could ever attain. Such beings often others’
manifest as masters of clockwork hierarchies, thoughts you
creators of wondrous devices, or even as can use to
transcendent machines themselves. Your pact predict their
grants innate understanding of the machinery actions. While
that drives the multiverse, and intertwines you’re not in
your destiny with an otherworldly plane of combat or
law, such as Daanvi the Perfect Order or the concentrating
Clockwork Nirvana of Mechanus. on a spell, you
can communicate telepathically with any
Your patron pursues its aims according to creature within 30 feet of you, provided that
rigid and unyielding principles, but its agenda is creature shares a language with you. You can
often indecipherable. You may not share your speak telepathically in this way to one creature
patron’s goals or even its alignment, but it at a time.
grants you power because it believes you will In addition, if an attack hits you while you are
serve a larger purpose. Beings of this sort concentrating on a spell, as a reaction you can
include Primus, lord and creator of the force the attacker to reroll the attack, using the
modrons on the lawful plane of Mechanus; lower of the two rolls. Until the end of your next
Zaerith Menyar Ag-Gith, the immortal, self- turn, all attack rolls that creature makes against
proclaimed god-king of the githzerai; celestials you have disadvantage. Once you force the
more devoted to order than moral good, such as reroll of an attack roll with this feature, you
the Arcadian Avengers; the most powerful of the cannot do so again until you finish a short or
extraplanar magical constructs known as the long rest.
inevitables; and the legendary Wind Dukes of
Aaqa, who created the famed Rod of Seven AXIOMATIC HIERARCHY
Parts.
At 1st level, you gain insight into creatures of
EXPANDED SPELL LIST the planes, especially those tied to the nature of
your patron. You learn the Modron language.
The Architect of Order allows you to choose Also, whenever the target of a concentration
from an expanded list of spells when you learn a spell you are maintaining (such as the hex spell)
warlock spell. The following spells are added to is an aberration, celestial, construct, elemental,
the warlock spell list for you. fey, or fiend, you can deal extra damage to that
creature once per turn when you hit with an
THE ARCHITECT OF ORDER EXPANDED attack roll. The extra damage is psychic damage
SPELLS equal to your proficiency bonus.

Spell Level Spells MODRON SERVANT
1st command, detect thoughts
2nd align weapon*, calm emotions At 6th level, a unique construct is sent by your
3rd intellect fortressTCoE, tiny servantXGtE patron to serve you. You learn the find familiar
4th compulsion, fabricate
5th animate objects, modify memory

133

spell as a warlock spell, if you don’t already PARTIAL CONSTRUCT
know it, but when you cast it you can choose
one of the normal forms for your familiar or At 10th level, parts of your body have been
summon it as a pentadrone, a five-armed replaced by eldritch machinery, enabling it to
construct that is one of the most advanced function more efficiently. You no longer need to
forms of modron (as described in the Monster breathe, eat, or drink, and you gain resistance to
Manual). A pentadrone you summon as your poison damage as well as nonmagical
familiar in this way has the following bludgeoning, piercing, or slashing damage that
modifications: is not adamantine.

 It can magically disguise itself as a Large MIND OF METAL AND WHEELS
beast of your choice with a Challenge rating
of 2 or lower (such as warhorse), physically Starting at 14th level, you can temporarily allow
rearranging its form to appear to be the new the influence of your patron to alter your mind
creature, but not gaining any of its traits or and body, giving you the perfect and
abilities. emotionless logic of a construct and the ability
to project this way of being into the minds of
 It does not have the truesight sense, or the those around you. As a bonus action, you can
Multiattack or Paralysis Gas actions, but it enter this unique mental state, gaining the
has darkvision with a range of 120 feet that following traits:
is not impeded by magical darkness. When
you reach 11th level as a warlock, this  You are immune to psychic damage and to
becomes truesight with a range of 120 feet. the charmed and frightened conditions.

 If you are the target of a melee attack and  You gain a +2 bonus to AC.
your modron familiar is within 5 feet of the
attacker, you can use your reaction to  Once during your turn, if you move at least
command the servant to respond, using its 20 feet in a straight line towards a target
reaction to make one Arm attack against the before making an attack roll against it, you
attacker. gain advantage on that attack roll.

 The pentadrone adds a bonus equal to your  While in this state, you can cast the calm
proficiency bonus to its AC, saving throws, emotions spell at will, without expending a
attack rolls, and damage rolls, and its Arm spell slot or material components. When
attacks inflict force damage instead of you cast calm emotions in this way, it is not
bludgeoning damage. considered a concentration spell for that
casting, but the duration is decreased to 1
If you have the Pact of the Chain feature, you round, with the spell lasting only until the
gain an additional advantage when you choose end of your next turn.
to summon a pentadone as your familiar;
whenever you cast a spell with a casting time of  You have advantage on all Intelligence
1 action during your turn, your modron familiar checks, but disadvantage on all Wisdom and
can use its reaction to make one Arm attack. Charisma checks.

Once you reach 11th level as a warlock, when This state lasts for one minute or until you end
your modron familiar uses its reaction to make it with a bonus action. You can use this feature
an Arm attack, it can make two Arm attacks once, regaining all expended uses when you
instead. finish a short or long rest.

134

THE DARK

You’ve bound yourself to a being of the endless
darkness surrounding the cities of the drow and
other Underdark races. Your patron gifts you
with powers of darkness, betrayal, poison, spite,
and malice, and constantly tries to entice you
with more… at the cost of harming your friends.

IN OTHER D&D WORLDS

In the Forgotten Realms, many Underdark societies TRUSTING ALLY
revolve around dark beings that grant these powers,
especially exarchs of the drow goddess Lolth. Such At 1st level, if a creature places its trust in you,
patrons include: Bloqroth the Yochlol, Laveth the your magic grants it special benefits. When you
Daughter of Lolth, Ragnorra the Mother of Monsters, finish a short or long rest, you can choose one
Rallaster the lesser god of razors, Scahrossar the willing creature that you can see within 30 feet
Mistress of Exquisite Pain, The Patient One, the vast of you to become your trusting ally. While a
demonic snake Sertrous, and the mightiest illithid creature that is your trusting ally can see you, if
Elder Brains (like Io, the converted Elder Brain that you are conscious and within 10 feet of that ally,
now serves the duergar of Duerradin). Even servants it gains a special benefit: once per turn when
of dark surface deities like Shar might grant such that ally makes an ability check or saving throw
pacts. that does not include its proficiency bonus, it
can roll a d4 and add the result to the ability
EXPANDED SPELL LIST check or saving throw. The trusting ally can
wait until after it rolls the d20 before deciding
The Dark allows you to choose from an to use this benefit, but must decide before the
expanded list of spells when you learn a DM says whether the roll succeeds or fails.
warlock spell. The following spells are added to
the warlock spell list for you. You can have a number of trusting allies
equal to your Charisma modifier. Once a
THE DARK EXPANDED SPELLS creature is your trusting ally, it remains so until
you go more than 24 hours without seeing each
Level Spells other or until either one of you uses an action to
1st faerie fire, ray of sickness end this effect.
2nd protection from poison, Tasha’s mind
whipTCoE The die a trusting ally rolls for this feature
3rd bestow curse, stinking cloud changes when you reach certain levels in this
4th Evard's black tentacles, phantasmal killer class. The die becomes a d6 at 5th level, a d8 at
5th cloudkill, spidersilk slash* 10th level, and a d10 at 15th level.

GIFTS OF THE ENDLESS NIGHT However, a trusting ally becomes less

At 1st level you learn the spiteful glamour*
cantrip and the spell your glorious sacrifice* as
warlock spells, though they do not count against
the number of spells you know.

At 3rd level, you also gain your choice of one
the following eldritch invocations, ignoring all
prerequisites: Bonded Ally or Darkspiral Aura.
This does not count against the number of
eldritch invocations you can have as a warlock.

135

resilient against your magic. When your trusting immunity to attacks that depend on eye sight
ally rolls a saving throw against a spell you cast, (such as the gaze of a medusa).
that ally has disadvantage on the saving throw.
While you are using this feature, you cannot
INSIDIOUS STING see the plane where you are currently located,
nor any creature on that plane (including your
At 6th level, once per turn, when one or more allies) unless it is invisible. Unless you use a
creatures take poison or psychic damage from a bonus action to end your use of this feature
spell you cast, you can choose one of the early, for the duration you can only see invisible
creatures taking that damage. You add your creatures and the Ethereal Plane.
proficiency bonus to the poison or psychic
damage dealt to that creature. You can use this feature twice, regaining all
expended uses when you finish a short or long
INVOLUNTARY SACRIFICE rest. When you reach 14th level in your warlock
class, your number of uses for this feature
At 6th level, when you would inflict your increases from two to three.
Insidious Sting damage, if at least one creature
on the same plane as you is your trusting ally, PASSIONATE BETRAYAL
you can use your reaction to choose one such
creature and force it to roll the die from your Starting at 14th level, as an action, you can
Trusting Ally feature. The ally takes necrotic whisper dark promises to a hostile creature of
damage equal to the number rolled or your your choice within 60 feet, causing it to confuse
Charisma modifier, whichever is higher. friends with enemies and vice-versa. You cast
dominate monster on the target as a warlock
If you damage your trusting ally with this spell without using a spell slot. While charmed
feature, the extra damage you inflict with your by this spell, the target considers any creature
Insidious Sting damage is equal to your hostile to you to be a threat to itself, and any
proficiency bonus + twice the necrotic damage creature friendly to you as a friend, so if the
your ally took from this feature, instead of the creature completes an order from you and
normal amount. This increased damage is doesn’t receive further direction, it continues
calculated based on the amount of necrotic attacking creatures hostile to you as best it can.
damage your ally actually took from this feature,
after any immunities, resistances, or other This power carries a price. When you cast
forms of damage reduction. dominate monster with this feature, you must
choose at least one creature on the same plane
DARKEST MIRROR of existence as you that is your trusting ally,
otherwise the spell fails. For the duration, when
Starting at 10th level, you can use a bonus the chosen trusting ally makes an attack roll or
action to close lids of the darkest night over forces another creature to make a saving throw,
your eyes, allowing you to see invisible it must roll the die from your Trusting Ally
creatures as well as into the Ethereal Plane. feature and subtract the result from its attack
When you do so, you can see into the Ethereal roll or from the DC of the saving throw.
Plane for up to 1 hour, and for the same
duration you see all invisible creatures on both DMS GUILD COMMUNITY CONTENT
your current plane and in the Ethereal Plane.
You see the area immediately around you, out to The Dark is based on a warlock type from 4th Edition
your normal range of vision.
D&D, previously converted for Mirt's Undermountain
If you have a specialized type of vision (such
as darkvision) then it functions as normal. You Survival Guide by M.T. Black, James Introcaso, and
do not gain any special forms of vision, nor any
Greg Marks. Their conversion has been gratefully

revised to create the new iteration of this patron

included here.

136

THE MONARCH OF BEASTS MONARCH OF BEASTS EXPANDED SPELLS

You’ve made a pact with legendary demigod-like Level Spells
being that rules over a certain type or group of 1st
animals. Such entities hold their own territories 2nd sleep, tearing claws*
on the wild and beautiful Outer Plane known as
the Beastlands. Most are known as Animal 3rd animal messenger, locate animals or
Lords, and they’re indifferent to nearly 4th
everything, except those creatures and events 5th plants
which affect the beasts they call subjects. conjure animals, catnapXGtE
dominate beast, guardian of natureXGtE
Your patron is bestial and instinctive, yet awaken, steel wind strikeXGtE
more intelligent than all but the most brilliant
mortals. As cunning as a fiend and as BEASTLANDS LORE
unpredictable as the Archfey, it takes on both
humanoid and beast forms at will. Such patrons When you choose this Otherworldly Patron at
are not ignorant of civilization, though they take 1st level, the wisdom and power that the
little interest unless their subjects often dwell in Monarch of Beasts shares with you grants you
civilized lands. several benefits:

The most famous of the Animal Lords is the  You learn to speak, read, and write Sylvan
Cat Lord, worshipped by the tabaxi, who rules
over cats of all species and sizes, from  You gain proficiency in your choice of one of
housecats to sabretooth tigers to tressym. A the following skills: Animal Handling,
related but lesser being, the King of Cats, seems Athletics, Insight, Nature, Perception, or
to have dominion over only domesticated Survival.
breeds.
 You can substitute your Charisma modifier
These pacts seem most common among for your Wisdom modifier when making
warlocks of frigid lands. Various legends Wisdom (Animal Handling, Perception, or
describe a number of different animal lords or Survival) checks.
their agents appearing in such places. The Sage
of Bears, the Elk Queen, the Lady of Foxes, the  Beasts understand your speech as if they
Trout Knight, and the sorcerous Raven King spoke your language, and you gain the
(whose relationship to the Raven Queen is not ability to decipher their noises and motions.
precisely understood) all feature in such myths. Most beasts only have the intelligence to
communicate the kinds of information
Obscure tales of the Beastlands name other described under the speak with animals
semi-mythical Animal Lords such as the Rat spell. This does not necessarily earn you the
King, the Lord of the Apes, the Horse Princes, friendship of beasts, but you can interact
the Baroness of Sharks, the Great Ram with them the way you would any non-player
Brothers, and the elusive Mulwë, Prince of character, and when you meet new beasts of
Hares. However, it is likely many more of these the type represented by your patron, their
beings exist, with each holding dominion over a initial attitude towards you is always
different part of the animal kingdom. friendly.

EXPANDED SPELL LIST OMEN OF TOOTH AND CLAW

The following spells are added to the warlock Starting at 1st level, when you use the magic
spell list for you. granted by your patron, you can also call upon
your patron to display its power. When you use
a warlock spell slot to cast a spell, you can
magically channel energies of the Beastlands,
placing your choice of either a Beastlands Boon
or a Beastlands Curse on a creature of your

137

choice within 30 feet of you that is not behind feature), you gain certain benefits against that
total cover. creature:

If you choose a Beastlands Boon, the chosen  When damage dealt by that that creature
target gains temporary hit points equal to your forces you to make a Constitution saving
proficiency bonus + your warlock level, and it throw to maintain concentration on a spell,
has advantage on Wisdom checks and Wisdom you automatically succeed on that saving
saving throws while it still retains temporary hit throw.
points gained from this feature.
 When that creature makes a melee attack
If you choose a Beastlands Curse, you gain against you, you can use your reaction to
advantage on opposed ability checks against the cast a cantrip targeting only yourself or
chosen target, and the first time you inflict targeting only that creature. The cantrip
damage on the cursed target during each of must have a casting time of 1 action, which
your turns, you can either deal additional is changed to 1 reaction for this casting. If
damage to it equal to your proficiency bonus or the cantrip requires a ranged attack, being
reduce its speed by 10 feet. within 5 feet of a hostile creature doesn’t
impose disadvantage on your attack roll.
All effects of this feature (including any
temporary hit points gained) end after 1 minute. You also gain these benefits against any
They end early if you are incapacitated or if you creature that has taken psychic damage from
use this feature again. your Bestial Fury feature since the start of your
last turn
BESTIAL FURY
TRANSFORMING RECIPROCITY
At 6th level, your patron allows you or your
familiar to lash out with spectral claws, fangs, Starting at 14th level, you can use your reaction
horns, spikes, or other natural weapons to cast the polymorph spell without using a spell
possessed by beasts of your patron’s type. As a slot or any components whenever a creature
bonus action, you can target a creature within 5 you can see does any of the following things:
feet of you (or within 5 feet of your familiar, if
you have one) that you have hit with an attack  It moves to a space within 5 feet of you
roll since the end of your previous turn. That
creature must make a Dexterity saving throw  It enters your reach
against your warlock spell save DC. On a
failure, the target takes psychic damage equal to  It reduces a beast you can see within 60 feet
1d6 + your Charisma bonus. If it fails by 5 or of you to 0 hit points.
more, it falls prone in addition to taking the
damage. If this damage reduces a creature to 0 You can only target yourself or the creature that
hit points, you gain temporary hit points equal triggered this reaction with this polymorph
to your Charisma bonus + half your warlock spell, and it is cast as if using a 7th-level spell
level. slot. The casting time is changed to 1 reaction
for this casting. Otherwise, the spell works
INSTINCTIVE CURSE normally.

Starting at 10th level, when a creature is the If you have the Pact of the Chain option for
target of your hex spell or a warlock feature you your Pact Boon feature, you can also use this
have that curses (such as the Sign of Ill Omen reaction when a creature attacks your familiar.
eldritch evocation or the Beastlands Curse
option of your Omen of Tooth and Claw Once you use this feature, you cannot do so
again until you finish a long rest.

138

THE REALMBOUND TYRANT THE REALMBOUND TYRANT EXPANDED
SPELLS
Theimmortal entity you made your pact with
does not watch you from some distant realm, Level Spells
but physically dwells with and rules over the 1st command, dissonant whispers
people of your homeland. 2nd calm emotions, detect thoughts
3rd clairvoyance, pyroclastic tide*
No rebellion against your patron has ever 4th locate creature, phantasmal killer
succeeded, for its worldly power is matched by 5th modify memory, telekinesis
supernatural might. You know your patron has
even greater ambitions—perhaps seeking to EXPANSIVE MIND
ascend to deity or some greater state of arcane
power, or to escape a curse binding them to the Starting at 1st level, the power you draw from
land—and one way or another, your pact your pact extends your mental faculties outside
furthers those ambitions. You may willingly act of your own body, allowing you to protect your
as your pact-holder’s agent or templar, helping own thoughts and probe other minds like your
keep the peace among their subjects and own. You are immune to being charmed, and
enforce laws, or you might have fled your while a humanoid you share a language with is
homeland for a freer life elsewhere. Perhaps within 60 feet of you, you can communicate
you are even secretly connected to a clandestine with it telepathically. The creature can respond
resistance. telepathically as well, until you are out or range
or you use this feature to communicate with a
IN THE DOMAINS OF DREAD different creature. In your patron’s worldly
realm, your telepathy’s range increases to 300
Your patron is likely a darklord. It could be an undead feet.
ruler like Strahd von Zarovich of Barovia or Lord Soth
of Sithicus, or an undying sorcerer-king draining VIGILANCE OF FEAR
arcane energies from the dwindling life of the city-
state around him, like Kalid-ma of Kalidnay. But really, At 1st level, since youlive in constant fear of
any darklord who direct governs their domain is both your patron and your patron’s enemies,
suitable for this pact. you are always wary of sudden attack. You can
substitute your Charisma modifier for your
IN OTHER WORLDS OF D&D Dexterity modifier when rolling initiative. Also,
when you are surprised, you can still take a
In Eberron, your patron could be one of the Inspired single action during your first turn of the
governors who rule the provinces of Riedra and combat, but it must be one of the following
channel greater power from the Plane of Dreams. actions: Dash, Disengage, Dodge, Hide, or Use
an Object.
In a Forgotten Realms campaign, you might draw
arcane might from a pact with Gilgeam the God-King IMPLACABLE PURSUER
of Unther, or the all-powerful lich Szass Tam, ruler of
Thay. At 6th level, you are highly adept at
apprehending those who defy your authority.
EXPANDED SPELL LIST When you hit a creature with an attack roll,
until the end of your next turn, the target’s
The Realmbound Tyrant allows you to choose speed is reduced by 10 feet and your
from an expanded list of spells when you learn a opportunity attacks against it are made at
warlock spell. The following spells are added to advantage. Also, whenever your attack reduces
the warlock spell list for you. a creature to 0 hit points, you can choose to

139

knock it unconscious instead of killing it, even throw. Constructs and undead automatically
the attack was a spell attack or ranged attack. succeed, but plants and water elementals make
this saving throw with disadvantage. On a
INTIMIDATING PRESENCE success, nothing happens. On a failure, the
target takes 6d8 necrotic damage, and you
Beginning at 10th level, you can use your action apply the chosen Metamagic option to the spell
to frighten someone with your menacing as if you spent any required sorcery points, and
presence. When you do so, choose one creature all nonmagical plants that are within 30 feet of
that you can see within 30 feet of you. If the both you and the target that are not creatures,
creature can see or hear you, it must succeed on such as trees and shrubs, wither and die
a Wisdom saving throw (DC equal to 8 + your instantly.
proficiency bonus + your Charisma modifier) or
be frightened of you until the end of your next Once you use this feature, you can’t use it
turn. On subsequent turns, you can use your again until you finish a short or long rest.
action to extend the duration of this effect on
the frightened creature until the
end of your next turn. This effect
ends if the creature ends its turn
out of line of sight or more than 60
feet away from you.

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

DEFILING DRAIN

Starting at 14th level, when you
cast a spell of 1st-level or higher,
you can empower it by draining life
energy from a nearby creature.
When you gain this feature, choose
two of the Metamagic options from
a sorcerer’s Metamagic feature.
Whenever you gain a warlock level,
you can select one of these
Metamagic options and replace it
with a new one of your choice. You
can use these Metamagic options,
but you do not fuel them with
sorcery points.

Instead, whenever you use your
action to cast a spell, you can use a
bonus action to attempt to apply
one of your two chosen Metamagic
features to that spell by forcing a
creature you can see within 30 feet
to make a Constitution saving

140

THE WYRD COVEN EXPANDED SPELL LIST

Hags come in many varieties. Most are fey or The hags of the Wyrd Coven allow you to
fiends, but some covens transcend the norm, choose from an expanded list of spells when
unifying to become otherworldly powers unto you learn a warlock spell. The following spells
themselves. Often connected to goddesses of are added to the warlock spell list for you.
dark sorcery, these covens exist outside of time
itself, appearing when they wish to interfere in THE WYRD COVEN EXPANDED SPELLS
mortal events with threats and prophecies. They
are most likely to emerge in times of war or Level Spells
rebellion. 1st fog cloud, prophesied strike*
2nd augury, bestow curse
Few actively seek a pact with these secretive, 3rd clairvoyance, protection from energy
all-seeing hags—their dealings occur only in 4th divination, swordshun*
times and places of their own choosing, at 5th guilt lash*,, mislead
moments in time when great destinies
intertwine or unravel. Just as covens combine BATTLEFIELD INTUITION
fey and fiendish entities into one circle of
horror, the Pact of the Wyrd Coven combines At 1st level, your patron grants you
abilities from the Pacts of the Archfey and the preternatural insights to ensure the defeat of
Fiend with the near-omniscient prophetic gifts your enemies. You gain proficiency with martial
of these greater hags. weapons, and while you are concentrating on a
spell, you can substitute your Charisma
modifier for your Strength or Dexterity modifier
when making attack and damage rolls with
weapons. Also, when you make an attack that
hits one or more creatures who are currently
the target of your concentration spell, you can

141

add your proficiency bonus to the damage you resistance against the triggering damage, and
deal to one target. Finally, you learn the hex then cause a 10-foot cube centered on you to fill
spell, but it does not count against the number with mist, becoming heavily obscured. The mist
of warlock spells you know. lasts until the end of your next turn, during
which time you do not provoke opportunity
WYRD CONCOCTION attacks from the creature that dealt the
triggering damage (if any). You can see through
Starting at 1st level, you gain the ability to boil this mist as if it weren’t there.
eldritch ingredients in a special cauldron-like
vessel provided by your patron, creating a wyrd Once you use this feature, you cannot do so
concoction. You also gain proficiency with again until you finish a short or long rest.
alchemists’ supplies, and you must have them
on your person to create this wyrd concoction in DEATHLESS
your vessel. If you do not have your vessel, you
can conjure a new one with a 10-minute ritual. Beginning at 10th level, visions of your patron
Creating the concoction takes one hour, which coven appear to you each night, warning you of
can be part of a short or long rest. It remains deadly harm you may face in the coming day.
sealed in your vessel until you expend it or Whenever you finish a long rest, you gain the
finish a short or long rest, in which case it benefits of a death ward spell. The duration of
vaporizes at once. It has the following uses: this version of the spell is extended to 24 hours.

 When you use a warlock spell slot to cast a CAULDRON OF FATE
divination or enchantment spell of 5th-level
or lower, you can immediately expend your Starting at 14th level, your wyrd concoction
wyrd concoction as a reaction to regain that grows more powerful, and breathing its fumes
spell slot. grants you visions of future threats. Whenever
you create your wyrd concoction, you gain
 When a creature that is currently the target advantage on death saving throws, immunity to
of a concentration spell you cast is reduced the frightened condition, and resistance to
to 0 hit points, you can expend your wyrd necrotic damage until the next time you finish a
concoction as a reaction to regain hit points short or long rest.
equal to your warlock level + your Charisma
modifier. In addition, when your wyrd concoction
would normally be expended, you can instead
 When an attack against the current target of use it again once more. After the second use, it
a concentration spell you cast scores a is expended normally.
critical hit, you can expend your wyrd
concoction as a reaction to force creatures IN THE DOMAINS OF DREAD
within 5 feet of the slain creature to roll a
Wisdom saving throw against your warlock In the Land of Mists, many warlocks bound to the
spellcasting DC. Each creature that fails Wyrd Coven draw their magic from a mysterious
becomes frightened of you until the end of coven dwelling in the Wormwood, a forest in the
its next turn. domain of Tepest—but only one hag ever appears.

MISTS OF TIME IN OTHER D&D WORLDS

At 6th level, you can avoid harm by hiding On Eberron’s continent of Khorvaire, most Wyrd
yourself within a veil of otherworldly mist. As a Coven warlocks make their pacts with Droaam’s
reaction when you would take bludgeoning, Daughters of Sora Kell. In the Forhotten Realms, many
piercing, or slashing damage, you can gain covens acting as such patrons dwell in the area of the
Moonsea, appearing in large regions of swampland
such as the Flooded Forest, the Twilight Marsh, and
the Glumpen Swamp.

142

NEW ELDRITCH Hunter, and the sound of his bellowing horn,
INVOCATIONS causing one creature of your choice within 30
feet of you to take thunder damage equal to
At 2nd level, a warlock gains the Eldritch your Charisma modifier.
Invocations feature. Here are new options for
that feature, in addition to those in the Player’s DARK MAELSTROM’S REACH
Handbook. If an eldritch invocation has a
prerequisite, you must meet it to learn the Prerequisite: 7th level
invocation. You can learn the invocation at the
same time that you meet its prerequisite. Any When a hostile creature within 60 feet of you
listed level prerequisite refers to your level in succeeds on a saving throw, you can use your
your warlock class. reaction to place an invisible maelstrom of dark
misfortune on that creature, dealing necrotic
BONDED ALLY damage to it equal to half your warlock level +
your Charisma modifier (minimum 1).
You borrow magic from an ancient eladrin
enclave to share in an ally’s triumphs and pain. If you have the Pact of the Vestige Relic
As an action, you touch one willing creature and feature and you are holding your pact relic, you
establish a bond with it. Once before the next can call on the vestige Xevut, He Who Hungers,
time you finish a short or long rest, when you to use the dark maelstrom to transfer the
regain hit points, the bonded ally can use its avoided affliction to another foe nearby. As part
reaction to regain an amount of hit points equal of the same reaction you used to deal the
to half the amount you regain. Also, once before damage for this invocation, choose one other
the next time you finish a short or long rest, creature within 15 feet of the creature that
when your bonded ally regains hit points, you succeeded on the saving throw. That creature
can use your reaction to regain an amount of hit must make the same saving throw if it has not
points equal to half the amount your bonded ally already done so this turn. On a failure, it suffers
regains. This bond remains in place until you
use an action to end it, your bonded ally uses an
action to end it, or you use this feature to bond
with a different creature.

BRUTAL CASTER

When you score a critical hit with a spell attack
roll for a spell that deals damage, you can roll
one of the spell’s damage dice one additional
time and add it to the extra damage of the
critical hit.

CLARION CALL

You can use a warlock spell slot to cast either
thunderwave or shatter Once you use this
invocation to cast one of these spells, you can’t
do so again until you finish a long rest.

If you have the Pact of the Vestige Relic
feature and you are holding your pact relic,
when you cast either thunderwave or shatter ,
you can invoke the vestige known as Yuri the

143

the same effect the other creature would have your action to teleport to the unoccupied space
suffered if it had failed. closest to your bonded ally, provided the two of
you are on the same plane of existence. Your
DARKSPIRAL AURA bonded ally can do the same thing, using its
action to teleport to the unoccupied space
Prerequisite: Pact of the Gloom feature closest to you.

When you reduce a hostile creature to 0 hit ENDER OF ALL
points, you can use your reaction to enshroud
yourself in swirling shadows that give you Prerequisite: 11th level
advantage on Dexterity (Stealth) checks. Your
darkspiral aura ends when you take a short or You can cast disintegrate once without
long rest, or when you choose to expend it. expending a spell slot. You must finish a long
rest before you can do so again.
When a hostile creature that you can see
within 60 feet targets you with an attack roll, FALSIFY PERCEPTIONS
you can expend your darkspiral aura as a
reaction to deal necrotic damage to it equal to Prerequisite: 9th level
half your warlock level + your Charisma
modifier. You can use a warlock spell slot to cast either
modify memory or mislead. Once you use this
DESTRUCTIVE MESSENGER invocation to cast one of these spells, you can’t
do so again until you finish a long rest.
Prerequisite: 5th level, Pact of the Chain feature
If you have the Pact of the Vestige Relic
You can use a 10-minute ritual to turn your feature and you are holding your pact relic,
familiar into a nondescript commoner of a when you cast either modify memory or
humanoid race appropriate for the nearby area, mislead, you can call on the vestige Xandor the
dressed in the manner of a local peasant or Mad to add a bonus equal to your Constitution,
vagabond. Your familiar loses all of its own Intelligence, or Wisdom modifier (your choice,
statistics and uses those of a commoner only, minimum 1) to all your Charisma (Deception)
but it can speak and has all the normal abilities and Dexterity (Sleight of Hand) checks for 10
of a commoner of that race. You can use your minutes.
telepathic bond with your familiar to speak
through it while it is in this commoner form, FIENDISH TALENT
and to perceive through its senses as per the
find familiar spell. You can use a bonus action Whether you sold your soul or won a midnight
to return it to its normal form as your familiar at competition at a crossroads, somehow your
any time. performing skills compel supernatural support.
You gain proficiency in the Performance skill if
If your familiar is reduced to 0 hit points you don’t already have it, and with one musical
while in its commoner form, it immediately instrument of your choice. Also, choose one
explodes in a shadowy conflagration, forcing musical instrument you are proficient with. You
every creature within 20 feet of it to make a gain expertise with that musical instrument,
Dexterity saving throw against your warlock which means your proficiency bonus is doubled
spell DC. A creature takes 4d8 necrotic damage for any ability check you make with it.
on a failure, or half as much on a success.
Finally, you learn one bard cantrip of your
ELDRITCH BOND choice. This is a warlock cantrip for you, but it
doesn't count against the number of cantrips
Prerequisite: 12th level, Bonded Ally eldritch you know.
invocation
GENIE OVERTURES
When you use your Bonded Ally eldritch
invocation, until the bond ends, you can use Prerequisite: Genie patron

You can request the presence of a genie whose

144

name you know by performing a 10-minute GENIE PRISON
ritual, during which you must offer a gift
pleasing to that particular genie. Unless the gift Prerequisites: 15th level, proficiency with at least one
is of special personal value to the genie, it must type of artisan’s tools
be worth a minimum of 50 gp, or else the genie You can use appropriate artisan’s tools to craft
will not deign to answer your summons. Unless
otherwise motivated, the genie is unlikely to a genie prison, a temporary common magic
stay longer than 1 minute, unless your gift is item which requires 20 days of work; the end
worth an additional 50 gp per extra minute. product is worth 100 gp as an art object, even if
its magic expires.
The genie either appears in an incorporeal
form or as a disembodied voice. The genie is After fashioning the prison, you must use it
under no obligation to you, is free to act within 10 days or its magic expires. You can use
according to its nature, and is not subject to an active genie prison as an action to attempt to
being bound, captured, or magically affected in imprison a genie you can see within 120 feet.
any way during this meeting. It counts as The genie makes a Charisma saving throw
neither a creature nor an object during this against your warlock spell save DC. On a
meeting, as it sends only the presence of its success, the genie remains free and knows who
personality. just tried to trap it, and the same genie prison
cannot be used against that genie for 24 hours.
Your enlightening conversation with this Failure means the genie is trapped within the
genie allows you to choose one divination spell prison. Once a genie prison has a captive, its
from any class’s spell list that is of a level you magic lasts until the prison is shattered or the
can cast with a warlock spell slot. Once, before genie is released in a manner defined by you at
the next time you finish a long rest, you can cast the time you imprison it. Common conditions
that spell using a warlock spell slot. for releasing a genie from a prison include:

 The genie will be an indentured servant of
whoever liberates it from the prison for a
period between 100 to 1,001 days.

 The genie will grant three limited wishes
(per the Limited Wish feature of the Genie
otherworldly patron) to whoever next
summons it from the prison.

 The genie remains imprisoned until a period
of time elapses, up to a maximum of 101
years.

 The genie will remain imprisoned until a
certain event you define comes to pass.

 The genie will remain imprisoned until a
certain type of individual touches the prison
(e.g. an honest thief).

If the genie prison loses its magic early by
other means (such as being destroyed or being
brought into an antimagic field), even if the loss
of its magic is only temporary, a genie trapped
within it is instantly freed.

If you try to imprison a genie when you

145

already have a number of genies imprisoned perform the ritual again on a different weapon,
equal to your Charisma modifier (minimum 1), any weapons you have previously transformed
the genie you have had imprisoned the longest in this way return to normal.
is immediately freed. Imprisoning a genie is
considered a hostile act, and it can earn you a In addition, you fulfill all prerequisites for
vile reputation among other genies of the type other eldritch invocations as if you had the Pact
you've imprisoned, not to mention the undying of the Blade feature, treating your ironfell blade
loathing of the imprisoned genie itself. weapon as your pact weapon for the purposes of
those invocations.
GLOOM WALK
IRON SKY STARFALL
Prerequisite: 7th level, Pact of the Gloom feature
Prerequisite: 9th level, eldritch blast cantrip, Pact of
When you are in dim light or darkness, as a the Ring feature
bonus action you can teleport up to 60 feet to an
unoccupied space you can see that is also in When you hit a creature with your eldritch blast,
dim light or darkness. You can then take the you can cast hold person as a bonus action
Hide action as part of the same bonus action. using a warlock spell slot, changing the casting
time to 1 bonus action for that casting. The hold
GREAT AMBASSADOR OF GENIEKIND person spell must target the creature you hit
with eldritch blast.
Prerequisites: 15th level, Genie patron
LIFE BIND
Your reputation precedes you among geniekind,
and you may request an audience with one of Prerequisite: 5th level
the four rulers of geniekind. When you request
the audience, usually you do so through an You can use a warlock spell slot to cast either
intermediary such as your gen or an allied or animate dead or life transference XGtE. Once you
bound genie. The next time you finish a long use this invocation to cast one of these spells,
rest, a procession of the ruler's followers comes you can’t do so again until you finish a long rest.
to escort you to the ruler's court. The ruler will
meet with you personally, provide counsel as If you have the Pact of the Vestige Relic
per a contact other plane spell, hear your pleas, feature and you are holding your pact relic, you
and negotiate terms of any bargain you propose. can invoke the remnant of the dead god Amaan
While in its court, both you and the ruler are to gain resistance to poison and necrotic
subject to the Bond of Salt, the three-day code damage for 1 hour after you cast animate dead
of guest hospitality common among genies and or life transference XGtE.
among mortals who share their cultural values.
MANDRAKE EFFIGY
IRONFELL BLADE
Prerequisite: 11th level
Prerequisite: 5th level, Pact of Iron feature or Pact of
the Ring feature You can cast create homunculus XGtE once
without expending a spell slot. You must finish
You can transform a one-handed melee weapon a long rest before you can do so again.
that inflicts slashing or piecing damage,
changing it into the mysterious metal-like If you have the Pact of the Vestige Relic
substance called ironfell. To do so, you must feature and you are holding your pact relic, any
touch the weapon and perform a 1-minute homunculus you create with the create
ritual. When you take the attack action on your homunculus XGtE spell is infused with the vitality
turn and attack with a weapon you have of Zutwa, gaining resistance to acid and
transformed in this way, you can attack with necrotic damage.
that weapon twice, instead of once. If you
OTHERWORLDLY ALLIANCES

Prerequisite: 9th level

You can use a warlock spell slot to cast either
planar binding or teleport circle. Once you use

146

this invocation to cast one of these spells, you your reaction to roll a d8. Add your Charisma
can’t do so again until you finish a long rest. modifier to the number rolled, and reduce the
attack’s damage by that total (to a minimum of 0
If you have the Pact of the Vestige Relic damage).
feature and you are holding your pact relic, once
you finish casting either planar binding or POWER IN ENDINGS
teleport circle, you can call upon the secrets of
Seriach the Hell-Hound Whisperer to add a Prerequisite: 7th level, Pact of Iron feature
bonus equal to your Charisma modifier to all
your Intelligence (Arcana or Religion) checks When you make a death saving throw, you
for 1 hour. choose to roll with advantage or disadvantage.
Whenever you fail a death save, you
IMPROVED PACT ARMOR immediately recover one of your expended
warlock spell slots. Once you have recovered a
Prerequisite: Pact of Iron feature spell slot in this way, you cannot do so again
until you finish a short or long rest.
You can use your pact armor as a spellcasting
focus for your warlock spells. Also, your pact PRETERNATURAL PERFORMANCE
armor grants you a +1 bonus to AC, in addition
to the armor’s normal bonus to AC, unless it is Prerequisite: 11th level, Pact of the Tome feature,
magic armor that already grants an additional proficiency in the Performance skill
AC bonus.
Your patron grants you rare supernatural skill
PACT SHIELD in performing. You gain expertise with your
Performance skill, which means your
Prerequsite: 7th level, Pact of the Blade or pact of Iron proficiency bonus is doubled for any ability
feature check you make with it. Also, whenever you
gain a warlock level, you can choose one spell
When you summon your pact armor or pact you learned from the Spellcasting feature of
weapon, you can also create a magical shield your warlock class and replace it with a spell
made of eldritch energy. Whenever you dismiss from the bard spell list. The new spell must be
your pact armor or pact weapon, you can of the same level as the spell you replace.
dismiss this shield as well. Otherwise it works
like a normal shield. PROBING SHADOWS

While you are holding your pact shield, when Prerequisite: Pact of the Gloom feature
a creature you can see hits a target that is
within 5 feet of you with an attack, you can use The darkness whispers to you, guiding your
senses to notice looming threats. You
have advantage on Dexterity saving
throws against effects that you can
see, such as traps and spells, and
advantage on Wisdom (Perception)
checks made to avoid being surprised.
To gain these benefits, you can’t be
blinded, deafened, or incapacitated.

RELENTLESS PURSUIT

Prerequisite: 12th level, Pact of the Gloom
feature

As an action, you can choose one
creature you’ve dealt necrotic damage
to since the start of your previous

147

turn. You teleport up to 60 feet to the SHARD STAR WARRIOR
unoccupied space closest to that target.
Prerequisite: 15th level
If you have the Pact of the Vestige Relic
feature and you are holding your pact relic, you When you make an attack roll for a melee
have advantage on your next attack roll against weapon or a cantrip, you score a critical hit on a
the target before the end of your next turn, roll of 19 or 20 if you have not already inflicted
thanks to the swiftness of Ulban, who flashes a critical hit that turn.
across the nighty sky in a fiery streak of blue
flame. STARLIGHT HEX

SHA’IR Prerequisite: 5th level, hex spell

Prerequisites: 9th level, Pact of the Chain feature When you cast the hex spell using a warlock
You can use your familiar’s connection with spell slot, the initial target you choose as its first
otherworldly forces to choose one spell of 1st- subject immediately takes 1d8 magical radiant
level or higher gained from this class’s Pact damage and must succeed on a Constitution
Magic feature and attempt to replace it with saving throw. On a failure, it is blinded until the
another spell of the same level or lower. To do end of its next turn Also, whenever you inflict
so, you perform a 1-hour ritual. Until the ritual necrotic damage with your hex spell, you can
ends, your familiar vanishes, searching distant choose for it to be radiant damage instead.
lands or other planes for the requested spell.
After the ritual, roll an Intelligence (Arcana) THRESHOLD BREAKER
check against a DC equal to 20 + the level of the
intended new spell. Add 5 to the DC if the spell Prerequisite: 5th level
is not on the warlock spell list. On a failure,
nothing happens. On a success, you replace the You can use a warlock spell slot to cast either
spell until the next time you finish a long rest, at knock or warp stone*. Once you use this
which time you lose the replacement spell and invocation to cast one of these spells, you can’t
regain your old one. do so again until you finish a long rest.

Once you successfully replace a spell using If you have the Pact of the Vestige Relic
this feature, you cannot do so again until the feature and you are holding your pact relic,
next time you finish a long rest. when you cast either knock or warp stone*, you
can call upon the dormant wisdom of Gibbeth
SMOKING BOLTS the Endless to add a bonus equal to your
Charisma modifier to all your Intelligence
Prerequisite: Pact of the Blade feature (Investigation) and Wisdom (Perception) checks
for 10 minutes.
You can create a hand crossbow using your
Pact of the Blade feature. When you load it, TWOFOLD PACT
instead of using normal ammunition, you can
draw a wisp of black smoke out of the air that Prerequisite: 11th level
magically transforms into a black crossbow bolt,
which vanishes after 1 minute. When you fire it When you gain this eldritch invocation, you can
at a creature you’ve made a successful Wisdom choose a second option for your Pact Boon
(Insight) check against within the past 24 hours, feature. You gain all the benefits of this second
you have advantage on the attack roll. When pact, including fulfilling prerequisites for other
you hit a creature with it, you can expend a eldritch invocations that require it.
warlock spell slot to deal an additional 1d8
necrotic damage to the target per spell level. UNYIELDING ARMOR OF THE VOID

Prerequisite: 9th Level, Pact of Iron feature

You can make a suit of heavy armor into your
pact armor.

148

THE WIZARD usually speak for your order, which backs you to
the greatest extent possible. You are expected
Able to call on an astonishing variety of arcane to be careful about taking stands or making
spells to bend reality to their will, wizards in the promises that are difficult for your guild to
Domains of Dread face myriad temptations, not support, but your fellow members generally
least from the Dark Powers themselves. trust you to know when difficult tasks are
Endless years of research and practice, necessary. Holding an office gives you
combined with their need for forethought, often significant power to influence your order’s
result in wizards developing at least mildly actions, but requires your time and
obsessive and controlling personalities—a trait commitment. Many masters choose to avoid
shared by many of the darklords. Some wizards these responsibilities and prefer to busy
grow drunk on their own power or are themselves with their own affairs. Whether you
corrupted by the evil forces inherent in their agree to take a position in your order’s
spells, believing they are the sole arbiters of leadership or remain free of such
their fate. responsibilities is up to you.

Respected or even admired in some domains, ARCANIST'S PRIVILEGES
such as Darkon and Hazlan, wizards often
conceal their arcane powers in less accepting Beginning when you select this arcane tradition
lands, and they can be found across the Core at 2nd level, your membership allows you to
and beyond. Often, they lurk in remote towers access to your guild’s vast library of spellbooks,
or secretly using magic to further their goals in and grants you prestige and insight when
other arenas. interacting with other spellcasters, granting you
the following benefits:
NEW ARCANE TRADITIONS
 Whenever you gain a wizard level, in
GUILD WIZARDRY addition to the normal spells you learn, you
can choose one extra wizard spell of a level
Natural talent and a quick mind are only the you can cast and copy it into your spellbook
bare beginning of being able to wield the arcane for half the usual price in gold.
arts. Achieving true mastery requires personal
dedication, self-discipline, rigorous training, and  You gain a bonus on all your Charisma
access to libraries full of ancient grimoires and checks to interact with other spellcasters,
crumbling scrolls. In lands where magic is equal to half your Intelligence modifier
regarded as too important—or too dangerous— (minimum 1).
to be left in the hands of self-educated dabblers,
it is taught and practiced by members of special In exchange for these benefits, you must pay
guilds, societies, fraternal orders, and cabals, dues of 10 gp per month to the guild, and if you
who jealously guard access to their powers and have spent at least 1 day of downtime in the
seek to control their use. past month, you must spend 1 additional
downtime day to maintain your guild duties. If
When guilds have hierarchies, adepts of you miss payments, you must make up back
greater seniority and status often have the dues (in both gold and in downtime, if
authority to assign missions to lesser members applicable) to remain in your guild’s good
and review their activities. When you reach graces. If you are behind on payments, you do
higher levels in your wizard class, you may not enjoy any of the benefits of this feature.
become such a high-ranking master.
When you reach 14th level in your wizard
Depending on your guild and your campaign class, you no longer need to pay these dues in
(and subject to your DM’s discretion), you can gold or downtime, and can always use this

149


Click to View FlipBook Version