ORACLE’S BURDEN damage equal to your cleric level, which can’t
be reduced in any way. You add a bonus equal
When you choose this domain at 1st level, you to your Wisdom modifier (minimum of 1) to all
are granted preternatural insight, but at a Strength and Constitution saving throws.
difficult price. You have disadvantage on saving
throws against exhaustion, and you must Withered Hand. One of your hands is
choose one of the following Oracle’s Burden desiccated, shriveled, and almost corpse-like.
options, each of which includes both a You have disadvantage on any weapon attacks
hindrance and a blessing: made with that hand and can’t carry a shield
with it. When you roll a 1 on any damage die for
Choked Voice. You can never speak louder a cleric spell, you can reroll the die, and must
than a whisper. Except when you speak or sing use the new roll, even if it’s a 1.
as part of casting a spell or using a class
feature, only creatures within 10 feet of you can CHANNEL DIVINITY: PROPHETIC
hear your voice. When a creature you can see VISION
within 30 feet of you makes an attack, you can
use your reaction to roll a d4, subtracting the Starting at 2nd level, you can use your Channel
number rolled from the target’s attack roll. Divinity to receive a vision of the future. As an
action, make an Intelligence (Religion) or
Debilitating Ailment. An incurable illness Wisdom (Insight) check and record the number
depletes your physical fortitude. Your hit point rolled. You can replace any attack roll, saving
maximum decreases by 2 when you gain this throw, or ability check made by you or a
feature, and decreases by 1 again whenever you creature that you can see with the recorded
gain a cleric level. Once per turn, when you result. You must choose to do so before the roll.
make an attack roll, you can roll a d4 and add You can only use the roll once, and when you
the number rolled to your attack roll. finish a short or long rest, you lose any unused
roll.
Sightless Vision. A milky film covers your
eyes. To you, bright light is considered dim CRYPTIC ADVICE
light, dim light is considered darkness, and you
can’t see in darkness. However, you have Beginning at 6th level, as a bonus action, you
blindsight to a distance of 30 feet. can give a piece of indirect yet insightful advice
to a creature with which you share a language.
Surprising Age. You are either very young or Once during the next hour, when that creature
very old, as your calling to prophecy came makes an attack roll, saving throw, or ability
during a season of your life outside the normal check, it can recall your cryptic advice, choosing
range of adventuring ages. Choose an ability to reroll the attack roll, saving throw, or ability
score: Strength, Dexterity, or Wisdom. You have check, and gaining advantage on the new roll.
disadvantage on ability checks made with the The creature makes this choice after the roll, as
chosen ability. When you cast a cleric spell of soon as the DM declares whether the result is a
1st level or higher that causes a creature to failure. The creature must use the second
make a saving throw using the chosen ability, result.
you can roll a d4 and subtract the number rolled
from one target’s first saving throw made Once you have used this feature, you can’t use
against the spell. it again until you finish a short or long rest.
Thorn in the Flesh. You have a supernatural DEVOUT STRIKE
wound that reopens when you exert yourself.
Your walking speed can’t be greater than 20 Starting at 8th level, once on each of your turns,
feet, and when you take the Dash action, at the when you deal damage to one or more targets,
end of that turn, you take magical piercing
50
you can choose to flickering inferno. You learn to return the warm
deal an extra 2d4 spark of life to the fallen, or to draw it out and
damage to one of bind it into your own darker creations.
those targets. This
extra damage is DOMAIN SPELLS
magical damage of
the same type as the You gain domain spells at the cleric levels listed
damage already in the Pyre Domain Spells table. See the cleric’s
being dealt to the Divine Domain class feature for how domain
target. At 17th level, spells work.
the extra damage
increases to 3d4. PYRE DOMAIN SPELLS
SOOTHSAYING Cleric Level Spells
1st heroism, searing smite
Starting at 17th 3rd flame blade, heat metal
level, by paying the 5th bestow curse, revivify
price in your own 7th elemental baneXGtE, wall of fire
flesh, you experience 9th raise dead, scrying
a powerful flash of
magical revelation.
As a bonus action,
you can expend up
to 5 Hit Dice,
regaining a spell slot
of a level equal to
the number of Hit
Dice expended.
In addition, the
first time that you
use this feature each
day, you glimpse your destiny. Once before the
next time you finish a long rest, if you fail an
ability check, attack roll, or saving throw, you
can choose to succeed instead.
PYRE DOMAIN
The night may be dark and full of terrors, but
you honor the shadows the fire casts as well as
its light. As a cleric of this domain, you watch
the past turn to ashes, then gaze into the flames
to seek the future. You strive to enact ancient
messianic prophecies and guide the scions of
kingly bloodlines. History’s shadow falls upon
the present, and as old orders are burned away
by new destinies, you glimpse fate in the
51
FIERY BLESSING weapon that already has a bonus to those
rolls, and you can use the weapon as a
When you choose this domain at 1st level, you spellcasting focus for your cleric spells. For
learn your choice of one the following cantrips: the duration, you can use a bonus action to
create bonfireXGtE, control flameXGtE, dancing ignite the weapon into flames, to douse the
lights, produce flame, or greenflame bladeTCoE. flames, or to reignite the flames if they have
This is a cleric spell for you, but does not count gone out. While the weapon is ignited, and it
against the number of cleric cantrips you know. sheds bright light in a 10-foot radius and
You also gain proficiency with alchemist’s dim light for an additional 10 feet, and the
supplies. first time each turn that you hit with an
attack using the weapon, you deal an extra
RUBY GLARE 1d6 fire or radiant damage (your choice) to
the target. This extra damage increases as
Also at 1st level, you can use a crystal arcane you gain levels in your cleric class,
focus or any ruby worth 10 gp or more as a becoming 2d6 at 8th level and 3d6 at 14th
spellcasting focus for your cleric spells. While level.
you have such a spellcasting focus in hand or
openly displayed on your person, you can use Blessing of Inner Flame. As an action, you
light from it to dazzle an attacking enemy. consume a flask of alchemist’s fire. The
When you are attacked by a creature within 30 divine energies of your Channel Divinity
feet of you that you can see, you can use your keep this hazardous liquid from harming
reaction to impose disadvantage on the attack you, and the first time you would take
roll before it hits or misses, as red light from the damage before the next time you finish a
crystal or ruby flashes in the attacker’s eyes. An short rest, you gain temporary hit points
attacker that can't be blinded is immune to this equal to your Wisdom modifier + half your
feature. cleric level (minimum 1) before the damage
is inflicted. If the creature that would deal
You can use this feature a number of times the damage is within 30 feet of you when
equal to your Wisdom modifier (a minimum of this happens, it takes psychic damage equal
once). You regain all expended uses when you to your cleric level if it can see you and you
finish a long rest. are not incapacitated.
CHANNEL DIVINITY: FIERY FORETOLD IN FLAME
ANOINTING
Beginning at 6th level, staring into fire allows
Starting at 2nd level, you can use your Channel you to obtain a murky vision of events to come.
Divinity to anoint a weapon with sacred flame When you finish a long or short rest, if there
or imbue yourself with mystical protection. was an open fire larger than a torch flame
When you use this Channel Divinity feature, within 30 feet of you for at least half of that
choose one of the following options: rest’s duration, and you saw that fire at least
once, you can roll a d20 and record the number
Anointed Weapon. As an action, you use one rolled. After you do so, you gain resistance to
hand to pour an entire flask of alchemist’s fire damage, and you can replace any attack roll,
fire onto a melee weapon held in your other saving throw, or ability check made by you or a
hand, which must be a weapon that you are creature that you can see or hear with the
proficient with and that lacks the two- foretold roll. You must choose to do so before
handed property. Once you anoint the
weapon, until the next time you finish a
short or long rest, it gains a +1 bonus to its
attack and damage rolls, unless it is a magic
52
the roll, and you can replace a roll in this way demon appears in an unoccupied space you
only once per turn. can see within range. It disappears when it
drops to 0 hit points or after it kills its
Each foretold roll can be used only once. assigned target.
Once you use your foretold roll, you also lose
the resistance to fire damage granted by use of The summoned shadow demon gains a
this feature. When you finish a long or short bonus to its AC, attack rolls, and damage rolls
rest, you lose any unused foretold rolls. equal to your proficiency bonus and
temporary hit points equal to five times the
NIGHT’S DARK TERROR number of Hit Dice spent at the end of the 1-
hour ceremony by the last willing humanoid
At 8th level, you can use another creature’s life you successfully performed the ceremony
energy to birth a dark horror that strikes at your with. The shadow assassin resembles that
enemies. When you and another willing willing humanoid, looking almost identical to
humanoid take a short rest together, you can its actual shadow and bearing discernible
perform an intimate 1-hour ceremony with that facial features recognizably similar to those of
creature as part of the rest. At the end of the the humanoid. The shadow demon cannot
short rest, if the humanoid spends 4 or more speak or communicate in any way.
Hit Dice, it does not regain any hit points from
Hit Dice it expends, but you immediately gain Roll initiative for the demon, which has its
the ability to summon a shadow demon using a own turns. As part of the summoning ritual,
special 1-minute ritual. After it spends these Hit you choose a creature within 300 feet of you
Dice, for 1 week that humanoid regains only that you are familiar with as the shadow
half the normal number of Hit Dice at the end of demon’s target. The shadow demon always
a long rest. knows its target’s location, even when it is
hidden, and it begins traveling towards the
The summoning ritual must be performed in target to attack and kill it. While it has a valid
dim light or darkness, and you can’t perform target, the shadow demon spends each of its
this ritual again until after the next sunset. At turns attacking that target or, if it cannot, doing
the end of the summoning ritual, the shadow whatever it can to be able to attack the target as
soon as possible. It is otherwise indifferent to
you and your companions; it exists only to kill
the target you choose.
Once you summon a shadow demon with this
feature, you cannot do so again until after the
next time you finish a long rest, no matter how
many times you perform the 1-hour initial
ceremony.
THE INFERNO PROMISED
Starting at 17th level, when you deal fire
damage to a creature, you ignore resistance to
fire damage and treat immunity to fire damage
as resistance instead. In addition, you learn the
spell foresight as a cleric spell, and you always
have that spell prepared, as if it were one of
your domain spells.
53
THE DRUID while you have the associated Aspect.
Legends say Ravenloft’s first druids came from ASPECT OF THE EQUINOX SPELLS
the domain of Forlorn, but their ways spread to
many other lands in the centuries that followed. Druid Level Autumn Spells Spring Spells
Today, most druids keep their ancient faith
secret to avoid hostility from ignorant locals. 2nd hex hunter’s mark
The residents of many domains know of druids
only through the filter of folklore, often 3rd misty step enthrall
confusing primal magic with “witchcraft.” To
avoid unwanted attention among strangers, 5th bestow curse aura of vitality
many druids pass themselves off as clerics of
"new" gods rather than allies of primal spirits. 7th greater aura of life
NEW DRUID CIRCLE: invisibility
CIRCLE OF THE EQUINOX 9th cone of cold flame strike
Given their closeness to nature, druids have a 11th circle of death Otto’s
special relationship with the cyclical passage of
time. Balance is central to the ethos of many irresistible dance
druidic orders, and this reflects the changing
nature of the year as light grows and recedes. 13th etherealness etherealness
Druids of your Circle believe that true balance
exists in a state of flux, and you change your BALANCING STRIKE
nature from day to day. You are committed to
enforcing the proper balance of nature, whether Beginning at 2nd level, you have a pool of raw,
that means culling certain creatures or ensuring natural energy you use to restore balance in the
the abundant growth of others. Your druidic world around you, represented by a number of
tradition shares much with the religions of d8's equal to your druid level.
ancient sylvan cultures and you may refer to
nature spirits and the archfey as “the old gods.” When you
hit with a
ASPECT OF THE EQUINOX spell attack,
natural
At 2nd level, your ties to the fey and changes of weapon
the seasons grant you additional abilities that attack, or
shift like the phases of the moon or the ocean unarmed
tide. Whenever you finish a long rest, you can strike, or a
choose one Aspect: either Autumn or Spring. weapon
You have the chosen aspect until you choose a attack with
different one at the end of another long rest. a simple
weapon, you
Depending on your druid level, your Aspect can choose
grants you access to certain additional spells. to spend
You automatically have the listed spells balancing
prepared, and they do not count against the strike dice
number of spells you can prepare each day. Any to deal extra
listed spells are always druid spells for you damage.
You can
spend a
number of
dice equal
to half your
druid level
or less. The
amount of
extra
damage
54
dealt is determined by rolling all the dice you RESTORE BALANCE
spent and adding them together. The damage
type is determined by your current choice for At 14th level, whenever a creature hits you with
your Aspect of the Equinox feature: necrotic an attack, that creature takes psychic damage
damage for the Autumn Aspect, radiant damage equal to your Wisdom modifier (minimum 1) if
for the Spring Aspect. you’re not incapacitated. In addition, when you
roll initiative and have no balancing strike dice
If you currently have the Autumn Aspect, you remaining, you regain two of your balancing
roll d10s instead of d8s for this extra damage if strike dice.
the target is a humanoid. If you have the Spring
Aspect, you roll d10s instead of d8s if the target IN THE DOMAINS OF DREAD
is undead.
Most druids of this Circle favor one of its two
Whenever you roll your balancing strike dice seasonal aspects: Autumn or Spring. Among Forfarian
for this extra damage, you gain temporary hit druids (those arising from the lost domain of Forlorn),
points equal to the damage rolled, regardless of the ways of the Circle of the Equinox are practiced by
whether some or all of the damage is not dealt druids of two different orders: the Oak Faction, who
to the target. favor the Spring aspect, and the Rowan Faction, who
favor Autumn. A sizable group of these druids dwells
You regain all spent balancing strike dice in Barovia, among the Forfarian immigrants outside
when you finish a long rest. the village of Immol.
HERALD OF THE SEASONS Autumnal druids are less well-trusted in many
domains, having ways commonly associated with
Starting at 6th level, when you cast a druid spell folktales of curses and those who cast them. They do
that has a casting time of 1 action, you can little to discourage this, often referring to themselves
spend 2 of your balancing strike dice to change as “witches” and their magical talents as “witchcraft,”
the casting time to 1 bonus action for this and they are often targeted by witch-hunters in lands
casting. When you do so, you roll both the beset by intolerant religious zealotry, such as Tepet.
balancing strike dice you spend and gain An Equinox druid favoring Autumn is more vengeful,
temporary hit points equal to the total. enforcing natural balance by correcting wrongs
committed and seeking to keep any one sort of
In addition, whenever you gain temporary hit creature from dominating local wilds.
points during your turn, you can expend one use
of your wild shape to gain a flying speed, Spring druids are more likely to dwell on the edges
climbing speed, swimming speed, or burrowing of settlements rather than in deep wilderness. These
speed (your choice) of 60 feet. The new druids function as something like midwives to beasts
movement lasts for 1 hour, but ends early if you of the wilds, helping new mothers through difficult
end your turn with no temporary hit points. births. When passing by, they can never resist
offering the same aid to any expectant mother,
MASTER OF THE OLD WAYS whether she is a lioness or a highborn noblewoman.
Druids favoring Spring seek natural balance by
Beginning at 10th level, you have learned to encouraging large populations of all animal and plant
couple your physical prowess with impenetrable species, on the notion that such bounty aids all living
mental fortitude. You gain resistance to psychic things, so long as no one type of life overwhelms the
damage and you are immune to the charmed others.
and frightened conditions. You also have an
additional damage resistance based on your
current Aspect. If you are in your Autumn
Aspect, you have resistance to fire damage; if
you are in your Spring Aspect, you have
resistance to necrotic damage.
55
CIRCLE OF THE SKINCHANGER BEAST COMPANIONS
SKINCHANGER
DRUID MAX. FEATURES EXAMPLE
All druids possess the power to wild shape, but LEVEL CHALLENGE Wolf
rarer are those who practice the art of 2nd RATING No flying or
skinchanging—projecting their soul from their swimming speed, Dire wolf
original body to possess another creature. 3rd ¼ Intelligence 6 or
lower Giant
In the North, many are born with signs of a 4th 1 No flying or octopus
skinchanger’s talent, especially among the orcs swimming speed, Polar bear
of Many-Arrows and the human Ice Hunters, 6th 1 Intelligence 6 or
members of an Ulutiun ethnicity living in the lower
Cold Run, on the Ice Peak, and on the Sea of 2 No flying speed,
Moving Ice. Intelligence can be
7 or lower
BEAST COMPANION No flying speed
When you choose this circle at 2nd level, you 8th 2 Intelligence can be Giant eagle
may use an action to choose to attract a beast
companion before taking a long rest. This 8 or lower
companion is a beast of your choice, subject to
certain limitations determined by your druid 9th 3 — Killer whale
level, as shown on the table:
12th 4 — Elephant
15th 5 — Giant
crocodile
18th 6 — Mammoth
You normally choose the type
of beast companion you will
have when you take the long
rest required to gain one, but
the DM may limit your choices
depending what is logical for
the local area and terrain.
Summoning the Beast
Companion. During a long rest
after summoning a beast
companion, you go to sleep and
dream of being that creature. At
the end of your long rest, the
animal you dreamed of appears,
friendly to you and willing to
remain for at least 1 hour
provided you do not harm or
mistreat it.
By expending 50 gp worth of
food, drink, and herbal
poultices, you spend the next
hour transforming that creature
into your loyal beast
companion.
56
Skinchanger’s Bond. While a creature is your so again until you finish a long or short rest.
beast companion, it gains a variety of benefits, When you reach 17th level, your companion
although it also loses its Multiattack action, if it can use this benefit twice before you rest,
has one. but only once on the same turn.
The companion obeys your commands as Whenever you gain the Ability Score
best it can. The beast cohort acts on its own Improvement class feature, your
turn, but does not roll initiative. Instead, companion’s abilities also improve. Your
when you roll initiative, you determine companion can increase one ability score of
whether the beast acts just before the your choice by 2, or it can increase two
beginning of your turn or just after the end ability scores of your choice by 1. As normal,
of your turn. On its turn, you determine its your companion can’t increase an ability
actions, decisions, attitudes, and so on. If score above 20 using this feature, unless
you are incapacitated or absent, your specified otherwise.
companion acts on its own.
Changing Beast Companions. You can have
Your beast companion has abilities and only one beast companion at a time. If your
game statistics determined in part by your beast companion is ever slain, you must find a
level. Your companion uses your proficiency means of returning it to life or find a new beast
bonus rather than its own. In addition to the companion. You do so by taking a long rest,
areas where it normally uses its proficiency during which time you dream of the new beast
bonus, a beast companion also adds its companion, and at the end of that long rest the
proficiency bonus to its AC and to its beast appears, and you bond with it the same
damage rolls. way you bonded with your initial beast
companion.
Your beast companion gains proficiency in
two skills of your choice. It also becomes If a slain former beast companion returns to
proficient with all saving throws. For each life while you have another current beast
druid level you gain after 3rd, your beast companion, you must choose one of the two to
companion gains an additional hit die and remain as your companion, while the other
increases its hit points accordingly. leaves you.
When you reach 6th level, when you take an Beast Companion Spells. Whenever you have
action on your turn to cast a spell or use the a beast companion, you can cast the spell beast
Attack action, if your companion can see bondXGtE on your beast companion as a ritual,
you, it can use its reaction to make a melee and you always have that spell prepared. This
attack. In addition, your beast companion spell works on your beast companion even if it
has advantage on attack rolls against any has an Intelligence of 4 or higher. At 3rd level in
creature within 5 feet of your actual body your druid class, you always have the beast
(not a body you are possessing). sense spell prepared also.
When you reach 6th level, your beast When you begin a long rest, you may cast
companion’s natural weapon attacks count both beast bondXGtE and beast sense on your
as magical for purposes of overcoming beast companion simultaneously, as a ritual,
resistance and immunity to non-magical without disrupting your rest. You are magically
attacks and damage. able to concentrate on both these spells at once.
You cast these rituals while unconscious, and
When you reach 11th level, your companion the duration of both spells is increased to two
can take one additional action during its hours when they are cast in this way.
turn. Once it uses this benefit, it cannot do
57
SKINCHANGING magical attacks and damage.
Starting at 2nd level, as a bonus action, you can SUSTAIN SPIRIT
expand a use of your wild shape feature to cast
the magic jar spell without using a spell slot, Starting at 10th level, when your beast
changing the casting time to 1 bonus action for companion or a creature you are possessing
that casting. You do not use a container. with your skinchanging feature hits a creature
Instead, your soul directly exits and enters your with a melee attack, you can use your reaction
body, and you can possess a beast as long as it to expend one spell slot and grant it increased
is within 300 feet of you. While you possess a fighting spirit. The creature gains 2d8
creature with this casting of magic jar, its soul is temporary hit points for a 1st-level spell slot,
trapped in your body, but that soul dormant and plus 1d8 temporary hit points for each spell
unconscious. level higher than 1st, to a maximum of 5d8.
At 2nd level, you can only possess your beast While a creature has the temporary hit points
companion when you cast magic jar with this it gained from this feature, if another creature
feature. Your beast companion automatically hits it with a melee attack, that creature takes
fails its saving throw when you possess it in this psychic damage equal to half of those remaining
way. temporary hit points.
When you reach 6th level in your druid class, SKINCHANGER’S CLEAVE
you can use this feature to possess any beast
you are aware of within 300 feet of you. You can Starting at 14th level, when a creature you are
only possess a beast with a flying speed using possessing with one of this circle’s features
this feature if you are 8th level or higher. reduces a creature to 0 hit points, you can use
your bonus action to make a melee attack with
When you reach 14th level, you can use this one of that creature’s natural weapons.
feature to possess any dragon, humanoid,
monstrosity, or plant you can see within 100
feet of you that has an Intelligence of 6 or lower.
DETECT BEASTS
Starting at 6th level, you have a preternatural
sense for the presence of animals. As an action,
you can open your awareness to detect beasts.
Until the end of your next turn, you know the
location of any beast within 300 feet of you that
is not behind total cover. You know the type of
beast you detect (bear, wolf, etc.), but no other
particulars (such as whether it is the pet of the
barbarian chieftain). You can use this feature a
number of times equal to 1 + your Wisdom
modifier. You regain all expended uses when
you finish a long rest.
BEAST LINK
At 6th level, when you possess a creature with
your skinchanging feature, its natural weapon
attacks count as magical for purposes of
overcoming resistance and immunity to non-
58
CIRCLE OF THE SOLSTICE transform part of your body. If you are not
wearing heavy armor, you can take a bonus
Ages ago, two orders of druids—one dedicated action on each of your turns in combat to gain
to summer, one to winter—united to stop an temporary hit points equal to your druid level +
alchemist with an army of constructs from your Wisdom modifier. If you wish, when you do
destroying their forest. To this day, inheritors of so, you can expend one spell slot to regain 1d8
their ways like you defend wild places hit points per level of the spell slot expended
threatened by unnatural incursions or reckless instead of gaining temporary hit points.
depletion of resources. Other druids cannot
match your fast, versatile shapechanging. In one When you gain this feature, choose one of the
battle, you might charge in on speedy hooves, following options. Whenever you use your
escape a grapple with a bear’s strength, grow Shifting Action feature during your turn, you
wings to fly over an opponent, and bite foes with also create the chosen effect, as follows:
the fangs of a wolf.
Charging Elk. When you use your bonus
Some find Solstice druids esoteric, strange, action on this feature, until the end of your
or even mad, yet other druids respect their next turn, if you move at least 20 feet
union of raw instinct with practiced precision. straight towards a Large or smaller creature
You are taught to embrace extremes of passion during your turn, the next Strength-based
and logic, endurance and change. Hotter than unarmed strike or attack with a natural
fire, and colder than ice, you find the balance in weapon you make against that creature
between. before the end of that same turn is made at
advantage and deals extra damage equal to
FANG AND CLAW your Wisdom modifier. In addition, as part
of this same bonus action, you may
Starting at 2nd level, when you choose this immediately move up to 20 feet.
archetype, you can roll a d4 in place of the
normal damage of your unarmed strike and deal Eagle Wing Leap. When you use your bonus
your choice of bludgeoning, piercing or slashing action on this feature, until the end of your
damage with it. You use your choice of either next turn, your jumping distance is doubled,
Strength or Dexterity for the attack roll and and you gain a climb speed equal to your
damage bonus of this attack. You can’t use this walking speed. In addition, as part of this
same bonus action, you may immediately
feature while move up to half your speed.
in your Wild
Shape form. Harrying Wolf. When you use your bonus
action on this feature, the next time you hit a
SHIFTING creature with a melee attack before the end
ACTION of your next turn, you can choose one ally
within 5 feet of that target. That ally can
Starting at immediately use its reaction to make one
2nd level, weapon attack against the same target. In
when you addition, as part of this same bonus action,
choose this you may immediately make an unarmed
archetype, strike.
you can call
on your tie to Sinews of the Bear. When you use your
a bestial spirit bonus action on this feature, until the end of
to briefly your next turn, you add your Wisdom bonus
59
to Strength checks and Strength saving are not in a cold climate, you have
throws, and add an additional 1d4 to the advantage on Wisdom (Perception) checks
damage of Strength-based melee attacks. In related to hearing or smell.
addition, as part of this same bonus action,
you may immediately make an unarmed Aspect of Winter. You have resistance to
strike. cold damage, and you are considered
naturally adapted to cold climates. If you are
Tiger’s Pounce. When you use your bonus not in a warm climate, you have advantage
action on this feature, the next time you hit a on Wisdom (Perception) checks related to
creature with a Strength-based melee attack hearing or smell
before the end of your next turn, that
creature must make a saving throw against QUICKENED UNARMED STRIKE
your druid spell DC. On a failure, that
creature is grappled by you. When you Beginning at 10th level, you can attack twice,
grapple a creature in this way, you must instead of once, whenever you take the Attack
release that creature from your grapple action on your turn, as long as one of the two
before you can grapple another. In addition, attacks is an unarmed strike or an attack with a
as part of this same bonus action, you may natural weapon. You can use this feature while
immediately make an unarmed strike. using your Wild Shape as well, provided you are
in a beast form that is Small or larger, but you
Once you use your Shifting Action feature, you cannot use it if your beast form has the
cannot do so again until after the end of your Multiattack action.
next turn. You can use this feature while using
your Wild Shape as well, provided you are in a In addition, you increase your walking speed
beast form that is Small or larger, but any by 10 feet, and whenever you make an unarmed
benefits to melee attacks while in your beast strike while not using your Wild Shape feature,
form only apply to Strength-based attacks. you may roll a d6 in place of your normal
unarmed strike damage.
FERAL DRUID
SMITE THE UNNATURAL
At 6th level, your unarmed strikes and your
natural weapon attacks in a beast form At 14th level, when you hit a creature with an
assumed with Wild Shape count as magical for unarmed strike (or a natural weapon attack
the purpose of overcoming resistance and while in a beast form you assumed with your
immunity to nonmagical attacks and damage. Wild Shape feature), you can expend one druid
spell slot of 4th-level or lower to deal extra
SOLSTICE ASPECT damage. The extra damage equals 1d8 per level
of the spell slot expended. The damage
At 6th level, you choose what kind of druid of increases by 1d8 if the target is a construct or
this circle you are going to be, taking on the undead. This extra damage is of the same type
seasonal aspect of Summer or Winter. You gain as the damage to which you gained resistance
resistance to bludgeoning, piercing, and from your Solstice Aspect feature.
slashing damage that is not silver, but you also
gain vulnerability to silver, and you must choose WINTER DRUIDS OF BAROVIA
one of the following two aspects, which grants
you further abilities. A particularly erratic group of Winter-aspected
druids of the Circle of the Solstice dwell in Barovia, in
Aspect of Summer. You have resistance to the area of Yester Hill. These druids actually worship
fire damage, and you are considered the darklord Strahd von Zarovich, believing his
naturally adapted to warm climates. If you powers over the weather and elements in his domain
represent a divine tie to the forces of nature.
60
NEW DRUID CIRCLE: against the number of spells you can prepare
each day. If you gain access to a spell that
CIRCLE OF STANDING doesn’t appear on the druid spell list, the spell is
STONES nonetheless a druid spell for you.
Druids who are members of the Circle of CIRCLE OF STONE SPELLS
Standing Stones have a special connection with
the very bones of the world, communing with Druid Level Spells
the elemental spirits of mountains, hills, caves, 3rd dust devil XGtE, spike growth
and tunnels. Becoming a member of this circle
makes you an implacable defender of the land, 5th aegis of assault*, meld into stone
equally at home above and below the ground, 7th elemental bane XGtE, stone shaoe
and able to shrug off harm that would kill other
mortals instantly. These druids have a 9th conjure elemental, wall of stone
reputation for resisting change, seeking to
preserve things as they are, but this is not STONE BODY
always the case.
Starting at 2nd level, you can summon
In ancient times, members of this circle elemental spirits to fill your body with stony
erected or became caretakers of stone circles, strength and protect you from harm. Your pool
pyramids, petroglyphs, underground temples, of protection is a number of d10’s equal to your
and other ancient monuments of stone. Such druid level. As a reaction when you would take
places remain centers of sacred rites and damage, spend any number of those dice. Roll
repositories of primal knowledge, and these the spent dice and add them together, then add
druids work to preserve these sites. your Wisdom modifier. You reduce the damage
by an amount equal to that total.
IN THE REALMS
Whenever you reduce damage in this way,
Groups of these druids are based around megalithic until the end of your next turn, you gain
structures scattered across the Realms, including the advantage on saving throws against effects that
rebuilt Standing Stone just south of Myth Drannor, would push you or cause you to fall prone.
Allyn’s Anvil and Calimban Knoll in Calimshan, the
Prayer Stone in Amn, Daustable's Morrum in the Shaar, You regain all expended dice when you finish
the Stone Stand in the High Forest, the Fang of Skulls a long rest. You can also expend a druid spell
in the Silver Marches, and the Twenty Stones of slot to regain a number of expended dice equal
Thruun in Icewind Dale. Other subgroups of this to that spell slot’s level.
Circle—those more oriented towards evil—
congregate around the Wyvernstones of Hullack (in ELEMENTAL SHAPES
northeastern Cormyr) and the Bone Dance (in the
Border Forest between Anauroch and the Moonsea, Starting at 6th level, you can use your Wild
near Daggerdale). Shape to transform into a gargoyle. When you
use your Wild Shape in this way, you can
CIRCLE SPELLS choose to do so as a bonus action, rather than
as an action. Except as described here, you
Your mystical connection to spirits of elemental must abide by the other limitations of Wild
earth infuses you with the ability to cast certain Shape.
spells. At 3rd, 5th, 7th, and 9th level you gain
access to circle spells. LAND’S ALLY
Once you gain access to a circle spell, you At 6th level, the stone beneath you will move
always have it prepared, and it doesn’t count when you ask and even transport you short
distances, granting you new uses for your Stone
Body feature;
61
You can any nonmagical stone object or surface you can
extend the see within 60 feet of you. The stone can tell you
earth’s what events have occurred within 10 feet of it in
protection to the past 24 hours. Its perspective, perception,
others. When a and knowledge may limit what details the stone
creature within can provide.
30 feet of you
that you can You can speak with stone in this way number
see takes of times equal to your Wisdom modifier
damage, you (minimum of once), regaining all expended uses
can use your of this feature when you finish a long rest.
reaction to
protect that EARTH WALKER
creature with
your Stone Body feature, reducing damage Starting at 14th level, you can use a bonus
against it by spending d10s from your pool action to meld into the earth and move through
the same way you can reduce damage it as if it were air. When you use this feature,
inflicted on yourself. you gain the following benefits for 1 minute:
When you use your Stone Body feature as You gain a burrow speed equal to your
described above to protect another creature walking speed.
from damage, if that damage was inflicted
by a successful melee attack and you and You can move through solid earth or stone,
the attacker are both on or touching the leaving your hands free, without
same surface, you can also cast your circle destabilizing it or even leaving a mark, but
spell aegis of assault* as part of the same you can’t end your movement there. If you
reaction. do so, you are ejected to the nearest
unoccupied space large enough to fit into
When you use your Stone Body feature to comfortably, and you are stunned until the
reduce damage inflicted against you, you end of your next turn.
can choose to roll d6s for the amount of
damage reduced instead of d10s. If you do When you are burrowing, you can extend
so, you can choose one or two creatures the aura of this effect to bring any objects
within 30 feet of you that are on or touching you are carrying, and you can even bring
the same surface as you and force them to one additional creature that you are carrying
make Dexterity saving throws against your as well. You must be able to lift and carry
druid spell save DC. Creatures that fail take the creature to bring it with you.
magical bludgeoning damage equal to the
amount by which your Stone Body reduced Once you use this feature, you can’t use it
the damage. If a creature fails the saving again until the next time you finish a short or
throw by 5 or more, it also falls prone. long rest.
SPIRIT OF LIVING ROCK DM’S GUILD COMMUNITY CONTENT
Starting at 10th level, you can expend two uses The Circle of Standing Stones was originally created
of your Wild Shape at the same time to by Jeremy Forbing for the Player’s Companion.
transform into an earth elemental. Jeremy’s co-producer on that project, M.T. Black, then
reworked the subclass as the Circle of Stone for Mirt's
In addition, you gain the ability to speak with Undermountain Survival Guide and again in the
Calimshan Adventurer’s Guide. Elements of all these
previous versions combine to create the new one
described here.
62
THE FIGHTER target was not within 5 feet of any of your allies.
If the attack was a melee attack, that target
Fighters can be found in every settled Domain cannot make opportunity attacks against you for
of Dread and can fill any niche requiring martial the rest of your turn.
skill and physical prowess. They serve as
armored knights in Falkovnia and Nova Vaasa, FEARLESS SENSES
toil as soldiers in the armies of Staunton Bluffs
and Tovag, and enforce the law as constables in Also at 3rd level, you gain proficiency in the
Mordent and Lamordia. Adventuring fighters Investigation and Perception skills, and double
might pursue fame and fortune, quest for justice your proficiency bonus on all Wisdom
or vengeance, or simply follow their own moral (Perception) checks against objects and
imperatives. Yet they seldom do so alone. creatures within 30 feet of you. You also double
Ravenloft’s most legendary fighters are known your proficiency bonus on saving throws against
for their extraordinary allies as well as for their being frightened.
own great deeds.
BATTLEFIELD SENSE
NEW MARTIAL ARCHETYPE:
Starting at 7th level, if you are able to hear, you
BLADE DANCER have a natural sense for the presence of objects
around you, giving you blindsight within 10 feet
You practice a refined form of fencing known and allowing you to add your Wisdom bonus to
for its speed and elegance. Akin to the ki your initiative rolls. In addition, if you aren't
technique of a monk, this fighting style wearing armor or wielding a shield, your AC
emphasizes the unity of wielder and weapon, cannot be lower than 13 + your Dexterity
with special attention to the practitioner’s modifier.
senses. A level of internal mastery allows the
blade dancer to conquer physical fear and to see UNCANNY REFLEXES
with all their senses equally. Most of those who
learn the blade dance avoid heavy armor, Starting at 10th level, if an attacker hits you
sacrificing protection for speed, and favor with a melee attack, you can use your reaction
lighter and more slender weapons. The to halve the attack’s damage against you.
technique teaches that parrying a blow is less
efficient than simply not being there when it In addition, while you are not wearing armor,
lands. You capitalize or your superior agility and you gain the ability to move along vertical
perceptiveness by making quick strikes at weak surfaces and across liquids during your turn
spots in an enemy’s defenses. It is said that the without falling during the move. If you are
greatest masters of this art duel upon a pool of standing on such a surface at the end of your
water, never disturbing the surface. turn, you fall unless you are able to remain
standing there by some other means.
ARTFUL GRACE
BLINDSENSE
Beginning when you choose this archetype at
3rd level, you move freely across the battlefield, Starting at 15th level, if you are able to hear,
disappearing in a blur before your enemy can you are aware of the location of any hidden or
land a blow. If you are not wearing medium or invisible creature within 10 feet of you.
heavy armor, when you attack with a finesse,
light, or ranged weapon, you inflict extra DODGING STRIKE
damage equal to your proficiency bonus if the
Also at 15th level, when you take the Dodge
action during your turn, you can use a bonus
action to make a single weapon attack using a
finesse, light, or ranged weapon. You can use
63
this feature a number of times equal to your Tournaments and jousts provide you with
Wisdom modifier (a minimum of once). You important opportunities, both to make money
regain all expended uses when you finish a long and to demonstrate skill to noble observers who
rest. might wish to hire knights. Hedge knights tailor
their fighting style to large scale cavalry battles
PERFECT AWARENESS and organized tournaments, focusing on
defeating one enemy knight at a time.
At 18th level, by meditating for one minute, you
can enter a state of perfect awareness in battle HARD-WON SEASONING
that borders on precognition. You can cast the
foresight spell on yourself, without using any When you choose this archetype at 3rd level,
components. The duration of this spell is you have received a modicum of informal
reduced to 1 hour when you cast it with this instruction in the knightly arts, but also know
feature. Once you cast foresight with this some other tricks that may not be so knightly.
feature, you cannot do so again until you finish a You have advantage on saving throws made to
long rest. avoid falling off your mount. If you fall off your
mount and descend no more than 10 feet, you
HEDGE KNIGHT can land on your feet if you’re not incapacitated.
In a world where heavily armored knights set You also gain proficiency in your choice of
the standard for how battles are won, most one of the following skills: Athletics, Deception,
nobles are trained from birth to fight as such, Intimidation, Perception, Sleight of Hand,
but others learn knightly
combat the hard way.
Owning no land, they do not
receive arms or armor from
wealthy families, nor do they
enjoy the privileges of a
sworn oath to a liege. They
are nicknamed “hedge
knights,” based on the
notion that their most
expensive possessions are
their armor, weapons, and
mounts, and that their
relative poverty forces them
to seek their rest outdoors,
sheltering under trees or
hedges.
As a hedge knight, you’ve
likely spent time wandering
the land, working as a
sellsword or freerider. You
may seek anointing as a true
knight, but most of your kind
have no illusions about the
likelihood of such honors.
64
Stealth, or Survival. public game, competition, or sport taking place
Finally, when you make a Charisma within 30 miles of your current location or any
place you visited within the past 24 hours.
(Deception) check to pass as a member of a
different social class, to pretend at better or In addition, whenever you make a Strength or
worse fighting prowess than you actually have, Dexterity check that is contested by another
or to feign being wounded or unconscious, you creature’s ability check, you can roll a d6 and
are considered proficient in the Deception skill add the number rolled to your result.
and add double your proficiency bonus to the
check, instead of your normal proficiency BATTLEFIELD OPPORTUNIST
bonus.
Starting at 10th level, whenever you attack
JOUSTER’S MARK during another creature’s turn (such as when
you make an opportunity attack), you have
At 3rd level, you can synchronize all your advantage on the first attack roll you make
faculties to the ebb and flow of battle against a during that turn.
single opponent, instantly adapting your tactics
to every move they make. As a bonus action, DEVASTATING CRITICAL
choose one creature you can see within 30 feet
of you. That creature is marked by you until the Starting at 15th level, when you score a critical
end of your next turn. You can also mark a hit with a weapon attack, you gain a bonus to
creature without using a bonus action that weapon’s damage roll equal to your level in
immediately after you hit it with a melee attack. this class.
This effect ends early if you are incapacitated or
you die, if someone else marks the creature, or DUELING MASTERY
if you mark another creature. While it is within
5 feet of you, a creature marked by you has Beginning at 18th level, you have developed a
disadvantage on any attack roll that doesn't knack for turning failure to success against a
target you. single opponent. If you miss with an attack
against a creature that is marked by you, you
When you hit a creature marked by you with a can choose to roll the attack again with
weapon attack, or when you mark a creature by advantage. Once you use this ability, you cannot
hitting it, you can roll a d4 and add the result to use it again until the next time you roll initiative.
the damage. A creature that takes this extra
damage suffers disadvantage on the next HEDGE KNIGHTS IN OTHER D&D WORLDS
opportunity attack it makes before the start of
your next turn. Amid the fine pavilions of landed knights at tourney
or war, hedge knights can usually be found in humble
The die you roll for the extra damage from tents, or even sleeping rough under the stars. Nobles
this feature changes when you reach certain tend to look down on them, and many hedge knights
levels in this class. The die becomes a d6 at 5th use this to their advantage, feigning incompetence or
level, a d8 at 10th level, a d10 at 16th level, and ill-health early in a tourney before betting on
a d12 at 20th level. themselves and revealing their true prowess,
increasing their winnings. In times of war, hedge
TOURNEY VETERAN knights who are not already part of a mercenary
company arikely to be fielded as foragers, outriders,
By 7th level, you’ve seen your share of jousting scouts, or auxiliary cavalry riders.
tourneys and mounted combat. Mounting or
dismounting a creature costs you only 5 feet of
movement, rather than half your speed. You
always know the current gambling odds on any
65
MARKING EFFECTS LAMPLIGHTER
As introduced in the Cavalier martial archetype for The elite order of investigators known as the
fighters in Xanathar’s Guide to Everything, certain Lamplighters arose in the domain of Mordent.
effects (such as the Jouster’s Mark feature of a Hedge Once a small force of full-time watchmen, now
Knight and the new fighting style Weaponmaster’s their talents are called upon by towns large and
Mark) allow you to mark a target. While a creature is small all across Mordent and beyond.
marked by you, whenever it is within 5 feet of you,
that creature has disadvantage on any attack roll it A fighter with the Lamplighter archetype has
makes that doesn’t target you. The design intent is the kinds of perceptive and investigative skills
that by marking a target and making it harder for it to normally reserved for a rogue or ranger, and the
harm your allies, you call it out and motivate it to sort of disciplined intellect nurtured by wizards.
fight you before anyone else. Particular features may They specialize in discerning clues in the
add additional effects when you mark a creature as appearance and other features of a particular
well. criminal or other opponent, gaining decisive
advantages in bringing that foe to justice.
In order to prevent abuse of marking effects, they
come with the limitation that your mark ends early if DETECTIVE DIE
you are incapacitated or you die, or if someone else
marks the creature. This prevents multiple creatures At 3rd level, you gain one detective die, which
marking the same target and imposing disadvantage has a starting die size of d6 at this level. Your
on its attack rolls against all creatures, allowing the detective die has five potential sizes, listed here
rule to work as intended and motivate a target to from lowest to highest: d4, d6, d8, d10, and d12.
focus on the creature that marked it. As a result,
marking effects will generally always include some Changing Die Sizes. When you decrease your
version of this rules language. detective die size, it becomes a die of a size one
This language causes certain interactions you
might not expect. For example, by the rules as
written, if a cavalier marked a target with
Unwavering Mark, and then someone else cast the
hunter’s mark spell on the same target, the cavalier’s
mark would end, since the text of the hunter’s mark
spell says you choose a target and “mystically mark
it”, and the mark ends when another creature marks
the same target.
Conversely, some effects that seem like they
should count as marking effects for purposes of this
rules mechanic don’t interact with a mark at all
(probably because they were written before the
effects of marking were codified in Xanathar’s Guide
to Everything). The DM may decide that some of
these effects—such as the compelled duel spell or the
Goading Attack maneuver of the Battle Master
archetype in the fighter class—do count as marking
under these rules. No further changes to such effects
are necessary, other than noting that they mark the
target.
66
lower. For example, if you decrease the die size resistances, or vulnerabilities, and you learn
of a d6, it becomes a d4. Conversely, if you what they are.
increase a die size, the die becomes one size
higher, such as a d6 becoming a d8. You cannot At the DM’s discretion, you also deduce one
increase the die size of your detective die above of the following pieces of information about the
its starting die size. When you would decrease target: a recent location it has visited, an object
the die size of your detective die, if its current it has handled, a person it has spoken with, or
die size is d4, its size does not increase. Instead, one of its personality traits (if any).
it becomes unusable to you until the next time
you finish a long rest. Once you target a creature with this feature,
without you succeed or fail, you cannot target
Careful Investigator. Whenever you make an that particular creature with it again for 1
Intelligence (Investigation) or Wisdom (Insight) minute.
check, you can roll your detective die and gain a
bonus on the check equal to your result. PENETRATING INSIGHT
Detect Weakness. When you hit a creature At 7th level, when you make an Intelligence
with a weapon attack, if you have succeeded on (Investigation) or Wisdom (Insight) check
an ability check to discern information about against a creature you have spent at least 1
the target within the past hour, you can roll your minute interacting with or observing outside of
detective die and add the result to the damage combat during the past hour, you have
dealt. You can deal this extra damage only once advantage on your ability check for that feature.
per turn.
In addition, when you use your Read Creature
Methodical Deduction. When you fail an feature, you learn additional information about
Intelligence or Wisdom check that includes the target. The DM tells you if the creature is
your proficiency bonus, you can choose to reroll your equal, superior, or inferior in regard to two
that check with advantage. You must use the of the following characteristics of your choice:
second roll. After the check is resolved, you
immediately decrease the die size of your An ability score of your choice
detective die.
Armor Class
Starting Die Size. Your detective die resets to
its starting die size whenever you finish a long Current hit points
rest. Starting die size increases as you gain
levels in this class, becoming a d8 at 9th level, a Total class levels (if any)
d10 at 13th level, and a d12 at 17th level.
Levels in a particular class (if any)
READ CREATURE
At the DM’s option, you might also realize you
At 3rd level, you can uncover hidden know a piece of the creature’s history.
information about those you meet by studying
their mannerisms, tiny scuffs on their clothing, TWENTY MOVES AHEAD
and so forth. As a bonus action, choose one
creature you can see within 30 feet of you and At 10th level, you can see through opponents'
make an Intelligence (Investigation) or Wisdom deceptions and anticipate their actions. All
(Insight) check (your choice), contested by that Charisma (Deception) checks against you are
creature’s Charisma (Deception) check. If you made at disadvantage.
succeed, you immediately learn whether the
creature has any damage immunities, In addition, when an attack roll hits you or a
creature within 30 feet of you that can hear you,
you can use your reaction to roll your detection
die. The attacker takes a penalty equal to the
number rolled on all attack rolls against the
creature its attack targeted, possibly causing the
triggering attack to miss. This penalty lasts until
67
the end of the turn. A creature that you cannot to apply, as long as they have at least two years
see, or that has succeeded on a Charisma service in the Mordentshire watch or a similar group.
(Deception) check against you within the past Candidates from law enforcement organizations that
minute, does not take the penalty. show any sign of corruption or absence of
accountability are rejected.
RELIABLE DEDUCTION
Those who pass such test and vetting and then
At 15th level, whenever you finish a short rest, if complete their training successfully must be inducted
the die size of your detective die has been by Sir Samuel or another ranking member. They are
decreased, you can increase the size of your expected to abide by all laws of Mordent and other
detective die by one. communities they serve, ensure unsolved crimes that
reach their attention are investigated, deescalate any
In addition, whenever you make an tense situations, and use violence only as a last resort.
Intelligence check or Wisdom check that Any Lamplighter who fails to live up to these
includes your proficiency bonus, you can treat a obligations, disobeys lawful orders from a superior
d20 roll of 9 or lower as a 10. (including local leaders), accepts bribes, fails to help
those in need, or commits a crime is forced to leave
MEMORY PALACE the service.
At 18th level, you can accurately recall anything Today, respect for the Lamplighters is nearly
you have seen or heard within the past month. If universal—no small feat in the often reserved and
you gain this feature from another source, you suspicious Domains of Dread.
can accurately recall anything you have seen or
heard within the past year. ERRANT MASTER
IN THE DOMAINS OF DREAD Life as an adventurer is part of your path to
perfect mastery of your chosen arms. You
The Lamplighters were created by Mordentshire's wander the land in a constant quest to grow and
sheriff, Owen Finhallen, and Sir Samuel Cosse, a noble hone your martial skills, unprotected by any
who had served for years as a member of family, feudal household, or school. In your
Mordentshire's volunteer watch. Though travels, you also challenge local champions, test
Mordentshire had relatively little criminal activity for yourself against the leading students of fighting
a city of its size, a sizable percentage of crimes still academies, study new and different martial
went unsolved. They attributed this to the lack of styles, perform bodyguard and mercenary work,
professional training among their comrades. They seek possible service with worthy new lords,
chose the most talent watch members, employed and learn complex arts such as calligraphy in
them as full-time crime-fighters, and grew them into pursuit of discipline and self-control. If you live
an elite order dedicated to solving crimes. long enough to attract students, and do not
dismiss them, you may even found a school of
Sir Samuel has become the de facto leader of the your own.
Lamplighters, keeping a close eye even on those
agents who are posted in distant locales. Indeed, the In the Forgotten Realms, fighters of this
Lamplighters are now spreading beyond the towns of archetype fill a traditional role in tales and
Mordent and into other domains, where Lamplighters folklore. In lands that boast strong samurai
receive permanent duty watching larger settlements. traditions, such as the island nations of
In so doing, they grow their order’s reputation while Kozakura and Wa, fighters of this martial
gathering information on the various occult threats archetype are known as ronin or shugyōsha,
that have threatened those under their protection. and are almost exclusively masterless
swordmasters who once trained as samurai. In
Still, Sir Samuel keeps the order’s numbers small, the land of Shou Lung and T’u Lung, they are
ensuring that he employs only the most gifted Youxia or wandering vigilantes. In the
investigators, and rejecting those who show any
inclination to abuse their authority. Regardless of
social, gender, or race, all are permitted to attempt the
rigorous test of mental and physical prowess required
68
Moonshae Isles, legends tell of similar warriors INSIGHTFUL STRIKE
forming wandering warbands called fianna.
When you make a weapon attack with a ranged
Some of this archetype’s features allow you to weapon or a weapon you are holding with one
cast spells. Wisdom is your spellcasting ability hand, you can spend 2 ki points to add a bonus
for all spells gained from this archetype. to the attack roll equal to your Wisdom modifier
(minimum 1). This attack scores a critical hit on
KI TRAINING a roll of 19 or 20.
At 3rd level when you choose this martial STEP OF THE WIND
archetype, you gain proficiency with
calligrapher’s tools if you don’t already have it. You can spend 1 ki point to take the Disengage
You also learn your choice of two of the or Dash action as a bonus action on your turn,
following cantrips: blade ward, booming and your jump distance is doubled for the turn.
bladeXGtE, challenger’s mark*, guidance,
resistance, or true strike. Wisdom is your WAVERIDER STYLE
spellcasting ability for these cantrips.
You can spend 1 ki point as a bonus action to
DISCIPLINED MASTERY enter this fighting stance, which lasts for 1
minute. Until this stance ends, your walking
Starting at 3rd level, your intense training speed increases by 10 feet, and whenever you
becomes a spiritual discipline comparable to hit a creature with a weapon attack, that
the fighting arts of a monk, giving you limited creature takes an extra 1d8 damage of the
insight into ki, the mysterious elemental energy weapon’s type if you have already hit it with one
that suffuses living things. You gain ki 2 points, or more weapon attacks since the end of your
which you can spend to fuel various ki features last turn.
(these ki points are added to any ki you have
from another source). You gain additional ki AIR DRAGON STANCE
points as your gain levels in this class, as shown
on the Errant Master Ki Points table. At 5th level, as a bonus action, you can spend 2
ki points to cast expeditious retreat, Quivaelyn’s
ERRANT MASTER KI POINTS wind stepping stance*, or zephyr strikeXGtE.
Fighter Fighter ACCUSTOMED WANDERER
Level Ki Points Level Ki Points Once you reach 7th level, when you enter any
settlement with a population of 100 or more,
3rd 2 13th 6 you quickly gathering information about your
new environs. At the end of the first hour you
5th 3 15th 7 spend in such a place, at the DM’s discretion,
you
8th 4 18th 8
10th 5 20th 9
Regaining Ki. When you spend a ki point, it is
unavailable until you finish a short or long rest,
at the end of which you draw all of your
expended ki back into yourself. You must spend
at least 30 minutes of the rest meditating to
regain your ki points.
Ki Features. At 3rd level, you know three Ki
Features: Insightful Strike, Step of the Wind,
and Waverider Style. At 5th level, you gain an
additional ki feature, Air Dragon Stance.
69
learn three pieces of information about one or ADDITIONAL FIGHTING STYLE
more of the following subjects related to the
settlement: At 10th level, you can choose a second option
from the Fighting Style feature.
major local criminal organizations and cult
activities PERFECTED ACCURACY
significant underground tunnels or At 15th level, when you miss with a weapon
architecture attack, you can choose to reroll it. You must use
the second roll. Once you use this feature, you
popular religious groups and places of can’t use it again until you make no attack rolls
worship on one of your turns.
powerful figures in government and MAGEGUARD
commerce
Familiar with magic and conditioned for loyalty,
individuals who inspire great awe or fear you excel as a bodyguard and enforcer for
(such as archmages or legendary warriors) important spellcasters. Whether you lead troops
in the service of powerful wizards into battle,
basic demographics of the population guard hidden enclaves of magical secret
(percentage of humans and other races, etc.) societires, or simply fight back-to-back with a
fellow adventurer who uses magic, you ensure
rumors of monsters dwelling in the that these powerful yet physically vulnerable
settlement or nearby (including below it) persons cannot be threatened unless the enemy
goes through you first.
any large wilderness areas inside or close to
the settlement Most fighters of this martial archetype are
trained in service to larger order of mages, or
other settlements or cultures nearby even the ruling class of a magocracy. Others
gain their first experience fighting alongside a
For example, if you entered a new city and used close friend or relative who is a spellcaster.
this ability, you might determine its most Even if you no longer go into battle with the
powerful thieves’ guild, the locations of temples same allies, you are at your best fighting in
that can provide magical healing, and which concert with magic-users. You excel in
graveyards people say are haunted by undead. defending any comrade who can eliminate
enemies at range while you deal with closer
When you return to a settlement you’ve targets.
already visited on a previous day, you can use
this feature again, and it only takes 30 minutes ADEPT PROTECTOR
due to your existing familiarity.
By 3rd level when you choose this archetype,
Once you use this future, you cannot do so you have undergone specialized training or
again until the next time you finish a long rest. empowering rituals that you combine with your
own experience and knowledge of magic to gain
MYSTICAL PROWESS the following benefits:
At 7th level, you add your proficiency bonus to You have advantage on all saving throws
your Dexterity checks for initiative, and your against effects that would cause you to be
unarmed strikes and weapon attacks count as charmed or frightened.
magical for the purpose of overcoming
resistance and immunity to nonmagical attacks
and damage. In addition, whenever you score a
critical hit, you regain a number of spent ki
points equal to half your profiency bonus.
70
You are proficient with the Arcana and JUSTICAR SPELLS
Intimidate skills, and when you make an
ability check with the Intimidate skill, you RANGER
add double your proficiency bonus to the LEVEL SPELLS
check, instead of your normal proficiency 3rd cause fearXGtE
bonus. 5th detect thoughts
9th slow
You learn your choice of two cantrips from 13th locate creature
any class’s spell list that requireyou tomake 17th legend lore
a melee weapon attack as part of the
casting (such as booming blade XGtE or smoldering crimson energy that binds your own
greenflame blade XGtE). Your spellcasting life energy to protect the target. As a bonus
ability for these cantrips is your choice of action, you can grant a red aegis to one allied
Intelligence, Wisdom, or Charisma. creature you can see within 60 feet of you. Any
bludgeoning, piercing, or slashing damage the
ARCANE LOYALTIES target takes is reduced by an amount equal to
your proficency bonus plus your Constitution
At 3rd level when you gain this feature, choose modifier (minimum 1). This effect lasts for 1
up to three specific spellcasters, or one specific minute, until you use it again, or until you are
group of spellcasters (such as the Fraternity of incapacitated.
Shadows, the Red Wizards of Thay, the
artificers of House Cannith, clerics of a specific In addition, for the same duration, when a
faith, the Simic Combine, the Harpell family, creature you can see within 60 feet of you hits
etc.) to be the subjects of your arcane loyalty. the protected target with a melee attack, you
can use your reaction to cast aegis of
Whenever you are within 5 feet of a ensnarement as a 4th-level spell without using a
spellcaster that is the subject of your arcane spell slot. Your spellcasting ability for this spell
loyalty, if a hostile creature provokes an is the same as the one you chose for the
opportunity attack from you, you can use your cantrips you learned from your Adept Protector
reaction to cast a cantrip targeting that creature feature.
instead of making an opportunity attack. The
cantrip must be one that requires an attack roll Once you reach 11th level, whenever you cast
and normally has a casting time of 1 action (you aegis of ensnarement in this way, you cast it as
change the casting time to 1 reaction for this
casting).
Whenever a spellcaster that is the subject of
your arcane loyalty casts a spell, if you would
make a saving throw against that spell, the
spellcaster can choose to grant you advantage
on that saving throw. However, the spellcaster
can also choose to give you disadvantage on
such a saving throw instead. (Unscrupulous
casters use the latter ability to exert greater
control over their trained bodyguards.)
RED AEGIS
Starting at 7th level, you can protect a chosen
ally with a red aegis, a shimmering shield of
71
a 6th-level spell. When you reach 17th level, you frozen frontier of the known world, or you were
cast it as a 9th-level spell. raised from birth in a legion that keeps the
peace in a city on the edge of a desert caliphate;
FINAL STAND perhaps you swore to patrol the wild border
between an embattled kingdom and the shadow
At 10th level, you can inspire your followers or of an ancient enemy. Wherever you serve, you
allies to fight through adversity. When you use seldom enjoy civilian comforts.
your Second Wind feature, you can choose up
to six creatures within 30 feet that can see or You spend long hours training in armor amid
hear you. Each chosen creature gains a number the extreme conditions of your protectorate and
of temporary hit points equal to half the number its adjoining wilds, whether they be scorching
of hit points you regain from your use of Second deserts, frozen forestlands, or inhospitable
Wind (adding your Constitution modifier to that wastes. Your fighting style relies on this
number if the creature is the subject of your indomitable vigor, and on leveraging the tactical
arcane loyalty or is currently under the advantages provided by close collaboration with
protection of your red aegis). allies.
MAGE’S CHAMPION STALWART ALLY
At 15th level, you attain unmatched prowess in Beginning at 3rd level when you choose this
fighting alongside spellcasting allies. When you archetype, you have a highly trained ability to
use your action to cast a cantrip that requires an support your comrades-in-arms. This is
attack roll, you can make one melee weapon represented by your stalwart die, which you roll
attack as a bonus action. as a bonus to certain rolls, as part of the
following features.
In addition, when you use your Action Surge
feature, you can choose one creature within 60 The Stalwart Die. Your stalwart die begins as
feet of you that is allied with you. Provided it a d4, but changes as you gain levels in this
can hear or see you, that creature can use its class, as shown on the following table.
reaction to make one weapon attack or to cast a
spell that normally has a casting time of 1 STALWART DIE PROGRESSION
action.
FIGHTER LEVEL STALWART DIE
MASTER OF THE RED AEGIS
3rd 1d4
Beginning at 18th level, when you use your red
aegis to protect an ally, you can choose up to 5th 1d6
three creatures to gain its benefits.
9th 1d8
WATCHER ON THE WALL
13th 1d10
You are a member of a sworn alliance that
defends civilization from dire threats, patrolling 17th 1d12
the fortifications on a remote frontier. The oath Improved Help. When you use the Help
you share bonds you and your comrades
together as family, foreswearing all outside action to give an ally advantage on an attack
ambitions and any social ranks or obligations to
which you were born. roll, if that attack hits, the ally can roll your
Such martial orders take many forms. stalwart die and add the number rolled to the
Perhaps you traded a legal sentence of death for
a new life among the watchers on a wall at the damage inflicted by the attack.
Stalwart Mark. When you hit a creature with
a melee weapon attack, you can 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.
There is no limit to the number of creatures that
can be marked by you at once. While it is within
72
5 feet of you, a creature marked by you has creature that is your order enemy, you roll your
disadvantage on any attack roll that doesn't stalwart die and add the number rolled to your
target you. ability check. In addition, when you miss with
an attack roll against a creature within 5 feet of
While a creature marked by you is within 5 you that is your legion enemy, you can mark
feet of you, you can use the Help action as a that creature with your Stalwart Ally feature,
bonus action to assist an ally in striking the just as if your attack had hit.
marked creature.
At 18th level, choose one of the following
Steadfast Morale. Whenever you must make creature types, which also becomes one of your
a saving throw against becoming frightened or order enemies: aberrations, beasts, giants,
exhausted, you can roll your stalwart die and dragons, or a second type of humanoid.
add the number rolled to the saving throw.
TENACIOUS COMRADE
Vigilant Mark. When you make an
opportunity attack against a creature marked by Starting at 10th level, when you hit a creature
you, you can roll your stalwart die and add the with a weapon attack, if the target is below its
number rolled to your attack roll. hit point maximum or is your legion enemy, you
can roll your stalwart die and add the number
STEEL YOURSELF rolled to the damage inflicted by the attack.
At 3rd level, the unforgiving training regimen MARKS OF RANK
you live by helps you to resist extreme
temperatures of your home territory. Choose At 15th level, you have attained a powerful
one of the following: reputation in your chosen alliance, developing a
natural mien of authority that demands respect
Colder Climate. You are considered and inspires courage, even from those unaware
naturally adapted to cold climates while you of your standing. Whenever you make a
are wearing armor, and when you take cold Charisma (Intimidation) check, or any kind of
damage, you can use your reaction to roll Charisma check to interact with members of a
your stalwart die. Add your proficiency military organization, you can roll your stalwart
bonus to the number rolled and reduce the die and add the number rolled to your ability
damage by that total. check.
Warmer Climate. You are considered In addition, when you use your Action Surge
naturally adapted to hot climates while you feature, choose an ally that can see or hear you
are not wearing heavy armor, and when you within 30 feet, and then roll your stalwart die,
take fire damage, you can use your reaction adding half your fighter level to the number
to roll your stalwart die. Add your rolled. The total is the number of temporary hit
proficiency bonus to the number rolled and points you and the chosen ally gain.
reduce the damage by that total.
When a creature (including you) gains these
ORDER ENEMY temporary hit points, it can immediately use its
reaction to move up to its speed without
At 7th level, you have made a greater study of provoking opportunity attacks.
your order’s greatest enemies. Choose one type
of humanoid (such as humans, goblins, or HONORED COMMANDER
lycanthropes). Creatures that are either undead
or of the chosen humanoid type are considered Starting at 18th level, you become a legendary
your order enemies. role-model in your organization, regardless of
your actual rank. While a creature still has the
Whenever you make an Intelligence or temporary hit points from your Marks of Rank
Wisdom check to discern information about a
73
feature, it has advantage on Wisdom saving MOBILITY
throws.
As long as you are not wearing medium or
In addition, while you are within 5 feet of a heavy armor or using a shield, you have a
creature that is marked by you, melee weapon climbing speed equal to your normal speed, and
attacks against that creature score a critical hit you gain a +1 bonus to AC.
on a roll of 19–20.
MOUNTED
NEW FIGHTING STYLE
OPTIONS While you are mounted, unmounted creatures
you hit with weapon attacks can’t make
You can select the following additional options opportunity attacks against you or your mount
for the Fighting Style feature a fighter gains at for the rest of the turn if they are smaller than
1st level. your mount, and you can re-roll any weapon
damage die that rolls a 1. You must use the new
DAISHO roll.
When you wield a versatile weapon in one hand POINT BLANK SHOT
and a light weapon in your other hand, the
versatile weapon gains the light and finesse Being within 5 feet of a hostile creature does
weapon properties. not impose disadvantage on your ranged
attacks, and when you hit a creature within 30
DUSKBLADE feet of you with a ranged attack, you gain a +2
bonus on the damage roll.
You learn two cantrips of your choice from the
warlock spell list. Neither of the cantrips you SIEGE WARFARE
choose can have a range greater than 60 feet.
Intelligence is your spellcasting ability for these When you have cover against an attack, and the
spells. Whenever you gain a level in this class, attack still hits, you have resistance against that
you can replace one of these cantrips with attack's damage.
another cantrip from the warlock spell list.
WEAPONMASTER’S MARK
(If you gain spells from the martial archetype you
choose at 3rd level, you can cast these cantrips as When you hit a creature with a melee weapon
spells from that archetype, but they do not count attack, you can use a bonus action to mark the
against the number of spells you know.) creature until the end of your next turn. This
effect ends early if you are incapacitated or you
GRAPPLING die, or if someone else marks the creature.
While it is within 5 feet of you, a creature
When you hit a creature with an unarmed strike marked by you has disadvantage on any attack
or an improvised weapon attack, you can roll a roll that doesn’t target you. When you make an
d4 in place of the normal damage, and the opportunity attack, you have advantage on the
target rolls with disadvantage the next time it attack roll if the target is marked by you.
makes an attack roll, Strength check, or
Dexterity check before the end of its next turn.
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.
74
THE MONK New Monastic Traditions
In the Domains of Dread, monastic traditions WAY OF THE BOUNDLESS
grow across many different cultures, not merely MIND
among those with philosophies based around ki
or the martial arts. Realms as varied as Barovia, A small and esoteric monastic tradition, these
Rokushima Táiyoo, Nova Vaasa, or Kalidnay monks learn to channel their ki through the
boast monasteries of their own, usually hidden. unlocked psychic capabilities of an awakened
Sri Raji’s monks test their inner strength by consciousness. They teach that the boundaries
punishing their own bodies, such as by piercing that isolate individuals are illusory, and that all
their flesh with iron skewers and hooks. mortal minds are linked, both to each other and
Sithican elves gather in hidden caves, where to the divine. Through focused meditation and
they silently practice the disciplined teachings physical discipline, they unite their minds and
of a contemplative deity symbolized by roses bodies while learning to link their own thoughts
and insects. with those of others around them.
Tales also exist of lone monks who wander CONTEMPLATIVE FOCUS
other domains. Rather than joining
monasteries, these monks study under a single Starting when you choose this tradition at 3rd
master, in turn passing on their teachings to a level, you have mastered the rudiments of your
single apprentice. By this means, complex tradition’s psychic training. You can
traditions have been preserved across communicate telepathically to any creature you
generations, unnoticed by tyrannical rulers who can see within 120 feet of you. You don’t need
would seek to suppress them. to share a language with the creature for it to
understand your telepathic messages, but the
creature must be able to understand at least
one language or be telepathic itself.
You also learn the mage hand and minor
illusion cantrips. When you cast mage hand, the
spectral hand is made of invisible force and
cannot be seen. When you cast the minor
illusion cantrip, you can use both options
(sound and image) if you wish, rather than just
one.
PSYCHIC SPELLS
At 3rd level, you can manipulate your mental ki
to cast certain spells. Choose three 1st-level
divination or enchantment spells, each of which
can be from any class’s spell lisr. You can cast
those spells by spending ki points, spending a
number of ki points equal to 1 + the spell’s level
each time you cast one.
You learn additional divination or
enchantment spells of your choice as your level
in this class increases, as shown in the
Unbound Mind Spell table. The spell also
75
shows the maximum level of spells you can must succeed on a Strength saving throw or you
learn from this monastic tradition. can push it up to 15 feet away from you and
knock it prone.
Additionally, when you gain a level in this
class, you can choose one of the enchantment The maximum number of ki points you can
or divination spells you know and replace it spend on a use of this feature is equal to your
with another enchantment or divination spell proficiency bonus.
that does not exceed the maximum spell level
shown on the Unbound Mind Spell table. In addition, as a reaction when you would
take psychic damage, you can spend 1 ki point
Once you reach 5th level in this class, you can to give yourself resistance to psychic damage
spend additional ki points to increase the level until the end of your next turn.
of a psychic spell that you cast, provided that
the spell has an enhanced effect at a higher UNASSAILABLE MIND
level, as dissonant whispers does. The spell’s
level increases by 1 for each additional ki point Starting at 11th level, you are immune to the
you spend. For example, if you are a 5th-level charmed condition, you have advantage on
monk and you cast dissonant whispers, you can Intelligence and Charisma saving throws, and
spend 3 ki points to cast it as a 2nd-level spell your thoughts can’t be read by telepathy or
(the spell’s base cost of 2 ki points plus 1). other means unless you allow it.
The maximum number of ki points you can REACTIVE SPIRIT
spend to cast a spell in this way (including its
base ki point cost and any additional ki points At 17th level, whenever a creature deals psychic
you spend to increase its level) is determined by damage to you or hits you with a melee attack,
your monk level, as shown in the table below. you can spend 1 ki point as a reaction to force
that creature to make an Intelligence saving
UNBOUND MIND SPELL TABLE throw. If the creature fails, it takes psychic
damage equal to 2d10 + your Wisdom modifier,
MONK MAX. SPELL SPELLS MAX. KI POINTS and until the end of your next turn its speed is
LEVEL LEVEL KNOWN FOR A SPELL reduced by half and it cannot take reactions. If
the creature succeeds, it takes half as much
3rd 1st 3 2 psychic damage but suffers no other effects.
5th 2nd 4 3 IN THE DOMAINS OF DREAD
7th 2nd 5 3 Barovia is home to the largest group of these monks,
who devote themselves to lawful good ways and call
9th 3rd 6 4 themselves the Order of Contemplative Power. They
11th 3rd 7 4 strive to perfect their minds in a hidden monastery
13th 4th 8 5 outside the Barovian village of Immol. Some believe
15th 4th 9 5 Strahd is unaware of them, but in fact he has suffered
the monks to live within the confines of Barovia so
17th 5th 10 6 long as they do not challenge his authority. (Secretly,
he is curious about their psychic powers as well.)
19th 5th 11 6
In the lonesome city of Paridon, practitioners of
PSYCHIC FIST this tradition meld its practices with occult lodge
traditions to create the "theological philosophy"
At 6th level, you can spend 2 ki points as a called the Divinity of Mankind.
bonus action to empower your blows with
powerful psychic energy. The next time you hit This is also one of many monastic traditions
with a unarmed strike or an attack with a monk practiced in Rokushima Táiyoo, but like other monks
weapon before the end of your next turn, the there, disciples of the Boundless Mind are frequently
attack deals an extra 2d6 force damage to the drawn into that domain’s endless strife.
target, plus an extra 1d6 force damage for each
additional ki point you spend. A Large or
smaller creature that takes this force damage
76
WAY OF THE FACELESS determine that it is not the requested target’s
appointed time, they make their price too high
Death wears many faces. Across many cultures to pay. If not, the cost is always within the
and faiths, the inevitability of death remains petitioner’s means, but still so great that paying
undeniable. The monks called the Faceless it requires a dear sacrifice.
usher living beings from this world to whatever
lies beyond, and that their sacred duty is to GIFTS OF MANY FACES
speed that passage when necessary.
Starting when you choose this tradition at 3rd
Unlike members of evil cults who fetishize level, you can use your ki to duplicate the effects
death and suffering, disciples of this tradition of certain spells without the need for any
choose their targets carefully, with divine components. As an action, you can spend 1 ki
guidance. Death ends all pain, but not every point to cast disguise self, or 2 ki points to cast
creature is ready for such a merciful gift― these alter self, detect thoughts, or pass without trace.
monks may kill mortal creatures, but they do Whenever you spend 2 or more ki points at
not presume to judge them. They are bound once to cast a spell with this feature, you also
never to risk harm to bystanders in the process gain blindsight out to 60 feet for 1 minute.
of striking their chosen quarry.
As you gain levels, you can cast more spells
To ensure they perform their vocation in the with this feature. At 6th level, you can spend 2
service of fate rather than their own will, monks ki points as a bonus action to cast branding
of this tradition completely give up the names smite, hunter’s mark, or zephyr strikeXGtE. At
and lives they
knew before their
initiation. They
take on whatever
identities best
assist them in their
holy task, and
master subtle arts
of precision that
allow them to end
lives with speed
and efficiency.
Anyone asking
the Faceless
monks to end a life
must pay an
exorbitant price.
Though they
function like paid
assassins in a
guild, the monks
turn down many
commissions. If
their prayerful
meditations
77
11th level, you can spend 5 ki points to cast hands.
locate creature as an action, or staggering smite While you're in an uncanny disguise, you gain
as a bonus action. At 17th level, you can spend
9 ki points as an action to cast glibness or mind access to all information that the humanoid
blank. would freely share with a casual acquaintance.
Such information includes general details on its
EXECUTION STRIKE background and personal life, but doesn't
include secrets. The information is enough that
Starting at 6th level, when you have advantage you can pass yourself off as the person by
on an attack roll with a monk weapon or drawing on its memories.
unarmed strike, if the attack hits, you can spend
2 or more ki points to deal extra damage to the Another creature can see through this
target. The extra damage is 2d10 for 2 ki points, disguise by succeeding on a Wisdom (Insight)
plus 1d10 for each additional ki point. The check contested by your Charisma (Deception)
damage is of the same type as the damage of check. When you make this Charisma
your weapon or unarmed strike. The maximum (Deception) check, you gain a +5 bonus to your
number of ki points you can spend on this roll.
feature at once is equal to your proficiency
bonus. NAMELESS SHADOW
In addition, when you make an attack roll When you reach 17th level, you can take two
with an unarmed strike or your monk weapons turns during the first round of any combat. You
against a creature that hasn’t taken a turn in take your first turn at your normal initiative and
this combat yet, you have advantage on the your second turn at your initiative minus 10.
attack roll, and you score a critical hit on a roll You can't use this feature when you are
of 19 or 20 for that attack. surprised.
UNCANNY DISGUISE WAY OF THE INCARNATE
ANCESTOR
Starting at 11th level, while you have access to
the corpse of a humanoid that died within the Monks of this tradition follow a system of faith
last 8 hours, you can perform a 1-hour ritual to that teaches belief in an ongoing cycle of
create an uncanny disguise that allows you to reincarnation. Often, believers see themselves
assume its identity. You can don the disguise as see themselves as spiritual descendants of
immediately, or keep it for later use. their previous incarnations. Most practicing
monks of these orders have at least a tenuous
The maximum number of uncanny disguises connection to their past lives, striving to recall
you can possess at once is equal to 1 + your them and learn lessons in pursuit of further
proficiency bonus. If you create a new uncanny enlightenment, but for you, the connection to
disguise when you already have your maximum your past lives is more tangible.
number of them, the oldest of your uncanny
disguises vanishes. You can destroy one of your Practicing this monastic tradition has allowed
uncanny disguises as a bonus action. you to call forth your own spirit as it existed
years or centuries ago to advise you, protect
Due to hours of practice, when you don one of you, and confound your enemies. Those who
these uncanny disguises, you may do so as an have the temerity to face you in battle learn that
action. When you do so, the disguise vanishes, they aren’t fighting just the present-day
becoming a part of you and causing you to look incarnation of you, but also every incarnation of
like the dead person, but healthy and alive. This you that has ever been.
disguise lasts until you end it as a bonus action,
at which point the disguise reappears in your
78
IN THE DOMAINS OF DREAD ANCESTRAL TECHNIQUE
The main practitioners of this monastic tradition are When you choose this tradition at 3rd level, you
in the domains of Kalakeri and Rokushima Táiyoo, gain the ability to call upon the knowledge of
where belief in reincarnation are more common. your ancestors in both peaceful and warlike
However, in Barovia, an increasing number of locals pursuits. Whenever you finish a short rest,
are finding they remember what they believe to be choose one simple or martial weapon and one
past lives, and a circle of monks as arrived in Vallaki, skill. You gain proficiency in the chosen weapon
where they do their best to hide their existence and the chosen skill until the next time you
while teaching students how to get in touch with finish a long rest. You gain certain special
prior incarnations. benefits with the chosen weapon, as follows:
You choose whether to
use Dexterity or Strength for
the attack and damage rolls of
the weapon.
If you hit with both an
attack with the chosen weapon
and an unarmed strike against
the same target during your
turn, you can spend 1 ki point
to force the creature struck to
make a Strength saving throw.
On a failed save, the creature
takes an extra 2d10
bludgeoning damage, plus an
extra 1d10 bludgeoning
damage for each additional ki
point you spend, and you may
push the creature up to 10 feet
away from you and knock it
prone. The maximum number
of ki points you can send on
this effect (including its base ki
point cost) is equal to your
proficiency bonus. When you
reach 6th level, the damage
from this effect becomes
magical force damage instead
of bludgeoning damage.
INCARNATE VISAGE
You can draw upon the
memories contained in the
Adama to change your body
into that of one of your past
incarnations, who may have
79
been of a greatly different appearance or even of its base ki point cost) is equal to your
a different race. You can spend 2 ki points to proficiency bonus.
cast alter self.
SPIRITUAL GUIDANCE
PAST-LIFE ACOLYTES
At 11th level, your past lives’ advice is a
Starting at 6th level, with deep concentration, constant source of knowledge. Right before you
you can cause a ghostly incarnation of one of make an Intelligence or a Wisdom check, you
your past lives to step out of your body and help can give yourself advantage on the check.
you perform an ancient ritual. When you gain
this feature, choose two 1st-level spells that You can use this feature three times, and you
have the ritual tag from any class’s spell list (the regain expended uses when you finish a long
two needn’t be from the same list). The rest.
enlightened knowledge of your ancestors allows
you to cast the chosen spells as rituals. VANGUARD OF THE ANCESTORS
You cannot cast these spells except as rituals, Beginning at 17th level, you can summon spirit
unless you’ve learned them by some other after spirit to leap out of your body, each
means. Whenever you gain a monk level, you attacking a nearby enemy, then leaping back
can choose another ritual spell and add it to the inside of you, invigorating you as they return. As
list of those you cast with this feature. The an action, spend 9 ki points and choose any
spell’s level must be equal to or less than half number of creatures within 30 feet. Each
your monk level (rounded up). creature you choose must each roll a Dexterity
saving throw. Fiends and aberrations have
RESURGENT KI disadvantage on this saving throw. On a failure,
they take 9d8 psychic damage, and on a
At 6th level, spending ki grants allows you to success, they take half as much. For each
draw reinvigorating energy from your spiritual creature damaged by this effect, you regain 5 hit
ancestors. When you spend a ki point during points, up to a maximum of 5 times your monk
your turn, you may roll your Martial Arts level. Once you use this ability, you can’t use it
damage die and your proficiency bonus to the again until you finish a long rest.
result. The total is the number of hit points you
regain. IN OTHER D&D WORLDS
You can use this feature three times, In the region of Faerûn known as the Shining Lands,
regaining all expended uses when you finish a society is united by a spiritual philosophy called the
short or long rest. Adama. Outsiders often consider the Adama a
religion, but it also a system for understanding all
GUARDIANS OF DESTINY other religions. It preaches the oneness of all things,
for the Adama is a unifying world-spirit that
At 11th level, you can summon a small number manifests as everything: the gods, the world, and
of translucent spirits out of your body to everything in it are merely aspects of this single
interpose themselves between you and an divine force. Mortals can become one with it by
enemy. You can spend 3 ki points to cast spirit being reincarnated many times on this progress
guardians as 3rd-level spell without using any towards enlightenment. One strives to live
material components. You can spend additional righteously, in the hopes of receiving a better
ki points to increase the level of this spell when reincarnation, for each rebirth reflects the deeds of
you cast it. The spell's level increases by 1 for the previous life. Since all is one, a crime against
each additional ki point you spend. The anyone is a danger to one’s self, and risks one’s next
maximum number of ki points you can spend to incarnation; hard work and honesty are key to a
cast spirit guardians with this feature (including righteous life.
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WAY OF THE SIGHTLESS Moreover, you can see an invisible creature
STRIKE within that range, unless the creature
successfully hides from you.
You study spiritual martial arts that channel
your ki through your nonvisual senses, allowing In addition, when you attack with a monk
you to visualize your environment even when weapon or unarmed strike, you can use your
you cannot see. This highly meditative martial Wisdom modifier, instead of Strength or
tradition seeks to unify your body, senses, and Dexterity modifier, for the attack and damage
mind, and many of its techniques are practiced rolls.
blindfolded. Its primary goals are truth, self-
knowledge, and presence in the moment. A MEDITATIVE AIM
primary tool for teaching this art is the bow, a
weapon requiring simultaneous focus on the Beginning at 6th level, you practice a meditative
self and the distant target. martial technique when aiming ranged weapons
(referred to in some traditions as Zen Archery).
A monk of this tradition treats its target as a When you hit with an attack roll using a monk
mirror, a reflection of their own mind that is weapon or unarmed strike, you can spend a ki
only as clear as the stillness of their thoughts. point to force the target to make a saving throw.
However, the lessons learned from the bow may You choose the type of saving throw and the
be applied to all forms of combat. By precision effects of failing that save from the following
and meditation, you learn to strike as well with options:
your eyes closed as open, so long as your mind
is clear. Disarm. The target must succeed on a
Strength saving throw or drop one item of
BOW INITIATE your choice that it is holding. You can pull
the item up to 5 feet closer to you, or let it
When you choose this tradition at 3rd level, you land at the target’s feet.
gain proficiency in shortbows and longbows,
which become monk weapons for you. You also Disorient. The target must succeed on an
gain proficiency with carpenter’s tools, and have Intelligence saving throw. If it fails, it can’t
advantage on ability checks related to making take reactions until after the end of your
or repairing bows or arrows. next turn.
In addition, you learn the true strike cantrip, Pin. The target must make a Dexterity
and you can spend 2 ki points to cast one of the saving throw. If it fails, until the end of its
following spells without using a spell slot or any next turn, its speed becomes 0, and it can’t
components: you can spend 3 ki points to cast benefit from any bonus to its speed.
any of the following spells, without using a spell
slot or any components: detect thoughts, find Rattle. The target must succeed on a
traps, hunter’s mark, or see invisibility. . Charisma saving throw, or it has
disadvantage on Wisdom and Charisma
EYELESS SIGHT checks for 1 minute.
Starting at 3rd level, you can give yourself a Scare. The target must succeed on a
bonus to your initiative rolls equal to your Wisdom saving throw or it is frightened of
Wisdom modifier, and you have blindsight with you until the end of your next turn.
a range of 10 feet. Within that range, you can
effectively see anything that isn’t behind total Wound. The target must make a
cover, even if you’re blinded or in darkness. Constitution saving throw. If it fails, until the
end of its next turn, it cannot regain hit
points and has disadvantage on Constitution
ability checks and saving throws.
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You can spend additional ki points on this HARRIER
effect, causing the attack to deal an extra 1d8
damage for every ki point spent beyond the first. When you hit a creature with an unarmed strike
The maximum number of ki points you can or a melee attack using a weapon that doesn't
spend on this feature each turn is equal to your have the two-handed or heavy property, the
proficiency bonus. creature's speed is reduced by 10 feet until the
end of its next turn.
FIGHTING STYLE
MOBILITY
At 11th level, you adopt a particular style of
fighting as your specialty. Choose a fighting As long as you are not wearing medium or
style from the list of options below. You can't heavy armor or using a shield, you have a
take the same Fighting Style option more than climbing speed equal to your normal speed, and
once, even if you get to choose again. you gain a +1 bonus to AC.
ARCHERY POINT BLANK SHOT
You gain a +2 bonus to attack rolls made with Being within 5 feet of a hostile creature does
ranged weapons. not impose disadvantage on your ranged
attacks, and when you hit a creature within 30
GRAPPLING feet of you with a ranged attack, you gain a +2
bonus on the damage roll.
When you hit a creature with an unarmed strike
or an improvised weapon attack, you can roll a BLIND MASTERY
d4 in place of the normal damage, and the
target rolls with disadvantage the next time it Starting at 17th level, whenever you miss with a
makes an attack roll, Strength check, or monk weapon or an unarmed strike during your
Dexterity check before the end of its next turn. turn, you can immediately make an additional
attack. You can only gain one additional attack
during your turn with this ability.
In addition, if you are able to hear, you
are aware of the location of any hidden
or invisible creatures within 10 feet of
you.
NEW MARTIAL STANCE
OPTIONS
At 3rd level, when a monk would
normally receive the Deflect Missiles
feature, you can instead choose to gain
one of the following martial stances. You
can replace the chosen martial stance
option with another one whenever you
gain a monk level:
Air Dragon Stance. As a bonus action,
you can spend 2 ki points to enter a
state of oneness with the air around you.
For 1 minute, you can run up anything
that has any substance, even if it could
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not normally bear your weight: a cloud of dust, Constitution or Wisdom modifier (your choice,
falling snowflakes, tiny branches, cherry minimum 1) to the damage that opportunity
blossoms on the breeze, and so on. For the attack deals. If the opportunity attack misses,
same duration, you gain a climbing speed equal the target takes damage equal to your
to your walking speed, and you can climb Constitution or Wisdom modifier (your choice,
vertically, at an angle, or move horizontally, minimum 1).
through any unoccupied space, as long as there
is anything more substantial than air within that Menacing Tiger Stance. Once per turn, when
space and it is not more than 40 feet above a you hit a creature with an unarmed strike, you
surface on which you could stand. can spend 1 ki point to deal extra psychic
damage equal to one roll of your Martial Arts
Crane Wing Stance. This is identical to the die. If the creature is frightened or below its hit
Deflect Missiles feature of a 3rd-level monk point maximum, it takes psychic damage equal
to two rolls of your Martial Arts die instead.
Eagle Claw Stance. You can spend 2 ki points
as a bonus action during your turn to take an Serpent Venom Stance. Whenever you hit a
amazing leap. Doing so allows you to fly up to creature with a melee attack, you can spend 1 ki
15 feet without provoking opportunity attacks. If point to deal extra damage to it equal to your
you end this movement within 5 feet of one or Constitution or Wisdom modifier (your choice,
more creatures, you have advantage on the next minimum 1) and reduce that creature’s speed
melee attack you make against one of those by 15 feet until the end of your next turn.
creatures before the end of the turn.
(The Martial Stance feature replaces a 3rd-level
Iron Flurry Stance. At the end of any turn in monk’s Deflect Missiles feature.)
which you hit one or more creatures with an
attack using your Flurry of Blows, you can
spend 1 ki point to deal psychic
damage equal to your
Constitution or Wisdom
modifier (your choice,
minimum 1) to one of those
creatures. A creature that takes
this damage cannot take the
Disengage action or make
opportunity attacks until the
start of your next turn.
Lion’s Den Stance. At the
end of your turn, if you hit at
least one creature with a melee
attack during that turn, you can
spend 1 ki point to assume an
offensive posture from which
you can quickly sting any foe
that draws near. Until the start
of your next turn, whenever a
creature moves within 5 feet of
you, it provokes an opportunity
attack from you. You add your
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THE PALADIN less loyal to higher ideals. Rather, you demand
more of yourself than others, and do not settle
They say a paladin is chosen, not made, and in for less than your personal best. The
no world is this truer than in Ravenloft. To be a achievements of others never diminish you.
paladin here is to set yourself against the Rather, you covet the company of heroes whose
overwhelming forces of darkness and doom that mighty deeds compete with your own, the better
seem to govern every one of the Domains of to study and emulate their successes and,
Dread. This is not only a life of thankless eventually, to surpass them.
struggle, but one which attracts the notice of the
Dark Powers. Where one might perceive clear Your armor, weapons, and other equipment
divine guidance or inspiration in other worlds, must be kept in flawless condition, cleaned and
here such voices are silent. Yet some greater polished to the highest possible standard. Many
force must compel paladins to this path, for who paladins of this oath favor expensive materials
would choose it of their own accord? or plating of gold or silver, which shine for all to
see when given proper attention.
The forces that grant paladins their sacred
gifts in the Land of Mists are as faceless as the IN THE DOMAINS OF DREAD
Dark Powers themselves—in fact, some believe
that in this realm, the Dark Powers are the Though ego does not drive these knights, their quest
source of a paladin’s powers. The proof offered for excellence still often leads them to great hubris.
for this is how often and quickly paladins Even more so than other paladins, they find
blinded by self-righteousness become servants themselves tempted and tested by the Dark Powers.
of the evil that rules these lands.
TENETS OF THE APEX
Other scholars, however, point to evidence
that paladins are an aberration in the grand Regardless of their individual oaths to faith,
tapestry the Dark Powers have woven for family, or feudal lord, paladins of the Oath of the
themselves. Larger forces seek to destroy those
who swear a sacred oath, or provide them with Apex share these tenets.
fitting challenges to test, tempt, and corrupt The Greatest Challenge. You must test
them. It is the rare paladin who dies of old age
here. Many become fatalistic, knowing that the yourself against the greatest knights, warriors,
examples they leave after their deaths will be as and monsters in the land.
important as the actions they took in life.
The Highest Honor. Your honor is your life.
New Sacred Oaths Without it, you are nothing.
OATH OF THE APEX The Strongest Discipline. Training is
constant, sloppiness and waste are blasphemy,
All paladins are sworn to a cause or quest, and you must hone yourself to an even keener
seeking to attain excellence in such service, but
your truest devotion is to perfection itself. edge than your blade.
Whether in single combat, battlefield The Most Valiant Company. The greatest
leadership, high society, or personal devotion,
you strive to be the champion of every arena in heroes in history were all part of a pantheon of
which you find yourself. Every challenge is a champions. Seek comrades who challenge you.
potential opportunity to prove your quality, and
every foe is an agent of your future greatness. OATH SPELLS
All this is not to say you are self-centered or You gain oath spells at the paladin levels listed.
OATH OF THE APEX SPELLS
Paladin Level Spells
3rd compelled duel,, heroism
5th align weapon*, enhance ability
9th beacon of hope, haste
11th aura of purity, freedom of movement
17th communion, geas
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CHANNEL DIVINITY such an attack, it provokes an opportunity
attack from you.
When you take this oath at 3rd level, you gain
the following two Channel Divinity options. At 18th level, the range of this aura increases
from 10 feet to 30 feet, though a creature you
Perfected Defense. As an action, you can use mark still only suffers disadvantage on attack
your Channel Divinity to focus all your instincts rolls that do not target you while it is within 5
and defensive prowess on one opponent of your feet of you.
choice. For 1 minute, you add your Charisma
modifier to your AC against the chosen target’s PAGEANT OF HISTORY
attack rolls. If the target drops to 0 hit points
before this effect ends, you can use a bonus Beginning at 15th level, you can draw upon the
action on a subsequent turn of yours to choose a prowess of masters of the blade who came
new target. before you. Once on each of your turns, when
you miss with a melee weapon attack, you can
You can end this effect on your turn as part of make another melee weapon attack as part of
any other action. This effect ends early if you the same action. If this extra melee attack hits,
end your turn without a weapon or shield in you gain temporary hit points equal to your
hand, or if you fall unconscious. Charisma modifier (minimum 1).
Rallying Command. As an action, you can use In addition, whenever you make an
your Channel Divinity to declare a path to Intelligence (History) check related to great
victory based on defeating a key opponent. warriors or heroes of the past, you are
Choose one hostile creature, then choose up to considered proficient in the History skill and
5 allies that can see or hear you within 30 feet add double your proficiency bonus to the check,
of you. Each one these allies that inflicts instead of your normal proficiency bonus.
damage on the chosen hostile creature during
its next turn gains temporary hit points equal to FLOWER OF KNIGHTHOOD
your paladin level at the end of that turn.
Starting at 20th level, you can use your action to
AURA OF GLORY enter a state of complete focus in battle. For 1
minute, you gain the following benefits:
Starting at 7th level, at the start of each of your
turns, you can use a bonus action to force one Your reach with melee weapon attacks
creature within 10 feet of you that can see or increases by 5 feet.
hear you to make a Wisdom saving throw. On a
failure, the creature is marked by you for 1 Your walking speed increases by 15 feet.
minute. This effect ends early if you are
incapacitated or you die, if someone else marks When you make a Strength, Dexterity, or
the creature, if you mark another creature, or if Wisdom check, or an attack roll with a
the creature is more than 10 feet away from you melee weapon, you gain a bonus on the roll
at any time. equal to your Charisma modifier (minimum
1).
While a creature is marked by you, it is
charmed by you, finding you enthralling even if No attack roll has advantage against you
it despises you, and it has disadvantage on while you aren’t incapacitated.
Wisdom (Perception) checks made to perceive
any creature other than you. Once you use this feature, you can't use it
again until you finish a long rest.
While a creature marked by you is within 5
feet of you, it has disadvantage on any attack
roll that doesn't target you, and if it hits with
85
OATH OF BLOOD the hunger of a vampire is your devotion to your
cause, and so you put that cause first, above all
You are a monster, fated and infected by a vile things, including your own survival.
curse that transformed you into a creature of
nightmare. By some means—whether by the life- Forbearance. The urge to consume mortal
draining attack of an elder vampire, an ancient lifeblood is strong, but perhaps never so strong
doom laid upon your family, the foul magic of a as when inflamed by passion—you shun all
hateful enemy, or even by seeking immortal personal intimacy and romantic passion,
power yourself through ancient rites and knowing the danger you pose to anyone you let
alchemical formulas—the curse of vampirism yourself become close to.
fell upon you.
Loyalty. Those who accept you for what you
Thus far, however, you have resisted the are take a grave chance, and transcend their
curse, using your divinely empowered oath as a natural instincts of fear and revulsion to
paladin. Though your dark nature grows maintain your company. They are a treasure
stronger, you have sworn to use it in the service greater than gold, and must be protected
of your greater cause. Having already accordingly.
experienced death, you are a lethal creature of
the night. Normal emotions have become alien OATH SPELLS
to you. Only cold, gnawing hunger remains. As
your power increases, so does the temptation. You gain oath spells at the paladin levels listed.
TENETS OF BLOOD OATH OF BLOOD SPELLS
Restraint. Controlling the monstrous urges of Paladin Level Spells
your vampiric nature is an eternal struggle. 3rd charm person, expeditious retreat
5th detect thoughts, spider climb
Moderation. If you deny your monstrous 9th gaseous form, hold person
bloodthirst entirely, it will eventually erupt and 11th dominate beast, locate creature
consume you. You seek the wisdom to indulge 17th dominate person, hold monster
that hunger occasionally, in small ways, enough
to keep it from overwhelming your reason. BLOODTHIRSTY UNDEAD
Zeal. The only thing that allows you to master Once you choose this sacred oath at 3rd level, in
addition to the normal benefits a paladin gains
from a sacred oath, your growing curse changes
your nature. You become Undead, in addition
to your normal creature type, and gain the
following weaknesses:
When you finish a long rest, instead of
regaining Hit Dice, you lose one Hit Die.
You are vulnerable to radiant damage. Once
you take radiant damage, you cannot regain
hit points or Hit Dice until after the end of
your next turn.
You gain sunlight sensitivity, which imposes
disadvantage on attack rolls and on
Perception checks that rely on sight
whenever you, the target of your attack, or
whatever you are trying to perceive is in
direct sunlight.
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If a piercing weapon made of wood is driven Once per turn while in this form, when you
into your heart while you are unconscious or use your bite and hit a creature that isn’t a
otherwise incapacitated, you are paralyzed Construct or an Undead, you can regain one Hit
until the stake is removed. Die. Once you regain a Hit Die from a creature
in this way, you cannot use this feature to regain
However, your undead nature also grants many a Hit Die from the same creature for 1 hour.
benefits, as follows:
However, while in this form, you also gain
You have resistance to necrotic damage. additional weaknesses. Whenever you willingly
enter a residence without an invitation from one
You increase your walking speed by 5 feet. of the occupants, or start your turn in sunlight
or running water, you take radiant damage
You gain darkvision out to 60 feet, If you equal to your paladin level (this damage is
already have darkvision, you increase its doubled by your vulnerability as normal).
range by 60 feet.
In addition, when a living creature (not a
You don’t need to eat, drink, or breathe. Construct or Undead) within 15 feet of you is
reduced to less than half its hit point maximum
You no longer age, and cannot be aged while you are in this form, you must roll a
magically. Wisdom saving throw. The DC equals 10 + your
maximum number of Hit Dice, but you get a +5
At the start of each of your turns, if you have bonus on the roll if you currently have at least
at least 1 hit point and you are not in half your Hit Dice remaining. If you succeed,
sunlight or running water, you can spend you are immune to this effect for 1 minute. On a
Hit Dice to heal, as if you had just finished a failure, on your next action you must move as
short rest. The maximum number of Hit fast as you can towards the fallen creature or
Dice you can spend each turn with this another creature within 15 feet of you. At the
feature is equal to your Charisma modifier end of that movement, you must use your bite
(minimum 1). attack against a creature within reach.
CHANNEL DIVINITY You remain in this form until you choose to
end it as a bonus action. However, you cannot
When you take this oath at 3rd level, you gain end it if it has been less than one minute since
the following two Channel Divinity options. you entered this form, or if you haven’t regained
Using your Bloodthirst Unleashed option does a Hit Die within the past minute.
not require a use of your Channel Divinity if you
have no Hit Dice remaining. However, when Protean Shape. If you aren't in sunlight or
you start your turn with no Hit Dice remaining, running water, you can use your Channel
you must immediately use that option, whether Divinity as a bonus action to polymorph into a
you wish to or not. bat, rat, or wolf. You can stay in this beast shape
for a number of hours equal to half your paladin
Beast Unleashed. At the start of your turn, level (rounded down). You then revert to your
you can use your Channel Divinity to allow your normal form unless you expend another use of
full vampiric nature to come to the fore. While your Channel Divinity. You can revert to your
you are in this form, you gain resistance to normal form earlier by using a bonus action on
bludgeoning, piercing, and slashing damage your turn. You automatically revert if you fall
from nonmagical weapons, and your fanged bite unconscious, drop to 0 hit points, or die.
becomes a natural weapon, which counts as a
simple melee weapon with which you are While you are transformed, you retain your
proficient. You add your Constitution modifier alignment, personality, hit points, Hit Dice,
to the attack and damage rolls when you attack
with your bite. Your bite deals 1d4 piercing or
necrotic damage (your choice) on a hit.
87
proficiency bonus, and Intelligence, Wisdom, hit point maximum in this way, you regain a Hit
and Charisma scores; your other game statistics Die.
are replaced by the statistics of the beast. You
retain all benefits of your class features NECROTIC MARAUDER
(including this sacred oath), but cannot cast
spells (though you can continue concentrating Beginning at 15th level, when you use your
on spells you already cast). You also retain all of Divine Smite, you can choose to deal necrotic
your skill and saving throw proficiencies, in damage instead of radiant damage.
addition to gaining those of the creature. You
choose whether your equipment falls to the In addition, when you use your action make a
ground in your space, or merges into your new melee attack against a creature during your
form. Equipment that merges with the form has turn, you can use a bonus action to immediately
no effect until you leave the form. make an unarmed strike against the same
creature. If you currently have a bite attack, you
You gain more options with this use of can make a bite attack against that creature,
Channel Divinity as you gain paladin levels. At instead of an unarmed strike.
4th level, you can become a giant bat, giant rat,
swarm of bats, swarm of rats, or swarm of MASTER VAMPIRE
ravens. At 5th level, you can become a dire wolf.
At 6th level, your attacks in beast form count as At 20th level, you don’t need to expend a use of
magical for the purpose of overcoming your Channel Divinity to use your Beast
resistance and immunity to non-magical attacks Unleashed option. In addition, while your Beast
and damage. When you reach 9th level, you can Unleashed option is active, you gain a flying
use this Channel Divinity option to cast speed of 30 feet, you are immune to necrotic
damage, and you can use a bonus action to
gaseous form, without using a spell slot or attempt to grapple a target.
components, instead of turning into a beast.
AURA OF DECAY
Starting at 7th level, once per turn, when you
or an ally within 10 feet of you damages a
creature with a melee attack, if that creature
is also within 10 feet of you, you can deal
additional necrotic damage to that creature
equal to your proficiency bonus.
At 18th level, the range of this aura
increases to 30 feet.
In addition, when you deal necrotic
damage to a living creature within 5 feet of
you that is grappled by you, incapacitated,
restrained, or willing to be bitten by you, you
can use your reaction to drain some of that
creature’s blood. When you do so, if the
creature is not a Construct or Undead, you
reduce the target’s hit point maximum by an
amount equal to your proficiency bonus.
When you successfully reduce a creature’s
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OATH OF THE BORDERLANDS In Search of Compromise. Unlike some
paladins, members of your order seek peace
Paladins of this oath have sworn to defend with anyone. To defend a human castle beset by
those living on the most vulnerable edges of separate groups of orcs, goblins, and kobolds,
civilization. Whether fighting on the frigid you would eagerly forge agreements between all
frontier of the Frozenfar or clearing caves of four sides—or unite three against one—to
chaos near contested keeps, they consider prevent bloodshed.
themselves responsible for the safety of folks
who live under constant threat. To the Edge of the World. The comforts of great
cities and secure estates are not for you. Your
TENETS OF THE BORDERLANDS home will always be in contested, ill-defended
lands, among the common folk trying to make
For a United Cause. Frontier knights are called lives there.
upon to set aside differences of politics and
religion to ally with other foes of evil. With No Glory but Salvation. You don’t
measure greatness in battlefield triumphs or
tales of your honor, but by how many families
and peaceful communities can thrive thanks to
your efforts.
OATH SPELLS
You gain oath spells at the paladin levels listed.
OATH OF THE BORDERLANDS SPELLS
PALADIN LEVEL SPELLS
3rd divine sanction*, heroism
5th align weapon*, calm emotions
9th beacon of hope, spirit guardians
11th aura of purity, freedom of
movement
17th hold monster, mass cure wounds
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain
the following two Channel Divinity options.
Divine Negotiation. As a bonus action, you can
use your Channel Divinity to call on the
lifeblood knowledge of legendary diplomats
who made peace between even the fiercest of
enemies. For 1 hour, you gain special benefits
whenever you make a Charisma (Persuasion)
check to influence a creature that is hostile
towards another creature that is currently
within 30 feet of it, or that has a chaotic or evil
alignment. Whenever you make such a check,
you are considered proficient in the Persuasion
skill and add double your proficiency bonus to
the check instead of your normal proficiency
89
bonus, and you can treat a d20 roll of 9 or lower OATH OF DEFIANCE
as a 10.
The Oath of Defiance binds a paladin to resist
Tenacious Smiting. At the start of your turn, you tyranny and oppression with all their might.
can use your Channel Divinity to enter a tireless Sometimes called knights of the shadows,
fighting stance that allows you to better liberators, or cloaked knights, these paladins
capitalize on your most devastating attacks. For are sworn to undermine unjust rulers. They
1 minute, whenever you take the Attack action, preserve common folk from corrupt or
if you deal your Divine Smite damage during tyrannical authority, working to overthrow such
that action, you can make a single melee regimes however they can.
weapon attack as a bonus action. If the target of
this bonus action attack is below its hit point There are quite a few adherents of this oath
maximum, it takes additional radiant damage who serve gods of chaos and good, and express
equal to your Charisma modifier (minimum 1) their deity’s teaching as organizes resistance.
on a hit. Because they must often work in secret, these
paladins almost always wear cloaks or similar
AURA OF METTLE garments. The traditional symbols of freedom
and justice—including the torch of liberty, the
At 7th level, you and friendly creatures within scales of justice, an eagle or other bird in flight,
10 feet of you gain a +1 bonus to Armor Class the gavel of a just judge or magistrate, blind
and advantage on saving throws against justice—are also important signs they use to
becoming exhausted. recognize their allies, and such heraldry is often
worked into their arms or armor.
At 18th level, the range of this aura increases
to 30 feet. TENETS OF DEFIANCE
RADIANT DEFENDER Clarity. The better future you fight for is more
important than the difficulties of the present,
Beginning at 15th level, when you deal radiant and though you may not live to see it, keeping
damage to one or more creatures during your that vision at the forefront of your mind will
turn, you can immediately use a bonus action to sustain you in spite of dungeon, fire, and sword.
choose one target of that damage. The target They can kill you, but no one can kill your
has disadvantage on the next saving throw it vision.
makes before the end of its next turn, and you
cast a divine sanction* spell targeting that Conviction. Do not entertain doubts about
creature as part of the same bonus action. your cause, but devote yourself to freedom and
When you cast divine sanction* in this way, it justice for those around you. Never surrender to
does not use a spell slot. an unjust authority.
PHALANX OF ONE Discretion. The lives of those who fight
alongside you are in your hands, and their
At 20th level, as an action, you can accelerate silence preserves your life as well, earning your
your reflexes, speed, and stamina beyond devotion and loyalty. You must tender their
mortal limitations. For 1 minute, whenever you secrets as dearly as your own, and sacrifice
use your reaction, you regain your reaction the when necessary to help your allies fight on.
next time any creature starts its turn, rather
than having to wait until the start of your next Tradecraft. Your trade is as practical and
turn. specific as that of any artisan or guildmaster,
but your vocations are spying and armed
Once you use this feature, you can’t use it resistance. Never deviate from the procedures
again until you finish a long rest. and protocols that keep you and your co-
90
conspirators alive. or entrap them. As an action, you present
Equivocation. Never speak words you know your holy symbol, and for 1 minute, each
creature of your choice within 30 feet is
to be lies in your heart, but when your immune to being charmed or frightened,
revelation could cause evil to occur, answer the and they gain advantage on saving throws
real question behind your enemies’ against effects that would reduce their
interrogations. (See the Loyal Equivocation speed or cause them to be restrained or
sidebar, at the end of this archetype description, paralyzed. If a creature you target with this
for details). effect is already charmed or frightened, any
effect causing them to be so is suppressed
OATH SPELLS for the duration. When the duration ends,
any suppressed effect resumes, provided
You gain oath spells at the paladin level listed. that its duration has not expired in the
meantime.
OATH OF DEFIANCE SPELLS
AURA OF ESCAPE
PALADIN LEVEL SPELLS
3rd disguise self, illusory script At 7th level, creatures of your choice within 10
5th calm emotions, invisibility feet of you have advantage on saving throws and
9th beacon of hope, nondetection ability checks to avoid being grappled,
13th freedom of movement, restrained, or charmed, and they gain a +5
hallucinatory terrain bonus to their armor class against opportunity
17th modify memory, hold monster attacks.
CHANNEL DIVINITY At 18th level, the range of this effect
increases to 30 feet.
When you take this oath at 3rd level, you gain
the following two Channel Divinity options: JUSTICE UNFETTERED
Hidden Purpose. Whenever a creature Beginning at 15th level, you are always under
attempts to discern information about you, the effects of a freedom of movement spell.
your plans, your location, or your thoughts
(including effects that would read your UNBOUND
thoughts or compel you to speak the truth),
you can use your Channel Divinity as a When you reach 20th level, your prayers for
reaction to pray silently for protection. For 1 liberation are answered with the power to defy
minute, any creature that attempts to all tyranny and restraint. Using your action, you
discern information of one of the triggering gain the following abilities for one minute:
types must first make a Wisdom saving
throw against your paladin spell DC. On a You gain all the benefits of the mind blank
failed save, the creature takes psychic spell.
damage equal to your half your paladin
level, and it must choose to either take some Any creature within range of your weapon
other action—one that would not attempt to that makes an opportunity attack against
discern such information—or waste the you or an ally within 30 feet of you provokes
action second-guessing itself. An affected an opportunity attack from you.
creature does not realize you are the source
of this effect. You have advantage on all saving throws
against divination and enchantment spells.
Prayer of Liberation. You can use your
Channel Divinity as an action, presenting Once you use this feature, you can't use it again
your to liberate those around you from fear, until you finish a long rest.
hatred, and other effects that would enslave
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LOYAL EQUIVOCATION OATH OF INQUISITION
As part of the protocols by which they protect You believe magic is a sacred force, and those
themselves and their comrades, paladins of the Oath who use it for fell purposes must be eliminated.
of Defiance practice a philosophy that they refer to as At times, such spellcasters may be offered the
"Loyal Equivocation.” This system of belief requires chance to renounce their ways; those who
them to speak only truth. However, it also assumes refuse cannot be suffered to live. Paladins of
that when they are asked a question that could affect this oath are scholars as well as warriors,
someone’s safety, there is a fundamentally different schooled in the ways of the clever foes they
question behind the words being posed to them. pursue and how to deduce the truth from clues
They respond to what the person is truly asking, they encounter. Known as inquisitors or ardent
rather than what the mere words of their question knights, they tend to be reflective and analytical
seem to say. by nature, with a focused intensity that makes
some people uncomfortable. They are known
An example of this might be if a loyal subject of a for a deep drive to dispel deceit and pursue
lord whose domain had been invaded by enemy those who abuse their power, but this passion
soldiers were hiding that lord in her home, and those tends to be a quiet one, expressed more in
enemy soldiers came to her door, asking "Is your lord deeds than words.
here?" Under the philosophy of Loyal Equivocation,
the sinister purpose of the soldiers makes their In certain places, where some forms of magic
deceptively simple question a mask for what they are entirely banned by law, some inquisitors
really want to know. What they’re truly asking when may become feared enforcers of tyrannical
they say "Is your lord here?" is "May we murder your intolerance. However, most are more concerned
houseguest?" Thus, it is both ethical and honest for with protecting the innocent. Symbols such as
the loyal subject to answer, "No." open books, lit candles, flaming braziers, and
magnifying glasses often adorn inquisitors’
clothes and armor, reflecting their commitment
to deep study and bringing the truth to light—
except when such truths would harm the
innocent.
TENETS OF INQUISITION
Ages of battle against malignant forces forged
the tenets of the Oath of Inquisition. They
emphasize the protection of the weak against
deadly, unseen magical threats. Those who
follow these sacred edicts must do so with an
unfailing rigor, for any weakness in these
paladins is a weakness in the armor that
protects the world.
Stewardship. You stand between the
powerless and those who misuse power.
Magic is a part of the world, but its abuse
can create tragedies on a massive scale. You
root out hidden threats and eldritch
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recklessness before they escalate into You have advantage on Intelligence and
disaster. Wisdom checks to discern information
about the target, and on Charisma checks to
Vigilance. Your business isn’t the threats influence it.
other folks can see coming. Those are for
the city watch or local soldiers. You’re The target cannot benefit from being
responsible for the dangers only you can invisible.
discern. Never let your guard down; the
price would likely be paid in corpses. While the target is within 5 feet of you, it
has disadvantage on any attack roll that
Education. Most of your foes gain their doesn't include you, and it provokes an
powers from disciplined study or unholy opportunity attack from you whenever it
revelations. Your thorough scholarship forces a creature other than you to make a
evens the odds. The details of history, saving throw.
arcane practice, theology, and human
nature are all weapons in your arsenal. These benefits last until the next time you
These weapons are gained through finish a short or long rest.
dedicated study, from books, and constant
research. Dispelling Gaze. You can use your Channel
Divinity as an action to cast remove curse. If you
Relentlessness. If a foe escapes you, it are 5th level or higher, you can choose to use
shouldn’t be because you didn’t do your due this feature to cast dispel magic instead. You do
diligence. Be obsessive in pursuit, patient in not use a spell slot when you cast a spell in this
deduction, implacable in battle, and defiant way. The effective spell slot level of a spell you
in the face of dark powers. cast with this use of your Channel Divinity
feature is equal to half your paladin level
OATH SPELLS (rounded down, to a maximum of 9th).
You gain oath spells at the paladin level listed. EMPOWERED INVESTIGATOR
OATH OF INQUISITION SPELLS At 3rd level, you gain proficiency in the
Perception skill. If you are already proficient
Paladin Level Spells with Perception, you may choose to become
3rd hunter’s mark, protection from proficient with one of the following skills
evil and good instead: Arcana, History, Insight, Intimidation,
5th detect thoughts, mind spikeXGtE Investigation, Religion, or Survival.
9th beacon of hope, counterspell
13th divination, Mordenkainen’s Whenever you fail an Intelligence
faithful hound (Investigation) or Wisdom (Insight) check, you
17th greater restoration, hallow can expend a spell slot to reroll that check with
advantage, gaining a bonus on that check equal
CHANNEL DIVINITY to the spell slot expended. You must use the
second roll.
When you take this oath at 3rd level, you gain
the following Channel Divinity options: When determining your passive Perception
score, you add double your proficiency bonus
Ardent Vow. You can concentrate all your instead of your normal proficiency bonus.
divinely-empowered prophetic gifts on a single
target. As a bonus action, you can use your AURA OF THE SENTINEL
Channel Divinity to choose a creature you can At 7th level, you emit an aura of alertness while
see within 30 feet of you and gain the following you aren’t incapacitated. When you and any
benefits against it: creatures of your choice within 10 feet of you
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roll initiative, you all gain a bonus to initiative OATH OF RAVENKIND
equal to your proficiency bonus.
Before Barovia was benighted by the fall of the
At 18th level, the range of this aura increases devil Strahd, it was home to an order of virtuous
to 30 feet. champions—the knights of the Raven. Advised
by righteous clerics like archpriest Ciril
READ SECRETS Romulich and united behind holy icons of
Ravenkind, they swore to give their lives to
At 7th level, when you spend at least 1 minute relentless battle against the rising darkness
interacting with or observing a creature outside prophets had foreseen.
of combat, or when you make it the target of
your Ardent Vow, you deduce one of the Now, the knights are all but extinct. They
following pieces of information about the target: prospered in the years before darkness
a recent location it has visited, an object it has descended on Barovia, but afterwards their
handled, a person it has spoken with, or one of fierce opposition to the undead drew them into
its personality traits (if any). The DM also tells more battles than could ever be won. Only a
you if the creature is your equal, superior, or handful of knights linger in the land, some as
inferior in regard to two of the following ghosts, others as hidden agents in various
characteristics of your choice: domains, working day and night to defeat the
darklords.
An ability score of your choice
TENETS OF RAVENKIND
Armor Class
Battle without End. To swear the oath of
Current hit points. Ravenkind is to commit your body and soul
to endless struggle t against evil. There may
Total class levels (if any) one day be a final victory, but it is unlikely
you will live to see it.
Levels in a particular class (if any)
Mentorship. Only a knight can make
RELIABLE OBSERVER another knight. Be on the lookout for new
candidates to train and initiate as Knights of
At 15th level, whenever you make an the Raven, lest your dwindling order die out
Intelligence check or Wisdom check that lets forever.
you add your proficiency bonus, or an attack roll
against a creature that is the target of your Unity. Knights of the Raven are called upon
Ardent Vow or the subject of a spell on which to set aside differences of politics and
you are maintaining concentration, you can religion to ally with other foes of evil.
treat a d20 roll of 4 or lower as a 5.
The Vigil. For your initiation into this order,
PERFECTED MIND you are called upon to stay up all night
praying in a sacred chapel or church, before
At 20th level, you can cast the foresight spell, an icon or symbol of true holiness. When
targeting yourself. You can use this feature to you initiate a new Knight of the Raven, you
cast this spell once, as a paladin spell, regaining must do the same, standing watch with the
the ability to do so whenever you finish a long recruit. Likely, the initiation is but the first
rest. of many sleepless nights in your war against
the darkness in the land.
In addition, you can accurately recall anything
you have seen or heard within the past month. If
you also gain the same ability from another
source, you can accurately recall anything you
have seen or heard within the past year.
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OATH SPELLS RAVEN HARRIER
You gain oath spells at the paladin levels listed. Tiny celestial, same alignment as yours
OATH OF RAVENKIND SPELLS Armor Class 14
Hit Points equal the raven harrier’s Constitution
Paladin Level Spells modifier + your Charisma modifier + five times
3rd guiding bolt, speak with animals your level in this class
5th lesser restoration, moonbeam Speed 10 ft., fly 50 ft.
9th aegis of assault*, daylight
11th dominate beast, guardian of faith STR DEX CON STR DEX CON
17th flame strike, scrying 6 (-2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 6 (−2)
CHANNEL DIVINITY Saving Throws Dex +4, Wis +4
Skills Perception +4, Stealth +4
When you take this oath at 3rd level, you gain Damage Resistances Necrotic, poison
the following two Channel Divinity options. Damage Immunities Radiant
Condition Immunities Charmed, frightened
Radiance of the Dawn. You can use your Senses Darkvision 60 ft., passive Perception 14
Channel Divinity to harness sunlight, banishing Languages Celestial, Common, and any languages
darkness and dealing radiant damage to your you know, but can’t speak
foes. As an action, you present your holy Celestial Bond. The following numbers increase by 1
symbol, and any magical darkness within 30 when your proficiency bonus increases by 1: the
feet of you is dispelled. Additionally, each raven harrier’s skill and saving throw bonuses
hostile creature within 30 feet of you must (above), the bonuses to hit and damage of its talons
make a Constitution saving throw. A creature attack, and the number of hit points restored by its
takes radiant damage equal to 2d10 + your Mystical Recovery action (below).
paladin level on a failed saving throw, and half Flyby. The raven harrier doesn't provoke opportunity
as much damage on a successful one. A attacks when it flies out of an enemy's reach.
creature that has total cover from you is not Harrier. When the raven hits a creature with a melee
affected. attack, it can force that target to make a saving throw
against your spell save DC. On a failure, it can't take
Summon Raven Harrier. You can expend one reactions until the end of your next turn, and the next
use of your Channel Divinity to cast the find attack roll you make against this target before the end
familiar spell as a paladin spell without using a of your next turn has advantage.
spell slot. When you cast the spell in this way, Mimicry. The raven can mimic simple sounds it has
instead of choosing one of the normal familiar heard, such as a person whispering, a baby crying, or
forms, your familiar is a raven harrier as an animal chittering. A creature that hears the sounds
described at the end of this sacred oath. Unlike can tell they are imitations with a successful DC 10
other familiars, it can attack, but only as listed Wisdom (Insight) check.
in its statblock.
ACTIONS (REQUIRES YOUR BONUS ACTION)
AURA OF LIVING LIGHT
Talons. Melee Weapon Attack: +4 to hit, reach 5
Creatures within 10 feet of you have resistance ft., one target you can see. Hit: 1d4 piercing
to necrotic damage and advantage on death damage + 1d4 radiant damage.
saving throws. At the end of each of your turns,
you can choose one creature within this aura Mystical Recovery (3/Day). The raven harrier
and empower it with magical radiance. To do either restores 2d6 + 2 hit points to itself or to
so, you must spend 10 points from the pool of one creature within 5 feet of it that has 0 hit
healing granted by your Lay Hands feature. points.
When you do so, that creature gains 10
temporary hit points, and until the end of its
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next turn, when that creature uses a spell slot of RADIANT MARK
1st level or higher to cast a spell, it can change
the spell’s casting time to 1 bonus action for At 15th level, if you deal radiant damage to one
that casting, provided the spell’s casting time is or more creatures on your turn, at the end of
normally 1 action. At 18th level, the range of your turn you can choose one of those creatures
this aura increases to 30 feet. and mark it until the end of your next turn.
While it is within 5 feet of you, a creature
marked by you has disadvantage on any attack
roll that doesn’t target you. When a creature
marked by you makes an opportunity attack, it
takes radiant damage equal to your proficiency
bonus.
HOLY NIMBUS
At 20th level, as an action, you can emanate an
aura of sunlight. For 1 minute, bright light
shines from you in a 30-foot radius, and dim
light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in
the bright light, the creature takes 10 radiant
damage. In addition, for the duration, you have
advantage on saving throws against spells cast
by fiends or undead.
Once you use this feature, you can’t use it
again until you finish a long rest.
IN THE DOMAINS OF DREAD
As champions against evil and the undead, the
Knights of the Raven have a clear role in Ravenloft--
especially in Barovia, their traditional homeland. In
most domains, a darklord will have countless spies
and agents, likely jockeying for power amongst
themselves even as they serve their dread monster.
These paladins will fight tirelesly against such
minions, just as they will to destroy a darklord or any
other oppressive ruler. Yet even if they manage to
destroy a powerful being like Strahd, their work is
not yet done. After all, a darklord's lieutenants likely
remain. Long years of cruel domination can scar both
the land and its people, and Knights of the Raven will
be invested in helping a domain recover and rebuild.
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PALADIN FIGHTING STYLE
OPTIONS
You can select the following additional
options for the Fighting Style feature a
paladin gains at 2nd level.
DAISHO
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.
DIVINE 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 marked
by you has disadvantage on any attack roll
that doesn’t target you. When a creature
makes one or more attacks that suffer
disadvantage from your mark during its
turn, at the end of that turn it takes
radiant damage equal to your Charisma
modifier.
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.
STEADY LEADER
When the DM determines that you fail a
Strength or Charisma check, as a reaction
you can expend a spell slot to immediately
add a bonus to the failed check, possibly
causing it to succeed. This bonus equals 5
+ the level of the spell slot.
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THE RANGER NEW RANGER CONCLAVES
Like druids, rangers strive to maintain an CORSAIR
uneasy balance between nature and civilization.
Druids must often protect nature from the Corsairs are rangers born not to the forest or
intrusions of mankind, while rangers usually mountains, but to the sea. You are the daring
guard civilized peoples from nature's savagery. merchant-princess, the cunning freebooter, or
the bold explorer. As a traveler between the
Rangers in settled lands are frequently great seaports, with no single home, you exist
employed as game wardens for noble estates. In on the borders of society. When your luck or
Sithicus, elven rangers patrol the deep forests patience runs out in one port, you move on,
astride monstrous stag beetles, hunting evil seeking out new adventures. Your fighting style
creatures and discouraging foreign visitors. In reflects the common traits of sailors
untamed lands like Vorostokov, they may hunt everywhere, prizing freedom, mobility, and swift
game to provide for their clans or scout out new reciprocity.
territory.
The lanes you travel are choked with pirates
Most settled folk see rangers as outsiders, but (who may be your enemies or rivals, depending
their skills are generally respected. Some patrol on your own activities), mysterious monsters,
the wilds to protect or provide for their and other strangeness. And lately, these threats
homelands. Others—particularly the seem to be growing darker. Sailors will tell their
lycanthrope rangers who infest many domains— tales, of course, but you've heard too many
prey on the innocent, becoming more rumors of signs and omens repeated in different
dangerous than any beast. ports to dismiss these dire predictions out of
hand.
Upon retiring, corsairs often become simple
merchants, following common routes and
carrying traditional cargos. Yet even in the
hearts of these old
buccaneers a fire
burns—a passion
that may lead them
to accept one "last"
great adventure.
Your fighting style
reflects the common
traits of such sailors
everywhere, prizing
freedom, mobility,
and swift vengeance.
BONUS
PROFICIENCIES
At 3rd level, you gain
proficiency in
navigator’s tools and
vehicles (water). You
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gain expertise with both proficiencies, which SLIPPERY OPPONENT
means your proficiency bonus is doubled for
any ability check you make with them. At 7th level, when you hit an opponent with a
weapon attack during your turn, that opponent’s
(If your campaign takes places in a setting attack rolls against you are made at
that features air vehicles, you can choose to disadvantage until the end of your turn.
gain proficiency in vehicles (air) instead of
vehicles (water) for this feature.) In addition, whenever you fail a saving throw
to avoid becoming frightened or restrained, or a
CORSAIR FIGHTING STYLE Strength (Athletics) check related to climbing or
swimming, you can use your reaction to roll that
When you choose this archetype at 3rd level, saving throw or ability check again. You must
you receive a second fighting style, which can use the new roll.
only chosen from the following special options:
Harrying, Mobility, Siege Warfare, or Two- OVERWHELMING RECIPROCITY
Weapon Fighting. You can never take the same
Fighting Style option more than once. Starting at 11th level, once per turn, when
you attack a creature that has attacked you
HARRYING within the last minute or is your favored enemy,
if that attack hits, you can choose to do either
When you hit a creature with an unarmed strike one of the following:
or a melee attack using a weapon that doesn't
have the two-handed or heavy property, the Inflict an additional 1d12 damage on that
creature's speed is reduced by 10 feet until the creature.
end of its next turn.
Make a weapon attack against any number
MOBILITY of other creatures within 5 feet of that
creature, with a separate attack roll for each
As long as you are not wearing medium or target.
heavy armor or using a shield, you have a
climbing speed equal to your normal speed, and RIDING THE CURRENTS
you gain a +1 bonus to AC.
At 15th level, you gain a special defensive
SIEGE WARFARE ability. Choose one of the following features:
When you have cover against an attack, if it still Evasion. You can nimbly dodge out of the way
hits, you have resistance against that attack's of certain area effects, such as a red dragon's
damage. fiery breath or a lightning bolt spell. When you
are subjected to an effect that allows you to
TWO-WEAPON FIGHTING make a Dexterity saving throw to take only half
damage, you instead take no damage if you
When you engage in two-weapon fighting, you succeed on the saving throw, and only half
can add your ability modifier to the damage of damage if you fail.
the second attack.
Outmaneuver. When you make an
VENDETTA STRIKE opportunity attack, after the attack resolves, you
can move 10 feet as part of the same reaction.
At 3rd level, when you miss with a weapon This movement does not provoke opportunity
attack against a creature that has attacked you attacks.
within the last minute or that is your favored
enemy, you can re-roll that attack roll. You must Retaliation. When you take damage from a
use the result of the second roll. creature that is within 5 feet of you, you can use
your reaction to make a melee weapon attack
You can use this feature once, regaining the against that creature.
ability to do so when you roll initiative.
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