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Published by Gabriel Eduardo, 2018-12-28 00:20:03

D&D Xanathar's Guide to Everything

Xanathar's Guide to Everything

....

XAtlATHA·R'S GUIDE
TO EVERYTHitIG™

This PDF has been modified using a demo version of Debenu PDF Aerialist.

CREDITS

Lead Designers: Jeremy Crawford, Mike Mearls Jerry Behrendt, Teddy Benson, Deb Berlin, Stacy Bermes, Jim
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Managing Editor: Jeremy Crawford Bruno Cobbi, Garrett Col6n, Mark Craddock, Max Cushner, Brian
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Myers, Walter Nau, Kevin Neff, Daniel "KBlin" Oliveira, Grigory
rialist.This book includes some subclasses and spells that originallyParovichnikov, Alan Patrick, Russ Paulsen, Matt Petruzzell i, Zachary
eappeared in Princes ofthe Apocalypse (2015) and Sword Coast Pickett, Chris Presnall , Nel Pulanco, Jack Reid, Joe Reilly, Renout
F AAdventurer's Guide (2015). van Rij n, Sam Robertson, Carlos Robles, Evan Rodarte, Matthew
u PDOther D&D Team Members: Bart Carroll, Trevor Kidd , Christopher Roderick, Zane Romine, Nathan Ross, Dave Rosser, David Russell,
enLindsay, Shelly Mazzanoble, Hilary Ross, Liz Schuh, Nathan Ruty Rutenberg, A.C. Ryder, Arthur Saucier, Benjamin Schindewolf,
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ON THE COVER ON THE ALTERNATIVE COVER

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

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

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

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

98765432 1

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

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

CONTENTS

lntroduction...................................................4 This Is You r Life ......................................... 61 Award ing Magic Items ............................ 13S

Using This Book........................................4 Origins...................................................... 61 Sidebar: Behind the Design: Magic

The Core Ru les..........................................S Persona l Decisions................................ 64 Item Distribution .............................. 13S

Ch. 1: Character Options ...........................7 Life Events ............................................... 69 Common Magic Items......................... 136
Barbarian ........................................................8 Supplemental Tables............................. 72
Racia l Feats ................................................. 73 S idebar: Are Magic Items
Primal Paths ..............................................9 Necessary in a Campaign?............. 136
Path of the Ancestra l Guardian ............9 Ch. 2: Dungeon Master 's Tools............. 77
Path of the Storm Herald ..................... 10 S imultaneous Effects ................................ 77 Sidebar: Creating Additional
Path of the Zealot................................... 11 Fal ling ........................................................... 77 Common ltems.................................. 140
Bard ............................................................... 12
Bard Colleges ..........................................14 Rate of Fa ll ing ........................................ 77 Magic Item Tables................................ 140
F lying Creatures and Fa ll ing.............. 77 Sidebar: Recharging without

a Dawn ................................................ 144

College of Glamour................................. 14 Sleep .............................................................. 77 Ch. 3: Spells .............................................. 147

College of Swords .................................. lS Waking Someone................................... 77 Spell Lists................................................... 147

College of Whispers .............................. 16 S leeping in Armor ................................. 77 Spell Descriptions.................................... lSO

Cleric ..............................................................17 Going without a Long Rest.................. 78 App. A: Shared Campaigns.................. 172
Divine Domains...................................... 18 Adamanti ne Weapons ............................... 78
Tying Knots .................................................. 78 App. B: Character Names ..................... l 7S
S idebar: Serving a Pantheon;
P h ilosophy, or Force.......................... 18 Tool Proficiencies ....................................... 78 Nonhuman Names ................................... 17S
Forge Domain ......................................... 18 Tools a nd Skills Together.................... 78 Dragonborn ........................................... l 7S
Grave Domain......................................... 19 Tool Descriptions................................... 78 Dwa rf...................................................... 176
Druid.............................................................. 21 Spellcasting ................................................. 8S Elf............................................................. 176
Druid Circles........................................... 22 Perceiving a Caster at Work................ 8S Gnome .................................................... 178
HalA ing................................................... 179
Circle of Dreams .................................... 22 Identifying a Spell.................................. 8S Half·Orc.................................................. 179
Inva lid Spell Targets ............................. 8S TieAing.................................................... 180
t.Circle of the Shepherd .......................... 23 Areas of Effect on a Grid ...................... 86 Human Names .......................................... 181
rialisLearning Beast Shapes........................ 24 Encounter Build ing.................................... 88 Arabic...................................................... 181
eFighter........................................................... 27 Quick Matchups...................................... 91 Celtic ....................................................... 182
F AMartia l Archetypes................................28 Random Encounters: A World of Chinese................................................... 182
PDArcane Archer ........................................ 28 Possibilities.............................................. 92 Egyptian ................................................. 183
nuCavalier .................................................... 30 Arctic Encounters .................................. 92 English.................................................... 184
beSamurai.................................................... 31 Coasta l Encou nters ............................... 93 French..................................................... 18S
DeMonk.............................................................. 32 Desert Encou nters................................. 9S German .................................................. 18S
ofMonastic Traditions .............................. 33 Forest Encounters ................................. 97 G reek ...................................................... 186
ionWay of the Drunken Master ................ 33 Grassland Encounters........................ 100 Indian...................................................... 186
ersWay of the Kensei .................................. 34 Hil l Encounters .................................... 101 Japanese ................................................. 187
o vWay of the Sun Soul.............................. 3S Mou ntain Encounters ......................... 104 Mesoamerican ...................................... 188
emPaladin .......................................................... 36 Swamp Encounters ............................. lOS Niger- Congo......................................... 189
a dSacred Oaths .......................................... 37 Underdark Encounters ....................... 106 Norse....................................................... 189
ingOath of Conquest ................................... 37 Underwater Encounters ..................... 109 Polynesian ............................................. 190
usOath of Redemption .............................. 38 Urban Encounters................................ 110 Roman .................................................... 190
ifiedRanger........................................................... 40Traps Revisited ......................................... 113 Slavic....................................................... 191
dRanger Archetypes................................ 41 Simple Traps......................................... 113 Spanish .................................................. 192
moG loom Stalker ........................................ 41 Sidebar: Making Traps
enHorizon Walker ...................................... 42
beMonster Slayer ....................................... 43 Meaningfu l......................................... 114
hasRogue ............................................................ 44 Designing Simple Traps .................... llS
FRoguish Archetypes .............................. 4S Complex Traps...................................... 118
PDInqu isitive ................................................ 4S Designing Complex Traps ................. 121
ThisMastermind ............................................. 46 Sidebar: Complex Traps and

Scout ......................................................... 47 Legendary Monsters ........................ 123

Swashbuckle r ......................................... 47 Downtime Revisited................................. 123

Sorcerer ........................................................ 48 R ivals ...................................................... 123

Sorcerous Origins ................................. SO Downtime Activities ............................ 12S

Divine Soul.............................................. SO Buying a Magic Item ........................ 126

Shadow Magic ........................................ SO Carousi ng ........................................... 127

Storm Sorcery ........................................ Sl Crafting an Item................................ 128

Warlock......................................................... S3 Crime................................................... 130

Otherworldly Patrons ........................... S4 Gambling............................................ 130

The Celestial ........................................... S4 Pit Fighting ........................................ 131

The Hexblade .......................................... SS Relaxation .......................................... 131

Eldritch Invocations .............................. S6 Religious Service ............................. 131

Wizard ........................................................... S8 Resea rch............................................. 132

Arcane Trad ition .................................... S9 Scribing a Spell Scroll.................... 133

War Magic................................................ S9 Selling a Magic Item........................ 133

Training .............................................. 134

Work .................................................... 134

lb INTRODUCTION

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

USING THIS BOOK

Written for both players and Dungeon Masters, this
book offers options to enhance campaigns in any world,

t.whether you're adventuring in the Forgotten Realms,
lisanothe r official D&D setti ng, or a world of your own
eriacreation. T he options here build on the officia l rules
F Acontained within the Player's Handbook, the Monster
PDManual, a nd the Dungeon Master's Guide. Think of this
enubook as the companion to those volumes. It builds on
ebtheir foundation , exploring pathways first laid in those
of Dpublications. Nothing herein is required for a D&D cam-
ionpaig n-this is not a fourth core rulebook- but we hope it
erswill provide you new ways to enjoy the game.

o vChapter 1 offers character options that expand on
emthose offered in the Player's Handbook . Chapter 2 is a
a dtoolkit for the DM that provides new resources for run-
ingning the game and designing adventures, a ll of it build-
d using on the Monster Manual and the Dungeon Master's
ifieGuide. Chapter 3 presents new spells for player charac-
odters and spellcasting monsters to unleash.

en mAppendix A provides g uidance on running a shared
becampa ign, similar to the activities s taged by the D&D
hasAdventurers League, and appendix B conta ins a host of
Ftables that a llow you to quickly generate na mes fo r the
is PDcha racters in your D&D stories.

ThAs you pe ruse the m any options herein , you' ll come

across observatio ns from Xanathar itself. Like the
beholder's roving mind, your reading will take you to
places in the game fa miliar and new. May you enjoy
the journey!

U NEART H ED A RCA NA

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

INTRODUCTION

THE C O RE RULES ADVANTAGE AND DISADVA NTA GE
Even if more than one factor gives you adva ntage or
This book relies on the ru les in the three core ru le- d is advantage on a roll, yo u have it only once, a nd if you
books . T he game especia lly ma kes freque nt use of have adva ntage and d is adva ntage on the same roll , they
the rules in chapters 7- 10 of the Player's Handbook: ca ncel each other.
"Using Ability S cores," "Adve ntur ing," "Combat," a nd

"Spellcasting." That book's a ppendix A is als o crucial; C OMBINI NG D I FFERE NT EFFECTS
it contains defini tions of conditio ns, like invisible a nd Diffe re nt gam e effects can affect a ta rge t at the same
prone . Yo u don't need to k now the ru les by heart, but it's time. For example, two di ffe re nt be nefits can give you
helpfuJ to know w he re to find them whe n you need the m . a bonus to your Armor Class. But w hen two or mo re
e ffects have the s ame proper name, o nly one of the m
If you'r e a DM, you s ho uld a lso k now where to look (the most powe rful one if their be ne fits a re n't identical)
things up in the Dungeon Mas ter's Guide , especia lly the applies while the d urations of the effects overlap. For ex-
ru les on how magic ite ms work (see chapte r 7 of th a t
book). T he introduction of the Mons ter Manual is your a mple, if bless is cast o n yo u w hen you're s till unde r the
guide on how to use a mons te r's stat block. e ffect of an earl ie r bless, yo u gain the benefit of o nly o ne

THE DM ADJUDICATES THE RULES casti ng. S imila rly, if yo u're in the radius of m ore than
one Aura of P rotectio n, yo u benefit only from the one

One ruJe ove rr ides a ll othe rs : the DM is the fina l a uthor- that grants the highest bonus.

ity on bow the rules work in play. R EACTION TIMING

Rules a re part of w ha t makes D&D a game , rathe r Certa in ga me fea tu res let you take a s pecial action,

tha n j ust improvised s torytelling. The ga me's ru les are called a reaction, in respo nse to s ome event. Making

meant to he lp orga ni ze, a nd even ins pire , the action of a opportunity attacks a nd casting the shield s pell ar e two

D&D campa ign. The rules a re a tool , a nd we wa nt our ty pical uses of reactio ns . If yo u're uns u re when a reac-
tio n occurs in re la tio n to its trigger, here's the rule : the
tools to be as effective as p ossible . No ma tte r how good reaction ha ppens a fter its trigger completes, unless the
descr iption of the reaction explicitly says otherwise.
list.those tools m ight be , they need a group of playe rs to
riabr ing the m to life a nd a DM to guide their use. Once you ta ke a reaction, you can't ta ke a nothe r one
until the s ta rt of your next turn .
AeThe DM is key. Ma ny unexpected eve nts can occur in
DFa D&D campaig n, a nd no set of ru les could reasona bly RESISTANCE AND VULN ERABILITY
u Paccount for every contingency. If the ru les tried to do s o, He re's t he order that you apply m odifiers to damage: (1)
benthe game would become a s log. An alte rnative wo uld be a ny r elevant da m age immunity, (2) any add ition or s ub-
Defor the rules to sever ely lim it w ha t cha racte rs can do, traction to the damage, (3) o ne relevant damage resis -
n ofwhich would be contra ry to the open-endedness of D&D . tance, a nd (4) one releva nt damage vulne rability.
rsioHe re's the path the ga me ta kes: it lays a fou ndatio n of
veru les that a DM can build on, a nd it embraces the DM's Even if multiple sources give you resis ta nce to a ty pe
morole as the bridge be tween the things the r ules address of da mage you're taking, you can apply resis tance to it
deand the things they don't. o nly o nce. T he same is true of vulne rability.
using aTEN R ULES T O REMEMBER
ifiedA few r ules in the core rulebooks some times trip up a PROFICIENCY BONUS
odnew player or DM. Here are te n of those ru les . Keep- If your proficie ncy bonus a pplies to a roll, you can add
n ming them in mi nd will help you inter pre t the optio ns in the bonus o nly o nce to the ro ll, even if m ultiple th ings in
beethis book. the game s ay your bonus a pplies. Moreover, if mor e than
F hasEXCEPTIONS SUPERSEDE GENERAL RULES one th ing te lls you to doub le or ha lve yo ur bo n us, you
PDGener al ru les govern each pa rt of the game . F or exam- double it only once or ha lve it only once before apply-
Thisple, the combat ru les tell you tha t melee weapon attacks ing it. Whethe r m ultiplie d, d ivided, or left at its normal
value, the bonus can be used only once per roll.

use Streng th a nd ra nge d weapon attacks use Dex terity. (

T ha t's a ge neral ru le, a nd a ge ne ra l ru le is in effect as BONUS ACTIQN SPELLS ~:

long as somethi ng in the ga m e doesn't explicitly s ay If you wa nt to cast a s pell that ha s a cas ting time of 1

otherwise. bonus action, re membe r that you can't cas t any othe r

T he ga me also includes ele me nts - class features , s pe lls before or a fte r it o n the same turn, except for can-

s pells , magic item s , monster a bilities, a nd the li ke- that trips with a casting time of 1 action .

sometimes contrad ic t a gene ra l rule. When a n exception

a nd a genera l ru le d is agree, the exception wins . For ex- CONC ENTRATIO N

ample, if a feature s ays you can m ake melee weapon at- As soon as you s ta rt casting a s pell or us ing a s pecia l

tacks us ing yo ur Charisma, you can do so, eve n though ability that req ui res co ncentration, you r concentration

tha t s tateme nt disagrees with the general ru le. on a nother effect e nds instantly.

ROUND DOWN 'TEMPORARY H IT POI NTS
W he neve r you divide or multiply a n umbe r in the gam e, Tempora ry hit poi nts a ren't cumulative. If you have tem -
round down if you e nd up with a fraction, even if the porary hit points a nd receive more of them , you don't
fraction is one-half or greater. add them toge ther, unle ss a gam e feature says you can.
Ins te ad, yo u decide which te mporary hit points to keep.



CHAPTER 1

CHARACTER OPTIONS

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

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

t.SUB C LASSES
rialisClass
AeBarbaria n Leve l Available
DFBarbarian 3rd
u PBarbarian 3rd
benBard 3rd
f DeBard 3rd
n oBard 3rd
rsioCleric 3rd
o veCleric 1st
emDruid 1st
a dDruid 2nd
singFighter 2nd
d uFighter 3rd
difieFighter 3rd
moMon k 3rd
Subclass 3rd Description
Path ofthe Ancestral Guardian Calls on the spi rits of honored ancestors to protect others
Path of the Storm Herald 3rd Filled with a rage that channels the primal magic of th e st orm
Path ofthe Zealot 3rd Fueled by a religious zeal that visits destruction on foes
College of Gl amou r 3rd Wields the beguiling, glorious magic of the Feywild
College of Swords 3rd Entertains and slays with daring feats of weapon prowess
College of Whis pers Plants fea r and doubt in the minds of others
Forge Domain Clad in heavy armor, serves a god of the forge or c reation
Grave Domain Opposes the blight of undeath
Circle of Dreams Mends wounds , guards the weary, and strides through dreams
Circle of the Shepherd Summons nature s pirits to bolster friends and harry foes
Arcane Archer Imbues arrows with spectacular magical effects
Cav alier Defend s allies and knocks down enemies, often on horseback
Samurai Combines resilience with courtly elegance and mighty strikes
Way of the Drunke n Master Co nfounds foes t hrough a martial arts tradition inspired by t he
s beenMonk swaying o f a drun kard
haMonk Channels ki through a set of mastered weapons
PDFPaladin Tra nsforms ki into bursts of fire and searing bolts of light
ThisPaladin Strikes terro r in enemies and crushes the forces of chaos
Way of the Kensei Offe rs redemption to the wo rthy a nd destruction to those who
Way of the Sun Soul
Oath of Co nquest
O ath of Redemption

refuse mercy or righteousness

Ranger Gloom Stalker 3rd Unafraid of the dark, relentlessly stalks and ambushes foes

Ranger Ho rizo n Wal ker 3rd Finds po rtals to other worlds and channels planar magic

Ranger Monster Slayer 3rd Hunts down creatu res of the night a nd wielders of grim magic

Rogue Inquis itive 3rd Roots out secrets, akin to a masterful detec tive

Rogue Masterm ind 3rd A master tactician , man ipulates others

Rogue Scout 3rd Combines stealth with a knack for s urvival

Rogue Swashbuckler 3rd Delivers deadly strikes with speed and panache

Sorce re r Divine Soul 1st Harnesses magic bestowed by a god or other divine source

Sorce rer Shadow Magic 1st Wields the grim magic of the Shadowfell

Sorcerer Storm Sorcery 1st Crackles with th e power of the storm

Warlock The Celestial 1st Forges a pact with a being from celestial realms

Wa rlock The Hexblade 1st Serves a shadowy e ntity t hat bestows dread curses

Wizard War Magic 2nd Mixes evocation and abjuration magic to dominate the battlefield

I

;

BARBARIAN P ERSO N AL TOTEMS

I HAVE WITNESSED THE INDOMITABLE PERFORMANCE OF d6 Totem
barbarians on the.field of battle, and it makes me wonder
whatforce lies at the hea rt of their rage. A tuft of fur from a solitary wolf that you be-
friended during a hunt
-Seret, archwizard 2 Three eagle feathers given to you by a wise sha-
man, who told you they would play a role in deter-
mining your fate
3 A necklace made from the claws of a young cave
bear that you slew singlehandedly as a child
4 A small leather pouch holding three stones that
represent your ancestors
5 A few small bones from the first beast you killed,
tied together with colored wool
6 An egg-sized stone in the shape ofyour spirit ani -
mal that appeared one day in your belt pouch

t.The anger felt by a normal person resembles the rage of TATTOOS
lisa barbarian in the same way that a gentle breeze is akin
eriato a furious thunders torm. The barbarian's driving force The members of ma ny barbarian clans decorate their
F Acomes from a place that transcends mere e motion, mak- bodies with tattoos, each of which represents a s ignif-
PDing its manifestation a ll the mo re terrible. Whether the icant moment in the life of the bearer or the bearer 's
enuimpetus for the fury comes entirely from within or from a ncestors , or w hich symbolizes a feeling or an attitude.
ebforging a Link with a s pirit animal, a ragi ng barbarian As with personal tote ms, a ba rba ria n's ta ttoos might or
of Dbecomes able to per form s upernatural feats of s treng th mig ht not be re lated to an a nimal s pirit.
iona nd endurance. The outburst is tempora ry, but while it
erslasts, it ta kes over body a nd mind, driving the barbarian Each tattoo a barbaria n displays contributes to that in-
o von despite peril and injury, until the last enemy falls. dividual's identity. Ifyour character wears tattoos, what
do they look like, and what do they represent?
emIt can be tempting to play a barbarian character that
a dis a straightforward application of the classic arche- TATTOOS
ingtype- a brute, and us ually a dimwitted one at that, who
d usrus hes in where others fear to tread. But not all the d6 Tattoo
ifiebarbarians in the world are cut from that cloth, so you
odcan certainly put your own spin on things. Eithe r way, The wings of an eagle are spread wide across your
en mcons ide r adding som e f:lourishes to make your barbaria n upper back.
bes tand out from a ll others; see the following sections for 2 Etched on the backs of your hands are the paws of
assome ideas. a cave bear.
PDF hPERSONAL TOTEMS 3 The symbols of your clan are dis played in viny pat-
ThisBarbarians tend to travel light, carrying little in the way terns along your arms.
4 The a ntlers of an elk are inked across your back.
of personal e ffects or other unnecessary gea r. The few 5 Images of your s pirit an imal are tattooed along
your weapon arm and hand.

possessions they do ca rry often include s ma ll items that 6 The eyes of a wolf are ma rked on your back to help
have s pecial s ignificance. A personal totem is s ignificant
you see and ward off evil spirits .

because it has a mys tical origin or is tied to an import- SUPERSTITIONS
ant moment in the character 's life- perhaps a remem-

brance from the barbarian's past or a ha rbinge r of what Barba rians va ry widely in how they unders tand life.

lies ahead. Some follow gods and look for guidance from those

A personal totem of this sort might be associated with deities in the cycles of nature a nd the a nimals they en-

a barbarian's spirit a nimal, or mig ht actually be the to- counter. These barbarians believe that s pirits inhabit

tem object for the a nimal, but s uch a connection is not the plants and a nimals of the world, a nd the barbarians

essential. One who has a bear totem spi rit, for ins tance, look to them for ome ns a nd power.

could still carry a n eagle's feather as a personal totem. Other barba rians trust only in the blood that runs in

Cons ider creating one or more personal totems for thei r veins a nd the steel they hold in their ha nds. They

your character- objects that hold a specia l link to your have no use for the invisible world, ins tead relying on

character's pas t or future. Think about how a totem their senses to hunt and survive like the wild beasts

might affect your cha racter's actions. they emulate.

Cli1\ PTER 1 1 CHARACTER OPTIONS

u PDF Aerialist.LEFT T O RI G HT : Z E AL OT, STORM 11E RAL O, ANO A N C.ESTRAL GUARD IAN
n of DebenBoth of these attitudes can give rise to s upersti-
rsiotions. These beliefs are often passed down within a So G"-'utors c,rt ftofl' t.11Ao J,i). tlA• fro'r•c,tio"' tlAi"'~ to .....c,kt
vefamily or shared among the me mbers of a clan or a
mohunting group. w-or• f'ofl' \ot{ort '10"'- t..1trt \oor"'? Uk• IAot.1 w-G"'1 ftofl/

a deIf your barbarian character has a ny superstitions, 11Ac.t'1 c. tot o{ tlA· rcr•c.tio"' tlA'"'Y

ing 0were they ingrained in you by your family, or are they ~"'· 0 J,is~.,..sti"'Y

usthe result of personal experience? ti_o.,.. rt
odifiedSUPERSTITIO N S

n md6 Superstition
beeIf you disturb the bones of the dead, you inherit all
hasthe troubles that plagued them in life.

DF2 Never trust a wizard. They 're all devils in disgui se,
is Pespecially the friendly ones.

Th3 Dwarves have lost t heir spirits, and are almost like
PATH OF THE ANCESTRAL GUARDIAN

Some barbarians ha il from cultures that revere their an-
cestors. These tribes teach that the warriors of the past
linger in the world as mighty spirits, who can guide and
protect the living. When a barbarian who follows this
path rages, the barbarian contacts the spirit world and
calls on these guardian s pirits for aid.

Barbarians who draw on their ancestral guardians

the undead . That's why they live underground. can bette r fight to protect their tribes and their allies. In

4 Magical things bring trouble. Never s lee p with a order to ceme nt ties to their ancestral guardians, bar-

magic object within ten feet of you. barians who follow this path cover themselves in elabo-

5 When you walk through a graveyard, be sure to rate tattoos that celebrate their ancestors' deeds. These
wear silver, or a ghost might jump into your body. tattoos tell sagas of victories against terrible monsters
and other fearsome rivals.
6 If an elf looks you in the eyes , she's trying to read

your thoughts. PATH OF THE A N CESTRAL GUA RDIAN FEATURES

PRIMAL PATHS Ba r ba r ia n Fe a tu re
Le ve l Ancestral Protectors
At 3rd level, a barbarian gains the Primal Path feature. Spirit Shield (2d8)
The following options are available to a barbarian, in 3rd Consult the Spirits, Spirit Shield (3d8)
addition to those offe red in the Player's Handbook: the 6th Vengeful Ancestors, Spirit Shield (4d8)
Path of the Ancestral Guardian, the Path of the Storm 10th
Herald, and the Path of the Zealot. 14th

CHAPTER 1 I CHARACTER OPTIONS

l{ov.. !.."'ow o"'' o{ t~• ~r«;t lo•"'-•{its

ANCESTRAL PROTECTORS o{ li~i"'~ "'""'J..•rrv.."'J..? fVo w«.l~•r.

Starting when you choose this path at 3rd level, s pectral t"{)o"' w-HS t~il "'-f {or w-t.

warriors appear when you enter your rage. While you're

raging, the first creature you hit with an attack on your

turn becomes the target of the warriors, which hinder

its attacks. Until the s ta rt of your next turn, that target

has disadvantage on a ny attack roll that isn't against

you, and when the target hits a creature othe r than you STORM AURA
with a n attack, that creature has resistance to the da m-
Starting at 3rd level, you ema nate a s tormy, m agical

age dealt by the attack. The effect on the target e nds aura while you rage. The aura extends 10 feet from you

early if your rage ends. in every direction , but not throug h tota l cover.

Your aura has an effect that activates when you enter

SPIRIT SHIELD your rage, and you can activate the effect again on each

Beginn ing at 6th level, the guardia n spirits that a id you ofyour turns as a bonus action. Choose desert, sea, or

can provide s upernatural protection to those you de- tundra. Your aura's effect depe nds on tha t chosen envi-

fe nd. If you a re raging a nd a nother creature you can see ronment, as d~ta iled below. You ca n cha nge your envi-

within 30 feet of you takes damage, you can use your ronment choice whenever you gain a level in this class.

reaction to reduce that damage by 2d6. Ifyour aura's effects require a saving throw, the DC

Whe n you reach certa in levels in this class, you can equa ls 8 + your proficiency bonus + your Constitu-

reduce the damage by more: by 3d6 at 10th level a nd by tion modifier.

4d6 at 14th level. D esert. When this effect is activated, all other crea-

CONSULT THE SPIRITS tures in your aura take 2 fire damage each. The damage

increases when you reach certa in levels in this class, in-

At 10th level, you gain the a bility to cons ult with your creasi ng to 3 a t 5th level, 4 at 10th level, 5 at 15th level,
and 6 at 20th level.
list.ancestral spirits. When you do so, you cast the augury or
riaclairvoyance spell, without using a s pe ll s lot or material Sea. When this effect is activated , yo u can choose one
Aecomponents. Rather than creating a spherical sensor, other creature you ca n see in your aura. The target must
DFthis use of clairvoyance invisibly s ummons o ne of your ma ke a Dexte rity saving throw. The target takes l d6
u Pa ncestra l spirits to the chosen location. Wisdom is your lightning da mage on a failed save, or half as much dam-
enspellcasting ability for these spells. age on a s uccessful one. The da mage increases when
you reach certain levels in this class, increasing to 2d6
DebAfter you cast e ither spell in thjs way, you can't use at 10th level, 3d6 at 15th level, a nd 4d6 a t 20th level.
ofthis feature again until you finish a s hort or long rest.
ersionVENGEFUL ANCESTORS Tundra. When this effect is activated, each creature of
o vAt 14th level, your ancestra l spirits g row powerful your choice in you r aura gains 2 temporary hit points, as
demenough to reta liate. When you use your Spirit Shield to icy spirits inure it to s uffering. The temporary hit points
areduce the damage of a n attack, the attacker takes an increase when you reach certa in levels in this class, in-
singamount of force damage equa l to the damage that your creasing to 3 at 5th level, 4 at 10th level, 5 at 15th level,
d uSpirit Shield prevents. and 6 at 20th level.
odifiePATH OF THE STORM HERALD
een mAll barba rians ha rbor a fury within. Their rage g ra nts STORM SOUL
s bthem s uperior stre ngth, durability, and speed. Ba rba r-
haia ns who follow the Path of the Storm Herald learn At 6th level, the storm g ra nts you benefits even when
DFto trans form tha t rage into a m antle of primal magic, your aura isn't active. The bene fits are based on the en-
is Pwhich swirls around them. When in a fury, a barbar ia n viro nment you chose for your Storm Aura.
Thof this path taps into the forces of nature to create pow-
Deser t. You gain resistance to fire da mage, a nd you
don't s uffer the effects of extrem e heat, as descr ibed in
the Dungeon Master's Guide. Moreover, as an action,
you can touch a fla mmable object that isn't being worn

erful magical effects. or carried by a nyone else a nd set it on fire.

Storm heralds a re typically elite champions who train Sea. You gain resistance to lightning damage, and

alongside druids, rangers, and others sworn to protect you can breathe underwater. You a lso gain a swimming

nature. Other storm heralds hone their cra ft in lodges in s peed of 30 feet.

regions wracked by storms, in the frozen reaches at the Tundra. You gain resistance to cold da mage, a nd you

world's end, or deep in the hottest deserts. don't s uffe r the effects of extreme cold, as described in

the Dungeon Master's Guide. Moreover, as an action,

PATH OF THE STORM HERALD FEAT URES you can touch water and turn a 5-foot cube of it into ice,

Barbaria n which melts after 1 minute. This action fai ls if a creature
is in the cube.
Le ve l Featu re

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

CHAPTER 1 I CHARACTER OPTIONS

RAGING STORM DIVINE FURY

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

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

a dTundra. Whenever t he effect of your Storm Aura is ac- FANATICAL Focus
ingtivated, you can choose one creature you can see in the
usaura. That creature mus t s ucceed on a Strength saving Starting at 6th level, t he divine power that fuels your
ifiedthrow, or its speed is reduced to 0 until t he s tart of yourrage can protect you. If you fa il a saving t hrow w hile
odnext turn, as magical frost covers it. you're raging, you can reroll it, and you must use the
een mPATH OF THE ZEALOT new ro ll. You can use th is ability only once per rage.
has bSome deities inspire their followers to pitch them selves
DFinto a ferocious battle fury. T hese barbarians are zeal- ZEALOUS PRESENCE
is Pots- warriors wh o channe l their rage into powerful dis-
Thplays of divine power. At 10th level, you learn to channel divine power to in-
s pire zealotry in others . As a bonus action, you un leash
a battle c ry infused with divine e ne rgy. Up to te n other

A variety of gods across the worlds of D&D inspire c reatures of your choice within 60 feet of you that can

their followers to embrace this path. Tempus from the hear you gain advantage on attack rolls and saving

Forgotte n Realms and Hextor and Erythnul of Grey- throws until the start of your next turn.

hawk a re a ll prime examples. In gene ral, t he gods who Once you use this feature, you can 't use it again until

inspire zealots a re d eities o f combat, d estruction, and you finish a long rest.

violence. Not all are evil, but few are good.

RAGE BEYOND DEATH

PATH OF THE ZEALOT FEATURES Beginning a t 14t h level, t he divine power t hat fuels your

Barbarian Feature rage a llows you to shrug off fatal blows.
Level Divine Fury, Warrior of the Gods While you're raging, having 0 hit points doesn't knock
Fanatical Focus
3rd Zealous Presence you unconscious. You still must make death saving
6th throws, and you s uffe r the normal effects of taking
10th damage while at 0 hit points. However, if you would die
due to failing death saving throws, you don't die until

14th Rage beyond Death your rage ends, and you die then only if you still have 0

hit points.

CHAPTER 1 I CHARACTER OPTIONS

DEFINING WOR KS

BARD d 6 Defi ni ng Work
"The Three Flambinis," a ribald song concerning
MUSIC I S THE FRU IT OF THE DJVINE TREE THAT V IBRATES mistaken identities and unfettered desire

with the Words of Creation. But the question I askyou is, 2 "Waltz of the Myconids," an upbeat tune that chil-
can a bard go to the root of this tree? Can one tap into the dren in particular enjoy

3 "As modeus's Golden Arse," a dramatic poem
you claim was inspired by your personal visit to
Avernus

4 "The Pirates of Luskan ," your firs thand account of
being kidnapped by sea reavers as a child

5 "A Hoop, Two Pigeons, and a Hell Hound," a s u b-
tle parody of an incompetent noble

6 "A Fool in the Abyss," a comedic po em about a
jester's travels among demons

INSTRUMENT

source of that power? Ah. then what manner of music they In a bard's quest for the ultimate performance and the

would bring to this world! highest acclaim, one's instrument is at least as import-

- fletcher Danairia, master bard ant as one's voca l ability. The instrument's quality of
m anufactu re is a critica l factor, of course; the best ones
list.Bards bring levity dur i ng grave times; they impart wis-m ake the best music, and some bards are continually
eriadom to offset ignorance; and they make the rid ic ulous on the lookout for an improvem ent. Perhaps just as im-
F Aseem subl ime. Bards are preser vers of ancient histo ry, portant, though, is the instrument's own entertainment
PDtheir songs and tal es perpetuati ng the memory of g reat value; those that ar e bizarrely constructed or made of
nuevents down through time-knowledge so important exotic mater ials are likely to leave a l asting impression
ebethat it is memor ized and passed along as oral history, to on an audience.
f Dsurvive even w hen no written record remains.
You might have an "off th e rack" instrument, perhaps
ion oIt is also the bard's role to chronicle smaller and morebecause it's all you can afford right now. Or, if your
rscontemporary events- the stories of today's heroes, first instrument was gifted to you, it might be of a more
o veincluding their feats of valor as well as their less than elaborate sor t. Are you satisfied with the in strument you
emimpressive failures. have, or do you aspire to replace it with something truly
distinctive?
a dOf course, the world has many people who can carry
inga tune or tell a good story, and there's much more to any INSTRUMENTS
usadventuring bard than a glib tongue and a melodious
ifiedvoice. Yet what truly sets bards apart from other s- and d6 Instrume nt
odfrom one another-are the style and substance o f their
n mperform ances. l A masterfully crafted halfling fiddle
2 A m ithral horn made by elves
beeTo grab and hold the attention of an audience, bards 3 A zither made with drow s pider silk
asare typically fl amboyant a nd outgoing when they p er- 4 An orcish drum
F hform . The most fa mous of them are essentially the D & D 5 A wooden bullywug croak box
PDworld's equ ivalent of pop stars. If you're play ing a bard, 6 A t in ker's harp of gnomish des ign
Thisconsider using one of you r favor ite musicians as a role
model for your character.
You can add some unique aspects to your bard charac- EMBARRASSMENT

ter by considering the suggestions that follow. A l most every bard has suffered at least one bad experi-

ence in front of an audience, and chances are you're no

DEFINING WORK exception. No one becomes famous right away, after all;

Every successful bard is ren owned for at least one piece perhaps you had a few small difficulties early in your ca-
of performance art, typically a song or a poem that reer, or maybe it took you a while to restore your reputa-
is popular with everyone who hears it. These perfor- tion a fter one agonizing night when t he fates conspired
mances are spoken abou t for years by those w ho view to bring about your theatrical ruin.

them, and some spectators have h ad their lives forever

cha nged because of the experience.

If your character is just star ting out, your ultimate de-

fining work is likely in the future. But in order to m ake

any sort of living at your professi on, chances are you

already have a piece or two in your r epertoire that have

proven to be aud ience pleasers.

CHAPTC'.R l I CHARACTER OPTIONS

erialist.LEFT TO RIGHT. B11Ros OF THE COLLEGES OF G1.11MOUR, SwoRDS, 11ND WHISPERS
nu PDF AT he ways th at a performance can go w rong are as
ebevaried as the fish in the sea. No m atter what sort of a muse- a p ar t icular concept t hat inspires much o f wh at
f Ddisaster might occur, however, a ba rd has the courage
ion oand t he confidence to rebound from it- either pressing those bards do in front o f an audience.
rson w ith the show (if possible) or promising to com e back A bard who follows a muse generally does so to gain a
o vetomorrow w ith a new performance that's guara nteed
emto please. deeper understanding of w h at that muse represents and
ing a dEMBARRASSMENTS how to best convey that understand ing to other s t h rough

d usd6 Embarrassment per for mance.
difieThe time when your comedic song, "Big Tom's Ifyour bard character has a m use, it could be one of
moHijinks"-which, by the way, you thought was bril-
eenliant-did not go over well with Big Tom the three d escribed here, or one o f your own devising.

s b2 The matinee performance when a circus's owlbear Nature. You feel a k inship w ith the natural world, and
F hagot loose and terrorized the crowd
its beauty and mystery inspire you. For you, a tree is
PD3 When your o pening song was your enthusiastic deeply symbolic, its roots delving into t he da rk unknown
Thisbut universally hated rendition of "Song of the to draw forth t he power of the earth, wh ile its branches
reach towa rd th e sun to nourish their flowers and
frui t. Nature is the ancient witness who has seen every
k ingd om rise a nd fa ll , even those whose names have
been forgotten and wait to be rediscovered. The gods of
nature share their secrets with druids and sages, open-
ing t heir hearts and minds to new ways of seeing, and

Froghemoth" as with those individuals, you find that your creativity

4 The first and last public perfo rmance of"M irt, Man blossoms while you wander in an open field of waving
about Town" grass or walk i~ si lent reverence through a g rove o f an-

5 The time on stage when your wig caught fire and cient oaks.
you threw it down-which set fire to the stage
Love. You ar e o n a quest to identify the essence o f
6 When you sat o n your lute by mistake during the
true love. Though you do not disdain the superficial

final stanza of "Starlight Serenade" love of flesh and form, the deeper form of love that ca n

inspire thousands o r bring joy to o ne's every moment

A BARD'S MUSE is what you are i nterested in. Love o f t his sort takes on
m any forms, and you can see its presence everyw here-

Natura lly, every bard has a r epertoire o f songs and sto- from the sparkling o f a beautiful gem to t he song of a
ries. Some bards are generalists w ho can draw from simple fisher tha nking the sea for its bounty. You a re
a wide range of topics for each performance, and w ho on the trail of love, that most precious and mysterious
take pride in their versatility. Others adopt a more per- of emotion s, a nd your search fi lls your stories a nd your
sonal approach to thei r a r t, driven by th eir attachment to son gs with vita l ity and passion.

CHAPTER I I CHARACTER OPTIONS

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

ENTHRALLING PERFORMANCE

BARD COLLEGES S tarting at 3r9 level, you can cha rge your performa nce

At 3rd level, a ba rd gains the Ba rd College fea ture. The with seductive, fey magic.
following optio ns are availa ble to a bard, in addition If you perform for at least 1 minute, you can attempt
to those offered in the Player's Handbook : the College
of G la mour, the College of Swords , and the College to ins pire wonder in your audience by s inging, reciting
of Whis pe rs. a poem , o r dancing. At the end of the per fo rmance,
choose a number of humanoids w ithin 6 0 feet of you
who watched and lis tened to a ll of it, up to a number

COLLEGE OF GLAMOUR equa l to your Cha ris ma modifier (minimum of o ne).

The College of Gla mour is the home of bards w ho mas- Each target mus t s ucceed on a Wis dom s aving throw

agains t your s pell save DC o r be cha rmed by you. While
te red the ir craft in the vibra nt realm of the Feywild or

list.under the tutelage of someone who dwelled the re . Tu-
riato red by satyrs , eladrin, a nd other fey, these ba rds learn
Aeto use their magic to delight and captivate othe rs.

DFThe ba rds of this college are regarded with a mixture
u Pof awe and fear. Their performances are the s tuff of leg-
enend. Thes e ba rds a re so eloquent that a speech or s ong
Debthat one of them performs can cause captors to release
ofthe ba rd unharmed and can luU a furio us dragon into
rsioncomplacency. T he same magic that allows them to quell
vebeasts can a lso bend minds. Villainous bards of this
ocollege can leech off a community fo r weeks, misusing
demtheir magic to turn their hosts into thra lls. Heroic ba rds
g aof this college ins tead use this power to gladde n the
sindowntrodden a nd undermine oppressors.
dified uCOLLEGE OF GLAMOUR FEATURES charmed in this way, the ta rget idolizes you, it s peaks
moBard Level Feature glowingly of you to a nyone who ta lks to it, and it hinders
een3rd anyone w ho opposes you, a lthough it avoids vio lence
as b6th unless it was already inclined to fight on your behalf.
F h14th This effect ends on a target a fter 1 ho ur, if it ta kes any
Mantle of Inspiratio n, Ent hralling Pe rformance damage, if you attack it, or if it witnesses you attacking
M antl e of M aj est y or dam aging a ny of its a llies.
Unbrea kable M ajesty
This PDM ANTLE OF I NSP IRATION If a ta rget s ucceeds on its saving throw, the ta rget has
no hint that you tried to cha rm it.
When you j oin the College of Gla mour at 3 rd level, you
Once you use this feature, you can't use it again until
you finis h a s hort or long rest.

M ANTL E OF MAJESTY

At 6th leve l, you gain the ability to cloak yourself in a fey
magic that ma kes others wa nt to ser ve you. As a bonus
action , you cast command, without expending a s pell
slot, and yo u take on a n appeara nce of unearthly beauty
fo r 1 minute or until your concentration ends (as if you
were concentrating on a spell). During this time, you
ca n cast command as a bonus action on each of your
turns, without expending a spell s lot.

Any creature charmed by you automa tically fails
its saving throw aga ins t the command you cast with
this feature.

gain the ability to weave a song of fey magic that imbues Once you use this feature , you can't use it again until

your allies with vigor and s peed. you finis h a long rest.

As a bonus action, you can expend one use of your UN BREAKA BLE M AJ ESTY

Ba rdic Inspiration to gra nt yourself a wondrous appear- At 14 th level, your appeara nce permanently gains an

ance. When you do so, choose a number of creatures otherwo rldly aspect th at makes you look more lovely

you can see a nd that can s ee you within 60 feet of you, a nd fierce.

up to a number equa l to your Cha ris ma modifier (mini- In addition, as a bo nus action, you can assume a mag-

mum of one). Each of the m gains 5 tempora ry hit points. ically majestic presence for 1 minute or until you are

Whe n a creature gains these te mpora ry hit points , it incapacitated. For the duration, whenever any creature

can immed iately use its reaction to move up to its speed, tr ies to attack you for the firs t time on a turn, the at-

without provoking opportunity attacks. tacker mus t make a Charis ma saving throw aga ins t your

The number of temporary hit points increases when spell save DC. On a failed save , it can't attack you on this

you r each certain levels in this class, increasing to 8 at turn , and it must choose a new ta rget for its attack or the

5th level, 11 at 10th level, and 14 at 15th level. attack is wasted. On a s uccessful s ave, it can attack you

CHAPTER 1 I CHARACTER OPTIONS

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

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

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

Bards o f the College of Swords are called blad es, a nd

they e ntertain t hrough da ring feats of weapon prowess.

Blades perfor m s tunts s uch as sword swallowing, knife

t hrowing and juggling, a nd mock combats. Though they

use their weapons to e nte r tai n, t hey a re a ls o hig h ly

trained a nd s killed warriors in their own right.

Their tale nt w ith weapons inspires m a ny blades to

lead double lives. One blade might use a circ us troupe

as cover for nefar ious deeds s uc h as assassi na tion, ro b-

b e ry, a nd blackmai l. Othe r blades s trike at the wicked,

bringing justice to bea r against the c ruel a nd powerful.

Most troupes are happy to accept a blade's talent for the

exci teme nt it adds to a p e rformance, but few e ntertain-

ers fully trus t a blade in the ir ranks.

Blades who abandon their lives as e nte r tainers have

ofte n run into trouble that m akes maintainin g their

secret activities impossib le. A bla de ca ug ht stealing or

e ngaging in vigila nte jus tice is too great a liabili ty for

list.mos t troupes. Wit h their weapon skills a nd mag ic, these
riablades either take up work as e nforcers for thieves'
Aeguilds or s trike ou t on the ir own as ad venturers.
u PDFCOLLEGE OF SWORDS FEATURES
ebenBard Level
of D3rd
version6th
mo14th
Feature
Bonus Proficiencies, Fighting Style,
Blade Flourish
Extra Att ack
Master's Flo urish
ing a deBONUS PROFICIENCIES
usWhen you join the College of S words at 3rd level, you ing Blade F lour ish options of your c hoice. You can use
ifiedgain proficie ncy with medium armor and the sci mita r. only o ne Blade Flouris h option pe r turn.

odIf you're proficient w ith a s imple or martia l me lee Defensive Flourish. You can expend one use of your
mweapon, you can use it as a spellcasting focus for yo ur Bardic Inspiration to cause the weapo n to deal extra
eenba rd s pells. damage to the ta rge t you hit. The da m age equ a ls the
has bFIGHTING S TYLE numbe r you roll on the Ba rdic Inspiration die . You a lso
DFAt 3rd level, you adopt a s tyle of fighting as your spe- add t he number rolJed to your AC until the start of your
is Pcialty. C hoose o ne of the following options. You can't next turn.
Thtake a F ighting S ty le option mo re tha n once, even if
Slashing Flourish. You can expend o ne use of your
some thing in the game le ts you choose again. Bardic Ins piration to cause the weapon to deal extra
Dueling. Whe n you a re wielding a melee weapon in damage to the target you hit and to any othe r creature
o f your choice tha t you can see w ithin 5 feet of you. The
one hand and no other weapons, you gain a +2 bonus to
damage equa ls. the numbe r you roll on the Bardic Inspi-
damage rolls with that weapon. r a tion die .
Two-Weapon Fighting. When you engage in two-
Mobile Flourish. You can expe nd one use of you r Bar-
weapon fighting, you can add your a bility modifier to the
damage of the second attack. dic Inspiration to cause the weapon to deal extra dam-
age to the target you bit. The damage equals th e number
you roll o n the Bardic Insp ira tion die. You ca n a lso push
the ta rget up to 5 feet away from you, plus a number of

BLADE FLOURISH feet equa l to the numbe r you roll on that di e. You ca n
At 3rd level, you learn to pe rform impressive displays of th e n immediately use your reaction to move up to your
martial prowess and sp eed. walking speed to an unoccupied space within 5 feet of
the target.
Whe never you take the Attack action on your turn,

your walking s peed inc reases by 10 feet until the e nd of EXTRA ATTACK
th e turn, and if a weapon a ttack th a t you make as part of Starting at 6th level, you can attack twice, instead of
this action hits a creature, you can use one of the follow- once, whenever you take the Attack action o n your turn.

CHAPTER l I CHARACTER OPTI ONS

If the target s ucceeds on its saving throw, the target
has no hint that you tried to frighten it.

Once you use this feat ure, you can't use it again until
you finish a s hort or long rest.

MANTLE OF WHISPERS

At 6th level, you gain the ability to adopt a huma noid's

persona. When a huma noid dies within 30 feet ofyou,

you can m agically capture its shadow using your reac-

tion. You retain this s hadow until you use it or you finis h

MASTER'S FLOURISH a long rest.
You can use the s hadow as a n action. When you do so,
Starting at 14th level, whenever you use a Blade Flour-
ish option, you can roll a d6 a nd use it instead of expend- it vanishes, magically transforming into a disguise that
ing a Bardic Inspiration die. appears on you. You now look like the dead person, but
healthy a nd a'live. This disguise lasts for 1 hour or until

COLLEGE OF WHISPERS you end it as a bonus action.

Most folk are happy to welcome a ba rd into their midst. While you're in the disguise, you gain access to a ll

Bards of the College of Whispers use this to the ir ad- information that the humanoid would freely s hare with

vantage. They appear to be li ke other ba rds , s haring a casua l acquainta nce. Such information includes gen-

news, singing songs, a nd telling tales to the audiences eral details on its background a nd personal life, but

they gather. In truth, the College of Whispers teaches its doesn't include secrets. The information is enough that

students that they are wolves among s heep. These ba rds you can pass yourself off as the person by drawing on

its memories.
use their knowledge and magic to uncover secrets and
turn them against others through extortion and threats .

list.Many other ba rds hate the College of Whispers,
eriaviewing it as a parasite that uses a bard's reputation to
F Aacquire wealth a nd power. For this reason, members
PDof this college rarely reveal their true nature. They typ-
nuicalJy claim to follow some other college, or they keep
ebetheir actual calling secret in order to infiltrate and ex-
f Dploit royal courts a nd other settings of power.
rsion oCOLLEGE OF WHISPERS FEATURES Another creature can see through this disguise by
o veBard Level s ucceeding on a Wisdom (Insight) check contested by
dem3rd your Cha risma (Deception) check. You gain a +5 bonus
g a6th to your check.
usin14th
Feature Once you capture a s hadow with this feature , you
Psychic Blades, Words of Terror can't capture a nother one with it until you finish a s hort
Mantle ofWhispers or long rest.
Shadow Lore
odifiedPSYCHIC BLADES SHADOW LORE
n mWhen you join the College of Whispers at 3rd level, you
beegain the ability to ma ke your weapon attacks magically At 14th level, you gai n the ability to weave dark magic
astoxic to a creature's mind. into your words a nd tap into a creature's deepest fears.

F hWhen you hit a creature with a weapon attack, you As an action, you magically whisper a phrase that
PDcan expend one use of your Bardic Ins piratio n to dea l a n only one creature of your choice within 30 feet of you
Thisextra 2d6 psychic damage to that target. You can do so can hear. The target must make a Wisdom saving throw
only once per round on your turn. against your s pell save DC. It automatically succeeds
if it doesn't s hare a lang uage with you or ii it can't hear
you. On a successful saving throw, your w hisper sounds
like unintelligible mumbling a nd has no effect.

On a fai led saving throw, the target is cha rmed by you
for the next 8 hours or until you or your a llies attack it,
da mage it, or force it to make a saving throw. It inter-
prets the whispers as a description of its mos t mortify-
ing secret. You gain no k nowledge of this secret, but the
target is convinced you know it.

The psychic da mage increases when you reach cer- The cha rm ed creature obeys your commands for fear

that you will reveal its secret. It won't ris k its life for

tain levels in this class, increasing to 3d6 at 5th level, you or fight for you, unless it was already inclined to

5d6 at 10th level, a nd 8d6 at 15th level. do so. It grants you favors and gifts it would offer to a

WORDS OF TERROR close friend.
When the effect ends, the creature has no understand-
At 3rd level, you learn to infuse innocent-seeming words
with a n ins idious magic that can inspire terror. ing of why it held you in such fear.
Once you use this feature, you can't use it again until
Ifyou speak to a humanoid a lone for at least 1 minute,
you can attempt to seed paranoia in its mind. At the you finis h a long rest.

end of the conversation, the ta rget must succeed on a

Wis dom saving throw against your spell save DC or be

frightened of you or another creature of your choice. The

target is frightened in this way for 1 hour, until it is at-

tacked or damaged, or unti l it witnesses its allies being

attacked or damaged.

CHAPTER 1 J CHARACTER O PTIONS

CLERIC KEEPSAKE

TO BECOME A CLERJC IS TO BECOME A MESSENGER OF Many clerics have items a mong their personal gear that
symbo lize their fa ith, re mind the m of their vows, or oth -
the gods. The power the divine offers is great, but it always e rwise help to keep them on their chosen p a ths. Even
comes with tremendous responsibility. though s uc h a n item is not imbued w ith divine power,
it is vitally importa nt to its owner because of what it
-Riggby the patriar ch re presents.

Almost a ll the folk in the world who revere a deity live KEEPSAKES
their lives witho ut ever being directly touched by a di-
vine being. As s uch, they can never know what it feels d6 Keepsake
1 The finger bone of a saint
like to be a cleric- someone who is not only a devout 2 A metal-bound book that tells how to hunt and de-
wors hiper, but who has a lso been invested with a mea-

s ure of a de ity's power. stroy infernal creatures
3 A pig's whistle that reminds you of your humble
t.The question has lo ng been debated : Does a mo rtal
rialisbecome a cleric as a consequence of deep devotion to and beloved mentor
Aeone's deity, thereby attracting the god's favor? Or is it the 4 A braid of hair woven from the tail of a unicorn
DFde ity who sees the potential in a pe rson a nd calls that 5 A scroll that describes how best to rid the world of
u Pindividual into service? U ltimately, perhaps, the answer
endoes n't m atter. However clerics come into bein g, the necromance rs
Debworld need s clerics as much as clerics a nd deities need 6 A runes tone sa id to be blessed by your god
ofeach other.
SECRET
ionIf you're playing a cleric character, the following sec-
erstions offer ways to add some deta il to that cha racter 's No morta l soul is e ntirely free of second thoughts or
o vhis tory and personality. doubt. Even a cleric must grapple with dark desires o r
a demTEMPLE the forbidden attr action of turning against the teachings
usingMost clerics s tart their lives of service as priests in a n of one's deity.
ifiedord er, then later realize that they have been blessed by
odtheir god with the qualities needed to become a cleric. If you h aven't con s idered this asp ect of your cha rac-
mTo prepare for th is new duty, candida tes typica lly re- ter yet, see the table e ntries for some possibilities, or
eenceive ins truction from a cleric of a temple or another use t hem fo r inspiration. Your deep, dark secre t might
s bplace of study devoted to their deity. involve something you did (or a re doing), or it could
be rooted in the way you feel about the world and your
haSome temples are cut off from the world so that their role in it.
PDFoccupants can focus on devotio ns, while o ther temples
isopen their doors to minis ter to a nd heal the masses. SECRETS
ThWhat is noteworthy a bout t he temple you studied at?
d6 Secret
An imp offers you counsel. You try to ignore the

TEMPLES creattJre, but sometimes its advice is helpful.
2 You be lieve that, in the final analysis, the gods are
d6 Temple
Your temple is said to be the o ldest su rviving struc- nothin g more tha n ultrapowerful mortal creatures.
3 You acknowledge the power of the gods, but you

ture built to honor your god. think that most events are dictated by pure chance.
2 Acolytes of several like-mi nde d deities all received 4 Even though you ca n work divi ne magic, yo u have

instruction together in your temple. never tru ly fe lt the presence of a divine essence
3 You come from a temple famed for the brewery it within yourself.
5 You are plagued by nightmares that you believe are
operates. Some say you smell like o ne of its ales. sent by your god as punishment for some unknown
4 Your temple is a fo rtress and a provi ng ground t hat

tra ins warrior-priests. transgression.
5 You r temple is a peaceful, humble place, filled with 6 In times of despair, you feel that you are but a play-

vegetable gardens and s imple priests. thing of the gods, and yo u resent their re moteness.
6 You served in a te mpl e in t he Ou ter Planes.

CHAPTER I I CHARACTER OPTTONS

DIVINE DOMAINS

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

FORGE DOMAIN

The gods of the forge are patrons of a rtisans who work

with metal, from a humble blacksmith who keeps a

village in horseshoes and plow blades to the mighty elf

artisa n whose diamond-tipped arrows of mithral have

felled demon lords. The gods of the fo rge teach that,

with patience a nd hard work, eve n the most intractable

metal can be transformed from a lump of ore to a beau-

tifu lly wrought object. Clerics of these deities search

for objects lost to the forces of darkness, liberate mines

overrun by ores, and uncover rare and wondrous mate-

r ia ls necessary to create potent magic items. Followers

of these gods take great pride in their work, and they

are willing to craft and use heavy armor and power-

ful weapons to protect them. Deities of this domain

include Gond , Reorx, Ona tar, Moradin, Hephaestus,

and Goibhn iu.
a demo version of Debenu PDF Aerialist.CL.ER IC. OF THE F ORGE
odified usingSERVING A PA NTHEON , PHILOSOPH Y, OR FORCE FORGE DOMAIN FEATURES
n mThe typical cleric is an ordained servant of a particular god
eeand chooses a Divine Domain associated with that deity. Cleric Level Feature
s bThe cleric's magic flows from the god or the god's sacred
harealm , and often the cleric bears a holy symbol that rep- 1st Domain Spells, Bonus Proficiencies,
DFresents that divinity. Blessing of the Forge

is PSome clerics, especially in a world like Eberron, serve a 2nd Channel Divinity: Artisan's Blessing
Thwhole pantheon, rather than a single deity. In certain cam- 6th Soul of the Forge

8th Divine Strike (1 d8)

14th Divine Strike (2d8)

17th Saint of Forge and Fire

DOMAIN SPELLS

You gain domain spells at the cleric levels listed in the
Forge Domain Spells table. See the Divine Domain
class feature for how domain spells work.

FORGE DOMAIN SPELLS
Cleric Level Spells
1st identify, searing smite
3rd heat metal, magic weapon

paigns, a cleric might instead serve a cosmic force, such 5th elemental weapon, protection from energy

as life or death, or a philosophy or concept, such as love, 7th fabricate, wall offire
peace, or one of the nine alignments. Chapter 1 of the 9th animate objects, creation
Dungeon Master's Guide explores options like these, in the

section "Gods ofYour World ."

Talk with your DM about the divine option s available in

your campaign, whether they're gods, pantheons, philos-

ophies, or cosmic forces. Whatever being or thing your

cleric ends up serving, choose a Divine Domain that is ap-

propriate for it, and if it doesn 't have a holy symbol, work

with your DM to design one.

The cleric's class features often refer to your deity. Ifyou

are devoted to a pantheon, cosmic force, or philosophy,

your cleric features still work for you as written. Thi nk of

the references to a god as references to the divine thing

you serve that gives you your magic.

CHAPTER 1 I CH ARACTER OPTIONS

BONUS PROFI CIENCI ES

When you choose this doma in at 1s t level, you gain pro-
ficiency with heavy armor a nd s mith's tools .

BLESSING O F THE F O RGE

At 1s t leve l, you gain the ability to imbue magic into
a weapon o r a rmo r. At the e nd of a lo ng rest, you can
touch one no nmagical object that is a s uit of a rmo r o r
a s im ple o r ma r tia l weapon. Unti l the e nd of your next
long rest o r until you die, the o bject becom es a magic
item , g ra nting a +1 bo nus to AC if it's a rmo r or a +1 bo-
nus to attack a nd da mage ro lls if it's a weapon.

O nce you use this fea ture, you can't use it again until
you finis h a long rest.

C H ANNEL D IVINITY: A RTISAN'S BLESSI NG

Starting at 2nd level, you can use your Cha nnel Divinity

to c reate s imple items.

You conduct a n ho ur-long ritua l tha t cra fts a nonmagi-

ca l ite m that mus t include some meta l: a s imple o r mar-

tia l weapon, a s uit of a rmo r, ten pieces of a mmunition ,

a set of tools, or a nother metal object (see chapte r 5,

"Equipment," in the Player's Handbook fo r exam ples of

these ite ms). The creation is com pleted at the e nd of the

t.hour, coalescing in a n unoccupied space of your choice
rialison a s urface w ith in 5 feet of you.

AeT he thing you c reate can be something tha t is worth
DFno mo re than 100 gp. As part of this ritua l, you must lay
u Po ut m etal, which can include coins, w ith a value equa l
ento the creation . The metal irretrieva bly coa lesces and
Debtra ns forms into the creation at the ritual's end, magi-
ofcally forming even no nme tal parts of the creatio n.

ionThe ritual can create a duplicate of a nonmagical item
ersthat contains me ta l, s uch as a key, if you possess the
o vorigina l during the r itual.
a demSOU L OF THE FORGE
singSta rting at 6th level, your maste ry of the forge g ra nts
d uyou s pecial a bilities:
difie• Yo u gain resis ta nce to fi re da mage.
mo• While wearing heavy a rmo r, you gai n a +1

eenbonus to AC.
has bDIV I NE S T R I K E
DFAt 8 th level, you gain the ability to infuse your weapon
is Ps trikes with the fiery power of the forge. Once on each
Thof your turns whe n you hit a creature with a weapon
C LERIC. OF T HE GRl\VE

SAI NT O F F ORGE AND FIRE

At 17th level, your blessed affi nity with fire a nd metal
becomes more powerful:
• You gain immuni ty to fire damage.
• While wearing heavy a rmor, you have resistance to

bludgeoning, piercing, and s lashing damage from non-
magical a ttacks.

attack, you can cause the attack to deal a n extra 1d8 fire GRAVE DOMAIN

dam age to the ta rget. Whe n you reach 14th level, the ex- Gods of the grave watch over the line between life and
tra da mage increases to 2d8 . death. To these deities, death and the a fterlife a re a

fo undationa l pa rt of the multiverse. To desecrate the

peace of the dead is a n abom ina tion. De ities of the g rave

include Ke lemvor, WeeJas, the a ncestra l s pirits of the

Undying Court, Hades, Anubis, and Os iris . Followe rs

of these de ities seek to put wander ing s pirits to rest,

destroy the undead , a nd ease the s uffer ing of the dying.

The ir magic a lso a llows them to stave off death fo r a

tim e, particula rly fo r a person w ho still has some great

work to accomplis h in the world. This is a delay of death,

not a denial of it, fo r death will eventua lly get its due.

CHAl"TER I I CHARACTER OPTIONS

CIRCLE OF MORTALITY

At 1st level, you gain the ability to manipulate the line
betw een life and death. When you would normally roll
on e or more dice to r estore hit points with a spell to
a creature at 0 hit points, you instead use the highest
number possible for each die.

In addition, you learn the spare the dying cantrip,

which doesn't count against the number of cleric can-
trips you know. For you, it has a range of 30 feet, and
you ca n cast it a~ a bonus action.

EYES OF THE GRAVE

At 1st level , you gain the ability to occasiona lly sense the

presence of the undead , w hose existence is an insul t to

the natural cycle of life. As an action, you can open your
awareness to magically detect undead. Until the end

of your next turn, you know the location of any undead

within 60 feet of you that isn't behind total cover and

ified using a demo version of Debenu PDF Aerialist.G RAVE DOMAI N FEATURESthat isn't protected from divination magic. This sen se
modCleric Level Feature doesn't tell you anything about a creatu re's capabilities
or identity.
een1st Domain Spells, Circle of Mortality,
s bEyes of the Grave You ca n use this feature a number of times equal to
your Wisdom modifier (minimum of once). You regain
F ha2nd Channel Divinity: Path to the Grave all expended uses when you finish a long r est.
PD6th Sentinel at Death's Door
This8th Potent Spellcasting CHANNEL DIVINITY: PATH TO THE GRAVE
Starting at 2nd level , you can use your C hannel D ivinity
to mark a nother creatu re's life force for termination.

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

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

You can use this feature a number of times equal to

17th Keeper of Souls yo ur Wisdom modifier (minimum of once). You regain

all expended uses when you finish a long rest.

DOMAIN SPELLS POTENT SPELLCASTING
You gain domain spells at the cleric levels listed in the Starting at 8th level , you add your Wisdom modifier to
Grave D omain Spells table. See the Divine Domain the damage you deal with any cleric cantrip.
class feature for how domain spells work.

GRAVE DO MA I N SPELLS KEEPER OF SOULS

Cleric Level Spe lls Starting at 17th level , you ca n seize a trace of vitality
1st bane, false life from a parting soul and use it to heal the living. When
3rd gentle repose, ray ofenfeeblement an enemy you can see dies within 60 feet of you, you or
5th revivify, vampiric touch one creature of your choice that is within 60 feet of you
7th blight, death ward regains hit points equa l to the enemy's number of H it
9th antilife shell, raise dead Dice. You can use this feature only ifyou aren't incapac-
i tated. Once you use it, you can't do so again unti l the
start ofyour next turn.

CHAPTER 1 I CHARACTER OPTIONS

TREASURED ITEMS

DRUID d6 Item
A twig from the meeting tree that stands in the
EVEN IN DEATH, EACH CREATURE PLAYS ITS PART IN center ofyour village

maintainingthe Great Balance. But now an imbalance 2 A vial of water from the source of a sacred river
3 Special herbs tied together in a bundle
4 A small bronze bowl engraved with animal images
5 A rattle made from a dried gourd and holly berries
6 A miniature golden sickle handed down to you by

you r mentor

grows, aforce that seeks to hold sway over nature. This is GUIDING ASPECT

the destructive behavior of the mortal races. The farther Many druids feel a strong link to a specific aspect of the
natural world, such as a body of water, an animal, a type
away from nature their actions take them, the more cor- of tree, or some other sort of plant. You ide ntify with
your chosen aspect; by its behavior or its very nature, it
list.rupting their influence becomes. As druids, we seek mainly sets an example that you seek to e mulate.
riato protect and educate, to preserve the Great Balance, but
F Aethere are times when we must rise up against danger and GUIDING ASPECTS
PDeradicate it.
d6 Guiding Aspect
benu-Safhran , archdruid Yew trees remind you of renewing your m ind and
n of DeDruids are the caretakers of the natural world, and it is spirit, letting the old die and the new spring forth.
rsiosaid that in time a druid becomes the voice of nature,
ves peaking the truth that is too subtle for the general pop- 2 Oak trees represent strength and vitality. Medi-
moulace to hear. Many who become druids find that they tating under an oak fills your body and mind with
denatura lly gravitate toward nature; its forces, cycles, and resolve and fortitude.
ing amovements fill their minds and spirits with wonder and
usinsight. Many sages and wise folk have stud ied nature, 3 The river's endless flow remi nds you of the great
ifiedwriting volumes about its mystery and power, but druids span of the world. You seek to act with the long-
odare a special kind of being: at som e point, they begin term interests of nature in mind.
mto embody these natural forces, producing magical
eenphenomena that link the m to the spirit of nature and 4 The sea is a constant, churning cauldron of power
s bthe flow of life. Because of their strange and mysterious and chaos. It reminds you that accepting change is
hapower, druids are often revered, s hunned, or considered necessary to sustain yourself in the world.
PDFdange rous by the people a round them.
5 The birds in the sky are evidence that even the
hisYour d ruid character might be a true worsh iper of na- smallest creatures can survive if they remain above
Tture, one who has a lways scorned civi lization and found the fray.

6 As demonstrated by the actions of the wolf, an

solace in the wild. Or your character could be a child of individual's strength is nothing compared to the

the city who now strives to bring the civilized world into powet of the pack.

harmony with the wilderness. You can use the sections MENTOR
that follow to flesh out your druid, regardless of how

your character came to the profession. It's not unusual for would-be druids to s eek out (or be

TREASURED ITEM sought out by) instructors or elders who teach them the
basics of their magical arts. Most druids who learn from

Some druids carry one or more items that are sacred a mentor begin their training at a young age, and the

to them or have deep personal s ignificance. S uch items mentor has a vital role in shaping a stude nt's attitudes

are not necessarily magical, but every one is a n object a nd beliefs.

whose meaning connects the druid's mind and heart to Ifyour character received training from someone

a profound concept or spiritual outlook. else, who or what was that individual, and what was the

When you decide what your character's treasured nature ofyour relationship? Did your mentor imbue you

item is, think about giving it an origin story: how did you with a particular outlook or otherwise influence your

come by the ite m, and why is it important to you? approach to achieving the goals of your chosen path?

CHAPTER I f CHARACTER OPTIONS

CIRCLE OF DREAMS

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

CIRCLE OF DREAMS FEATURES

Druid level Feature

Aerialist.DRU ID OF 2nd Balm ofthe Summer Court
DFTHE CIRC:LE
POF 0REl\M S 6th Hearth of Moonlight and Shadow

demo version of DebenuMENTORS 10th Hidden Paths
ing ad6 Mentor
usYour mentor was a wise treant who taught you to 14th Walker in Dreams
ifiedthink in terms of years and decades rather than
oddays or months.
en m2 You were tutored by a dryad who watched over
bea slumbering portal to the Abyss. During your
hastraining, you were tasked with watching for hidden
DFthreats to the world.
is P3 Your tutor always interacted with you in the form of
Tha falcon. You never saw the tutor's humanoid form.
BALM OF THE SUMMER COURT

At 2nd level, you become imbued with the blessings of
the Summer Court. You are a font of energy that offers
respite from injuries. You have a pool of fey energy rep-
resented by a number of d6s equal to your druid level.

As a bonus action, you can choose one creature you
can see within 120 feet of you and spend a number of
those dice equal to half your druid leve l or less. Roll the
spent dice and add them together. The target regains a
number of hit points equal to the total. The target also
gains 1 temporary hit point per die spent.

You regain all expended dice when you finish a
Jong rest.

HEARTH OF MOONLIGHT AND SHADOW

At 6th level, home can be w herever you are. During a
short or long rest, you can invoke the shadowy power of
the Gloaming Court to help guard your respite. At the

4 You were one of several youngsters who were start of the rest, you touch a point in space, and an invis-

mentored by an old druid , until one of your fellow ible, 30-foot-radius sphere of magic appears, centered
pupils betrayed your group and killed your master. on that point. Total cover blocks the sphere.
5 Your mentor has appeared to you only in visions.
While within the sphere, you and your a llies gain a +5
You have yet to meet this person, and you are not bonus to Dexterity (Stealth) and Wisdom (Perception)

checks, and any light from open Hames in the sphere (a

sure such a person exists in mortal form. campfire, torches, or the like) isn't visible outside it.

6 Your mentor was a werebear who taught you to The sphere vanishes at the end of the rest or when you

treat all living things with equal regard . leave the sphere.

DRUID CIRCLES HIDDEN PATHS

At 2nd level, a druid gains the Druid Circle feature. The Starting at 10th level, you can use the hidden, magical
following options are available to a druid, in addition pathways that some fey use to traverse space in the
to those offered in the Player's Handbook: the Circle of blink of an eye. As a bonus action o n your turn, you can
Dreams and the Circle of the Shepherd. teleport up to 60 feet to an unoccupied space you can
see. Alternatively, you can use your action to teleport

CHAPTER l I CHARACTER OPTI ONS

one willing creature you touch up to 30 feet to an unoc-
cupied s pace you can see.

You can use this feature a numbe r of times equal to
your Wis dom modifie r (minimum of o nce), a nd you re-
gain a ll expe nded uses of it w hen you fi nis h a lon g r est.

WALKER IN D REAMS

At 14th level, the magic of the Feywild grants you
the a bility to travel me nta lly o r phys ically through
dreamlands.

W he n you finis h a s hort rest, you ca n cast one of the
following spells, without expending a spell s lot or re-
quiring mate ria l compo ne nts: dream (with you as the
messenger), scrying, or te/eportation circle.

T his use of teleportation circle is specia l. Ra ther tha n
opening a portal to a pe rma ne nt tele porta tion circle, it
opens a porta l to the last location whe re you finished
a long rest o n your c urre nt plane of existence. If you
have n 't taken a long rest on your curren t plane, the
s pell fai ls but isn't was ted .

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

CIRCLE O F THE SHEPHERD

list.Druids of the Circle of the Shepherd commune
riawith the spirits of nature, especially the s pirits
Aeof beasts and the fey, and call to those s p irits for
DFaid. These druids recognize tha t all living things
u Pplay a role in the natura l world, yet t hey foc us o n
benprotecting a nimals and fey creatures that have
Dediffi culty d efe nding themselves. S he pherds, as they are
n ofknown, see s uch cr eatures as the ir cha rges. They wa rd
rsiooff mons ter s that threaten them, rebuke hunters w ho
vekill more prey than necessary, a nd prevent civilization
mofrom encroaching on rare animal ha bitats a nd o n s ites
desacre d to the fey. Many of these druids a re h a ppiest far
g afrom cities and towns, conte nt to s pe nd the ir d ays in the
usincompany of a nima ls a nd the fey cr eatures of the wilds.

ifiedMembers of this circle become adventurers to oppose
dforces that threaten their ch a rges or to seek kn owledge
moand power that will help them safegua rd th eir ch arges
eenbetter. Wherever t hese druids go, the s pirits of the wil-
s bde rness a re w ith t he m.
DF haCIRCLE OF THE SHEPHERD FEATURES

This PDruid Level Feature
DRUID OF THE CIRC.LE OF THE SHEPHERD

combine this a bility with g ifts to c urry favor with them
as you wou ld with a ny nonplayer character.

SPIRIT TOTEM
Starting at 2nd level, you can call fo rth nature spirits to
influe nce the world around you. As a bonus action, you
can magica lly s ummon a n incorporeal spirit to a point
you can see within 60 fee t of you. The spirit c reates a n
aura in a 30-foot radius a round that point. It counts as
neither a creature nor an object, though it has the spec-
tra l a ppea rance of the c reature it re p resents.

As a bonus actio n, you can move the s pirit up to 60
feet to a point you can see.

The s pirit pe rsists for 1 minute o r until you're incapac-
itated. Once you use this fea ture , you can't use it again

2nd Speech of the Woods, Spirit Totem until you finish a s hort or long rest.

6th Mighty Summoner The effect of.the s pirit's a ura depe nds on the type of
10th Guard ian Spirit spirit you summon from the options below.
14th Faithful Summons
Bear Spirit. T he bear s pirit grants you and your allies
its might a nd e ndura nce. Each creature of your choice

SPEECH OF THE WOODS in the a ura when t he spirit appears gains temporary
hit points equal to 5 +your druid level. In addition, you
At 2nd level, you gain the a bility to converse wit h beasts a nd your allies gain advantage on Strength checks and
a od many fey. Strength saving throws while in the a ura.

You learn to s peak, read, a nd write Sylvan. In addi- Hawk Spirit. The hawk s pirit is a consummate
tion, beasts can understand your speech, and you gain hunter, aiding you and your allies with its keen sight.
the a bility to deciphe r their noises a nd motions. Most Whe n a c reature makes a n attack r oll against a target
beasts lack the in telligence to convey or under stand in the spirit's aura, you cao use your reaction to grant
sophisticated concepts, but a friendly beas t could relay advantage to that attack roll. In addition, you and your
what it has seen or heard in the rece nt pas t. This a bility a !Ues have advantage on Wisdom (Perception) c hecks
doesn 't grant you friends hip with beasts, though you can while in the aura.

CHAPTER l I CHARACTER OPTlONS

l{ l co...-(J. t...-r" i"to lOw<(t~i"~ (lH,

Unicorn Spirit. The unicorn spirit lends its protection l c.10...-()..._'l, B(cc,...-u (v(r;t~i"~
to those nearby. You and your a llies gain advantage on
'"f4u is (rior to w<(,

all ability checks made to detect creatures in the spirit's

aura. In addition, if you cast a spell using a spell slot

that restores hjt points to any creature inside or outside T he tables include all the individua l beasts that are
the aura, each creature of your choice in the aura also eligible for Wild Shape (up to a challenge rating of 1) or
regains hit points equal to your druid level. the Circle Forms feat ure of the Circle of the Moon (up to

MIGHTY SUMMONER a cha llenge rating of 6).

Starting at 6th level, beasts and fey that you conjure are A RCTIC Fly/Sw im
more resilient than normal. Any beast or fey summoned Fl y
or created by a spell that you cast gains the follow- CR Beast Fly
ing benefits: 0 Owl Fl y
1/8 Blood hawk
The creature appears with more hit points than nor- 1/4 Giant owl Swim
mal: 2 extra hit points per Hit Die it has.
• The damage from its natural weapons is considered Brown bear
magical for the purpose of overcoming immuruty a nd 2 Polar bear
resistance to nonmagical attacks and damage. 2 Saber-toothed tiger

6 Mammoth

GUARDIAN SPIRIT

Beginning at 10th level, your Spirit Totem safeguards COA ST Fly/Swim
the beasts and fey that you call forth with your magic. CR Beast
When a beast or fey that you summoned or created with

a spell ends its turn in your Spirit Totem aura, that crea- 0 Crab Swim
0 Eagle Fly
list.ture regains a numbe r of hit points equal to half your 1/8 Blood hawk Fly
eriadruid level. 1/8 Giant crab Swim
DF AFAITHFUL SUMMONS 1/8 Poisonous snake Swim
nu PStarting at 14th level, the nature spirits you commune 1/8 Stirge Fly
bewith protect you when you are the most defenseless. 1/4 Giant lizard
f DeIf you a re reduced to 0 hit points or are incapacitated 1/4 Giant wolf spider Fly
n oagainst you r will , you can immediately gain the benefits 1/4 Pteranodon Fly
rsioof conjure animals as if it were cast using a 9th-level Swim
vespell s lot. It summons four beasts ofyour choice that are Giant eagle Swim
mochallenge rating 2 or lower. The conjured beasts appear Giant toad
a dewithin 20 feet ofyou. If they receive no commands from 2 Plesiosaurus Fly/ Swim
ingyou, they protect you from harm a nd attack your foes.
usThe spell lasts for 1 hour, requiring no concentration, or DE SERT Fly
ifieduntil you dismiss it (no action required).
CR Beast
odOnce you use this feature, you can't use it again until 0 Cat
n myou finish a long rest. 0 Hyena
has beeLEARNING BEAST SHAPES 0 jackal
DFThe Wild Shape feature in the Player's Handbook lets 0 Scorpion
is Pyou transform into a beast that you've seen. That rule 0 Vulture
Thgives you a tremendous amount of flexibility, making it 1/8 Camel

easy to amass an array of beast form options for your- 1/8 Flying snake Fl y

self, but you must abide by the limitations in the Beast 1/8 Mule

Shapes table in that book. 1/8 Poisonou s snake Swim

When you gain Wild Shape as a 2nd-level druid, you 1/8 Stirge Fly

might wonder which beasts you've a lready seen. The 1/4 Constrictor snake Swim

following tables organize beasts from the Monster Man- 1/4 Giant lizard Swim
ual according to the beasts' most likely environments. 1/4 Giant poisonous snake
Consider the environment your druid grew up in, then 1/4 Giant wolf spider Swim
consult the appropriate table for a list of an imals that Fly
your druid has probably seen by 2nd level. Giant hyena Swim
Giant spider
These tables can also help you and your DM deter- Giant toad
mine which animals you might see on your travels. Giant vulture
In addition, the tables include each beast's challenge Lion
rating and note whether a beast has a flyi ng or swim- 2 Giant constrictor snake
ming speed. This information will help you determine 3 Giant scorpion
whether you qualify to assume that beast's form.

CHAPTER I I CHARACTER OPTIONS

FOREST GRASSLAND

CR Beast Fly/Swim CR Beast Fly/Swim

0 Baboon 0 Cat

t.0 Badger Fly 0 Deer Fly
rialis0 Cat Fly 0 Eagle
e0 Deer Fly 0 Goat Fly
DF A0 Hyena 0 Hyena Fly
u P0 Owl Swim 0 jackal Fly
ben1/8 Blood hawk 0 Vulture Swim
De1/8 Flying snake Fly 1/8 Blood hawk Fly
n of1/8 Giant rat 1/8 Flying snake
rsio1/8 Giant weasel Swim 1/8 Giant weasel Swim
ve1/8 Poisonous snake 1/8 Po isonous snake
emo1/8 Mastiff Fly 1/8 Stirge Fly
a d1/8 Stirge Swim 1/4 Axe beak
ing1/4 Boar 1/4 Boar Fly
d us1/4 Constrictor snake Fly 1/4 Elk
ifie1/4 Elk Swim 1/4 Giant poisonous snake
mod1/4 Giant badger 1/ 4 Giant wolf spider
en1/4 Giant bat 1/ 4 Panther (leopard)
s be1/4 Giant frog 1/4 Pteranodon
ha1/4 Giant lizard 1/ 4 Rid ing horse
PDF1/4 Giant owl 1/4 Wolf
his1/4 Giant poisonous s nake 1/2 Giant goat
T1/4 Giant wolf spider 1/2 Giant wasp

1/ 4 Panthe r Giant e~gle Fly

1/4 Wolf Giant hyena

1/ 2 Ape Giant vulture Fly

1/ 2 Black bear Lion

1/ 2 Giant wasp Fly Tiger

Brown bear 2 Allosaurus

Dire wolf 2 Giant boar

Giant hyena 2 Giant elk

Giant spider 2 Rhinoceros

Giant toad Swim 3 Ankylosaurus ,j

l Tiger 4 Elephant
2 Giant boar
s Triceratops

2 Giant constrictor snake Swim

2 Giant elk

CHAPTER I I CH \RACTER OPTCONS

HILL SWAMP

CR Beast Fly/Swim CR Beast Fly/Swim

0 Baboon 0 Rat

0 Eagle Fly 0 Raven Fly

0 Goat 1/8 Giant rat

0 Hyena 1/8 Poisonous snake Swim

0 Raven Fly 1/8 Stirge Fly

0 Vulture Fly 1/4 Constrictor snake Swim

1/8 Blood hawk Fly 1/4 Giant frog Swim

1/8 Giant weasel 1/4 Giant lizard

1/8 Mastiff 1/4 Gia nt poisonous snake Swim

1/8 Mule 1/2 Crocodile Swim

1/8 Poisonous snake Swim Giant spider

1/8 Stirge Fly Giant toad Swim

1/4 Axe beak 2 Giant constrictor s na ke Swim

1/4 Boar 5 Giant crocodile Swim

1/4 Elk

1/4 Giant owl Fly UNDERDAR K

1/4 Giant wolf spider CR Beast Fly/Swim

1/4 Panther (cougar) 0 Giant fire beetle

1/4 Wolf Fly 1/8 Giant rat Fly
1/8 Stirge Fly
t.1/2 Giant goat Fly/Swim 1/4 Giant bat
rialisBrown bear Fly 1/4 Gia nt centipede Swim
eDire wolf Fly 1/4 Giant lizard
DF AGiant eagle Fly 1/4 Giant poisonous s nake Swim
u PGiant hyena Fly Swim
benLion Fly Giant s pider Swim
Giant toad
De2 Giant boar 2 Giant constrictor snake
n of2 Giant elk 2 Pola r bear (cave bear)
o versioMOUNTAIN
demCR Beast UNDERWATER Fly/Swim
g a0 Eagle Swim
usin0 Goat CR Beast Swim
ified1/8 Blood hawk 0 Quipper Swim
od1/8 Stirge 1/4 Constrictor snake Swim
n m1/4 Pteranodon 1/2 Giant sea horse Swim
bee1/2 Giant goat 1/2 Reef shark Swim
asl Giant eagle Swim
F hl Lion Giant octopus Swim
is PD2 Giant elk 2 Giant constrictor s nake Swim
Th2 Saber-toothed tiger 2 Hunter shark
2 Plesiosaurus
3 Ki ller whale

5 Giant shark Swim

CHAPTER 1 I CHARACTER OPTIONS

HERALDIC SIGNS

d6 Sign

A rampant golden dragon on a green field, repre-

senting valor and a quest for wealth

2 The fist of a storm giant clutching lightning before

a storm cloud, symbolizing wrath and power

3 Crossed greatswords in front of a castle gate, sign i-

fying the defense of a city or kingdom

4 A skull with a dagger through it, representing the

FIGHTER doom you bring to your enemies

s A phoenix in a ring of fire, an expression of an in-

LET ME KNOW WHEN YOU'RE ALL DONE TALKING. domitable spirit

-Tordek 6 Three drops of blood beneath a horizontal sword
blade on a black background, symbolizing three

Of all the adventurers in the worlds of D&D, the fighter foes you have sworn to kill

is perhaps the greatest paradox. On the one ha nd, a sin-

gular feature of the class is that no two fighters ply their INSTRUCTOR

list.cr aft in quite the same way; their weapons, armor, and Some fighters a re natural-born combatants who have
riatactics differ across a vast spectrum. On the other hand , a talent for surviving in battle. Others learned the ba-
Aeregardless of the tools and methods one uses, at the s ics of their combat prowess in their formative years
DFheart of every fighter's motivation lies the same basic from spending time in a military or some other martial
u Ptruth: it is better to wound than to be wounded. organization, when they were taught by the leaders of
the group.
benAlthough some adventuring fighters risk their lives
Defighting for glory or treasure, others are primarily con- A third type of fighter comes from the ranks of those
n ofcerned with the welfare of others. They put more value who received one-on-one instruction from an accom-
rsioon the well-being of the society, the village, or the group plished veteran of the cra ft. That instructor was, or
vethan on their own safety. Even if there's gold in the off- perhaps still is, well versed in a certain aspect of combat
moing, the true reward for most fighters comes from send- that relates to the student's background.
deing enemies to their doom.
Ifyou decide that your character had an individual
g aThe sections below offer ways to add a little depth a nd instructor, what is that person's specialty? Do you
usina few personal touches to your fighter character. emulate your instructor in how you fight, or did you
difiedHERALDIC SIGN take the instructor's teachings and adapt them to your
- - - - - - -n moFighters typically do battle for a cause. Some fight onown purposes?
beebehalf of kingdoms besieged by monsters, while others
asquest only for personal glory. In either case, a fighter INSTRUCTORS
F hoften displays a heraldic s ign that represents that cause,
PDeither adopting the symbol of a nation or a royal line, or d6 Instructor
hiscreating a crest to represent one's self-interest.
Gladiator. Your instructor was a slave who fought
TYour character could be affiliated with a n organization
for freedom in the arena, or one who willingly
chose the gladiator's life to earn money and fame.

or a cause, and thus might already travel under a banner 2 Milit~ry. Your trainer served with a group of sol-

of some sort. If that's not the case, consider devising a diers and knows much about working as a team.

heraldic sign that symbolizes an aspect of your nature 3 City Watch. Crowd control and peacekeeping are

or speaks to what you see as your purpose in the world. your instructor's specialties.

4 Tribal Warrior. Your instructor grew up in a tribe,

where fighting for one's life was practically an

everyday occurrence.

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

combining close-quarters work with silence and

efficiency.

~ticlu G\f\A sto\f\tS .,.c;'1 br•c;k ""'1 bo\f\<11 6 Weapon Master. Your mentor helped you to be-
bl.At 1worA1 wil( \f\<v•r !iii.Art ....<-c;l (o\f\~ come one with your chosen weapon, by imparting
c;l \ 1tc;'1 r•c;l('1 \,i1~\,i c;"'A 11Aoot Aow"' c;t highly specialized knowledge of how to wield it
most effectively.

CHAPTER I I CHARACTER OPTIONS

Arrows c;r< H11< worst; ~''1 ~o """'-'~ {c;rt~<r A RCANE ARCHER F EATURES
t~c;"' ''1' rc;;s. ~c;t s w~; t stc;; i"'~oors c;l( t~<
Fighter Level Feature
t i""<. Bui~u, t~< s4; is totc;l(; ov<rrc;tt~. 3rd Arcane Arche r Lore , Arcane Sho t (2 o ptions)
7th Cu rvi ng Sho t, Magic Arrow,
Arcane Shot (3 options)
10th Arcane Sho t (4 option s)
15th Ever-Ready Shot, Arca ne Shot (5 opt io ns)
18th Arcane Shot (6 ? Ptions , improved shots)

A RCANE A RCH ER LOR E

At 3 rd level, you learn magical theory o r some of the

SIGNATURE STYLE secrets of nature-typical fo r practitioners of this e lven
martia l tradition. Yo u choose to gain proficie ncy in ei-
Many fighters dis tinguish themselves from their peers ther the Arcana or the Nature skill, and you choose to
by ado pting and perfectin g a par ticula r style or method learn either the prestidigitation o r the druidcra ft cantrip.
of wagi ng combat. Although th is style migh t be a natural

outg rowth of a fighter's personality, that's not a lways the A RCANE SHOT

case- someone's approach to the world in general does At 3rd level, you learn to unleash s pecia l magical effects

not necessarily dictate how that person operates w hen with some of your shots. W hen you gain this feature , you

lives a re on the li ne. learn two Arcane S hot options of your choice (see "Ar-

Do you have a com bat style that mirrors your outlook cane S hot Options" below).

on life, or is somethi ng else inside you unleashed whe n Once per turn when you fire a magic a rrow from a

weapons are drawn? shortbow or lo ngbow as pa rt of the Attack action, you
can a pply o ne of your Arcane S hot options to that a r-
rialist.SIGNATURE STYLES row. Yo u decide to use the optio n when the a rrow hits
F Aed6 Style a creatu re, unless the option doesn't involve a n attack
PDElegant. You move wit h precise g race an d total roll. You have two uses of this ability, and you regain all
enucontrol, never using mo re energy than you need. expended uses of it w hen you fi nish a s hort or lo ng rest.
Deb2 Brutal. Your attacks rain down like ha m mer blows,
ofm ea nt to splinter bone o r send blood fl ying. You gain an additiona l Arcane Shot option of your
rsion3 Cunning. You dart in to attack at just the right m o - choice w hen you reach certain levels in this class: 7th,
vement a nd us e small-scale tactics to tilt t he odds in 10th, 15th, a nd 18th level. Each option a lso improves
moyour favor. when you become an 18 th-level fig hter.
a de4 Effo rtless. You ra re ly pers pi re or d isplay a nything
ingother than a stoic ex pre ssion in ba ttl e. M AGIC AR ROW
us5 Energetic. You sing a nd la ugh d uring com bat as At 7th level, you gain the ability to infuse arrows with
ifiedyour spi rit soars . You are happiest whe n you have amagic. Whenever you fire a nonmagical a rrow fro m a
odfoe in fro nt of you and a weapon in ha nd . s hortbow or longbow, you ca n ma ke it magical for the
en m6 Sinis ter. Yo u scowl and s neer while fig hti ng, and pur pose of overcoming r esistance and immunity to non-
beyou enjoy mocking your foes as you defeat them. magical attacks a nd da mage. T he magic fades from the
a r row immediately after it hits or m isses its target.
PDF hasMARTIAL ARCHETYPES
ThisAt 3rd level, a fighter gains the Ma rtia l Archetype fea- CU RVING SHOT
At 7th level, you learn how to direct a n erra nt arrow
ture. The following options a re available to a fighter, in toward a new ta rget. When you ma ke a n attack roll with
addition to those offered in the Player's Handbook : the a magic ar row a nd miss, you can use a bonus action to
r eroll the a ttack roll aga ins t a differe nt target within 6 0

feet of the origina l ta rget.

Arcane Archer, the Cavalier, and the S a mura i. E V ER-RE A DY S H OT

ARCANE ARCHER S ta rting at 15th level, your magica l a rchery is ava ilable
w henever battle s ta rts. If you roll initiative a nd have no

An Arcane Archer s tudies a unique elven method of uses of Arcane S hot rema in ing, you regain one use of it.

a rchery that weaves magic into attacks to produce s u- A RCANE S H OT 0PT10N S
pern atural effects. Arcane Archers are some of the most The Arcane S hot feature lets you choose options for it at
elite wa rrio rs a mong the elves. They stand watch over cer ta in levels. T he options are presented here in alpha-
the fringes of elven dom ains, keeping a keen eye out fo r betical o rder. They ar e all magical effects, and each one
trespassers and us ing m agic-infused a rrows to defeat is associated with one of the schools of magic.
monsters a nd invade rs before they can reach elven set-
tle ments . Over the centuries, the methods of these elf If a n option requires a saving th row, your Arca ne S ho t
a rchers have been learned by members of other races save DC equa ls 8 + yo ur proficiency bonus + your Intell i-
w ho can a ls o ba lance arcane aptitude w ith a rche ry. gence mod ifie r.

CHAPTER 1 I CHARACTER OPTIONS

enu PDF Aerialist.LEF T TO R 1GH T : Si\MURi\I, Ci\Vi\LIER, i\ND ARCANE ARCHER
n of DebBanishing Arrow. You use abjuration m agic to try to
rsiotemporarily banish your ta rget to a harmless location o n a Cons titution saving throw, or the da m age dealt
vein the Feywild. The cr eature hit by the arrow mus t a lso by its weapon attack s is ha lved until the start of your
mosucceed o n a Charism a saving throw or be banis h ed. next turn.
a deW hile ba nis hed in this way, the ta rget's speed is 0 , and
ingit is incapacitated. At t he end of its next turn, the ta rget The necrotic da mage increases to 4d6 when you reach
usreappears in the s pace it vacated or in the nearest unoc- 18th level in this class.
ifiedcupied s pace if that s pace is occupied.
Grasping Arrow. Whe n this arrow s trikes its ta rge t,
odAfter you reach 18th level in this class, a target also conjuration magic creates grasping, poisonous bram -
n mtakes 2d6 force d a mage when t he a rrow hits it. bles, which wrap a round the ta rget. T he creature hit by
th e arrow takes an extra 2d6 po ison da mage, its s peed
eeBeguiling Arrow. Your en cha nt ment magic causes is reduced by 10 feet, and it takes 2d6 s las hfog dam-
as bthis arrow to tempora rily beguile its target. The creature age the fi rst time on each turn it moves 1 foot or more
F hhit by the a rrow takes a n extra 2d6 psychic damage, a nd without tele p orting. T he targe t or a ny c r eature tha t can
PDchoose one of you r aJJies within 3 0 feet o f the target. reach it ca n use its action to re move the brambles with
hisThe target must s ucceed on a Wis dom saving throw, or a s uccessful S tre ngth (Athle tics) c heck against your Ar-
Tit is cha rm ed by the ch osen ally until the start of your cane Shot save D C. Othe rwise, the brambles last for 1
minute or until you use this option again.

next turn. This effect e nds early if the c hosen a lly at- The poison damage and s las hing damage both in-
tacks the c h a rmed target, deals da mage to it, or forces it c rease to 4d6 ~hen you reach 18th level in this class.

to m a k e a saving throw. Piercing Arrow. You use transmutation m agic to

The psychic d amage inc reases to 4d6 w hen you reach give your a rrow a n e the real qu a lity. Whe n you use this

18th level in this class. option, you don't m ake an attack roll for the attack.

Bursting Arrow. You imbue your arrow with force Ins tead, the arrow s hoots forward in a line, which is 1

e n e rgy drawn from the school of evocation. The e ne r gy foot wide and 3 0 feet long, before disappearing. The

de ton a tes a fte r your attack. Immedi ately after the a r- arrow passes ha rmlessly through objects, ignoring

row hits the c reature, the targe t and all other c reatures cover. E ach creature in tha t line must make a D exte r ity

within 10 feet of it ta ke 2d6 force da mage each. saving throw. On a failed save, a c reature takes dam a ge

The force damage inc reases to 4d6 when you reach as if it were hit by the a rrow, plus a n extra ld6 pie rcing

18th level in this class. d a mage. On a successful save, a target takes h a lf as

Enfeebling Arrow. You weave necromantic magic into muc h damage.

your arrow. The c reature hit by the a rrow ta kes a n extra The pie rcing da m age increases to 2d6 when you reach

2d6 necrotic damage. The target mus t a lso s ucceed 18th level in this class.

CHAPTE R l I CHARACTER OPTIONS

Seeking Arrow. Using divination magic, you grant CAVALIERS, SAMURAI , AND HISTORY

your arrow the ability to seek out a target. When you use While both cavaliers and samurai existed in the real world,

this option, you don't make an attack roll for the attack. our inspirations for both fighter archetypes are taken from

Instead, choose one creature you have seen in the past popular culture (folk tales, movies, and comic books), not
minute. The arrow flies toward that creature, moving from history. Our intent is to capture the cinematic, heroic
around corners if necessary and ignoring three-quarters element of both archetypes in the game, rather than create
cover and half cover. If the target is within the weapon's an accurate historica l represen tation of either one.

range and there is a path large enough for the arrow to UNWAVERING MARK
travel to the target, the target must make a Dexterity
saving throw. Otherwise, the arrow disappears after Starting at 3rd level, you can menace your foes, foiling
traveling as far as it can. On a failed save, the target their attacks and punishing them for harming others .
takes damage as if it were hit by the arrow, plus an extra When you hit a creature with a melee weapon attack,
1d6 force damage, and you learn the target's current you can mark the creature until the end of your next
location. On a successful save, the target takes half as turn. This effect ends early if you are incapacitated or
much damage, and you don't learn its location. you die, or if someone else marks the creature.

The force damage increases to 2d6 when you reach While it is within 5 feet of you, a creature marked by
you has disadvantage on any attack roll that doesn't
18th level in this class.

Shadow Arrow. You weave illusion magic into your target you.

arrow, causing it to occlude you r foe's vision with shad- In addition, if a creature marked by you deals damage

ows. The creature hit by the arrow takes an extra 2d6 to anyone other than you, you can make a special melee

psychic damage, and it must succeed on a Wisdom weapon attack aga inst the marked creature as a bonus

saving throw o r be unable to see anything farther than 5 action on your next turn. You have advantage on the

feet away until the start of your next turn. attack roll, and if it hits, the attack's weapon deals extra

The psychic damage increases to 4d6 when you reach damage to the target equa l to half you r fighter level.
Regardless of the number of creatures you mark, you
list.18th level in this class.
AeriaCAVALIER can make this special attack a number of times equal to
PDFThe archetypal Cavalier excels at mounted combat. your Strength modifier (minimum of once), and you re-
enuUsua lly born among the nobility and raised at court, a gain all expended uses of it when you finish a long rest.
ebCavalier is equally at home leading a cavalry charge or
of Dexchanging repartee at a state dinner. Cavaliers also WARDING MANEUVER
ionlearn how to guard those in their charge from harm,
ersoften serving as the protectors of their superiors and of At 7th level, you learn to fend off strikes directed at
o vthe weak. Compelled to right wrongs or earn prestige, you, your mount, or other creatures nearby. Ifyou or
demmany of these fighters leave their lives of comfort to em-a creature you can see within 5 feet of you is hit by an
abark on glorious adventure. attack, you can roll 1d8 as a reaction if you're wielding
d usingCAVALIER FEATURES a melee weapon or a shield. Roll the die, and add the
difieFighter Level number rolled to the target's AC against that attack. If
n mo3rd the attack still hits, the target has resistance against the
as bee7th attack's damage.
F h10th
is PD15th You can use this feature a number of times equal
Th18th to your Constitution modifier (m inimum of once), and
Featu re you regain a ll expended uses of it w hen you finish a
Bonus Proficiency, Born to the Saddle, long rest.
Unwavering Mark
Warding Maneuver HOLD THE LINE
Hold the Line
Ferocious Charger At 10th level, you become a master of locking down
Vigilant Defender you r enemies. Creatures provoke an opportun ity attack
from you when they move 5 feet or more whi le within

your reach, and if you hit a creature with a n opportunity

BONUS PROFICIENCY attack, the target's speed is reduced to 0 until the end of

When you choose this archetype at 3rd level, you gain the current turn.

proficiency in one of the following skills of your choice:

Animal Handling, History, Insight, Performance, or

Persuasion. Alternatively, you learn one language of

your choice.

BORN TO THE SADDLE

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

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

CHAPTER l I CHAR.',CTER OPTIONS

FEROCIOUS CHARGER

S ta r ti ng at 15th level, you can r un down your foes,
w he ther you're mounted or no t. U you move at least 10
feet in a stra ig ht line rig ht be fore attacking a creature
a nd you hit it w ith the attack, that target must succeed
o n a S tre ngth saving throw (DC 8 +your proficie ncy bo-
nus+ your S tre ng th modifie r) or be knocked prone. You
can use this feature only o nce o n each of your turns.

V I GILANT D EFE NDE R

Starting a t 18 th level, you respond to danger with
extraordina ry vigila nce. In combat, yo u get a s pecia l
reaction that yo u can ta ke o nce o n every creature's tu rn,
except your turn. You can use this s pecia l reactio n only
to m a ke an o pportunity attack, a nd you can't use it o n
the sa me turn that you ta ke your nor mal reaction.

SAMURAI

T he Sam urai is a fi ghter who draws on a n im placable

fig hting s pir it to overcome enem ies. A Samurai's resolve

t.is nea rly unbreakable, a nd the enemies in a Samura i's
rialispath have two choices: yield or die fighting.
F AeSAMURAI F EATUR ES
u PDFighter Level Feature

ben3rd Bonus Profi ciency, Fighting Spirit (5 temp. hp)
f De7th Elega nt Courtier
ion o10th Tireless Spirit, Fighting Spirit (10 temp. hp)
ers15th Ra pid Stri ke, Fighting Spirit (1 5 te m p. hp)
o v18th Strength before Death
g a demBONUS PROFI CIENCY
sinWhe n you choose this archetype at 3rd level, you gain
ified uproficie ncy in one of the following skills of your choice:
dHistory, Ins ig ht, P e r fo rma nce, o r P ers uas ion. Alterna-
motively, you learn o ne la ng uage of your choice.
beenFIGHTING SPIRIT
hasS ta rting at 3rd leve l, your intens ity in battle can s hield
DFyou and help you s trike true. As a bonus action o n your
is Pturn, you can give yourself adva ntage on weapo n a ttack
Throlls until the end of the curre nt tum. Whe n you do so,

you a lso gain 5 te mpora ry hit points. The numbe r of

tempo ra ry hi t points increases when you reach certa in
TIRE LESS SPIRIT

Star ting a t 10th level, whe n you roll initiative and
have no uses of Fighting S pir it re ma ining, you re-
gain one use.

R APID STRIKE

S ta r ting at 15th level, you learn to trade accuracy fo r
swift strikes. Tf you take the Attack action on your turn
a nd have adva ntage on a n attack roll aga ins t one of
the targets, you can forgo the adva ntage for tha t roll to
ma ke a n additio na l weapon attack aga ins t that target,
as part of the same action. Yo u can do so no mo re th an
once per turn.

leve ls in this class, increasing to 10 a t 10th level and 15 STRENGTH BEFORE D EATH
at 15th level.
Sta rting at 18 th leve l, your fi ghting spirit can delay the
Yo u can use this feature three times, and you regain g rasp of death. If you take da mage that reduces you to
a ll expended uses of it when yo u finis h a long rest. 0 hit points a nd doesn't kill you outright, you can use

ELEGANT C O U RTIER your reaction to delay fa lling unconscious, a nd you can
immed iately take a n extra turn, interrupting the current
S ta rting at 7th level, your discipline a nd attentio n to de- turn. While you have 0 hit points during that extra turn,
ta il a llow you to excel in socia l s ituations. Whe never you taking da mage causes death saving th row failures as
ma ke a Cha ris ma (P ers uasion) check, you gain a bo nus norm a l, a nd three death saving th row failures can s till
to the check equa l to your Wis dom modifier. kill yo u. When the extra turn ends, yo u fa ll unconscious
if you s till have 0 hit points.
Your self-control a lso causes you to ga in proficiency
in Wis dom saving throws . Ifyou already have this pro- Once you use this feature, you can't use it aga in until
ficiency, you ins tead gain proficie ncy in Inte lligence or yo u finis h a long rest.
Charis m a saving throws (your choice).

CHAPTER I I C H ARACTER OPTI ONS

d6 Monastery

Your monastery is carved out of a mounta inside,

where it looms over a treacherous pass.

2 Your monastery is high in the branch es of a n im-

m ense tree in the Feywild.

3 Your monastery was fou nded long ago by a clo ud

giant and is inside a cloud castle that ca n be

reached only by fl ying.

4 Your monastery is bui lt beside a volcanic system

of hot springs, geysers, and s ulfur pools. You regu-

larly received visits from azer trade rs.

5 Your m onastery was founded by gnomes and is an

MONK underground labyrinth of tunnels and rooms.

6 Your m onastery was carved from an iceberg in the

DO NOT MISTAKE MY SILENCE FOR ACCEPTANCE OF YOUR frozen reaches of the world .

list.villainy. While you blustered and threatened, I've plannedMONASTIC ICON
eriafour different ways to snapyour neck with my bare hands.
Even in the monastic lifestyle , which eschews materi-
F A-Ember, grand master of flowers a lis m a nd personal possessions, symbolis m plays an
benu PDMonks walk a path of contradiction. They study their artimportant part in defining the identity of a n order. Some
Deas a wizard does, and like a wizard, they wear no armor monastic orders treat certain creatures w ith s pecial
ofand typically eschew weapons. Yet they are deadly com- regard, either because the creature is tied to the order's
rsionbatants, their abilities on a par with those of a raging histo ry or because it serves as an example of a quality
veba rba rian or a superbly trained fighter. Monks embrace the monks seek to emulate.
moth is seeming contradiction , for it s peaks to the core of
deall monastic study. By coming to know oneself com- Ifyour cha racter's monastery had a s pecial icon, you
g apletely, one learns much of the wider world. might wear a crude image of the creature somewhere
inconspicuous on your clothing to serve as an identify-
sinA monk's focus on inner mas tery leads many such ing mark. Or perhaps your order's icon does not have a
ified uindividua ls to become detached from society, more con- physical fo rm but is expressed through a gesture or a
dcerned with their personal experience tha n with hap- posture that you adopt, and which other monks might
mopenings elsewhere. Adventuring monks are a rare breed know how to interpret.
eenof an a lready rare type of character, taking their quest
s bfor perfection beyond the walls of the monastery into the MONASTIC ICONS
haworld at large.
d6 Icon
DFPlaying a monk character offers many intriguing op- Mon key. Quick reflexes and the ability to travel
is Pportunities to try something diffe rent. To distinguis h through the treetops a re two of the reasons why
Thyour monk cha racter even further, consider the o ptions
your order admires the mon key.
in the sections that follow.

2 Dragon Turtle. The monks ofyour seaside mon-

MONASTERY astery venerate the dragon turtle, reciting ancient

A monk studies in a monastery in pre paration for a life prayers and offering garlands of flowers to honor
of asceticism. Mos t of those w ho enter a m onastery this living spirit of the sea.
make it their home for the rest of their lives, wit h the 3 Ki-rin. Your monastery sees its main purpose as
exception of adventurers and others who have reason to watching over and protect ing the land in t he man -
leave. For those individuals, a monastery might serve as ner ofthe ki-rin.
a refuge between excursions to the world or as a source 4 Owlbear. The m on ks of your m o nastery revere a
of s upport in times of need. fami ly of owl bears and have coexisted with them
for generations.
What sort of place was your monastery, a nd where is 5 Hydra. Your order singles out the hydra for its abil-
it located? Did attending it contr ibute to your experience ity to unleash several attacks simultaneously.
in an unus ual or distinctive way?

6 Dragon. A dragon once laired with in your mon as-

te ry. Its influence remains lo ng after its departure.

CHAPTER 1 I CHARACTER OPTIONS

f Debenu PDF Aerialist.LEFT TO R 1G ...T: DRUNKEN MAS T ER, K ENSEI , AN O SUN Sou1.
version oMASTER
demoDuring your studies, you were likely under the tutelage M ONASTIC T RA DITIONS
aof a master who imparted to you the precepts of the
singorder. Your master was the one most responsible for At 3rd level, a monk gains the Monastic Tradition fea-
d ushaping your understanding of the ma rtial arts and your ture. The following options are available to a monk, in
ifieattitude toward the world. What sort of person was your addition to those offered in the Player's Handbook: the
modmaster, and how did your relationship with your master Way of the Drunken Master, the Way of the Kensei, and
enaffect you? the Way of the Sun Soul.
has beMASTERS
WAY OF THE DRUNKEN MASTER
DFd6 Master
is PYour master was a t yrant whom you had to defeat The Way of the Drunken Master teaches its students
Thin single combat to complete your ins truction . to move with the jerky, unpredictable movements of
a drunka rd. A drunke n master sways, tottering on
uns teady feet, to present what seems like an incompe-
te nt combata nt who proves frus tra ting to engage. The

2 Your master was kindly and taught you to purs ue drunken mas te r's erratic s tumbles conceal a carefully

the cause of peace. executed dance of blocks, parries, advances, attacks,
3 Your master was merciless in pushing you to your a nd retreats.

limits. You nearly Jost an eye during one especially A drunken master often enjoys playing the fool to
bring gladness to the despondent or to de monstrate
brutal practice session. humility to the a rrogant, but when battle is joined, the
4 Your master seemed goodhea rted whi le tutoring drunken master can be a maddening, mas terful foe.

you , but betrayed yo ur m o nastery in the end.

S Your master was cold and distant. You suspect that WAY OF THE DRUN KEN MASTER FEAT URES
the two of you might be related.
Monk Level Feature
6 Your maste r was kind a nd generous, never critical 3rd Bonus Proficiencies, Drunken Technique
of your progress. Nevertheless , you feel you never 6th Tipsy Sway
fully lived up to the expectations placed on you . 11th Drunkard's Luck

17th Intoxicated Frenzy

CHAPTER I I CHARACTER OPTlONS

WAY OF THE KENSEI

Monks of the Way of the Kensei tra in relentlessly with
the ir weapons, to the point where the weapon becomes
an extens ion of the body. Founded on a mas tery of
sword fighting, the tradition has expanded to include
m any differe nt weapons.

A kensei sees a weapon in much the same way a cal-
ligraphe r or painter rega rds a pen o r brush. Whatever
the weapon, the ke nsei views it as a tool used to express
the beauty a nd precis ion of the martia l arts. That s uch
mastery makes a kensei a peerless warrior is but a side
effect of intense devotion , practice, a nd s tudy.

WAY OF THE KENSEI FEATURES

Monk Level Feature

3rd Path of the Kensei (2 weapons}
6th One with the Blade,

Path of the Kensei (3 weapons)

11th Sharpen the Blade,

BONUS PROFICIENCIES Path of the Kensei (4 weapons)

t.When you choose this tradition at 3 rd level, you gain 17th Unerring Accuracy,
rialisproficiency in the Pe rformance s kill if you don't a lready
ehave it. Your martia l arts technique mixes combat train- Path of the Kensei (5 weapons}
F Aing with the precis ion of a dancer and the a ntics of a
PDjeste r. You a lso gain proficie ncy with brewe r's supplies if PATH OF THE KENSEI
enuyou don't already have it.
f DebDRUNKEN TECHNIQUE Whe n you choose this tradition at 3rd level, your s pe-
ion oAt 3rd level, you learn how to twis t a nd turn quickly as cia l martia l arts tra ining leads you to m aster the use of
rspart of your F lurry of Blows. Whe never you use Flurry certain weapons. This path also includes ins truction in
o veof Blows , you gain the benefit of the Disengage action, the deft s trokes of calligraphy or painting. You gain the
emand your walking speed increases by 10 feet until the following benefits.
a dend of the curre nt turn.
usingTIPSY SWAY Kensei Weapons. Choose two types of weapons to
ifiedS ta rting at 6th level, you can move in s udden, swaying be your ke nsei weapons: o ne melee weapon a nd one
odways. You gain the following benefits. ra nged weapon. Each of these weapons can be any s im-
n mLeap to Your Feet. Whe n you're prone , you can s ta nd ple or martia l weapon that lacks the heavy a nd s pecia l
beeup by s pending 5 feet of movement, rather than half properties. The longbow is a lso a valid choice. You gain
asyour s peed. proficiency with these wea pons if you don't a lready have
F hR edirect Attack. W he n a creature misses you with it. Weapons of the chosen types are monk weapons for
PDa melee attack roll, you can s pend 1 ki point as a re- you. Many of this traditio n's featu res work only with
Thisaction to cause that attack to hi t one creature of your your kensei weapons. When you reach 6th, 11th, and
17th level in this class, you can choose anothe r type of
weapon- e ither melee or ranged- to be a ke nsei weapon
for you, following the crite ria above.

Agile Parry. If you make an unarmed s trike as part of

choice, other than the attacker, that you can see within 5 the Attack actio n on your turn a nd a re holding a kensei

feet of you. weapon, you can use it to defend yourself if it is a melee

weapon. You gain a +2 bonus to AC until the s ta rt of

DRU NKA RD'S L UCK your next turn, while the weapon is in your ha nd and

Starting at 11th level, you a lways seem to get a lucky you a ren't incapacitated.

bounce at the right moment. When you make an ability Kensei's Shot. You can use a bo nus action o n your

check, a n attack roll, or a saving throw and have dis ad- turn to ma ke your ra nged attacks with a kensei weapon

vantage on the roll, you can s pend 2 ki points to cancel more dead ly. Whe n you do s o, a ny target you hit with a

the disadva ntage for that roll. ranged a ttack us ing a ke nsei weapon takes an extra ld4

INTOXICATED FRENZY da mage of the weapon's type. You re tain this benefit un-
til the e nd of the current turn.
At 17th level, you gain the ability to m a ke a n overwhe lm-
ing number of a ttacks against a group of enemies. Whe n Way ofthe Brush. You gain proficiency with your
you use your Flurry of Blows, you can ma ke up to three choice of calligraphe r's s upplies or painter's s upplies.

additional attacks with it (up to a total of five F lurry of ONE WITH THE BLADE

Blows a ttacks), provided that each Flurry of Blows at- At 6 th level, you extend your ki into your kensei weap-

tack ta rgets a different creature this turn. ons, granting you the following benefits.

CH APTER I I CH ARACTER OPTfONS

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

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

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

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

J..iJ.."' t

~· t it lo•'<;<Al• io"' r< 1t"'fiJ...

Magic Ken sei Weap on s. Your attacks with your ken·

sei weapo ns count as magical for the purpose of over·

coming resistance and immunity to nonmagical a ttacks

and damage.

De ft Strik e. When you hit a target with a ke nsei

weapon, you can spend 1 ki point to cause the weapon

to deal extra damage to the ta rget equa l to your Martial

Arts die. You can use this feature only once on each of When you gai n the Extra Attack feature, this specia l
your turns. attack can be used for any of the attacks you make as

SHARPEN THE BLADE part of the Attack action.

At 11th level, you gai n the ability to augment your weap- SEARING ARC STRIKE

ons further with your ki. As a bonus action, you can At 6th level, you gain the ability to channel your ki into

expend up to 3 ki points to grant one ke nsei weapon searing waves of e nergy. Immediately after you take the
Attack action on your turn, you can spend 2 ki points to
you touch a bonus to attack a nd da mage rolls w hen you cast the burning hands s pell as a bonus action.

t.attack with it. The bonus equa ls the number of ki points You can spend additio na l ki points to cast burning
lisyou spent. T his bonus lasts for 1 minute or un til you hands as a highe r-level s pell. Each additional ki point
eriause this feature again. This feature has no effect on a you s pend increases the s pell's level by 1. The maximum
F Amagic weapon that al ready has a bo nus to attack a nd number of ki points (2 plus a ny additiona l points) that
PDda mage rolls. you ca n s pend on the spell equa ls half your monk level.
benuUNERRING ACCURACY
f DeAt 17th level, your mastery of weapons grants you ex- SEARING SU NBU RST
n otraordinary accuracy. Ifyou miss with an attack roll
rsious ing a monk weapon on your turn, you can reroll it. You At 11th level, you gain the ability to create an orb of light
vecan use this feature only once on each of your turns. that erupts into a devastating explosion. As an action,
demoWAY OF THE SUN SOUL you magically create an orb and hurl it at a point you
ing aMonks of the Way of the Sun Soul learn to chan nel their choose w ithin 150 feet, where it erupts into a sphe re of
d uslife e nergy into searing bolts of light. They teach that radiant Lig ht for a brief but deadly instant.
ifiemeditation can unlock the ability to unleash the indo mi-
odtable light shed by the soul of every living creature. Each creature in that 20-foot-radius sphere must s uc-
been mWAY OF THE SUN SOUL FEATURES ceed on a Constitution saving throw or take 2d6 radiant
damage. A creature doesn't need to m ake the save if the
hasMonk Leve l Feature creature is behind total cover that is opaque.
DF3rd Radiant Sun Bolt
This P6th Searing Arc Strike You can increase the s phere's damage by spending
ki points. Each point you spend, to a maximum of 3, in-
creases the damage by 2d6.

SUN SHIELD

At 17th level, you become wreathed in a luminous, mag-

11th Searing Sunburst ical aura. You shed bright light in a 30-foot rad ius a nd

17th Sun Shield dim light for an additional 3 0 feet. Yo u can extinguish or

restore the light as a bonus action.

R ADIANT SUN BOLT If a creature hits you with a melee attack while this
light s hines, you can use your reaction to deal radiant
Starting when you choose this tradition at 3rd level, you damage to the creature. The radiant damage equals 5 +
can hurl searing bolts of magical radiance. your Wisdom modifier.

You gain a new attack option that you can use with

the Attack action. T his special attack is a ranged spell

attack with a ra nge of 30 feet. You are proficient with S-o io"' ~c;vt t~il !O<A(, \o<At io"' '<;"''t ltl it or
it, and you add your Dexterity modifier to its attack a nd to<AG~ il. f\"'J.. "'~'"' '10"' J..i<, t~i1 i"'visi\ol• t~i"'~
damage rolls. Its damage is radiant, and its damage die
is a d 4. This die cha nges as you gain monk levels, as 0l<c;v<l io"'r \ooJ.'1 c;"'J.. ~o,•I to c; tc;'• io"' '<;"' t l<l.
s hown in the Ma rtial Arts column of the Monk table.
(\"'). io"' f'ofl' t~i"'k \ "" Grc;'l.i·
When you take the Attack action on your turn and use

this specia l attack as part of it, you can spend 1 ki point

to make the special attack twice as a bonus action.

CHAPTER I I CHARACTER OPTIONS

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

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

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

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

k'cf l~'""·

PERSONAL GOALS

d6 Goal
Peace. You fight so t hat future generations will not

have to.

2 Revenge. Your oath is the vehicle through which

you will right an ancient wrong.

3 Duty. You will live up to what you have sworn to do,

or die trying.

4 Leadership. You will win a great battle that bards

PALADIN will sing about, and in so doing, you will become
an example to inspire others.
THE TRUE WORTH OF A PALADIN IS MEASURED NOT IN 5 Faith. You know your path is righteous, or else the
gods would not have set you upon it.
foes defeated or dungeons plundered. It is measured in lives

saved and hearts turned to the causes of mercy and justice. 6 Glory. You will lead the world into a grand new era,
one that will be branded with your name.
list.- ls teval
F AeriaA paladin is a living e mbodiment of an oath-a promise SYMBOL
PDor a vow made manifest in the person of a holy warrior
enuwho has the skill and the determination to see the cause Paladins are mindful of the influence of symbols, and
ebthrough to the end. Some paladins devote themselves many of them adopt or design an artistic device that
of Dexpressly to protecting the innocent and spreading jus- bears a distinctive image. Your symbol exemplifies the
iontice in the world, while others resolve to attain that goaloath you have taken and com municates that message to
ersby conquering those who stand de fiant and bringing those around you, friend and foe al ike.
o vthem under the ru le of law.
Your symbol might be displayed on a banner, a flag, or
emAlthough no paladin in the world could be described your cloth ing for a ll to see. Or it could be less obvious,
a das typical, a number of them are narrow-minded s uch as a trinket or a token that you carry concealed on
singdo-gooders who refuse to tolerate even the smallest your person.
d udeviation from their own outlook. Paladins who take
ifieup the adventuring life, however, rarely remain so rigid SYMBOLS
modin their attitudes-if only to keep from alienating their
encompanions. d6 Symbol
A dragon, emblematic of your nobility in peace and
beYou can flesh out your paladin character by using the your ferocity in combat
hassuggestions below. It's important to keep in mind that
DFmost paladins aren't robots. They have doubts and prej- 2 A clenched fist, because you are always ready to
is Pudices and harbor contradictory thoughts just as any fight for your beliefs
Thother character does. Some are compelled by an inter-
3 An upraised open hand, indicating your preference
for diplomacy over combat

nal motivation that might sometimes be at odds with the 4 A red heart, showing the world your commitment

principles of their oaths. to justice

PERSONAL GOAL 5 A black heart, signifying that emotions such as pity
do not sway your dedication to your oath
The precepts of a paladin's oath provide purpose to the
character and dictate an ultimate goal or an overall in- 6 An unblin king eye, meaning that you are ever alert
tent that the paladin abides by and advances. Aside from to all threats against your cause
that, some paladins are driven by a personal goal that
either complements or transcends the dictates of their NEMESIS
oaths. Paladins who swear different oaths m ight have
the same personal goal, differing only in how they apply Their adherence to a sacred oath demands that paladins
that goal to their actions when upholding their oaths. take an active stance in carrying their beliefs into the
world. This activity naturally leads to conflict with crea-
If your paladin character has a personal goal, it might tures or entities that oppose those beliefs. Among those
be drawn from some life event and thus not directly tied opponents, one often stands out as a paladin's most per-
to the oath. sistent or most form idable foe- a nemesis whose pres-
ence or influence is a constant factor in a paladin's life.

CHAPTER l I CHARACTER OPTTONS

Your paladin character might have an enemy that
dates from the days before you took up your path. Or you
could be a target because when you became a paladin,
you immediately attracted the attention of those that
wou ld do you in. If you have a nemesis, who or what is
it? Whom among your enemies do you consider to be the
biggest threat to ach ieving your goals?

NEMESES

d6 Nemesis

A mighty ore war chief who threatens to overrun
and destroy everything you hold sacred
2 A fiend or a celestial, the agent of a power of the
Outer Planes, who has been charged with corrupt-

ing or redeeming you, as appropriate

3 A dragon whose servants dog your steps

4 A high priest who sees you as a misguided fool and

wants you to abandon your religion

5 A rival paladin who trained with you but became an

list.oath-breaker and holds you responsible
eria6 A vampire who has sworn revenge against all pala-

F Adins after being defeated by one
enu PDTEMPTATION
DebAlthough paladins are dedicated to their oaths, they are
n ofmortals, and thus they are flawed. Many of them exhibit
rsioa type of behavior or hold to an attitude that is not in
vekeeping with the highest ideals of their calling.

moWhat is the temptation that your character succumbs
deto o r finds it difficult to resist?
using aTEMPTATIONS

ifiedd6 Temptation
odFury. When your anger is roused, you have trouble
en mthinking straight, and you fear you might do some-
bething you'll regret.

has2 Pride. Your deeds are noteworthy, and no one takes
DFnote of them more often than you.

is P3 Lust. You can't resist an attractive face and a pleas-
Thant smile.
PALl\OIN OF CoNQ.uE s T

OATH OF CONQU_E_S_T_ _ __

The Oath of Conquest calls to paladins who seek glory
in battle and the subjugation of their enemies. It isn't
enough for these paladins to establish order. They must
crush the forces of chaos. Sometimes called knight ty-
rants or iron mongers, those who swear this oath gather
into grim orders that serve gods or philosophies ofwar
and well-ordered might.

Some of these paladins go so far as to consort with
the powers of the Nine Hells, valuing the rule of law
over the balm of mercy. The arcbdevil Bel, warlord of
Avernus, counts many of these paladins- called hell
knights- as his most ardent supporters. Hell knights

4 Envy. You are mindful of what some famous folk cover their armor with trophies taken from fallen en-
have accomplished, and you feel inadequate when emies, a grim-warning to any who dare oppose them
your deeds don't compare to theirs. and the decrees of their lords. These knights are often
most fiercely resisted by other paladins of this oath,
5 Despair. You consider the great stre ngth of the
who believe that the hell knights have wandered too far
enemies you must defeat, and at times you see no
into darkness.

way to achieve final victory.

6 Greed . Regardless of how much glory and treasure TENETS OF CONQUEST
you amass, it's never enough for you.
A paladin who takes this oath has the tenets of conquest
SACRED OATHS seared on the upper arm.

Douse the Flame ofHope. It is not enough to merely
defeat an enemy in battle. Your victory must be so over-

At 3rd level, a paladin gains the Sacred Oath feature. whelming that your enemies' will to fight is shattered

The following options are available to a paladin, in addi- forever. A blade can end a life. Fear can end an empire.
tion to those offered in the Player's Handbook: the Oath Rule with an Iron Fist. Once you have conquered,

of Conquest a nd the Oath of Redemption. tolerate no dissent. Your word is law. Those who obey it

CHAPTER I I CHARACTER OPTIONS

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

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

At 18th level, the ra nge of this aura increases
to 30 feet.

SCORNFUL REBUKE

Starting at 15th level, those w ho dare to strike you a re
psychically punished for their aud acity. Whenever a
creature hits you with an attack, that creature takes
psychic damage equa l to your Charisma modifier (mini-
mum of 1) if you're not incapacitated.

Paladin Feature INVINCIBLE CONQUEROR
Level
At 20th level, you gain the ability to harness extraordi-
3rd Oath Spells, Channel Divinity nary martial prowess. As an action, you can magically
7th Aura of Conquest (10 ft.) become a n avatar of conquest, gaining the following

Scornful Rebuke
Aura of Conquest (30 ft.)
Invincible Conqueror
15th

list.18th
ria20th
DF AeOATH SPELLS benefits for 1 minute:
nu PYou gain oath spells at the paladin levels listed in the
ebeOath of Conquest Spells table. See the Sacred Oath You have resistance to a ll damage.
f Dclass feature for how oath spells work. • When you take the Attack action on your turn, you can
rsion oO AT H O F CO N Q UEST SPE LLS
o vePaladin make one additiona l attack as part of that action.
emLevel • Your melee weapon attacks score a critical hit on a
a d3rd
sing5th roll of 19 or 20 on the d20.
ified u9th
od13th O nce you use this fea ture, you can't use it again until
n m17th you finis h a long rest.
Spells
armor ofAgathys, command OATH OF R EDEMPTION
hold person, spiritual weapon
bestow curse.fear The Oath of Redemption sets a paladin on a difficult
dominate beast, stoneskin path, one that requires a holy wa rrior to use violence
cloudkill, dominate person only as a last resort. P aladins who dedicate themselves
as beeCHANNEL DIVINITY to this oath believe that any person can be redeemed
F hWhen you take this oath at 3rd level, you gain the follow- and that the path of benevolence a nd justice is one that
PDing two Cha nnel Divinity options. See the Sacred Oath anyone can walk. These pa ladins face evil creatures in
Thisclass feature for how Channel Divinity works. the hope of turning their foes to the light, and they s lay
their enemies only w hen s uch a deed will clearly save
other lives. Paladins w ho follow this path are known as
re de e m e r s.

While redeemers are idealists, they a re no fools. Re-
deemers know that undead, demons, devils , and other

Conquering Presence. You can use your Cha nnel supernatural threats can be inherently evil. Against

Divinity to exude a terrifying presence. As an action, s uch foes, paladins w ho swear this oath bring the full

you force each creature of your choice that you can see w rath of their weapons a nd s pells to bear. Yet the re-

with.in 3 0 feet of you to make a Wisdom saving throw. deemers s till pray that, one day, even cr eatures of wick-

On a failed save, a creature becomes frightened of you ed ness will invite their own redemption.

for 1 minute. The frightened creature can repeat this TENETS OF REDEMPTION
saving throw at the end of each of its turns, ending the
effect on itself on a s uccess. The tenets of the Oath of Redemption hold a paladin to a
high standard of peace a nd justice.
Guided Strike. You can use your Cha nnel Divinity to
s trike with s upernatura l accuracy. When you make an Peace. Violence is a weapon of last resort. Diplomacy
attack roll, you can use your Channel Divinity to gain a and unders tanding ar e the path s to long-lasting peace.
+10 bonus to the roll. You make this choice a fter you see
the roll, but before the DM says whether the attack hits Innocen ce. All people begin life in a n innocent state,
or misses. and it is their environment or the influence of dark
forces that drives them to evil. By setting the proper
example, a nd working to heal the wounds of a deeply

flawed world, you can set anyone o n a righteous path.

CHAPTER l I CHARACTER OPTIONS

,.

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

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

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

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

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

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

knowing your path is just.

OATH OF REDEMPTION FEATURES

t.Paladin
rialisLevel
Ae3rd
DF7th
u P15th
ben18th
f De20th
Feature PALADIN OF
Oath Spells, Channel Divinity REDEMPTION
Aura of the Guardian {10 ft.)
Protective Spirit AURA OF THE GUARDIAN
Aura of the Guardian {30 ft.)
Emissary of Redemption Starting at 7th level, you can shield others from harm at
rsion oOATH SPELLS the cost ofyour own health. When a creature within 10
o veYou gain oath spells at the paladin levels listed in the feet of you takes damage, you can use your reaction to
emOath of Redemption Spells table. See the Sacred Oath magically take that damage, instead of that creature tak-
a dclass feature for how oath spells work. ing it. This feature doesn't tr ansfer any other effects that
usingOATH OF REDEMPTION SPELLS might accompa ny the da mage, a nd this damage can't be
difiedPaladin reduced in any way.
moLevel
Spells At 18th level, the range of this aura increases
en3rd sanctuary, sleep to 30 feet.
s be5th calm emotions, hold person
F ha9th counterspell, hypnotic pattern PROTECTIVE SPIRIT
PD13th Otiluke's resilient sphere, stoneskin
This17th hold monster, wall offorce Starting at 15th level, a holy presence mends your
wounds in battle. You regain hit points equal to ld6 +

CHANNEL DIVINITY half your paladin level if you end your turn in combat
w ith fewer than half of your hit points remaining and
When you take this oath at 3rd level, you gain the follow- you aren't incapacitated.
ing two Channel Divinity options.

Emissary ofPeace. You can use your Channel Divin- EMISSARY OF REDEMPTION
ity to augment your presence with divine power. As a
bonus action, you grant yourself a +5 bonus to Charisma At 20th level, you become an avatar of peace, which
gives you two benefits:
(Persuasion) checks for the next 10 minutes.
Rebuke the Violent. You can use your Channel Divin- • You have resistance to a ll damage dealt by othe r crea-
tures (their attacks, spells , and other effects).
ity to rebuke those who use violence. Immediately after
an attacker within 30 feet of you deals damage with an • Whenever a creature hits you with an attack, it takes
attack against a creature other than you, you can use radia nt damage equal to half the damage you take
your reaction to force the attacker to make a Wisdom from the attack.

saving throw. On a failed save, the attacker takes radiant If you attack a creatu re, cast a spell on it, or dea l dam-

damage equal to the damage it just dealt. On a success- age to it by any means but this feature, neither benefit

ful save, it takes half as much damage. works against that creature until you finish a long rest.

CHAPTER I I CHARACTER OPTIONS

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

\.,.,.

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

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

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

cc,[( "\o"'°rs•l{ c, t'otl• kil(<r.

VIEWS OF THE WORLD

d6 View

Towns and cities are the best places for those who

RANGER can't survive on their own.
2 The advancement of civilization is the best way to
I SPEND A LOT OF MY LIFE AWAY FROM CfVl LIZATION,
thwart chaos, but its reach must be monitored.
keeping to itsfringes to protect it. Don't assume that be- 3 Towns and cities are a necessary evil, but once the

cause I don't bend the knee toyour king that I haven't done wilderness is purged of supernatural threats, we

more to protect him than all his knights put together. will need them no more.

t.-Soveliss 4 Walls are fo r cowards, who huddle behind them
AerialisRangers are free-minded wanderers and seekers who while others do the work of making the world safe.
Fpatrol the edges of civilized territory, turning back the
PDdenizens of the wild lands beyond. It is a thankless job, S Visiting a town is not unpleasant, but after a few
enusince their efforts are rarely understood and almost days I fee l the irresistible call to return to the wild.
ebnever rewarded. Yet rangers persist in their duties,
of Dnever doubting that their work makes the world a 6 Cities breed weakn ess by isolating folk from the
ionsafer place.
harsh lessons of the wild.
ersA relationship with civilization informs every ra nger's
o vpersona lity and his tory. Some rangers see themselves HOMELAND
demas enforcers of the law and bringers ofjustice on civili-
g azation's frontier, a ns wering to no sovereign power. Oth- All rangers, regardless of how they came to take up
siners are s urvivalists who eschew civilization a ltogether. the profession, have a strong connection to the natural
d uThey vanquis h monsters to keep themselves safe while world and its various terrains. For some rangers, the
difiethey live in and travel through the perilous wild areas ofwilderness is where they g rew up, either as a result of
mothe world. If their efforts also benefit the kingdoms a nd being born there or moving there at a young age. For
enother civilized realms that they avoid, so be it. other ra ngers, civilization was originally hom e, but the
wilderness became a second homeland.
s beIf you're creating or playing a ranger character, the
hafollowing sections offer ideas for embellis hing the char- Think of your character's backstory a nd decide what
DFacter and enhancing your roleplaying experience. terrain feels most like home, whether or not you were
This PVIEW OF THE WORLD born there. What does that terrain say about your per-
sona lity? Does it influence which spells you choose to
learn? Have your experie nces there s haped who you r
favored enemies a re?

HOMELANDS

A ranger's view of the world begins (and s ometimes d6 Homeland
ends) with that character's outlook toward civilized folk You patrolled an ancient forest, darkened and cor-
and the places they occupy. Some range rs have a n atti- rupted by several crossings to the Shadowfe ll.
tude toward civilization that's deeply rooted in disda in,
while others pity the people they have sworn to pro- 2 As part of a group of nomads, you acquired the
tect- though on the battlefield, it's impossible to tell the skills for surviving in the desert.

difference between one ranger and another. Indeed, to 3 You r early life in the Underdark prepared you for

those who have seen them operate and been the be nefi- the challenges ofcombating its denizens.

ciaries of their prowess, it scarcely matters why rangers 4 You dwelled on the edge of a swamp, in an area im-

do what they do. That said, no two rangers are likely to periled by land creatures as well as aquatic ones.

express their opinio ns on any m atter in the same way. S Because yo u grew up among the peaks, finding the
If you haven't yet thought about the details of your best path through the mountains is second nature
to you.
character 's worldview, consider putting a finer point on
things by s ummarizing that viewpoint in a s ho rt s tate- 6 You wandered the far north , learning how to pro-
me nt (s uch as the entries on the following table). How tect yourself and prosper in a realm overrun by ice.
might that feeling affect the way you conduct yourself?

CHAPTER 1 I C HARACTER OPTTONS

ion of Debenu PDF Aerialist.LEF T TO RI G H T : 110R l l.ON W A L K E R , M O N ST E R S LAVE R, A NO GLOOM S TALKE R
sing a demo versSWORN ENEMY
ified uEvery ranger begins with a favored enemy (or two). The RANGER ARCHETYPES
ddetermination of a favored enemy mig ht be tied to a
mospecific event in the character's early life, or it mig ht beAt 3rd level, a ra nger gains th e Ranger Archetype fea-
eenentirely a matte r of choice. ture. T he following options are available to a ranger,
in addition to those offered in the Player's Handbook:
s bWhat spurred your character to select a particular the Gloom Stalker, the Horizon Walker, and the Mon-
haenemy? Was the choice made because of tradition o r cu- ster S layer.
PDFriosity, or do you have a grudge to settle?
ThisSWORN ENEMI ES GLOOM STALKER

Gloom S ta lkers a re at borne in the darkest places:
deep under the earth, in gloomy a lleyways, in primeval

d 6 Ene my forests, and wherever else the light dims . Most folk

You seek revenge on nature's behalf for the great enter s uch places with trepidation, but a Gloom Stalke r
transgressions your foe has committed. ventures bold ly into the darkness, seeking to a mbus h
2 Your forebears or predecessors fought these c rea- threats before they can reach the broader world. Such
tures, and so shall you. ra ngers a re often found in the Underdark, but they will
3 You bear no enmity toward your foe. You stalk such go a ny place where evil lurks in the shadows.

creatures as a hunter tracks down a wild animal. GLOOM STAL K ER FEATURES
4 You find your foe fascinating, and you collect books
Ranger Le ve l Featu re
of tales and history concerning it. 3rd Gloom Stalker Magic, Dread Ambusher,
5 You col lect token s of your fallen enemies to re mind Umbral Sight
7th Iron Mind
you of each kill.
6 You respect you r chosen enemy, and you see your

battles as a test of res pective skills. 11th Stalker's Flurry

15th Shad owy Dodge

CHAPTER l J CHARACTER OPTIONS

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

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

GLOOM STALKER MAGIC HORIZON WALKER

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

HORIZON WALKER FEATURES

GLOO M S TAL K ER SPELLS

Ra nge r Level Spell Ranger Level Feature

t.3rd disguise self 3rd Horizon Wa lker Magic, Detect Portal,
rialis5th rope trick Planar Wa rrio r (1d8)
Ae9th f ear
PDF13th greater invisibility 7th Ethereal Ste p
nu17th seeming 11th Dist ant Strike, Planar Warrior (2d8)
of DebeDREAD AMBUSH ER 15th Sp ectral Defen se
ionAt 3rd level, you master the a rt of the a mbus h. You can
ersgive yourself a bonus to your initiative rolls equa l to your H OR I ZON W A LKER MAGI C
o vWisdom modifier.
demAt the s ta r t of your fi rs t turn of each combat, your S tarting at 3 rd level, you learn a o add itiona l spell w hen
awal king s peed increases by 10 feet, which lasts until you reach cer tain levels in this class, as s hown in the
singthe end of that turn. If you take the Attack action o n that Hor izon Wa lker S pe lls table. T he spell counts as a
d uturn, you can m a ke one additional weapon attack as ra nger spell fo r you, but it doesn't count against the
ifiepart of that action. If that attack hits, the ta rget ta kes a n nu mber of ranger s pells yo u know.
modextra ld8 dam age of the weapon's dam age type.
beenUMBRA L SIGHT HORIZON WAL KER SPELLS
hasAt 3rd level, you gain darkvis ion out to a ra nge of 60
Ffeet. Ifyou a lready have darkvis ion from your race, its Ranger Level Spell
is PDrange increases by 30 feet. 3rd protection from evil and good
ThYou a re a lso ade pt at evading creatures that rely 5th misty step
9th haste
13t h banishment
17th teleportation circle

on da rkvis ion. While in darkness, you a re invisible D E T ECT PORTAL

to a ny creature that relies on darkvision to see you in At 3rd level, you gain the ability to magically sense the

tha t darkness. presence of a pla na r porta l. As an action, you detect

the distance a nd direction to the closest planar porta l

! RON MIN D within 1 mile of you.

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

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

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

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

Charis ma saving throws (your cho ice).

P LANAR W A RRIOR

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

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

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

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

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

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

HAPTER 1 I CHARACTER OPTIONS /

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

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

At 7th level, you learn to step through the Ethereal \ ),i),, J,iJ,.....'l \?
Plane. As a bonus action, you can cast the etherealness
spell with this feature, without expending a spell s lot,
but the spell ends at the end of the current tu rn.

Once you use this feat ure , you can't use it again until
you finish a short or long rest.

DISTANT STRIKE

At 11th level, you gain the a bility to pass between the

planes in the blink of a n eye. When you take the Attack HUNTER'S SENSE
action, you can teleport up to 10 feet before each a ttack
to an unoccupied space you can see. At 3 rd level, you gain the abi lity to peer at a creature
a nd magically discern how best to hurt it. As an action,
Ifyou attack a t least two different creatures with choose one creature you can see with in 60 feet of you.
the action, you can m a ke one additional attack with it You immediately learn whether the creature has any
da mage immunities, resistances, or vulnerabilities and
against a third creature.

what they a re. If the creature is hidden from divination
SPECTRAL D EFENSE
magic, you sense that it has no damage immunities, re-
At 15th level, your ability to move between planes sistances, or vulnerabilities.

list.enables you to slip through the planar boundaries to You can use this feature a nu mber of times equa l to
rialessen the ha rm done to you during battle. When you your Wisdom modifier (m inimum of once). You regain all
Aetake damage fro m an attack, you can use your reaction expended uses of it when you finish a long rest.
DFto give yourself resis tance to a ll of that attack's damage
u Pon this turn. SLAYER'S P REY
DebenMONSTER SLAYER
ion ofYou have dedicated yourself to hunting down creatures Starting at 3 rd level, you can focus your ire on one foe,
rsof the night and wielders of g rim magic. A Mons ter increasing the harm you inflict on it. As a bonus action,
o veS layer seeks out va mpires, dragons, evil fey, fiends, andyou designate one creature you can see within 60 feet of
emother magical threats. Trained in supern atura l tech- you as the ta rget of this feature. The first time each turn
a dniques to overcome such mons te rs, s layers a re experts that you hit that target with a weapon attack, it takes an
ingat unearthing and defeating mighty, mystical foes. extra 1d6 damage from the weapon.
ified usMONSTER SLAYER FEATURES
modRa nger Level Feature This benefit lasts until you finis h a short or long rest. It
ends early if you designate a di ffe rent creature.
een3rd Monster Slayer Magic, Hunter's Sense,
s bSlayer's Prey SUPERNATURAL DEFENSE

F ha7th Supernatural Defe nse At 7th level, you gain extra resilience against your prey's
PD11th Magic-User's Nemesis assau lts on your mind a nd body. Whenever the target
This15th Slayer's Counter of your S layer's Prey forces you to make a saving throw
a nd whenever you make an abi lity check to escape that
ta rget's grapple, add 1d6 to your roll.

MAGIC-USER'S NEMESIS

At 11th level, you gain the abil ity to thwart someone

MONSTER SLAYER MAGIC else's magic. ~hen you see a creature casting a spell or
teleporting within 60 feet of you, you can use your reac-
Starting at 3rd level, you learn a n additional spell tion to try to magica lly foil it. The creature must succeed
when you r each certain levels in this class, as s how n on a Wisdom saving throw against your spell save DC,
in the Monster Slayer Spells table. The spell counts as or its s pe ll or teleport fails and is wasted.
a ranger s pell for you, but it doesn't cou nt agai ns t the
number of ranger s pells you k now. Once you use this feature, you can't use it again until

you finish a short or long rest.

MONSTER SLAY ER SPELLS SLAYER'S COUNTER

Ra nger Leve l Spe ll At 15th level, you gain the ability to counterattack when
3rd protection from evil and good your prey tries to sabotage you. If the target of your Slay-
5th zone oftruth er's Prey fo rces you to make a saving throw, you can use
9th magic circle your reaction to make one weapon attack against the
13th banishment quarry. You make this attack immediately before making
17th hold monster the saving throw. If your attack hits, your save automati-
cally s ucceeds, in add ition to the attack's normal effects.

CHAPTER l I CHARACTER OPTIONS

What's the one fo rm of temptation that your rogue
cha racte r can't resist w hen the opportu nity presents it-
self, even if giving into it m ig ht mean trouble for you and

your companions?

R OGUE GUI LTY PLE A SU RES

P EO PLE FORGET THAT T H E ENTIRE POI NT OF VENTU RI NG d6 Pleasure
Large gem s
down into a dusty tomb is to bring back the prizes hidden
away there. Fighting isforfools. Dead men can't spend 2 A smile from a p retty face
3 A new ring for you r finger

theirf ortunes. 4 The cha nce to deflate someone's ego

- Barnabas Bladecutter 5 The fin est food and d rink
6 Ad d ing to your collection o f exotic coins

t.When brute force won't get the job done, o r when magic ADVERSARY
rialisis n't ava ilable or appropriate, the rogue rises to the
Aefore. With s kills tied to stealth, subterfuge, and trickery, Natura lly, those who enfo rce the law a re bound to come
DFrogues can get into a nd o ut of trou ble in ways that few up against those who break it, and it's the ra re rogue
u Pothe r cha racters can emulate . who is n't feat ured on at least o ne wa nted poster. Beyond
that, it's in the nature of their profession that rogues
enSome rogues who turn to adventuring a re former often come into contact with criminal elements, whether
Debcrimina ls who have decided that dodgi ng mons ters out of choice or necessity. Some of those people can be
ofis preferable to remai ning one s te p a head of the law. adversaries too, a nd they're li kely to be ha rder to deaJ
rsionOthers a re professional killers in search of a profitable with tha n the average member of the city watch.
veapplication of their talents between contracts. Some
os imply love the thrill of overcoming a ny challe nge that If yo ur cha racter 's backstory doesn't a lready include a
dems tands in their way. personage of this sort, you could work with your DM to
come up with a reason why an adversary has appeared
g aOn adventures, a rogue is likely to mix a n outwa rdly in your life. Perhaps you've been the s ubject of scrutiny
sincautious approach- few rogues enjoy combat- with a for a while from someone who wa nts to use you fo r
ified uravenous hunger for loot. Most of the time, in a rogue's ne farious purposes a nd has j ust now become k nown to
dmind, taking up a rms aga inst a creature is not about you. S uch a n incident could be the basis for a n upcom-
mokilling the creature but about becoming the new owner ing adventure.
enof its treasure.
Does your rogue character have an adversary who
s beT he following sections explore certain facets of what it a lso happe ns to be a criminal? If so, how is th is relation-
hameans to be a rogue, which you can use to add depth to s hip affecting your life?
DFyour cha racter.
This PGUILTY PLEASURE ADVERSARI ES

Most of w hat rogues do revolves a ro und obta in ing trea- d6 Adversary
s ure and preventing others from do ing the same. Little The pirate ca pta in on whose shi p you once se rved;
gets in the way of atta ining those goals , except that wh at yo u call moving o n, t he captain calls m uti ny
ma ny rogues are enticed away from that path by a com-
puls ion that clouds their thinking-an irresistible need 2 A master spy to whom you u nwitt ingly fed bad
that must be satisfied, even if do ing so is ris ky. informat ion, which led to the assassination of the
wrong target
A rogue's guilty pleasure could be the acquis ition
of a physical item, something to be experienced, or a 3 Th e master of the local thieves' guild , who wants
way of conducting oneself at certa in times. One rogue yo u to join the o rganizatio n o r leave town
mig ht not be a ble to pass up a ny loot made of s ilver, fo r
instance, even if said loot is ha nging around the neck 4 An art collector who uses ill ega l mea ns to acqu ire
of a castle guar d. Another o ne can't go through a day masterpieces
in the city without lifting a purse o r two, jus t to keep
5 A fence who uses you as a messenger to set up
in practice. illicit meet in gs

6 The proprietor o f an ill egal pit fi g hting arena whe re

you once took bets

CHAPTER 1 I CHARACTER OPTIONS

DF Aerialist.LEFT TO R1G><T: SwAS,..BUCKLER, MASTERMINO, INQ.UISITIVE, ANO SCOUT
ROGUISH AfRDCebHenEuTPYPESBENEFACTOR
ion oFew rogues make it far in life before needing someone's
ershelp, which means thereafter owi ng that benefactor a
o vsignificant debt.

emIfyour cha racter 's backstory doesn't already include a
a dpersonage of this sort, you could work with your OM to
ingdetermine why a benefactor has appeared in your life.
usPerhaps you benefited from something your benefactor
ifieddid for you without realizing who was responsibl e, and
odthat person has now just become known to you. Who
n mhelped you in the past, whether or not you knew it at the
beetime, and what do you owe that person as recompense?
F hasBENEFACTORS

is PDd6 Benefactor
ThA smuggler kept you from getting caught but lost a
At 3rd level, a rogue gains the Roguish Archetype fea-
ture. The following options are available to a rogue,

in addition to those offered in the Player's Handbook:

the Inquisitive, the Mastermind, the Scout, and the
Swashbuckler.

INQUISITIVE

As an archetypal Inquisitive, you excel at rooting out se-
crets a nd unraveling mysteries. You rely on your sharp
eye for detail, but also on your finely honed ability to
read the words and deeds of other cr eatures to deter-
mine their true intent. You excel at defeating creatures
that hide among and prey upon ordina ry folk, and your
mastery of lore and you r keen deductions make you well
equipped to expose and end hidden evils.

valuable shipment in doing so. Now you owe that INQU I SI T IVE F EATU RE S
person an equally valuable favor.

2 The Beggar King has hidden you from your pursu- Rogue Level Feature

ers many times, in return for future consideration s. 3rd Ear for Deceit, Eye for Detail,

3 A magistrate once kept you out of jail in return for Insightful Fighting

information on a powerful crime lord. 9th Steady Eye

4 Your parents used their savings to bail you out of 13th Unerring Eye

trouble in your younger days and are now destitute. 17th Eye for Weakness
S A dragon didn't eat you when it had a chance, and

in return you promised to set aside choice pieces EAR FOR D ECEIT
of treasure for it. When you choose this archetype at 3rd level, you de-
6 A druid once helped you out of a tight spot; now velop a talent for picking out lies. Whenever you make a
any random animal you see could be that benefac- Wisdom (Insight) check to determine whether a creature
tor, perhaps come to claim a return favor. is lyi ng, treat a roll of 7 or lower on the d20 as an 8.

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

\

EYE FOR DETAIL

Starting at 3 rd level, you can use a bonus action to make
a Wis dom (Perception) check to spot a hidden c reature
or object or to make an Intelligence (Investigation)
check to uncover or decipher clues.

INSIGHTFUL FIGHTING MASTER OF INT RIGUE

At 3rd level, you gain the ability to decipher an oppo- When you choose this archetype at 3rd level, you gai n

nent's tactics and develop a counter to them. As a bonus proficiency with the d isguise kit, the forgery kit, a nd one

action, you can make a Wisdom (Insight) check aga inst gaming set of your choice. You a lso learn two languages

a creature you can see that isn't incapacitated, contested of your choice.

by the target's Charisma (Deception) check. Ifyou s uc- Additionally, you can unerringly mimic the s peech

ceed, you can use your Sneak Attack against that ta rget patterns and accent of a creature that you hear speak

even if you don't have advantage on the attack roll, but for at least 1 minute, enabling you to pass yourself off as

not if you have disadva ntage on it. a native speaker of a particular land, provided that you

This benefit lasts for 1 minute or until you s uccess- know the language.

fu lly use this feature against a different target. M ASTER OF TACTICS

t.STEADY EYE Starting at 3rd level, you can use the Help action as a
rialisStarting at 9th level, you have advantage on any Wisdom bo nus action. Additionally, when you use the Help action
e(Perception) or Intelligence (Investigation) check if you to aid an ally in attacking a creature, the target of that
F Amove no more tha n half your speed on the same turn. attack can be w ithin 30 feet of you, rather than w ithin 5
nu PDUNERRING EYE feet of you, if the ta rget can see or hear you.
ebeBeginning at 13th level, your senses are almos t im-
f Dposs ible to foi l. As an action, you sense the presence INSIGHTFUL MANIPULATOR
ion oof illusions, s hapechangers not in their original form,
rsand other magic designed to deceive the senses within Starting at 9th level, if you s pend at least 1 minute
o ve30 feet of you, provided you aren't blinded or deafened. observi ng or inte racting with another creature outs ide
emYou sense that an effect is attempting to trick you , combat, you can learn certain information about its ca-
a dbut you gain no ins ight into what is h idden or into its pabilities compared to your own. T he DM tells you if the
ingtrue nature. creature is your equal, super io r, or inferior in regard to
two of the following characteristics of you r choice:
usYou can use this feature a number of times equa l to
ifiedyour Wisdom modifie r (minimum of once), and you re- • Intelligence score
odgain all expended uses of it when you finish a lo ng rest. • Wisdom score
een mEYE FOR WEAK NESS
as bAt 17th level, you learn to exploit a creature's weak- Cha ris ma score
F hnesses by carefully s tudying its tactics and movement. • Class levels (if a ny)
PDW hile your Ins ightful Fighting feat ure applies to a crea-
histure, your Sneak Attack damage aga ins t that creature At the DM's option, you might a lso realize you know a
Tincreases by 3d6. piece of the creature's history o r o ne of its personality
tra its , if it has any.

MISDIRECTION

Beginning at 13th level, you can som etimes cause a n-

other creature to s uffer an attack meant for you. When

MASTERMIND you a re targeted by an attack while a creature within 5
feet of you is granting you cover against that attack, you
Your focus is on people and on the influence and secrets can use your react ion to have the attack target that crea-
they have. Ma ny spies, courtiers, and schemers follow ture ins tead ofyou.
this archetype, leading lives of intrigue. Words are your

weapons as often as knives or poison, and secrets and SOUL O F DECEIT
favors a re some of your favorite treasures.
Starting at 17th level, you r thoughts can't be read by

MASTERMIND F EATURES telepathy or other means, unless you a llow it. You can
present fa lse thoughts by s ucceeding on a Charis ma

Rogue Level Feature (Deception) check contested by the mind reader's Wis-

3 rd Master of Intrigue, Master ofTactics dom (Ins ight) check.
9th Insightful Manipu lator Additionally, no matte r what you say, magic that would
13th Misdirection
17th Sou l of Deceit determine if you are telling the truth indicates you a re
being truthfu l if you so choose, and you can't be com-
pelled to tell the truth by magic.

CHAPTER I I CHARACTER OPTIONS

SCOUT SWASHBUCKLER FEATURES

You are skilled i n stealth and survivi ng far from the Rogue Level Feature
streets of a city, allowing you to scout ahead of your 3rd Fancy Footwork, Rakish A udacity

companions during expeditions. Rogues who embrace 9th Panache

this archetype are at home in the wilderness and among 13th Elegant Maneuver
barbarians and rangers, and many Scouts ser ve as t he 17th Master Duelist
eyes and ears of war bands. A mbusher, spy, bounty

h unter- these ar e j ust a few of the roles that Scouts as- FA NCY FOOTWORK
sume as they range the world. When you choose t his archetype at 3rd level, you learn

SCOUT FEATURES how to land a strike and then slip away w ithout rep r isal.
Rogue Level Feature During your turn, i f you m ake a mel ee attack against a
3rd Skirmisher, Survivali st cr eature, that cr eature ca n't make oppor t unity attacks
against you for t he r est of your turn.

9th Superior M obility R AKISH AU DACITY
13th Ambush Master S tar ting at 3rd level , you r con fidence propels you into
17t h Sudden Strike batt le. You ca n give yourself a bonus to you r i niti ative

S KIR MISHER rolls equal to your C harisma modi fier.

S tarting at 3rd level , you are difficult to pin down during You al so gai n an ad ditional way to use your S neak At-

a fi ght. You can m ove up to half your sp eed as a reaction tack ; you don't need adva ntage on the attack roll to use

when an enemy ends its turn w ithin 5 feet o f you. This your S neak Attack against a creature if you are within 5

feet of it, no other cr eatu res are w ithin 5 feet of you, and
movement d oesn't provoke opportunity attacks.
you don't have disadvantage on t he attack roll. A ll the
rialist.S URVI VALI ST other rules for S neak Attack still apply to you.
AeW hen you choose t h is archetype at 3rd level. you gain
Fpro ficiency in the Nature and S urvival skill s if you don't PANACHE
PDalready have it. Your proficiency bonus is doubled for At 9th level, you r charm becomes extraordinarily be-
enuany ability check you m ake that uses either of those pr o- guiling. A s an action, you can make a Char ism a (Per-
Debfi c i enc i es. suasion) check contested by a creature's Wisdom (I n-
ion ofSUPERI O R M OBILITY sight) check. T he creature must be able to hear you, and
ersAt 9th level. your w alking speed incr eases by 10 feet. If the two of you m ust share a l anguage.
o vyou have a climbing or swimming speed, this i ncrease
emapplies to that speed as well. If you succeed on the check and the creature is hostile
ing a dA MBUS H M ASTER to you, it has disadva ntage on attack rolls against tar-
usStartin g at 13th level, you excel at leading ambushes gets o ther than you and can't make opportunity attacks
ifiedand acting first in a fight. against targets other t han you. This effect lasts for 1
minute, until one of your companions attacks the ta rget
odYou have adva ntage on init iative rolls. In addition, the or affects it w i th a spell , or un ti l you and the target are
n mfirst cr eature you hit during t he fi rst round o f a combat mor e t han 60 feet apar t.
beebecomes easier for you and others to strike; attack r olls
asagainst that target have advantage until the start of your If you succeed on the check and the creature isn't
F hnext turn. hostile to you, it is charmed by you for 1 minute. W hile
his PDS U DDEN STRIKE charmed, it regards you as a friendly acquaintance. T h is
TS tarting at 17t h level , you can str ike w i th d eadly speed.effect ends i mmediately i f you or your compa nions do
any thing harmful to it.

ELEGANT MAN EU VER
Starting at 13th level, you can use a bonus action on

Jf you take the Attack action on your turn, y ou ca n m ake your t urn to gain advantage on the next D exterity (Ac-

on e additional attack as a bonus action. T his attack can rob atics) or S treng th (Athletics) check you make during

benefit from you r S neak A t tack even if you have already the same turn.

used it this turn, but you can't use your S neak Attack M A STE R D UE LI ST
against th e same target mor e than once in a t urn.
B eginning at 17th level, your mastery o f t he blade lets
SWASHBUCKLER you turn failure into success in combat. If you m iss with
an attack roll, you can roll it again w ith advantage. Once
You focus your training on the art of the blad e, r elying you do so, you can't use t his feature again until you fin-
on speed, elegance, and charm in equal parts. While ish a shor t or long rest.
som e war r iors ar e br utes clad in heavy armor, your

m ethod of fighti ng look s al most like a per formance. Du- wl,,c:,l'l c; 1wc;1l,,"'"'"'kl(r? 1)0 '10"'" 1wc;1I,, "'"'"'ktu 0(
elists and pirates typically belong to this archetype.
0"'"'°'kl( 1wc;1l,,o? <-\o"'- cc;"''t hl( .,,..( ;o"'- ).o"''t tl,,i"'k
A Swashbuckler excels in singl e combat, and can
fight w ith tw o w eapons while safely darting away from tl,,c;t wor). ii f"'-"'V''1.

an opponent.

'Oiviv../ Ar'c."'Z W~c,t J..i{~(r("''( J..ou it
...-c,k( w~(r( ...-c,5i' Go.,,.ts {rov/ l{~v.1v( ~ot

0it or ;ov. J..o"' l. fortv."'Gt(l;1 \ v( ~ot

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

ARCANE ORIG I NS

d6 Origi n

Your power arises from your family's bloodline.

You are related to some powerful creature, or you

inherited a blessing or a curse.

2 You are the reincarnation of a being from another

SORCERER plane of existence.
3 A powerfu l entity entered the world . Its magic

PRACTICE AND STUDY ARE FOR AMATEURS. TRUE POWER changed you.
is a birthright. 4 Your birth was prophesied in an ancient text, and

- Hennet, scion ofTiamat you are foretold to use your power for terrible ends.
5 You are the product of generations of careful, se-

lective breeding.

When it comes to drawing forth their abilities in times 6 You were made in a vat by an alchemist.

t.of need, sorcerers have it easy compared to other char- REACTIO N
rialisacters. Their power not only rests within them, but it
elikely takes some effort to keep it at bay. Every sorcerer When a new sorcerer enters the world, either at birth
F Ais born to the role, or stumbles into it through cosmic or later when one's power becomes evident, the con-
PDchance. Unlike other characters, who must actively sequences of that event depend greatly on how its wit-
enulearn, embrace, and pursue their talents, sorcerers have nesses react to what they have seen.
ebtheir power thrust upon them.
When your sorcerer's powers appeared, how did the
of DBecause the idea of an innately magical being trav- world around you respond? Were other people support-
ioneling among them does not sit well with many folk, ive, fearful, or somewhere in between?
erssorcerers tend to breed mistrust and s uspicion in others
o vthey come across. Nonetheless, many sorcerers succeed REACTIONS
demin overcoming that prejudice through deeds that benefit
atheir Jess magically gifted contemporaries. d6 Reaction
Your powers are seen as a great blessing by those
singSorcerers are often defined by the events s urroundjng around you, and you are expected to use them in
d uthe manifestation of their power. For those who receive service to your community.
difieit as an expected birthright, its appearance is a cause
mofor celebration. Other sorcerers are treated as outcasts, 2 Your powers caused destruction and even a death
enbanished from their homes after the sudden, terrifying when they became evident, and you were treated
bearrival of their abilities. as a criminal.

hasPlaying a sorcerer character can be as rewarrung as it 3 Your neighbors hate and fear your power, causing
DFis challenging. The sections below offer suggestions on them to shun you.
This Phow to flesh out and personalize your persona.
4 You came to the attention of a sinister cult that

ARCANE ORIGIN plans on exploiting your abi lities.

Some sorcerers understand where their power came 5 People around you believe that your powers are a

from, based on how their abilities manifested. Others curse levied on your family for a past transgression.
can only speculate, since their powers came to them in a 6 Your powers are believed to be tied to an ancient
way that suggests no particular cause.
line of mad kings that s upposedly ended in a
Does your character know the source of your magi- bloody revolt over a century ago.
cal power? Does it tie back to some distant relative, a
cosmic event, or blind chance? Ifyour sorcerer doesn't SUPER NATURAL MARK
know where their power arose from, your DM can use
this table (or select an origin) and reveal it to you when A sorcerer at rest is almost indistinguishable from a
the information plays a role in the campaign. normal person; it's only when their magic flies forth that
sorcerers reveal their true nature. Even so, many sorcer-
ers have a subtle but telling physical trait that sets them
apa rt from other folk.

CHAPTER l I CHARACTER OPTIONS

emo version of Debenu PDF Aerialist.LEFT TO R1GHT : 01v1NE SouL, STORM SORCERER, ANO SH AOow SORCERER
ified using a dIfyour sorcerer has a supernatural mark, it might be
done that's easily concealed, or it could be a source of by a telltale s ign that makes it clear w he re that magical
mopride that you keep on constant display. energy came from.
s beenSUPERNATURAL MARKS
When your sorcerer character casts a spell, does the
F had6 Mark effort reveal itself in a sign of sorcery? Is this sign tied to
PDYour eyes are an unusual color, such as red. your origin or some o ther aspect of who you are, or is it
a seemingly random phenomenon?
This2 You have an extra toe on one foot.
SIGNS OF SORCERY
3 One of your ears is noticeably larger than the other.
d6 Sign
4 Your hair grows at a prodigious rate. You ~eliver the verbal components of your spells in

5 You wrinkle your nose repeated ly while you are the booming voice of a titan.

chewing. 2 For a moment after you cast a spell, the area

6 A red splotch appears on your neck once a day, around you grows dark and gloomy.
then vanishes after an hour. 3 You sweat profusely while casting a spell and for a

few seconds thereafte r.

4 Your hair and garments are briefly buffeted about,

As the world well knows , some sorcerers are better than as if by a breeze, whenever you call fo rth a spell.
others at controlling their s pellcasting. Sometimes a 5 If you are standing when you cast a spell, you rise
wild display of m agic gone awry emanates from a sor-
cerer who casts a spell. But even when o ne's magic goes six inc hes into the air and gently float back down.
off as planned, the act of casting is often accompanied 6 Illusory blue flames wreathe your head as you be-

gin your cas ting, then abru ptly disappear.


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