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Published by jmg021596_2008, 2019-12-26 16:19:51

classes

All Races and Classes

Keywords: dnd4playing

Natural Explorer Fighting Style
You are particularly familiar with one type of natural At 2nd level, you adopt a particular style of fighting as your
environment and are adept at traveling and surviving in such specialty. Choose one of the following options. You can't take
regions. Choose one type of favored terrain: arctic, coast, a Fighting Style option more than once, even if you later get
desert, forest, grassland, mountain, swamp, or the to choose again.
Underdark. When you make an Intelligence or Wisdom check
related to your favored terrain, your proficiency bonus is Archery
doubled if you are using a skill that you're proficient in.
You gain a +2 bonus to attack rolls you make with ranged
While traveling for an hour or more in your favored terrain, weapons
you gain the following benefits:
Defense
Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means. While you are wearing armor, you gain a +1 bonus to AC.
Even when you are engaged in another activity while
traveling (such as foraging, navigating, or tracking), you Dueling
remain alert to danger.
If you are traveling alone, you can move stealthily at a When you are wielding a melee weapon in one hand and no
normal pace. other weapons, you gain a +2 bonus to damage rolls with that
When you forage, you find twice as much food as you weapon.
normally would.
While tracking other creatures, you also learn their exact Two-Weapon Fighting
number, their sizes, and how long ago they passed through
the area. When you engage in two-weapon fighting, you can add your
You choose additional favored terrain types at 6th and 10th ability modifier to the damage of the second attack.
level.
Poultices
Combat Superiority At 3rd level, you can create special herbal poultices that have
At 2nd level, you learn maneuvers that are fueled by special healing power comparable to some potions. You can spend 1
dice called superiority dice. hour gathering herbs and preparing herbal poultices using
treated bandages to create a number of such poultices equal
Maneuvers. You learn two maneuvers of your choice, to your Wisdom modifier (minimum 1). You can carry a
which are chosen from the list of maneuvers available to number of poultices at one time equal to your Wisdom
fighters with the Battle Master archetype. Many maneuvers modifier (minimum 1). The poultices you create cannot be
enhance an attack in some way. You can use only one applied by anyone but you. After 24 hours, any poultices that
maneuver per attack. you have not used lose their potency.

You learn one additional maneuver of your choice at 5th, If you spend 1 minute applying one of your poultices to a
9th, 13th, and 17th levels. Each time you learn a new wounded humanoid creature, thereby expending its use, that
maneuver, you can also replace one maneuver you know with creature regains 1d6 hit points for every two ranger levels
a different one. you have (rounded up).

Superiority Dice. You have four superiority dice, which Ranger Archetype
are d8s. A superiority die is expended when you use it. You At 3rd level, you choose an archetype that you strive to
regain all of your expended superiority dice when you finish a emulate: Hunter or Beast Master, both detailed at the end of
short or long rest. the c1ass description. Your choice grants you features at 3rd
level and again at 7th, 11th, and 15th level.
You gain another superiority die at 9th level and one more
at 17th level.

Saving Throws. Some of your maneuvers require your
target to make a saving throw to resist the maneuver’s effects.
The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice).

CLASSES | SPELL-LESS RANGER

33

Ability Score Improvement These beasts approach you from their current location, and
When you reach 4th level, and again at 8th, 12th, 16th, and will fight alongside you, attacking any creatures that are
19th level, you can increase one ability score of your choice hostile to you. They are friendly to you and your comrades,
by 2, or you can increase two ability scores of your choice by and you roll initiative for the called creatures as a group,
1. As normal, you can't increase an ability score above 20 which takes its own turns. The DM has the creatures’
using this feature. statistics.

Extra Attack After 1 hour, these beasts return to their previous location.
Beginning at 5th level, you can attack twice, instead of once, Once you use this feature, you cannot use it again in the same
whenever you take the Attack action on your turn. general area for 24 hours, since the same animals will not
repeatedly heed your call.
Land's Stride
Starting at 8th level, moving through nonmagical difficult Vanish
terrain costs you no extra movement. You can also pass Starting at 14th level, you can use the Hide action as a bonus
through nonmagical plants without being slowed by them and action on your turn. Also, you can't be tracked by nonmagical
without taking damage from them if they have thorns, spines, means, unless you choose to leave a trail.
or a similar hazard. In addition, you have advantage on saving
throws against plants that are magically created or Relentless
manipulated to impede movement, such those created by the Starting at 17th level, when you roll initiative and have no
entangle spell. superiority dice remaining, you regain 1 superiority die.

Natural Antivenom Feral Senses
Starting at 9th level, you have advantage on saving throws At 18th level, you gain preternatural senses that help you fight
against poison and have resistance to poison damage. creatures you can't see. When you attack a creature you can't
Additionally, you can use one of your poultices to cure one see, your inability to see it doesn't impose disadvantage on
poison effect on the creature you are applying it to, in your attack rolls against it. You are also aware of the location
addition to restoring hit points. of any invisible creature within 30 feet of you, provided that
the creature isn't hidden from you and you aren't blinded or
Hide in Plain Sight deafened.
Starting at 10th level, you can spend 1 minute creating
camouflage for yourself. You must have access to fresh mud, Foe Slayer
dirt, plants, soot, and other naturally occurring materials with At 20th level, you become an unparalleled hunter of your
which to create your camouflage. enemies. Once on each of your turns, you can add your
Wisdom modifier to the attack roll or the damage roll of an
Once you are camouflaged in this way, you can try to hide attack you make against one of your favored enemies. You
by pressing yourself up against a solid surface, such as a tree can choose to use this feature before or after the roll, but
or wall, that is at least as tall and wide as you are. You gain a before any effects of the roll are applied.
+10 bonus to Dexterity (Stealth) checks as long as you
remain there without moving or taking actions. Once you Ranger Archetypes
move or take an action or a reaction, you must camouflage
yourself again to gain this benefit. The Ideal of the Ranger has two classic expressions: the
Hunter and the Beast Master
Call Natural Allies
Starting at 13th level, when you are in an area of your favored Hunter
terrain, you can call natural creatures from that terrain to Emulating the Hunter archetype means accepting your place
fight on your behalf, using your attunement to the natural as a bulwark between civilization and the terrors of the
world to convince them to aid you. The DM chooses beasts wilderness. As you walk the Hunter's path, you learn
appropriate to the terrain to come to your aid from among specialized techniques for fighting the threats you face, from
those that could hear you and that are within 1 mile of you, in rampaging ogres and hordes of ores to towering giants and
one of the following groups: terrifying dragons.

One beast of challenge rating 2 or lower Hunter's Prey
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower At 3rd level, you gain one of the following features of your
Eight beasts of challenge rating 1/4 or lower choice.

Colossus Slayer. Your tenacity can wear down the most
potent foes. When you hit a creature with a weapon attack,
the creature takes an extra ld8 damage if it's below its hit
point maximum. You can deal this extra damageonly once per
turn.

CLASSES | SPELL-LESS RANGER

34

Giant Killer. When a Large or larger creature within 5 feet of Ranger's Companion
you hits or misses you with an attack, you can use your
reaction to attack that creature immediately after its attack, At 3rd levei, you gain a beast companion that accompanies
provided that you can see the creature. you on your adventures and is trained to fight alongside you.
Choose a beast that is no larger than Medium and that has a
Horde Breaker. Once on each of your turns when you chaIlenge rating of 1/4 or lower (appendix D presents
make a weapon attack, you can make another attack with the statistics for the hawk, mastiff, and panther as examples). Add
same weapon against a different creature that is within 5 feet your proficiency bonus to the beast's AC, attack rolls, and
of the original target and within range of your weapon. damage rolls, as well as to any saving throws and skills it is
proficient in. Its hit point maximum equals its normal
Defensive Tactics maximum or four times your ranger level, whichever is higher.
Like any creature, the beast can spend Hit Dice during a
At 7th level, you gain one of the following features of your short rest.
choice.
The beast obeys your commands as best as it can. It takes
Escape the Horde. Opportunity attacks against you are its turn on your initiative, though it doesn't take an action
made with disadvantage. unless you command it to. On your turn, you can verbally
command the beast where to move (no action required by
Multiattack Defense. When a creature hits you with an you). You can use your action to verbally command it to take
attack, you gain a +4 bonus to AC against all subsequent the Attack, Dash, Disengage, Dodge, or Help action. Once you
attacks made by that creature for the rest of the turn. have the Extra Attack feature, you can make one weapon
attack yourself when you command the beast to take the
Steel Will. You have advantage on saving throws against Attack action.
being frightened.
If you are incapacitated or absent, the beast acts on its
Multiattack own, focusing on protecting you and itself. It never requires
your command to use its reaction, such as when making an
At 11th level, you gain one of the following features of your opportunity attack.
choice.
While traveling through your favored terrain with only the
Volley. You can use your action to make a ranged attack beast, you can move stealthily at a normal pace.
against any number of creatures within 10 feet of a point you
can see within your weapon's range. You must have lf the beast dies, you can obtain another one by spending 8
ammunition for each target, as normal, and you make a hours magicaIly bonding with another beast that isn't hostile
separate attack roll for each target. to you and that meets the requirements.

Whirlwind Attack. You can use your action to make a Exceptional Training
melee attack against any number of creatures within 5 feet of
you, with a separate attack roIl for each target. Beginning at 7th level, on any of your turns when your beast
companion doesn't attack, you can use a bonus action to
Superior Hunter's Defense command the beast to take the Dash, Disengage, Dodge, or
Help action on its turn.
At 15th level, you gain one of the following features of your
choice. Bestial Fury

Evasion. You can nimbly dodge out of the way of certain When you command the beast to take the Attack action, the
area effects, such as a red dragon's fiery breath or a lightning beast can attack twice or take the Multiattack action if it has
bolt spell. When you are subjected to an effect that allows you that action.
to make a Dexterity saving throw to take only half damage,
you instead take no damage if you succeed on the saving Beastly Coordination
throw, and only half damage if you fail.
Beginning at 15th level, when an attacker that you can see
Stand Against the Tide. When a hostile creature misses hits your beast companion with an attack, you can call out a
you with a melee attack, you can use your reaction to force warning. If your beast companion can hear you, it can use its
that creature to repeat the same attack against another reaction to halve the attack’s damage against it.
creature (other than itself) of your choice.

Uncanny Dodge. When an attacker that you can see hits
you with an attack, you can use your reaction to halve the
attack's damage against you.
Beast Master
The Beast Master archetype embodies a friendship between
the civilized races and the beasts of the world. United in
focus, beast and ranger work as one to fight the monstrous
foes that threaten civilization and the wilderness alike.
Emulating the Beast Master archetype means committing
yourself to this ideal, working in partnership with all animal
as its companion and friend.

CLASSES | SPELL-LESS RANGER

35

Rogue

Signaling for her com panions to wait, a halfling creeps
forward through the dungeon hall. She presses an ear
to the door, then pulls out a set o f tools and picks the
lock in the blink o f an eye. Then sh e disappears into
the shadow s as her fighter friend m oves forward to kick
the door open.

A hum an lurks in the shadow s o f an alley w hile his
accom plice prepares for her part in the ambush. W hen
their target—a notorious slaver—passes the alleyway,
the accom plice cries out, the slaver com es to investigate,
and the assa ssin ’s blade cuts his throat before he can
make a sound.

Suppressing a giggle, a gnom e w aggles her fingers
and m agically lifts the key ring from the guard’s belt.
In a moment, the keys are in her hand, the cell door is
open, and she and her com panions are free to make
their escape.

R ogues rely on skill, stealth, and their fo e s’
vulnerabilities to get the upper hand in any situation.
They have a knack for finding the solution to just about
any problem, demonstrating a resourcefulness and
versatility that is the cornerstone o f any successful
adventuring party.

Sk il l a n d P recisio n

R ogues devote as much effort to mastering the use of
a variety o f skills as they do to perfecting their com bat
abilities, giving them a broad expertise that few other
characters can match. Many rogues focus on stealth and
deception, w hile others refine the skills that help them
in a dungeon environment, such as climbing, finding and
disarm ing traps, and opening locks.

W h en it co m e s to com bat, rogu es prioritize cun ning
over brute strength. A rogue w ould rather make one
p recise strike, placing it exactly w here the attack w ill
hurt the target most, than w ear an opponent down
with a barrage of attacks. R ogues have an almost
supernatural knack for avoiding danger, and a few learn
m agical tricks to supplement their other abilities.

A Sh a d y L ivin g

Every tow n and city has its share o f rogues. M ost o f
them live up to the w orst stereotypes o f the class,
m aking a living as burglars, assassins, cutpurses, and
con artists. Often, these scoundrels are organized
into thieves’ guilds or crim e families. Plenty o f rogues
operate independently, but even they som etim es
recruit apprentices to help them in their scam s
and heists. A few rogues make an honest living as

Th e Ro g u e

Level Proficiency Sneak Features
1st Bonus Attack Expertise, Sneak Attack,
Thieves’ Cant
+2 1d6 Cunning Action
Roguish Archetype
2nd +2 1d6 Ability Score Improvement
3rd +2 2d6 Uncanny Dodge
4th +2 2d6 Expertise
5th +3 3d6 Evasion
6th +3 3d6 Ability Score Improvement
7th +3 4d6 Roguish Archetype feature
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Reliable Talent
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Roguish Archetype feature
12th +4 6d6 Blindsense
13th +5 7d6 Slippery Mind
14th +5 7d6 Ability Score Improvement
15th +5 8d6 Roguish Archetype feature
16th +5 8d6 Elusive
17th +6 9d6 Ability Score Improvement
18th +6 9d6 Stroke o f Luck
19th +6 10 d6
20th +6 10 d6

locksm iths, investigators, or exterminators, which can Q u ic k Build
be a dangerous jo b in a w orld w here dire rats—and You can make a rogue quickly by following
wererats—haunt the sew ers. these suggestions. First. Dexterity should
be your highest ability score. Make
A s adventurers, rogu es fall on both sides o f the law. Intelligence your next-highest if you want to
S om e are hardened crim inals w ho decide to seek excel at Investigation or plan to take up the
their fortune in treasure hoards, w hile others take up Arcane Trickster archetype. C hoose Charisma
a life o f adventure to e sca p e from the law. S o m e have instead if you plan to em phasize deception and social
learned and perfected their skills with the explicit interaction. Second, choose the charlatan background.
purpose o f infiltrating ancient ruins and hidden crypts
in search o f treasure. C lass Features

C r eatin g a R ogue As a rogue, you have the following class features.

As you create your rogue character, consider the H it Points
character’s relationship to the law. D o you have a Hit Dice: 1d8 per rogue level
crim inal past—or present? Are you on the run from the Hit Points at 1st Level: 8 + your Constitution m odifier
law or from an angry thieves’ guild master? Or did you Hit Points at Higher Levels: 1d8 (or 5) + your
leave your guild in sea rch o f bigger risks and bigger
rew ards? Is it greed that drives you in your adventures, Constitution m odifier p er rogu e level after 1st
or som e other desire or ideal?
P roficien cies
W hat w as the trigger that led you away from your Armor: Light arm or
previous life? Did a great con or heist gone terribly Weapons: Simple weapons, hand crossbow s,
w rong cause you to reevaluate your career? Maybe
you w ere lucky and a successful robbery gave you the longsw ords, rapiers, shortsw ords
coin you needed to escape the squalor o f your life. Tools: Thieves’ tools
Did wanderlust finally call you away from your hom e?
Perhaps you suddenly found yourself cut off from your Saving Throws: Dexterity. Intelligence
family or your mentor, and you had to find a new m eans Skills: C hoose four from Acrobatics, Athletics,
of support. Or maybe you m ade a new friend—another
m em ber o f your adventuring party—w h o sh ow ed you Deception. Insight, Intimidation, Investigation,
new possibilities for earning a living and employing Perception, Perform ance. Persuasion, Sleight of
your particular talents. Hand, and Stealth

E q u ip m e n t people in an area are easy m arks or w ill provide a safe
You start with the follow ing equipment, in addition to house for thieves on the run.
the equipment granted by your background:
C u n n in g A ctio n
• (a) a rapier or (b) a sh ortsw ord
• (a) a sh ortbow and quiver o f 20 arrow s or (b) a Starting at 2nd level, your quick thinking and agility
allow you to m ove and act quickly. You can take a
sh ortsw ord bonus action on each o f your turns in combat. This
• (a) a bu rglar’s pack, (b) a du n g eon eer’s pack, or (c) an action can be used only to take the Dash, Disengage,
or Hide action.
explorer’s pack
• Leather armor, two daggers, and thieves’ tools R oguish A rch etype

E xpertise At 3rd level, you ch oose an archetype that you emulate
in the exercise o f your rogue abilities: Thief, A ssassin,
At 1st level, ch oose tw o o f your skill proficiencies, or or A rca n e Trickster, all detailed at the end o f the class
one of your skill proficiencies and your proficiency with description. Your archetype choice grants you features
thieves’ tools. Your proficiency bonus is doubled for any at 3rd level and then again at 9th, 13th, and 17th level.
ability check you m ake that uses either o f the chosen
proficiencies. A bility Score Im pro vem ent

At 6th level, you can ch oose tw o m ore o f your W h en you reach 4th level, and again at 8th, 10th, 12th,
proficiencies (in skills or with thieves’ tools) to gain 16th, and 19th level, you can increase one ability score
this benefit. o f your choice by 2, or you can increase tw o ability
s c o r e s o f your ch oice by 1. A s norm al, you ca n ’t in crease
Sn e a k A t t a c k an ability score above 20 using this feature.

B egin n in g at 1st level, you k n ow h ow to strike subtly U n can n y D odge
and exploit a foe’s distraction. O nce per turn, you can
deal an extra 1d6 dam age to on e creature you hit w ith Starting at 5th level, w hen an attacker that you can see
an attack if you have advantage on the attack roll. The hits you with an attack, you can use your reaction to
attack must use a finesse or a ranged weapon. halve the attack’s dam age against you.

You don’t need advantage on the attack roll if another Evasio n
enem y o f the target is w ithin 5 feet o f it, that enem y
isn’t incapacitated, and you d on ’t have disadvantage on B egin ning at 7th level, you can nim bly d od g e out o f the
the attack roll. way o f certain area effects, such as a red dragon’s fiery
breath or an ice storm spell. W h en you are subjected
The amount of the extra damage increases as you to an effect that allow s you to m ake a Dexterity saving
gain levels in this class, as show n in the S n eak Attack throw to take only half damage, you instead take no
colum n o f the R ogue table. damage if you succeed on the saving throw, and only
h alf dam age if you fail.
T h ie v e s’ C a n t
R eliable T a l e n t
During your rogue training you learned thieves’ cant, a
secret m ix o f dialect, jargon, and cod e that allow s you to By 11th level, you have refined your ch osen skills until
hide m essages in seem ingly norm al conversation. Only they approach perfection. W henever you m ake an ability
another creature that know s thieves’ cant understands check that lets you add your proficiency bonus, you can
such m essa ges. It takes four tim es longer to convey such treat a d 2 0 roll o f 9 or low er as a 10.
a m essa ge than it d oes to sp eak the sam e idea plainly.
B lin d sen se
In addition, you understand a set o f secret signs and
sym bols used to convey short, simple m essages, such Starting at 14th level, if you are able to hear, you are
as whether an area is dangerous or the territory of a aware of the location of any hidden or invisible creature
thieves’ guild, whether loot is nearby, or whether the within 10 feet o f you.

Slipper y M ind

By 15th level, you have acquired greater mental
strength. You gain proficiency in W isdom saving throws.

E lu sive

B egin ning at 18th level, you are s o evasive that
attackers rarely gain the upper hand against you. No
attack roll has advantage against you w hile you aren’t
incapacitated.

St r o k e of L u c k s e co n d turn at your initiative m inus 10. You c a n ’t use
this feature when you are surprised.
At 20th level, you have an uncanny knack for succeeding
w hen you need to. If your attack m isses a target within A ssassin
range, you can turn the m iss into a hit. Alternatively, if
you fail an ability check, you can treat the d20 roll as a 20. You focus your training on the grim art of death. T hose
w ho adhere to this archetype are diverse: hired killers,
O n ce you u se this feature, you ca n ’t u se it again until spies, bounty hunters, and even specially anointed
you finish a short or long rest. priests trained to exterm inate the en em ies o f their deity.
Stealth, poison, and disguise help you eliminate your
Roguish A rchetypes foes with deadly efficiency.

R ogues have many features in com m on, including their B o n u s P r o f ic ie n c ie s
emphasis on perfecting their skills, their precise and W h en you c h o o s e this archetype at 3rd level, you gain
deadly approach to combat, and their increasingly quick proficiency w ith the disgu ise kit and the p o is o n e r’s kit.
reflexes. But different rogues steer those talents in
varying directions, em bodied by the rogue archetypes. A ssa ssin ate
Your choice of archetype is a reflection of your focus— Starting at 3rd level, you are at your deadliest w hen you
not n ecessarily an indication o f your chosen profession, get the drop on your enemies. You have advantage on
but a description of your preferred techniques. attack rolls against any creature that hasn’t taken a turn
in the com bat yet. In addition, any hit you score against
T h ief a creature that is su rprised is a critical hit.

You hone your skills in the larcenous arts. Burglars, In f il t r a t io n E xp e r tise
bandits, cutpurses, and other crim inals typically follow Starting at 9th level, you can unfailingly create false
this archetype, but so do rogues w ho prefer to think of identities for yourself. You must spend seven days and
themselves as professional treasure seekers, explorers, 25 gp to establish the history, profession, and affiliations
delvers, and investigators. In addition to im proving your for an identity. You ca n ’t establish an identity that
agility and stealth, you learn skills useful for delving into belongs to som eone else. For example, you might acquire
ancient ruins, reading unfamiliar languages, and using appropriate clothing, letters of introduction, and official-
m agic item s you n orm ally cou ld n ’t employ. looking certification to establish yourself as a m em ber of
a trading house from a remote city so you can insinuate
Fa s t H a n d s yourself into the com pany of other wealthy merchants.
Starting at 3rd level, you can u se the bon u s action
granted by your Cunning Action to make a Dexterity Thereafter, if you adopt the new identity as a disguise,
(Sleight o f H and) check, use your thieves’ tools to other creatures believe you to be that person until given
disarm a trap or open a lock, or take the U se an an obvious reason not to.
Object action.
Im po sto r
Se c o n d -S t o r y W o r k At 13th level, you gain the ability to unerringly m im ic
W h en you c h o o s e this archetype at 3rd level, you gain another p erson ’s speech, writing, and behavior.
the ability to clim b faster than norm al; clim bing no You must spend at least three hours studying
longer costs you extra movement. these three com pon en ts o f the p e rso n ’s behavior,
listening to speech, exam ining handwriting, and
In addition, w hen you m ake a running jum p, the observing mannerisms.
distance you cover increases by a num ber of feet equal
to your Dexterity modifier. Your ruse is indiscernible to the casual observer. If a
wary creature suspects som ething is am iss, you have
Su p r e m e Sn e a k advantage on any Charisma (Deception) check you make
Starting at 9th level, you have advantage on a Dexterity to avoid detection.
(Stealth) check if you m ove no m ore than half your
speed on the sam e turn. D e a t h St r ik e
Starting at 17th level, you b e c o m e a m aster o f instant
U se M a g ic D e v ic e death. W h en you attack and hit a creature that is
By 13th level, you have learned enough about the su rprised, it must m ake a Constitution saving throw
w orkings o f m agic that you can im provise the use of (DC 8 + your Dexterity modifier + your proficiency
items even w hen they are not intended for you. You bonus). On a failed save, double the damage of your
ignore all class, race, and level requirem ents on the use attack against the creature.
of m agic items.
A rcan e T rickster
T h ie f ’s R e f l e x e s
W h en you reach 17th level, you have b e c o m e adept at S om e rogues enhance their fine-honed skills o f stealth
laying am bushes and quickly escaping danger. You can and agility with magic, learning tricks o f enchantment
take tw o turns during the first round o f any com bat. You and illusion. T hese rogues include pickpockets and
take your first turn at your n orm al initiative and your burglars, but also pranksters, mischief-m akers, and a
significant number of adventurers.

Spe l lc a stin g A r c a n e T r ic k s t e r S p e l l c a s t in g
W hen you reach 3rd level, you gain the ability to
cast spells. S ee chapter 10 for the general rules of Rogue Cantrips Spells — Spell Slots per Spell Level—
sp ellcastin g and chapter 11 for the w izard spell list. Level Known Known
3rd 1st 2nd 3rd 4th
Cantrips. You learn three cantrips: mage hand and 4th 3 3
two other cantrips of your choice from the wizard spell 5th 3 4 2— — —
list. You learn another w izard cantrip o f your choice 6th 3 4
at 10th level. 7th 3 4 3— — —
8th 3 5
Spell Slots. The A rcan e Trickster Spellcasting 9th 3 6 3— — —
table show s how many spell slots you have to cast 10th 3 6
your spells o f 1st level and higher. To cast one o f these 11th 4 7 3— — —
spells, you must expend a slot o f the spell's level or 12th 4 8
higher. You regain all expended spell slots w hen you 13th 4 8 4 2— —
finish a long rest. 14th 4 9
15th 4 10 4 2— —
For exam ple, if you kn ow the 1st-level spell charm 16th 4 10
person and have a 1st-level and a 2nd-level spell slot 17th 4 11 4 2— —
available, you can cast charm person using either slot. 18th 4 11
19th 4 11 4 3— —
Spells Known o f 1st-Level and Higher. You know 20th 4 12
three 1st-level w izard spells o f your ch oice, tw o o f w hich 4 13 4 3— —
you must ch oose from the enchantment and illusion
spells on the w izard spell list. 4 3— —

The Spells Known colum n of the Arcane Trickster 4 3 2—
Spellcasting table show s w hen you learn m ore wizard
spells o f 1st level or higher. Each of these spells must 4 3 2—
be an enchantment or illusion spell of your choice, and
must be o f a level for which you have spell slots. For 4 3 2—
instance, w hen you reach 7th level in this class, you can
learn one new spell o f 1st or 2nd level. 4 3 3—

The sp ells you learn at 8th, 14th, and 20th level can 4 3 3—
com e from any school of magic.
4 3 3—
W henever you gain a level in this class, you can
replace one o f the w izard spells you know with another 4331
spell o f your ch oice from the w izard spell list. The
new spell must be o f a level for which you have spell 4 331
slots, and it must be an enchantm ent or illusion spell,
unless y ou ’re replacin g the spell you gained at 8th, 14th, You can perform one of these tasks without being
or 20th level. noticed by a creature if you succeed on a Dexterity
(Sleight o f H and) ch eck contested by the creatu re’s
Spellcasting Ability. Intelligence is your spellcasting W isdom (Perception) check.
ability for your w izard spells, since you learn your
spells through dedicated study and memorization. In addition, you can u se the bon u s action granted by
You use your Intelligence w henever a spell refers to your Cunning Action to control the hand.
your spellcastin g ability. In addition, you use your
Intelligence modifier when setting the saving throw M ag ical A mbush
DC for a w izard spell you cast and when m aking an Starting at 9th level, if you are hidden from a
attack roll with one. creature w hen you cast a spell on it, the creature has
disadvantage on any saving th row it m akes against the
Spell save DC = 8 + your proficiency bonus + spell this turn.
your Intelligence modifier
V ersatile T rick ster
Spell attack modifier = your proficiency bonus + At 13th level, you gain the ability to distract targets with
your Intelligence modifier your mage hand. A s a bon us action on your turn, you can
designate a creature within 5 feet of the spectral hand
M a g e H a n d L egerdem ain created by the spell. D oing so gives you advantage on
Starting at 3rd level, w hen you cast mage hand, you can attack rolls against that creature until the end of the turn.
make the spectral hand invisible, and you can perform
the follow in g additional tasks w ith it: Spell T hief
At 17th level, you gain the ability to m agically
• You can stow one object the hand is h olding in a steal the knowledge o f how to cast a spell from
container worn or carried by another creature. another spellcaster.

• You can retrieve an object in a container w orn or Immediately after a creature casts a spell that targets
carried by another creature. you or includes you in its area o f effect, you can u se your
reaction to force the creature to make a saving throw
• You can use thieves’ tools to pick locks and disarm with its spellcasting ability modifier. The D C equals
traps at range. your spell save DC. On a failed save, you negate the
spell’s effect against you, and you steal the knowledge
o f the spell if it is at least 1st level and o f a level you can
cast (it d oesn ’t n eed to be a w izard spell). F or the next
8 hours, you kn ow the spell and can cast it using your
spell slots. The creature can’t cast that spell until the
8 hours have passed.

O nce you use this feature, you ca n ’t u se it again until
you finish a long rest.

LEFT TO RIGHT: Sw11SHBUCKLER, M11STERMIND, lNQ.UISITlvE, /IND ScouT

ROGUISH ARCHETYPES

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.

!NQ,UISITI_V_E___________

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

INQUISITIVE FEATURES

Rogue Level Feature
3rd Ear for Deceit, Eye for Detail,
Insightful Fighting
9th Steady Eye
13th Unerring Eye
17th Eye for Weakness

EAR FOR DECEIT

When you choose this archetype at 3rd level, you de­
velop a talent for picking out lies. Whenever you make a
Wisdom (Insight) check to determine whether a creature
is lying, treat a roll of 7 or lower on the d20 as an 8.

CHAPTER I I CHARACTER OPTIONS

\

EYE FOR DETAIL MASTER OF INT RIGUE

Starting at 3 rd level, you can use a bonus action to make When you choose this archetype at 3rd level, you gai n
a Wis dom (Perception) check to spot a hidden c reature proficiency with the d isguise kit, the forgery kit, a nd one
or object or to make an Intelligence (Investigation) gaming set of your choice. You a lso learn two languages
check to uncover or decipher clues. of your choice.

INSIGHTFUL FIGHTING Additionally, you can unerringly mimic the s peech
patterns and accent of a creature that you hear speak
At 3rd level, you gain the ability to decipher an oppo- for at least 1 minute, enabling you to pass yourself off as
nent's tactics and develop a counter to them. As a bonus a native speaker of a particular land, provided that you
action, you can make a Wisdom (Insight) check aga inst know the language.
a creature you can see that isn't incapacitated, contested
by the target's Charisma (Deception) check. Ifyou s uc- M ASTER OF TACTICS
ceed, you can use your Sneak Attack against that ta rget
even if you don't have advantage on the attack roll, but Starting at 3rd level, you can use the Help action as a
not if you have disadva ntage on it. bo nus action. Additionally, when you use the Help action
to aid an ally in attacking a creature, the target of that
This benefit lasts for 1 minute or until you s uccess- attack can be w ithin 30 feet of you, rather than w ithin 5
fu lly use this feature against a different target. feet of you, if the ta rget can see or hear you.

STEADY EYE INSIGHTFUL MANIPULATOR

Starting at 9th level, you have advantage on any Wisdom Starting at 9th level, if you s pend at least 1 minute
(Perception) or Intelligence (Investigation) check if you observi ng or inte racting with another creature outs ide
move no more tha n half your speed on the same turn. combat, you can learn certain information about its ca-
pabilities compared to your own. T he DM tells you if the
UNERRING EYE creature is your equal, super io r, or inferior in regard to
two of the following characteristics of you r choice:
Beginning at 13th level, your senses are almos t im-
poss ible to foi l. As an action, you sense the presence • Intelligence score
of illusions, s hapechanger s not in their original form, • Wisdom score
and other magic designed to deceive the senses within
30 feet of you, provided you aren't bli nded or deafened. Cha ris ma score
You sense that an effect is attempting to trick you , • Class levels (if a ny)
but you gain no ins ight into what is h idden or into its
true nature. At the DM's option, you might a lso realize you know a
piece of the creature's history o r o ne of its personality
You can use this feature a number of times equa l to tra its , if it has any.
your Wisdom modifie r (minimum of once), and you re-
gain all expended uses of it when you finish a lo ng rest. MISDIRECTION

EYE FOR WEAK NESS Beginning at 13th level, you can som etimes cause a n-
other creature to s uffer an attack meant for you. When
At 17th level, you learn to exploit a creature's weak- you a re targeted by an attack while a creature within 5
nesses by carefully s tudying its tactics and movement. feet of you is granting you cover against that attack, you
W hile your Ins ightful Fighting feat ure applies to a crea- can use your react ion to have the attack target that crea-
ture, your Sneak Attack damage aga ins t that creature ture ins tead ofyou.
increases by 3d6.
SOUL O F DECEIT
MASTERMIND
Starting at 17th level, you r thoughts can't be read by
Your focus is on people and on the influence and secrets telepathy or other means, unless you a llow it. You can
they have. Ma ny spies, courtiers, and schemers follow present fa lse thoughts by s ucceeding on a Charis ma
this archetype, leading lives of intrigue. Words are your (Deception) check contested by the mind reader's Wis-
weapons as often as knives or poison, and secrets and dom (Ins ight) check.
favors a re some of your favorite treasures.
Additionally, no matte r what you say, magic that would
MASTERMIND F EATURES determine if you are telling the truth indicates you a re
being truthfu l if you so choose, and you can't be com-
Rogue Level Feature pelled to tell the truth by magic.

3 rd Master of Intrigue, Master ofTactics
9th Insightful Manipu lator
13th Misdirection
17th Sou l of Deceit

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
companions during expeditions. Rogues who embrace 3rd Fancy Footwork, Rakish A udacity
this archetype are at home in the wilderness and among
barbarians and rangers, and many Scouts ser ve as t he 9th Panache
eyes and ears of war bands. A mbusher, spy, bounty 13th Elegant Maneuver
h unter- these ar e j ust a few of the roles that Scouts as-
sume as they range the world. 17th Master Duelist

SCOUT FEATURES FA NCY FOOTWORK
When you choose t his archetype at 3rd level, you learn
Rogue Level Feature how to land a strike and then slip away w ithout rep r isal.
3rd Skirmisher, Survivali st During your turn, i f you m ake a mel ee attack against a
9th Superior M obility cr eature, that cr eature ca n't make oppor t unity attacks
13th Ambush Master against you for t he r est of your turn.
17t h Sudden Strike
R AKISH AU DACITY
S KIR MISHER S tar ting at 3rd level , you r con fidence propels you into
S tarting at 3rd level , you are difficult to pin down during batt le. You ca n give yourself a bonus to you r i niti ative
a fi ght. You can m ove up to half your sp eed as a reaction rolls equal to your C harisma modi fier.
when an enemy ends its turn w ithin 5 feet o f you. This
movement d oesn't provoke opportunity attacks. You al so gai n an ad ditional way to use your S neak At-
tack ; you don't need adva ntage on the attack roll to use
S U RV I VALI ST your S neak Attack against a creature if you are within 5
W hen you choose t h is archetype at 3rd level. you gain feet of it, no other cr eatu res are w ithin 5 feet of you, and
pro ficiency in the Nature and S urvival skill s if you don't you don't have disadvantage on t he attack roll. A ll the
already have it. Your proficiency bonus is doubled for other rules for S neak Attack still apply to you.
any ability check you m ake that uses either of those pr o-
ficienc ies. PANACHE
At 9th level, you r charm becomes extraordinarily be-
SUPE R I O R M OBILITY guiling. A s an action, you can make a Char ism a (Per-
At 9th level. your w alking speed incr eases by 10 feet. If suasion) check contested by a creature's Wisdom (I n-
you have a climbing or swimming speed, this i ncrease sight) check. T he creature must be able to hear you, and
applies to that speed as well. the two of you m ust share a l anguage.

A MBUS H M ASTER If you succeed on the check and the creature is hostile
Startin g at 13th level, you excel at leading ambushes to you, it has disadva ntage on attack rolls against tar-
and acting first in a fight. gets o ther than you and can't make opportunity attacks
against targets other t han you. This effect lasts for 1
You have adva ntage on init iative rolls. In addition, the minute, until one of your companions attacks the ta rget
first cr eature you hit during t he fi rst round o f a combat or affects it w i th a spell , or un ti l you and the target are
becomes easier for you and others to strike; attack r olls mor e t han 60 feet apar t.
against that target have advantage until the start of your
next turn. If you succeed on the check and the creature isn't
hostile to you, it is charmed by you for 1 minute. W hile
S U DDEN STRIKE charmed, it regards you as a friendly acquaintance. T h is
S 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.
Jf you take the Attack action on your turn, y ou ca n m ake
on e additional attack as a bonus action. T his attack can ELEGANT MAN EU VER
benefit from you r S neak A t tack even if you have already Starting at 13th level, you can use a bonus action on
used it this turn, but you can't use your S neak Attack your t urn to gain advantage on the next D exterity (Ac-
against th e same target mor e than once in a t urn. rob atics) or S treng th (Athletics) check you make during
the same turn.
SWASHBUCKLER
M A STE R D UE LI ST
You focus your training on the art of the blad e, r elying B eginning at 17th level, your mastery o f t he blade lets
on speed, elegance, and charm in equal parts. While you turn failure into success in combat. If you m iss with
som e war r iors ar e br utes clad in heavy armor, your an attack roll, you can roll it again w ith advantage. Once
m ethod of fighti ng look s al most like a per formance. Du- you do so, you can't use t his feature again until you fin-
elists and pirates typically belong to this archetype. ish a shor t or long rest.

A Swashbuckler excels in singl e combat, and can wl,,c:,l'l c; 1wc;1l,,"'"'"'kl(r? 1)0 '10"'" 1wc;1I,, "'"'"'ktu 0(
fight w ith tw o w eapons while safely darting away from
an opponent. 0"'"'°'kl( 1wc;1l,,o? <-\o"'- cc;"''t hl( .,,..( ;o"'- ).o"''t tl,,i"'k

tl,,c;t wor). ii f"'-"'V''1.

Roguish Archetype

At 3rd level, a rogue gains the Roguish Archetype
feature. Here is a playtest option for that feature:
The Revived.

The Revived

You’ve had a soul-shaking realization: you’ve
been dead before, yet somehow you are alive
again. This life isn’t your first; it might not even
be your second. Your past life, or lives, are
unclear to you, but you know that you passed
through the gates of death. And the powers of
death, or some other influence, wasn’t done with
you. You might have convinced a deity to let you
return to the Material Plane, perhaps you signed
a deal with a fiend, or maybe you used an artifact
that revived you. Whatever force brought you
back, you now know the truth about yourself:
that you are one of death’s representatives
among the living.

Tokens of Past Lives

3rd-level Revived feature

You remember talents you had in your previous
life. When you finish a long rest, you gain one
skill or tool proficiency of your choice. You can
replace this proficiency with another when you
finish a long rest.

Revived Nature

3rd-level Revived feature

Your newfound connection to death gives you
the following benefits:

• You have advantage on saving throws against
disease and being poisoned, and you have
resistance to poison damage.

• You don’t need to eat, drink, or breathe.
• You don’t need to sleep. When you take a long

rest, you must spend at least four hours in an
inactive, motionless state, rather than sleeping.
In this state, you remain semiconscious, and
you can hear as normal.

4

Bolts from the Grave In addition, whenever you have 0 hit points
and are healed or stabilized, you can change any
3rd-level Revived feature of your personal characteristics: personality
trait, ideal, bond, or flaw.
You have learned to unleash bolts of necrotic
energy from within your revived body. Ethereal Jaunt
Immediately after you use your Cunning Action,
you can make a ranged spell attack against a 17th-level Revived feature
creature within 30 feet of you, provided you Like a ghost, you have the ability to slip in and
haven’t used your Sneak Attack this turn. You out of the Ethereal Plane. You can now use your
are proficient with it, and you add your Dexterity Cunning Action to teleport to an unoccupied
modifier to its attack and damage rolls. A space within 30 feet of you. You don’t need to
creature hit by this attack takes necrotic damage see that space to teleport to it, but your
equal to your Sneak Attack. This uses your Sneak teleportation fails, wasting your bonus action, if
Attack for the turn. you attempt to teleport through magical force
that is Medium or larger, such as a wall of force.
Connect with the Dead If you appear in a space occupied by another
creature or filled by an object, you are
9th-level Revived feature immediately shunted to the nearest unoccupied
space that you can occupy and take force damage
You can create a link with a spirit through their equal to twice the number of feet you are
corpse. When you do so, you cast the speak with shunted.
dead spell, without using a spell slot or material
components. Intelligence is your spellcasting 5
ability for this spell.
Speaking with the dead in this way
temporarily gives you a capability from a past
life—you’re unsure whether it’s from your past
or the spirit’s. When the spell ends, you gain one
random benefit from the Revived Capabilities
table. The benefit lasts until you finish a short or
long rest.

Revived Capabilities

d3 Capability
1 You learn how to speak, read, and write one

language of your choice.
2 You gain one skill or tool proficiency of your

choice.
3 You gain proficiency with one saving throw of

your choice.

After you cast the spell with this feature, you
can’t do so again until you finish a short or long
rest.

Audience with Death

13th-level Revived feature

When at death’s door, you can converse with the
powers of death. You have advantage on death
saving throws, and whenever you make a death
saving throw, your spirit can ask an entity of
death a question that can be answered with
“yes,” “no,” or “unknown.” The entity answers
truthfully, using the knowledge of all those who
have died.

©2019 Wizards of the Coast LLC

Sorcerer

Golden eyes flashing, a human
stretches out her hand and unleashes
the dragonfire that bu rns in her veins.
As an inferno rages around her foes,
leathery w ings spread from her back and
she takes to the air.

Long hair w hipped by a conjured wind,
a half-elf spreads his arms wide and throws
his head back. Lifting him momentarily off
the ground, a wave o f m agic surges up in him,
through him, and out from him in a mighty blast
o f lightning.

Crouching behind a stalagmite, a halfling points a
finger at a chargin g troglodyte. A blast o f fire springs
from her finger to strike the creature. She ducks back
behind the rock form ation with a grin, unaware that her
wild m agic has turned her skin bright blue.

Sorcerers carry a m agical birthright conferred
upon them by an exotic bloodline, som e otherworldly
influence, or exposure to unknow n cosm ic forces.
O ne c a n ’t study s o r c e ry as on e learn s a language, any
m ore than one can learn to live a legendary life. No one
ch ooses sorcery; the pow er ch ooses the sorcerer.

R aw M agic

Magic is a part o f every sorcerer, suffusing body, mind,
and spirit with a latent pow er that waits to be tapped.
S om e sorcerers w ield m agic that springs from an
ancient bloodline infused with the m agic o f dragons.
Others carry a raw, uncontrolled m agic w ithin them,
a chaotic storm that m anifests in unexpected ways.

The appearance of sorcerous pow ers is wildly
unpredictable. S om e draconic bloodlines produce
exactly one sorcerer in every generation, but in other
lines of descent every individual is a sorcerer. Most
o f the time, the talents o f sorcery appear as apparent
flukes. S om e sorcerers can’t nam e the origin o f their
pow er, w hile others trace it to strange events in their
ow n lives. The touch o f a demon, the blessing of a
dryad at a baby’s birth, or a taste o f the w ater from
a mysterious spring might spark the gift o f sorcery.
S o too might the gift o f a deity o f m agic, exposure
to the elemental forces o f the Inner Planes or the
m addening chaos o f Lim bo, or a glim pse into the
inner w orkings o f reality.

Sorcerers have no use for the spellbooks and ancient
tom es o f m agic lore that w izards rely on, nor do they
rely on a patron to grant their spells as w arlocks do.
By learning to harness and channel their ow n inborn
m agic, they can discover new and staggering ways
to unleash that power.

U n explain ed Pow ers

S o rce re rs are rare in the w orld, and it’s unusual to find
a sorcerer w ho is not involved in the adventuring life
in som e way. P eople with m agical p ow er seething in
their veins soon discover that the pow er d oesn ’t like to
stay quiet. A sorcerer’s m agic wants to be w ielded, and
it has a tendency to spill out in unpredictable w ays if
it isn’t called on.

The So rcerer

Proficiency Sorcery Cantrips Spells — Spell Slots per Spell Level—
Known Known
Level Bonus Points Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st Spellcasting, Sorcerous 4 2 2— — — — — — — —
+2 —
2nd 4 3
3rd Origin 4 4
4th 5 5
5th +2 2 Font o f Magic 5 6 3— — — — — —— —
6th 5 7 4 2— — — — —— —
7th +2 3 Metamagic 5 8 4 3— — — — —— —
8th 5 9 4 3 2— — — —— —
9th +2 4 Ability Score Improvement 5 10 4 3 3— — — —— —
10th 6 11 4 3 3 1— — —— —
11th +3 5 — 6 12 4 3 3 2— — —— —
12th 6 12
13th +3 6 Sorcerous Origin feature 6 13
14th 6 13
15th +3 7 — 6 14
16th 6 14
17th +3 8 Ability Score Improvement 6 15
18th 6 15
19th +4 9 — 6 15 4 3 3 3 1— ———
20th 6 15
+4 10 Metamagic 4 3 3 3 2—— — —

+4 11 — 4 3 3 3 2 1—— —

+4 12 Ability Score Improvement 4 3 3 3 2 1 — ——

+5 13 — 4 3 3 3 2 1 1——

+5 14 Sorcerous Origin feature 4 3 3 3 2 1 1——

+5 15 — 4 3 3 3 2 1 1 1—

+5 16 Ability Score Improvement 4 3 3 3 2 1 1 1—

+6 17 Metamagic 4 3332 1111

+6 18 Sorcerous Origin feature 433331111

+6 19 Ability Score Improvement 433332111

+6 20 Sorcerous Restoration 4 333322 11

Sorcerers often links you to a pow erful individual in the w orld—the fey
have obscure or quixotic creature that blessed you at birth, the dragon w h o put
motivations driving them a drop of its blood into your veins, the lich w ho created
to adventure. S om e seek a greater you as an experiment, or the deity w ho chose you to
understanding o f the m agical force that infuses carry this power.
them, or the answ er to the mystery o f its origin. Others
hope to find a w ay to get rid o f it, or to unleash its full Q u ic k Bu il d
potential. W hatever their goals, sorcerers are every bit You can make a sorcerer quickly by following these
as useful to an adventuring party as w izards, m aking suggestions. First, Charisma should be your highest
up for a com parative lack of breadth in their m agical ability score, follow ed by Constitution. Second,
knowledge with enorm ous flexibility in using the choose the hermit background. Third, ch oose the
spells they know. light, prestidigitation, ray o f frost, and shocking grasp
cantrips, along with the 1st-level spells shield and
C reatin g a Sorcerer magic missile.

The m ost important question to consider when creating C lass Features
your sorcerer is the origin o f your power. A s a starting
character, you'll ch oose an origin that ties to a draconic As a sorcerer, you gain the follow ing class features.
bloodline or the influence o f wild magic, but the exact
so u rce o f your pow er is up to you to decide. Is it a fam ily H it Po in t s
curse, passed dow n to you from distant ancestors? Or Hit Dice: 1d6 per sorcerer level
did som e extraordinary event leave you blessed with Hit Points at 1st Level: 6 + your Constitution m odifier
inherent m agic but perhaps scarred as well? Hit Points at Higher Levels: 1d6 (or 4) + your

H ow do you feel about the magical pow er coursing Constitution m odifier per sorcerer level after 1st
through you? D o you em brace it, try to m aster it, or
revel in its unpredictable nature? Is it a b lessin g or P r o f ic ie n c ie s
a cu rse? D id you seek it out, or did it find you? Did Armor: None
you have the option to refuse it, and do you w ish you Weapons: Daggers, darts, slings, quarterstaffs,
had? W hat do you intend to do w ith it? Perhaps you
feel like you ’ve been given this p ow er for so m e lofty light crossbow s
purpose. Or you might decide that the pow er gives you Tools: None
the right to do what you want, to take what you want
from those w ho lack such power. Perhaps your power Saving Throws: Constitution, Charisma
Skills: C h oose tw o from Arcana, D eception, Insight,

Intimidation, Persuasion, and Religion

Eq u ipm en t Spe l l c a st in g Focu s
You start with the follow ing equipment, in addition to You can use an arcane focus (found in chapter 5) as a
the equipment granted by your background: spellcasting focus for your sorcerer spells.

• (a) a light c ro s s b o w and 20 bolts or (b) any sim ple S o r cer o u s O r ig in
weapon
Choose a sorcerous origin, which describes the
• (a) a com pon en t p ou ch or (b) an arcane focu s source o f your innate m agical power: D raconic
• (a) a du ng eon eer’s pack or (b) an explorer’s pack B lood lin e or W ild M agic, both detailed at the end o f the
• Two daggers class description.

Sp e l l c a st in g Your ch oice grants you features w hen you c h o o s e it at
1st level and again at 6th, 14th, and 18th level.
A n event in your past, or in the life o f a parent or
ancestor, left an indelible mark on you, infusing you with Fo n t of M a g ic
arcane m agic. This font of m agic, whatever its origin,
fuels your spells. S ee chapter 10 for the general rules of At 2nd level, you tap into a deep w ellspring o f m agic
sp ellcastin g and chapter 11 for the sorcerer spell list. within yourself. This wellspring is represented by
sorcery points, which allow you to create a variety of
C antrips magical effects.
At 1st level, you know four cantrips of your choice from
the sorcerer spell list. You learn additional sorcerer Sorcery Points
cantrips o f your ch oice at higher levels, as sh ow n in the You have 2 sorcery points, and you gain m ore as you
Cantrips K now n colum n o f the S orcerer table. reach higher levels, as show n in the S orcery Points
colum n o f the S orcerer table. You can never have
Spell Slo ts m ore sorcery points than shown on the table for your
The Sorcerer table show s how many spell slots you level. You regain all spent sorcery points w hen you
have to cast your sp ells o f 1st level and higher. To cast finish a long rest.
one of these sorcerer spells, you must expend a slot of
the sp ell’s level or higher. You regain all expended spell Flexible C astin g
slots w hen you finish a long rest. You can use your sorcery points to gain additional spell
slots, or sacrifice spell slots to gain additional sorcery
F or exam ple, if you k n ow the 1st-level spell burning points. You learn other ways to use your sorcery points
hands and have a 1st-level and a 2nd-level spell slot as you reach higher levels.
available, you can cast burning hands using either slot.
Creating Spell Slots. You can transform unexpended
S p e l l s K n o w n o f 1s t L e v e l a n d H i g h e r sorcery points into one spell slot as a bonus action on
You know tw o 1st-level spells o f your choice from the your turn. The Creating Spell Slots table show s the cost
sorcerer spell list. o f creating a spell slot o f a given level. You can create
spell slots no higher in level than 5th.
The Spells K now n colum n o f the S orcerer table
show s when you learn more sorcerer spells of your C r e a t in g S pell S lo ts
choice. Each of these spells must be of a level for which
you have spell slots. For instance, when you reach 3rd Spell Slot Sorcery
level in this class, you can learn one n ew spell o f 1st Level Point Cost
or 2nd level.
1st 2
Additionally, w hen you gain a level in this class, 2nd 3
you can choose one of the sorcerer spells you know 3rd 5
and replace it with another spell from the sorcerer 4th 6
spell list, w hich also m ust be o f a level for w h ich you 5th 7
have spell slots.
Converting a Spell Slot to Sorcery Points. As a
Spe l l c a st in g A b il it y bonus action on your turn, you can expend one spell
Charism a is your spellcasting ability for your sorcerer slot and gain a num ber o f sorcery points equal to the
spells, since the pow er o f your m agic relies on your slot’s level.
ability to project your w ill into the world. You use your
Charisma whenever a spell refers to your spellcasting M e t a m a g ic
ability. In addition, you use your Charism a m odifier
when setting the saving throw D C for a sorcerer spell At 3rd level, you gain the ability to twist your spells
you cast and w hen m aking an attack roll with one. to suit your needs. You gain two o f the follow ing
M etamagic options of your choice. You gain another one
Spell save D C = 8 + your proficiency bonus + at 10th and 17th level.
your Charisma modifier
You can use only one M etam agic option on a spell
Spell attack modifier = your proficiency bonus + w hen you cast it, u nless oth erw ise noted.
your Charisma modifier

C a r e f u l Spell Sorcerous R esto ratio n
W hen you cast a spell that forces other creatures to make
a saving throw, you can protect som e of those creatures At 20th level, you regain 4 expended sorcery points
from the spell’s full force. To do so, you spend 1 sorcery w henever you finish a short rest.
point and choose a number o f those creatures up to your
Charisma modifier (minimum of one creature). A chosen Sorcerous O rigins
creature autom atically s u c ce e d s on its saving throw
against the spell. Different sorcerers claim different origins for their
innate m agic. Although many variations exist, most
D istan t Spell o f these origins fall into tw o categories: a draconic
W hen you cast a spell that has a range o f 5 feet or bloodline and wild magic.
greater, you can spend 1 sorcery point to double the
range o f the spell. D raco n ic B lo o d lin e

W hen you cast a spell that has a range o f touch, you Your innate m agic com es from draconic m agic that w as
can spend 1 sorcery point to make the range o f the m ingled with your blood or that o f your ancestors. M ost
spell 30 feet. often, sorcerers with this origin trace their descent
back to a mighty sorcerer of ancient times w ho made a
E m po w e r e d Spell bargain with a dragon or who might even have claim ed
W hen you roll damage for a spell, you can spend 1 a dragon parent. S om e of these bloodlines are well
sorcery point to reroll a number o f the dam age dice up established in the world, but m ost are obscure. Any
to your Charisma m odifier (minim um of one). You must given sorcerer could be the first o f a new bloodline, as a
use the new rolls. result of a pact or som e other exceptional circum stance.

You can use Em powered Spell even if you have D ragon A ncestor
already used a different M etam agic option during the At 1st level, you c h o o s e one type o f dragon as your
casting o f the spell. ancestor. The damage type associated with each dragon
is used by features you gain later.
Ext en d e d Spell
W hen you cast a spell that has a duration o f 1 minute D r a c o n ic A n c est r y
or longer, you can sp end 1 sorcery point to double its
duration, to a m axim um duration o f 24 hours. Dragon Damage Type
Black Acid
H eigh tened Spell Blue Lightning
W hen you cast a spell that forces a creature to make a Brass Fire
saving throw to resist its effects, you can spend 3 sorcery Bronze Lightning
points to give one target of the spell disadvantage on its Copper Acid
first saving throw made against the spell. Cold Fire
Green Poison
Q u ick en ed Spell Red Fire
W hen you cast a spell that has a casting time o f 1 action, Silver Cold
you can spend 2 sorcery points to change the casting White Cold
time to 1 bonus action for this casting.
You can speak, read, and write D raconic. Additionally,
Su btle Spell whenever you make a Charisma check when interacting
W hen you cast a spell, you can spend 1 sorcery point to w ith dragons, your proficiency bon u s is doubled if it
cast it w ithout any som atic or verbal com pon ents. applies to the check.

Tw in n e d Spell D r a c o n ic R esilience
W hen you cast a spell that targets only one creature and A s m agic flow s through your body, it cau ses physical
d oesn ’t have a range o f self, you can spend a num ber o f traits o f your dragon ancestors to em erge. At 1st level,
sorcery points equal to the spell’s level to target a secon d your hit point m axim u m in creases by 1 and in creases by
creature in range with the sam e spell (1 sorcery point if 1 again whenever you gain a level in this class.
the spell is a cantrip).
Additionally, parts o f your skin are covered by a thin
A b ility Score Im pro vem en t sheen of dragon-like scales. W hen you aren’t w earing
armor, your AC equals 13 + your Dexterity modifier.
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of your Elem ental A ffin ity
choice by 2, or you can increase two ability scores of Starting at 6th level, w hen you cast a spell that deals
your ch oice by 1. A s norm al, you ca n ’t in crease an ability damage of the type associated with your draconic
score above 20 using this feature. ancestry, add your Charism a m odifier to that damage.
At the sam e time, you can spend 1 sorcery point to gain
resistance to that dam age type for 1 hour.

D r a g o n W in g s can do so after the creature rolls but before any effects
At 14th level, you gain the ability to sprout a pair of of the roll occur.
dragon w ings from your back, gaining a flying speed
equal to your current speed. You can create these w ings C ontrolled C haos
as a bonus action on your turn. They last until you At 14th level, you gain a m od icu m o f control over the
dism iss them as a bonus action on your turn. surges o f your wild magic. W henever you roll on the
W ild M agic Surge table, you can roll tw ice and use
You can’t m anifest your w ings w hile w earing arm or either number.
unless the arm or is m ade to accom m odate them, and
clothing not made to accom m odate your w ings might Spell B o m b a r d m e n t
be destroyed when you manifest them. B egin ning at 18th level, the harm ful energy o f your
spells intensifies. W hen you roll damage for a spell and
D r a c o n ic P resence roll the highest num ber possible on any of the dice,
B egin ning at 18th level, you can channel the dread c h o o s e one o f th ose dice, roll it again and add that roll to
presence of your dragon ancestor, causing those around the dam age. You can use the feature only on ce per turn.
you to becom e awestruck or frightened. As an action,
you can spend 5 sorcery points to draw on this pow er
and exude an aura of awe or fear (your choice) to a
distance o f 60 feet. For 1 minute or until you lose your
concentration (as if you w ere casting a concentration
spell), each hostile creature that starts its turn in this
aura must succeed on a W isdom saving throw or be
charm ed (if you chose awe) or frightened (if you chose
fear) until the aura ends. A creature that su cceed s on
this saving throw is im m une to your aura for 24 hours.

W ild M a g ic

Your innate m agic com es from the w ild forces of chaos
that underlie the order o f creation. You might have
endured exposure to som e form o f raw m agic, perhaps
through a planar portal leading to Lim bo, the Elemental
Planes, or the mysterious Far Realm. Perhaps you
w ere blessed by a pow erful fey creature or marked by a
demon. Or your m agic could be a fluke o f your birth, with
no apparent cau se or reason. H ow ever it cam e to be, this
chaotic m agic churns within you, waiting for any outlet.

W ild M a g ic Su rge
Starting w hen you c h o o s e this origin at 1st level, your
spellcasting can unleash surges of untamed magic.
Imm ediately after you cast a sorcerer spell o f 1st level
or higher, the DM can have you roll a d20. If you roll a
1, roll on the W ild M agic S u rge table to create a random
m agical effect.

T id e s of C h a o s
Starting at 1st level, you can m anipulate the forces o f
chance and chaos to gain advantage on one attack roll,
ability check, or saving throw. O nce you do so, you must
finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the
DM can have you roll on the W ild M agic Surge table
im mediately after you cast a sorcerer spell o f 1st level or
higher. You then regain the use of this feature.

Bend Luck
Starting at 6th level, you have the ability to twist fate
using your w ild magic. W hen another creature you can
see m akes an attack roll, an ability check, or a saving
throw, you can use your reaction and spend 2 sorcery
points to roll 1d4 and apply the num ber rolled as a
bon u s or penalty (your choice) to the creatu re’s roll. You

W ild M a g ic S u r g e

d 100 Effect d 100 Effect
01-02 Roll on this table at the start o f each o f your turns for 45-46 You cast levitate on yourself.
the next minute, ignoring this result on subsequent 47-48 A unicorn controlled by the DM appears in a space
03-04 rolls.
05-06 For the next minute, you can see any invisible creature within 5 feet o f you, then disappears 1 minute later.
if you have line o f sight to it. 49-50 You can’t speak for the next minute. Whenever you
07-08 A modron chosen and controlled by the DM appears
09-10 in an unoccupied space within 5 feet o f you, then try, pink bubbles float out o f your mouth.
11-12 disappears 1 minute later. 51-52 A spectral shield hovers near you for the next minute,
You ca st fireball as a 3rd-level spell centered on
13-14 yourself. granting you a +2 bonus to AC and immunity to m agic
15-16 You cast m agic missile as a 5th-level spell. missile.
17-18 Roll a d10. Your height changes by a number o f inches 53-54 You are immune to being intoxicated by alcohol for
equal to the roll. If the roll is odd, you shrink. If the the next 5d6 days.
19-20 roll is even, you grow. 55-56 Your hair falls out but grows back within 24 hours.
21-22 You cast confusion centered on yourself. 57-58 For the next minute, any flammable object you touch
For the next minute, you regain 5 hit points at the that isn’t being worn or carried by another creature
23-24 start o f each o f yourturns. bursts into flame.
25-26 You grow a long beard made o f feathers that remains 59-60 You regain your lowest-level expended spell slot.
until you sneeze, at which point the feathers explode 61-62 For the next minute, you must shout when you speak.
27-28 out from your face. 63-64 You cast fog cloud centered on yourself.
29-30 You cast grease centered on yourself. 65-66 Up to three creatures you choose within 30 feet o f you
31-32 Creatures have disadvantage on saving throws against take 4d10 lightning damage.
the next spell you cast in the next minute that involves 67-68 You are frightened by the nearest creature until the
33-34 a saving throw. end o f your next turn.
35-36 Your skin turns a vibrant shade of blue. A remove curse 69-70 Each creature within 30 feet o f you becomes invisible
spell can end this effect. for the next minute. The invisibility ends on a creature
37-38 An eye appears on your forehead for the next minute. when it attacks or casts a spell.
During that time, you have advantage on Wisdom 71-72 You gain resistance to all damage for the next minute.
39-40 (Perception) checks that rely on sight. 73-74 A random creature within 60 feet o f you becomes
41-42 For the next minute, all your spells with a casting time poisoned for 1d4 hours.
o f 1 action have a casting time o f 1 bonus action. 75-76 You glow with bright light in a 30-foot radius for the
43-44 You teleport up to 60 feet to an unoccupied space of next minute. Any creature that ends its turn within 5
your choice that you can see. feet o f you is blinded until the end o f its next turn.
You are transported to the Astral Plane until the 77-78 You cast polym orph on yourself. If you fail the saving
end o f your next turn, after which time you return throw, you turn into a sheep for the spell’s duration.
to the space you previously occupied or the nearest 79-80 Illusory butterflies and flower petals flutter in the air
unoccupied space if that space is occupied. within 10 feet o f you for the next minute.
Maximize the damage o f the next damaging spell you 81-82 You can take one additional action immediately.
cast within the next minute. 83-84 Each creature within 30 feet o f you takes 1d10 necrotic
Roll a d10. Your age changes by a number o f years damage. You regain hit points equal to the sum o f the
equal to the roll. If the roll is odd, you get younger necrotic damage dealt.
(minimum 1 year old). If the roll is even, you get older. 85-86 You cast m irror image.
1d6 flumphs controlled by the DM appear in 87-88 You cast fly on a random creature within 60 feet o f you.
unoccupied spaces within 60 feet o f you and are 89-90 You become invisible for the next minute. During that
frightened o f you. They vanish after 1 minute. time, other creatures can’t hear you. The invisibility
You regain 2d10 hit points. ends if you attack or cast a spell.
You turn into a potted plant until the start o f your 91-92 If you die within the next minute, you immediately
next turn. While a plant, you are incapacitated and come back to life as if by the reincarnate spell.
have vulnerability to all damage. If you drop to 0 hit 93-94 Your size increases by one size category for the next
points, your pot breaks, and your form reverts. minute.
For the next minute, you can teleport up to 20 feet as 95-96. You and all creatures within 30 feet o f you gain
a bonus action on each o f yourturns. vulnerability to piercing damage for the next minute.
97-98 You are surrounded by faint, ethereal music for the
next minute.
99-00 You regain all expended sorcery points.

SORCEROUS ORIGINS W~'l J..o so ""G"''l Ct(Htic;( t~\°"~ l ~Cjvt ~irJ.. wi°"~l

At 1st level, a sorcerer gains the Sorcerous Origin fea- c;"'J.. i"'f<r"'c;l t~i"'~l ~c;v< ~c;t wi"'~s? \t Ht.,...s
ture. The following options a re available to a sorcerer, c;r~itw'l' ~trt s~oV\.(J.. ~' c; ~c;t G"'~'d
in add ition to those offered in the Player's Handbook:
D ivine Soul, Shadow Magic, a nd Storm Sorcery. the outcome. Once you use this feature, you can't use it
again until you finish a short or long rest.
DIVINE SOUL
EMPOWERED HEALING
Sometimes the spark of magic that fuels a sorcerer
comes from a divine source that glimmers within the Starting at 6th level, the divine energy cours ing through
soul. Having s uch a blessed soul is a sign that your you can empower healing spells. Whenever you or
innate magic might come from a distant but powerful fa. an a lly within 5 feet of you rolls dice to determ ine the
milial connection to a divine being. Perhaps your ances- number of hit points a spell restores, you can spend 1
tor was an angel, tra nsformed into a mortal and sent to sorcery point to reroll any number of those d ice once,
fight in a god's name. Or your birth might align with a n provided you aren't incapacitated. You can use this fea-
ancient prophecy, marki ng you as a servant of the gods ture only once per turn.
or a chosen vessel of divine magic.
OTHERWORLDLY WINGS
A Divine Soul, with a natural magnetism, is seen as a
threat by some religious hierarchies. As an outsider who Starting at 14th level, you can use a bonus action to
commands sacred power, a Divine Soul can undermine ma nifest a pair of spectral wings from your back. Wh ile
a n existing order by claiming a direct tie to the divine. the wings are present, you have a flying speed of 30 feet.
The wings last un ti l you're incapacitated, you die, or you
In some cul tures, only those who can claim the power d ismiss them as a bonus action.
of a Divine Soul may command religious power. In
these lands, ecclesiastical positions a re dominated by a The affin ity you chose for your Divine Magic feature
few bloodlines and preserved over generations. determines the appearance of the spectral wings: eagle
wings for good or law, bat wings for evil or chaos, and
DIVINE SOUL FEATURES d ragonfly wings for neutrality.

Sorcerer Level Feature UNEARTHLY RECOVERY
1st Divine Magic, Favored by the Gods
6th Empowered Healing At 18th level, you gain the ability to overcome grievous
14th O therworldly Wi ngs injuries. As a bonus action when you have fewer than
18th Unearthly Recovery half of you r hi t points rema ining, you can regain a n um-
ber of hit points equa l to half your hit point maxim um.
DIVINE MAGIC
Once you use this feature, you can't use it again until
Your link to the divine a llows you to learn spells from you finish a long rest.
the cleric class. When your Spellcasting feature lets you
learn or replace a sorcerer cantrip or a sorcerer spell of SHADOW MAGIC
1st level or higher, you can choose the new spell from
the cleric spell Lis t or the sorcerer spell list. You must You are a creature of shadow, for your innate magic
otherwise obey all the restrictions for selecting the comes from the Shadowfell itself. You might trace your
spell, and it becomes a sorcerer spell for you. lineage to a n entity from that place, or perhaps you were
exposed to its fell energy and transformed by it.
In addition, choose an affi nity for the source of you r
divine power: good, evil, law, chaos, or ne utrality. You The power of s hadow magic casts a stra nge pall over
learn an add itional spell based on that affinity, as shown your physical presence. The spark of life that sustains
below. It is a sorcerer spell for you, but it doesn't count you is muffled, as if it struggles to remain viable against
aga inst your nu mber of sorcerer spells known. Ifyou the dark energy that im bues your soul. At your option ,
later replace this spell , you must replace it w ith a spell you can pick from or roll on the Shadow Sorcerer
fro m the cleric spell list. Quirks table to create a quirk for your character.

Affin ity Spell SHADOW SORCERER QUIRKS
Good cure wounds
Evil inflict wounds d6 Quirk
Law bless You are always icy cold to the touch.
Chaos bane
Neutrality protection from evil and good 2 When you are asleep, you don't appear to breathe
(though you must still breathe to survive).
FAVORED BY THE GODS
3 You barely bleed, even when badly injured.
Starting at 1st level, d ivine power guards your destiny. 4 Your heart beats once per minute. This event
If you fail a saving throw or miss with an attack roll, you
can roll 2d4 and add it to the total, possibly changi ng sometimes surprises you.

s You have trouble remembering that living creatures

and corpses should be treated differently.
6 You bl inked. Once. Last week.

CHAPTER l J CHARACTER OPTTONS

SHADOW MAGIC FEATURES

Sorcerer Feature
Level

1st Eyes of the Dark, Strength of the Grave
3rd Eyes of the Dark (darkness)

6th Hound of Ill Omen
14th Shadow Walk
18th Umbral Form

EYES OF THE DARK but only against its target. Add itionally, while the hound
is within 5 feet of the target, the target has disadvantage
Starting at 1st level, you have darkvis ion with a range on saving throws against any spell you cast. The hound
of 120 feet. disappears if it is reduced to 0 hit points, if its ta rget is
reduced to 0 hit points, or after 5 minutes.
When you reach 3rd level in this class, you learn
the darkness spell, which doesn't count against your SHADOW WALK
number of sorcerer spells known. In addition, you can
cast it by spending 2 sorcery points or by expending a At 14th level, you gain the ability to step from one
s pell s lot. U you cast it with sorcery points, you can see shadow into another. When you are in dim light or dark-
through the darkness created by the spell. ness, as a bonus action , you can magically teleport up to
120 feet to an unoccupied space you can see that is also
STRENGTH OF THE GRAVE in dim light or darkness.

Starting at 1st level, your existence in a twilight state be- UMBRALFORM
tween life and death makes you difficult to defeat. When
damage reduces you to 0 hit points, you can make a Starting at 18th level, you can spend 6 sorcery points
as a bonus action to magically transform yourself into
Charisma saving throw (DC 5 + the damage taken). On a shadowy form . In this form, you have resistance to
all damage except force and radiant damage, and you
a success, you instead drop to 1 hit point. You can't use can move through other creatures and objects as if they
this feature if you are reduced to 0 hit points by radiant were difficL1.lt terrain. You take 5 force damage if you end
damage or by a critical hit. your turn inside an object.

After the saving throw succeeds, you can't use this You remain in this for m for 1 minute. It ends early if
feature again until you finish a long rest. you are incapacitated, if you die, or if you dismiss it as a
bonus action.
HOUND OF ILL OMEN
STORM SORCERY
At 6th level, you gain the ability to call forth a howling
creature of darkness to harass your foes. As a bonus Your innate magic comes from the power of elemental
action, you can s pend 3 sorcery points to magically air. Many with th is power can trace their magic back to
s ummon a hound of ill omen to target one creature you a near-death experience caused by the Great Rain, but
can see within 120 feet of you. The hound uses the dire perhaps you were born during a howling gale so power-
wolf's statistics (see the Monster Manual or appendix C ful that folk still tell stories of it, or your lineage might
in the Player's Handbook), with the following changes: include the influence of potent air creatures such as
djinn. Whatever the case, the magic of the storm perme-
• The hound is s ize Medium, not Large, and it counts as ates your being.
a monstrosity, not a beast.
CHAPTER I I CHARACTER OPTI ONS
• It appears with a number of temporary hit points
equal to half your sorcerer level.

• It can move through other creatures and objects as
if they were difficu lt terrain. The hound takes 5 force
damage if it ends its turn inside an object.

• At the start of its turn, the hound automatically knows
its target's loca tion. If the target was hidden, it is no
longer hidden from the hound.

The hound appears in an unoccupied space of your
choice within 30 feet of the target. Roll initiative for the
hound. On its turn, it can move only toward its target by
the most direct route, and it can use its action o nly to at-
tack its target. The hound can make opportunity attacks,

Storm sorcerers a re invaluable me mbers of a s hip's HEART OF THE STORM
crew. Their magic a llows them to exert control over
wi nd and weathe r in the ir immediate a rea. The ir abili- At 6th level, you gai n resis tance to lig htning and thunder
ties a lso prove useful in repelling attacks by s ahuagin, damage. In add ition, w henever you s tart casting a spell
pirates, and other waterborne threats. of 1s t level or higher that deals lightning or thunder
da mage, s tormy magic erupts from you. This eruption
STORM SORCERY FEATURES causes creatures of your choice that you can see within
10 feet of you to take lig htning or thunde r damage
Sorcerer Fea t u re (choose each time this abi lity activates) equal to ha lf
Level your sorcerer level.

1st Wind Speaker, Tempestuous Magic STORM GUIDE
6th Heart of the Storm, Storm Guide
14th Storm's Fury At 6th level, you gain the ability to s ubtly control the
weather around you.
18th Wind Soul
If it is raining, you can use an action to cause the rain
WIND SPEAKER to stop falling in a 20-foot-radius s phere cente red o n
you. You can end this e ffect as a bonus action.
The a rcane magic you command is infused with ele-
me ntal ai r. You can s peak, read, and write Primordial. If it is wi ndy, you can use a bonus action each
Knowing this la nguage a llows you to understand and round to choose the direction that the w ind blows in a
be understood by those w ho s peak its di a lects: Aq uan, 100-foot-radius sphe re centered on you. The wind blows
Auran, Igna n, and Terra n. in that direction until th e end of your next turn . This fea-
ture d oesn't alter the speed of the wind.
TEMPESTUOUS MAGIC
STORM'S FURY
Starting at 1st level, you can use a bonus action on your
turn to cause wh irling g us ts of elemental air to briefly S tarting at 14th level, when you are hit by a melee at-
s urround you, immediately before or after you cast a tack, you can use your reactio n to deal lig htning damage
s pell of 1st level or hig her. Doing so allows you to fly up to the attacker. The damage equa ls your sorcere r level.
to 10 feet without provoking opportunity attacks. The attacker must a lso make a Strength saving throw
aga inst your sorcere r spell save DC. On a fa iled save,
the attacker is pus hed in a s traig ht line up to 20 feet
away from you.

WIND SOUL

At 18th level, you gain immunity to lightning and thun-
der damage.

You also gain a magical flying s peed of 60 feet. As a n
action, you can red uce your flying speed to 30 feet for 1
hour and choose a numbe r of creatures wi thin 30 feet
of you equal to 3 + your Charis ma modifier. The chosen
creatures gain a magical flying speed of 30 feet for 1
hour. Once you reduce your flyin g speed in this way, you
can't do so agai n until you finis h a s hort o r long rest.

Sorcerous Origin Supernatural Resilience

At 1st level, a sorcerer gains the Sorcerous Origin feature. At 1st level, the blessing of the gods grants you enhanced
Here are new options for that feature: the Favored Soul, the durability. Your hit point maximum increases by 1, and it
Phoenix Sorcery, the Sea Sorcery, the Shadow, the Stone increases by 1 again whenever you gain a level in this class.
Sorcery and the Storm.
Favored by the Gods
Favored Soul
Sometimes the spark of magic that fuels a sorcerer comes Starting at 1st level, divine power guards your destiny. If you
from a divine source that glimmers within the soul. Having fail a saving throw or miss with an attack roll, you can roll
such a favored soul, your innate magic might come from a 2d4 and add it to the total, possibly changing the outcome.
distant but powerful familial connection to a divine being.
Perhaps your ancestor was an angel, transformed into a Once you use this feature, you can’t use it again until you
mortal and sent to fight in a god’s name. Or your birth might finish a short or long rest.
align with an ancient prophecy, marking you as a servant of
the gods or a chosen vessel of divine magic. Blessed Countenance

Favored souls, with their natural magnetism and strong At 6th level, your divine essence causes you to undergo a
personalities, are often seen as threats by traditional religious minor physical transformation. Your appearance takes on an
hierarchies. As outsiders who command the power of the otherworldly version of one of the following qualities (your
gods, these sorcerers can undermine the existing order and choice): beautiful, youthful, kind, or imposing.
claim a direct tie to the divine.
Whatever your choice, if your proficiency bonus applies to a
In some cultures, only those who can claim the power of a Charisma check, double that bonus.
favored soul may command religious power. In these lands,
ecclesiastical positions are dominated by a few bloodlines Divine Purity
and preserved over generations.
At 14th level, you become immune to disease, poison damage,
Divine Magic and the poisoned condition.

Your link to the divine allows you to learn spells normally Unearthly Recovery
associated with the cleric class. When your Spellcasting
feature lets you learn a sorcerer cantrip or a sorcerer spell of At 18th level, you gain the ability to overcome grievous
1st level or higher, you can choose the new spell from the injuries. As a bonus action when you have less than half of
cleric spell list, in addition to the sorcerer spell list. You must your hit points remaining, you can regain a number of hit
otherwise obey all the restrictions for selecting the spell, and points equal to half your hit point maximum.
it becomes a sorcerer spell for you.
Once you use this feature, you can’t use it again until you
finish a long rest.

Note: New Favored Soul class

This Favored Soul is the one found in the UA Sorcerer article
published (02/06/2017). If you're looking for the old Favored
Soul found in the "Modifying Classes" article, go to the next
link: http://homebrewery.naturalcrit.com/share/BJWJ2QLU_g

SUB-CLASSES | SORCEROUS ORIGINS

62

Phoenix Sorcery Once you use this feature, you can’t use it again until you
Your power draws from the immortal flame that fuels the finish a long rest.
legendary phoenix. You or your ancestors perhaps rendered a
phoenix a great service, or you were born in its presence. Phoenix Spark
Whatever the cause, a shard of the phoenix’s power dwells
within you. Starting at 6th level, the fiery energy within you grows
restless and vengeful. In the face of defeat, it surges outward
That power is a mixed blessing. Like the mythical creature, to preserve you in a fiery roar.
you can invoke fiery energy and gain the ability to cheat death
itself. This power comes at a cost. The fire within you If you are reduced to 0 hit points, you can use your reaction
seethes, demanding to be unleashed. You sometimes find to draw on the spark of the phoenix. You are instead reduced
yourself absentmindedly feeding fires. You can’t bear to allow to 1 hit point, and each creature within 10 feet of you takes
a fire to sputter out. You feel most comfortable while holding fire damage equal to half your sorcerer level + your Charisma
a lit torch or sitting in front of a campfire. modifier.

More importantly, this gift comes with no special protection If you use this feature while under the effects of your
from fire. You are as vulnerable as any other creature to fiery Mantle of Flame, this feature instead deals fire damage equal
magic, including your own. Phoenix sorcerers can use their to your sorcerer level + double your Charisma modifier, and
powers to pull themselves back from the brink of death, and your Mantle of Flame immediately ends.
all too often their own, rash nature or reliance on destructive
magic is what puts them there in the first place. Once you use this feature, you can’t use it again until you
finish a long rest.
Such sorcerers are wanderers by necessity. The volatile
nature of their magic makes other folk nervous. If a fire Nourishing Fire
breaks out in town, a phoenix sorcerer had best flee, whether
guilty or not. Fire is a dangerous force, and phoenix sorcerers Starting at 14th level, your fire spells soothe and restore you.
have a reputation (deserved or not) for reckless behavior, When you expend a spell slot to cast a spell that includes a
confident that the essence of the phoenix can save them. fire damage roll, you regain hit points equal to the slot’s level
+ your Charisma modifier.
Phoenix Soul Quirks
Form of the Phoenix
d6 Quirk
1 You absentmindedly ignite small fires that quickly At 18th level, you finally master the spark of fire that dances
within you. While under the effect of your Mantle of Flame
sputter out. feature, you gain additional benefits:
2 You cackle like a fiend when you unleash your fire
You have a flying speed of 40 feet and can hover.
spells. You have resistance to all damage.
3 You admire fire, even if it burns your friends. If you use your Phoenix Spark, that feature deals an extra
4 You are covered in burns that mark the first time your 20 fire damage to each creature.

power manifested.
5 You like your food charred.
6 You are brave to the point of recklessness.

Ignite

At 1st level, you gain the ability to start fires with a touch. As
an action, you can magically ignite a flammable object you
touch with your hand—an object such as a torch, a piece of
tinder, or the hem of drapes.

Mantle of Flame

Starting at 1st level, you can unleash the phoenix fire that
blazes within you.

As a bonus action, you magically wreathe yourself in
swirling fire, as your eyes glow like hot coals. For 1 minute,
you gain the following benefits:

You shed bright light in a 30-foot radius and dim light for
an additional 30 feet.
Any creature takes fire damage equal to your Charisma
modifier if it hits you with a melee attack from within 5
feet of you or if it touches you.
Whenever you roll fire damage on your turn, the roll gains
a bonus to equal to your Charisma modifier.

SUB-CLASSES | SORCEROUS ORIGINS

63

Sea Sorcery Soul of the Sea
The power of water is the strength of flexibility, resilience,
and a relentless nature. Water parts to allow a ship to sail At 1st level, your tie to the sea grants you the ability to
over it or a diver to plunge into it, but their passing leaves no breathe underwater, and you have a swim speed equal to your
mark. Water flowing down a mountain reaches the sea. It walking speed.
might bend and turn across valleys and down hillsides, but it
slowly and steadily returns to the waves. Those whose souls Curse of the Sea
are touched by the power of elemental water command a
similar power. When you choose this origin at 1st level, you learn the secret
of infusing your spells with a watery curse.
Your heritage ties to powerful creatures of the sea, such as
nereids, the lords of the merfolk, and elemental powers. Like When you hit a creature with a cantrip’s attack or when a
a river, you feel the call of the ocean. The call is ever present creature fails a saving throw against your cantrip, you can
in your heart, and you are never completely at peace until you curse the target until the end of your next turn or until you
are near the sea. curse a different creature with this feature.

Once per turn when you cast a spell, you can trigger the
curse if that spell deals cold or lightning damage to the
cursed target or forces it to move. Doing so subjects the
target to the appropriate additional effect below, and then the
curse ends if the spell isn’t a cantrip (you choose the effect to
use if more than one effect applies):
Cold Damage. If the affected target takes cold damage from

your spell, the target’s speed is also reduced by 15 feet until
the end of your next turn. If the spell already reduces the
target’s speed, use whichever reduction is greater.
Lightning Damage. If the affected target takes lightning
damage from your spell, the target takes additional
lightning damage equal to your Charisma modifier.
Forced Movement. If the target is moved by your spell,
increase the distance it is moved by 15 feet.

Watery Defense

At 6th level, you gain resistance to fire damage.
You also gain the ability to defend yourself by momentarily

assuming a watery form. As a reaction when you are hit by an
attack and take bludgeoning, piercing, or slashing damage
from it, you can reduce that damage by an amount equal to
your sorcerer level plus your Charisma score, and then you
can move up to 30 feet without provoking opportunity
attacks. Once you use this special reaction, you can’t use it
again until you finish a short or long rest.

Shifting Form

Starting at 14th level, you gain the ability to enter a liquid
state while moving.

When you move on your turn, you take only half damage
from opportunity attacks, and you can move through any
enemy’s space but can’t willingly end your move there.

On your turn, you can move through any space that is at
least 3 inches in diameter and do so without squeezing.
When you stop moving, the regular squeezing rules apply if
you’re in a space one size smaller than you. You can’t willingly
stop in a space smaller than that, and if you’re forced to do so,
you immediately flow to the nearest space that can fit you,
back along the path of your movement.

Water Soul

Starting at 18th level, your being is altered by the power of
the sea. You gain the following benefits:

You no longer need to eat, drink, or sleep.
A critical hit against you becomes a normal hit.
You have resistance to bludgeoning, piercing, and slashing
damage.

SUB-CLASSES | SORCEROUS ORIGINS

64

Stone Sorcery
Your magic springs from a mystical link between your soul
and the magic of elemental earth. You might trace a distant
ancestor to the Plane of Earth, or your family might have
earned a mighty boon in return for a service to the dao lords.
Whatever your past, the magic of elemental earth is yours to
command.

Your link to earth magic grants you extraordinary
resilience, and stone sorcerers have a natural affinity for
combat. A steel blade feels like a natural extension of your
body, and sorcerers with this origin have a knack for wielding
both shields and weapons. In combat your place is amid the
fray. You rely on your elemental nature to shield you from
harm and your magic and metal weapons to overwhelm your
foes.

Bonus Proficiencies

At 1st level, you gain proficiency with shields, simple
weapons, and martial weapons.

Metal Magic Stone Aegis

Your affinity for metal gives you the option to learn some non- Starting at 6th level, your command of earth magic grows
sorcerer spells that focus on weapon attacks. When your stronger, allowing you to harness it for your allies’ protection.
Spellcasting feature lets you learn a sorcerer spell of 1st level
or higher, you can select the spell from the following list of As a bonus action, you can grant an aegis to one allied
spells, in addition to the sorcerer spell list. You must creature you can see within 60 feet of you. The aegis is a dim,
otherwise obey all the restrictions for selecting the spell, and gray aura of earth magic that protects the target. Any
it becomes a sorcerer spell for you. bludgeoning, piercing, or slashing damage the target takes is
reduced by 2 + your sorcerer level divided by 4. This effect
Spell level Spell lasts for 1 minute, until you use it again, or until you are
1st compelled duel incapacitated.
1st searing smite
1st thunderous smite In addition, when a creature you can see within 60 feet of
1st wrathful smite you hits the protected target with a melee attack, you can use
2nd branding smite your reaction to teleport to an unoccupied space you can see
2nd magic weapon within 5 feet of the attacker. You can teleport only if you and
3rd blinding smite the attacker are on the same surface. You can then make one
3rd elemental weapon melee weapon attack against the attacker. If that attack hits, it
4th staggering smite deals an extra 1d10 force damage. This extra damage
increases to 2d10 at 11th level and 3d10 at 17th level.
Stone’s Durability
Stone’s Edge
At 1st level, your connection to stone gives you extra fortitude.
Your hit point maximum increases by 1, and it increases by 1 Starting at 14th level, your mastery of earth magic allows you
again whenever you gain a level in this class. to add the force of elemental earth to your spells. When you
cast a spell that deals damage, choose one creature damaged
As an action, you can gain a base AC of 13 + your by that spell on the round you cast it. That creature takes
Constitution modifier if you aren’t wearing armor, and your extra force damage equal to half your sorcerer level. This
skin assumes a stony appearance. This effect lasts until you feature can be used only once per casting of a spell.
end it as a bonus action, you are incapacitated, or you don
armor other than a shield. Earth Master’s Aegis

Beginning at 18th level, when you use your Stone’s Aegis to
protect an ally, you can choose up to three creatures to gain
its benefits.

SUB-CLASSES | SORCEROUS ORIGINS

66

. Invasive Thoughts

Aberrant Mind 1st-level Aberrant Mind feature

An alien influence has wrapped its tendrils At 1st level, you gain the ability to use a bonus
around you, warping you in both body and mind. action to magically create a telepathic link with
Perhaps a psychic splinter lodged in your psyche one creature you can see within 30 feet of you.
after you suffered domination by an aboleth. Until the link ends, you can telepathically speak
Maybe you were born somewhere tainted by the to the target through the link, and if it
Far Realm, a planar blot that changed you understands at least one language, it can speak
forever. Or perhaps mind flayers kidnapped you, telepathically to you. The link lasts for 10
subjecting you to the nightmarish process of minutes, and it ends early if you are
ceremorphosis—but the transformation failed incapacitated or die, or if you use another bonus
and left you altered. action to break the link or to establish this link
with a different creature.
Unique Disturbance
Psionic Spells
Regardless of its genesis, the Aberrant Mind origin
imparts a sense of eeriness to the character or their 1st-level Aberrant Mind feature
surroundings. This can be as subtle as when your
sorcerer reads a creature’s mind with detect thoughts, Starting at 1st level, your aberrant nature
anyone in their immediate vicinity experiences a faint changes your mind in subtle but profound ways.
but pervasive sense of dread. Or it could be You learn additional spells when you reach
unmistakable, such as sweating a sheen of viscous certain levels in this class, as shown on the
mucus when you’re scared, or your pupils squirming Psionic Spells table. The spell counts as a
when you’re excited. Consider the potentially sorcerer spell for you, but it doesn’t count
unspeakable source of your sorcerer’s powers, and use against the number of sorcerer spells you know.
that as a guide to weave threads of eeriness throughout These spells can’t be replaced when you gain a
your magic. level in this class.

©2019 Wizards of the Coast LLC Psionic Spells Spells
arms of Hadar, dissonant whispers
Sorcerer Level calm emotions, detect thoughts
1st hunger of Hadar, sending
3rd compulsion, Evard’s black tentacles
5th modify memory, Rary’s telepathic
7th bond
9th

Warped Being

1st-level Aberrant Mind feature

Starting at 1st level, your aberrant origin
protects you from harm. Your body might have a
coating of viscous slime, tough hide, scales, or an
invisible psionic barrier (choose the form of
protection when you gain this feature).
Whatever form the protection takes, your AC
equals 13 + your Dexterity modifier while you
aren’t wearing armor.

1

Rule Tip: AC Calculations Don’t Stack • Your eyes turn black or become writhing
sensory tendrils. You are aware of the location
When the game gives you more than one way to of any hidden or invisible creature within 60
calculate your Armor Class, you can use only one of feet of you.
them. You choose the one to use. For example, if you
have the Aberrant Mind’s Warped Being feature and the 2
monk’s Unarmored Defense feature, you don’t mix
them together. Instead, choose which one determines
your AC.

Psionic Sorcery

6th-level Aberrant Mind feature

Beginning at 6th level, when you cast any of the
spells gained from your Psionic Spells feature,
you can cast it by expending a spell slot as
normal or by spending a number of sorcery
points equal to the spell’s level. If you cast the
spell using sorcery points, it requires no
components.

Psychic Defenses

6th-level Aberrant Mind feature

At 6th level, you gain resistance to psychic
damage, and you have advantage on saving
throws against being charmed or frightened.

Revelation in Flesh

14th-level Aberrant Mind feature

Beginning at 14th level, you can unleash the
aberrant truth hidden within your flesh. As a
bonus action, you can spend 1 or more sorcery
points to magically transform your body for 1
minute. For each sorcery point you spend, you
can gain one of the following benefits of your
choice, the effects of which last until the
transformation ends:

• You gain a swimming speed equal to your
walking speed and the ability to breathe water.
Gills grow from your neck or fan out from
behind your ears, your fingers become
webbed, or you grow lashing cilia that extend
through your clothing.

• You gain a flying speed equal to your walking
speed and can hover. As you fly, your skin
glistens with mucus.

• Your body, along with any equipment you are
wearing or carrying, becomes slimy and
pliable. You can move through any space as
narrow as 1 inch without squeezing, and you
can spend 5 feet of movement to escape from
nonmagical restraints or being grappled.

©2019 Wizards of the Coast LLC

Warlock

With a pseudodragon curled on his shoulder, a young
elf in golden robes sm iles warmly, w eaving a m agical
charm into his honeyed w ords and bending the palace
sentinel to his will.

A s flam es spring to life in her hands, a w izened
human w hispers the secret name o f her dem onic patron,
infusing her spell with fiendish magic.

Shifting his gaze betw een a battered tom e and the
odd alignment of the stars overhead, a w ild-eyed tiefling
chants the m ystic ritual that w ill open a doorw ay to a
distant world.

W arlocks are seekers o f the know ledge that lies
hidden in the fabric o f the multiverse. Through pacts
made with mysterious beings of supernatural power,
w arlocks unlock m agical effects both subtle and
spectacular. Drawing on the ancient knowledge of
beings such as fey nobles, dem ons, devils, hags, and
alien entities o f the Far Realm , w arlocks piece together
arcane secrets to bolster their own power.

Sw o r n a n d B e h o l d e n

A w arlock is defined by a pact with an otherworldly
being. Som etim es the relationship between w arlock
and patron is like that o f a cleric and a deity, though
the beings that serve as patrons for w arlocks are not
gods. A w arlock might lead a cult dedicated to a dem on
prince, an archdevil, or an utterly alien entity—beings
not typically served by clerics. M ore often, though, the
arrangement is sim ilar to that betw een a master and
an apprentice. The w arlock learns and grow s in power,
at the co st o f occa sion a l serv ices perform ed on the
patron’s behalf.

The magic bestowed on a warlock ranges from minor
but lasting alterations to the w arlock's being (such as
the ability to see in darkness or to read any language)
to access to pow erful spells. Unlike bookish wizards,
w arlocks supplement their m agic with som e facility
at hand-to-hand com bat. They are com fortable in light
arm or and know how to use simple w eapons.

D elvers in to Secrets

W arlocks are driven by an insatiable need for knowledge
and power, w hich com pels them into their pacts and
shapes their lives. This thirst drives w arlocks into their
pacts and shapes their later careers as well.

Stories of w arlocks binding themselves to fiends are
widely known. But m any w arlocks serve patrons that
are not fiendish. S om etim es a traveler in the w ilds
com es to a strangely beautiful tower, m eets its fey lord
or lady, and stum bles into a pact without being fully
aw are o f it. A n d som etim es, w hile p orin g over tom es o f

The W arlo ck

Proficiency Cantrips Spells Spell Slot Invocations
Known Known Slots Level Known
Level Bonus Features
1st 2 2 1 1st —
2nd +2 Otherworldly Patron, Pact Magic 2 3 2 1st
3rd 2 4 2 2nd 2
4th +2 Eldritch Invocations 3 5 2 2nd 2
5th 3 6 2 3rd 2
6th +2 Pact Boon 3 7 2 3rd 3
7th 3 8 2 4th 3
8th +2 Ability Score Improvement 3 9 2 4th 4
9th 3 10 2 5th 4
10th +3 — 4 10 2 5th 5
11th 4 11 3 5th 5
12th +3 Otherworldly Patron feature 4 11 3 5th 5
13th 4 12 3 5th 6
14th +3 — 4 12 3 5th 6
15th 4 13 3 5th 6
16th +3 Ability Score Improvement 4 13 3 5th 7
17th 4 14 4 5th 7
18th +4 — 4 14 4 5th 7
19th 4 15 4 5th 8
+4 Otherworldly Patron feature 4 15 4 5th 8
20th 8
+4 Mystic Arcanum (6th level)

+4 Ability Score Improvement

+5 Mystic Arcanum (7th level)

+5 Otherworldly Patron feature

+5 Mystic Arcanum (8th level)

+5 Ability Score Improvement

+6 Mystic Arcanum (9th level)

+6 —

+6 Ability Score Improvement

+6 Eldritch Master

forbidden lore, a brilliant but cra zed student’s m ind is Your patron’s dem an ds might drive you into adventures,
opened to realities beyond the material w orld and to the or they might consist entirely o f sm all favors you can do
alien beings that dwell in the outer void. between adventures.

O nce a pact is made, a w arlock ’s thirst for know ledge W hat kind o f relationship do you have with your
and pow er can’t be slaked with m ere study and research. patron? Is it friendly, antagonistic, uneasy, or rom antic?
No one makes a pact with such a mighty patron if he or H ow im portant does your patron consider you to be?
she d oesn ’t intend to u se the pow er thus gained. Rather, W hat part do you play in your patron’s plans? D o you
the vast majority o f w arlocks spend their days in active know other servants of your patron?
pursuit o f their goals, which typically m eans som e kind
o f adventuring. Furthermore, the dem ands o f their How does your patron com m unicate with you? If
patrons drive w arlocks toward adventure. you have a familiar, it might occa sion a lly sp eak with
your patron’s voice. S o m e w arlock s find m essa ges
C reatin g a Wa r l o c k from their patrons etched on trees, m ingled am ong tea
leaves, or adrift in the clou d s—m essa g es that only the
A s you make your w arlock character, spend som e time w arlock can see. Other w arlocks converse with their
thinking about your patron and the obligations that patrons in dream s or w aking visions, or deal only with
your pact im poses upon you. W hat led you to m ake the in term ed iaries.
pact, and how did you make contact with your patron?
W ere you seduced into sum m oning a devil, or did you Q u ic k B u il d
seek out the ritual that w ould allow you to m ake contact You can make a w arlock quickly by following these
with an alien elder god? Did you search for your patron, suggestions. First, Charisma should be your highest
or did your patron find and ch oose you? D o you chafe ability score, follow ed by Constitution. Second, choose
under the obligations o f your pact or serve joyfu lly in the charlatan background. Third, ch o o s e the eldritch
anticipation o f the rewards prom ised to you? blast and chill touch cantrips, along with the 1st-level
spells ray o f sickness and witch bolt.
W ork with your DM to determine how big a part your
pact w ill play in your character’s adventuring career. C lass Features

A s a warlock, you gain the follow ing class features.

H it Po in t s
Hit Dice: 1d8 per w a rlock level
Hit Points at 1st Level: 8 + your Constitution m odifier
Hit Points at Higher Levels: 1d8 (or 5) + your

Constitution m odifier per w arlock level after 1st

P r o f ic ie n c ie s Additionally, w hen you gain a level in this class,
Armor: Light armor you can ch oose one o f the w arlock spells you know
Weapons: Simple weapons and replace it with another spell from the w arlock
Tools: None spell list, w hich also must be o f a level for w hich you
have spell slots.
Saving Throws: W isdom , Charisma
Skills: Choose two skills from Arcana, Spe l l c a st in g A b il it y
Charisma is your spellcasting ability for your w arlock
D eception, History, Intimidation, Investigation, spells, so you use your Charisma whenever a spell refers
Nature, and Religion to your spellcastin g ability. In addition, you u se your
Charisma modifier w hen setting the saving throw DC
E q u ip m e n t for a w arlock spell you cast and w hen making an attack
You start w ith the follow ing equipment, in addition to roll with one.
the equipment granted by your background:
Spell save D C = 8 + your proficiency bonus +
• (a) a light c ro s s b o w and 20 bolts or (b) any sim ple your Charisma modifier
weapon
Spell attack modifier = your proficiency bonus +
• (a) a com p on en t pou ch or (b) an arcane focu s your Charisma modifier
• (a) a sch ola r’s pack o r (b) a du ng eon eer’s pack
• Leather armor, any simple weapon, and two daggers Sp e l l c a s t in g Fo c u s
You can use an arcane focus (found in chapter 5) as a
O t h e r w o r l d l y Pa t r o n spellcasting focus for your w arlock spells.

At 1st level, you have struck a bargain with an E l d r it c h In v o c a t i o n s
otherworldly being o f your choice: the Archfey, the
Fiend, or the Great Old One, each o f w hich is detailed In your study o f occult lore, you have unearthed eldritch
at the end o f the class description. Your ch oice invocations, fragm ents o f forbidden know ledge that
grants you features at 1st level and again at 6th, 10th, im bue you w ith an abiding m agical ability.
and 14th level.
At 2nd level, you gain tw o eldritch invocations of your
Pa c t M a g i c ch oice. Your invocation options are detailed at the end
o f the class description. W hen you gain certain w arlock
Your arcane research and the m agic bestow ed on you levels, you gain additional invocations of your choice,
by your patron have given you facility with spells. See as show n in the Invocations K now n colum n o f the
chapter 10 for the general rules o f spellcasting and W arlock table.
chapter 11 for the w a rlock spell list.
Additionally, w hen you gain a level in this class,
C a n t r ip s you can choose one o f the invocations you know and
You know two cantrips of your choice from the w arlock replace it w ith another invocation that you cou ld learn
spell list. You learn additional w arlock cantrips of your at that level.
c h oice at higher levels, as sh ow n in the Cantrips K now n
colum n o f the W arlock table. Pa c t B o o n

Spell Slo ts At 3rd level, your otherworldly patron bestow s a gift
The W arlock table show s how m any spell slots you have. upon you for your loyal service. You gain one o f the
T h e table also sh ow s w hat the level o f those slots is; all following features of your choice.
o f your spell slots are the sam e level. To cast one o f your
w arlock spells o f 1st level or higher, you must expend a Pa c t o f t h e C h a i n
spell slot. You regain all expended spell slots w hen you You learn the find familiar spell and can cast it as a
finish a short or long rest. ritual. The spell doesn’t count against your num ber of
spells known.
For example, when you are 5th level, you have
tw o 3rd-level sp ell slots. To cast the 1st-level spell W hen you cast the spell, you can ch oose one of the
thunderwave, you must spend on e o f th ose slots, and norm al form s for your familiar or one of the following
you cast it as a 3rd-level spell. special form s: imp, pseudodragon, quasit, or sprite.

S p e l l s K n o w n o f 1s t L e v e l a n d H i g h e r Additionally, when you take the Attack action, you can
At 1st level, you know tw o 1st-level spells o f your choice forgo one o f your own attacks to allow your familiar to
from the w a rlock spell list. m ake one attack o f its own.

The Spells Know n colum n o f the W arlock table show s Pa c t o f t h e B l a d e
w hen you learn m ore w a rlock spells o f your ch oice o f 1st You can use your action to create a pact w eapon in your
level and higher. A spell you ch oose must be o f a level em pty hand. You can ch oose the form that this m elee
n o higher than w hat’s sh ow n in the table's S lot Level w ea p on takes each tim e you create it (see chapter 5 for
colum n for your level. W hen you reach 6th level, for w ea p on options). Y ou are proficient with it w hile you
example, you learn a new w arlock spell, w hich can be w ield it. T h is w ea p on coun ts as m agical for the p u rp ose
1st, 2nd, or 3rd level. o f overcom ing resistance and immunity to nonm agical
attacks and damage.

Y our pact w ea p on disappears if it is m ore than 5 feet Yo u r Pa c t B o o n
away from you for 1 m inute or m ore. It also disappears
if you use this feature again, if you dism iss the w eapon Each Pact Boon option produces a special creature or an
(no action required), or if you die. object that reflects your patron’s nature.

You can transform one m agic w eapon into your pact Pact o f the Chain. Your familiar is more cunning than a
w eapon by perform ing a special ritual w hile you hold typical familiar. Its default form can be a reflection o f your
the w eapon. You perform the ritual over the course patron, with sprites and pseudodragons tied to the Archfey
of 1 hour, which can be done during a short rest. and imps and quasits tied to the Fiend. Because the Great Old
You can then d ism iss the w eapon , shunting it into an One’s nature is inscrutable, any familiar form is suitable for it.
extradim ensional space, and it appears w henever you
create your pact w eapon thereafter. You can’t affect an Pact o f the Blade. If your patron is the Archfey, your
artifact or a sentient w eapon in this way. The w eapon weapon might be a slender blade wrapped in leafy vines.
ceases being your pact w eapon if you die, if you perform If you serve the Fiend, your weapon could be an axe made
the 1-hour ritual on a different w eapon, or if you use o f black metal and adorned with decorative flames. If your
a 1-hour ritual to break your bon d to it. The w eapon patron is the Great Old One, your weapon might be an
appears at your feet if it is in the extradim ensional sp ace ancient-looking spear, with a gemstone embedded in its
when the bond breaks. head, carved to look like a terrible unblinking eye.

Pa c t o f t h e T o m e Pact o f the Tome. Your Book o f Shadows might be a fine,
Your patron gives you a grim oire called a B ook of gilt-edged tome with spells o f enchantment and illusion,
Shadows. W hen you gain this feature, ch oose three gifted to you by the lordly Archfey. It could be a weighty tome
cantrips from any cla ss’s spell list. W h ile the b o o k is on bound in demon hide studded with iron, holding spells of
your person , you can cast th ose cantrips at w ill. They conjuration and a wealth of forbidden lore about the sinister
don’t count against your num ber of cantrips known. regions of the cosmos, a gift of the Fiend. Or it could be the
tattered diary o f a lunatic driven mad by contact with the
If you lose your B ook of Shadows, you can perform Great Old One, holding scraps o f spells that only your own
a 1-hour cerem ony to receive a replacement from your burgeoning insanity allows you to understand and cast.
patron. This cerem ony can be perform ed during a short
or long rest, and it destroys the previous book . The b o o k O th e rw o rld ly Patrons
turns to ash when you die.
The beings that serve as patrons for w arlocks are
A b ility Score Im pro vem en t mighty inhabitants o f other planes o f existence—not
gods, but alm ost godlike in their power. Various patrons
W h en you reach 4th level, and again at 8th, 12th, 16th, give their w arlocks access to different pow ers and
and 19th level, you can increase one ability score o f your invocations, and expect significant favors in return.
choice by 2, or you can increase two ability scores of
your ch oice by 1. A s norm al, you can't in crease an ability Som e patrons collect w arlocks, doling out mystic
score above 20 using this feature. knowledge relatively freely or boasting o f their ability
to bind m ortals to their will. Other patrons bestow their
M y stic A r c a n u m pow er only grudgingly, and might make a pact with
only one warlock. W arlocks w ho serve the same patron
At 11th level, your patron bestow s upon you a m agical might view each other as allies, siblings, or rivals.
secret called an arcanum. C hoose one 6th-level spell
from the w arlock spell list as this arcanum. T he A rch fey

You can cast your arcanum spell once without Your patron is a lord or lady o f the fey, a creature o f
expending a spell slot. You must finish a long rest before legend w ho holds secrets that w ere forgotten before
you can do so again. the m ortal races w ere born. This being’s motivations
are often inscrutable, and som etim es whimsical, and
At higher levels, you gain m ore w arlock spells o f your might involve a striving for greater m agical pow er or the
ch oice that can be cast in this way: one 7th-level spell settling of age-old grudges. Beings of this sort include
at 13th level, one 8th-level spell at 15th level, and one the Prince of Frost; the Queen of Air and Darkness,
9th-level spell at 17th level. You regain all u ses o f your ruler o f the Gloam ing Court; Titania of the Sum m er
Mystic A rcanum when you finish a long rest. Court; her consort Oberon, the Green Lord; Hyrsam,
the Prince of Fools; and ancient hags.
E ld ritch M a ster
E x p a n d e d Spell L ist
At 20th level, you can draw on your inner reserve of The Archfey lets you ch oose from an expanded list of
mystical pow er w hile entreating your patron to regain spells w hen you learn a w arlock spell. The following
expended spell slots. You can spend 1 minute entreating spells are added to the w arlock spell list for you.
your patron for aid to regain all your expended spell slots
from your Pact M agic feature. Once you regain spell slots A rch fey Ex p a n d e d S pells
with this feature, you must finish a long rest before you
can do so again. Spell Level Spells
1st faerie fire, sleep
2nd calm emotions, phantasm al force
3rd blink, plant growth
4th dom inate beast, greater invisibility
5th dominate person, seeming

Fey Presence E x p a n d e d Spe ll L ist
Starting at 1st level, your patron bestow s u pon you the The Fiend lets you ch oose from an expanded list of
ability to project the beguiling and fearsom e presence spells when you learn a w arlock spell. The following
o f the fey. A s an action, you can cau se each creature in spells are added to the w arlock spell list for you.
a 10-foot cube originating from you to make a W isdom
saving throw against your w arlock spell save DC. The Fie n d Ex p a n d e d S pells
creatures that fail their saving throw s are all charm ed
or frightened by you (your choice) until the end of Spell Level Spells
your next turn. 1st b u rning hands, c o m m a n d
2nd blindness/deafness, scorch ing ray
O nce you u se this feature, you ca n ’t use it again until 3rd fireball, stinking cloud
you finish a short or long rest. 4th fire shield, wall o f fire
5th fla m e strike, hallow
M ist y E scape
Starting at 6th level, you can vanish in a puff o f mist in D a r k O n e ’s B le ssin g
response to harm. W hen you take damage, you can use Starting at 1st level, w hen you reduce a hostile creature
your reaction to turn invisible and teleport up to 60 feet to 0 hit points, you gain tem porary hit points equal to your
to an unoccupied space you can see. You remain invisible Charism a m odifier + your w arlock level (m inim um o f 1).
until the start o f your next turn or until you attack or
cast a spell. D a r k O n e ’s O w n L u c k
Starting at 6th level, you can call on your patron to alter
O nce you u se this feature, you can't use it again until fate in your favor. W h en you m ake an ability ch eck or a
you finish a short or long rest. saving throw, you can use this feature to add a d 10 to
your roll. You can do so after seeing the initial roll but
B e g u il in g D efenses before any o f the roll’s effects occur.
B egin ning at 10th level, your patron teaches you h ow to
turn the mind-affecting m agic o f your enem ies against O nce you u se this feature, you c a n ’t use it again until
them. You are im m une to being charm ed, and when you finish a short or long rest.
another creature attempts to charm you, you can use
your reaction to attempt to turn the charm back on Fie n d ish R e silie n c e
that creature. The creature must succeed on a W isdom Starting at 10th level, you can c h o o s e one dam age type
saving throw against your warlock spell save DC or when you finish a short or long rest. You gain resistance
be charm ed by you for 1 minute or until the creature to that dam age type until you ch oose a different one
takes any damage. with this feature. D am age from m agical w eapons or
silver w eapons ignores this resistance.
D a r k D e l ir iu m
Starting at 14th level, you can plunge a creature into H u rl T h rou gh H ell
an illusory realm. As an action, choose a creature Starting at 14th level, w hen you hit a creature w ith an
that you can see w ithin 60 feet o f you. It must m ake a attack, you can use this feature to instantly transport
W isdom saving throw against your warlock spell save the target through the lower planes. The creature
DC. O n a failed save, it is charm ed or frightened by you disappears and hurtles through a nightmare landscape.
(your choice) for 1 minute or until your concentration
is broken (as if you are concentrating on a spell). This At the end o f your next turn, the target returns to the
effect ends early if the creature takes any damage. sp a ce it previously o ccu pied, or the nearest u n occu pied
space. If the target is not a fiend, it takes 10d 10 psychic
Until this illusion ends, the creature thinks it is lost dam age as it reels from its h orrific experience.
in a m isty realm , the appearance o f w hich you choose.
The creature can see and hear only itself, you, and O nce you u se this feature, you ca n ’t u se it again until
the illusion. you finish a long rest.

You must finish a short or long rest before you can T he G reat O ld O n e
use this feature again.
Your patron is a m ysterious entity w hose nature is
T h e F ien d utterly foreign to the fabric o f reality. It might co m e from
the Far Realm , the sp a ce beyon d reality, or it cou ld be
You have m ade a pact with a fiend from the lower one of the elder gods known only in legends. Its motives
planes o f existence, a being w h ose aim s are evil, are incom prehensible to mortals, and its know ledge so
even if you strive against those aims. Such beings im m ense and ancient that even the greatest libraries
desire the corruption or destruction of all things, pale in com p a rison to the vast secrets it holds. The
ultimately including you. Fiends pow erful enough to Great Old One might be unaware o f your existence
forge a pact include dem on lords such as D em ogorgon, or entirely indifferent to you, but the secrets you have
Orcus, Fraz’Urb-luu, and Baphomet; archdevils such learn ed allow you to draw your m agic from it.
as A sm odeus, Dispater, M ephistopheles, and Belial;
pit fiends and balors that are especially mighty; and Entities of this type include Ghaunadar, called That
ultroloths and other lords of the yugoloths. W hich Lurks; Tharizdun, the Chained God; Dendar, the
Night Serpent; Zargon, the Returner; Great Cthulhu;
and other unfathomable beings.

Ex p a n d e d Spell L ist A r m o r of Sh a d o w s
The Great Old One lets you ch o o s e from an expanded list You can cast mage armor on y ou rself at will, without
of spells when you learn a w arlock spell. The following expending a spell slot or material components.
spells are added to the w arlock spell list for you.
A s c e n d a n t Ste p
G reat O ld O ne Ex p a n d e d S pells Prerequisite: 9th level
You can cast levitate on y ou rself at will, without
Spell Level Spells expending a spell slot or material com ponents.
1st dissonant whispers, Tasha's hideous laughter
2nd detect thoughts, phantasm alforce B east Speech
3rd clairvoyance, sending You can cast speak with animals at will, without
4th dom inate beast, E va rd ’s black tentacles expending a spell slot.
5th dom inate person, telekinesis
Beg u ilin g Influence
A w ak en ed M ind You gain proficiency in the D eception and
Starting at 1st level, your alien kn ow led ge gives you Persuasion skills.
the ability to touch the m inds of other creatures. You
can com m unicate telepathically with any creature you B e w it c h in g W hispers
can see within 30 feet o f you. You don’t need to share Prerequisite: 7th level
a language with the creature for it to understand your You can cast compulsion on ce using a w arlock spell slot.
telepathic utterances, but the creature must be able to You can ’t do so again until you finish a long rest.
understand at least on e language.
B o o k of A n c ie n t Secrets
Entropic W ard Prerequisite: Pact o f the Tome feature
At 6th level, you learn to m agically w ard yourself against
attack and to turn an enem y’s failed strike into good You can n ow in scribe m agical rituals in your B o o k o f
luck for yourself. W hen a creature m akes an attack Sh a dow s. C h oose tw o 1st-level sp ells that have the
roll against you, you can use your reaction to im pose ritual tag from any cla ss’s spell list. The sp ells appear
disadvantage on that roll. If the attack m isses you, your in the b o o k and don’t count against the num ber o f spells
next attack roll against the creature has advantage if you you know. W ith your B ook o f Shadow s in hand, you
m ake it b efore the end o f your next turn. can cast the chosen spells as rituals. You can’t cast the
spells except as rituals, u nless y ou ’ve learned them by
O nce you use this feature, you ca n ’t use it again until som e other means. You can also cast a warlock spell
you finish a short or long rest. you kn ow as a ritual if it has the ritual tag.

T h o u g h t Shield On your adventures, you can add other ritual spells to
Starting at 10th level, your thoughts ca n ’t b e read by your B ook o f Shadow s. W hen you find such a spell, you
telepathy or other m ea n s unless you allow it. You also can add it to the b o o k if the sp ell’s level is equal to or
have resistance to psychic damage, and whenever a less than half your w arlock level (rounded up) and if you
creature deals psychic dam age to you, that creature can spare the time to transcribe the spell. For each level
takes the sam e am ount o f dam age that you do. o f the spell, the transcription p rocess takes 2 hours and
c o sts 50 gp for the rare inks n eeded to in scribe it.
C reate T hrall
At 14th level, you gain the ability to infect a h um an oid’s C h ain s of C arceri
mind with the alien m agic of your patron. You can use Prerequisite: 15th level, Pact o f the Chain feature
your action to touch an incapacitated humanoid. That You can cast hold monster at w ill—targeting a celestial,
creature is then charm ed by you until a remove curse fiend, or elem ental—w ithout expending a spell slot or
spell is cast on it, the ch arm ed condition is rem oved material com ponents. You must finish a long rest before
from it, or you u se this feature again. you can use this invocation on the sam e creature again.

You can com m unicate telepathically with the charm ed D e v il ’s Si g h t
creature as long as the tw o o f you are on the sam e plane You can see normally in darkness, both magical and
of existence. nonm agical, to a distance o f 120 feet.

D readful W ord
Prerequisite: 7th level
You can cast confusion on ce using a w a rlock spell slot.
You can’t do so again until you finish a long rest.

Eld ritch Sigh t
You can cast detect magic at w ill, without expending
a spell slot.

WARLOCK OF OTHERWORLDLY PATRONS
THE CELESTIAL
At 1st level, a warlock gains the Otherworldly Patron
CHAPTER 1 I CHARACTER OPTTONS feature. The following options are available to a warlock,
in addition to those offered in the Player's Handbook:
the Celestial and the Hexblade.

THE CELESTIAL

Your patron is a powerful being of the Upper Planes.
You have bound yourself to an ancient empyrean, solar,
ki-rin, unicorn, or other entity that resides in the planes
of everlasting bliss. Your pact with that being allows you
to experience the barest touch of the holy light that illu­
minates the multiverse.

Being connected to such power can cause changes in
your behavior and beliefs. You might find yourself driven
to annihilate the undead, to defeat fiends, and to protect
the innocent. At times, your heart might also be filled
with a longing for the celestial realm of your patron,
and a desire to wander that paradise for the rest of your
days. But you know that your mission is among mortals
for now, and that your pact binds you to bring light to the
dark places of the world.

CELESTIAL FEATURES

Warlock Feature
Level
1st Expanded Spell List, Bonus Cantrips,
Healing Light
6th Radiant Soul
10th Celestial Resilience
14th Searing Vengeance

EXPANDED SPELL LIST

The Celestial lets you choose from an expanded list of
spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.

CELESTIAL EXPANDED SPELLS

Spell Level Spells
l st cure wounds, guiding bolt
2nd flaming sphere, lesser restoration
3rd daylight, revivify
4th guardian of faith, wall offire
5th flame strike, greater restoration

BONUS CANTRIPS

At 1st level, you learn the light and sacred flame can­
trips. They count as warlock cantrips for you, but they
don't count against your number of cantrips known.

HEALING LIGHT

At 1st level, you gain the ability to channel celestial
energy to heal wounds. You have a pool of d6s that you
spend to fuel this healing. The number of dice in the
pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can
see within 60 feet of you, spending dice from the pool.
The maximum number of dice you can spend at once
equals your Charisma modifier (minimum of one die).

Roll the dice you spend, add them together, and restore EXPANDED SPELL LIST
a number of hit points equal to the total. The Hexblade lets you choose from an expanded list of
spells when you learn a warlock spell. The following
Your pool regains all expended dice when you finish a spells are added to the warlock spell list for you.
long rest.
HEXBLADE EXPANDED SPELLS
RADIANT SOUL
Starting at 6th level, your link to the Celestial allows Spell Level Spells
you to serve as a conduit for radiant energy. You have
resistance to radiant damage, and when you cast a spell 1st shield, wrathful smite
that deals radiant or fire damage, you can add your Cha- 2nd blur, branding smite
risma modifier to one radiant or fire damage roll of that 3rd blink, elemental weapon
spell against one of its targets. 4th phantasmal killer, staggering smite
5th banishing smite, cone ofcold
CELESTIAL RESILIENCE
Starting at 10th level, you gain temporary hit points HEXBLADE'S CURSE
whenever you finish a short or long rest. These tempo- Starting at 1st level, you gain the ability to place a bale-
rary hit points equal your warlock level+ your Charisma ful curse on someone. As a bonus action, choose one
modifier. Additionally, choose up to five creatures you creature you can see within 30 feet of you. The target is
can see at the end of the rest. Those creatures each gain cursed for 1 minute. The curse ends early if the target
temporary hit points equal to half your warlock level + dies, you die, or you are incapacitated. Until the curse
your Charisma modifier. ends, you gain the following benefits:

SEARING VENGEANCE • You gain a bonus to damage rolls against the cursed
Starting at 14th level, the radiant energy you channel target. The bonus equals your proficiency bonus.
allows you to resist death. When you have to make a
death saving throw at the start ofyour turn, you can • Any attack roll you make against the cursed target is a
instead spring back to your feet with a burst of radiant critical hit on a roll of 19 or 20 on the d20.
energy. You regain hit points equal to hal f your h it point
maximum, and then you stand up i f you so choose. Each • If the cursed target dies, you regain hit points equal
creature of your choice that is within 30 feet of you takes to your warlock level +you r C harisma modi fier (min i-
radiant damage equal to 2d8 + your Charisma modifier, mum of 1 hit point).
and it is blinded until the end of the current turn.
You can't use this feature again until you finish a shor t
Once you use this feature, you can't use it again until or long rest.
you finish a long rest.
HExWARRIOR
THE HEXBLADE At 1st level, you acquire the training necessary to effec-
tively arm yourself for battle. You gain proficiency with
You have made your pact with a mysterious entity from medium armor, shields, and martial weapons.
the Shadowfell- a force that manifests in sentient magic
weapons carved from the stuff ofshadow. The mighty The influence ofyour patron also allows you to mys-
tically channel your will through a particular weapon.
sword Blackrazor is the most notable of these weapons, Whenever you finish a long rest, you can touch one
weapon that you are proficient with and that lacks
which have been spread across the multiverse over the the two-handed property. When you attack with that
ages. The shadowy force behind these weapons can weapon, you can use your Charisma modifier, instead of
offer power to warlocks who form pacts with it. Many Strength or Dexterity, for the attack and damage rolls.
hexblade warlocks create weapons that emulate those This benefit lasts until you finish a long rest. If you later
formed i n the Shadowfell. Others forgo such arms,
content to weave the dark magic of that plane into their (
spellcasting.

Because the Raven Queen is known to have forged the
first of these weapons, many sages speculate that she
and the force are one and that the weapons, along with
hexblade warlocks, are tool s she uses to manipulate
events on the Ma.terial Plane to her inscrutabl e ends.

HEXBLADE FEATURES

Warlock Fe ature
Level

1st Expanded Spell List, Hexblade's Curse,
Hex Warrior

6th Accursed Specter

10th Armor of Hexes

14th Master of Hexes

CHAPTF.R I I CHARACrER OPTIONS

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the creature cursed by your Hexblade's Curse dies,
you can apply the curse to a different creature you can
see within 30 feet of you, provided you aren't inca­
pacitated. When you apply the curse in this way, you
don't regain hit points from the death of the previously
cursed creature.

W/IRLOCI( OF THE 11EX.BLIIOE

gain the Pact of the Blade feature, this benefit extends
to every pact weapon you conjure with that feature, no
matter the weapon's type.

ACCURSED SPECTER
Starting at 6th level, you can curse the soul of a person
you slay, temporarily binding it to your service. When
you slay a humanoid, you can cause its spirit to rise from
its corpse as a specter, the statistics for which are in
the Monster Manual. When the specter appears, it gains
temporary hit points equal to half your warlock level.
Roll initiative for the specter, which has its own turns.
It obeys your verbal commands, and it gains a special
bonus to its attack rolls equal to your Charisma modifier
(minimum of +O).

The specter remains in your service until the end of
your next long rest, at which point it vanishes to the
afterlife.

Once you bind a specter with this feature, you can't
use the feature again until you finish a long rest.

ARMOR OF HEXES
At 10th level, your hex grows more powerful. If the tar­
get cursed by your Hexblade's Curse hits you with an
attack roll, you can use your reaction to roll a d6. On a
4 or higher, the attack instead misses you, regardless
of its roll.

M ASTER OF HEXES
Starting at 14th level, you can spread your Hexblade's
Curse from a slain creature to another creature. When

CHAPTER 1 I CHARACTER OPTTONS

OTHERWORLDLY PATRON

Warlocks in the Forgotten Realms have the following
Otherworldly Patron option, in addition to those in the
Player's Handbook.

THE UNDYING

Death holds no sway over your patron, who has un­
locked the secrets of everlasting life, although such a
prize-like all power-comes at a price. Once mortal,
the Undying has seen mortal lifetimes pass like the sea­
sons, like the flicker of endless days and nights. It has
the secrets of the ages to share, secrets of life and death.
Beings of this sort include Vecna, Lord of the Hand and
the Eye; the dread Iuz; the lich-queen Vol; the Undying
Court of Aerenal; V laakith, lich-queen of the githyanki;
and the deathless wizard Fistandantalus.

In the Realms, Undying patrons include Larloch the
Shadow King, legendary master of Warlock's Crypt, and
Gilgeam, the God-King of Unther.

EXPANDED SPELL LIST
The Undying lets you choose from an expanded list of
spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.

UNDYING EXPANDED SPELLS

Spell Level Spells
1st false life, ray of sickness
2nd blindness/deafness, silence
3rd feign death, speak with dead
4th aura oflife, death ward
5th contagion, legend lore

AMONG THE DEAD
Starting at 1st level, you learn the spare the dying can­
trip, which counts as a warlock cantrip for you. You also
have advantage on saving throws against any disease.

Additionally, undead have difficulty harming you. If an
undead targets you directly with an attack or a harmful
spell, that creature must make a Wisdom saving throw
against your spell save DC (an undead needn't make the
save when it includes you in an area effect, such as the
explosion of fireball). On a failed save, the creature must
choose a new target or forfeit targeting someone instead
of you, potentially wasting the attack or spell. On a suc­
cessful save, the creature is immune to this effect for 24

CHAPTER 4 I CLASSES

hours. An undead is also immune to this effect for 24
hours if you target it with an attack or a harmful spell.

DEFY DEATH

Starting at 6th level, you can give yourself vitality when
you cheat death or when you help someone else cheat it.
You can regain hit points equal to ld8 + your Constitu­
tion modifier (minimum of 1 hit point) when you succeed
on a death saving throw or when you stabilize a creature
with spare the dying.

Once you use this feature, you can't use it again until
you finish a long rest.

UNDYING NATURE

Beginning at 10th level, you can hold your breath in­
definitely, and you don't require food, water, or sleep,
although you still require rest to reduce exhaustion and
still benefit from finishing short and long rests.

In addition, you age at a slower rate. For every 10
years that pass, your body ages only 1 year, and you are
immune to being magically aged.

INDESTRUCTIBLE LIFE

When you reach 14th level, you partake of some of the
true secrets of the Undying. On your turn, you can use
a bonus action to regain hit points equal to ld8 + your
warlock level. Additionally, if you put a severed body
part of yours back in place when you use this feature,
the part reattaches.

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

The Seeker Astral Refuge
Your patron is an inscrutable being who travels the Astral
Plane in search of knowledge and secrets. In return for your At 6th level, you gain the ability to step into an astral refuge.
patron’s gifts, you wander the world seeking lore that you can As an action, you disappear from the world for a brief
share with the Seeker. moment and enter the Astral Plane, taking advantage of its
timeless nature. While in your astral refuge, you can take two
Your patron could be any deity or other powerful entity actions to cast spells that target only you. After using those
dedicated to knowledge or forgotten lore. Celestian is an two actions, you return to the space you occupied and your
ideal patron for a Greyhawk campaign, and was the turn ends.
inspiration for this concept. In the Forgotten Realms, your
patron might be Azuth or Oghma. Aureon makes an excellent Far Wanderer
patron in Eberron, while in Krynn and the Dragonlance
campaign setting, Gilean is a good match for the Seeker’s At 10th level, you no longer need to breathe, and you gain
role. resistance to fire damage and cold damage.

Expanded Spell List Astral Sequestration

The Seeker lets you choose from an expanded list of spells Starting at 14th level, you gain the ability to sequester
when you learn a warlock spell. The following spells are yourself and your allies on the Astral Plane.
added to the warlock spell list for you.
By performing a special ritual over the course of 5 minutes,
Seeker Expanded Spells you shift yourself and up to ten willing creatures you can see
to the Astral Plane. You and those creatures gain the benefits
Spell Level Spells of a short rest while sequestered on the Astral Plane. You
1st feather fall, jump then return to the spaces you all occupied when you used this
2nd levitate, locate object ability, with no time having passed in the world.
3rd clairvoyance, sending
4th arcane eye, locate creature During this short rest, you and the creatures you sequester
5th legend lore, passwall can make use of any options available during a rest that affect
only you and the creatures you sequester.
Shielding Aurora
Once you use this ability, you cannot use it again until you
Starting at 1st level, you can invoke the Seeker’s power to complete a long rest.
protect you from harm. As a bonus action, you create a
whirling aurora of brilliant energy that swirls around you.
Until the end of your next turn, you gain resistance to all
damage, and if a hostile creature ends its turn within 10 feet
of you, it takes radiant damage equal to your warlock level +
your Charisma modifier.

Once you use this feature, you can’t use it again until you
finish a short or long rest.

Pact Boon: Pact of the Star Chain

At 3rd level, a character dedicated to the Seeker can select
this option instead of one of the warlock’s existing Pact Boon
options.

The Seeker grants you a chain forged from starlight,
decorated with seven gleaming motes of brightness. While
the chain is on your person, you know the augury spell and
can cast it as a ritual. The spell doesn’t count against your
number of spells known.

Additionally, you can invoke the Seeker’s power to gain
advantage on an Intelligence check while you carry this item.
Once you use this ability, you cannot use it again until you
complete a short or long rest.

If you lose your Star Chain, you can perform a 1-hour
ceremony to receive a replacement from the Seeker. The
ceremony can be performed during a short or long rest, and it
destroys the previous chain. The chain disappears in a flash
of light when you die.

The exact form of this item might be different depending
on your patron. The Star Chain is inspired by the Greyhawk
deity Celestian.

SUB-CLASSES | WARLOCK PATRONS

70

The Undying Light Radiant Soul
Your patron is not a specific entity, but the energy that
radiates from the Positive Plane. Your pact allows you to Starting at 1st level, your link to the Positive Plane allows you
experience the barest touch of the raw stuff of life that to serve as a conduit for radiant energy. You have resistance
powers the multiverse. Anything more, and you would be to radiant damage, and when you cast a spell that deals
instantly incinerated by its energy. radiant damage or fire damage, you add your Charisma
modifier to that damage. Additionally, you know the sacred
Contact with the Positive Plane causes subtle changes to flame and light cantrips and can cast them at will. They don’t
your behavior and beliefs. You are driven to bring light to dark count against your number of cantrips known.
places, to annihilate undead creatures, and to protect all
living things. At the same time, you crave the light and find Searing Vengeance
total darkness a suffocating experience akin to drowning.
Starting at 6th level, the radiant energy you channel allows
As an optional way to add more flavor to your character, you to overcome grievous injuries. When you would make a
you can pick from or roll on the following table of flaws death saving throw, you can instead spring back to your feet
associated with warlocks of the Undying Light. with a burst of radiant energy. You immediately stand up (if
you so choose), and you regain hit points equal to half your hit
Undying Light Flaws point maximum. All hostile creatures within 30 feet of you
take 10 + your Charisma modifier radiant damage and are
d6 Flaw blinded until the end of your turn.
1 You are afraid of the dark, and must always have a light
Once you use this feature, you can’t use it again until you
source at hand. finish a long rest.
2 You have a nervous compulsion to keep a bright light
Radiant Resilience
in even the barest shadow.
3 You have a compulsion to enter and illuminate dark Starting at 10th level, you gain temporary hit points whenever
you finish a long or short rest. These temporary hit points
areas. equal your warlock level + your Charisma modifier.
4 You have an overwhelming hatred of undead creatures. Additionally, choose up to five creatures you can see at the
5 You fidget and are irritable when you can’t see the sun. end of your rest. Those creatures gain temporary hit points
6 In a dark area, you always carry a lit torch or lantern. equal to half your warlock level + your Charisma modifier.

Putting it down is an unbearable thought. Healing Light

Expanded Spell List At 14th level, you gain the ability to channel the Undying
Light to heal yourself and other creatures. As a bonus action,
The Undying Light lets you choose from an expanded list of you can touch a creature and heal it. With each touch, a
spells when you learn a warlock spell. The following spells creature regains from 1d6 to 5d6 hit points (your choice). You
are added to the warlock spell list for you. have a total pool of 15d6 you can expend. Subtract the dice
you use with each touch from that total.
Undying Light Expanded Spells
You regain all expended dice from your pool when you
Spell Level Spells finish a long rest.

1st burning hands

2nd flaming sphere

3rd daylight

4th fire shield

5th flame strike

SUB-CLASSES | WARLOCK PATRONS

71

The Raven Queen Expanded Spell List
You patron is the Raven Queen, a mysterious being who rules
the Shadowfell from a palace of ice deep within that dread The Raven Queen lets you choose from an expanded list of
realm. The Raven Queen watches over the world, anticipating spells when you learn a warlock spell. The following spells
each creature’s death and ensuring that it meets its end at the are added to the warlock spell list for you.
proscribed time and place. As the ruler of the Shadowfell, she
dwells in a decayed, dark reflection of the world. Her ability to Raven Queen Expanded Spells
reach into the world is limited. Thus, she turns to mortal
warlocks to serve her will. Warlocks sworn to the Raven Spell Level Spells
Queen receive visions and whispers from her in their dreams, 1st false life, sanctuary
sending them on quests and warning them of impending 2nd silence, spiritual weapon
dangers. 3rd feign death, speak with dead
4th ice storm, locate creature
The Raven Queen’s followers are expected to serve her will 5th commune, cone of cold
in the world. She concerns herself with ensuring that those
fated to die pass from the world as expected, and bids her Sentinel Raven
agents to defeat those who seek to cheat death through
undeath or other imitations of immortality. She hates Starting at 1st level, you gain the service of a spirit sent by the
intelligent undead and expects her followers to strike them Raven Queen to watch over you. The spirit assumes the form
down, whereas mindless undead such as skeletons and and game statistics of a raven, and it always obeys your
zombies are little more than stumbling automatons in her commands, which you can give telepathically while it is
eyes. within 100 feet of you.

While the raven is perched on your shoulder, you gain
darkvision with a range of 30 feet and a bonus to your passive
Wisdom (Perception) score and to Wisdom (Perception)
checks. The bonus equals your Charisma modifier. While
perched on your shoulder, the raven can’t be targeted by any
attack or other harmful effect; only you can cast spells on it; it
can’t take damage; and it is incapacitated.

You can see through the raven’s eyes and hear what it hears
while it is within 100 feet of you.

In combat, you roll initiative for the raven and control how
it acts. If it is slain by a creature, you gain advantage on all
attack rolls against the killer for the next 24 hours.

The raven doesn’t require sleep. While it is within 100 feet
of you, it can awaken you from sleep as a bonus action.

The raven vanishes when it dies, if you die, or if the two of
you are separated by more than 5 miles.

At the end of a short or long rest, you can call the raven
back to you—no matter where it is or whether it died—and it
reappears within 5 feet of you.

Soul of the Raven

At 6th level, you gain the ability to merge with your raven
spirit. As a bonus action when your raven is perched on your
shoulder, your body merges with your raven’s form. While
merged, you become Tiny, you replace your speed with the
raven’s, and you can use your action only to Dash, Disengage,
Dodge, Help, Hide, or Search. During this time, you gain the
benefits of your raven being perched on your shoulder. As an
action, you and the raven return to normal.

Raven’s Shield

At 10th level, the Raven Queen grants you a protective
blessing. You gain advantage on death saving throws,
immunity to the frightened condition, and resistance to
necrotic damage.

Queen’s Right Hand

Starting at 14th level, you can channel the Raven Queen’s
power to slay a creature. You can cast finger of death. After
you cast the spell with this feature, you can’t do so again until
you finish a long rest.

SUB-CLASSES | WARLOCK PATRONS

69

Otherworldly Patron Grasp of the Deep

At 1st level, a warlock gains the Otherworldly 1st-level Lurker in the Deep feature
Patron feature. Here is a playtest option for that At 1st level, you gain the ability to magically
feature: the Lurker in the Deep. summon a spectral tentacle that strikes at your
foes. As a bonus action, you create a 10-foot-long
The Lurker in the Deep tentacle at a point you can see within 60 feet of
you. The tentacle lasts for 1 minute or until you
You made a pact with an entity that lurks use this feature to create another tentacle.
somewhere deep in the ocean, or even on the
Elemental Plane of Water, such as a mighty When you create the tentacle, you can make a
kraken, an ancient primordial, or a monstrous melee spell attack against a creature within 10
being from creation’s earliest days. You serve as feet of it. On a hit, the target takes 1d8 cold or
this creature’s eyes and ears, watching the world lightning damage (your choice when it takes the
beyond its domain and reporting your findings. damage) and its speed is reduced by 10 feet until
You may have gained this pact as a member of a the start of your next turn. When you reach 10th
cult dedicated to the entity or after your patron level in this class, the damage dealt by the
saved your life when you nearly drowned at sea. tentacle increases to 2d8.

The Lurker’s Clutches As a bonus action on your turn, you can move
the tentacle up to 30 feet and repeat the attack.
Several features of the Lurker in the Deep create
tentacles or a maw that reach into the world. The form You can summon the tentacle a number of
of these appendages should reflect the nature of your times equal to your Charisma modifier
specific patron. For example, a kraken’s warlock might (minimum of once), and you regain all expended
summon great squid-like tentacles, serrated crab claws, uses when you finish a long rest.
or a massive octopus beak, while the servant of a
primordial water elemental might create tendrils or Scion of the Deep
swells of living water.
1st-level Lurker in the Deep feature
Expanded Spell List At 1st level, your patron accepts you into its
inner court of servitors. You can telepathically
1st-level Lurker in the Deep feature communicate with any aberration, beast,
elemental, or monstrosity that has an innate
The Lurker in the Deep lets you choose from an swimming speed, while it is within 120 feet of
expanded list of spells when you learn a warlock you. The creature can understand you and can
spell. The following spells are added to the respond telepathically.
warlock spell list for you.
Fathomless Soul
Lurker Expanded Spells
6th-level Lurker in the Deep feature
Spell Level Spells At 6th level, your patron grants you greater
1st create or destroy water, thunderwave abilities. You gain the following benefits:
2nd gust of wind, silence • You can breathe both air and water.
3rd lightning bolt, sleet storm • You gain a swimming speed equal to your
4th control water, Evard’s black tentacles
5th commune with nature, cone of cold walking speed.
• You gain resistance to cold damage.

©2019 Wizards of the Coast LLC 2

Guardian Grasp Unleash the Depths

6th-level Lurker in the Deep feature 14th-level Lurker in the Deep feature
Starting at 14th level, you gain the ability to call
At 6th level, the tentacle you create with Grasp of upon your patron for aid. As an action, you
the Deep can defend you and others. When you choose a point within 30 feet of you where your
or a creature you can see takes damage while patron tears through reality, manifesting a
within 10 feet of the tentacle, you can use your measure of its thalassic grandeur. Choose one of
reaction to choose one of those creatures and the following effects to issue from this
reduce the damage to the chosen creature by manifestation point. Once you use either effect,
half. After doing so, the tentacle vanishes. you can’t use this feature again until you finish a
long rest.
Devouring Maw
Transport. You and up to five willing
10th-level Lurker in the Deep feature creatures of your choice that you can see within
30 feet of the manifestation point are grasped by
Starting at 10th level, you can magically draw spectral tentacles and yanked through your
forth a manifestation of your patron’s insatiable patron’s realm. The tentacles teleport you and
hunger. As an action, choose a point you can see the chosen creatures to a point of your choice
within 60 feet of you. For 1 minute, a translucent within 100 miles that you have visited within the
maw manifests in a 10-foot radius centered on past 24 hours. The tentacles then vanish.
that point. Each creature in that area when the
maw appears must succeed on a Strength saving Fury. You can direct a barrage of spectral
throw against your spell save DC or be tentacles to issue forth and strike up to five
restrained. Any creature that starts its turn in creatures you can see within 30 feet of the
the maw’s area takes 3d6 cold or lightning manifestation point. Each target must make a
damage (your choice when it takes the damage). Dexterity saving throw against your spell save
As an action, a restrained creature can repeat the DC. On a failed save, the creature takes 6d10 cold
saving throw, ending the restraint on a success. or lightning damage (your choice) and is
At the start of your turn, if there is a creature in knocked prone. On a successful save, it takes half
the maw’s area, you gain temporary hit points as much damage and is not knocked prone. The
equal to your warlock level. tentacles then vanish.

Once you use this feature, you can’t do so again
until you finish a short or long rest.

Rule Tip: Temporary Hit Points Don’t
Stack

If you have temporary hit points and receive more of
them, you don’t add them together, unless a rule says
you can. Instead, you decide which temporary hit points
to keep. For more information on temporary hit points,
see chapter 9 of the Player’s Handbook.

3

New Spell

A new cantrip suitable for psionic-themed
spellcasters is presented here: mind sliver. It
appears on the sorcerer, warlock, and wizard
spell lists.

Mind Sliver

Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
You drive a disorienting spike of psychic energy
into the mind of one creature you can see within
range. The target must make an Intelligence
saving throw. Unless the saving throw is
successful, the target takes 1d6 psychic
damage,and the first time it makes a saving
throw before the end of your next turn, it must
roll a d4 and subtract the number rolled from the
save.

This spell’s damage increases by 1d6 when
you reach certain levels: 5th level (2d6), 11th
level (3d6), and 17th level (4d6).

4

Ex p a n d e d Spell L ist A r m o r of Sh a d o w s
The Great Old One lets you ch o o s e from an expanded list You can cast mage armor on y ou rself at will, without
of spells when you learn a w arlock spell. The following expending a spell slot or material components.
spells are added to the w arlock spell list for you.
A s c e n d a n t Ste p
G reat O ld O ne Ex p a n d e d S pells Prerequisite: 9th level
You can cast levitate on y ou rself at will, without
Spell Level Spells expending a spell slot or material com ponents.
1st dissonant whispers, Tasha's hideous laughter
2nd detect thoughts, phantasm alforce B east Speech
3rd clairvoyance, sending You can cast speak with animals at will, without
4th dom inate beast, E va rd ’s black tentacles expending a spell slot.
5th dom inate person, telekinesis
Beg u ilin g Influence
of existence. You gain proficiency in the D eception and
Persuasion skills.
Eldritch Invocations
B e w it c h in g W hispers
If an eldritch invocation has prerequisites, you must Prerequisite: 7th level
m eet them to learn it. You can learn the invocation at the You can cast compulsion on ce using a w arlock spell slot.
sam e tim e that you m eet its prerequisites. You can ’t do so again until you finish a long rest.

A g o n izin g Blast B o o k of A n c ie n t Secrets
Prerequisite: eldritch blast cantrip Prerequisite: Pact o f the Tome feature
W h en you cast eldritch blast, add your Charism a
m odifier to the dam age it deals on a hit. You can n ow in scribe m agical rituals in your B o o k o f
Sh a dow s. C h oose tw o 1st-level sp ells that have the
ritual tag from any cla ss’s spell list. The sp ells appear
in the b o o k and don’t count against the num ber o f spells
you know. W ith your B ook o f Shadow s in hand, you
can cast the chosen spells as rituals. You can’t cast the
spells except as rituals, u nless y ou ’ve learned them by
som e other means. You can also cast a warlock spell
you kn ow as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to
your B ook o f Shadow s. W hen you find such a spell, you
can add it to the b o o k if the sp ell’s level is equal to or
less than half your w arlock level (rounded up) and if you
can spare the time to transcribe the spell. For each level
o f the spell, the transcription p rocess takes 2 hours and
c o sts 50 gp for the rare inks n eeded to in scribe it.

C h ain s of C arceri
Prerequisite: 15th level, Pact o f the Chain feature
You can cast hold monster at w ill—targeting a celestial,
fiend, or elem ental—w ithout expending a spell slot or
material com ponents. You must finish a long rest before
you can use this invocation on the sam e creature again.

D e v il ’s Si g h t
You can see normally in darkness, both magical and
nonm agical, to a distance o f 120 feet.

D readful W ord
Prerequisite: 7th level
You can cast confusion on ce using a w a rlock spell slot.
You can’t do so again until you finish a long rest.

Eld ritch Sigh t
You can cast detect magic at w ill, without expending
a spell slot.

El d r it c h Spear O therw orldly L eap
Prerequisite: eldritch blast cantrip Prerequisite: 9th level
W h en you cast eldritch blast, its range is 3 0 0 feet. You can cast jump on y ou rself at w ill, w ithout expending
a spell slot or material com ponents.
Eyes of th e R un e K eeper
You can read all writing. R e pe llin g B l a st
Prerequisite: eldritch blast cantrip
Fie n d ish V ig o r W h en you hit a creature with eldritch blast, you can push
You ca n cast false life on you rself at w ill as a the creature up to 10 feet away from you in a straight line.
1st-level spell, w ithout expen din g a spell slot or
material com ponents. Sc u lpto r of Flesh
Prerequisite: 7th level
G a ze of T w o M in d s Y ou can cast polymorph on ce using a w arlock spell slot.
You can use your action to touch a w illing hum anoid Y ou ca n ’t do s o again until you finish a lon g rest.
and perceive through its sen ses until the end o f your
next turn. A s long as the creature is on the sam e Sig n of Ill O m en
plane of existence as you, you can use your action Prerequisite: 5th level
on subsequent turns to maintain this connection, You can cast bestow curse once using a w arlock spell
extending the duration until the end of your next turn. slot. You can’t do so again until you finish a long rest.
W hile perceiving through the other creature’s senses,
you benefit from any special sen ses p ossessed by that T h ie f o f F iv e Fa t e s
creature, and you are blinded and deafened to your own You can cast bane o n ce usin g a w a rlock spell slot. You
surroundings. can ’t do so again until you finish a long rest.

L if e d r in k e r T h ir st in g B lade
Prerequisite: 12th level, Pact o f the Blade feature Prerequisite: 5th level, Pact o f the Blade feature
You can attack with your pact w eapon twice, instead of
W h en you hit a creature with your pact w eapon , the once, w henever you take the Attack action on your turn.
creature takes extra necrotic dam age equal to your
C harism a m odifier (m inim um 1). V isio n s of D is t a n t R e alm s
Prerequisite: 15th level
M a s k o f M a n y Fa c e s You can cast arcane eye at will, without expending
You can cast disguise self at will, without expending a spell slot.
a spell slot.
V o ic e o f t h e C h a in M a st e r
M a ste r of M y r ia d Form s Prerequisite: Pact o f the Chain feature
Prerequisite: 15th level You can com m unicate telepathically with your familiar
You can cast alter self at will, without expending and perceive through your fam iliar’s sen ses as lon g as
a spell slot. you are on the sam e plane of existence. Additionally,
w hile perceivin g through your fam iliar’s sen ses, you can
M in io n s of C h a o s also speak through your fam iliar in your ow n voice, even
Prerequisite: 9th level if your familiar is norm ally incapable o f speech.
You can cast conjure elemental on ce using a
w arlock spell slot. You can’t do so again until you W h ispe r s o f t h e G rave
finish a long rest. Prerequisite: 9th level
You can cast speak with dead at w ill, w ithout expending
M ire t h e M in d a spell slot.
Prerequisite: 5th level
You can cast slow once using a w arlock spell slot. You W it c h Sig h t
can ’t do so again until you finish a long rest. Prerequisite: 15th level
You can see the true form o f any shapechanger or
M is t y V isio n s creature concealed by illusion or transmutation magic
You can cast silent image at will, w ithout expending a w hile the creature is within 30 feet o f you and within
spell slot or material com ponents. line of sight.

O ne w it h Sh ad o w s
Prerequisite: 5th level

W hen you are in an area o f dim light or darkness, you
can use your action to becom e invisible until you move
or take an action or a reaction.

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ASPECT OF THE MOON
Prerequisite: Pact of the Tome feature
You no longer need to sleep and can't be forced to sleep
by any means. To gain the benefits of a long rest, you
can spend all 8 hours doing light activity, such as read­
ing your Book of Shadows and keeping watch.

CLOAK OF FLIES
Prerequisite: 5th level
As a bonus action, you can surround yourself with a
magical aura that looks like buzzing flies. The aura ex­
tends 5 feet from you in every direction, but not through
total cover. It lasts until you're incapacitated or you dis­
miss it as a bonus action.

The aura grants you advantage on Charisma (Intimi­
dation) checks but disadvantage on all other Charisma
checks. Any other creature that starts its turn in the
aura takes poison damage equal to your Charisma mod­
ifier (minimum of O damage).

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

ELDRITCH SMITE
Prerequisite: 5th level, Pact of the Blade feature
Once per turn when you hit a creature with your pact
weapon, you can expend a warlock spell slot to deal an
extra ld8 force damage to the target, plus another ld8
per level of the spell slot, and you can knock the target
prone if it is Huge or smaller.

GHOSTLY GAZE
Prerequisite: 7th level
As an action, you gain the ability to see through solid
objects to a range of 30 feet. Within that range, you have
darkvision if you don't already have it. This special sight
lasts for 1 minute or until your concentration ends (as

if you were concentrating on a speU). During that time, port up to 30 feet to an unoccupied space you can see
you perceive objects as ghostly, transparent images. within 5 feet of the target cursed by your hex spell or by
a warlock feature ofyours, such as Hexblade's Curse or
Once you use this invocation, you can't use it again Sign oflll Omen. To teleport in this way, you must be
until you finish a short or long rest. able to see the cursed target.

GIFT OF THE DEPTHS SHROUD OF SHADOW

Prerequisite: 5th level Prerequisite: 15th level

You can breathe underwater, and you gain a swimming You can cast invisibility at will, without expending a
speed equal to your walking speed. spelJ slot.

You can also cast water breathing once without ex- TOMB OF LEVISTUS
pending a spell slot. You regain the ability to do so when
you finish a long rest. Prerequisite: 5th level

GIFT OF THE EVER-LIVING ONES As a reaction when you take damage, you can entomb
yourself in ice, which melts away at the end of your
Prerequisite: Pact ofthe Chain feature next turn. You gain 10 temporary hit points per warlock
level, which take as much of the triggering damage as
Whenever you regain hit points while your familiar is possible. Immediately after you take the damage, you
within 100 feet of you, treat any dice rolled to determine gain vulnerability to fire damage, your speed is reduced
the hit points you regain as having rolled their maxi- to 0, and you are incapacitated. These effects, including
mum value for you. any remaining temporary bit points, all end when the
ice melts.
GRASP OF HADAR
Once you use this invocation , you can't use it again
Prerequisite: eldritch blast cantrip until you finish a short or long rest.

Once on each of your turns when you hit a creature TRICKSTER'S ESCAPE
with your eldritch blast, you can move that creature in a
straight line 10 feet closer to you. Prerequisite: 7th level

IMPROVED PACT WEAPON You can cast freedom ofmovement once on yourself
without expending a spell s lot. You regain the abi lity to
Prerequisite: Pact ofthe Blade feature do so when you finish a long rest.

You can use any weapon you summon with your Pact of
the Blade feature as a spellcasting focus for your war-
lock spells.

In addition, the weapon gains a +l bonus to its attack
and damage rolls, unless it is a magic weapon that al-
ready has a bonus to those rolls.

Finally, the weapon you conjure can be a shortbow,
longbow, light crossbow, or heavy crossbow.

LANCE OF LETHARGY

Prerequisite: eldritch blast cantrip

Once on each ofyour turns when you hit a creature with
your eldritch blast, you can reduce that creature's speed
by 10 feet until the end of your next turn.

MADDENING HEX

Prerequisite: 5th level, hex spell or a warlock feature
that curses

As a bonus action, you cause a psychic disturbance
around the target cursed by your hex spell or by a war-
lock feature of yours, such as Hexblade's Curse or Sign
of Ill Omen. When you do so, you deal psychic damage
to the cursed target and each creature ofyour choice
that you can see within 5 feet of it. The psychic damage
equals your Charisma modifier (minimum of 1 dam-
age). To use this invocation, you must be able to see the
cursed target, and it must be within 30 feet of you.

RELENTLESS HEX

Prerequisite: 7th level, hex spell or a warlock feature
that curses

Your curse creates a temporary bond between you and
your target. As a bonus action, you can magically tele-

Eldritch Invocations Cloak of Baalzebul

At 2nd level, a warlock gains the Eldritch Invocations feature. Prerequisite: The Fiend patron
Here are new playtest options for that feature. As a bonus action, you can conjure a swarm of buzzing flies

Many of these new invocations are tied to a patron, around you. The swarm grants you advantage on Charisma
allowing you to strengthen the bond between your warlock (Intimidation) checks but disadvantage on all other Charisma
and an otherworldly patron. checks. In addition, a creature that starts its turn within 5 feet
of you takes poison damage equal to your Charisma modifier.
Two of the invocations are associated with the Seeker, a You can dismiss the swarm with another bonus action.
patron that appeared in another installment of Unearthed
Arcana. Curse Bringer

Aspect of the Moon Prerequisite: The Hexblade patron, Pact of the Blade feature
You can create a greatsword forged from silver, with black
Prerequisite: The Archfey patron
You have gained the Maiden of the Moon’s favor. You no runes etched into its blade, using your Pact of the Blade
feature. If you reduce a target cursed by your Hexblade’s
longer need to sleep and can’t be forced to sleep by any Curse to 0 hit points with this sword, you can immediately
means. To gain the benefits of a long rest, you can spend all 8 change the target of the curse to a different creature. This
hours doing light activity, such as reading and keeping watch. change doesn’t extend the curse’s duration.

Burning Hex When you hit a creature with this weapon, you can expend
a spell slot to deal an additional 2d8 slashing damage to the
Prerequisite: The Hexblade patron target per spell level, and you can reduce the creature’s speed
As a bonus action, you cause a target cursed by your to 0 feet until the end of your next turn.

Hexblade’s Curse to take fire damage equal to your Charisma Kiss of Mephistopheles
modifier (minimum of 1).
Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip
Caiphon’s Beacon You can channel the fires of Mephistopheles through your

Prerequisite: The Great Old One patron eldritch blast. When you hit a creature with that cantrip, you
The purple star Caiphon is the doom of inexperienced can cast fireball as a bonus action using a warlock spell slot.
However, the spell must be centered on a creature you hit
mariners. Those who use its deceptive light to guide their with eldritch blast.
travels invariably come to ruin. You gain proficiency in the
Deception and Stealth skills, and you have advantage on Frost Lance
attack rolls against charmed creatures.
Prerequisite: The Archfey patron, eldritch blast cantrip
Chilling Hex You draw on the gifts of the Prince of Frost to trap your

Prerequisite: The Hexblade patron enemies in ice. When you hit a creature with your eldritch
As a bonus action, you cause frost to swirl around a target blast cantrip one or more times on your turn, you can reduce
that creature’s speed by 10 feet until the end of your next
cursed by your Hexblade’s Curse, dealing cold damage to turn.
each of your enemies within 5 feet of the target. The cold
damage equals your Charisma modifier (minimum of 1). Gaze of Khirad

Chronicle of the Raven Queen Prerequisite: 7th level, the Great Old One patron
You gain the piercing gaze of the blue star Khirad. As an
Prerequisite: Raven Queen patron, Pact of the Tome feature
You can place a corpse’s hand or similar appendage on your action, you can see through solid objects to a range of 30 feet
until the end of the current turn. During that time, you
Book of Shadows and ask one question aloud. After 1 minute, perceive objects as ghostly, transparent images.
the answer appears written in blood in your book. The
answer is provided by the dead creature’s spirit to the best of Grasp of Hadar
its knowledge and is translated into a language of your
choice. You must use this ability within 1 minute of a Prerequisite: The Great Old One patron, eldritch blast
creature’s death, and a given creature can only be asked one cantrip
question in this manner.
Once during your turn when you hit a creature with your
Claw of Acamar eldritch blast cantrip, you can move that creature in a straight
line 10 feet closer to yourself.
Prerequisite: The Great Old One patron, Pact of the Blade
feature Green Lord’s Gift

You can create a black, lead flail using your Pact of the Prerequisite: The Archfey patron
Blade feature. The flail’s head is sculpted to resemble a pair The Green Lord oversees a verdant realm of everlasting
of grasping tentacles. The weapon has the reach property.
When you hit a creature with it, you can expend a spell slot to summer. Your soul is linked to his power. Whenever you
deal an additional 2d8 necrotic damage to the target per spell regain hit points, you treat any dice rolled to determine the
level, and you can reduce the creature’s speed to 0 feet until hit points you regain as having rolled their maximum value.
the end of your next turn.

SUB-CLASSES | ELDRITCH INVOCATIONS

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