Table Of Contents 2 2 2 4 4 6 6 8 8 10 10 12 12 Sword Coast Adventurer’s Guide Subclasses Revised Monk Way of the Sun Soul (Revised) Warlock The Undying (Revised) Fighter Banneret (Revised) Barbarian Path of the Battlerager (Revised) Paladin Oath of the Crown (Revised) Sorcerer Storm Sorcery (Revised)
Sword Coast Adventurer’s Guide Subclasses Revised By Jadon W. M. Smith This document contains an unofficial revised version of the Way of the Sun Soul monk subclass, The Undying warlock, Purple Dragon Knight (referred to as its generic archetype name “Banneret” within this document) fighter, Path of the Battlerager barbarian, Oath of the Crown paladin, and Storm Sorcery sorcerer, originally printed in the Sword Coast’s Adventurer’s guide and (some) reprinted in Xanathar’s Guide to Everything. As a reminder, the subclass presented here is not official; ask your GM for permission to use this at your table. Monk Changes: Radiant Sun Bolts can now use your Dexterity or Wisdom as opposed to just Dexterity. Stunning Strike can also be applied with them. New Feature: Fists of the Scorching Sun Searing Arc Strike was previously a subpar ability to use, since it was usually better to just use flurry of blows. The only case it would be good in was if you managed to stun a target, causing it to automatically fail the save- unfortunately, this combo would cost 3 ki points. Searing Arc Strike no longer casts the burning hands spell and instead applies its own effect. This allows it to scale with your Martial Arts die and deal radiant damage. - Searing Arc Strike now has one ki-free use, allowing you to perform the Stunning Searing Arc Strike combo at a low cost once. Searing Sunburst is now baked into the new Searing Techniques feature at level 11, and renamed to avoid confusion with the sunburst spell. As a quality of life change, you can use Searing Techniques to emulate a radiant fireball OR lightning bolt. Searing Techniques’ damage now scales with your Martial Arts die, applies half damage on a successful save, and has a greater capacity to upscale its damage. To compensate for its new guaranteed damage, it has limited uses. Sun Shield has been completely removed and replaced with a less lackluster capstone, inspired by anime characters powering up. Way of the Sun Soul (Revised) Radiant Sun Bolt 3rd-level Way of the Sun Soul feature You gain the ability to channel your ki into bolts of light. Whenever you make an unarmed strike, you can choose instead to make a special ranged spell attack with a range of 30 feet You are proficient with this attack, and can add your Wisdom or Dexterity modifier to its attack and damage rolls. On a hit, the attack deals radiant damage equal to a roll of your Martial Arts die. When you gain the Stunning Strike feature at 5th level, you can use it on creatures hit by your Radiant sun Bolts. Fists of the Scorching Sun 3rd-level Way of the Sun Soul feature When you damage a target with an unarmed strike, you can change the damage type to radiant. Additionally, you can use your Deflect Missiles feature on any ranged attack that deals radiant damage. Searing Arc Strike 6th-level Way of the Sun Soul feature You can burn those who oppose you by focusing your ki into waves of light. When you take the Attack action on your turn, you can use your bonus action to create a wave of light that travels along a 15 foot cone. All creatures within the cone must make a Dexterity saving throw against your Ki save DC. A creature takes radiant damage equal to three rolls of your Martial Arts die on a failure, or half as much on a success. You can spend ki points to increase this light wave’s damage by one additional roll of your Martial Arts die. The maximum number of ki points you can use to increase this feature’s damage is equal to half your monk level rounded down. You can use this feature one time, and you must finish a short or long rest before you can use it again. While you have no uses available, you can spend 2 ki points to use this feature again. 1 PART 1 | MONK
S e a r i n g t e c h n i qu e s 1 1 th -l e ve l Way o f th e S u n S o u l fe a t u re Y o u r s k i l l a t m a n i fe s t i n g y o u r k i a s b l a z i n g l i g h t h a s a l l o w e d y o u t o u n l o c k t w o d e v a s t a t i n g w a y s o f u n l e a s h i n g i t. A s a n a c t i o n, y o u c a n g e n e r a t e o n e o f t h e fo l l o w i n g e ffe c t s: Bursting Sun. A m a g i c a l o r b o f l i g h t e r u p t s fr o m a p o i n t w i t h i n 1 5 0 fe e t o f y o u. A 2 0 - fo o t s p h e r e o f l i g h t e x p l o d e s fr o m t h a t p o i n t. Blazing Beam. A blindi n g r a y o f l i g h t b l a s t s fo r w a r d i n a d i r e c t i o n y o u c a n c h o o s e. T h e r a y i s 1 0 0 fe e t l o n g a n d 5 fe e t w i d e. All creatures c a u g h t w i t h i n t h e a r e a o f y o u r S e a r i n g T e c h n i q u e s m u s t s u c c e e d o n a C o n s t i t u t i o n s a v i n g t h r o w o r t a k e r a d i a n t d a m a g e e q u a l t o 3 r o l l s o f y o u r M a r t i a l A r t s d i e. O n a fa i l e d s a v e, a c r e a t u r e o n l y t a k e s h a l f d a m a g e. C r e a t u r e s b e h i n d t o t a l c o v e r t h a t i s o p a q u e a u t o m a t i c a l l y s u c c e e d o n t h e s a v i n g t h r o w. You can increase the damage dealt by your Seari n g t e c h n i q u e s b y s p e n d i n g k i p o i n t s. E a c h p o i n t y o u s p e n d i n c r e a s e s t h e d a m a g e b y 1 a d d i t i o n a l r o l l o f y o u r M a r t i a l A r t s d i e. T h e m a x i m u m n u m b e r o f k i p o i n t s y o u c a n u s e t o i n c r e a s e t h i s fe a t u r e’s d a m a g e i s e q u a l t o h a l f y o u r m o n k l e v e l r o u n d e d d o w n. You can use this feature one t i m e, a n d y o u m u s t fi n i s h a s h o r t o r l o n g r e s t b e fo r e y o u c a n u s e i t a g a i n. W h i l e y o u h a v e n o u s e s a v a i l a b l e, y o u c a n s p e n d 2 k i p o i n t s t o u s e t h i s fe a t u r e a g a i n. Ultimate Solar F o r m 1 7 th -l e ve l Way o f th e S u n S o u l fe a t u re Y o u r m a s t e ry o v e r k i h a s a l l o w e d y o u t o p a r t i a l l y b e c o m e l i g h t i t s e l f. A s a b o n u s a c t i o n, y o u i n fu s e y o u r b o d y w i t h k i a n d l i g h t, r e g a i n i n g a n y e x p e n d e d u s e s o f y o u r S e a r i n g A r c S t r i k e a n d S e a r i n g T e c h n i q u e s fe a t u r e s. Y o u a l s o g a i n t h e fo l l o w i n g b e n e fi t s fo r 1 0 m i n u t e s: You s h e d b r i g h t l i g h t i n a 3 0 - fo o t r a d i u s a n d d i m l i g h t fo r a n a d d i t i o n a l 3 0 fe e t. You are resistant to fire and r a d i a n t d a m a g e. You gain a fly speed equal to your walking sp e e d. If a creature hits you with an attack, you can use y o u r r e a c t i o n t o m a k e a n u n a r m e d s t r i k e a g a i n s t t h e c r e a t u r e. Once you u s e t h i s fe a t u r e, y o u c a n n o t d o s o a g a i n u n t i l y o u fi n i s h a l o n g r e s t. 3 PART 1 | MONK
Warlock Changes: General theme overhaul: greater focus on the implications of undeath on knowledge. Your patron is a creature with thousands of years of knowledge. Modified expanded spell list False life swapped with silent image Ray of sickness replaced with detect magic Among the Dead has been split into two features: Secrets of the Dead and Whispers From the Other Side Whispers From the Other Side now grants access to the sanctuary spell, which is a more broadly applicable version of the existing feature’s ability. Secrets of the Dead also grants this subclass the option to use Intelligence as its spellcasting ability modifier. Secrets of the Dead allows the spare the dying cantrip to be cast at a range of 30 feet. Defy Death now grants (on average) more hit points and in a wider window of opportunity. It is also recharged on a short rest. To compensate, it now costs a reaction to use. Undying Nature renamed Taste of immortality and now grants a wider suite of useful boons Advantage against charmed, exhausted, frightened, paralyzed, poisoned. Resistance to cold, lightning, necrotic, and poison. Indestructible Life’s limb reattachment aspect moved to this feature. Indestructible Life completely removed and replaced with a new feature: Knowledge Beyond the Veil. The Undying (Revised) Expanded Spell List 1st-level Undying feature 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 silent image, detect magic 2nd blindness/deafness, silence 3rd feign death, speak with dead 4th aura of life, death ward 5th contagion, legend lore Secrets of the Dead 1st-level undying feature When you first form your covenant with your patron, a sliver of the secrets of mortality, death, and what lies beyond are unlocked to you. You can use Charisma or Intelligence as your spellcasting ability modifier. You learn the spare the dying cantrip, and it has a range of 30 feet for you. You gain advantage on saving throws against disease. Whispers From the Other Side 1st-level Undying feature The whispers of your patron’s servants or your patron themselves guide you while misguiding your foes. You learn the sanctuary spell. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. Defy Death 6th-level Undying feature Your knowledge of the veil that separates life and death deepens, allowing you to manipulate, to a minor degree, how people cross it. Whenever you or a creature within 60 feet of you that is at 0 hit points succeeds on a death saving throw, receives healing, or is stabilized by another creature, you can use your reaction to grant that creature a number of hit points equal to your 1d6 + your Constitution modifier + your Charisma or Intelligence modifier (minimum of 1 hit point). Once you use this feature, you can’t use it again until you finish a short rest or long rest. Taste of Immortality 10th-level Undying feature Your patron bestows upon you a small measure of unlife everlasting. You gain the following benefits: You don’t need to eat, drink, sleep, or breathe. You age 10 times slower than normal, and you cannot be aged through magical means. You have advantage on saving throws against the following effects: charmed, exhaustion, frightened, paralyzed, poisoned. You are resistant to cold, lightning, necrotic, and poison damage. You can reattach severed limbs and other body parts to yourself using an action. 4 PART 2 | WARLOCK
K n o w l e d g e Be y o n d t h e v e i l 1 4 th -l e ve l Un dyin g fe a t u re Y o u r p a t r o n b e s t o w s u p o n y o u s e c r e t s a b o u t t h e t r u t h o f t h e w o r l d a n d e x i s t e n c e i t s e l f. Y o u c a n t a p i n t o y o u r p a t r o n’s e x p a n s i v e l i b r a ry o f k n o w l e d g e t o l e a r n e x t e n s i v e d e t a i l s o n a p a r t i c u l a r c r e a t u r e w i t h i n 1 2 0 fe e t. A s a n a c t i o n, y o u c a n fo r c e o n e c r e a t u r e w i t h i n r a n g e t o m a k e a C h a r i s m a s a v i n g t h r o w a g a i n s t y o u r w a r l o c k s p e l l s a v e D C o r h a v e t h e s e c r e t s o f i t s e x i s t e n c e r e v e a l e d t o y o u. I f t h e c r e a t u r e fa i l s, y o u r o l l o n t h e V e i l e d K n o w l e d g e t a b l e a n d o b t a i n a S e c r e t o f E x i s t e n c e: a p o r t i o n o f i t s s t a t s. Y o u r p a t r o n t h e n l e n d s y o u e n o u g h p o w e r t o r e w r i t e a m o d i c u m o f t h i s k n o w l e d g e. C o n s u l t t h e V e i l e d K n o w l e d g e t a b l e t o s e e w h a t S e c r e t s o f E x i s t e n c e y o u c a n e x t r a c t fr o m a c r e a t u r e a n d h o w y o u c a n m o d i fy t h e m. A creature remains modified by this fea t u r e fo r 2 4 h o u r s, a ft e r w h i c h i t s s t a t s r e t u r n t o n o r m a l. You can use this feature to extract a Secre t o f E x i s t e n c e o n c e, r e g a i n i n g t h e a b i l i t y t o d o s o a g a i n o n c e y o u c o m p l e t e a l o n g r e s t. 5 V eil e d K n o w l e d g e d 4 S e c r et o f E x i ste n c e M o d i fi c ati o n 1 A b i li t i es . Yo u learn the creature’s ability scores. C h o o s e o n e a bility s c o r e a n d s u btr a c t 1 d 4 fr om it. 2 B o dy. Yo u le a r n th e c r e atu r e’s d ama g e v uln e r a biliti e s, resistances, and immunities, if it has any. C h o o s e a d ama g e r e sista n c e o r immunity. The creature loses th a t r e sista n c e, o r th at immu nity b e c ome s r e sista n c e, r e s p e cti v ely. If th e c r e atu r e h a s n eith e r, y o u c h o o s e a d ama g e ty p e to giv e it v uln e r a bility to. 3 Defenses. You learn the creature’s AC and which saving throws it is proficient in. Choose a saving throw th e c r e atu r e is p r o ficie nt in, o r th e c r e atu r e’s AC. If a s a vin g th r o w is c h o s e n, th e c r e atu r e loses its proficiency in that saving th r o w. If its AC w a s c h o s e n, r oll 1 d 4 a n d s u btr a ct th e r e s ult fr om th e c r e atu r e’s AC. 4 Selfhood. You learn the creature’s current and ma ximum hit p oints. C h o o s e to u n c o v e r th e c r e atu r e’s tr u e n ame o r its life histo r y. If y o u c h o o s e its tr u e n ame, it h a s dis a d v a nta g e o n all saving throws you force it to make. If you choose its life history, the creatur e is charmed by you. P A R T 2 | WA R L O C K
Fighter Changes: To lean into commander roll, several subclass features now scale with Charisma and Wisdom. Part of the Royal Envoy feature moved to 3rd level to offer a more attractive 3rd-level array of benefits to gain when picking this subclass. Rallying Cry now detached entirely from Second Wind; now grants new “Rally dice” to allies that can be used in a myriad of ways, unlocking as you progress through the subclass. Each subclass feature grants a new way for it to be used. Gains an additional usage at 10th level. At 3rd level it behaves as a mini second wind on demand. Language stating that “only a creature that can see or hear you” was removed to allow unconscious creatures to receive the die. Now costs a bonus action to utilize the heal. Creatures at 0 hit points can heal without spending an action at the cost of reduced healing. Royal Envoy has a similar effect as before, but with the added bonus of allowing Rally die to be spent on Charisma and Wisdom checks. Also now allows players to choose which of the skills offered by the feature to obtain double proficiency in. Inspiring Surge detached from Action Surge; now grants more leeway with when it can be used, and also now synergizes with casters if you choose to use it on one. Also increases the damage dealt by your affected ally. Bulwark detached from Indomitable; now allows a creature to add the Rally die to the rerolled save. Also now applies to all saves rather than only soft stat saves. Banneret (Revised) Knightly Conduct 3rd-level Banneret feature You have been taught to carry yourself with grace and honor. You gain proficiency in one of the following skills: Animal Handling, Insight, Intimidation, Performance, or Persuasion. Rallying Cry 3rd-level Banneret feature Your presence on the battlefield inspires those weary from battle, granting them greater drive in the face of adversary. As a bonus action, you can choose to give a number of creatures (including yourself) equal to 1 + your Charisma or Wisdom modifier (minimum of 1) within 60 feet of you a Rally die. A Rally die is a d6, and changes to a d8 at 7th level, a d10 at 10th level, and a d12 at 15th level. A creature can only have one Rally die at once. A creature with a Rally die can use its bonus action to roll the Rally die, regaining a number of hit points equal to the roll plus your fighter level. A creature at 0 hit points can spend a Rally die on its turn to regain hit points equal to a roll of the die. Once you use this feature, you cannot do so again until you finish a short or long rest. At 10th level, you can use this feature twice before needing to rest. Royal Envoy 7th-level Banneret feature Your training has led you to be not only a master of battlefield tactics, but also a skilled aficionado of politics, high society, and managing relationships. You can choose one of the following skills that you are proficient in: Animal Handling, Insight, Intimidation, Performance, or Persuasion. Your proficiency bonus is doubled whenever you make an ability check with that skill. Your inspiring figure also allows your allies to follow your lead when navigating social scenarios. When a creature with a Rally die makes a Charisma or Wisdom ability check, it can choose to spend the die to roll it and add it to the result. The creature must choose to spend a Rally die before the GM determines whether or not the roll succeeds or fails. Inspiring Surge 10th-level Banneret feature Your ability to rally your allies pushes them forward to fight with even more strength and speed than before, granting a new way for creatures to spend Rally dice. A creature with a Rally die can use its reaction at any time to make a melee or ranged weapon attack, or cast a cantrip with a casting time of 1 action that targets a single creature. The creature rolls the Rally die and adds the amount rolled plus your Charisma or Wisdom modifier (minimum of 1) to the damage of the weapon attack or cantrip. 6 PART 3 | FIGHTER
Bulwark 15th-level Banneret feature The motivational energy that emanates from you prevents the warriors in your charge from being mired by a multitude of effects, including even magic. When a creature with a Rally die fails a saving throw, it can choose to spend the die, rerolling the saving throw and adding a roll of the Rally die to the result. The creature must take the new result. Unwavering Leadership 18th-level Banneret feature Your mind for strategy is sharpened, and your tactical decisions rarely transpire in negative ways. When a creature rolls a 1 on a Rally die, they can reroll the die and take the new roll. 7 PART 3 | FIGHTER
Barbarian Changes: Now gains smith’s tools proficiency, relevant for new class features at higher levels. Spiked Armour’s base AC decreased to 12, but allows a Barbarian to add both their Dexterity and Constitution to the AC. This essentially transforms Spiked Armour into a straight upgrade from the base Unarmoured Defense feature. Battleragers now get their featured armour at 3rd level for free, and can also create it at any time if they have the gold. Attacking with spiked armour can now be done as an action, just as a minor QOL change for players who want it. Attacking with the spikes as a bonus action is no longer locked behind raging. Spike damage scales to 2d4 at 10th level, further increased by 1d4 during rages. Damage dealt to grappled/grappling creatures changed from a flat 3 to 1d4, scaling in the same way the armour spike attack damage scales. New feature: Improved Battlerager Armour Allows attacks made with Spiked Armour to be magical- important when fighting high CR monsters Allows a Battlerager to change their armour into magical armour, overcoming the classic conundrum of not wanting to part with equipment central to your character. Uncommon armour available at 6th level Rare armour available at 10th level Very rare armour available at 14th level Battlerager Charge now lets you impale creatures that you “run into” upon your spiked armour. Synergizes with the Steel Porcupine effect from the Battlerager Armour feature. Spiked Retribution now costs a reaction to use, but has a much more significant effect on the battlefield considering its improved damage output. Path of the Battlerager (Revised) Bonus Proficiency 3rd-level Path of the Battlerager feature You gain proficiency with leatherworker’s tools. Battlerager Armour 3rd-level Path of the battlerager feature You gain the ability to use spiked armour (see the “Spiked Armour” sidebar) as both a weapon and as protection. You automatically create a suit of this armour when you choose this path at 3rd level. If you ever lose your spiked armour, you can use your leatherworker’s tools to spend 75 gp in order to create a new set at the end of a long rest. Armour Spikes. While you are wearing spiked armour, you can attack creatures with your spikes. Your spikes are a melee weapon that deal 1d4 piercing damage, and you can add your Strength modifier to its attack and damage rolls. You can also use your bonus action to make one attack with your spikes. The damage dealt by your armour spikes increases to 2d4 at 10th level. Steel Porcupine. While wearing your spiked armour, a creature that ends its turn grappling you or being grappled by you takes 1d4 piercing damage. This increases to 2d4 at 10th level. When you rage, your spikes are sharpened by your fury and deal an additional 1d4 piercing damage. Reckless Abandon 6th-level Path of the Battlerager feature Your rage strengthens your armour’s defenses, allowing you to ignore the blows of the enemies that will inevitably surround you. When you use your Reckless Attack feature while wearing your Spiked Armour, you gain temporary hit points equal to your Constitution modifier. Improved Battlerager Armour 6th-level Path of the Battlerager feature Your bond with your armour has allowed your rage to infuse it with magical properties. Damage dealt with your Spiked Armour is considered magical for the purpose of overcoming resistance and immunity to nonmagical damage. Additionally, you can use your leatherworker’s tools to change your Spiked Armour into a set of magical armour at the end of a long rest. You can also make a new set of Spiked Armour that you create at the end of a long rest to become magical. You learn additional magical properties at higher levels. See the Improved 8 PART 4 | BARBARIAN
Battlerager Armour table to determine what magical properties you can add to your armour. Improved Battlerager Armour Barbarian Level Required Magical Property 6 Adamantine Spiked Armour. Any critical hit against you becomes a normal hit. Attacks with your Spiked Armour always score critical hits against objects. 6 Mithral Spiked Armour. Your Spiked Armour doesn’t impose disadvantage on Stealth checks. When you use your bonus action to make an attack with your Spiked Armour, you can make two attacks instead of one. 10 Spiked Armour, +1. You have a +1 bonus to AC while wearing this armour. Attacks made with your Spiked Armour have a +1 bonus to attack and damage rolls. 10 Spiked Armour of Resistance. You have resistance to any one damage type while wearing this armour. 14 Spiked Armour, +2. You have a +2 bonus to AC while wearing this armour. Attacks made with your Spiked Armour have a +2 bonus to attack and damage rolls. 14 Dense Spiked Armour. You have a +2 bonus to AC while wearing this armour. If an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. When you hit a creature with your Spiked Armour, you can force the creature to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, the creature is knocked prone. A single set of your Battlerager Armour can only have one of the magical properties at once. You can change the magical properties of one set of your Spiked Armour whenever you finish a long rest. Battlerager Charge 10th-level Path of the Battlerager feature You are quick to charge spike-first into battle. While raging, you can use your bonus action to take the Dash action. Whenever you move at least 20 feet in a straight line before hitting with a melee weapon attack, the target of your attack becomes impaled on your spiked armour. The target must be medium sized or smaller to be impaled. While impaled, the target is grappled by you (escape DC = 8 + your proficiency bonus + your Constitution modifier) but you do not need to have a free hand to maintain the grapple. You can only have one creature impaled on your armour at once. Spiked Retribution 14th-level Path of the Battlerager feature When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to make an attack with your Spiked Armour against all creatures within your reach. You must be raging and wearing Spiked Armour to use this reaction. You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest. 9 PART 4 | BARBARIAN
Paladin Changes: Champion Challenge now applies disadvantage on attack rolls against creatures other than you to make it a more effective aggro-drawing tool. Turn the Tide now works regardless of creature’s current hit points, and is enhanced against creatures at low hit points. Divine Allegiance now allows the paladin to reduce the damage taken by an amount equal to their Charisma modifier. This helps make the feature a sidegrade to the Oath of Redemption’s Aura of the Guardian feature rather than a downgrade. Divine Allegiance also scales up at level 18 like other paladin auras. Complete rework of 15th level ability. Exalted Champion now grants general BPS damage resistance while active. Oath of the Crown (Revised) Oath Spells 3rd-level Oath of the Crown feature You gain oath spells at the paladin levels listed in the Oath of the Crown table. See the Sacred oath class feature for how oath spells work. Oath of the Crown Spells Paladin Level Spells 3rd command, compelled duel 5th warding bond, zone of truth 9th aura of vitality, spirit guardians 13th banishment, guardian of faith 17th circle of power, geas Channel Divinity 3rd-level Oath of the Crown feature You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet from you, and they have disadvantage on attack rolls against creatures other than you. This effect ends on a creature if you are incapacitated or the creature is more than 30 feet away from you. Turn the Tide. As a bonus action, you can strengthen the resolve of your comrades to prevent their formation from breaking. Each creature of your choice within 30 feet that can hear you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1). The hit points are doubled for creatures below half their maximum hit points. Divine Allegiance 7th- and 18th-level Oath of the Crown feature When a creature within 5 feet of you takes damage, you can use your reaction to dive in the way of the blow, taking the damage instead. You can reduce the damage you intercept by an amount equal to your Charisma modifier. When you reach 18th level in this class, you can reduce the damage you intercept by an amount equal to double your Charisma modifier. Unyielding Annexation 15th-level Oath of the Crown feature As a bonus action, you can summon a magical banner of the Crown you serve into your hands. You determine the appearance of the banner and the coat of arms displayed on it. The banner annexes the ground within 20 feet of it. You can designate creatures (including yourself) standing on annexed ground as either Allies or Opposition when they enter the annexed ground. Creatures experience the following effects based on their designation: Allies. Creatures gain advantage on saving throws against being paralyzed, or stunned. Creatures also have advantage on ability checks and saving throws against being subjected to forced movement. Opposition. Creatures have disadvantage on saving throws against your paladin spells and Wisdom saving throws against your Champion Challenge Channel Divinity. Creatures also have disadvantage on ability checks and saving throws against effects that would move them. When you summon the banner, you can choose whether to plant it, or carry it with you as part of the same bonus action. While carrying the banner, you can use it like a magical pike with a +1 bonus to attack and damage rolls. You can plant or pick up a planted banner as a bonus action on subsequent turns. The banner lasts for 1 hour, after which it crumbles into glowing ashes. Once you use this feature, you cannot do so again until you finish a long rest or spend a spell slot. Exalted Champion 20th-level Oath of the Crown feature Your presence on the battlefield is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour: You have resistance to bludgeoning, piercing, and slashing damage. Your allies have advantage on death saving throws while within 30 feet of you. 10 PART 5 | PALADIN
You and your allies within 30 feet of you have advantage on Wisdom saving throws. This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest. 11 PART 5 | PALADIN
Sorcerer Changes: Added expanded spell list at 1st level. Tempestuous Magic’s fly speed no longer costs a bonus action to use. Heart of the Storm now grants a lightning shield effect that recharges on a long rest, complimenting the relatively close range nature of the subclass. The AOE damage burst of the feature is also now uncoupled from only spells that deal lightning or thunder damage. Storm Guide is mainly a roleplay ability, but the ability to control rain has been changed from an action to a bonus action, potentially useful in an encounter where environmental heavy precipitation is present. Storm’s Fury can now only be used while the Lightning Shield is active, but also grants the ability for the Lightning Shield to be partially recharged on a short rest. Storm Sorcery (Revised) Wind Speaker 1st-level Storm Sorcery feature The arcane language you command is infused with elemental air. You can speak, read, and write Primordial. Tempestuous Magic 1st-level Storm Sorcery feature You learn additional spells when you reach certain levels in this class, as shown on the Storm Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Storm Spells Sorcerer Level Spells 1st thunderwave, featherfall 3rd levitate, gust of wind 5th call lightning, wind wall 7th freedom of movement, conjure minor elementals 9th cone of cold, telekinesis Whenever you cast a spell of 1st level or higher, you can fly up to 10 feet without provoking opportunity attacks. If you casted a Storm Spell, the fly speed is increased to 20 feet. Heart of the Storm 6th-level Storm Sorcery feature Your being is infused with elemental air and crackling lightning. You gain the following benefits. Hurricane Flesh. You gain resistance to lightning and thunder damage. Lightning Shield. Whenever you finish a long rest, you create a field of storm magic that encases your body. This Lightning Shield has hit points equal to half your sorcerer level + your Charisma modifier + your proficiency bonus. Whenever you take damage, the lightning shield takes the damage instead. If this damage reduces the Lightning Shield to 0 hit points, you take any remaining damage. While your Lightning Shield has at least 1 hit point, you can cast the witch bolt spell without expending a spell slot. If your Lightning Shield has 0 hit points, you can cast the gust of wind spell without expending a spell slot. Storm Burst. Whenever you cast a spell of 1st level or higher, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level, rounded down. When you use this feature, you can choose to discharge your Lightning Shield. You can subtract any number of hit points from your Lightning Shield, and add half that amount to the damage dealt. Storm Guide 6th-level Storm Sorcery feature You gain the ability to subtly control the weather around you. If it is raining, you can use a bonus action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100- foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind. Storm’s Fury 14th-level Storm Sorcery feature When you take a short rest, you can cause your Lightning Shield to regain a number of hit points equal to half of its maximum. Once you do this, you cannot do so again until you complete a long rest. Your Lightning Shield also becomes harmful to those who attempt to attack you. When you are hit by a melee attack and your Lightning Shield has more than 0 hit points, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength 12 PART 6 | SORCERER
saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. Wind Soul 18th-level Storm Sorcery feature You are immune to lightning and thunder damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest. 13 PART 6 | SORCERER
Sword Coast Adventurer’s Guide Subclasses Revised is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. 14