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Icewind Dale Rime of the Frostmaiden House Rules _ GM Binder

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Published by goroiamanuci, 2023-05-11 05:34:10

Icewind Dale Rime of the Frostmaiden House Rules _ GM Binder

Icewind Dale Rime of the Frostmaiden House Rules _ GM Binder

Icewind Dale House Rules 1


Banned Content Books The following official Dungeons and Dragon 5th Edition books are banned in this campaign: Tasha's Cauldron of Everything Playtest Material The whole of Unearthed Arcana from Wizards of the Coast is not allowed. Per player request, content is re-evaluated, rebalanced and included in this campaign supplement. Classes The following classes are banned: Artificer is not available in the Forgotten Realms and is native to the world of Eberron. Cleric: Twilight Domain is not available for this campaign. Backgrounds The following backgrounds are banned: Outlander's feature is unrealistic, unbalanced and not compatible with the survival fantasy theme. Third Party Content The following third party player options are allowed: Icewind Dale Primer - introduction to Icewind Dale, character affiliation and backgrounds, allies and rivals. 10 Icewind Dale Backgrounds - flavorful backgrounds. 2


C ore R u les C h o o s i n g At t r i bute s Yo u c a n r o l l y o u r c h a r a c t e r c o r e a t t r i b u t e s u s i n g t h e 4 d 6 m e t h o d o n c e, i n t h e p r e s e n c e o f t h e D M. A ft e r y o u r o l l y o u r a t t r i b u t e s y o u c a n c h o o s e b e t w e e n t h e m o r e i t h e r t h e p o i n t b uy m e t h o d o r t h e s t a n d a r d a r r ay m e t h o d. Default Human Race Variant Human (Player's Handbook, pg. 31 ) i s t h e d e fa u l t h u m a n r a c e av a i l a b l e t o p l ay e r s. Inspiration Points Inspiration Points are earned by t h e w h o l e p a r t y. T h e p a r t y 2 p o i n t s p e r s e s s i o n a n d c a n s t o r e p o i n t s u p t o t h e n u m b e r o f p l ay e r s i n t h e g r o u p. T h e p a r t y m u s t a g r e e w h e n a n d h o w t o s p e n d t h e I n s p i r a t i o n P o i n t s. The party may also earn one o r m o r e a d d i t i o n a l I n s p i r a t i o n P o i n t s a t t h e e n d o f a s e s s i o n w i t h: great roleplaying moments and d e e p s t o r y t e l l i n g w i t h d r a m a t i c e ffe c t t h a t c o n t r i b u t e s t o t h e i r o r a n o t h e r p l ay e r's c h a r a c t e r d e v e l o p m e n t w o r k i n g t o g e t h e r a s a t e a m t o o v e r c o m e e x t r a o r d i n a r y o d d s, d e fe a t i n g d i ffi c u l t o p p o n e n t s, a n d p r o g r e s s i n g t h e c a m p a i g n T h e p a r t y c a n s p e n d a n I n s p i r a t i o n P o i n t a t a ny t i m e t o: increase one initiative by +10 before combat starts reroll any Attack, Saving Throw or Attribute check by a p l ay e r a n d u s e t h e n e w r e s u l t, e v e n i f i t i s l o w e r. reroll a damage roll rolled by a player or DM. remove one failed Death Save while dying. Voices in My Head At any time, you can attempt pass a suggestion to a n o t h e r p l ay e r t h a t c a n b e a r e m i n d e r o f fo r g o t t e n i n fo r m a t i o n, a g u t fe e l i n g w a r n i n g, a c r e a t i v e i d e a o r e v e n e x a c t w o r d s h o w t o s p e a k p r o p e r l y w i t h a n N P C. T h i s i n fo r m a t i o n i s c o n s i d e r e d a " v o i c e i n my h e a d " b y t h e r e c e i v i n g p l ay e r, a g u t fe e l i n g h e r e a c t s t o. To do t h a t, m a ke a s p e c i a l d 2 0 r o l l a n d a d d t h e r e c e i v i n g p l ay e r's I n s i g h t s k i l l. I f t h e r e s u l t i s 1 5 o r m o r e, y o u m ay s p e a k fr e e l y a n d c o nv ey a s m u c h i n fo r m a t i o n a s y o u w a n t. I f y o u fa i l o n t h a t c h e c k, y o u s h o u l d r e m a i n s i l e n t u n t i l t h e e n d o f t h e e n c o u n t e r o r i f s i t u a t i o n c h a n g e s d r a s t i c a l l y t o a l l o w fo r a n o t h e r a t t e m p t ( u p t o D M ). Simple and Hard C h e c k s S k i l l c h e c k s a g a i n s t D C o f 1 0 ( o r l o w e r i n fe w r a r e c a s e s b u t r e s u l t s b e l o w 1 0 a r e g e n e r a l l y c o n s i d e r e d fa i l u r e ) t o 1 4 a r e c o n s i d e r e d S i m p l e C h e c k s. T h e s e c h e c k s c a n b e a t t e m p t e d b y a ny o n e w h e t h e r t h ey a r e p r o fi c i e n t o r n o t w i t h a s k i l l. When a Skill check is made against DC 15 or higher, t h e c h e c k i s c o n s i d e r e d H a r d C h e c k. T h e D M m ay r e q u i r e t h a t o n l y p l ay e r s t h a t a r e p r o fi c i e n t i n t h a t s k i l l c a n m a ke a n a t t e m p t. T h e r e a r e fe w e x c e p t i o n s o f t h i s r u l e - - i f t h e b a s e D C i s l o w e r t h a n 1 5 b u t d u e t o m o d i fi e r s i s i n c r e a s e d t o 1 5 o r m o r e, i t m ay s t i l l b e a t t e m p t e d w i t h o u t p r o fi c i e n cy. 3


If the DM requires a proficient check and you have a Lore applicable to the check (up do DM), you gain temporarily proficiency with the skill check and can attempt the check. Helping Dogpiling happens when after one player fails at a check, another player asks to repeat it only to attempt at a better roll even if they are less proficient at the skill than the character that attempted first. This may result in whole party asking for a roll just to chase a high die result. Dogpiling is metagaming behavior and is discouraged. You can use the Help action to aid another character in a task or salvage their effort after they have failed. In order for a check to benefit from the Help action, at least one of the contributing players must be proficient at the skill check. There is no limit how many characters can help on a task, but only two die rolls can be made, and the highest die result is added to the check total. The check total uses the highest proficiency bonus and skill modifier among all contributing characters. If a Lore or Craft is applicable to the check, only one Lore or Craft that the players are proficient in can add its bonus to the check total. You cannot Help if you suffer disadvantage to the used attribute or skill, such as having a level in Exhaustion. Group Checks There are two group check types: common and challenging. Common group checks are made when the party is expected to succeed but the players with the highest rolls are rewarded with being the first to react to the new information. Challenging group checks account for the party will make multiple die rolls trying and compared to a single check, the DC is increased by +3 to +5. The DC should not be increased so far that each individual player has less than 10% chance to succeed. Pre-Combat Initiative In tense situation where you and your allies face hostile creatures ready for combat but neither side has initiated hostile actions, or in other situations where these's impeding sense of danger, all creatures must roll initiative but are not bound by the initiative order. All hostile creatures always act first, then all players and their allies act second. Within each side of a conflict, all creatures can take their actions in any order they choose however the number of actions they can take in a turn is bound by the combat rules. During floating initiative, creatures can use reactions as normal, can Ready their action or Delay their turn by leaving the initiative. If a creature chooses to have a long conversation with the option to respond as a free action until the start of its next turn, it must spend {2A} to Argue with its allies or hostile creatures. When Arguing with a hostile creature, the actions are spent only if the hostile creature agrees to spend the same amount of actions from its next turn to Argue back. The Argue action has the auditory, linguistic and concentrate traits. The GM may limit the amount of argument within a turn if it drags for too long, or increase the turn count by the amount of time spent in argument. The first creature that initiates a hostile action or reaction ends the floating initiative. If it is a reaction it is resolved immediately, otherwise the combat turn starts from the start of the initiative order in the current combat round. The creature that initiated the hostile action must complete it on its own turn, before taking other actions that turn. Damage Types The Rime of the Frostmaiden campaign brings important changes to damage types. The campaign introduces new type of damage - frost damage - that is inherently different from cold damage. Spells and effects that cause frost damage cover a creature in growing layer of frost that can become just as impenetrable as permafrost. Effects and abilities that grant resistance and immunity to cold damage do not affect frost damage. Resistance to cold damage only affects spells and attacks that cause cold damage. It doesn't provide protection against prolonged exposure to cold or extreme cold weather (see pg. 35 for more information on weather). There is one exception, however - immunity to cold damage also grants immunity to cold and extreme cold weather. For example, Frost Giants do not suffer the effect of cold and extreme cold weather. Weather Conditions There are two distinct arctic conditions - cold and extreme cold weather. You can learn more about them on pg. 35. Any ability, spell or equipment that provides resistance to cold weather allows you to ignore the effect of cold weather, and when exposed to extreme cold weather you suffer the effect of cold weather that cannot be ignored. A typical fur coat with wool stockings provides resistance to cold weather. Any ability, spell or equipment that provides immunity to cold weather allows you to ignore the effect of cold weather and extreme cold weather. Insulated tents provide such greater protection from the elements. Races such as Goliaths and Snow Elves are acclimatized to extreme weather which grants them immunity to cold weather. Immunity to cold damage also grants immunity to cold weather. 4


Rule Clarifications Fear Line of Effect Creatures that are frightened by a hostile creature as long as they can see the hostile creature, remain under the effect even if they no longer see it by their will (such as by closing their eyes) as long as they can perceive the presence of the hostile creature with their remaining senses (such as hearing or smelling its presence, being attacked by it, or hearing nearby allies react to its presence). 5


Lores and Crafts When you create a character, remove all tool and instrument proficiencies from your character. For each such proficiency removed you may choose a Lore or Craft proficiency that fits your character concept and background from the lists below. If this grants you 2 or less slots, increase them to 3. Lores Lore is a trained or researched field of knowledge that your character is an expert in. When Lore applies to a check, you add your proficiency modifier once again to the roll. When the DM asks for a proficient check but you are not proficient in the related skill, if you have a Lore that that applies to the check, you count as proficient for the purpose of the roll. The list below contains generic types of Lore. Instrument proficiencies are replaced by Performance (Tavern, Artistic and Ceremonial) Lore. Game proficiencies are replaced by Games (Tavern, Strategy and Puzzle) Lore. Architecture Library Art Mercantile Criminal Underworld Mining Engineering Navigation Farming Performance (Artistic) Fishing Performance (Ceremonial) Games (Puzzles) Performance (Tavern) Games (Strategy) Psychology Games (Tavern) Sailing Heraldry Scouting Herbalism Scribing Hunting Trade Guild Legal Warfare In addition, the list below contains types of Lore specific to Icewind Dale and the Rime of the Frostmaiden campaign. Cold Run Skiing and Sledding Cult of Auril Ten-Towns Politics Cult of Tempos Ten-Towns Trade Dwarven History The Arcane Brotherhood Dwarven Trade The Spine of the World Kelvin's Cairn Tundra Beasts Luskan Politics Tundra Geography Luskan Trade Tundra Monstrocities Reghed Clans Tundra Mysteries Reghed Glacier Tundra Plants Sea of Moving Ice Tundra Races Crafts Crafts are the knowledge and experience to repair and craft items using improvised or special instruments or facilities. Each Craft allows you to use the Crafting downtime rules and use the Repair action without risk for destroying the broken item. Characters without the Craft cannot attempt to craft items, and can attempt the Repair action at a disadvantage and risk to destroy the broken item on a failure. Many crafts allow your character to earn income practicing them during downtime and to maintain Comfortable or better lifestyle. Depending on the rarity or their Craft, they can be highly regarded in their community. Characters without any Craft are rarely regarded as contributing member of their society and have the Modest lifestyle or worse. Each Craft may also be used as a Lore to appraise the quality and value of the items created with that Craft. When a Craft is applied to an attribute check, you add your proficiency modifier once again to that roll. The list below contains generic Crafts that you can choose. Alchemy and Poisons Cooking and Brewing Artistry (Jewelry) Disguise and Camouflages Artistry (Painting) Document Forgery Blacksmithing (Armors) Fletchering and Bowcrafting Blacksmithing (Tools) Medicine and Surgery Blacksmithing (Weapons) Sewing and Leatherworking Building Construction Thieves' Tools and Trapmaking Caligraphy and Mapmaking Woodworking and Woodcrafts In addition, the list below contains types of Crafts specific to Icewind Dale and the Rime of the Frostmaiden campaign. Artistry (Schrimshaw) Sled Animal Breeding Lakeboats Building Sled Vehicle Building Researching Lores You can learn new Lore proficiencies during your adventure as long as you have access to a credible source of information such as a tutor willing to teach you or a library containing multiple books on the subject. If you spend one week of downtime researching a subject, you gain a number of Lore recalls in that subject equal to 2 or your Intelligence modifier, whichever is greater. You can spend a Lore recall to recollect recently studied knowledge in a specific Lore that related to the situation and gain temporary proficiency applicable to the next skill check. If you spend weeks of downtime researching a Lore equal to 10 minus your Intelligence modifier, and the teacher is a master or source of information is exhaustive enough to contain whole knowledge related to the Lore, the DM may grant you a permanent proficiency in the Lore skill. 6


Intellect Bonus Your cunning Intelligence allows you to learn more skills and knowledge than others. When creating a character, you gain a number of points equal to your Intelligence modifier. Subtract 2 points if your class, multiclass or planned subclass will be capable of casting spells based on your Intelligence attribute. Spend Intelligence Points to... Benefit Cost Gain expertise in a Skill you're proficient in 3 Gain proficiency in a Skill 2 Learn a Lore or Craft, or additional language 1 When you permanently increase your Intelligence modifier, you may spend additional points as normal. Proficiencies learned by spending points cannot be lost once gained. Expertise Dedication When creating a character, after you choose all you skill proficiencies you may choose to focus most of your prior training in one skill and increase its proficiency to expertise. An expertise in a skill allows you to double the proficiency bonus when making an ability check. If you choose to do so, pick two other skills you are proficient in and remove that proficiency from them. This optional rule allows all characters to access the expertise (double proficiency) skill mechanic, however at a very high cost of having only few skill proficiencies remaining. These characters will be very limited in what else they can do. 7


Updated Barbarian Optional Class Features Survival Instincts 2nd-level barbarian feature (replaces Danger Sense) You become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival. Your proficiency bonus is doubled for any ability check you make that uses one of those skills. Instinctive Pounce 7th-level barbarian feature As part of the bonus action you take to enter your rage, you can move up to half your speed and make one melee attack. Path of the Ancestral Guardian Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid. Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals. Barbarian Level Feature 3rd Consult the Spirits, Ancestral Protectors 6th Spirit Shield, Eyes of the Ancestors 10th Vengeful Ancestors 14th Spiked Retribution Consult the Spirits Starting when you choose this path at 3rd level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury spell as a ritual, without the need for material components. After you cast the spell in this way, you can't use this feature again until you finish a short or long rest. Wisdom is your spellcasting ability for these spells. Ancestral Protectors Also at 3rd level, spectral ancestral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends. Spirit Shield Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level. Eyes of the Ancestors Beginning at 6th level, you gain the ability to see through the eyes of your ancestral spirits. When you do so, you cast the clairvoyance spell as a ritual, without the need material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. After you cast the spell in this way, you can't use this feature again until you finish a short or long rest. Voice of the Elders Beginning at 10th level, you gain the ability to seek audience with the greatest heroes among your ancestral spirits. When you do so, you cast the divination spell as a ritual, without the need material components. Rather than contacting god or a god's servant, you are visited by a great elder spirit, and can ask about a specific goal, event, or activity related to you or your ancestors only. Wisdom is your spellcasting ability for these spells. After you cast the spell in this way, you can't use this feature again until you finish a long rest. Vengeful Ancestors At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents. Path of the Battlerager Restriction: Dwarves only. Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle. 8


Barbarian Level Feature 3rd Battlerager Armor, Dwarven Upkeep 6th Reckless Abandon, Battlerager Charge 10th Deadly Spikes, Spiked Retribution 14th Spiked Retribution Battlerager Armor When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon while not wielding a shield. You gain a special version of a chain shirt or scale mail that was modified into spiked armor, and costs 75gp. You are proficient in spiked armor as an exotic melee weapon. If you hit with it, you deal 1d6 + your Strength modifier piercing damage to one target within 5 feet from you. While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your spiked armor against a target within 5 feet of you. Additionally, when you successfully grapple, restrain or pin a creature, or a creature successfully does the same to you, the creature takes 3 piercing damage if your check succeeds. Once per long rest, you can modify any medium armor to become spiked armor. You need 25 gp in raw materials and a skill check using Blacksmith (Armors) Craft. Any armor that becomes spiked armor causes it to weigh 5 pounds more. If the armor is magical, then the gold required is increased by 50 gp for each rarity level (common to legendary), and the damage from your spiked armor becomes magical. Dwarven Upkeep At 3rd level, you learn the mending cantrip as barbarian cantrip so you can maintain your spiked armor. Constitution is your spellcasting ability for this cantrip. Reckless Abandon Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends. Battlerager Charge Beginning at 6th level, the speed granted by Fast Movement barbarian feature is increased by 5 feet. In addition, while raging, you can take the Dash action as a bonus action on each of your turns. When you Charge, Shove or Tumble Through a creature, that creature takes 3 piercing damage if your check succeeds. Deadly Spikes Starting at 10th level, when you would deal 3 piercing damage when you grapple, restrain or pin a creature or a creature does the same to you, or you Charge, Shove or Tumble Through a creature, instead you deal piercing damage equal to your Strength modifier (minimum of 3). Spiked Retribution Starting at 10th level, when a creature within 5 feet of you hits you with an attack, you can use your reaction make an attack with your spiked armor against the attacker. If you are raging, you can choose to attack recklessly with this attack, unless you have already attacked recklessly during your last turn. Battlerager Vigor At 14th level, your might is unmatched by most. Whenever you use your Relentless Rage, you reduce the DC by an amount equal to your Constitution modifier. Additionally, when you begin raging and at the start of each your turns while raging, you gain temporary hit points equal to 2 + your Constitution modifier if you have no more than half of your hit points left. These temporary hit points vanish when your rage ends or when you doff your spiked armor. Path of the Beast Barbarians who walk the Path of Beast draw their rage from a bestial spark burning within their souls. That beast howls to be released and bursts forth in the throes of rage. Barbarian Level Feature 3rd Form of the Beast 6th Night sight, Bestial Soul 10th Infectious Fury 14th Call of the Hunt Those who tread this path might be inhabited by a primal spirit or descended from shapeshifters. Pick a beast type creature that you partially transform or embrace its features to during your rage. The DM should approve its ability to use one or several natural attacks such as bite, claw or tail attack. Form of the Beast When you adopt this path at 3rd level and enter your rage, you can transform, revealing the bestial power within you. Until your rage ends, you manifest a natural melee weapon, choosing one of the following options approved by the DM each time you rage: Bite. Your mouth transforms into a bestial snout or great mandibles (your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your proficiency modifier (minimum of 1). Claws. Your hands transform into claws, which deal 1d6 slashing damage on a hit. Once on each of your turns if you hit the same target with two or more melee attacks with your claws, you can make one additional attack using your claws at the end of your turn. Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. When a creature enters your reach or moves within your reach and ends its move within 5 feet from you, you can use your reaction to make an opportunity attack against that creature. Night sight Starting at 6th level, the beast grants you th ability to hunt at night with deadly precision. You gain darkvision up to 60 feet. 9


Bestial Soul Starting at 6th level, the feral spirit within you grows in power, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can also call on the feral spirit to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest: You gain a swimming speed equal to your walking speed, and you can breathe underwater for 1 hour. You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces. When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn. Infectious Fury Starting at 10th level, when you hit a creature with your natural weapons while you are raging, the spirit within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or suffer one of the following effects (your choice): The target must use its reaction to make a melee attack of your choice against another creature of your choice that you can see. If it doesn't have a suitable target, it automatically hits itself. Target takes 2d12 psychic damage. The damage increases to 3d12 when you reach 14th level, and 4d12 when you reach 13th level. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. Call the Hunt The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Path of the Berserker For some barbarians, rage is a means to an end – that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being. Barbarian Level Feature 3rd Frenzy, Intimidating Presence 6th Mindless Rage, Tireless Rage 10th Retaliation 14th Indomitable Frenzy Frenzy Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. f you do so, you can make a single melee weapon attack as part of the bonus action to enter your rage, and you can repeat this attack as a bonus action on each of your turns after this one for the duration of your rage. When your rage ends, you suffer one level of exhaustion. In addition, while your hit points are below half of your maximum hit points your Rage damage is increased by 1. Intimidating Presence At 3rd level, you gain proficiency in the Intimidation skill. If you already have proficiency in Intimidation, you can choose another skill you are not proficient in. In addition, if you kill a creature on your turn you can use a Bonus Action to attempt to frighten another creature you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength or Charisma modifier, your choice) or be frightened of you until the end of your next turn. On each next turn, you can use your bonus action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours. Mindless Rage Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. Also, during your Frenzy rage your proficiency bonus is doubled for any ability check that uses Intimidation. Tireless Rage Also starting at 6th level, you ignore the effects of Exhaustion while you are raging. Retaliation Starting at 10th level, when you take damage from a creature that is within 5 feat of you, you can use your reaction to make a melee weapon attack against that creature. Indomitable Frenzy Starting at 14th level, your frenzy sends your body into overdrive. When you are raging and using the Reckless Attack feature, you can make two melee weapon attacks as a bonus action, but without the advantage granted by Reckless Attack feature. In addition, while your hit points are below half of your maximum hit points your Rage damage is increased by 2 instead of 1. 10


Path of the Storm Herald All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts. Barbarian Level Feature 3rd Storm Aura, Hardskin Endurance 6th Storm Soul, Land Attunement 10th Shielding Storm 14th Raging Storm Storm Aura Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class. If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level. Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. Hardskin Endurance Also at 3rd level, you become resistant to the environmental weather effects while in your chosen environment with the Storm Aura feature. You suffer no ill effect from normal environmental effects like hot and cold weather, and extreme environmental effects such as extreme heat or cold affect you as normal environmental effects that you cannot ignore. Storm Soul At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura. Desert. You gain resistance to fire damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire. Sea. You gain resistance to lightning damage, and you can breathe underwater for up to 1 hour. You also gain a swimming speed of 40 feet. Tundra. You gain resistance to cold damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube. Land Attunement Also at 6th level, while in your chosen environment with the Storm Aura feature and not indoors, your proficiency is doubled for all Nature, Survival and Perception checks. Shielding Storm At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura. Raging Storm At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura. Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dxterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level. Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave. Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it. Path of the Totem Warrior The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist. Barbarian Level Feature 3rd Spirit Seeker, Totem Spirit 6th Animal Instinct, Aspect of the Beast 10th Spirit Walker 14th Raging Storm 11


Spirit Seeker Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals. Totem Spirit At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle. Ape. While raging, enemies have disadvantage on escaping grapple checks against you and disadvantage on rolls to disarm you. The grip of a giant ape is everlasting. Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. Boar. Once per short rest, while raging, if you take damage equal to or less than 5 + your Constitution modifier that would reduce you to 0 hit points, you are reduced to 1 hit point instead. The spirit of the boar makes you relentless. Bull. While raging, you gain temporary hit points at the start of each of your turns, equal to your Rage damage. These temporary hit points last until your rage ends. While you have temporary hit points from your Totem Spirit feature, you also have resistance to acid, cold, fire, lightning, poison, and thunder damage. The spirit of the bull lends you resilience in the heat of battle. Eagle. While you're raging and aren't wearing heavy armor, your rage gives you advantage to Dexterity checks and Dexterity saving throws instead of Strength. Also while raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease. Elk. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. Also while raging, when you use the Charge action to Strike, the maximum additional damage you can do is equal to the total of your Strength and Constitution modifiers. The spirit of the elk empowers your charges with devastating force. Rat. While you're raging and not wearing heavy armor, you gain +1 to AC and Dexterity saving throws, and can use the Hide or Disengage action as bonus action on your turn. The spirit of the rat makes you numble enough to avoid incoming blows. Tiger. While raging, your unarmed strikes gain the finesse property, and you gain a +1 bonus to any attack rolls with it. Also while raging, your unarmed strikes using your action or bonus action deal 1d4 + your Strength or Dexterity modifier slashing damage. The spirit of the tiger empowers your swift strikes. Wolf. While you're raging, all friendly creatures have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters. Animal Instincts Starting at 6th level, you gain proficiency in one skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The animal spirit hones your survival instincts. Aspect of the Beast At 6th level, you gain a magical benefit based on the totem animal of your choice. You must choose the same animal you selected at 3rd level. Ape. While raging, you can attempt to grapple, restrain or pin a creature as a bonus action without suffering disadvantage. The creature you attempt to restrain ro pin can be one size larger than you or smaller. When you succeed on a grapple check, the grappled creature takes bludgeoning damage equal to 1d6 + your Strength modifier. The spirit of the ape teaches you to break your enemies with painful holds. Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. Boar. The spirit of the boar guides your trample. You can move through difficult terrain (but not greater difficult terrain) as though it were normal terrain. In addition while raging, your Totem Spirit feature can be used a number of times per short rest equal to your Constitution modifier instead of once before short rest. Every time you use the feature, you can use your reaction to make a melee attack against the creature that brought you to 0 hp. Bull. You gain the stubbornness of a bull, in both mind and body. While raging, you have advantage on Wisdom saving throws against effects to charm or frighten you, as long as the source is a hostile creatures. If an effect causes you to make such a Wisdom saving throw and you successfully resist the effect, you enter a battle frenzy and your Rage damage is doubled until the end of the next turn. Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. When using ranged weapons, your short range is also doubled and you can apply your Rage damage to ranged attacks made while raging. Additionally, dim light doesn't impose penalty on your Passive Perception and Wisdom (Perception) checks. Elk. While you're raging and aren't wearing heavy armor, when you Charge and successfully succeed to Strike or Slam, you may use the rest of your movement to Tumble Through the same target. If you succeed at it, the target takes 2d4 + your Strength modifier bludgeoning damage. The elk spirit shows you how to trample through your enemies. Rat. You gain the immune system of a rat. You are immune to nonmagical diseases, and you gain resistance to poison damage and saving throws against being poisoned. Also after dipping your weapon in foul dirt or rotting carcass for one minute, during each of your turns and while raging the first attack that deals slashing or piercing damage also deals one weapon die of poison damage as long as the target has no resistance or immunity to poison damage. 12


Tiger. Your unarmed strikes damage increases to 1d6 + your Strength or Dexterity modifier slashing damage. If you successfully hit the same target with two or more attacks during your turn, it takes an additional 1d6 damage at the end of its next turn. The cat spirit teaches you how to bleed out your enemies. Wolf. While you are raging, you can use your reaction to redirect a successful melee attack against a friendly creature that is within 5 feet from you, as long as the attacker is also within 5 feet from you. The attack deals maximum damage. The wolf teaches you how to protect your allies. Spirit Walker At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of the animal you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek. Totemic Attunement At 14th level, you gain a magical benefit based on a totem animal of your choice. You must choose the same animal you selected previously. Ape. While raging, any creature that starts its turn restrained or pinned by you takes bludgeoning damage equal to 1d6 + your Strength modifier + Rage damage. The spirit of a giant ape crashes its enemies in its arms. Bear. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened. Boar. Every time you roll for initiative you recover one use of your Totem Spirit feature. Also while raging, the damage you can shrug off using your Totem Spirit feature increases to 10 + your Constitution modifier. The spirit of the boar makes you survive even the worst of killing blows. Bull. You gain the vigour of a bull. Both your carrying capacity and maximum to push, drag and lift weights are doubled and you may maintain your rage without attacking or taking damage, as long as you are carrying, pushing, dragging or lifting objects in excess of 500 lb. Additionally, you are not slowed by pushing or dragging weight in excess of your carrying capacity and you can move at full speed while grappling a creature. While raging, you can also grapple, restrain and pin creatures that are one size larger than you. Eagle. While raging, you have a flying speed of 40 feet. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. You take half damage from falls from distance less than 100 feet, even if you are no longer raging. If you are grappling a creature as you fall while raging and the creature is your size or larger, you can use your reaction to redirect the fall damage to it instead. Elk. While raging, when you successfully Tumble Through your target as part of your Charge action, the target must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone. If it is knocked prone, you can use your reaction to make one melee attack against it. Rat. While you're raging and not wearing heavy armor, you gain +2 to AC and Dexterity saving throws instead of +1. Also, the spirit of the rat encouraging swarming the enemy. While raging, you may use your reaction on your turn to make an additional melee attack against a creature if there are at least two allies within 5 feet from it. Tiger. While you're raging, your bonus to attack rolls with unarmed strikes increases to +2. If you successfully hit the same target with three or more attacks during your turn, you can make one additional unarmed strike as a free attack. The cat spirit finally grants you swiftness to rend and decimate enemies. Wolf. While you're raging, you can use a bonus action on your turn to knock a Large or smaller target prone when you hit it with melee weapon attack. Additionally, while you are raging, any prone hostile creature you are threatening has its DC to stand from prone increased by +2. Path of the Wild Magic Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors. Barbarian Level Feature 3rd Magic Awareness, Wild Surge 6th Bolstering Magic, Wild Magic Distortion 10th Unstable Backlash, Empowered Wild Magic 14th Controlled Surge Magic Awareness Starting at 3rd level, when you enter rage, you can open your awareness to the presence of concentrated magic. Until your rage ends, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to. Wild Surge Also a 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced. Until your rage ends, anytime you use your Reckless attack at the start of your turn, you can spend your bonus action until the end of your turn to repeat the same magical effect. If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. 13


d8 Magical Effect 1 Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points if you dealt at least 12 damage that way. 2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, repeated uses of this effect only teleports you up to 15 feet. 3 An intangible spirit, with a look of your choice, appears within 5 feet of one creature of your choice that you can see within 30 feet of you. The spirit engages any hostile creatures and provides flanking to you and your allies. At the start of your next turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. 4 Magic infuses one weapon of your choice that you are holding. Until your turn ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. 5 Whenever a creature hits you with an attack roll before the start of your next turn, that creature takes 1d6 force damage, as magic lashes out in retribution. 6 Until the start of your next turn, you are surrounded by multi colored, protective lights. You gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. 7 Thorns and vines temporarily grow around you. Until the start of your turn, the ground within 15 feet of you is difficult terrain for your enemies. For each 5 feet of movement in that area the enemies take 1d4 piercing damage. 8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. The creature then becomes immune to being blinded by you for the next hour. Bolstering Magic Starting at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature: Until your rage ends, the creature can roll a d4 whenever making an attack roll or an ability check and add the number rolled to the d20 roll. Each time it uses this effect, you and the creature take 1d6 force damage. If you touched yourself, you take 2d6 force damage instead. Roll a d6. The creature regains one expended spell slot, the level of which equals half the number rolled (rounded up) or lower, up to the creature's choice. Once a creature receives this benefit, that creature can't receive it again until after a long rest. You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Wild Magic Distortion As 6th level, your rage is so powerful, the blast of wild magic can temporarily disable the magical effect of items around you. When you enter rage, you can focus your anger towards one magical item or effect within 30 feet you can see, or a creature concentrating or benefiting from a spell. The DM decides the item rarity, effect or spell level used to create the effect. You take an amount of force damage and levels of exhaustion as shown on the table below. Exhaustion taken this way cannot be recovered until you take long rest. As long as you do not fall unconscious due to the damage taken, the item, effect or spell are temporarily disabled until your rage ends, and the creature concentrating on the spell must make a concentration check at disadvantage. Damage Exhaustion Magical Item, Effect or Spell 2d4 — Common magical item; effect or spell of 2nd level or lower 4d6 — Uncommon magical item; or spell or spell of 3rd or 4th level 8d8 +1 Rare magical item; effect or spell of 5th or 6th level 10d10 +2 Very rare magical item; effect or spell of 7th or 8th level. 12d12 +2 Legendary magical item; effect or spell of 9th level. Unstable Backlash At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage that you do not have resistance against or fail a saving throw while raging, you can use your reaction to produce the same effect as decided when you entered your rage. Empowered Wild Magic Also at 10th level, your wild magic effects grow stronger than before. When you deal force damage due to a wild magic effect, you deal one extra die as force damage. If your target rolls 1 on a saving throw, it has vulnerability to force damage from the triggering effect. Controlled Surge At 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table. Path of the Zealot Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots— warriors who channel their rage into powerful displays of divine power. 14


A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good. Barbarian Level Feature 3rd Indoctrination, Divine Fury, Warrior of the Gods 6th Zealotry, Fanatical Focus 10th Zealous Presence 14th Rage beyond Death Indoctrination Starting when you choose this path at 3rd level, you become proficient in Religion. Your proficiency bonus is doubled on all checks related to your faith. Divine Fury Also at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature. Warrior of the Gods At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you. If you ever transgress against your faith, you lose access to this feature. You may only regain it if you atone through great challenge set by your god's servants. Zealotry Starting at 6th level, you can add your Strength modifier to any Charisma (Intimidation or Persuasion) to defend your faith or to force other creatures to follow its commandments. Fanatical Focus Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage. Zealous Presence At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can't use it again until you finish a long rest. Rage beyond Death Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows. While you're raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points.


Updated Cleric New Class Features Channel Divinity: Harness Divine Power 2nd-level cleric feature You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. Cantrip Versatility 4th-level cleric feature Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list. Blessed Strikes 8th-level cleric optional feature (replaces 8th level domain feature) You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. Light Domain Gods of light—including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and ReHorakhty—promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness. At each indicated cleric level, you add the listed spells to your spells prepared. Cleric Level Spells 1st burning hands, faerie fire 3rd flaming sphere, scorching ray 5th daylight, fireball 7th guardian of faith, wall of fire 9th flame strike, scrying Bonus Cantrip When you choose this domain at 1st level, you gain the light cantrip if you don't already know it. Warding Flare Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see and the attack would hit you, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Channel Divinity: Radiance of the Dawn Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled and your holy symbol emits sunlight for 1 minute or until you release it. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. Improved Flare Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you and the attack would hit. Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Corona of Light Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.


Updated Druid Optional Class Features Wild Shape 2nd-level feature (addition to Wild Shape) You can only turn into shapes of beasts that you have observed in their natural environment for at least 1 year. Once you have learned a wild shape in that way, you may assume the shape of a specific individual of its species if you have observed the individual for at least 1 hour. When assuming the shape of beast, you may choose a creature that has flying or swimming speed even if your druid level limits you to such forms. The form has no access to limited speeds and cannot use them to move. Wild Companion 2nd-level druid feature (enhances Wild Shape) You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. Cantrip Versatility 4th-level druid feature Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list. Circle of the Arctic Freezing temperatures and sharp cold winds is what these druids call their home. Wielding nature's icy kiss at the tip of their fingers, they defend the land of ice and snow with a fierce storm. Cold Snap Starting at 2nd level, you know the cantrip Frostbite and it doesn't count against your cantrips known. In addition, when a creature fails their saving throw against this cantrip, their speed is reduced by 10 feet. Circle Spells Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Druid Level Circle Spells 3rd Hold Person, Spike Growth 5th Sleet Storm, Slow 7th Freedom of Movement, Ice Storm 9th Commune with Nature, Cone of Cold Freezing Shape At 6th level, your inherent nature with your land has blessed your Wild Shape with the protection of ice. Whenever you use your Wild Shape to transform into a beast, your new form gains temporary hit points equal to your druid level. Natural Affinity Also at 6th level, you become immune to cold weather, and gain resistance to extreme cold weather. At 17h level, you become immune to extreme cold weather as well. Icicle Fangs Beginning at 10th level, ice and snow manifest itself in your ferocity. When you deal cold damage with your circle spells, you can add your Wisdom modifier (minimum of 1) to the total damage roll. Additionally, your weapon attacks in your Wild Shape form can now deal cold damage instead of its usual damage type. Winter Soul At 14th level, you invoke the very manifestation of nature's winter and its icy wrath. When you use your Wild Shape, you can choose to become a spirit of water, granting you additional properties: You ignore difficult and greater difficult terrain caused by snow or ice. You gain immunity against cold damage. When you take thunder damage, make a Constitution saving throw against a DC of 10 or half of the damage taken (whichever is higher). On a failed save, your next attack or check until end of your next turn suffers from disadvantage. While you are in a snowy terrain, you gain bonus to your Dexterity (Stealth) checks. This bonus is equal to half of your druid level. Once you use this feature, you must finish a long rest before you can use it again. Circle of Coast The sea breeze and ocean waters brings comfort to you. Just like the lands, these druids protect the many oceanic environments scattered across the world. 17


Initiate of the Deep Starting at 2nd level, you learn the cantrip Shape Water and it doesn't count against the number of cantrips known. In addition, the area in which you can affect with this cantrip increases by an additional 5-foot cube for every four levels you have in this class. Circle Spells Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Druid Level Circle Spells 3rd Mirror Image, Misty Step 5th Water Breathing, Water Walk 7th Control Water, Freedom of Movement 9th Conjure Elemental, Scrying Water Strider At 6th level, your body has adapted when moving in any body of water. Your swimming speed is now equal to your speed and you have +1 AC while underwater. This feature extends to any of your forms in Wild Shape. One with the Water Also at 6th level, you can hold your breath underwater for up to 10 minutes. At 17th level you can do it for uo to 1 hour. Wellspring of Life Beginning at 10th level, the waters you conjure and manipulate now possesses curative properties that can easily mend wounds. When you cast any of your circle spells, all friendly creatures within 5 feet of you regains hit points equal to half of the spell's level + your Wisdom modifier. Ocean's Purity At 14th level, you invoke the very power of the oceans wherever you are and become one with water itself. When you use your Wild Shape, you can choose to become a spirit of water, granting you additional properties: Your swimming speed is doubled and you can breathe underwater. You gain immunity against acid damage. When you take cold damage, make a Constitution saving throw against a DC of 10 or half of the damage taken (whichever is higher). On a failed save, your speed is reduced by 20 feet until the end of your next turn. You can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing. While you are underwater, you gain bonus to your Dexterity (Stealth) checks. This bonus is equal to half of your druid level. Once you use this feature, you must finish a long rest before you can use it again. Circle of the Desert You have overcome the scorching sands and blistering heat. Experiencing the harshness of one of nature's lands, you can call forth the very essence of the desert at your whim. Shifting Sands Starting at 2nd level, the sands of the desert constantly change, shifting and weaving through the winds to present an everlasting challenge to those who walk in it. you learn the cantrip mold earth and it doesn't count against your cantrips known. In addition, you can cast this cantrip as a bonus action. Circle Spells Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Druid Level Circle Spells 3rd Blur, Silence 5th Create Food and Water, Protection from Energy 7th Blight, Hallucinatory Terrain 9th Insect Plague, Wall of Stone Desert Guard At 6th level, you can call upon the protection of the desert, creating a small and localized sand storm around you. As a bonus action, you create a sand storm in a 5-foot-radius around you that lasts 1 minute. While in it, you are considered blinded and under full cover until you move out of the area or the start of your next turn. While inside the sand storm, at the start of each of your turns you regain hit points equal to your Wisdom modifier (minimum of 1). You can stop the sand storm as a reaction, including during your turn. Once you use this feature, you must finish a short or a long rest before you can use it again. Natural Affinity Also at 6th level, you become immune to hot weather and resistant to extreme hot weather. At 17th level, you become immune to extreme hot weather as well. 18


Terror of the Dunes At 10th level, nobody truly knows what is hidden beneath the rolling sands of a desert, although this truth is only known who would dare trespass and not many survives. While in your Wild Shape form, your first attack in that form while hidden has bonuses to its attack and damage rolls. This bonus is equal to half of your druid level. Additionally, you can reduce the duration of your form by an hour to choose another beast of equal CR or lower and transform into that beast. When you do so, you retain your previous form's temporary hit points. You can do this a number of times equal to your Wisdom modifier (minimum of once) and regain expended uses at the end of a long rest. Sand Layer At 14th level, your connection with the land has allowed you to attract sand so fine that they're nearly invisible, constantly flowing around you, and empowering your beast. When you use your Wild Shape, you can choose to become a spirit of the sand, granting you additional properties: You ignore difficult and greater difficult terrain caused by sand and quicksand. You gain immunity against fire damage. When you take cold damage, make a Constitution saving throw against a DC of 10 or half of the damage taken (whichever is higher). On a failed save, your AC is decreased by 1 until the end of your next turn. When you roll your hit die to regain hit points during short or long rest you gain a bonus of +1 AC for each hit die spent, up to a maximum of +3 AC. When you take damage while you have bonus AC from this feature, you gain resistance against the triggering damage and you lose the bonus AC from this feature. Once you use this feature, you must finish a long rest before you can use it again. Circle of Dreams Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest. Druid Level Feature 2rd Bonus Proficiency, Balm of the Summer Court 6th Tranquil Mind, Hearth of Moonlight and Shadow 10th Hidden Paths 14th Critical Infusion, Arcane Shot Option Bonus Proficiency At 2nd level, you gain proficiency in one of the following skills of your choice: Arcana, Insight, Perception, Persuasion or Religion. Your proficiency is doubled for all checks using the chosen skill related to dreams, visions and the Feywild. Balm of the Summer Court At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level. As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. You regain all expended dice when you finish a long rest. Tranquil Mind At 6th level, you gain the ability to weave your spells from beyond consciousness. You learn the sleep spell and it doesn't count against the number of spells known. At the start of your turn, you can choose to fall asleep, but you are not considered unconscious. Upon falling asleep and at the start of each of your turns while asleep, you gain temporary hit points equal to your Wisdom modifier plus half your level. While you are asleep due to this ability, you may cast spells without requiring their verbal or somatic components, but you can only target friendly creatures. You can also communicate telepathically to any non-hostile creature within 60 feet of you, but they must share a language with you and cannot respond telepathically. While you are asleep due to this ability, you can cannot see and automatically fail any check requiring sight, but all your other senses work as normal. When a creature damages these temporary hit points in any way you can choose to wake up. If you do, the creature must make a Charisma saving throw against your spell save DC or be stunned until the start of your turn. Hearth of Moonlight and Shadow At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere. While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it. The sphere vanishes at the end of the rest or when you leave the sphere. 19


Hidden Paths Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Walker in Dreams At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands. When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle. This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted. Once you use this feature, you can't use it again until you finish a long rest. Circle of the Forest Bountiful harvest and whispers of the wood sings their sweet melodies to you. Perhaps one of the well-known druids of any circles, they are much more connected with the land given the vibrant life that surrounds them during their stay. Binding Roots Starting at 2nd level, the forest would never abandon you when you need it. You learn the cantrip Thorn Whip and it doesn't count against your cantrips known. In addition, when you hit a creature with this cantrip, you can use your bonus action to attempt to grapple the creature. You use your spellcasting modifier instead of your Strength (Athletics) for the check. At the start of each of your turns, you can use your action to cast Thorn Whip. If you do, the creature continues to be grappled until it succeeds on a check against your grapple. On success, they are freed from the grasp. Circle Spells Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Druid Level Circle Spells 3rd Barkskin, Spider Climb 5th Call Lightning, Plant Growth 7th Divination, Freedom of Movement 9th Commune with Nature, Tree Stride Natural Recovery Beginning at 6th level, you can regain some of your magical energy by sitting in meditation and communing with nature while not in a barren environment (such as desert or arctic). During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. Child of the Woods At 10th level, your experience with nature has given you a sure step in forest enviroment. You are unaffected by difficult terrain due to thick forest, and you have advantage to all checks to hunt or forage in a forest environment. Twisted Roots Also at 10th level, you can use your magic to cause powerful roots to rise and seek out your foes. As an action, you cause magical roots and vines to burst forth from a solid surface you can see within 60 feet. The vines cover an area with a radius of 10 feet and can reach away from the surface up to 10 feet. The roots immediately seek out any and all creatures within the radius of the effect, grappling them using Wisdom modifier as their Strength modifier. You can use a bonus action to exempt or re-target a creature within the radius, either freeing it from the vines or causing them to grapple it again, including creatures that are up to 10 feet away from the radius of the effect. This effect remains for 1 minute, or until you cancel it as a bonus action. You may use this feature once per short rest. King of the Forest When you reach 14th level, your wild shapes is infused with the essence of the woods, drawing power from the life that surrounds it. When you use your Wild Shape, you can choose to become a spirit of woods, granting you additional properties: Your ignore difficult and greater difficult terrain in underbrush and forest terrain. You gain immunity against necrotic damage. When you take fire damage, make a Constitution saving throw against a DC of 10 or half of the damage taken (whichever is higher). On a failed save, your take damage at the end of your next turn equal to half the damage from the damaging effect. Once per wild shape, as a bonus action you can step into a tree, bush, tall grass or a rock and immediately teleport to another such location you have seen within 60 feet. Both the initial location and the destination must be objects that are as large as you or larger. Once you use this feature, you must finish a long rest before you can use it again. 20


Circle of the Grassland These druids welcomes the vast and open fields of greenery and rolling hills. No obstruction can hide intruders from them and they have adapted well, moving swiftly as the passing wind within these lands. Swift Step Starting at 2nd level, you know the gust cantrip and it doesn't count against your cantrips known. Whenever you cast this cantrip, you gain bonus speed until the end of the turn. The bonus is equal to 5 feet for every four levels you have in this class. Circle Spells Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Druid Level Circle Spells 3rd Invisibility, Pass without Trace 5th Daylight, Haste 7th Divination, Freedom of Movement 9th Dream, Insect Plague See the Wind At 6th level, you learn how to read the wind that is so familiar to you, guiding yourself with each passing breeze. Whenever you use your Wild Shape feature to assume a new form, you gain the benefit of the Dash action for that turn. Natural Affinity Also at 6th level, all your short and long rests in grass environment are considered comfortable and you may reroll once every hit die you spent to regain hit points during such rest. At 17th level, any effect that prevents you from taking a rest or slows your speed while in a grassland environment is ignored. Read the Wind At 10th level, you can spot movements even without seeing them by reading the sudden changes in the wind pattern. You can use the Search action as a bonus action and gain bonus to your Wisdom (Perception) and Passive Perception equal to half of your druid level. When you use this feature, your speed is reduced by half until the end of your next turn. Pride of the Prairie Beginning at 14th level, your wild shape emerges from a sea of tall grass, and the winds empower it with strength and agility. When you use your Wild Shape, you can choose to become a spirit of plains, granting you additional properties: When you take the Dash action, you gain resistance to bludgeoning, piercing and slashing damage until the start of your next turn. You gain immunity against thunder damage. When you take lightning damage, make a Constitution saving throw against a DC of 10 or half of the damage taken (whichever is higher). On a failed save, you treat any terrain as difficult terrain until the end of your next turn. You gain advantage against any checks made against you that would affect your speed. When you move more than 20 feet during your turn, your movements no longer provoke attacks of opportunity until the end of the turn. Circle of the Moon Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood. Combat Wild Shape You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended. Circle Forms The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. Level Max. CR Limitations 2nd 1 No flying or swimming speed 4th 1 No flying speed 6th 2 No flying speed 8th 2 — 9th 3 — 12th 4 — 15th 5 — 18th 6 — Primal Strike Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 21


Elemental Wild Shape At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental. Thousand Forms By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will. Circle of the Mountain Spending their time within the peaks of mountains and valleys, watching the clouds roll below them and experiencing the adrenaline flowing through their veins with each climb. These druids tap into the jagged rocks and defiant fortitude of their land to stand taller among others. Roar of the Giant Starting at 2nd level, you know the thunderclap cantrip and it doesn't count against your cantrips known. Whenever a creature fails their saving throw against this cantrip, they are also knocked back 5 feet away from you. Circle Spells Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Druid Level Circle Spells 3rd Spider Climb, Spike Growth 5th Lightning Bolt, Meld into Stone 7th Stone Shape, Stoneskin 9th Passwall, Wall of Stone Mountain's Pressure Beginning at 6th level, the land you've attuned has given your druidic power the power of the mountains. When you deal damage with your circle spell, you can choose to deal additional thunder damage equal to your Wisdom modifier. Mountain Affinity Also at 6th level, you need half the rations and water when resting in a mountain terrain, and you gain a climbing speed equal to your movement speed. At 17th level, your climbing speed is doubled and any falling damage you take is halved. Relentless Stand At 10th level, you can enter a stance and channel the fortitude of the land to bolster your defenses. When you take the Dodge action, you can instead choose to reduce all damage you take equal to half of your druid level until the start of your next turn instead of the Dodge action's benefits. Titanic Shape Beginning at 14th level, the mountain's essence has seeped deep inside you, unleashing the full strength of your druidic calling. When you use your Wild Shape feature to transform into a beast, you can choose to activate this feature and gain the following benefits: You beast form is one size larger than normal. Your beast form gains a bonus +2 to AC but its speed is halved. You beast form gains additional hit points equal to your druid level. When you take psychic damage, make a Constitution saving throw against a DC of 10 or half of the damage taken (whichever is higher). On a failed save, you are stunned until the end of your next turn. When you deal damage while in your beast form, you add your Strength or Dexterity modifier (your choice) to your damage rolls twice. Once you use this feature, you must finish a long rest before you can use it again. Circle of the Shepherd Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them. Speech of the Woods At 2nd level, you gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. Spirit Totem Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30- foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. 22


As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest. The effect of the spirit's aura depends on the type of spirit you summon from the options below. Bat Spirit. Even the blind may see under the bat's influence. Creatures of your choice in the spirit's aura gain blindsight that extends to the edges of the aura in addition to any other type of vision they have. Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura. Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura. Rat Spirit. Adopting the spirit's furgive movememt, friendly creatures in the aura may take the Disengage action as a free action an gain advantage to Dexterity (Acrobatics) checks to avoid or escape being grappled, restrained or pinned. Serpent Spirit. The speed and cunning of a coiled serpent allows even overextended strikes to hit home. When it is summoned, friendly creatures in the totem's aura increase their weapon attacks by 5 feet if they do not have reach, and spell attacks by 10 feet. Also, they can add your Wisdom modifier in poison damage to their first successful weapon attack since the spirit totem was summoned. Spider Spirit. The cunning trap layer makes its lair where you place it. The spirit's aura creates a zone that is magical difficult terrain for enemy creatures. You may use your reaction to cause a dlying creature that enters the aura to take Dexterity saving throw against your spellcasting DC or lose their flight speed and begin falling normally. Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level. Mighty Summoner Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits: The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has. The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. Guardian Spirit Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level. Faithful Summons Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required). Once you use this feature, you can't use it again until you finish a long rest. Circle of the Spores Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form. Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted. Circle Spells Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Druid Level Circle Spells 3rd Blindness/Deafness, Gentle Repose 5th Animate Dead, Gaseous Form 7th Blight, Confusion 9th Cloudkill, Contagion 23


Halo of Spores Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. Symbiotic Entity At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits: When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total. Your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again. Fungal Infestation At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies. In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Spreading Spores At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn. While the cube of spores persists, you can't use your Halo of Spores reaction. Fungal Body At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated. Circle of the Stars An ancient lineage, the Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos. Many druids of this circle keep detailed records of the stars and their effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples—any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm. Star Map You've created a star map as part of your study of the heavens. The map is a Tiny object and can serve as a spellcasting focus for your druid spells. You decide what form the object takes, or you can determine what it is by rolling on the Star Map table. If you lose your map, you can spend 1 day of downtime to create a replacement. Star Map d6 Map Form 1 A scroll of living wood that aligns with heavenly bodies 2 A stone tablet with fine holes drilled through it 3 A speckled owlbear hide, tooled with raised marks 4 A collection of maps bound in an ebony cover 5 A crystal that projects starry patterns when placed before a light 6 Tempered glass disks that align to depict constellations You can cast the augury spell without expending a spell slot and without preparing the spell, provided you use the star map as the spellcasting focus. You can cast a spell from the map in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. Starry Form Starting at 2nd level, you gain the ability to harness constellations' power to alter your form. As an action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body takes on a luminous, starlike quality; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes or until you're incapacitated. Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form: Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + half your level in this class. 24


Archer. A constellation of an archer appears on you. You gain a bonus action that you can use to make a ranged spell attack, hurling a luminous arrow that targets a creature you can see within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier. Dragon. A constellation of a wise, ancient dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10. Once you treat a roll as a 10, the dragon's power weakens and the maximum value of the roll to treat as 10 decreases by 1, to a minimum of 3. The decrease is cumulative and lasts until the constellation is dismissed. Cosmic Omen Starting at 6th level, you learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your star map for omens. When you do so, roll a d6. You gain one of the following possible omens based on whether you rolled an even number or an odd number on the d6: Weal (even) Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total. Woe (odd) Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total. You can use this reaction a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. Full of Stars Beginning at 10th level, while your Starry Form feature is active, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage. Star Flare At 14th level, your connection to the cosmos allows you to conjure brilliant starlight. As an action, you conjure a burst of light in a 30-foot-radius sphere centered on a point you can see within 120 feet of you. You can immediately teleport each willing creature in the sphere to an unoccupied space within 30 feet outside the sphere. Each creature remaining in the sphere must succeed on a Constitution saving throw against your spell save DC or take 4d10 radiant damage and be blinded until the end of your next turn. At 17th level, the radian damage increases to 5d6. Once you have used this action, you can't use it again until you finish a long rest or until you expend a spell slot of 5th level or higher to use it again. Circle of the Swamp While many considers the swamplands inhospitable, many druids choose their calling here. Learning the land that gives life to many strange, yet wondrous creatures. While each being's perspective of a swamp differs, these druids can channel the many faces of their land against their foes. Corrosive Touch Starting at 2nd level, you know the primal savagery cantrip and it doesn't count against your cantrips known. You can cast this cantrip while in your Wild Shape form. At 17th level, when you hit a creature with this cantrip, the creature must succeed a Constitution saving throw against your spellcasting DC or have their AC reduced by 1 for one minute. A creature's AC reduced through this cantrip cannot be affected by the same cantrip until they recover from the effects of this feature. If you hit an unattended object or a structure with this cantrip, you immediately reduce its AC equal to half of your druid level. The AC reduction is permanent unless repaired. Circle Spells Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Druid Level Circle Spells 3rd Darkness, Melf's Acid Arrow 5th Water Walk, Stinking Cloud 7th Freedom of Movement, Locate Creature 9th Insect Plague, Scrying Bog Water's Resilience At 6th level, your time within the swamps has strengthened your endurance and immunity. You gain resistance against poison and acid damage. In addition, you gain advantage to all checks against diseases and poisons. At 14th level, you become immune to nonmagical poisons and diseases, as well as the poisoned condition. Swamp Affinity Also at 6th level, you ignore difficult terrain, and treat greater difficult terrain as difficult terrain you cannot ignore, while moving through swamp. Anytime you benefit from half cover in a swamp environment, you get a +5 bonus to AC instead of +2. At 17th level, anytime you benefit from half cover ina swamp environment, you instead get the benefit of total cover. Marsh Step Starting at 10th level, your druidic nature awakens the sleeping marshes deep within the land, causing them to rise with each step. While in your Wild Shape form, you can use your bonus action to cause all creatures within 5 feet of you to make a Constitution saving throw or become Poisoned for 1 minute. In addition, whenever you use this feature, all terrain within 10 feet from you becomes difficult terrain until the end of your next turn. You can use this a number of times equal to your Wisdom modifier (minimum of once) and regain expended uses at the end of a long rest. 25


Call of the Swamp At 14th level, the swamplands has bestowed its essence to the beasts who dwell in it. When you use your Wild Shape, you can choose to become a spirit of the marsh, granting you additional properties: You gain tremorsense up to 60 feet while in a swamp environment. You gain immunity against poison damage. When you take necrotic damage, make a Constitution saving throw against a DC of 10 or half of the damage taken (whichever is higher). On a failed save, you gain 1 level of Exhaustion. At the start of your turn, if you are standing in a swamp environment, you gain temporary hit points equal to your proficiency modifier. Whenever you take bludgeoning, piercing or slashing damage, you deal poison or acid damage (your choice) to the attacker equal to half your druid level. Once you use this feature, you must finish a long rest before you can use it again. Circle of Twilight The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate. These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life. Corrosive Touch Starting at 2nd level, you know the toll the dead cantrip and it doesn't count against your cantrips known. When you cast this cantrip, your target is always considered to have below its maximum hit points. Circle Spells Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Druid Level Circle Spells 3rd Darkness, Gentle Repose 5th Bestow Dead, Dome of Night 7th Dominate Beast, Flicker 9th Dominate Person, Insect Plague Harvest's Scythe You have tapped into the forces governing life energy, and can harness them to your own ends. Starting at 2nd level, you can fashion a bladed weapon known as the Harvest's Scythe from natural materials such as wood and bone and is fueled with otherwordly energy. It is a versatile weapon that deals 1d8 slashing damage, or 1d10 if held in both hands. Your Wisdom stat is used for attacks and damage rolls. If destroyed, the weapon can be reformed over the course of a rtiual performed during a long rest. The scythe is a druidic focus, and you can use it to cast druid spells. Additionally, you can augment your spells to strike at the very souls of your targets. Starting at 2nd level, you have pool of energy represented by a number of d6s equal to your druid level. Upon rolling damage for a druid spell or a melee attack made with the Harvest's Scythe, you can increase that damage by spending dice from the pool. If the damage is made with the Harvest's Scythe, the weapon becomes magical as well. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them as damage to your original damage roll. The damage is either necrotic or radiant, and it can be changed during a long rest. If you kill a creature with the augmented damage, you or an ally of your choice you can see within 30 feet of you regains 2 hit points per die spent, or 5 hit points if the creature was undead. You regain the expended dice when you finish a long rest. Speech Beyond the Grave At 6th level, you gain the ability to reach beyond death's veil in search of knowledge. Using this feature, you can cast speak with dead spell without material components, and you understand what the target of this casting says. It can understand your questions, even if you don't share a language or it is not intelligent enough to speak. Once you use this feature, you can't use it again until you finish a short or long rest. Watcher at the Threshold At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren't incapacitated, any ally within 30 feet of you has advantage on death saving throws. Paths of the Dead At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast etherealness. Once the spell ends, you can't cast it with this feature again until you finish a short or long rest. Circle of the Underdark The subterranean environment can be quite unforgiving for those unfamiliar with the nature of the land. Hidden from daylight, cold and damp, makes it a unique biome that offers druids who chooses this land as their circle for it holds secrets that can only be found beneath the ground. 26


Darkstones Starting at 2nd level, you know the magic stone cantrip and it doesn't count against your cantrips known. When you cast this cantrip, you can now imbue a number of additional pebbles with magic equal to your druid level divided by 3. At 5th level, when you use your action to attack with a pebble, you can throw up to 2 pebbles at once. Circle Spells Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Druid Level Circle Spells 3rd Spider Climb, Web 5th Gaseous Form, Stinking Cloud 7th Greater Invisibility, Stone Shape 9th Cloudkill, Insect Plague Cavernous Whisper At 6th level, your time within the underdark has developed your senses to thrive within the land beneath. You gain darkvision out to 60 feet. If you already have darkvision, this extends to 120 feet. In addition, you gain bonus to your Wisdom (Perception) score and Passive Perception equal to your proficiency bonus while you are in darkness or half of your proficiency bonus while you are in dim light. Deep Affinity Also at 6th level, you can always tell the directions and the time while in the underdark environment. You can recall all your travels in an underground environment in the past 1 day. At 17th level, you can tell directions and the time while in magical darkness, and you can recall your travels in the same environment for up to 1 month. Breath of the Dark At 10th level, you can momentarily heighten your senses, granting you the ability to feel the earth around you. As an action, you can spend a minute to gain tremorsense out to 30 feet until the end of your turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain expended uses at the end of a long rest. Beast of the Underdark At 14th level, the very essence of the underdark shrounds your hunting beast. When you use your Wild Shape, you can choose to become a spirit of the depths, granting you additional properties: You gain advantage to all Dexterity (Stealth) checks in dim light and full darkness, and you can take the Hide action as a bonus action. You gain immunity against necrotic damage. When you take radiant damage, make a Constitution saving throw against a DC of 10 or half of the damage taken (whichever is higher). On a failed save, you have vulnerability to the damaging effect. At the start of your turn, if you are in an underdark environment and you are in full darkness, you heal 1d4 hit points and gain temporary hit points equal to your proficiency modifier. While in an underdark environment, walls provide the same effect as friendly creatures for the purpose of flanking. Once you use this feature, you must finish a long rest before you can use it again. Circle of Wildfire Druids who are members of the Circle of Wildfire understand the necessity of destruction, such as how a forest fire promotes growth. These druids bond with a primal spirit that harbors destructive tendencies, allowing the druids to use their power to create controlled flames that help flora and fauna reproduce and grow. Blazing Bolts Starting at 2nd level, you know the fire bolt cantrip and it doesn't count against your cantrips known. When you cast this cantrip, you do 1 additional fire damage per four druid levels you have. Circle Spells You have formed a mystical bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to certain spells. When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Wildfire Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Druid Level Circle Spells 3rd Locate Animals or Plants, Scorching Ray 5th Fireball, Plant Growth 7th Aura of Life, Fire Shield 9th Flame Strike, Raise Dead Summon Wildfire Starting at 2nd level, you can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 1d10 fire damage. The damage increases to 2d10 at 5th level, 3d10 at 9th level, and 4d10 at 14th level. 27


The wildfire spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the wildfire spirit stat block. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire. In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. It must remain within 60 feet from you or it disappears. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action. The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, moves further than 60 feet away from you, or until it is dismissed. Enhanced Bond At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to the damage or healing roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit. Flames of Life At 10th level, you gain the ability to turn death into flames of vitality. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 2d10 + your Wisdom modifier. The flames vanish after a creature has touched them or after 1 minute. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Blazing Endurance Starting at 14th level, the bond with your wildfire spirit is exceptionally strong, even fatal blows only fuel your defiance. If you drop to 0 hit points and don't die outright, you drop to 1 hit point instead and gain temporary hit points equal to five times your druid level, and each creature of your choice within 30 feet of you that you can see takes fire damage equal to 2d10 + your druid level. Once you use this feature, you can't use it again until you finish a long rest. 28 Wildfire Spirit Small elemental, any chaotic alignment Armor Class 13 (natural armor) Hit Points equal to six times your level in this class Speed 20 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (+0) Saving Throws Dexterity +4, Constitution +4, Wisdom +4 Skills Athletics +2, Nature +4 Damage Immunities fire Condition Immunities charmed, frightened, grappled, prone, restrained Senses darkvision 60 ft., passive Perception 12 Languages understands the languages you speak Soul Bond. The following numbers increase by 1 when your proficiency bonus increases: the spirit's skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation. Hide in Flame. Your spirit can hide itself, merging with other sources of small flame like campfires or torches, before exploding outwards 5 ft. in a surprise attack dealing an additional 1d4 fire damage. Smoke Cloud. The wildfire spirit takes 3d6 damage and create a 20 ft. radius sphere of smoke centered around it. The sphere spreads around corners and its area is heavily obscured. Lasts for 1 minute or until a wind of moderate or greater speed (at least 10 m per hour) disperses it. Actions (Uses Your Bonus Action) Flame Seed. Ranged Weapon Attack: uses your spellcasting modifier to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 fire damage. The damage increases to 1d8 + 3 on 5th level, 1d10 + 4 on 9th level, and 1d12 + 5 on 14th level. Fiery Teleportation (Recharges after a Short or Long Rest). The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take damage equal to its Flame Seed attack.


U p d a ted F i g h ter O p t i o n a l C la s s F e a t u r e s N e w F i g h t i n g S ty l e s B l i n d Fi g h t i n g Yo u h av e b l i n d s i g h t w i t h a r a n g e o f 1 0 fe e t. W i t h i n t h a t r a n g e, y o u c a n e ffe c t i v e l y s e e a ny t h i n g t h a t i s n't b e h i n d t o t a l c o v e r, e v e n i f y o u'r e b l i n d e d o r i n d a r k n e s s. M o r e o v e r, y o u c a n s e e a n i nv i s i b l e c r e a t u r e w i t h i n t h a t r a n g e, u n l e s s t h e c r e a t u r e s u c c e s s fu l l y h i d e s fr o m y o u. Close Quarters Shooter When making a ranged attack while y o u a r e w i t h i n 5 fe e t o f a h o s t i l e c r e a t u r e, y o u d o n o t h av e d i s a d v a n t a g e o n t h e a t t a c k r o l l. Yo u r r a n g e d a t t a c k s i g n o r e h a l f c o v e r a n d t r e a t t h r e e - q u a r t e r s c o v e r a s h a l fc o v e r t h a t c a n n o t b e i g n o r e d a g a i n s t t a r g e t s w i t h i n 3 0 fe e t o f y o u. Yo u h av e a + 1 b o n u s t o a t t a c k r o l l s o n r a n g e d a t t a c k s. Interception When another creature you ca n s e e h i t s a t a r g e t a l l y t h a t i s w i t h i n 5 fe e t o f y o u w i t h a n a t t a c k t h a t d e a l s b l u d g e o n i n g, piercing or slashing damage, you can use your reaction to reduce the damage it takes by 1d6 + your proficiency bonu s ( t o a m i n i m u m o f 0 d a m a g e ). Yo u m u s t b e w i e l d i n g a s h i e l d o r a s i m p l e o r m a r t i a l w e a p o n t o u s e t h i s r e a c t i o n. Mariner As long as you are not wearing heavy armor or usin g a s h i e l d, y o u h av e a s w i m m i n g s p e e d a n d a c l i m b i n g s p e e d e q u a l t o y o u r n o r m a l s p e e d, a n d y o u g a i n a + 1 b o n u s t o A C. Battlemaster Initiate You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Strength modifier. If you strike with two free hands, the d4 becomes a d6. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with an unarmed melee attack. M a N ewW t h e A t h e fRstIfara A r c A n A r th a t w e ffe c t a m o n d o m a m a gi th ey c m e th o f o th a rch e F i g h A r c At 3 r o f n a t t r a d i t o r t h e p re s t A r c At 3 r s o m e A r c a n b e l o w O n l o n g b y o u r A o p t i o d o e s n 2 9


You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. You gain an additional use of this ability at 5th, 9th, 13th, and 17th level. You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Arcane Shot Options The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic. If an option requires a saving throw, your Arcane Shot save DC is calculated as follows: Arcane Shot save DC = 8 + your proficiency bonus + your Intelligence modifier. Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. The target also takes 1d6 force damage when the arrow hits it at 10th level, or 2d6 at 15th level. Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. The psychic damage increases to 3d6 at 10th level, and 4d6 at 15th level. Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. The force damage increases to 3d6 at 10th level, and 4d6 at 15th level. Bramble Shot. When you make an attack with a ranged weapon, you can expend one superiority die to wrap the shot in thorns. On hit these thorns wrap about the target, forcing causing it become entangled in thorns. While entagled by thorns, each time it willingly moves 5 feet without teleporting, it takes 1d4 piercing damage, and makes a Dexterity saving throw. On a passed save, it escapes the brambles after taking damage. This brambles last for 1 minute, or until it passes a Dexterity saving throw after moving. As an action, a creature can clear away the brambles, taking piecing damage as if it moved. The damage increases to 1d6 at 10th level, and 2d4 at 15th level. Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to 3d6 at 10th level, and 4d6 at 15th level. Fire Shot. When you make an attack with a ranged weapon, you can infuse your ammunition with the power of fire. On hit it explodes; dealing 1d6 additional fire damage, and all other creatures within 10 feet of the target must pass a Dexterity saving throw or take 1d6 fire damage. Any flammable items that are not worn or carried are ignited. The fire damage increases to 2d6 at 10th level, and 3d6 at 15th level. Force Missile Shot. When you make an attack with a ranged weapon, you can forgo using a piece of ammunition, instead forming the ammunition from pure arcane energy. You do not need to expend a piece of ammunition on this attack, and the attack treats the target's armor as 10 + their Dexterity modifier by passing all armor or magical AC bonuses they have, but is automatically blocked by the shield spell. The attack gains a bonus +1 to the attack roll at 10th level, and +2 at 15th level. Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. The poison damage increases to 3d6 at 10th level, and 4d6 at 15th level. Ice Shot. When you make an attack with a ranged weapon, you can infuse your ammunition with the power of ice prior to making an attack. On hit the target takes additional 1d6 cold damage and must pass a Constitution saving throw, or have their speed halved until the start of your next turn. The cold damage increases to 2d6 at 10th level, and 3d6 at 15th level. Lightning Shot. When you make an attack with a ranged weapon, you can turn your ammunition into a bolt of lightning. When you make an attack you forgo making an attack roll and instead every creature in a line 5 feet wide and the normal range of your weapon long must pass a Dexterity saving throw or take 2d6 lightning damage instead of arrow's normal damage. Creatures take half as much damage on a successful save. The lightning shot deals 3d6 lightning damage at 10th level, and 4d6 at 15th level. Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 3d6 at 10th level, and 4d6 at 15th level. 30


Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location. The force damage increases to 3d6 at 10th level, and 4d6 at 15th level. Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 3d6 at 10th level, and 4d6 at 15th level. Splitting Shot. When you make an attack with a ranged weapon, you can fire a piece of ammunition that splits into two, targeting also an additional creature within 10 feet of the original target with the same attack roll. The splitting shot can target two additional creatures at 10th level, or four at 15th level. Wind Shot. You can infuse your ammunition with the power of the wind prior to making an attack. Your attack ignores half cover and disadvantage from long range. If that attack hits, it deals an additional 2d6 thunder damage. The wind shot deals 3d6 thunder damage at 10th level, and 4d6 at 15th level. Magic Arrow At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. Curving Shot At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. Ever-Ready Shot Starting at 10th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it. Critical Infusion Starting at 15th level, your magical archery is fueled by your feats in combat. If you score a critical hit and have no uses of Arcane Shot remaining, you regain one use of it. Arcane Superiority Starting at 18th level, your arcane shot deals an additional 1d6 that can be any of the damage types the shot is able to deal. Your Arcane Shot save DC is increased by 1. Battle Master Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge. Fighter Level Feature 3rd Student of War, Combat Superirority, Maneuvers 7th Know Your Enemy, Additional Maneuvers, Additional Superiority Die 10th Additional Maneuvers, Improved Combat Superirority (1d10) 15th Relentless, Additional Maneuvers, Additional Superiority Die 18th Improved Combat Superiority (d12) Student of War At 3rd level, you gain proficiency with one Craft of your choice. Combat Superiority When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. Maneuvers. You learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th 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). Maneuvers The maneuvers are presented in alphabetical order. Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll. Bait and Switch. When you're within 5 feet of an ally and a hostile creature hits your ally with a melee attack, you can expend one superiority die and switch places with that ally as a reaction. Your and your ally's movement doesn't provoke opportunity attacks. If your AC is higher than the attack roll, the enemy attack misses. If the attack would hit you, roll the superiority die and reduce the damage by the number you roll on your superiority die. 31


Blinding Strike. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to blind or daze the target. You add your superiority die to the attack's damage roll, and if the target is Large or smaller, they must make a Dexterity saving throw. On a failed save, the creature is blinded until the start of their next turn. Bolster Resolve. When either you or a friendly creature within 30 feet of you that can see or hear you makes a Constitution or Wisdom saving throw to end an effect on themselves, you can expend one superiority die as a reaction. Roll your superiority die and add it to that saving throw. Brace. When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack's damage roll. Brutal Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to lower their vitality. You add your superiority die to the attack's damage roll, and the creature must make a Constitution saving throw. On a failed save, the creature's hit point maximum is reduced by an amount equal to the total damage dealt by the attack until their next short or long rest. This can't reduce the target's hit point maximum below 1. A creature that fails the saving throw can only be affected by this once per short or long rest. Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. Commander's Eye. On your turn in combat, you can use a bonus action and expend one superiority die to take the Search action. You add your superiority dice to the total roll. If you succeed to spot a Hidden creature, it is no longer hidden to all friendly creatures that can see or hear you. Deny Death. Bewfore you or a friendly creature adjacent to you makes a death saving throw, you can expend one superiority die to invoke the fighting spirit. Roll your superiority die before you make the death saving throw, then add its result to the death saving throw. If the death saving throw result is 20 or higher, it counts like a critical success. You must use your reaction when performing this maneuver on another creature. Deny Surprise. When any friendly creatures within 30 feet of you are surprised but you are not, you can immediately expend one superiority die to spur all allies into action and allow them to act on their initiative count. A creature must be able to see or hear you to benefit from this maneuver. Disabling Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to numb or slow their actions. You add the superiority die to the attack's damage roll, and the creature makes a Constitution saving throw. On a failed save, the creature is unable to use its reaction until the end of your next turn, and it loses one Legendary or Boss action until the start of its next turn. Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Disorienting Blow. When you hit a creature with a weapon attack, you can expend a superiority die to strike the creature with a disorienting blow that makes it unable to discern friend from foe. You add the superiority die to the attack’s damage roll, and the creature must make a Wisdom saving throw. On a failed save, it is charmed by you until the end of your next turn. Distant Attack. When you make an attack with a ranged or thrown weapon, you can expend a superiority die to double the normal range of the weapon, and increase the maximum range by the same number of feet added, for the remainder of your turn. If your initial attack hits, add your superiority die to the attack’s damage roll. Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. Disrupting Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disrupt the creature’s concentration. You add the superiority die to the attack’s damage roll, and the creature has disadvantage on any Constitution saving throw it must make to maintain concentration as a result of the attack Evasive Footwork. When you move for the first time during your turn, you can expend one superiority die, rolling the die and adding the number rolled to your AC and Dexterity saving throws until the end of your turn. Feinting Attack. You can expend one superiority die and use your reaction on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll. The advantage is lost if not used on the turn you gain it. Finishing Maneuver. When you hit a hostile creature with a weapon attack, you can expend one superiority die to attempt to slay the target and bolster your resolve. You add the superiority die to the attack's damage roll. If the target is reduced to 0 hit points from that attack, you also gain temporary hit points equal to the number rolled on the superiority die plus half your fighter level. Glancing Blow. When your attack roll misses the target's AC by no more than 5, you can expend a superiority die to make the attack a glancing blow. The target of the attack takes weapon's normal damage but the target has resistance to all damage dealt by that attack. Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. 32


Grabbing Attack. When you hit with a melee weapon attack, you can expend a superiority die to attempt to grab the target. Add your superiority die to the attack’s damage roll, then you can attempt a grapple against the hit creature as a reaction, dropping or sheathing a different held item if necessary to gain a free hand. Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll. Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Muting Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to silence the target. You add the superiority die to the attack's damage roll, and if the target is Medium or smaller, it must make a Constitution saving throw. On a failed save, the target is unable to speak or cast spells with vocal component until the end of your next turn. On Guard. When you make an opportunity attack using your reaction, you can expend one superiority die to immediately regain use of your reaction for the round. You cannot use this reaction to respond to the same action which triggered your initial opportunity attack. Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Strength or Dexterity modifier (your choice). Point Shot. As a bonus action, you can expend one superiority die and make a ranged weapon attack. If you hit, add the superiority die to the attack's damage roll. Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier. Restraining Strike. Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target. Add the superiority die to your Strength (Athletics) check. If you beat the creature's result by 10 or more, the target is also restrained. Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Shifting Attack. When you succeed on a Grapple or Shove attack, you can expend one superiority die to quickly strike the target. The grappled or shoved creature takes bludgeoning damage equal to the superiority dice roll + your Strength modifier. Silver Tongue. When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check. Studious Eye. When you make a Wisdom (Insight or Perception) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check. Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage all other creatures around you with the same attack. Choose all creature within 5 feet of you. If the original attack roll would hit each other creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack. Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. Wounding Attack. When you hit a creature with a weapon attack that deals percing or slashing damage and you beat the target's AC by 5 or more, you can expend one superiority die to cause the creature to bleed. At the start of its turns for the next one minute, the target must make a Constitution saving throw. On a failure, it takes damage equal to the number rolled on the superiority die. On a success, the bleeding stops. The target or a creature within 5 feet of it can use an action to make a Medicine check agaisnt your Maneuver Save DC to stop the bleeding. The bleeding also ends if the target receives magical healing. A creature can only be affected by one Wounding Attack at a time. Undead, elementals, and constructs are immune to this effect. Know Your Enemy If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Strength score Dexterity score Constitution score Armor Class Current hit points Total class levels (if any) Fighter class levels (if any) 33


Improved Combat Superiority (d10) At 10th level, your superiority dice turn into d10s. Relentless Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. Improved Combat Superiority (d12) At 18th level, your superiority dice turn into d12s. Brute Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back. Fighter Level Feature 3rd Bully, Brute Force 7th Brutish Durability 10th Devastating Critical 15th Brutal Blows 18th Survivor Bully Starting at 3rd level, you can add your Strength modifier to any Charisma (Intimidation) checks you make against a target that you dealt damage in the last minute. Brute Force Also at 3rd level, you're able to strike with your weapons with especially brutal force. Whenever you hit with a melee weapon that you're proficient with and apply Strength modifier to the damage, and you are grappling the target, the target is prone on the ground, the target is being flanked by you or there is hard surface such as a wall on the opposite side of your target, the weapon's damage increases by a Brutal Die with size based on your level in this class. Fighter Level Damage Increase 3rd 1d4 8th 1d6 13th 1d8 18th 1d10 Brutal Presence Starting at 7th level, when you succeed with a Charisma (Intimidation) check against a creature by 10 or more, the creature that opposed your check is frightened of you. At the end of each of its turns, it can attempt a Wisdom saving throw against DC equal to 8 + your proficiency modifier + Strength modifier. If it succeeds, it is no longer frightened and cannot be frightened by you in the next 24 hours. Brutish Durability Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others. Whenever you make a Strength or Constitution saving throw or a death saving throw, roll a Brutal die and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. Devastating Critical Starting at 10th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon's damage roll equal to your Brutal die + half your level in this class. Brutal Blows Starting at 15th level, the additional damage from Brute Force applies to all your attacks. Survivor At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don't gain this benefit if you have 0 hit points or if you have more than half of your hit points left. Cavalier The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Drawn to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure. Fighter Level Feature 3rd Faithful Mount, Born to the Saddle, Mounted Superiority, Mounted Maneuvers 7th Rider's Rally, Ferocious Charger 10th Inspiring Surge, Improved Combat Superiority (d10) 15th Relentless, Unbreakable Bond 18th Improved Combat Superiority (d12) Faithful Mount When you choose this subclass at level 3, you gain a mount companion that accompanies you on your adventures and is trained to fight alongside you. Choose a creature that is at least one size larger than you and has a CR of 1/2 or lower. You may choose a creature of CR 1 or lower at level 8, or a creature of CR 2 or lower at level 14. While mounted on your faithful mount and you are able to command it, the creature's AC, as well as to any saving throws and skills it is proficient in with is increased by your proficiency modifier. 34


The mount obeys your commands as best as it can. It acts on your initiative after your turn, though it doesn't change its behavior unless you command it to. On your turn, you can verbally command the beast to Dash, Disengage, Dodge, or where to move as free interaction. You can use your bonus action to verbally command it to take the Attack and Dodge action. Once you have the Extra Attack feature, you can make one melee weapon attack yourself when you command the beast to take the Attack action, but both attacks must be against the same target. While using a movement or dash action while mounted, you may use your mount's movement statistics instead of your own. If the mount dies or is let go, you can train another in half time needed (see Animal Companions, pg 41) or purchase another during one week of downtime searching and selecting a proper companion. Born to the Saddle Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. You also gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. Mounted Superiority At 3rd level, you gain a set of combat abilities, referred to as mounted maneuvers, which are fueled by special dice called superiority dice. Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. Maneuvers. You spend your superiority dice on your maneuvers. You can use more than one maneuver per turn, but no more than one maneuver per attack. You know the maneuvers detailed under "Mounted Maneuvers" below. 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 modifier. Mounted Maneuvers The maneuvers are presented in alphabetical order. Cavalier's Strike. When you take the Attack action while mounted, you can expend a superiority die and direct your mount to attack (if it has any attacks) as a bonus action. You can add your Proficiency modifier to the attack roll, and if it hits you add your Supriority die to the damage roll. Control Mount. When you make a Wisdom (Animal Handling) check to influence a creature that you or an ally is riding, you can expend one superiority die, roll it, and add the number rolled to the check. You can do this before or after rolling the d20, but before applying the results of the check. Inspiring Charge. When you move 20 feet or more toward a target while mounted, you can expend superiority die. Up to five allied creatures that can see or hear you can use their reaction to move 10 feet towards you or the target you moved towards. Precision Attack. When you make a weapon attack against a creature while mounted, you can expend one superiority die, roll it, and add it to the attack roll. You can use this ability before or after rolling the d20, but before any of the effects of the attack are applied. Trip Attack. When you hit a creature with a weapon attack while mounted, you can expend one superiority die to attempt to knock the target down. Roll the die, and add it to the attack's damage roll. If the target is Large or smaller, it must also succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. Unstoppable Advance. When you move, you can expend one superiority die to make you or your mount ignore difficult terrain (but not greater difficult terrain) until the end of your turn. During this time, you or your mount can move through the spaces of hostile creatures by spending twice the movement required to move through their space. Warding Maneuver. If you or your mount is hit by an attack, you can expend one superiority die as a reaction if you're wielding a weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. Rider's Rally Starting at 7th level, whenever you roll initiative while mounted or use your Second Wind feature, your mount gains temporary hit points equal to your Fighter level. These hit points are lost if you dismount the mount. Ferocious Charger At 7th level, you gain additional benefits when you use your Trip Attack maneuver. You can expend up to two superiority dice on it, adding both dice to the damage roll. When you spend two dice in this way, the target has disadvantage on its Strength saving throw to avoid being knocked prone. Inspiring Surge At level 10, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. Improved Combat Superiority (d10) At 10th level, your superiority dice turn into d10s. Relentless Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. Unbreakable Bond Starting at 15th level, whenever you roll a superiority die while mounted, you gain temporary hit points equal to half the number rolled (rounded down). 35


Master Equestrian At the 18th level, when you hit a creature with a mounted Charge, creatures have advantage on attack rolls against it until the start of your next turn. Additionally, attacks you make as part of Mounted Charge critically hit on a 19-20, and deal one additional weapon die of damage on a critical hit. Improved Combat Superiority (d12) At 18th level, your superiority dice turn into d12s. Champion Champions are mighty warriors who honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers. The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. Fighter Level Feature 3rd Improved Critical, Remarkable Athlete 7th Skirmish Survivor, Superlative Skill 10th Veteran Fighter 15th Superior Critical 18th Battlefield Survivor Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Also, when you score a critical hit on a roll of 20, roll your weapon dice one additional time and add the result to the damage. Remarkable Athlete Also at 3rd level, your become proficient in Athletics or Acrobatics skills. Choose one of the two skills and double your proficiency bonus with that skill. Skirmish Survivor Starting at 7th level, you grow resilient to battle. At the start of each of your turns in combat, you gain temporary hit points equal to your Constitution modifier (minimum of 1). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left. Superlative Skill Also at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity (including Initiative), or Constitution check you make that doesn’t already use your proficiency bonus. Also, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Finally, your exceptional athleticism grants you proficiency in Dexterity saving throws. Veteran Fighter At 10th level, your combat experience lets you turn a missed attack into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. In addition, you can choose a second option from the Fighting Style class feature. Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20. Also, when you score a critical hit on a roll of 20, the target of your attack is Stunned until the end of their next turn. Battlefield Survivor At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, your Skirmish Survivor feature gains you 5 additional temporary hit points. Also, you gain temporary hit points from Skirmish Survivor even if you have more than half of your hit points left. Eldritch Knight The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic—abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. Fighter Level Feature 3rd Spellcasting, Weapon Bond 7th War Magic, Magic Bond 10th Eldritch Strike 15th Arcane Charge, Elemental Bond 15th Improved War Magic Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. 36


The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Eldritch Knight Spellcasting Figter Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 3 3 2 — — — 4th 3 4 3 — — — 5th 3 4 3 — — — 6th 3 4 3 ─ ─ ─ 7th 3 5 4 2 — — 8th 3 6 4 2 — — 9th 3 6 4 2 — — 10th 4 7 4 3 ─ ─ 11th 4 8 4 3 ─ ─ 12th 4 8 4 3 ─ ─ 13th 4 9 4 3 2 ─ 14th 4 10 4 3 2 ─ 15th 4 10 4 3 2 ─ 16th 4 11 4 3 3 ─ 17th 4 11 4 3 3 ─ 18th 4 11 4 3 3 ─ 19th 4 12 4 3 3 1 20th 4 13 4 3 3 1 Weapon Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. Additionally, your bonded weapon acts as an arcane focus for your wizard spells, and you can perform the somatic components of these spells as if your hand was free while wielding a bonded weapon. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. War Magic Beginning at 7th level, once per turn when you take the Attack action, you can exchange one or more attacks using that action to cast a single damaging cantrip. A cantrip cast in this way has a number of damage dice equal to the total number of attacks spent to perform it, and allows you to add your Intelligence modifier to the cantrip's damage roll. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses of it when you finish a short or long rest. Magic Bond Starting at 7th level, when you use your Weapon Bond feature, the weapon becomes magical and ignores resistance against nonmagical damage. Eldritch Strike At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. Arcane Charge Starting at 10th level, you learn to utilize threads of residual magic left behind after your casting. On your turn, when you cast a wizard spell of 2nd level or higher you can choose one of the following effects; If the spell deals damage, you can wreathe your weapon in its energy. The next time you hit a creature with the weapon before the end of your next turn, it deals an additional 2d8 damage of the same type dealt by the spell. If the spell has multiple damage types, choose one. You teleport up to 30 feet to an unoccupied space you can see. You can teleport immediately before or after you cast the spell. 37


Elemental Bond Starting at 15th level, when you use your Weapon Bond feature, you can choose to change each weapon’s damage type to acid, cold, fire, lightning, or thunder (your choice) until you cast the ritual again, dismiss the effect as an action, or another creature wields it. Improved War Magic Starting at 18th level, your War Magic feature increases in potential. You can treat any single-action spell as you would a cantrip when using War Magic, allowing a spell to be cast at a slot level equal to the number of attacks and bonus actions exchanged (up to the slot level of any unused spell slots). d interacts with standard attacks that have not been exchanged as normal. You must have a use of War Magic to use this feature. Once you use this feature, you can't use it again until you finish a short rest, even if you have additional uses of War Magic. Knight Banneret A Knight Banneret inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had. Fighter Level Feature 3rd Bonus Proficiency, Rallying Banner, Rallying Cry 7th Royal Training, Royal Envoy 10th Inspiring Act 15th Lead The Charge 18th Bulwark Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, Performance, or Persuasion. You also learn one Lore or additional language. Rallying Banner At 3rd level, you can craft a banner, or use an existing one, to represent your order. It can be held in one hand and weighs 6 pounds. Furling or unfurling the banner requires an action. While your banner is unfurled and you are not incapacitated, you and all allies within 10 feet of you gain a +1 bonus on Intelligence, Wisdom, and Charisma saving throws, provided they can see your banner. If your banner is lost or destroyed, you can make a new one using 50 gp in raw materials over the course of a short rest. The banner's unfurled bonus increases by 1 and its range increases by 10 feet at 7th and 18th level. Rallying Cry Starting at 3rd level, when you use your Second Wind feature, you can choose a number of non-hostile creatures up to your Charisma modifier (minimum of 1) within 60 feet of you that can see or hear you. Each one gains temporary hit points equal to your fighter level for one minute. If you are holding your banner while using this ability, it is unfurled, and you aren't incapacitated, each chosen ally within the banner's range gains additional temporary hit points equal to your Charisma modifier (minimum of 1). Royal Training Starting at 7th level, your discipline and attention to detail in social situations causes you to gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice). In addition, you learn two Lores or languages of your choice. Royal Envoy A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace. At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature. Inspiring Act Starting at 10th level, whenever you use your Action Surge feature or score a critical hit with a weapon attack, you can immediately choose one allied creature within 30 feet of you that can see or hear you. That creature gains temporary hit points equal to your Charisma modifier (minimum of 1) that last for one minute. It can also use its reaction to immediately make one weapon attack or cast a cantrip with a casting time of 1 action. The range, number of allied creatures you can target, and number of temporary hit points they gain are doubled at 18th level. Lead the Charge Beginning at 10th level, if your banner is unfurled, you and all allies within the banner's range gain a bonus to initiative rolls equal to your banner's unfurled bonus. Bulwark Starting at 15th level, whenever you use your Indomitable feature to reroll a saving throw and you aren’t incapacitated, you can immediately choose one allied creature within 30 feet of you that can see or hear you that failed the same effect. Both you and that creature reroll the saving throw and must use the new rolls. 38


Psi Warrior Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors. As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield. Fighter Level Feature 3rd Psionic Power, Psionic Sense 7th Telekinetic Adept, Psionic Knowledge 10th Guarded Mind 15th Bulwark of Force 18th Telekinetic Master Psionic Power When you choose this archetype at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, you regain one Psionic Energy die every time you complete a short rest. When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice. Protective Field. When you or another creature you can see within 30 feet of you takes damage of type other than force, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force. Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend up to two Psionic Energy dice, rolling them and dealing force damage to the target equal to the number rolled. Telekinetic Movement. You can move an object with your mind. As an action, you expend one Psionic Energy die and target one loose and unattended object of 25 pounds or lighter that you can see within 30 feet of you, you can move it up to 15 feet to an unoccupied space you can see. Alternatively, if the object is no heavier than 5 pounds, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. You can expend additional Psionic Energy dice, for each additional die the maximum weight of the unattended object increases by 10 pounds, and the item you can pull to your hand by 2 pounds. Psionic Sense Also at 3rd level, you can communicate telepathically with any creature you can see within 30 feet of you. If it understands at least one language, it can respond to you telepathically. As long as the creature is willing to maintain the communication, you have advantage on all Wisdom (Insight) checks to sense its emotions and intent. Telekinetic Adept At 7th level, you have mastered new ways to use your telekinetic abilities, detailed below. Psi-Powered Leap. As a bonus action, you can spend one Psionic Energy die and propel your body with your mind. You gain a flying speed equal to your walking speed until the end of the current turn. You can spend one additional Psionic Energy die to double your flying speed gained this way. Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can spend one additional Psionic Energy die and force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally. Psionic Knowledge Also at 7rd level, while you communicate telepathically with a willing creature, it can bestow its knowledge subconsciously to you. You can spend one Psionic Energy die to gain the creature's proficiency or expertise in a skill of your choice for one check in the next one minute. Guarded Mind Starting at 10th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions. Bulwark of Force At 15th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated. Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend two Psionic Energy dice to take it again. Telekinetic Master When you reach 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action. Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend two Psionic Energy dice to cast it again. 39


Samurai The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting. Fighter Level Feature 3rd Bonus Proficiency, Fighting Spirit 7th Bolstered Spirit, Elegant Courtier 10th Tireless Spirit 15th Rapid Strike 18th Battlefield Survivor Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. You also learn one Lore, Craft, or additional language. Fighting Spirit Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. At the end of a long rest you gain three uses of this feature, and you regain all expended uses of it when you finish a long rest. The uses increase to four at 10th level. Bolstered Spirit Starting at 7th level, if you have no more uses of Fighting Spirit remaining, you recover one use at the end of a short rest. You can not use this feature against until you finish a long rest. Elegant Courtier Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). Tireless Spirit Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use. When you score a critical hit with any attack roll that benefits from Fighting Spirit, you also regain one use. Rapid Strike Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target without an advantage, as part of the same action. You can do so no more than once per turn. Strength before Death Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious. At the start of each of your turn, you can expend one use of Fighting Spirit to remain standing. While you have 0 hit points, you are still dying and make death saving throws at the end of your turn, and taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. Once you use this feature, you can't use it again until you finish a long rest. Sharpshooter The Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are kept at range. Fighter Level Feature 3rd Bonus Proficiency, Steady Aim, Exposed Shot 7th Patient and Thorough, Approaching Shot 10th Brave Archer, Sudden Shot 15th Reactive Archer, Close Shot 18th Unstoppable Archer Combat Sight Your senses are heightened in combat. You become proficient in Perception skill. While in combat, you double your proficiency when making Wisdom (Perception) checks. Steady Aim Starting when you choose this archetype at 3rd level, you are capable of executing immense featsof markmanship. As a bonus action on your turn, you may take careful aim against a single creature within the normal range of your weapon. You can ignore half cover and all ranged attacks against that creature this turn have an additional bonus to damage roll equal to your Dexterity modifier. You can use this feature three times. You gain an additional use at 9th level, and another at 15th level. You regain all expended uses of it when you finish a short or long rest. Exposed Shot Also at 3rd level, when a hostile creature starts its move behind a cover and ends its move without benefiting of cover with an equal or greater bonus to AC, you may use your reaction to make one ranged attack against that creature. 40


P a t i e n t a n d T h o r o u g h S t a r t i n g a t 7 t h l e v e l, y o u r w i l l i n g n e s s t o w a i t a n d y o u r ke e n ey e s m a ke i t d i ffi c u l t t o s n e a k p a s t o r e v e n d e t e c t y o u. Yo u c a n t a ke t h e S e a r c h a n d H i d e a c t i o n s a s a b o n u s a c t i o n o n y o u r t u r n. Approa c h i n g S h o t A l s o a t 7 t h l e v e l, w h e n a h o s t i l e c r e a t u r e s t a r t s i t s m o v e i n a l o c a t i o n m o r e t h a n 3 0 fe e t aw ay fr o m y o u a n d e n d s i t s m o v e w i t h i n 3 0 fe e t fr o m y o u, y o u m ay u s e y o u r r e a c t i o n t o m a ke o n e r a n g e d a t t a c k a g a i n s t t h a t c r e a t u r e. Bra v e A r c h e r S t a r t i n g a t 1 0 t h l e v e l, i f y o u h i t a c r e a t u r e w i t h i n 5 fe e t o f y o u w i t h a n a t t a c k o n y o u r t u r n, t h a t c r e a t u r e c a n't m a ke o p p o r t u n i t y a t t a c k s a g a i n s t y o u fo r t h e r e s t o f y o u r t u r n. In addition, you have advantage on Wisdom saving thr o w s a g a i n s t b e i n g fr i g h t e n e d a s l o n g a s y o u a r e m o r e t h a n 1 5 fe e t aw ay fr o m t h e fr i g h t e n i n g c r e a t u r e o r e ffe c t. Sudden Shot Also at 10th level, when a hostile creature be g i n s i t s m o v e m e n t o u t o f y o u r l i n e o f s i g h t a n d e n d e d i t s m o v e m e n t w i t h i n y o u r l i n e o f s i g h t, y o u m ay u s e y o u r r e a c t i o n t o m a ke o n e r a n g e d a t t a c k a g a i n s t t h a t c r e a t u r e. Yo u c a n u s e t h i s a b i l i t y o n l y o n c e p e r e a c h c r e a t u r e u n t i l e n d o f c o m b a t. Reactive Archer Beginning at 15th level, you can use your bonus action o n y o u r t u r n t o g a i n a s e c o n d r e a c t i o n. Yo u c a n u s e y o u r s e c o n d r e a c t i o n t o m a ke r a n g e d a t t a c k s t r i g g e r e d b y y o u r E x p o s e d S h o t, A p p r o a c h i n g S h o t, S u d d e n S h o t o r P r o t e c t i v e S h o t b u t y o u c a n n o t u s e t w o o f t h e s e fe a t u r e s a g a i n s t t h e s a m e t a r g e t u n t i l t h e s t a r t o f y o u r t u r n. Close Shot Also at 15th level, when a h o s t i l e c r e a t u r e b e g i n s i t s m o v e m e n t 5 fe e t aw ay fr o m a ny fr i e n d l y c r e a t u r e a n d e n d s i t s m o v e m e n t 5 fe e t aw ay fr o m a n o t h e r fr i e n d l y c r e a t u r e, y o u m ay u s e y o u r r e a c t i o n t o m a ke o n e r a n g e d a t t a c k a g a i n s t t h a t c r e a t u r e. Unsto p p a b l e A r c h e r S t a r t i n g a t 1 8 t h l e v e l, w h e n y o u m i s s w i t h a r a n g e d w e a p o n a t t a c k, y o u m ay c h o o s e t o r e r o l l t h e a t t a c k w i t h a d v a n t a g e. Once you have used this ability, you may not do so again un t i l y o u fi n i s h a s h o r t o r l o n g r e s t, o r y o u s c o r e a c r i t i c a l h i t i n c o m b a t. 4 1


Updated Rogue Class Changes Cunning Action 2nd-level rogue feature (enhances Cunning Action) Your Cunning Action feature also allows you to use the Use an Object as a bonus action. When you attempt to make a second item interaction during your turn, you can use your Cunning Action feature and spend your bonus action instead of your action. Arcane Trickster Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers. Rogue Level Feature 3rd Spellcasting, Mage Hand Legerdemain 9th Magical Ambush 13th Versatile Trickster 17th Spell Thief Spellcasting When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level. Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot. Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Arcane Trickster Spellcasting Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 3 3 2 — — — 4th 3 4 3 — — — 5th 3 4 3 — — — 6th 3 4 3 ─ ─ ─ 7th 3 5 4 2 — — 8th 3 6 4 2 — — 9th 3 6 4 2 — — 10th 4 7 4 3 ─ ─ 11th 4 8 4 3 ─ ─ 12th 4 8 4 3 ─ ─ 13th 4 9 4 3 2 ─ 14th 4 10 4 3 2 ─ 15th 4 10 4 3 2 ─ 16th 4 11 4 3 3 ─ 17th 4 11 4 3 3 ─ 18th 4 11 4 3 3 ─ 19th 4 12 4 3 3 1 20th 4 13 4 3 3 1 42


Mage Hand Legerdemain Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: You can stow one object the hand is holding in a container worn or carried by another creature. You can retrieve an object in a container worn or carried by another creature. You can use thieves' tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand. Magical Ambush Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. Versatile Trickster At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn. Spell Thief At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed. Once you use this feature, you can't use it again until you finish a long rest. Assassin You focus your training on the grim art of death. Those who adhere to this archetype are diverse - hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. Rogue Level Feature 3rd Assassinate, Swift Initiative 9th Modus Operandi, Silent Killer 13th Asassination Maneuver 17th Death Strike Assassinate At 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. Also, any hit you score against a creature that is surprised is a critical hit. If the target of your attack is allowed to make saves against dying, the target automatically fails one death save as it drops to 0 hit points. At 7th level, the failed saves increase to two. Swift Initiative Also at 3rd level, your lightning reflexes anticipate the motion of your victim. When you roll for Initiative, you can add your proficiency bonus to the roll total. At 11th level, you double your proficiency modifier when adding it to your Initiative total. Modus Operandi At 9th level, you become proficient in Camouflage and Traps craft, as well as Alchemy and Poisons craft. You also gain one of the following features of your choice. Inflitrator's Expertise. Your proficiency bonus is doubled with any ability check you make that uses a Disguise Kit or relies on disguises created with Camouflage and Traps. You can easily conceal up to two light weapons within each of your disguises, as long as there's enough material to cover them. While wearing an appropriate disguise, you benefit as if you were hidden on weapon attacks against creatures deceived by your disguise. Poisoner's Expertise. Your proficiency bonus is doubled for any ability checks you make that uses Poisoner's Kit or relies on poisons created with Alchemy and Poisons craft. Poisons you craft have their saving throw equal to 8 + your Intelligence modifier + your proficiency bonus. When you administer an injury poison while hidden, the target has disadvantage on the first saving throw against it. Impersonator's Expertise. You can unfailingly create false identities for yourself. You must spend seven days and a minimum of 50 gp (or more, up to DM) to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. You have expertise to all Charisma checks while maintaining your false persona. Silent Killer When you reach 9th level, you become a master of the silent execution. As long as your target is surprised, it no longer needs to be grappled by you in order to follow up with a Choke or Gagging action. You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature that you are Choking or Gagging. 43


Assassination Maneuver At 13th level, when you score a critical hit against a surprised creature during your first turn in combat, that creature is still reeling from your attack. If the creature has not hit you at least once during its first turn during the combat it must make a Wisdom saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, it still counts as surprised against your attacks until its second turn in the combat. Death Strike Starting at 17th level, you become a master of instant death. When you make a critical hit against a target that is surprised by you, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. Inquisitive As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine 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. Rogue Level Feature 3rd Ear for Deceit, Ear for Detail, Insightful Fighting 9th Steady Eye, Quick Thinking 13th Unearring Eye 17th Eye for Weakness Ear for Deceit When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying or trying to withhold information, treat a roll of 7 or lower on the d20 as an 8. Eye for Detail Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues. Insightful Fighting At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target. Steady Eye Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn. Quick Thinking At 9th level, you become adept at thinking on your feet to save yourself from dangerous situations. When you fail a Dexterity saving throw, as long as that saving throw does not suffer from disadvantage you can use your reaction and make a another Intelligence saving throw, taking the new result. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Unerring Eye Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Eye for Weakness At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6. Mastermind Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures. Rogue Level Feature 3rd Master of Intrigue, Master of Duel, Master of Tactics 9th Powerful Mind, Insightful Manipulator 13th Unbreakable Mind 17th Soul of Deceit Master of Intrigue When you choose this archetype at 3rd level, you gain proficiency with the Disguise and Camouflages craft, the Document Forgery craft, and two Lores or Crafts of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 hour, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language. 44


Master of Duel Staeting at 3rd level, you have gained the ability to use wit and knowledge in combat as much as speed and power. You choose one attribute out of Intelligence and Wisdom. You can use that attribute on attack and damage rolls of any weapon with the finesse property instead of Dexterity. Master of Tactics Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you. When you reach 11th level, your Help action grants advantage to the first two attacks rather than to just one. Powerful Mind At 9th level, your mind has become something which can work out any problem and control anyone or thing. You gain the ability to add a extra d6 to any skill check that uses Charisma, Intelligence or Wisdom and does not benefit from advantage. The die size increases to d8 when you reach 14th level, and d10 when you reach 18th level. You can use this feature a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest. Insightful Manipulator Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Intelligence score Wisdom score Charisma score Class levels (if any) At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any. Unbreakable Mind At 13th level, your mind has become stronger and more powerful than any piece of magic or psychic power. You gain the ability to add a d8 to any Wisdom, Charisma or Intelligence saving throw you make as long as it doesn't suffer from disadvantage. You can choose to do this after you see the roll but before you know if you have succeeded or not. The die size increases to d8 when you reach 17th level. You can use this feature a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest. Soul of Deceit Starting at 13th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic. Phantom Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies. Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay (Forgotten Realms) and Karrnath (Eberron), where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom works as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave. How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a god of death? Rogue Level Feature 3rd Whispers of the Dead, Wails fromt he Grave 9th Tokens of the Departed, Call of the Dead 13th Ghost Walk 17th Death Knell Whispers of the Dead Starting at 3rd level, echoes of those who have died begin to cling to you. Whenever you finish a short or long rest, you can gain one Skill, Lore or Craft proficiency of your choice, as a ghostly presence shares its knowledge with you. This proficiency lasts until you use this feature again. Wails from the Grave Also at 3rd level, as you nudge someone closer to the grave, you can cause deathly wails to be heard near them. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes psychic damage equal to the roll's total, as wails of the dead sound around them for a moment. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 45


Tokens of the Departed At 9th level, when a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you open your free hand and a Tiny trinket appears there, a soul trinket. The creature must have class levels or challenge rating at least 2 less than your, as you can only gain control over the weaker of souls. The DM chooses the trinket's form or has you roll on the Trinkets table in the Player's Handbook to determine it. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum. As a reaction you can destroy one of your soul trinkets held in your hand, and gain advantage to the next death saving throw and Constitution saving throw, as your vitality is enhanced by the life essence within the object. As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. Call of the Death Also at 9th level, when you enter combat with no uses of your Wails from the Grave feature, you gain one use of that feature. Ghost Walk Starting at 13th level, you can now phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. You stay in this form for 1 minute or until you end it as a bonus action. While in a ghost form, you can extend the period by another 1 minute by destroying one of your soul trinkets as a bonus action. When you leave ghost form, you cannot use this feature again until you finish a long rest. Death Knell At 17th level, when you use your Wails from the Grave feature, you can now deal the psychic damage to both the first and the second creature. Scout You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Scouts assume as they range the world. Rogue Level Feature 3rd Skirmisher, Survivalist, Hardened Explorer 9th Superior Mobility, Master of Distraction 13th Ambush Master 17th Sudden Strike Skirmisher Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks. Survivalist When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. Hardened Explorer When you take a short rest, you recover a level of exhaustion as long as you do not have more than two levels of exhaustion. Superior Mobility At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. Master of Distraction Beginning at 9th level, as a bonus action you can attempt to taunt or distract a creature that you can see or hear. Make a Charisma (Deception) check against the Wisdom (Insight) of a target hostile creature. If you succeed, choose one of the following effects: Taunt. The target creature has disadvantage to its next attack against targets other than you and advantage to its next attack against you until the end of its next turn. Distract. The target creature has disadvantage to its next Intelligence (Investigation) or Wisdom (Perception) checks against any targets other than you until the end of its next turn. The next attack against the target also benefits from advantage. If you fail to taunt or distract, your target becomes immune to further attempts for one hour. The number of creatures you can target at a time increases to two when you reach 13th level int his class, and to three when you reach 17th level in this class. Ambush Master Starting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn. 46


Sudden Strike Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn. Soulknife Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy. Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe. As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power. Rogue Level Feature 3rd Psionic Power, 9th Superior Mobility, Master of Distraction 13th Ambush Master 17th Sudden Strike Psionic Power Beginning at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, you regain one Psionic Energy die every time you complete a short rest. When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice. Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one or two Psionic Energy dice and add the number rolled to the check, potentially turning failure into success. Psychic Whispers. You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other. As long as you maintain the telepathic link, you can spend one Psionic Energy die to receive a flash vision of what one of the telepathically connected creatures sees at the moment. The flash is shorter than a second of time, and usually does not include information about movement except those that are very fast. You can recall that flash perfectly until you finish a long rest. Psychic Blades Also at 3rd level, you can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can spend one Psionic Energy die and manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. You may choose to make the blade vanish at any moment as a free action, and it leaves no mark on its target if it deals damage. After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6. Soul Blades At 9th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice: Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die. Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes. 47


Psychic Veil When you reach 13th level, you can weave a veil of psychic static to mask yourself. As an action, you can spend one Psionic Energy die and magically become invisible, along with anything you are wearing or carrying, for 10 minutes or until you dismiss this effect (no action required). While you are invisible, you can continue spending Psionic Energy dice to extend its duration by 10 minutes. This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw. Rend Mind At 17th level, you can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can spend two Psionic Energy dice and force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Swashbuckler You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. Rogue Level Feature 3rd Fancy Footwork, Rakish Audacity 9th Panache 13th Elegant Maneuver 17th Master Duelist Fancy Footwork When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. Rakish Audacity Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. Panache At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. Elegant Maneuver Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. You can use this ability a number of times equal to your proficiency modifier. You recover the uses of this ability when you finish a short or long rest. Master Duelist Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest. Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ. Rogue Level Feature 3rd Fast Hands, Second-Story Work, Cunning Appraisal 9th Supreme Sneak, Decypher Magic Scrolls 13th Use Magic Device 17th Thief's Reflexes Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, or use your thieves' tools to disarm a trap or open a lock. You can also use the bonus action to make a Wisdom (Perception) or Intelligence (Investigation) check. Additionally, when you use one of the following objects (alchemist’s fire, ball bearings, caltrops, or a hunting trap), you can use either the item's DC, or have the DC be equal to 8 + your proficiency bonus + your Dexterity modifier. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. You also ignore the first 10 feet when falling a distance shorter than 100 feet. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. 48


Cunning Apprraisal Also at 3rd level, your eye for valuables allows you to appraise the value of items you discover. You have advantage to all Intelligence (Investigation) checks to find the approximate market price of a valuable item and whether it is genuine of fake. You also have advantage to all Charisma (Deception) checks to pass a fake for genuine item, or manipulate potential buyers into paying a higher price for it. Supreme Sneak Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Decypher Magic Scrolls By 9th level, you have began to learn the art of magic scrolls that you can decypher magic scrolls even when they are not intended for you. You ignore all class, race, and level requirements on the use of scrolls. Your spellcasting ability to determine whether you succeed or fail casting the scroll is Intelligence. Use Magic Device By 13th level, you have learned enough about the workings of magic that you can improvise the use of all magic items even when they are not intended for you. You ignore all attunement requirements on the use of magic items, and you use your proficiency bonus in place of your spellcasting ability modifier to determine whether you cast the spell successfully. Additionally, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 17th level, this limit increases to five magic items. Thief’s Reflexes When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you’re surprised. 49


U p d a ted Warl o c k C la s s C h a n g e s N e w P a c t s 3 r d - l eve l w a r l o c k fe a t u r e ( e n h a n c e s P a c t M a g i c) Pa ct o f t h e P e n d a n t Yo u r p a t r o n g r a n t s y o u a p e n d a n t fo r g e d fr o m s o l i d n i g h t, decorated with seven gleaming motes of starlight. While t h e p e n d a n t i s o n y o u r p e r s o n, y o u c a n e x t i n g u i s h o n e m o t e a n d c a s t t h e a u g u ry s p e l l a s a r i t u a l, t h r e e m o t e s t o c a s t t h e cla ir voya n c e s p e l l a s a r i t u a l, o r fi v e m o t e s t o c a s t t h e di vin a ti o n s p e l l a s a r i t u a l. T h e s p e l l s d o e s n't c o u n t a g a i n s t y o u r n u m b e r o f s p e l l s k n o w n. E a c h d ay a t m i d n i g h t t h e p e n d a n t g l e a m s b r i g h t l y fo r a s h o r t m o m e n t a n d r e c o v e r s 1 d 4 e x t i n g u i s h e d m o t e s. Additionally, while you r p e n d a n t c o n t a i n s fi v e o r m o r e m o t e s a n d i s o n y o u r p e r s o n, y o u h av e a d v a n t a g e o n s av i n g t h r o w s a g a i n s t b e i n g c h a r m e d o r fr i g h t e n e d, a n d a g a i n s t s p e l l s t h a t w o u l d d e t e c t y o u r l o c a t i o n o r r e a d y o u r t h o u g h t s. If you lose your Pendant, you can perform a 1-hour c e r e m o ny t o r e c e i v e a r e p l a c e m e n t b u t w i t h o n l y 1 d 4 m o t e s i n i t. T h e c e r e m o ny c a n b e p e r fo r m e d d u r i n g a s h o r t o r l o n g r e s t, a n d i t d e s t r o y s t h e p r e v i o u s p e n d a n t. T h e p e n d a n t d i s a p p e a r s i n a fl a s h o f l i g h t w h e n y o u d i e. Pact of the Pendant Invocatio n s C e r t a i n ty o f Tr u t h . W h e n a r i t u a l s p e l l p r o v i d e d b y y o u r P e n d a n t h a s a c h a n c e o f fa i l u r e, y o u c a n s a c r i fi c e o n e m o t e fr o m y o u r P e n d a n t t o i g n o r e t h a t c h a n c e o f fa i l u r e a n d d e m a n d a t r u t h fu l a n s w e r fr o m y o u r p a t r o n. Pull of the Pendant. Requires 7th level. You c a n c a s t l o c a t e o bj e c t a t w i l l, w i t h o u t e x p e n d i n g a s p e l l s l o t. Clarity of Sight. Requires 7th level. You can c a s t s e e in vis i b ili ty a t w i l l, w i t h o u t e x p e n d i n g a s p e l l s l o t. Lure of the Pendant. Requires 12th level. When y o u s u c c e e d o n a s av i n g t h r o w a g a i n s t a s p e l l o r e ffe c t t o c h a r m o r fr i g h t e n y o u, d e t e c t y o u r l o c a t i o n o r r e a d y o u r t h o u g h t s, the Pendant captures and reverses the effect against the caster of the original spell. Your spellcasting DC is 8 + your proficiency bonus + your Charisma modifier. Pact of the Talisman Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die. Yo u r w e a r s u r fa h e a r b e n e Pa c Re b u i s h i t c a n u e q u a 1 0 fe S h e l t o 0 r e m a P r o t w e a r d 4 t o T h i s p r o fi y o u f P o w t a l i s m a b i l i t B o n d e l s e e i t h e e x c h t h e s c a n u p o s i t o f t i m u s e s E l d 4 t h - l W A b i l i fo l l o w s t u d i RMspRwIfMthIfEch 5 0


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