Lead Designer: Gary Simpson Art Director: Gary Simpson Design: Sean Burns, Andrew Brown, Andrés Alexander González, Garet Handy, Doruk Kaptan, Gary Simpson, Victor M. Solish, Nathan Turley Rules Development: Gary Simpson Editing: Nathan Turley, Gary Simpson Graphic Designer: Gary Simpson Cover Illustrator: Gary Simpson Interior Illustrators: Fukamihb, Gary Simpson, Matt Morrow, Mihailo147 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Man‐ ual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective lo‐ gos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are prop‐ erty of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduc‐ tion or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wiz‐ ards of the Coast. ©2021 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057‐0707, USA. Manufactured by Hasbro SA, Rue Emile Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Using This Book………………………….4 Ch. 1: Character Options…………….6 Artificer……………………………………….6 Optional Class Features…………….6 Drowcrafter………………………….....7 Barbarian…………………………………….9 Optional Class Features…………….9 Path of the Cavelord……………….10 Path of the Exiled……………………11 Bard…………………………………………..12 Optional Class Features…………..12 College of Echoes……………………12 College of Fangs……………………..14 Cleric…………………………………………15 Optional Class Features…………..15 Balance Domain……………………...16 Eilistraee Domain…………………...17 Lolth Domain………………………….19 Portal Domain………………………..20 Watery Death Domain…………….21 Druid…………………………………………23 Optional Class Features…………..23 Circle of the Dredge………………..24 Circle of the Moonlit Song……….25 Fighter………………………………………26 Optional Class Features………….26 Gladiator Slave……………………….27 Monk…………………………………………28 Optional Class Features………….28 The Way of the Sea Mother……..28 Paladin………………………………………29 Optional Class Features…………..29 Oath of the Silverhair……………...30 Oath of Tyranny……………………..31 Ranger……………………………………….33 Optional Class Features…………..33 Bounty Hunter………………………..33 Darksong Knight…………………….34 Rogue………………………………………...36 Optional Class Features…………..36 Infiltrator……………………………….36 Vengeance Taker…………………….37 Sorcerer……………………………………..38 Optional Class Features…………..38 Deep Diviner…………………………..39 Lolth’s Blessed………………………..40 Warlock……………………………………..41 Optional Class Features…………..41 The Dark Maiden…………………….42 Spider Queen………………………….43 Wizard……………………………………….44 Optional Class Features…………..44 School of Demesne………………….45 Backgrounds………………………………47 Feats………………………………………….52 Ch. 2: Lineages…………….……………59 Aevendrow………………………………..59 Deep Imaskari……………………………60 Gloamings………………………………….62 Grimlocks…………………………………..63 Kuo-Toa…………………………………….65 Lorendrow…………………………………67 Slyths…………………………………………69 Udadrow……………………………………70 Ch. 3: Magical Miscellany………...72 Magical Phenomena…………………..72 Faerzress and the Underdark….72 Node Magic………………………….…72 Portals……………………………………74 Spells…………………………………………78 Amorphous Form……………………78 Blindsight………………………………78 Burrow…………………………………..78 Camouflage…………………………….78 Clarity of Mind………………………..79 Death-Strikes………………………….79 Dehydrate………………………………79 Dominate Vermin……………………79 Driderform……………………………..79 Excavate…………………………………80 Gate Seal………………………………...80 Impostor Mask……………………….80 Insightful Deceiver………………….80 Life from Death………………………80 Locate Node……………………………81 Magical Backlash…………………….81 Mark of the Outcast………………...81 Minor Telekinesis…………………...81 Minor Telepathy……………………..82 Necrotic Glow…………………………82 Node Door……………………………...82 Node Lock………………………………82 Obsidian Stare………………………..83 Oozing Wall……………………………83 Pickpocketeer………………………...83 Portal Barricade……………………..83 Portal Redirection…………………..83 Portal View…………………………….83 Quickening……………………………..84 Root Wall……………………………….84 Rushing Waters………………………84 Sanctuary……………………………….84 Sharpen Object……………………….84 Shatter Captivity…………………….85 Soul Bolt………………………………...85 Spectral Dagger……………………..85 Spiderform…………………………….86 Spore Stream………………………….86 Stone Tell……………………………….86 Sudden Swarm……………………….86 Thieving Servant…………………….86 Thieving Step………………………….87 Tidal Bolts……………………………...87 Water Barrier…………………………87 Water Whip……………………………87 Magic Items……………………………….89 Aboleth Eye……………………………89 Accessory of Attunement………..89 Barbed Devil Dagger……………….89 Basilisk Armor………………………..89 Beholder Eyestalk…………………..89 Black Pudding Arrow……………...90 Bloodsucker’s Blade………………..91 Boots of the Bulette………………...91 Bottled Night………………………….91 Bottled Wave………………………….91 Brain Gem………………………………91 Clockwork Dagger…………………..92 Conch of Courage……………………92 Crook of the Sunken Council……92 Darkmantle Cloak…………………...92 Displacer Beast Armor……………92 Dress of Impression………………..93 Dungeon Weed……………………….93 Extending Oil………………………….93 Enchanted Mushrooms…………...93 Flail Snail Shell Shield……………..93 Gelatinous Cube Armor…………...94 Glowshroom…………………………..94 Graviturgic Hammer……………….94 Heated Armor………………………...94 Helm of the Hells…………………….94 Illithid Earworm……………………..95 Illithid Squidling……………………..95 Jar of Sealing…………………………..95 Jarlaxle’s Pearl Earring……………95 Keycoin………………………………….95 Emblem of Blibdoolpoolp………..95 Mechanical Beholder………………96 Mummified Monk Hand…………..96 Myconid Spore………………………..96 Phase Spider Plate…………………..96 Pickpockets Bane……………………96 Purple Worm Collar………………..97 Ring of Treasure Seeking………...97 Roper Shield…………………………..97 Roper Skin Cloak…………………….97 Scoundrel Map………………………..97 Spider Mask……………………………98 Spidercurse Mask…………………...98 Staff of the Vast Mind……………..98 Stealth Rock……………………………98 Stone of Flumph Summons……..98 Manual to the Underdark………..98 Thieves Stakes………………………..99 Tiara of Spiders………………………99 Umber Hulk Armor…………………99 Unyielding Torment………………..99 Underdark Gem………………………99 Wand of the Basilisk……………..100 Whip of Fangs………………………100 Xorn Armor………………………….100 Ch. 4: Dungeon Master’s Tools.101 Geology and Environments……….101 Topography………………………….101 Rocks and Rock Formations…..104 The Underdark Environment…….108 Light…………………………………….108 Air……………………………………….108 Climate………………………………...109 Ecology………………………………...110 Underdark Hazards………………111 Spelunking……………………………….113 Cramped Spaces……………………113 Underdark Regions…………………..115 The Upperdark……………………..115 The Middledark…………………….116 The Lowerdark……………………..118 Underdark Encounters……………..121
5 USING THIS BOOK Using This Book Jarlaxle’s Bag of Everything offers a host of new options for Dungeons & Dragons, and our journey through those options is accompanied by the notes of the rogue himself, Jarlaxle. The dandy Jarlaxle, whose words easily work past his ill reputation, has gathered a deep understanding of others during his, let’s say, illustrious career as a mercenary leader. He was one of a small number of male udadrow who actually had significant power in a Lolth-worshiping city, although he increasingly spent little time in the city itself as he adventured abroad in the Underdark and the Lands Above. Charismatic and cunning, he opens his bag of tricks to others intrigued and like-minded as him. Written for players and Dungeon Masters alike, this book offers options to enhance characters and campaigns in any D&D world, whether you're adventuring in Forgotten Realms, another official D&D setting, or a world of your own creation. What You'll Find Within Chapter 1 brims with new features and subclasses for the classes in the Player's Handbook, and it presents the general tone of an Underdark campaign. The chapter also offers background and feats for groups that use them. Chapter 2 contains lineages of Underdark denizens, each with its own perks and history of survival. Chapter 3 glimmers with new magical options, including spells, magical items, node magic, ancient portals, and magical phenomena - available for both player characters and monsters to use. Chapter 4 holds various rules that a DM may incorporate into an Underdark campaign, including rules on exploring, navigating, and surviving treacherous sunless environments. The chapter ends with a collection of encounters ready to be deployed in any adventure that the DM would like to spice up with minimal prep work. It's All Optional Everything in this book is optional. Each group, guided by the DM, decides which of these options, if any, to incorporate into a campaign. You can use some, all, or none of them. We encourage you to choose the ones that fit best with your campaign's story and with your group's style of play. Whatever options you choose to use, this book relies on the rules in the Player's Handbook, Monster Manual, and Dungeon Master's Guide, and it can be paired with the options in Xanathar's Guide to Everything, Tasha’s Cauldron of Everything, and other D&D books. Ten Rules to Remember 1. The DM Adjudicates the Rules The rules of D&D cover many of the twists and turns that come up in play, but the possibilities are so vast that the rules can't cover everything. When you encounter something that the rules don't cover or if you're unsure how to interpret a rule, the DM decides how to proceed, aiming for a course that brings the most enjoyment to your whole group. 2. Exceptions Supersede General Rules General rules govern each part of the game. For example, the combat rules tell you that melee weapon attacks use Strength and ranged weapon attacks use Dexterity. That's a general rule, and a general rule is in effect as long as something in the game doesn't explicitly say otherwise. The game also includes elements - class features, spells, magic items, monster abilities, and the like that sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee weapon attacks using your Charisma, you can do so, even though that statement disagrees with the general rule. 3. Advantage and Disadvantage Even if more than one factor gives you advantage or disadvantage on a roll, you have it only once, and if you have advantage and disadvantage on the same roll, they cancel each other. 4. Reaction Timing Certain game features let you take a special action, called a reaction, in response to an event. Making opportunity attacks and casting the shield spell are two typical uses of reactions. If you're unsure when a reaction occurs in relation to its trigger, here's the rule: the reaction happens after its trigger, unless the description of the reaction explicitly says otherwise. Once you take a reaction, you can't take another one until the start of your next turn. 5. Proficiency Bonus If your proficiency bonus applies to a roll, you can add the bonus only once to the roll, even if multiple things in the game say your bonus applies. Moreover, if more than one thing tells you to double or halve your bonus; you double it only once or halve
CHAPTER 1 | CHARACTER OPTIONS 6 it only once before applying it. Whether multiplied, divided, or left at its normal value, the bonus can be used only once per roll. 6. Bonus Action Spells If you want to cast a spell that has a casting time of 1 bonus action, remember that you can't cast any other spells before or after it on the same turn, except for cantrips with a casting time of 1 action. 7. Concentration As soon as you start casting a spell or using a special ability that requires concentration, your concentration on another effect ends instantly. 8. Temporary Hit Points Temporary hit points aren't cumulative. If you have temporary hit points and receive more of them, you don't add them together, unless a game feature says you can. Instead, you decide which temporary hit points to keep. 9. Round Down Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. I0. Have Fun You don't need to know every rule to enjoy D&D, and each group has its own style - different ways it likes to tell stories and to use the rules. Embrace what your group enjoys most. In short, follow your bliss! Character Options When you make your D&D character, you have an array of options in the Player's Handbook to create the sort of adventurer you want. This chapter adds to those options, making it possible to realize even more character concepts. If you combine these options with those in Xanathar's Guide to Everything and Tasha’s Cauldron of Everything, the possibilities for your characters become vast. Here are the options featured in this chapter: • Optional Class features for classes in the Player's Handbook • Subclasses for every class in the Player's Handbook • Backgrounds and suggested characteristics to help tailor your character’s backstory • Feats for anyone who uses that optional rule Tavern tales across Faerûn’s sunlit lands whisper of the Underdark, a lightless, subterranean realm that is home to fabled races and ancient, unspeakable evil. It is a domain of primeval mysteries and unending war, a hidden world of cruel masters and hopeless slaves, filled with monstrous races that were old before humans were born. It is a dank, dismal place of fungus, rot, and slime. It is a land where a few lucky merchants have found a lucrative trade, but where many more have been slain (or worse) for their effrontery. So dire is the reputation of the Underdark and its denizens that mothers caution their children to behave, lest the dark elves steal them away. read on and learn where some of us called home. JARLAXLE
7 CHAPTER 1 | CHARACTER OPTIONS Artificer The artificer class receives new features and subclasses in this section. Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as an artificer. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from another; you can use one, both, or none of them. Additional Artificer Infusions 2nd-level artificer feature The following infusions expand the artificer infusions list in Tasha’s Cauldron of Everything. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement. Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level. Unless an infusion’s description says otherwise, you can’t learn an infusion more than once. The infusions are organized by character level. Excruciating Ring Item: A ring (requires attunement) The infused ring can send a jolt to those that would touch you. The ring has 5 charges. When hit by a melee attack or touched, the wearer can use its reaction to expend 1 of the ring’s charges to send a lance of pain to the target, dealing 2d6 psychic damage. The ring regains 1d4 +1 expended charges daily at dawn. Trackless Boots Item: A pair of boots (requires attunement) While wearing these boots, a creature has advantage on Dexterity (Stealth) checks, and its steps make no sound, regardless of the surface it is moving across. Death Weapon Prerequisite: 6th-level artificer Item: A simple or martial weapon (requires attunement) This magic weapon grants a +1 bonus to attack rolls made with it, as well as an additional 1d6 necrotic damage. While wielding this weapon, as a reaction immediately after being hit by an attack, the wielder can cast enervation on the attacker. Once used, the weapon’s spell can’t be used again until next dawn. House Insignia Prerequisite: 6th-level artificer Item: A necklace (requires attunement) While wearing this necklace, the creature can cast the infused spell as a bonus action. The spell can be of 3rd level or lower. Once used, the amulet can’t be used again until the next dawn. Piwafwi Prerequisite: 6th-level artificer Item: A cloak (requires attunement) While wearing the cloak a creature can use an action to pull up the hood. Wearing the cloak with the hood up grants the following benefits: • Wisdom (Perception) checks made to see the creature have disadvantage. • The creature has advantage on Dexterity (Stealth) checks made to hide. The cloak that has the hood pulled up also grants resistance to fire when you reach 10th level in this class. Mask of the Matriarch Prerequisite: 10th-level artificer Item: A mask (requires attunement) A creature gains advantage to Charisma checks while wearing this mask. This mask has 3 charges. While wearing it, the wearer can use a bonus action or reaction to
Artificer Specialist At 3rd level, an artificer gains the Artificer Specialist feature, which offers you the choice of a subclass. The following option is available to you when making that choice: Drowcrafter. Drowcrafter We would still be hitting each other with sticks in the dark if it wasn’t for drowcrafters. JARLAXLE Works of Drow craftsmanship and manufacture are infamous throughout the Underdark. Terrible tales of evil Dark-Elf creations extends to the surface world. Since their expulsion from the surface many ages ago drow artisanship has been instrumental in cementing their dominance over the other races of the Underdark. Drowcraft typically combines the use of adamantine or spider silk with the magical properties of faerzress which is found frequently in Earth Nodes deep in the world below. Drowcraft has similarities with other elven forms of craft, sharing a similar lightness and grace in construction. Where the craft of the elves of the surface and the Drow diverge is in the Drowcrafter’s use of fearsome dark energies, poison and chiefly with their race’s obsession with causing as much pain as possible to its enemies – all in the name of Lolth the Spider Goddess. To ensure that a noble house remains dominant, they take a great deal of pains to hide the skills and knowledge from other houses within their own city. As such, a non-drow rarely come across these fell objects until they are on the piercing end of a poisoned adamantium short sword or shackled in magically restrictive chains. Some attentive prisoners however, aided by a great deal of courage and knowledge manage to learn these dark crafts from their masters before escaping. Often, they use this knowledge as a means of getting revenge on their cruel capturers. CHAPTER 1 | CHARACTER OPTIONS 8 expend 1 of the mask’s charges and cast fear. The mask regains 1d3 expended charges daily at dawn. Additional Artificer Spells 3rd-level artificer feature The spells in the following list expand the artificer spell list in Tasha’s Cauldron of Everything. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. Each spell description is later on in the book (chapter 3). Cantrip (0 Level) 1st Level Minor telekinesis Necrotic glow Sharpen object Soul bolt Sudden swarm Water whip 2nd Level Magical backlash Recognize Craftsmanship 4th-level artificer feature You can quickly and accurately deduce the properties of magical items used by your opponents in combat. At the beginning of combat, you know how many of your opponents’ visible items are magical. Once per turn, you may make a DC 20 Intelligence check as a free action. If you succeed on this check, you may choose one magic item that an enemy is wielding. If the item is rare, uncommon, or common in rarity, the DM describes to you what the item is, as well as outlining its properties. The DC for this check decreases by 1 for every round of combat, as you grow more familiar with the items. Reverse Engineering 6th-level artificer feature You can replicate the effects created by other artificers in their work. Whenever you come across an infused item that you did not create, you may make an Intelligence (Arcana) check with a DC of 10 + the level required to use the infusion that the item is infused with. If you succeed on the check, you learn the infusion, if you are able, and it does not count against the number of infusions you know. This feature does not let you learn infusions with level requirements you have not met, nor does it increase the number of infusions you can use at a time.
9 CHAPTER 1 | CHARACTER OPTIONS Shackles of Lolth 3rd-level Drowcrafter feature Your study of Drowcraft taught you to create one of the most fearsome symbols of Drow power: the Shackles of Lolth. These magical shackles are forged from adamantine, baked for a season in an earth node or in a patch of faerzress and are then traditionally blessed by a priestess of Lolth. The drow use these evil manacles as tools to enslave their opponents both physically and magically: • You can use the shackles as a spellcasting focus for your artificer spells. • As a bonus action you may a grappled or incapacitated creature within 5 feet of you must make a Wisdom saving throw against your spell save DC. If the creature fails their save, they become snared in the shackles and are under the effect of a dominate spell corresponding to their creature type. Creatures dominated by the Shackles of Lolth may attempt to break free each time they take damage by making a Wisdom saving throw. Additionally, the creature has disadvantage on its saving throw against the effect. If a creature succeeds on a saving throw the spell is dispelled and the shackles are broken and must be repaired before being used again. At the end of a Long rest you can create a new Shackle of Lolth if you have your smith’s tools with you. • You can keep track of a captured creature, if they escape; you have advantage on Wisdom (Survival) checks to follow them as the shackles magically provide the general location of the prisoner. Cleaving Fetters 5th-level Drowcrafter feature You can swing the adamantium chains from the Shackles of Lolth feature as a melee weapon, serving to weaken your foes for capture. As an action you may use your shackles to make a melee attack within a range of 10 feet. On a hit the weapon deals 2d8 damage plus your Intelligence modifier. Creatures hit must succeed on a Constitution saving throw or be knocked prone. The evil chains are designed to drag their targets to the floor before capturing them in the magical manacles. Harness Faerzress 9th-level Drowcrafter feature You have developed an ingenious method of temporarily transporting faerzress to carry and augment your crafts. When you are standing in a patch of faerzress or near an earth node you may take an action to drain some of the radiation from these sources and store them in one of your infused items. You can use the stored energy for creating your Drowcraft equipment or use them to assist you in combat. You can store one charge of faerzress for each item that you are attuned to. You can use this feature a number of times equal to your Intelligence modifier (minimum of one), and you regain all expended uses when you finish a long rest. As a bonus action you may expend a charge on your infused item to release the faerzress for various effects depending on the type of item it is stored within (effect lasts for 1 minute):
CHAPTER 1 | CHARACTER OPTIONS 10 Weapon. You gain advantage on your next attack roll and your weapon deals an extra 3d8 + your spellcasting ability modifier in force damage. Armor. You gain a +2 bonus to your AC for the duration of this feature. Other Item. You gain advantage on your next ability check or saving throw. Dark Artisan of the Spider Queen 15th-level Drowcrafter feature Your devotion to Drowcraft has gained you the favor of the Spider Queen herself. You have become the chosen conduit to Lolth through your craftsmanship and magical equipment. When you attune a magic item you created, choose one of the following effects: Web Mastery. You ignore movement restrictions caused by webbing. Poison Mastery. You are immune to poison damage and poisoned condition. Alert. You cannot be surprised or targeted by a sneak attack. Truesight. You gain truesight out to a range of 60 feet. Summon Drider. You can magically summon a drider bound to you, which appears in an unoccupied space of your choice that you can see within 30 feet of you. The drider is friendly to you and your companions, obeying your commands telepathically. In combat, the drider shares your initiative count, but it takes its turn immediately after yours. Once you summon the drider, you cannot do so again until you finish a long rest. The drider remains for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon the drider again, until you lose attunement to the item, or you die. Anything the drider was wearing or carrying is left behind when the drider vanishes. Barbarian The barbarian class receives new features and subclasses in this section. Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a barbarian. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from another; you can use one, both, or none of them. Intensified Instigation 6th-level barbarian feature When you enter a rage on your turn, you may double the damage bonus from your Strength modifier for attacks made that turn. Cull the Weak 12th-level barbarian feature You have learned to eliminate lesser foes with ease. When you attack a creature on your turn, you may do so with a penalty to hit equal to the creature’s Challenge Rating. If you hit, you automatically score a critical hit. You may not use this feature against a creature with a CR of 12 or higher.
11 CHAPTER 1 | CHARACTER OPTIONS Primal Paths At 3rd level, a barbarian gains the Primal Path feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Path of the Cavelord and Path of the Exiled. Path of the Cavelord Even occasional greatness will destroy a man. JARLAXLE You have always been drawn to the darker places of the world, making caverns, tunnels, and lairs your home. Cavelords are barbarians who have chosen to wander the deep places of the world, facing the terrifying foes others only hear about in legend and rumor. Many cavelords are masters of the Underdark, constantly moving through these underground tunnels in search of the foul creatures that live there. These Barbarians revel in the thrill that comes from hunting such dangerous and despicable foes, and though not many know they exist, their efforts often serve to protect those who live above from ever having to face the terrors that they fight on a daily basis. Warrior in Darkness 3rd-level Cavelord feature You have superior darkvision, out to a range of 120 feet. In addition, you have advantage on all attacks made in total darkness against a creature you can see when your target does not have darkvision. Cavern Crawler 6th-level Cavelord feature Your familiarity with caverns and lairs grants you bonuses when in these (and similar) locations. You have advantage of Intelligence (Nature), Wisdom (Perception), and Wisdom (Survival) checks in these types of locations. Additionally, when you enter combat in a cavern or similar location, you gain a bonus to your initiative roll equal to your Wisdom modifier. Stone-hardened Skin 10th-level Cavelord feature You have gained a level of resistance to damage from common occurrences in the Underdark such as cave-ins and rockslides. When you are hit with an attack that deals bludgeoning damage, you may use your reaction to gain immunity to bludgeoning damage until the end of your next turn. Boulder Thrower 14th-level Cavelord feature Your mastery of the stones and debris of the underground allows you to use anything you find as a weapon. In combat, you may use stones or boulders as improvised weapons, and they deal extra damage on a hit. When you throw a stone (one-handed) you can throw it up to 30 feet and deal damage equal to 2d8 + your Strength modifier on a hit. When you throw a boulder (two-handed) you may throw it up to 20 feet and deal damage equal to 3d12 + your Strength modifier on a hit. The damage bonus for throwing stones also applies to stones created by the magic stone spell.
CHAPTER 1 | CHARACTER OPTIONS 12 Path of the Exiled He who controls his path controls the Underdark. JARLAXLE In the darkest depths of the Underdark reside fierce men and women who’ve savagely survived and claimed rule over the unrivaled dangers of this harsh underground caverns. Either there by choice, accident, or by the unfortunate event of being captured by mind flayer or drow slavers, to this reclusive monster-slaying machines, it is kill or be killed. Hard to Kill 3rd-level Path of the Exiled feature Time you have spent in the Underdark fighting all matter of bizarre alien-like monsters has hardened your mind and body to keep going. As a bonus action, you can heal yourself up to 1d6 hit points + your barbarian level. You can use this feature a number of times equal to your Constitution modifier (minimum of one), and you regain all expended uses when you finish a long rest. Wild Senses 3rd-level Path of the Exiled feature You have experienced enough danger to sense your prey before it strikes. Using no magic, but rather pushing the limit of your physical abilities using you honed sense of smell, sight, and hearing, you can concentrate in your surroundings and detect any aberrations, humanoids, monstrosities, and plants within 90 feet of you. You can feel their presence and determine their approximate position in feet away from you. Additionally, if you don’t already have darkvision, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. If you already have darkvision, you see up to 120 feet of you instead. You can use this feature a number of times equal to your Constitution modifier (minimum of one), and you regain all expended uses when you finish a short or long rest. Psychic Resistance 6th-level Path of the Exiled feature You are resistant to the mind-inflicting stress many Underdark creatures can bestow upon you. You gain resistance against psychic damage and have advantage against Intelligence-based saving throws and effects. Taunting Attack 10th-level Path of the Exiled feature You can use your reaction to attack a creature that ends its turn within 5 feet of you. If the attack hits, the creature must succeed a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be taunted by you and focus all of its attacks against you, regardless if it was planning to attack another creature. The effect ends if you are incapacitated, or if the creature ends its turn out of line of sight. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. Subterranea Slayer 14th-level Path of the Exiled feature You have hunted creatures of the Underdark long enough to know their weaknesses and how hard to hit them. As a bonus action, after you have hit a creature with a weapon you can choose to deal an additional 3d6 or 10 damage (slashing, piercing, or bludgeoning, depending on your weapon damage type) against aberrations, humanoids, monstrosities, and plants. Once you use this feature, you must finish a long rest before you can use it again.
13 CHAPTER 1 | CHARACTER OPTIONS Bard The bard class receives new features and subclasses in this section. Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a bard. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from another; you can use one, both, or none of them. Additional Bard Spells 1st-level bard feature The spells in the following list expand the bard spell list in the Player's Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. Each spell description is later on in the book (chapter 3). Cantrip (0 Level) 2nd Level Minor Telepathy Shatter captivity 1st Level Insightful Deceiver Pickpocketeer Impostor mask Magical backlash Thieving Servant 3rd Level Portal View Thieving Step Deadly Knowledge 2nd-level bard feature Instead of traveling the world to gain the broad range of knowledge, you studied a means of death-dealing. You have advantage on saving throws against poison, and you have resistance against poison damage. Stylish Slip-Up 3rd-level bard feature Whenever you fail an ability check in which you have expertise, you gain inspiration. Insult to Injury 7th-level bard feature When a creature fails its saving throw against a spell you cast, it also has disadvantage on its next ability check or attack roll. Bard Colleges At 3rd level, a bard gains the Bard College feature, which offers you the choice of a subclass. The following options are available to you when making that choice: College of Echoes and College of Fangs. College of Echoes The mystery of life isn’t a problem to puzzle out, but an echo to listen to. JARLAXLE Bards who join the College of Echoes study the sonorous acoustic properties of the Underdark gaining an intimate understanding of the diverse sounds and culture of its inhabitants. These bards develop a supernatural ability to project their performance at great volumes across vast distances but are most famous for enchanting their audience by augmenting their performances with glorious and mysterious echoes. Simply put, they are able to make the endless impassive stone of the ‘World Below’ sing. Only the most dedicated artists come to the Underdark as the scarcity of friendly taverns and warm hearths deter all but the most devoted to their craft. Many bards of this college are drawn to the Underdark through the legend of Kel Faldir. This mythical duergar auditorium is famous for the magical amplified properties of its stage, its audience of dwarven ghosts, but mostly for its endless supply of ancient duergar stout. Often these bards begin by searching for this fantastical theatre and wind up making legends of their own. When bards who manage to survive long enough
CHAPTER 1 | CHARACTER OPTIONS 14 in the Underdark finally return to civilization they astound their audiences using the power of echoing sound to miraculously accompany themselves. Whether it is a soaring instrumental passage which gracefully bounces from wall to wall, immersive sound effects used to punctuate a story or poem or a complex dance based on the sacrificial ceremony of the Kuo-toa, bards of this college create resonant and powerful art from the unrelenting hostility of the Underdark. Reverberating Inspiration 3rd-level College of Echoes feature When you use your bonus action to expend a Bardic Inspiration die, you may use a reaction to roll a die of the same type as your Bardic Inspiration die and add the result to the next ability check or attack roll of you or an ally that you can see. This extra die only lasts for 1 round before the echo fades away. You must take a short or long rest before using this feature again. Bewildering Ventriloquist 6th-level College of Echoes feature As a bonus action you may magically throw your voice to a location that you can see within 60 feet of you. You can speak and cast spells from this location. The effect lasts a number of rounds equal to your Charisma modifier (minimum of 1 round). Any creature within a 30-foot radius of your Bewildering Ventriloquism must succeed on a Charisma saving throw against your spell save DC. On a failed save the creatures is disorientated suffering disadvantage on ability checks or attack rolls, creatures effected this way can repeat the saving throw on each of their turns to remove the effect which otherwise remains until the voice dissipates. Creatures immune to deafness automatically succeed on this saving throw. Once you use the Bewildering Ventriloquist feature you must take a long rest before you can use it again. Self-Oscillation 14th-level College of Echoes feature When you cast a spell that requires an attack roll or requires a hostile creature to make a saving throw, you may use a bonus action to expend a Bardic Inspiration die in order to cast that spell a second time. You must have another unused spell slot of the same level as the original spell in order to use this feature and the slot is consumed as normal. The sheer overwhelming force of your Self-Oscillation feature requires you to make a Constitution saving throw or be knocked prone. Creatures within 30 feet of you must also succeed on a Constitution saving throw equal to your spell save DC or be deafened for rounds equal to half your bard level rounded down. Once you use the self-oscillation feature you must complete a long rest before you can use it again.
15 CHAPTER 1 | CHARACTER OPTIONS College of Fangs Everyone has the right to live and die by the sword. But death by poison? That’s reserved for nobles. JARLAXLE The College of Fangs train spectacular minstrels and entertainers, but above all, cunning noble household advisors. Often praised as elite soldiers, they strike in the most opportune moments, deceiving and slaying their enemies with their cunning silver tongue, social skills, and music. They would rather enchant, poison, blackmail, or assassinate than fight a fair fight. Bonus Proficiencies 3rd-level College of Fangs feature You gain proficiency with Thieves’ tools, poisoner’s kit and one instrument of your choice. Killing Melodies 3rd-level College of Fangs feature You learn how through the power of music and words to lethally wound your enemies. As a bonus action, you can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s hit points. The creature must be within line of sight, and it must be within 60 feet of you. Additionally, you can choose to spend another use of Bardic Inspiration to deal extra damage. The creature has disadvantage on its next attack roll. Venomous Solution 6th-level College of Fangs feature You can create a powerful venomous poison to coat ammunition, weapons, or simply pour on an enemy’s wine glass. As an action, you can magically create a potent serpent’s poison that pours out of your palm. During your action, you can coat a total of two ammunition arrows or bolts, a weapon, or pour the substance into a cup, vial, or container. Creatures subject to this venom must succeed on a Constitution saving throw equal to your spell save DC or take an extra 2d6 poison damage on a failed save, or half as much damage on a successful one. The effect of the poison lasts until you hit a creature with a weapon twice. If a creature consumes the poison, it takes 2d6 poison damage assuming it failed its saving throw. Note that the Venomous Solution feature does not make you immune to the poison. You can use this feature a number of times per day equal to your Charisma modifier (minimum of 1 poison), and you regain all expended uses when you finish a short or long rest. Minstrel Luck 14th-level College of Fangs feature You have learnt to avoid spell-like abilities, hazards and many other unfortunate momentarily situations you might find yourself in. As a bonus action, until the start of your next turn, you have advantage on ability checks and saving throws. You can use this feature a number of times per day equal to your Charisma modifier (minimum of one), and you regain all expended uses when you finish a long rest.
CHAPTER 1 | CHARACTER OPTIONS 16 Cleric The cleric class receives new features and subclasses in this section. Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a cleric. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from another; you can use one, both, or none of them. Additional Cleric Spells 1st-level cleric feature The spells in the following list expand the cleric spell list in the Player's Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. Each spell description is later on in the book (chapter 3). Cantrip (0 Level) 3rd Level Water barrier 1st Level Sanctuary Stone tell Water whip 2nd Level Locate node Mark of the outcast Obsidian stare Clarity of mind Death-strikes Dominate vermin Life from death Portal view Rushing waters Spiderform 4th Level Driderform 5th Level Portal barricade Tidal bolts 6th Level Dehydrate Portal redirection Master of Vermin 2nd-level cleric feature (replaces Channel Divinity: Turn Undead and Destroy Undead features) Instead of channeling divine energy to turn or destroy undead, you can channel that energy into commanding vermin of the same CR. Empathic Healing 3rd-level cleric feature When you cast a spell that restores hit points to a friendly creature, you regain hit points equal to your Wisdom modifier (minimum 1).
17 CHAPTER 1 | CHARACTER OPTIONS 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. Bolster Resolve 7th-level cleric feature You may touch another creature as an action, ending any effect causing them to be frightened or charmed. Divine Domains At 1st level, a cleric gains the Divine Domain feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Eilistraee Domain and Lolth Domain. Balance Domain There is a delicate time for beginnings and endings, but there is always time for balance, do not doubt. JARLAXLE Underdark clerics of the balance domain are committed to neutrality and order in all that they pursue. Many slyths follow this path for those reasons, but adherents of all races can be found walking this path. These clerics prefer diplomacy to combat, and are well versed in the art of calming individuals and helping parties that are at odds come to a peaceful, or at least a non-violent, resolution. Domain Spells 1st-level Balance Domain feature You gain domain spells at the cleric levels listed in the Balance Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work. Balance Domain Spells Cleric Level Spells 1st command, sanctuary* 3rd clarity of mind*, hold person 5th glyph of warding, hypnotic pattern 7th charm monster, private sanctum 9th antilife shell, modify memory Bonus Proficiency 1st-level Balance Domain feature You gain proficiency in the Persuasion skill, and may double your proficiency bonus when you attempt to persuade a creature to forego a violent course of action. Persuasive Renewal 1st-level Balance Domain feature You may use Wisdom, instead of Charisma as the ability score associated with Persuasion and Deception checks. Additionally, for every successful Charisma (Persuasion) or Charisma (Deception) check you make, you gain one balance point. You may spend balance points to restore spell slots. For every two balance points expended, you may restore one level’s worth of spell slots. Your total number of balance points is not reset after a long rest, but cannot exceed 10 points. Channel Divinity: Wisdom's Ward 2nd-level Balance Domain feature You may use your channel divinity as a reaction when hit by an attack to summon a magical ward that grants you a bonus to your AC equal to your Wisdom modifier until the end of your next turn, possibly causing the attack to miss you. When a creature hits you with a melee attack while you are affected by this ward, it must make a Strength saving throw against your spell save DC or be pushed back 10 feet and take force damage equal to your Wisdom modifier. Balancing Aura 6th-level Balance Domain feature You learn to subtly influence the minds of those around you, encouraging them to make rational decisions. Whenever a creature within 15 feet of you makes a Wisdom saving throw you may grant it a bonus equal to your proficiency bonus.
CHAPTER 1 | CHARACTER OPTIONS 18 Rethink Your Life 8th-level Balance Domain feature You recognize that a balanced mind sometimes requires forceful restoration. When you hit a creature with a melee attack, you may expend a use of this ability to force that creature to make a Wisdom saving throw. On a failed save, the creature is charmed by you, and uses its turn to engage in self-reflection. While outside of combat, you have advantage on persuasion checks made against a creature that is charmed in this way. No more than one creature can be charmed this way at a time, and this charmed affect ends if the creature takes damage. You may use this ability a number of times equal to your Wisdom modifier (minimum once) and regain all expended uses after a long rest. Balanced Harm 17th-level Balance Domain feature Your powerful connection to balance allows you to change the flow of combat, balancing the output of damage dealt to a single target. When a creature that you can see takes damage, you may use your reaction to choose a number of creatures that you can see equal to your Wisdom modifier (minimum of 2 creatures), one of which must be the creature taking damage. The damage that would have been taken by that creature is divided evenly among all of the selected creatures. You may use this ability a number of times equal to your Wisdom modifier, and regain all expended uses after a long rest. Eilistraee Domain She moved so gracefully, I thought there was two of her. Turns out, it was her and her sword. JARLAXLE The most elite clerics of Eilistraee are granted the title of Sword Dancer. These devoted individuals serve The Dark Maiden as warriors, infiltrators, and diplomats, taking their name from their agile, dance-like movements in battle. They often lead expeditions into Lolth-controlled portions of The Underdark, seeking to free the Drow there of her dangerous and divisive dogma. As a Sword Dancer, you are no stranger to the blade, knowing that while mercy and kindness are important aspects of the Dark Maiden’s teachings, violence must nonetheless be met with equal force. Sword Dancers prefer to strike from the shadows, using subtlety and spells to disable their foes without killing them outright. Domain Spells 1st-level Eilistraee Domain feature You gain domain spells at the cleric levels listed in the Eilistraee Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work. Eilistraee Domain Spells Cleric Level Spell 1st magic missile, stone tell* 3rd pass without trace, spider climb 5th hypnotic pattern, thunder step 7th dimension door, resilient sphere 9th circle of power, commune Bonus Proficiencies 1st-level Eilistraee Domain feature You gain proficiency in the Stealth skill. You also gain proficiency in Finesse or Versatile weapons (your choice).
19 CHAPTER 1 | CHARACTER OPTIONS Dance of Darkness 1st-level Eilistraee Domain feature As a bonus action, you can begin a magic dance that lasts for 1 minute or until you are incapacitated. While dancing, you gain the following benefits. • You add your Charisma modifier to your AC. • Your walking speed increases by 15 feet. You can use this feature a number of times equal to your Wisdom modifier (a minimum of one), and you regain all expended uses when you finish a short or long rest. Channel Divinity: Shelter of Shadows 2nd-level Eilistraee Domain feature You can use your Channel Divinity to avoid detection. As an action, you may invoke divine power. For the next 10 minutes, you or a willing creature you touch has advantage on all Dexterity (Stealth) and Dexterity (Acrobatics) checks, and makes no perceptible noises when it moves, regardless of what it is wearing. You may end this effect using an action. When this effect ends, if the affected creature is in an area of dim light or darkness, it regains hit points equal to 2d8 + your spellcasting ability modifier. Dancing Sword 6th-level Eilistraee Domain feature As an action, you can any sword that you are proficient with and turn it into a dancing sword. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your Attack roll and ability score modifier to Damage Rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. Our Lady's Retribution 8th-level Eilistraee Domain feature Your strikes are empowered to smite those who seek to do you or your allies harm. Whenever you deal damage to a creature, you may add your Wisdom modifier to the damage dealt. If that creature has dealt damage to you or an allied creature within your line of sight since your last turn, you may deal an additional 1d6 points of radiant damage. Dancer's Disappearance 17th-level Eilistraee Domain feature You manifest a spark of divine power in defense of the Realms Below. Whenever you are in an area of dim light or darkness, you may use a bonus action to gain truesight with a range of 120 feet and become invisible until you attack, cast a spell, or enter an area of bright light.
CHAPTER 1 | CHARACTER OPTIONS 20 Lolt Domain Fear is the spider’s weapon. Fear is the true-poison that keeps others mindful of the spider. JARLAXLE The Spider Queen Lolth blesses noble women strong in her faith to dominate above all hierarchy and rule over the vast Drow kingdoms of the Underdark. Her goal? That her followers assert their dominance over the dark elves’ souls. Priestesses of Lolth prevent the spreading of different faiths or ideas. Those loyal to the goddesses’ web are granted powerful divine powers, to bend the will of their enemies and destroy everything that threatens her absolute power. Though priests of Lolth are usually women due to the matriarchal nature of Drow societies. Male dark elves in disguise have been known to try and deceive others in the past, seeking the unrivaled power of their goddess for their own. Domain Spells 1st-level Lolth Domain feature You gain domain spells at the cleric levels listed in the Lolth Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work. Lolth Domain Spells Cleric Level Spell 1st magic missile, bane 3rd web, crown of madness 5th conjure animals (2 giant spiders), fireball 7th freedom of movement, divination 9th cloud kill, mass cure wounds BonusCantrip 1st-level Lolth Domain feature You know the resistance cantrip if you don’t already know it. Bend Will 1st-level Lolth Domain feature You know how to bend your opponent’s will. As an action, you can target a creature within 30 feet of you and say a command word of your choice. The creature must succeed a Wisdom saving throw equal to your spell save DC or do anything you say. The order can’t be longer than 10 words but can include the creature harming itself or an ally. As soon as the creature takes damage or harms an ally, the effect ends. Creatures that succeed resisting your Bend Will feature become immune to it for the next 24 hours. You can use this feature a number of times equal to your Wisdom modifier (a minimum of one), and you regain all expended uses when you finish a short or long rest.
21 CHAPTER 1 | CHARACTER OPTIONS Channe Divinit Divin Judgmen 2nd-level Lolth Domain feature You can use your Channel Divinity to destroy your enemies or heal your allies. As an action, you present your holy symbol and evoke negative or positive energy. Using positive energy, you restore a total number of hit points equal to 1d10 + your cleric level. Using negative energy, you deal 1d10 + your cleric level of necrotic damage. Choose any number of creatures within 30 feet of you, divide the damage or hit points among them. You can’t use the healing feature on an undead or construct. When you reach 4th level, the necrotic damage or healing dice increases to 2d10. The necrotic damage or healing dice increases again by one when you reach 8th, 12th, 16th and 19th level. Lolth's Favor 6th-level Lolth Domain feature You climb deeper into the pits in order to be closer to the Spider Queen. Your fervor gains you the following. • You can speak and read Abyssal if you don’t already. • You gain a whip of fangs* • You know the spiderform* spell if you don’t already know it. Demo Servitude 8th-level Lolth Domain feature You can summon demon once per day. You choose what to summon and attempt a magic summoning: Shadow Demon. You have a 70 percent chance of success in summoning a shadow demon. Vrock. You have a 50 percent chance of success in summoning a vrock. Yochlol. You have a 30 percent chance of success in summoning a yochlol. If the attempt fails, you take 1d10 psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of you, acts as an ally, and can’t summon other demons. It remains for 10 minutes, until you dismiss it as an action, or until it or you die. Punishin Tes o Lolth 17th-level Lolth Domain feature You may cast driderform* without expending a spell slot or material components. The effects can only be reversed by a wish spell or divine favor. You can use this feature a number of times equal to your Wisdom modifier (a minimum of one), and you regain all expended uses when you finish a long rest. Portal Domain The Underark is full of doors and you may be the key, I wonder? JARLAXLE Clerics of the Portal domain are drawn to the multitude of portals and pathways strewn across the Underdark. They see themselves as defenders of their reality, and focus on keeping extraplanar entities in their own realms, or returning them there when they stray. Though these clerics can create the portals they are named after, they are far more often found closing them, and forever locking away the horrors that waits on the other side. Domain Spells 1st-level Portal Domain feature You gain domain spells at the cleric levels listed in the Portal Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work. Portal Domain Spells Cleric Level Spells 1st chaos bolt, protection from evil and good 3rd misty step, portal view* 5th dispel magic, thunder step 7th dimension door, portal barricade* 9th banishing smite, far step
CHAPTER 1 | CHARACTER OPTIONS 22 Bonus Proficiency 1st-level Portal Domain feature When you choose this domain at 1st level, you gain proficiency with the Arcana skill if you did not already have it, and have advantage on Intelligence (Arcana) checks made in relation to extraplanar phenomena. Portal Hopper 1st-level Portal Domain feature You learn to create small portals to escape danger and access distant locations. You may cast misty step once without expending a spell slot. You regain use of this ability after a short or long rest. Channel Divinity: Banish the Unnatural 2nd-level Portal Domain feature You may use your channel divinity to cast banishment without expending a spell slot or material components. Creatures that are not native to your plane of existence have disadvantage on their saving throw made against this spell. Sense the Unnatural 6th-level Portal Domain feature You are innately aware of the presence of creatures or objects that do not belong on your plane of existence. You may use an action to open your senses to the extraplanar. If there are any objects or creatures within one mile that do not originate from your plane of existence, you learn the identity and direction of the nearest such object or being. Portal Recalibration 8th-level Portal Domain feature You become familiar enough with portal magic that you can slightly alter the spells surrounding existing portals that you find. As an action, you may make an Arcana check with a DC determined by the DM, attempting to alter an existing portal. On a successful check, you may expend a spell slot of a level determined by the DM to alter the portal in one of the following ways: • You permanently close the portal, destroying it on both ends. • You change the destination to which the portal opens from your side. You must have been to a location to which you change the destination. You impose a restriction on the portal, specifying one type of creature or object that cannot use it. • You make the portal invisible, hiding it from those who are unaware of its presence. You may be able to make additional changes at the discretion of your DM. If you alter a portal that you created in this way, you must expend a spell slot of one level lower than the slot which you used to summon the portal to do so. Note to DMs: As a general rule, closing portals is far easier than altering them, thus the DC and spell levels used to do so should reflect this. Shift to Safety 17th-level Portal Domain feature When you or a friendly creature you can see within 30 feet of you becomes the target of an attack, you may use your reaction to teleport that creature to another location that you can see within 30 feet of you, causing the attack to miss. You may use this ability a number of times equal to your Wisdom modifier, and regain all uses after a long rest.
23 CHAPTER 1 | CHARACTER OPTIONS Watery Death Domain Water births life, extends life, but it breathes death. JARLAXLE The watery death domain, while not necessarily exclusive, is almost entirely composed of Kuo-Toa in the Underdark. Though this domain can fall under the jurisdiction of gods other than Blibdoolploop and Umberleee, few gods wish to fraternize with a deity that was literally created by mortal hands, and as such, clerics of this domain are relatively rare on the surface. Despite this, those who do follow the path set out by this domain are fearsome foes who harness divine power to distract, disable, and drown their foes, surrounding them with watery illusions before finishing them off in their confused and disoriented state. Domain Spells 1st-level Watery Death Domain feature You gain domain spells at the cleric levels listed in the Watery Death Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work. Watery Death Domain Spells Cleric Level Spells 1st create or destroy water, entangle 3rd mirror image, misty step 5th life from death*, wall of water 7th control water, rushing waters* 9th dehydrate*, maelstrom Strong Swimmer 1st-level Watery Death Domain feature When you choose this domain at 1st level, you gain a swimming speed equal to your walking speed. Additionally, being in or under water no longer imposes any disadvantages on you. Protection of the Depths 1st-level Watery Death Domain feature When you are hit by an attack while you are in or near a body of water such as a river, lake, or ocean, you may use your reaction to half the damage you take from the attack, imposing a frail but disruptive watery barrier which lessens the force of the attack. You may use this ability a number of times equal to your Wisdom modifier, and regain all expended uses after a long rest. Channel Divinity: Engulf 2nd-level Watery Death Domain feature You may use you channel divinity to summon a sphere of water, trapping a creature inside. As an action, you present your holy symbol and target one creature with this watery sphere. It must make a Dexterity saving throw against your spell save DC, and is restrained inside the sphere on a failed save. While restrained, the creature is drowning. It may make a Strength check at the end of each of its turns, ending this effect on a success. Watery Double 6th-level Watery Death Domain feature You learn to shape the flow of water to create convincing illusions that mimic your movement. Whenever you cast a spell, of first level or higher, you gain a water illusion, which lasts for 10 minutes, and is shaped like you, but transparent upon closer inspection. A creature may use its action to attempt to differentiate you from your illusion, making a Wisdom saving throw against your spell save DC. It learns which is the fake on a successful save, and cannot be fooled by one of these illusions for the next 24 hours. Outside of combat, you may control the illusion’s movements as long as you can see it and it remains within 120 feet of you, and you may speak through the illusion as if you were in its place.
CHAPTER 1 | CHARACTER OPTIONS 24 Self-Sacrificing Illusions 8th-level Watery Death Domain feature You learn to control your illusory forms more exactly. In combat, your illusions stay within 5 feet of you if able, forming a protective barrier. When an opponent makes an attack against you, you gain a bonus to your AC equal to the number of water illusions currently active. If the attack misses you as a result of this boosted AC, one of your illusions is destroyed. You may use a bonus action on each of your turns to have one of your illusions make a melee “slam” attack against a creature within 5 feet of it. On a hit, it deals damage equal to 1d6 + your Wisdom modifier. Sea Speaker 17th-level Watery Death Domain feature You become a master of water, able to effortlessly control the flow of a battle to your whims. You learn to speak Aquan, if you do not already know how, and gain the following benefits: • On your first turn in a combat, you immediately gain two water illusions. • The area in a 15-foot circle around you becomes slick, and counts as difficult terrain for your opponents. • When a creature makes a melee attack against you and misses, it falls prone, and you may use your reaction to make one melee attack against that creature. • You may use your reaction when hit by an attack that deals non-magical bludgeoning, piercing, or slashing damage to become temporarily liquid in form, gaining resistance to damage from that attack. Druid The druid class receives new features and subclasses in this section. Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a druid. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from another; you can use one, both, or none of them. Additional Druid Spells 1st-level druid feature The spells in the following list expand the druid spell list in the Player’s Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell’s name. Each spell description is later on in the book (chapter 3). 1st Level 3rd Level Camouflage Oozing wall Spore stream Stone tell 2nd Level Blindsight Burrow Locate node Mark of the outcast Root wall Amorphous form Dominate vermin Node door Rushing waters 5th Level Tidal bolts Speech of the Wild 3rd-level druid feature While in Wild Shape, you are always under the effects of speak with animals spell.
25 CHAPTER 1 | CHARACTER OPTIONS 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. Aura of Growth 7th-level druid feature You exude an aura of pure nature, causing trees and flowers within 5 feet of you to bloom spontaneously as if by the effects of the druidcraft cantrip. You may choose to deactivate this aura as a bonus action. Affected plants return to their previous state when they are no longer in your aura’s radius. Fruit that blooms while under this effect is particularly delicious. Druid Circles At 2nd level, a druid gains the Druid Circle feature which offers you the choice of a subclass. The following options are available to you when making that choice: Circle of the Dredge and Circle of the Moonlit Song. Circle of the Dredge All wisdom comes from doorways and gutters. JARLAXLE There are certain individuals that find amusing the corrupting nature of oozes and slime-like creatures. In their bizarre corrupting nature, that is often claimed to be originally drawn from apocryphal ancient tomes. Defenders of this misunderstood branch of nature learn to destroy their enemies with this corrosion living acids after living for several years in the numerous slimy abandoned cities and caves of the Underdark. Corrosive Touch 2nd-level Circle of the Dredge feature As a bonus action, you can magically alter your body with bizarre forces of nature to corrode anything that touches it for the duration of your next turn. Every time a non-magical object touches your body even if this touch is over your armor or clothing, the creature must succeed on a Dexterity saving throw equal to 10 + your Dexterity modifier or start corroding the anything that touches it. If the object is armor or a weapon it gains a permanent cumulative -1 penalty to the AC or weapon damage. Nonmagical ammunition made out of metal that hits you is destroyed after dealing damage. If the object is anything else besides a weapon or armor, it takes 1d4 + your druid level acid damage. You can use this feature a number of times equal to your Wisdom modifier (a minimum of one), and you regain all expended uses when you finish a long rest.
CHAPTER 1 | CHARACTER OPTIONS 26 Acid Resistance 2nd-level Circle of the Dredge feature The time you have spent around oozes, slimes and other dangerous substances have made you resistant to their effects. At 2nd level you gain resistance to acid damage. Apocryphal Shape 6th-level Circle of the Dredge feature The bond with your oozes enhances your body, breaking it down into moist, soft, and slippery shapes. As an action you can alter your shape to turn into a wide variety of ooze-like creatures. You can spend one Wild Shape use to transform into a black pudding, gelatinous cube, gray ooze, or an ochre jelly. Ooze Master 10th-level Circle of the Dredge feature You can summon the slime spirit bound to your soul. As an action you can summon up to 8 gray oozes or 2 ochre jelly that follow your every command within 60 feet of you on an unoccupied space that you can see. The oozes initiative order is equal to yours. Once you use this feature, you must wait until all summoned oozes of the same type are destroyed before summoning more oozes again. The oozes disappear after 1 minutes if they haven’t been slain. You can use this feature a number of times equal to your Wisdom modifier (a minimum of one), and you regain all expended uses when you finish a long rest. Acid Immunity 14th-level Circle of the Dredge feature You are slowly becoming something great and repulsive. You become immune to acid damage. Circle of the Moonlit Song Ritual dances are best done at night as to hide all the blushing. JARLAXLE Druids of the Circle of the Moonlit Song are devoted servants of the Dark Maiden, the goddess Eilistraee. Though most of the druids of this order are drow, the circle is open to all, and is widely known for its peculiar ceremonies and rites under the light of the full moon. Druids of this circle are encouraged to allow their emotions to be manifested, contrary to the culture many Lolth-ruled drow are familiar with, and their rituals are a means by which to express these emotions. Like other Druidic circles, this circle emphasizes a love and reverence for nature. However, unlike many other circles, those of the Circle of the Moonlit Song focus primarily on their own personal nature, and on allowing themselves to grow just as one would nurture a plant. Those in these conclaves are often extremely tight knit and protective of one another. Strength in Unity 2nd-level Circle of the Moonlit Song feature Your deep wellspring of self-awareness and sense of camaraderie with those around you allows you to overcome fears and temptations that would break others. You are immune to being frightened or charmed while within 10 feet of a friendly creature. Support the Circle 2nd-level Circle of the Moonlit Song feature You may cast the cure wounds spell once per long rest without expending a spell slot. In addition, whenever you cast a spell or cantrip that targets exactly one other friendly creature, you may change the casting time from one action to one bonus action.
27 CHAPTER 1 | CHARACTER OPTIONS Moon Maiden's Song 6th-level Circle of the Moonlit Song feature Whenever you take a short rest, you may spend any number of hit dice to heal creatures other than yourself. In addition, these creatures gain the maximum amount of healing possible from these hit dice. Defend the Hearth 10th-level Circle of the Moonlit Song feature You have learned to quickly construct makeshift wards to protect your allies. Whenever a creature you can see takes damage, you may use your reaction to expend a spell slot to decrease the damage taken by an amount equal to 6 times the level of the spell slot expended. Reactionary Transformation 14th-level Circle of the Moonlit Song feature Taking damage activates your body’s natural defenses, drawing on your druidic power for defense. When you are dealt damage, you may use a reaction to choose one of the following effects, which remains active for 1 minute: Thorny Defense. Your body sprouts thorny spines. A creature takes 2d6 piercing damage whenever it hits you with a melee attack while within 5 feet of you. Sedative Spores. Spores erupt outwards from you, covering a 15 foot sphere centered on you. When the spores erupt, they put 8d8 hit points worth of creatures to sleep (as with the sleep spell). You are immune to the spores, and can choose up to two other creatures to be unaffected. Oaken Skin. Your skin hardens to resist damage. You gain resistance to nonmagical piercing, bludgeoning, and slashing damage. You may use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses after a short or long rest. Fighter The fighter class receives new features and subclasses in this section. Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a fighter. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from another; you can use one, both, or none of them. Combat Training 3rd-level fighter feature Your martial training helps you get the drop on your opponents. You may use your Strength instead of Dexterity to determine your bonus to initiative rolls. Follow-Up Attack 6th-level fighter feature You create openings for deadlier follow-up strikes when you hit a creature with an attack. When you hit a creature for the second time in a turn, you gain a +1 bonus to the damage roll. At higher levels, this bonus also applies to your third and fourth hits against a creature in a turn. Martial Archetypes At 3rd level, a fighter gains the Martial Archetype feature, which offers you the choice of a subclass. The following option is available to you when making that choice: Gladiator Slave.
CHAPTER 1 | CHARACTER OPTIONS 28 Gladiato Slave As an honest response, we pay for the violence of our ancestors. JARLAXLE Slaves of many different races and backgrounds populate the many cities of the Underdark, tasked with laborious jobs, little to no food and even less respect. Some of these unfortunate creatures are chosen to be gladiators for the noble houses’ amusement. Fighting in large savage coliseums, they are expected to show no mercy and destroy everything that stands in their path if they ever hope to be released. These surviving brutes specialize in raw unarmored face-to-face combat, fighting men and ravenous monsters, only the most versatile endure the violent games of the Underdark. Strenuou Laborer 3rd-level Gladiator Slave feature You gain proficiency with a tool of your choice. Killin Blow 3rd-level Gladiator Slave feature You learn how to strike your enemies with devastating destructive power. When you score a critical hit with a weapon, your weapon damage dice increases by one. The creature must succeed a Constitution saving throw or die instantly if its challenge rating is lower than your level and has less than half its hit points. If the creature fails, but has more than half its hit points, the creature gains a level of exhaustion. Saving Throws. The saving throw DC is calculated as follows: Killing Blow DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). Superio Unarmore Defense 7th-level Gladiator Slave feature While wearing no armor, your armor class is equal to 10 + half your fighter level (rounded down) + your Dexterity modifier. Additiona Fightin Style 10th-level Gladiator Slave feature You can choose a second option from the Fighting Style class feature. Aggressiv Nature 15th-level Gladiator Slave feature When you drop a creature to 0 hit points with a melee attack on your turn, as a bonus action you may move up to half your speed and immediately attack another creature once. Coliseu Champion 18th-level Gladiator Slave feature You have mastered the art of wielding, shooting, and throwing weapons. Once per turn, as a bonus action you can make an extra attack with any melee or ranged weapon you are holding.
29 CHAPTER 1 | CHARACTER OPTIONS Monk The monk class receives new features and subclasses in this section. Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a monk. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from another; you can use one, both, or none of them. Reactive Movement 3rd-level monk feature If you do not use all your available movement on your turn, you may use your reaction to move up to your remaining available movement. Weakening Strikes 6th-level monk feature When you hit an enemy with an unarmed strike, it has a -1 penalty to the next damage roll it makes. Monastic Traditions At 3rd level, a monk gains the Monastic Tradition feature, which offers you the choice of a subclass. The following option is available to you when making that choice: Way of the Sea Mother. The Way of the Sea Mother Nothing wins more loyalty than water to the thirsty. JARLAXLE Monks of the Way of the Sea Mother are kuo-toan warriors dedicated to the defense of their homes from outside threats. These powerful monks are most at home when fighting in or near a source of water. Though they don’t often leave the guardianship of their own homes and cities, some monks of this order do become adventurers, seeking to better understand the world so that they may return and teach future generations to better adapt to potential threats from the world above the waves. Restriction: Kuo-Toa only Only Kuo-Toa may become monks of the Way of the Sea Mother. Aquatic Adaptation 3rd-level Way of the Sea Mother feature Your natural athleticism in the water grants you certain benefits. When you are swimming or standing in water that is 1 foot deep or deeper, you have a bonus to your attack rolls equal to your proficiency bonus. Additionally, you gain proficiency in Athletics while in the water, and may double your proficiency bonus for Strength (Athletics) checks while swimming. Flow through the Battlefield 6th-level Way of the Sea Mother feature Your martial form flows like the waves of the sea, with fluid movements that baffle your foes. As an action, you may spend two Ki points and move up to your movement speed, making one unarmed strike against each hostile creature that you pass during this movement. Creatures may not make attacks of opportunity against you while you are using this feature.
CHAPTER 1 | CHARACTER OPTIONS 30 Slippery Strike 11th-level Way of the Sea Mother feature When you hit a creature with an unarmed strike, you may spend a Ki point to slick the ground beneath its feet, forcing it to make a Dexterity saving throw. On a failed save, the creature slips and falls prone, taking an additional 1d6 bludgeoning damage. Slick and Stick 17th-level Way of the Sea Mother feature Your mastery of both the slick and sticky elements of your undersea home translates into your martial arts. You secrete a slick substance that quickly becomes sticky upon exposure to air. When you use your Flow through the Battlefield feature, you may make a Slippery Strike against each creature you attack without expending a Ki point. Additionally, when a creature fails its saving throw against your Slippery Strike, you may spend an additional Ki point to cause the slick substance that caused them to slip to become sticky, rooting them to the ground and inflicting them with the restrained condition. A creature may attempt to break free of this substance by taking an action to make a Strength saving throw against your ki save DC. Paladin The paladin class receives new features and subclasses in this section. Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a paladin. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from another; you can use one, both, or none of them. Additional Paladin Spells 2nd-level paladin feature The spells in the following list expand the paladin spell list in the Player's Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. Each spell description is later on in the book (chapter 3). 1st Level 3rd Level Sanctuary 2nd Level Mark of the outcast Obsidian stare Clarity of mind Death-strikes Aura of Skill 3rd-level paladin feature Allied creatures within 15 feet of you gain a +1 bonus to all Skill checks. Reactionary Healer 7th-level paladin feature When an ally you can see within your movement speed drops to 0 hit points, you may use your
31 CHAPTER 1 | CHARACTER OPTIONS reaction to move to that ally and expend all remaining hit points from your Lay on Hands feature to heal that ally. You must use all remaining hit points from your healing pool when you take this reaction. Sacred Oaths At 3rd level, a paladin gains the Sacred Oath feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Oath of the Silverhair and Oath of Tyranny. Oath of the Silverhair Mercy and redemption are two sides of the same blade. JARLAXLE Paladins who take upon themselves the Oath of the Silverhair are staunch followers of Eilistraee who are exceptionally dedicated to her ideals of mercy and redemption. They are most often found defending or rescuing those who wish to shake off the chains of wicked gods such as Lolth and Vhaeraun. Like most followers of Eilistraee, these paladins prefer to use non-lethal means whenever possible, and are dedicated to the idea that all people are capable of redeeming themselves. Tenets of Eilistraee Mercy. Violence only begets more violence. Only by refusing to slay our enemies will we ever see a day in which we can all be united. Protection. Those who have left their old lives are often followed by the evils of their past, it is my duty to see that these evils are repelled. Redemption. No foe is so far gone that they cannot be saved. Indeed, most are simply misguided or unaware that they have a choice. Oath Spells 3rd-level Oath of the Silverhair feature You gain oath spells at the paladin levels listed in the Oath of the Silverhair Spells table. See the Sacred Oath class feature for how oath spells work. Oath of the Silverhair Spells Paladin Level Spell 3rd ensnaring strike, sanctuary 5th detect thoughts, warding bond 9th hypnotic pattern, spirit guardians 13th fire shield, faithful hound 17th antilife shell, wall of force Channel Divinity 3rd-level Oath of the Silverhair feature You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. Words of the Maiden. You make friends easily, and can often convince others to join your cause. You may use your channel divinity to cast the charm person spell. This iteration of the spell can
CHAPTER 1 | CHARACTER OPTIONS 32 even charm creatures that are normally immune to the effects, such as elves and other fey. The targeted creature has disadvantage on their save if neither you, nor your allies have harmed it or its allies in any way. Guardian Mother. You know what it is to keep others out of harm’s way. As a reaction, you may use your channel divinity to force a creature that you can see that is attempting to attack one of your allies to make a Wisdom saving throw. On a failed save, the creature must attack you instead. If it cannot do so, it spends its movement to approach you and ends its turn. Aura of Eilistraee 7th-level Oath of the Silverhair feature Blessings of Eilistraee rest on you and your companions. Whenever you or a friendly creature within 10 feet of you takes damage, that damage is reduced by an amount equal to your proficiency bonus. Non-Lethal Technique 15th-level Oath of the Silverhair feature You have mastered non-lethal combat. Whenever you reduce a creature to 15 hit points or less, you may choose to knock that creature unconscious. (Make that your DM is aware of this feature, so that they can inform you when it can be used) Additionally, when you score a critical hit against any creature that has less than ½ of its total hit points remaining, it must make a Constitution saving throw with a DC of 16 or half of the damage you deal to it (whichever is higher), being knocked unconscious on a failed save. Shaded Salvation 20th-level Oath of the Silverhair feature You can intimately harness the power of Eilistraee. As an action, you magically become an avatar of the Dark Maiden, gaining the following benefits for 1 minute: • You become invisible along with any equipment you are wearing or carrying. • As an action, you may create a portal to any location that you know well and have spent at least a week in. The portal will only allow those you indicate through, blocking all other attempts to enter. • Allied creatures that are reduced to 0 hit points while within 10 feet of you are instead reduced to 1 hit point. (This may only occur once per creature, per use of this feature.) Once you use this feature, you can’t use it again until you finish a long rest. Oat o Tyranny You might find the line between purpose and tyranny among us to be too sharp and quick. JARLAXLE The Oath of Tyranny binds paladins dedicated to the authoritarian rule of a single god or goddess. Often called dark knights, iron fist henchmen, and fanatics, they swear to spread and impose the solitary teachings of their way. They believe those who defy the divine word of their patron god or goddess deserve no mercy. The two main principles they believe in are strength and loyalty. Tenet o Tyrann The tenets of the Oath of Tyranny are to preserve power and terminate the weak. In practice, to defy and punish those individuals that worship rival gods. This oath emphasizes the principles of absolute rule, with grey shades of morality. It does not matter what’s good or evil to them, as long as they are achieving the goal of spreading the word of their deity. Strength. Strong deities choose the strongest people to spread their word. Power. With sacrifice comes power. Loyalty. Loyalty to your god and institution, fail and you’ll face certain death. No Mercy for the Weak. There is no place in this world for those that can’t defend their faith. Retribution. Seek retribution upon any one that dares defy the word of your god.
33 CHAPTER 1 | CHARACTER OPTIONS Oat Spells 3rd-level Oath of Tyranny feature You gain oath spells at the paladin levels listed in the Oath of Tyranny Spells table. See the Sacred Oath class feature for how oath spells work. Oath of Tyranny Spells Paladin Level Spell 3rd wrathful smite, shield 5th branding smite, zone of truth 9th counterspell, dispel magic 13th stoneskin, staggering smite 17th flame strike, geas Channe Divinity 3rd-level Oath of Tyranny feature You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. Smiting Battle Cry. As a bonus action, you scream a powerful battle cry using your Channel Divinity that damages or momentarily startles an enemy. Choose one creature you can see within 60 feet of you. The creature must make a Wisdom saving throw equal to you spell save DC. The creature must be able to hear you. Additionally, humanoids have disadvantage on its saving throw against the effect. On a failed save, the creature takes 1d6 + half your paladin level (minimum of 1) psychic damage and has disadvantage on attack rolls until it takes any damage. On a successful save, the creature only takes damage. When you reach 4th level, the damage increases to 2d6. The damage dice increases again by one when you reach 8th, 12th, 16th and 19th level. Life Stealing Strikes. As an action you imbue one weapon you are holding with life stealing necrotic magic using your Channel Divinity. For 1 minute, you add half your paladins’ level (minimum one) to attack rolls and damage with that weapon. Each time you damage a hostile creature with this weapon, the creature must roll a Constitution saving throw equal to you spell save DC. On a failed save you add the extra damage dealt as temporary hit points. The weapon also emits purplish black dim light in a 10-foot radius. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. Aur o Convincing 7th-level Oath of Tyranny feature You and friendly creatures within 10 feet of you have advantage on Charisma (Persuasion) and Charisma (Intimidation) checks, even creatures behind cover. At 18th level, the range of this aura increases to 30 feet. Frightfu Presence 15th-level Oath of Tyranny feature Your presence strikes fear into your enemies. As an action, up to three creatures you see within 30 feet of you are subject to your Frightful Presence. Creatures must succeed a Wisdom saving throw equal to your spell save DC or become frightened for 1 minute or until the creature takes any damage. You have advantage on attack rolls against creatures you have frightened. Ambassado o Tyranny 20th-level Oath of Tyranny feature As an action your body and anything you are wearing emanate a bright purplish black aura that shines from you in a 30-foot radius, and dim light that shines 30 feet beyond that, gaining the following benefits for 1 minute: • You create a 30-foot radius of dark magical divine aura. The first time an enemy creature starts its turn there during battle, it must roll and succeed a Wisdom saving throw equal to your spell save DC or become stunned for their next turn. In addition, you have advantage on saving throws against spells cast by any hostile creature for the duration of the effect. • All of your weapons become magical and deal an additional 1d8 necrotic or radiant (your choice) damage for the duration of this effect. Once you use this feature, you can’t use it again until you finish a long rest.
CHAPTER 1 | CHARACTER OPTIONS 34 Ranger The ranger class receives new features and subclasses in this section. Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a ranger. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from another; you can use one, both, or none of them. Additional Ranger Spells 2nd-level ranger feature The spells in the following list expand the ranger spell list in the Player's Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. Each spell description is later on in the book (chapter 3). Cantrip (0 Level) 2nd Level Spectral dagger 1st Level Camouflage Sanctuary Spore stream Stone tell Blindsight Burrow Root wall 3rd Level Clarity of mind Ranger's Skill 3rd-level ranger feature, and again at 10th-level You gain proficiency in one skill of your choice from the ranger skill list. Constant Watchfulness 6th-level ranger feature You have darkvision with a range of 60 feet (if you don’t already have it) or extend your darkvision another 30 feet. Additionally, you have blindsight to a range of 10 feet. Ranger Archetypes At 3rd level, a ranger gains the Ranger Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Bounty Hunter and Darksong Knight. Bounty Hunter Nothing about people is simple – until they run. JARLAXLE Elite rangers that take up the bounty hunting profession are self-employed mercenaries that are constantly looking for work. Usually hunting for outlaws and criminals, though sometimes whoever has a high price on their head, whether it’s a noble lord or a monstrous creature. They populate the numerous cities of the Underdark, hanging around taverns, pubs, and solitary alley ways. Deadly and cunning, when a bounty hunter takes a job, it’s almost certain they will get it done.
35 CHAPTER 1 | CHARACTER OPTIONS Bounty Hunter Magic 3rd-level Bounty Hunter feature You learn an additional spell when you reach certain levels in the class, as shown in the Bounty Hunter spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Bounty Hunter Spells Ranger Level Spell 3rd disguise self 5th blindness/deafness 9th haste 13th stoneskin 17th hold monster Contract Finding 3rd-level Bounty Hunter feature You know where to find places to employ yourself and find new targets to hunt. Whenever you enter a settlement, you can spend 1 hour finding a variable number of humanoid or monster slaying contracts under DM discretion. Payment offered for the contract varies on your level. Tracking Prowess 7th-level Bounty Hunter feature You know how to track all matter of diverse creatures. After you have chosen a contract to hunt a creature, you can recall information of that specific creature type. As you are tracking the creature, it temporarily counts as one of your favored enemies (if it isn’t already one) for the duration of the contract. You cannot use this feature on more than one creature on a given time. You must finish tracking a creature before you can use this feature again to track another creature type. Once you have used this feature, you must wait 24 hours before you can use it again. Additional Favored Enemy 11th-level Bounty Hunter feature You have spent enough time tracking and hunting a specific creature type. Memorizing its behavioral patterns and learning its language. You choose one additional favored enemy, as well as an associated language. Quick End 15th-level Bounty Hunter feature Your superior combat training gives you an extra edge in battle against your foes. When you hit a favored enemy with a weapon attack, the creature takes an extra 3d8 bludgeoning, piercing, or slashing damage (based on your weapon). You can deal this extra damage only once per encounter. Darksong Knight There is a hidden dance between the hunter and the hunted. JARLAXLE Darksong Knights are strict followers of Eilistraee who serve as a bulwark between the good people of this realm and evil incursions by those loyal to Lolth. They have a particular hatred for yochlols. Unlike many other adherents of Eilistraee, Darksong Knights are not above using excessive
CHAPTER 1 | CHARACTER OPTIONS 36 violence to accomplish their designs. Though they respect Eilistraee’s teachings of mercy and compassion, the foes they fight are twisted creatures that will not and cannot be changed. It is a mercy to eliminate these perverted life forms so that all that is good in the world can thrive. Darksong Magic 3rd-level Darksong Knight feature You learn an additional spell when you reach certain levels in the class, as shown in the Darksong Knight Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Darksong Knight Spells Ranger Level Spell 3rd shield of faith 5th moonbeam 9th crusader’s mantle 13th banishment 17th banishing smite Vigilant Watcher 3rd-level Darksong Knight feature You are a master of the hunt, always on the lookout for incursions from the evils of this plane and others. You gain proficiency in the Arcana and Perception skills. If you already have proficiency in either of these skills, you may treat that skill as if you had expertise. (You may double your proficiency bonus when using that skill) Swift Responder 3rd-level Darksong Knight feature You have mastered the art of striking first and striking hard. You may add your Wisdom modifier to your initiative rolls. In addition, when you hit a creature that has not yet acted in combat, you deal an additional 2d8 damage of the weapon’s damage type to that opponent. (This extra damage increases as you gain levels to 3d8 at 6th level, 4d8 at 9th level, 5d8 at 12th level, and 6d8 at 15th level) Pinpoint Weakness 7th-level Darksong Knight feature You have learned how to quickly scan your enemies for strengths and weaknesses. You may use a bonus action to observe a creature. When you do, your DM can inform you of one resistance (if any) and one vulnerability (if any) of the observed creature. In addition, once per turn when you hit a creature with an attack, you may change that attack’s damage type to any other damage type besides force or psychic damage. Bane of Evil 11th-level Darksong Knight feature You are exceptionally well versed in fighting the forces of evil. When you hit an evil-aligned creature with an attack, you may force that creature to make a Wisdom saving throw equal to your spell save DC. On a failed save, the affected creature is frightened of you until the end of your next turn and cannot take reactions. Additionally, demons, devils, and aberrations have disadvantage on this saving throw against the effect. You may use this feature a number of times equal to your Wisdom modifier and regain all expended uses after a short or long rest. Maiden's Fury 15th-level Darksong Knight feature As a purveyor of the Dark Maiden’s will, you have learned to channel her power to defeat even the dangerous of foes. When you hit a creature with an attack, you may use this feature to immediately deal an additional 10d8 radiant damage to the target. This damage is unaffected by resistances or immunities. Once you use this feature, you cannot use it again until you have finished a long rest.
37 CHAPTER 1 | CHARACTER OPTIONS Rogue The rogue class receives new features and subclasses in this section. Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a rogue. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from another; you can use one, both, or none of them. Exceptional Acrobat 3rd-level rogue feature You may triple your long and high jump distances, and you have advantage on Dexterity (Acrobatics) checks. Expert's Speed 7th-level rogue feature You may use a bonus action, instead of an action to make any Skill check in which you have expertise. Roguish Archetypes At 3rd level, a rogue gains the Roguish Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Infiltrator and Vengeance Taker. Infiltrator I have seen a friend become a spy, then an assassin. History will call you an opportunist. JARLAXLE Regarded as the pinnacle of many Underdark societies, when it comes to serve noble houses, criminal gang organizations and business wars, infiltrators are the key to victory. Skilled spies and assassins that hide in the shadows, they remain hidden until necessary action is needed. While they usually gather intelligence for themselves or their masters from a safe distance, they are to never be underestimated if encountered. Infiltration Skills 3rd-level Infiltrator feature Your enhanced spy abilities allow you to sneak, move and steal with phenomenal skill. On top of your normal ability modifier bonus, you add half your ability modifier (rounded down) to ability checks related to Dexterity (Acrobatics), Dexterity (Stealth), and Dexterity (Sleight of Hand). Opportunist Attack 3rd-level Infiltrator feature You know how strike injured enemies quickly. Once per turn, you can use your reaction to make a melee weapon attack against a creature that has been injured by another character. Defensive Reflexes 9th-level Infiltrator feature You have honed your reflexes to evade being hit by the enemy. Whenever your Uncanny Dodge feature is triggered, you can choose to take no damage instead. You can use this feature only once per encounter.
CHAPTER 1 | CHARACTER OPTIONS 38 Combat Ready 13th-level Infiltrator feature You react before anything can surprise you. At the end of an enemy’s (or group of enemies) surprise round, before combat starts, you can take a turn before initiative is rolled. Infiltrating Assassin 17th-level Infiltrator feature You have become adept at infiltrating enemy grounds and assassinating those who stand in your way. You always have advantage on weapon attack rolls against creatures that cannot see you and the first creature you hit in combat. If you have already hit a creature before combat starts with advantage, then you cannot use this feature for the duration of that encounter. The Vengeance Taker Know yourself. Then, know who lives in your shadow. JARLAXLE Though rogues are often thought of as shifty tricksters, vengeance takers are another breed entirely. These rogues are strict believers in the law who often take it upon themselves to punish those who have broken it and have escaped justice. This often puts them at odds with local authorities, as they find themselves regularly breaking the law in order to enforce it. Vengeance takers, as their name implies, often seek to mete out justice for wrongs that require vengeance. They are easily prevailed upon to aid those seeking retribution for injustices, and often seek revenge for those who are not strong enough to do it themselves. They use powerful divination magic to hint down quarries, and never stop until their quest for justice is fulfilled. Restriction: Humans Only Only humans can become Vengeance Takers. The force of will, versatility, and flexible morality inherent in the art of being a vengeance taker are hallmarks of humanity. Expert Tracker 3rd-level Vengeance Taker feature You gain proficiency in Nature and Survival checks if you didn’t already have it. Additionally, you learn the detect evil and good spell, and may cast it at will. Arcane Hunter 9th-level Vengeance Taker feature You are even more capable of tracking down your foes. You learn the locate creature and scrying spells, and may cast each once per long rest. Timely Vengeance 13th-level Vengeance Taker feature Your thirst for vengeance extends to the battlefield. Whenever a friendly creature you can see within 30 feet takes damage from an attack, you may use your reaction to attack against the creature that dealt damage. Chosen Quarry 17th-level Vengeance Taker feature You are a master of taking down chosen targets one by one. In combat, you may use a bonus action to mark a creature as your quarry. You have advantage on all attack rolls made against the marked creature as long as you can see it, and disadvantage on all attacks made against other creatures. Additionally, when you score a critical hit against a marked creature, you may roll three times the damage dice instead of two.
39 CHAPTER 1 | CHARACTER OPTIONS Sorcerer The sorcerer class receives new features and subclasses in this section. Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a sorcerer. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from another; you can use one, both, or none of them. Additional Sorcerer Spells 1st-level sorcerer feature The spells in the following list expand the sorcerer spell list in the Player's Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. Each spell description is later on in the book (chapter 3). Cantrip (0 Level) 3rd Level Minor telekinesis Minor telepathy Necrotic glow Sharpen object Shatter captivity Soul bolt Spectral dagger Sudden swarm Water barrier 1st Level Insightful deceiver Pickpocketeer 2nd Level Impostor mask Thieving servant Amorphous form Life from death Node door Spiderform Thieving step 4th Level Driderform 6th Level Dehydrate 8th Level Excavate Soothing Sorcery 3rd-level sorcerer feature When you use metamagic to restore spell slots, you regain hit points equal to twice the number of metamagic points spent. Persuade Reality 7th-level sorcerer feature Your natural charisma can bend even the forces of nature to your will. You may use Charisma instead of Wisdom as your skill check modifier for Wisdom (Animal Handling), Wisdom (Nature), and Wisdom (Survival) checks.
CHAPTER 1 | CHARACTER OPTIONS 40 Sorcerous Origins At 1st level, a Sorcerer gains a Sorcerous Origin feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Deep Diviner and Lolth’s Blessed Deep Diviner This is an inheritance. One doesn’t waste an inheritance. JARLAXLE Deep Diviners have an intimate connection with the land around them, particularly with the stones that make up the earth upon which they tread. These sorcerers harness the power of earth and stone to fuel their spells, and can channel powerful energy from earth nodes that follow them through the battlefield. Deep diviners are often found living solitary lives apart from the rest of the world. These reclusive mages are content to remain hidden away with nothing but earth and stone as their companions, but can be roused to action if their lands are threatened. Though they do not often become adventurers, those that do are staunch and reliable allies who remain firm and unshakable in their resolve and values. Earth's Defense 1st-level Deep Diviner feature You can channel the strength of the earth through your body, bolstering your defenses. When you are hit with a melee attack while not wearing armor, you may use your reaction to cover your body in rock-hard carapace, increasing your AC to 14 + your Dexterity modifier until the beginning of your next turn, and possibly causing the triggering attack to miss. Stone-Slinger 1st-level Deep Diviner Feature You learn the magic stone cantrip if you did not already know it. Additionally, when you deal bludgeoning damage with a spell or cantrip, you may add your spellcasting ability modifier to the damage dealt. Earth Node 6th-level Deep Diviner feature You learn to harness the energy of earth nodes – small outcroppings of magical stone buried just beneath the surface that only those deeply attuned to the earth can sense. As a bonus action, you may summon an earth node, which appears at a point you can see within 30 feet of you. You and creatures friendly to you gain the following bonuses when you are within 10 feet of any number of earth nodes: • You have a +1 bonus to AC • You have advantage on Constitution saving throws • Your melee weapon attacks have +1 to their attack and damage rolls A node is medium in size, has an AC of 20, and has hit points equal to 10 + two times your sorcerer level. You may have up to four nodes active at a time. When a node is destroyed, it shatters outward, dealing bludgeoning damage equal to your proficiency bonus to each creature within 10 feet of you. Elemental Transformation 14th-level Deep Diviner Feature Your connection to the earth allows you to channel its power through your body. You learn the polymorph spell if you didn’t already know it, and may use this spell once per long rest without expending a spell slot to transform into an earth elemental. You may also transform yourself into an earth elemental when you use a spell slot to cast polymorph at 5th level or higher. Improved Nodes 18th-level Deep Diviner feature Your mastery of your earth nodes increases. You now gain an earth node whenever you cast a spell of 4th level or higher and may use a bonus action to move two nodes up to 30 feet in any direction. You may also use a bonus action to have a node fire off stony projectiles, targeting one creature within 10 feet. Make a spell attack against the creature. On a hit, it takes damage equal to 1d6 + your spellcasting ability modifier. Additionally, your nodes now impose the following penalties on hostile creatures in addition to their bonuses to your allies: • When a hostile creature comes within 10 feet
41 CHAPTER 1 | CHARACTER OPTIONS of the node for the first time in a turn, or starts their turn there, they take magical bludgeoning damage equal to your proficiency bonus. • The space within 10 feet of the node counts as difficult terrain for enemies. • Enemies within 10 feet of the node have disadvantage on saving throws to maintain concentration on spells. Lolth's Blessed She who can destroy a thing has real control of it. JARLAXLE Bloodlines blessed with the power of the Spider Queen use their powerful magical gift to strive in Underdark societies as fearsome devote spellcasters chosen by the goddess herself. This raw supernatural privilege makes this caster Lolth’s living image in the material plane. Climbing walls, awakening multiple eyes, and moving as fast as a spider is just to name a few of the bizarre, yet magnificent things these individuals can do. Lolth's Blessed Magic 1st-level Lolth’s Blessed Domain feature You learn additional spells when you reach certain levels in this class, as shown on the Lolth’s Blessed Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class. Lolth’s Blessed Spells Sorcerer Level Spell 1st shield of faith, charm person 3rd silence, web 5th animate dead, hypnotic pattern 7th banishment, polymorph 9th circle of power, awaken Arachnid Climbing 1st-level Lolth’s Blessed feature Lolth has granted your bloodline with remarkable spider-like abilities. You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving hands free. You must maintain concentration while using this feature. Spider Fangs 6th-level Lolth’s Blessed feature You can draw upon your mystical powers to grow magically infused spider fangs to bite and poison creatures. As a bonus action you can spend 3 sorcery points and use your action to bite another creature rolling a melee attack. You are proficient with the bite melee attack. If the attack hits, the creature takes 2d4 piercing damage. Additionally, it must succeed on a Constitution saving throw equal to your spell save DC or take an extra 4d6 poison damage. The duration of the fangs lasts 1 minute and requires no concentration. True Seeing 14th-level Lolth’s Blessed Magic feature You have awakened within you a spider’s all-seeing vision. As an action, your eyes turn completely white. Two eyes appear on your forehead for 1 minute. You have advantage on Dexterity saving throws and Wisdom (Perception) checks that rely on sight. Additionally, when a creature you can see attacks you, until the start of your next turn all attacks made by that creature against you have disadvantage. Lolth's Blessing 18th-level Lolth’s Blessed feature You can move as quickly as a spider as well as infuse your spells with their paralyzing toxic venom. At the start of your turn, you can choose to immediately spend 6 sorcery points to draw on this power. For the next minute walking and climbing speeds for you are doubled and when you roll damage for a spell, you deal an extra 2d6 poison damage. The spell deals its original damage type on top of the poison. The creature must succeed on a Constitution saving throw equal to your spell save DC or become paralyzed. At the end of the creatures turn it can try to repeat its saving throw to end the effect. A creature that succeeds on this saving throw is immune to being paralyzed for 24 hours. Additionally, you can spend 2 additional sorcery points to increase this damage by 1d6.
CHAPTER 1 | CHARACTER OPTIONS 42 Warlock The warlock class receives new features and subclasses in this section. Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a warlock. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from another; you can use one, both, or none of them. Additional Warlock Spells 1st-level warlock feature The spells in the following list expand the warlock spell list in the Player's Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. Each spell description is later on in the book (chapter 3). Cantrip (0 Level) 3rd Level Minor telekinesis Minor telepathy Necrotic glow Sharpen object Shatter captivity Soul bolt Spectral dagger Sudden swarm Water barrier 1st Level Insightful deceiver Oozing wall Pickpocketeer Sanctuary 2nd Level Blindsight Burrow Impostor mask Locate node Magical backlash Node lock Thieving servant Amorphous form Life from death Node door Portal view Spiderform Thieving step 4th Level Driderform 5th Level Portal barricade 6th Level Dehydrate Gate Seal Portal redirection 8th Level Excavate Pact Negotiation 3rd-level warlock feature The knowledge gained from your pact has made you wiser in dealings with extraplanar entities. Choose one creature type from among Celestials, Demons, Devils, Elementals, and Fey. You have advantage on Charisma (Deception) and Charisma (Persuasion) checks made against that type of creature. Additional Invocation 7th-level warlock feature At the end of each long rest, you may choose to expend one of your pact magic spell slots. If you do so, you gain 1 additional invocation for that day, which cannot be an invocation for which there is a level requirement. If there are any additional requirements, you must meet those requirements to take the invocation.
43 CHAPTER 1 | CHARACTER OPTIONS Otherworldly Patrons At 1st level, a warlock gains the Otherworldly Patron feature, which offers you the choice of a subclass. The following options are available to you when making that choice: the Dark Maiden and the Spider Queen. The Dark Maiden What senses do we lack that the poet can revel in? What muse is all around us? JARLAXLE You have made a pact with Eilistraee - the Dark Maiden - the protective goddess of the emancipated. Though the power you receive is similar to that of other warlocks, the aims and personality of your patron are less inscrutable. You are aware that the Dark Maiden is deeply committed to freeing her people from Lolth’s corruption, and helping them to be redeemed in the eyes of other races, particularly their elven brothers and sisters. Eilistraee has a particular fondness for the arts, and it is in this vein that her warlocks typically flourish. Masters of illusion and performance, they are exceptional purveyors of her message of hope and goodwill, often serving as diplomats or, at the very least, performers whose works are designed to counter the unfavorable opinions that many races have towards the Drow. Expanded Spell List 1st-level Dark Maiden feature The Dark Maiden lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Dark Maiden Expanded Spells Spell Level Spell 1st dissonant whispers, guiding bolt 2nd calm emotions, moonbeam 3rd counterspell, phantom steed 4th phantasmal killer, confusion 5th mislead, seeming Muse of the Maiden 1st-level Dark Maiden feature You gain proficiency in the performance skill and with one musical instrument of your choice. You may also use this instrument as a spellcasting focus. At 10th level, once per long rest, when you use this instrument to perform, you may weave magic through your song to enthrall your listeners. The song has the effects of the mass suggestion spell. Poet's Charm 1st-level Dark Maiden feature Whenever you make a Charisma (Deception), Charisma (Performance) or Charisma (Persuasion) check, you may roll a 1d4 and add the result to your check. This die increases as you gain levels to a 1d6 at 6th level, a 1d8 at 10th level, and a 1d10 at 14th level.
CHAPTER 1 | CHARACTER OPTIONS 44 Myriad Musician 6th-level Dark Maiden feature Once per short rest, when you are damaged by an attack, you may use your reaction to immediately cast mirror image on yourself without expending a spell slot. Disabling Dirge 10th-level Dark Maiden feature You learn to enthrall enemy creatures to keep them at bay for some time. As an action, you play an entrancing melody and attempt to charm one creature within 60 feet. The creature must make a Wisdom saving throw equal to your spell save DC. On a successful save, nothing happens. On a failed save, the creature is charmed, and is stunned while charmed in this manner. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a successful save. When this effect ends, the target creature takes psychic damage equal to 10 times the number of rounds for which it was charmed. You may use this action any number of times until it is successful. Once a creature has failed it’s throw against this effect, you cannot use it again until you have taken a short or long rest. Refrain of Retribution 14th-level Dark Maiden feature You have learned to channel the harmful energy of an aggressor back upon them. As an action, you may use this feature to enchant up to two creatures (which can include yourself) with a mystical ward, which grants each creature 20 temporary hit points. While a creature has these hit points, if it is hit with an attack, the attacker takes psychic damage equal to the amount of damage they dealt. The Spider Queen Truth always suffers from too many truth-sayers. JARLAXLE Those not blessed with Lolth’s power by birth or faith, are bind with her by luck. You have made a pact with the Spider Queen in exchange for power. She seeks to avert all who dare defy her divine command, and you are no more than a vessel for others to see the power or her nature. Expanded Spell List 1st-level Spider Pact feature The Spider Pact lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Spider Pact Expanded Spells Spell Level Spell 1st inflict wounds, alarm 2nd invisibility, levitate 3rd protection from energy, wind walk 4th Evard’s black tentacles, stone shape 5th wall of force, mislead Spider Venom Pact 1st-level Spider Pact feature You harvest and embrace the toxic nature from your arachnid pact. You know the poison spray cantrip if you don’t already know it. Lolth's Whispers 6th-level Spider Pact feature The dread voice of the Spider Queen fills your thoughts demanding blood sacrifices. As a bonus action, every time you hit with a weapon or spell attack you deal 1d10 bonus psychic damage. You can give up this bonus and bestow it on an ally you can see that is within 30 feet of you. The ally's bonus lasts for 1 round. Once you use this feature, you can’t use it again until you finish a short or long rest. Iron Resistance 10th-level Spider Pact feature The unbreakable magical will of Lolth runs through your body. You have advantage against spell saving throws and are immune to being charmed.
45 CHAPTER 1 | CHARACTER OPTIONS Horrifying Illusion 14th-level Spider Pact feature You can strike fear into numerous creature’s minds through horrifying illusions with taking the form of Lolth controlling numerous spiders, driders, and giant spiders. As an action, choose up to three creatures within 60 feet of you. These creatures must make a Wisdom saving throw against your warlock spell DC. On a failed save a creature is frightened for 1 minute or until your concentration is broken (as if you were concentrating on a spell). Additionally, creatures take 3d10 psychic damage from the spider horrors they see. The effect ends early if the creatures take any damage. You must finish a short or long rest before you can use this feature again. Wizard The wizard class receives new features and subclasses in this section. Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a wizard. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from another; you can use one, both, or none of them.
CHAPTER 1 | CHARACTER OPTIONS 46 Additional Wizard Spells 1st-level wizard feature The spells in the following list expand the wizard spell list in the Player's Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. Each spell description is later on in the book (chapter 3). Cantrip (0 Level) 3rd Level Minor telekinesis Minor telepathy Necrotic glow Sharpen object Shatter captivity Soul bolt Spectral dagger Sudden swarm Water barrier 1st Level Insightful deceiver Oozing wall Pickpocketeer Quickening Stone tell Water whip 2nd Level Blindsight Burrow Impostor mask Locate node Magical backlash Node lock Thieving servant Amorphous form Life from death Node door Portal view Rushing waters Spiderform Thieving step 4th Level Driderform 5th Level Portal barricade Tidal bolts 6th Level Dehydrate Gate Seal Portal redirection 8th Level Excavate Eye for Detail 3rd-level wizard feature You have advantage on Intelligence (Investigation) checks. Experimental Spellcasting 6th-level wizard feature Whenever you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you may alter the spell’s chemistry, dealing another type of damage from among those listed above instead. Arcane Traditions At 2nd level, a wizard gains the Arcane Tradition feature, which offers you the choice of a subclass. The following option is available to you when making that choice: School of Demesne School of Demesne Magic surrenders itself. JARLAXLE Wizards who choose this Arcane Tradition harness the mysterious magical energy which suffuses the Underdark named Faerzress by the Drow. The word faerzress is composed of faer (magic) and Z’ress (to hold dominance or to remain in force), which together mean magic that remained. Little is known of this unusual arcane magic - even by the very wizards who strive to master its power. Some legends state that it is an ancient form of elven magic dating to when the Drow were first exiled from the surface world. Others claim it dates even earlier and is a leftover byproduct of the magic used in the very creation of the Underdark. With strange origins, faerzress operates in a markedly different fashion to other magic of the weave. It radiates out of the earth creating dim oases of light in the subterranean caverns also serving as a source of nutrients for the diverse fauna of the Underdark. Wizards come into contact with this ancient form of magic in a variety of ways. The udadrow survey where faerzress is most abundant to build their cities since harnessing this magic is a fundamental aspect of udadrow spellcasting. Surface-dwelling wizards may discover this ancient form of magic in a dusty tome and decided to venture below to investigate further. Other wizards naively traveling through the Underdark find that after a night's rest near a patch of faerzress they become inextricably obsessed with mastering this powerful and possessive energy. This effect is often accompanied by a strange glow from the eyes and quiet, ominous muttering. Time spent studying faerzress grants a wizard great insight into the inner workings of the weave. As members of the School of Demesne come into increasingly closer contact with this ancient fundamental force, this knowledge comes with a price. In Blingdenstone there is a well-known saying: “Wherever faerzress lurks, chaos and madness follow close behind.”
47 CHAPTER 1 | CHARACTER OPTIONS Radiate Faerzress 2nd-level School of Demesne feature On your turn you may use a bonus action to radiate a patch of faerzress in a radius of 5 feet per wizard level. The radiation appears out of the ground in a location beneath you and emanates dim light. This remains in this area for a number of hours equal to your wizard level. Whilst standing in this area your magical prowess and defense is bolstered with the following benefits: You have advantage on spell attack rolls and ability saving throws. You gain +1 to your AC. You can use this feature a number of times equal to your Intelligence modifier (minimum of one), and you regain all expended uses when you finish a long rest. Attenuated Casting 2nd-level School of Demesne feature The subtle arcane signatures that typically emanate from magic are consumed in the mysterious faerzress and as such you and your magic become impossible to detect even by the most powerful spellcasters in the following ways: • You have advantage on Dexterity (Stealth) checks made within 60 feet of faerzress as the magical energy helps to shield your physical presence. • When spells or abilities such as detect magic are cast on magic objects or magical effects cast by you, they only reveal to the caster the presence of faerzress, all other information about the spell including which school it is from is shielded by the faerzress. Ancient Knowledge 6th-level School of Demesne feature When you take a short or a long rest in an area of faerzress, strange voices speaking longdead languages whisper in your ear and you find an ineffable force moves your quill. Spells you attempt to copy into your spell book whilst you are within an area of faerzress take half the time and half the required gold. If your spell book is lost or destroyed you may spend a long rest in an area of faerzress if you do, your spell book returns to you, reconstituted from unstable magical radiation. If you would copy a spell from a spell scroll to your spell book the magical energy of faerzress causes the scroll to be suspended and not be destroyed during this process. The spell scroll is still destroyed when the spell is cast from it as normal. Spell Dampening 10th-level School of Demesne feature You harness the arcane effects of faerzress as protection with the following benefits: You are immune to Divination spells. You have advantage on saving throws against Conjuration and Enchantment spells. When you are a target of a spell, if the spell doesn’t allow a saving throw, the caster must succeed on a DC 15 Constitution saving throw. If they fail then the spell also fails and they suffer 1d10 force damage. Master of Wild Dominance 14th-level School of Demesne feature Your devoted study and experimentation with faerzress culminates in your ability to influence and control its effects on your magic and the magic of others. As a bonus action or reaction, you can immediately target a creature to re-roll on the Wild Magic Surge table in the Player’s Handbook. You may use the Master of Madness feature a number of times equal to your Intelligence modifier (a minimum of one), and you regain all expended uses when you finish a short or long rest.
CHAPTER 1 | CHARACTER OPTIONS 48 Backgrounds New backgrounds are presented here in alphabetical order for groups that use them. Web-Weaver You are a part of a tradition that goes back for generations in areas with large concentrations of spiders. Whether you are from an infested wood, live near an abandoned spider-infested castle, or call the Underdark your home, you have been a weaver of the silken strands for many years. Your craftsmanship is excellent, and you have learned to use your skills to make exceptionally durable creations. Your profession comes with no small amount of danger with regards to harvesting the necessary materials, and as such, you are no stranger to the wilds. Skill Proficiencies: Nature, Survival Tool Proficiencies: Weaver’s Tools Equipment: A set of common clothes, a set of weaver’s tools, five fine spider-silk bags, and a pouch containing 15 gp. Feature: Weaver's Craft Your reputation both as a craftsman and a fighter precedes you. People are generally curious about you and your unusual occupation. You can secure free lodging for yourself and your companions provided you spend time regaling the other guests with stories of your exploits. Web-Weaver Characteristics d8 Personality Trait 1 I am more at home in the wilds than in “civilized” lands. 2 I prefer not to speak unless absolutely necessary. 3 I will eat almost anything, often to the surprise and horror of those around me. 4 I am keenly aware of tiny details and tend to make mention of them constantly. 5 I have no regard for personal space. 6 I can’t stand braggarts. One’s work and actions should speak for themselves. 7 I can’t help but explore every nook and cranny I find in the wild. 8 I name every spider I take silk from, even if I never see it. d6 Ideal 1 Craftsmanship. I will show the world what a master can accomplish. (Any) 2 Creativity. My life and work are expressions of my emotions. (Chaotic) 3 Beauty. I want my efforts to inspire those who benefit from them. (Good) 4 Knowledge. I will unlock all the secrets held by the creatures of this world. (Any) 5 Exploitation. When I learn about the poisons and properties of these silks, I’ll be able to recreate their effects to the detriment of my enemies. (Evil) 6 Functionality. I don’t really care about the accolades; I just want to create functional goods that get the job done. (Neutral) d6 Bond 1 My rival bested me in a contest of craft. I will not rest until I can prove myself the superior artist. 2 I can’t help but improve upon the lackluster quality of items that are poorly made. 3 I can get lost studying the intricacies of another’s work for hours on end. 4 I stole trade secrets from a rival who has vowed revenge. 5 An experiment gone wrong cost my mentor their life. 6 I wagered my life’s work on a game of chance and lost. Now I must find a way to earn it back. d6 Flaw 1 I am constantly pointing out the inadequacies in other people’s work or actions. 2 I find it nearly impossible to forgive an insult. 3 No matter how useful an item or tool may be, I will not use it if it is ugly. 4 I am easily duped by those promising knowledge or secrets. 5 I never turn down a chance to humiliate an inferior person. 6 If it’s not my plan, it’s not a good plan.
49 CHAPTER 1 | CHARACTER OPTIONS Bounty Hunter You have spent most of your life chasing down those who are running from the powers of the world. Whether you were hunting slaves in the Underdark, searching for escaped criminals, or taking out poachers, you hunt people the way others hunt animals. Others may see you as cold-hearted or even sadistic, but in truth, you are simply very, very good at what you do. Skill Proficiencies: Perception, Intimidation Tool Proficiencies: Land Vehicles Equipment: A set of dark common clothes, a compass, two incomplete bounties, a souvenir from your latest hunt, and a pouch containing 15 gp. Feature: Sense for Trouble People tend to give you a wide berth, but you have a sense for those who are particularly disturbed by your presence. If you spend an evening in a town or city, you know about one person (if there is one) who is especially frightened of your occupation. Bounty Hunter Characteristics d8 Personality Trait 1 I always have a backup plan. 2 I only speak when spoken to. 3 There is nothing I enjoy more than a tankard of ale at the end of a long day. 4 I enjoy pain in both myself and others. 5 Deep down, I really want friends. 6 I am exceptionally stubborn. 7 I like animals better than people. 8 I love trying new cuisines from the places I visit. d6 Ideal 1 Order. Those who break the law must face its punishment, as is just. (Lawful) 2 Mercy. I hope that somehow, my work can save people from themselves. (Good) 3 Punishment. The people I hunt will be made to pay dearly for their crimes. (Evil) 4 Money. This is a job like any other, just happens to be a bit more lucrative. (Any) 5 Revenge. Someone from among those I hunt has wronged me, I will have my revenge. (Any) 6 Pain. I would hurt people just for fun. If the powers that be will pay me to do it, all the better. (Evil) d6 Bond 1 I have a family member who I allowed to escape from justice. 2 I killed a man, only to find out later that he was innocent. 3 I went too far on one job and won the ire of my employer by killing a target he needed alive. 4 I am easily distracted by alluring targets. 5 I have a strong sense of fair play and will never attack an unarmed opponent. 6 I have been hunting one target for years, but they somehow keep evading me. d6 Flaw 1 I don’t believe that people can change 2 I’m too nice for this job – I can be easily convinced that my employer, and not my target, is in the wrong. 3 I jump into battle quickly and without preparation the moment I see an opponent. 4 Every man has a price, and mine is one-gold piece more than my next best offer. 5 I often allow my emotions to overcome reason. 6 I’m terrified of a particular race and freeze in battle against them.
CHAPTER 1 | CHARACTER OPTIONS 50 Heretic You spent many years in a convent or other religious order, but after discovering a terrible truth or experiencing a brutal betrayal, you have abandoned their views and renounced their ways. You may have found another religious conviction, or perhaps you’ve even abandoned worship altogether. Whatever the case, you’ve been branded a heretic and a disturber of their order. Those of that religious persuasion are particularly hostile towards you, and their adherents have made it their personal goal to ruin your reputation wherever you go. Some believe them, others simply see you as a curiosity, and a few others might seek you out as someone to whom they can express their own doubts. Skill Proficiencies: Religion, Investigation Tool Proficiencies: One type of musical instrument Languages: One of your choice Equipment: A satchel containing five religious scrolls, a set of common clothes, a list of grievances you received from a disgruntled acolyte, and a pouch containing 10 gp. Feature: Partnersin Exile Though naysayers like yourself are few and far between, there are always one or two everywhere you go. You know how to seek out these fellow exiles, and they will do all that they can, in some cases even risking their own lives, to help you in your pursuits. Heretic Characteristics d8 Personality Trait 1 I tend to assume everyone hates me. 2 I speak carefully, ensuring that I am understood. 3 I have an annoyingly optimistic approach to even the worst of situations. 4 I can spend hours studying a single line of religious text. 5 I share my findings and ideas with anyone who will listen. 6 I tend to get louder and louder the longer I argue with someone. 7 I love learning about new cultures, religions, and ideas. 8 I quote religious texts and gurus regularly. d6 Ideal 1 Truth. I want to make sure people understand the true nature of things. (Good) 2 Retribution. My Order should pay for lying to me and the rest of their followers. (Evil) 3 Reconciliation. I want to help people and organizations make changes and forgive one another. (Good) 4 Recognition. My heresies have received the attention of some of the great minds of my time. I want to publish more and be recognized as a masterful thinker. (Any) 5 Freedom. People should be free to believe and act how they want, without being told what to do. (Chaotic) 6 Faith. I have found a new faith and trust my new deity wholeheartedly. (Lawful) d6 Bond 1 Members of my order specialized in a particular weapon – I will never touch a weapon of that type again. 2 I broke into a forbidden archive of my order and stole a sacred text. They are still looking for it, and for me. 3 My first publication against my order is a forgery. My whole reputation could be ruined if anyone finds out. 4 Though I speak strongly against my former order, we parted over philosophical differences, not a difference in faith. I still worship their deity in secret. 5 I haven’t actually read the sacred texts I spend most of my time criticizing. 6 My former mentor gave me most of my radical ideas. He was cast out at the same time as me and I still go to him for advice. d6 Flaw 1 I resort to personal attacks when my logic fails to convince my opponents they are wrong. 2 I am always hostile towards followers of a specific deity, regardless of their actions towards me. 3 I cannot fathom the idea that I could be wrong. 4 After giving up my life of self-denial, I have no self-control when seeking carnal pleasures. 5 I never forget a slight, no matter how small. 6 I expect people to follow their religions exactly and perfectly.