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Published by archangel777, 2023-02-15 08:34:40

D&D 5e Ravenloft Player's Compendium

D&D 5e Ravenloft Player's Compendium

100 DEEP DWELLER You always knew that you had the taint in your flesh. For reasons best left uncontemplated, your forebears mixed their blood with that of ancient aquatic aberration, and you’ve made a choice to use your aberrant ancestry to your advantage. Regardless of your reasons, you’re getting more than you bargained for. You’ve learned to take on the amphibious traits of your hybrid family entirely, at will, but otherworldly thoughts and instincts challenge your self-control. A strange yearning to spend days, weeks, or even years in this alternate form—under the sea, listening to seductive whispers borne on the current—ebbs and flows with the tides. The thrill of assuming your more powerful form to devastate your enemies is a constant temptation. A bestial thirst for violence is never far beneath your surface thoughts. AMPHIBIOUS ANCESTRY When you accept this archetype at 3rd level, you gain a swimming speed equal to your walking speed, you can breathe both air and water, and you have advantage on saving throws versus cold. You gain darkvision out to a range of 60 feet, unless you already have darkvision, in which case you increase the range of your existing darkvision by 30 feet. In addition, you are naturally adapted to cold climates, and whenever you are within 15 feet of a body of water large enough to contain at least two Medium creatures, you can use a bonus action to move up to your speed without provoking opportunity attacks, but must end that movement in the water. BATRACHIAN HYBRID Starting at 3rd level, you can use your bonus action to transform into a warm-blooded hybrid shape reminiscent of a muscular sahuagin with shining, slippery, greyish-green scales: your batrachian hybrid form. This form lasts for 10 minutes or until you use an action to revert to your normal form. You can speak, use equipment, and wear armor in this form. If you are underwater, this form’s duration is increased, and you may remain in this form for longer than 10 minutes as long as you are submerged in water. If you leave the water after being in this form for longer than 10 minutes, you automatically revert to your normal form. You also revert to your normal form at any time if you are not in water when you fall unconscious, drop to 0 hit points, or die. When in your batrachian hybrid form, you gain the following traits: Hybrid Strength. You have advantage on all Strength checks and Strength saving throws, and your carrying capacity (including maximum load and maximum lift) is doubled. Cunning Grab. You add a bonus equal to your Wisdom modifier (minimum 1) to grapple checks and to rolls to avoid or escape a grapple, and your speed when moving a grappled creature is not halved unless that creature is larger than you are. Scaly Hide. You have resistance to nonmagical slashing damage, and while you are not wearing heavy armor or using a shield, you gain a bonus to your AC equal to half your proficiency bonus. When you reach 11th level, you have resistance to nonmagical bludgeoning and piercing damage as well. Vengeful Strike. When you hit a creature with a weapon attack, if that creature has dealt damage to you within the last minute or is your favored enemy, you add 1d4 to the damage dealt. This added damage increases by an extra 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). You can deal this added damage only once per turn. Violent Urges. At the end of each of your turns, if you've taken any damage since the start of your previous turn but have not made an attack roll since then, you must make a Wisdom saving throw against your own ranger spell DC. On a failure, you take psychic damage equal to your ranger level.


101 You can use this feature to assume your batrachian hybrid form twice, regaining expended uses when you finish a short or long rest. Once you reach 15th level, you can use your batrachian hybrid form three times between rests, instead of twice. GROWING TAINT At 7th level, the taint in your blood grows more powerful, quickening your instincts and infusing you with greater endurance, but making your hybrid form more tempting. You gain resistance to cold damage, the range of your darkvision increases by 30 feet, and opportunity attacks are made against you with disadvantage. At the start of your turn while you are not in your batrachian hybrid form, if you've taken any damage since the start of your last turn, and you have uses of your batrachian hybrid form remaining, you must make a Wisdom saving throw to remain in your normal form. The DC is 10 unless you are below half your hit point maximum, in which case it is equal to your own ranger spell DC. If you fail, before taking any other actions this turn, you must use your bonus action to assume your batrachian hybrid form. BESTIAL REFLEXES At 11th level, the bestial instincts of your batrachian hybrid form are becoming a permanent part of you in both forms. When you reduce a creature to 0 hit points on your turn, you gain temporary hit points equal to your ranger level plus your Strength modifier, and you can use your reaction to make a weapon attack against another creature within range of your weapon. Additionally, if you are surprised at the beginning of combat and have uses of your batrachian hybrid form remaining, you can choose not to be surprised, but if you do so, you must enter your Batriachan Hybrid form at the start of your first turn, before moving or taking an action. RETALIATORY INSTINCT At 15th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a weapon attack against that creature. In addition, you are immune to cold damage in both your hybrid form and your normal form. LIFE AMONG THE HYBRID FOLK The settlements from which Deep Dwellers descend are always near the sea. Denizens with the strongest taint spend more time beneath the waves than on land, building undersea metropoli hidden in deep trenches and reefs. These most aquatic residents bring their kinfolk plentiful fishing as well as mysterious wealth from the depths, while those more oriented towards life on land provide protection and secrecy. Less amphibious members of these communities show only minor signs of their heritage, perhaps slightly bulging fish-like eyes, a narrow skull with diminished ears, or a rough scaly texture to their skin. Those with more of “the Look” develop gill-like folds on their neck, small downturned mouths, and grey or green scales. Yet they are all united by the secret of their descent, and by the beliefs of a strange cult with alien ways.


102 NEW RANGER CONCLAVE: JUSTICAR Most rangers count great powers of observation and intuitive awareness among their capabilities, but you specialize in these skills above all others. You are a master of deductive reasoning and interrogation, assessing the backgrounds and hidden motivations of those you meet with little more than a glance. Just as a hunter in the wilderness reads the signs to track their prey, you discern clues in the world around you to solve intricate mysteries. Most justicars act as local law for a neighborhood or settlement, while some are bounty hunters willing to track criminals across distant frontiers. While most inquisitives confine themselves to one area or jurisdiction, your rare combination of aptitudes allows you to track your quarry through any wilderness and across any border. And when direct confrontation is required, your mastery of both weapons and spells make you a force to be reckoned with. Whether on the streets of a crowded metropolis or in an epic pursuit across continents, you can outwit even the most dangerous and devious minds. JUSTICAR MAGIC Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Justicar Spells table. Each of these spells counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. EMPOWERED INVESTIGATOR At 3rd level, you gain proficiency in the Perception skill. If you are already proficient with Perception, you may choose to become proficient with one of the following skills instead: Arcana, History, Insight, Intimidation, Investigation, Religion, or Survival. Whenever you fail an Intelligence (Investigation) or Wisdom (Insight) check, you can expend a spell slot to reroll that check with advantage, gaining a bonus on that check equal to the spell slot expended. You must use the second roll. When determining your passive Perception score, you add double your proficiency bonus instead of your normal proficiency bonus. INSTANT DEDUCTION Also at 3rd level, you can focus your deductive powers on a single target, analyzing its weaknesses and gaining insights on how to defeat it. As a bonus action, you can make a Wisdom (Insight) or Intelligence (Investigation) check (your choice) against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. You have advantage on this ability check if the target is your favored enemy. If you succeed, once during each of your turns, you can roll 1d6 and add the result to one of the following rolls of your choice: A damage roll for a weapon attack against the target A Charisma check to influence the target An Intelligence or Wisdom check to discern information about the target. These benefits last until the next time you finish a short or long rest. They end early if you target a different creature with this feature. PENETRATING ANALYSIS At 7th level, when you make the Wisdom or Intelligence check to use your Instant Deduction feature on a creature, if you have JUSTICAR SPELLS Ranger Level Spells 3rd cause fear XGtE 5th detect thoughts 9th slow 13th locate creature 17th legend lore


103 spent at least 1 minute interacting with or observing that creature outside of combat during the past hour, you treat a roll of 9 or lower on the d20 as an 10. In addition, when you use your Instant Deduction feature on a creature, you deduce one of the following pieces of information about the target: a recent location it has visited, an object it has handled, a person it has spoken with, or one of its personality traits (if any). The DM also tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: An ability score of your choice Armor Class Current hit points. Total class levels (if any) Levels in a particular class (if any) TWENTY MOVES AHEAD At 11th level, you can see through your opponent’s deceptions and anticipate their actions. All Charisma (Deception) checks against you are made with disadvantage, and when a creature that is the target of your Instant Deduction feature misses you with an attack roll, that creature provokes an opportunity attack from you. PREDICTIVE DEDUCTION Beginning at 15th level, while a creature is the only target of a spell on which you are maintaining concentration, or the target of your Instant Deduction feature, you have advantage on Wisdom (Insight) checks against that creature, and on any saving throw which that creature forces you to make. In addition, all opportunity attacks against you are made at disadvantage. NEW RANGER CONCLAVE: GHOSTWALKER The mysterious figure becomes visible at the edge of town. Children cease their play and scurry to seek a hidden place to watch this newcomer in silence. Behind shuttered windows and closed doors, parents and shopkeepers end their conversations, their eyes following the stranger’s slow, deliberate steps. The din of the blacksmith dies, and the sudden whinny of a horse is blasphemously loud. This stranger is you. No one saw you coming before you appeared like a phantom out of the mists. But now that you’re here, local folk know their lives will never be the same. You are just as real and tangible as any other living mortal, but you’ve seen the other side. You died, saw the dark expanse beyond, and came back.


104 GHOSTWALKER MAGIC Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Ghostwalker Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. GHOSTWALKER SPELLS Ranger Level Spells 3rd compelled duel 5th enthrall 9th feign death 11th phantasmal killer 17th hold monster PAINFUL RECKONING Starting at 3rd level, when a creature that has dealt damage to you within the last 24 hours hits or misses you with an attack, it provokes an opportunity attack from you if you are not wielding a weapon that has the two-handed or heavy properties. In addition, whenever you hit a creature with an opportunity attack, you deal an extra 1d8 psychic damage to it if you have ever seen it reduce another creature to 0 hit points. Finally, if your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master’s Guide, you are proficient with firearms. STRANGER’S GAZE At 3rd level, whenever you make Charisma (Intimidate) checks against creatures who don’t know your name, you are considered proficient in the Intimidate skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. OUTER PLANES DRIFTER At 7th level, you can call on your obscured past memories of the afterlife for mystical power. As a bonus action on your turn, you can use this feature to either cast the etherealness spell or cast one of your Ghostwalker Magic spells that has a casting time of 1 action. The casting time is changed to one bonus action for this casting. If you use this feature to cast etherealness, the spell ends at the end of the current turn. Once you use this feature, you cannot use it again until you finish a short or long rest. DEADEYE Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack. INTO THE SUNSET At 11th level, as an action, you can enter the Border Ethereal and use it as a quick means of travel. You can only use this feature when in an area of dim light or darkness. When you do so, you and up to 15 willing creatures you choose within 30 feet of you who are also in dim light or darkness effectively teleport via the Border Ethereal. This is not instantaneous travel, however; you move a number of miles per hour equal to your proficiency bonus times 10. You can travel this way for up to 3 hours. Because of the blurring of reality between planes, you can't make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It's impossible to judge distances accurately, making this feature virtually useless for scouting or spying. Furthermore, at the end of your travel, you are shunted 1d10 × 500 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you (and any creatures with you) take 1 level of exhaustion and are shunted to the nearest empty space available. You can use this feature once, regaining the ability to do so at the next sunset. UNFINISHED BUSINESS When you reach 15th level, physical harm does little to deter you from your calling. If you take damage that reduces you to 0 hit points, you can immediately use your reaction to enter a state indistinguishable from death, during which time you are recovering your strength and cannot


105 truly die. After you take this action, you fall unconscious, and you are stable at 0 hit points until the end of your next turn. At the end of your next turn, you regain hit points equal to your ranger level x 5, but you remain unconscious. At the start of your next turn after regaining these hit points, you awaken to full consciousness and can act normally. While you are unconscious due to this feature, you are immune to all damage, but you cannot regain consciousness even if you receive healing or other aid. When you use this feature, for 1 minute you gain immunity to poison and disease, and to being frightened or charmed. Once you use this feature, you cannot use it again until you finish a long rest. IN THE DOMAINS OF DREAD For whatever reason, some higher power hands down a rare and strange judgment upon a ghostwalker: that they must return to the world, to accomplish some purpose that their wanderings will reveal. Whether it was a deity, a darklord, or the Dark Powers themselves, you may never know. A ghostwalker usually returns from death outside a small, independent village or town, likely one beset by evil. Of course, there are many such places in the Domains of Dread. NEW RANGER CONCLAVE: MOONCALLER As a ranger of the Mooncaller Conclave, you nurture a spiritual kinship with beasts and lycanthropes. Whether due to supernatural ancestry or other magic, this animalistic side manifests in your physical features as well as your behavior. Your tactics leave behind civilized methods for the savagery, speed, and fury of an untamed predator. COMBAT SAVAGERY At 3rd level, you can choose whether to use Dexterity or Strength for the attack and damage rolls of your unarmed strikes. Once per turn, when you hit a creature with an unarmed strike or an attack with a natural weapon or light weapon, you can deal 1d8 extra damage on the target. You can roll 1d10 for this damage instead of 1d8 if the target is prone or if it is your favored enemy. When you deal this extra damage, you can use a bonus action to do your choice of the following: Force that target to make a Wisdom saving throw against your ranger spell save DC or become frightened of you until the end of your next turn. Force the target to make a Strength saving throw against your ranger spell save DC or fall prone. Make an unarmed strike or an attack with a natural weapon or light weapon. Before making the attack you can move up to 15 feet as part of the same bonus action. MOONCALLER MAGIC Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Mooncaller Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. MOONCALLER SPELLS Ranger Level Spells 3rd dread revelation* 5th alter self 9th remove curse 11th dominate beast 17th bite of the werebeast* UNLEASH THE SILENT PREDATOR At 7th level, you can transform yourself into the powerful creature lurking inside you. When you gain this feature, choose a beast with a Challenge rating of 4 or lower. You can cast the polymorph spell as a ranger spell without any components, targeting yourself only and polymorphing yourself into any the beast you chose. The casting time is changed to 1 bonus action for this casting, but the duration is also reduced to 1 minute. The spell does not require concentration when cast in this way.


106 While in the form you assumed with the polymorph spell, you gain resistance to nonmagical bludgeoning, piercing, or slashing damage that is not silver or adamantine. Otherwise it functions just like a normal polymorph spell. Once you use this feature, you cannot do so again until you finish a long rest. HOWL TO THE MOON At 11th level, you can unleash a bloodcurdling howl or roar from your throat, announcing that the hunt has begun. As an action, you can force each creature of your choice within 30 feet of you to make a Wisdom saving throw against your ranger spell save DC. Creatures that are your favored enemy have disadvantage on this saving throw. A target takes 3d8 psychic damage on a failed save or half as much damage on a successful one. In addition, creatures that fail the save are frightened of you until the end of your next turn. For the same duration, you and allies within 10 feet of you add your Wisdom modifier (minimum 1) to damage rolls against frightened creatures. Once you use this feature, you can't use it again until you finish a short or long rest. CIRCLE THE PREY At 15th level, you instinctively sense the perfect opening to stalk around your prey and deal a finishing blow. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. For 1 minute, whenever you hit the target with an attack roll, the next attack roll made against the target before the end of your next turn has advantage. If the target dies during this time, you regain hit points equal to your ranger level + your Wisdom modifier (minimum of 1 hit point). Once you use this feature, you can't use it again until you finish a short or long rest. NEW FAVORED TERRAIN OPTIONS Whenever a feature allows you to choose a type of favored terrain, in addition to the options listed under the Ranger class in the Player’s Handbook (arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark), you can choose from the following terrain types: Enchanted. This includes wild magic zones and places where two planes overlap (such as areas that crossover into the Feywild or Shadowfell, or Eberron’s manifest zones), as well as any area under a large-scale magical effect (such as hallow). Ruins. Usually includes dungeons, tombs, or any area of settlement built by intelligent creatures where significant structures remain but there are no longer 25 or more civilized inhabitants. Can also include underground structures in significant states of disrepair (such as an unmaintained sewer system). Urban. Areas within settlements that have 25 or more civilized inhabitants, or any place within 1,000 feet of such a settlement. Wasteland. Areas that are desolate, nearly lifeless, or blighted by magical or ecological catastrophes, such as dead magic zones, Eberron’s Mournland, or the domain of Bluetspur. RANGER FIGHTING STYLE OPTIONS You can select the following additional options for the Fighting Style feature a ranger gains at 2nd level. DAISHO When you wield a versatile weapon in one hand and a light weapon in your other hand, the versatile weapon gains the light and finesse weapon properties.


107 FRONTLINE SCOUT When the DM determines that you fail a Dexterity or Wisdom check, as a reaction you can expend a spell slot to immediately add a bonus to the failed check, possibly causing it to succeed. This bonus equals 5 + the level of the spell slot. HARRIER When you hit a creature with an unarmed strike or a melee attack using a weapon that doesn't have the two-handed or heavy property, the creature's speed is reduced by 10 feet until the end of its next turn. MOBILITY As long as you are not wearing medium or heavy armor or using a shield, you have a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. MOUNTED While you are mounted, unmounted creatures you hit with weapon attacks can’t make opportunity attacks against you or your mount for the rest of the turn if they are smaller than your mount, and you can re-roll any weapon damage die that rolls a 1. You must use the new roll. POINT BLANK SHOT Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attacks, and when you hit a creature within 30 feet of you with a ranged attack, you gain a +2 bonus on the damage roll. PRIMAL MARK When you hit a creature with a melee weapon attack, you can use a bonus action to mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you (whether with this fighting style or by another means, such as the hunter’s mark spell) has disadvantage on any attack roll that doesn’t target you. If a creature marked by you is also your favored enemy, your weapon attacks against it score a critical hit on a roll of 19 or 20.


108 THE ROGUE In domains ruled by powerful evils, solving problems through direct confrontation or supernatural powers often attracts destructive attention. Guile, stealth, and cunning are better strategies for survival in Ravenloft. Further, in most domains, the people distrust those with unusual abilities or ties to nature or mysticism. In stories told by the common folk, the heroes are almost never spellcasters, but overwhelmingly rogues or fighters. For a party of adventurers, while a rogue may be invaluable in defeating the traps and sealed vaults of an ancient dungeon, the group may need such a character even more when dealing with superstitious locals. New Roguish Archetypes ACROBAT Few forms of skilled performance are more universally enjoyed than acrobatics. From the monarch on their throne to the peasant in the street, nearly everyone seems captivated by demonstrations of great balance, agility, flexibility, and coordination. Unlike the fantastic abilities of a monk or a wizard, acrobatic disciplines are openly taught to those with the talent and willpower. Even children become dazzling gymnasts. Yet some applications of these skills remain shrouded in secrecy. For burglars and spies, acrobatic ability opens up many otherwise impenetrable targets. Even well-secured locations are seldom prepared for intruders who can climb sheer surfaces or run from roof to roof via a thin stretch of rope. Rarer still are those who can leverage such skills for advantage in battle—but you are one of the few who can and does. You are not only adept at dodging and escaping enemy attacks, but also at confusing foes with propulsive movements that position you for unexpected strikes. Even in your street-clothes, holding a simple length of wood, you can be a greater threat than an armored knight. TUMBLING MOBILITY Starting at 3rd level, when you take the dash action during your turn, until the end of your turn opportunity attacks against you are made with disadvantage and you increase your walking speed by 10 feet. UNARMORED ATHLETE At 3rd level, when you are not wearing armor and your speed is not being reduced by any other effect (such as a slow spell or by being grappled), you gain the following benefits: You gain a +1 bonus to Armor Class. You gain a climbing speed equal to your walking speed.


109 You gain advantage on Dexterity (Acrobatics) checks and on Strength (Athletics) checks to climb or jump. If you have a quarterstaff in hand, or a pole taller than you are, your jumping distance is doubled, and when you take the dash action you ignore difficult terrain until the end of your turn. Once during your turn, when you make a melee attack, you can make the attack roll with advantage if you are 10 or more feet away from where you were at the start of your turn. ACROBATIC FOOTWORK At 9th level, you gain resistance to all damage from falling. If you inflict your sneak attack damage on a target during your turn, until the end of that turn the target cannot make opportunity attacks against you, and you can move through that creature’s space as if it were an ally. MISDIRECTION Starting at 13th level, you can cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you. DEADLY MANEUVERS At 17th level, your quick reactions and sudden maneuvers make you a constant threat. During your turn, you can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target. In addition, whenever an opponent makes an opportunity attack against you, they provoke an opportunity attack from you in turn. ALLEYBLADE The title “alleyblade” began as slang in a particular city, but it wasn’t long before those labelled claimed it for themselves. It denotes one who not only survives, but thrives, in the most hardscrabble slums of unforgiving cities. As an alleyblade, you excel in recognizing and seizing opportunity. Even outside civilized walls, you retain a keen sense for sudden threats and the weaknesses of foes. Whether you meet life’s unpredictabilities with wry wit or scheming self-interest, you’ve seen it all. RUNNING SLASH At 3rd level, you've mastered the art of making a swift cut to a target’s limb, crippling pursuit before retreating to a safe distance. If you move at least 10 feet in a straight line immediately before making a melee attack with a weapon that inflicts slashing damage, you can deal your sneak attack damage with that attack, even if you don't have advantage. All the other rules for the Sneak Attack feature still apply to you. In addition, when you deal your sneak attack damage, until the end of the target’s next turn, its speed is reduced by 10 feet and it can't make


110 opportunity attacks against you. INFURIATING TAUNT At 3rd level, you are adept at taunting an enemy’s failure, and can bait even unintelligent foes into recklessness. You gain proficiency with the Deception skill if you don't already have it. When a creature you can see within 30 feet of you fails an ability check or misses you with an attack, you can use your reaction to roll a Charisma (Deception) check contested by the creature's Wisdom (Insight) check. If you succeed, the target takes psychic damage equal to 1d6 + your proficiency bonus. When a creature takes psychic damage from this feature, it has disadvantage on the next ability check or attack roll it makes before the end of its next turn. Once you successfully inflict psychic damage with this feature, you cannot use it again until you finish a short or long rest. FOOL'S DANCE Starting at 9th level, when you use your Uncanny Dodge feature as a reaction, if there are three or more hostile creatures within 5 feet of you, as part of the same reaction you can move up to 10 feet without provoking opportunity attacks. MISDIRECTION Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you. UNLIKELY ESCAPE When you reach 17th level, you can use the bonus action granted by your Cunning Action to quickly free yourself from situations that impede you. When you do so, you end any of the following conditions that are afflicting you: grappled, paralyzed, prone, restrained, or stunned. In addition, if your speed has been reduced, it is restored to normal. When you use your bonus action in this way, until the end of the turn, your movement is unaffected by difficult terrain, you are immune to the listed conditions, and your speed cannot be reduced. As part of the same bonus action, you can move up to 30 feet without provoking opportunity attacks. Once you use this feature, you cannot do so again until you finish a short or long rest.


111 GLAMOURIST You are an enchanter and illusionist, specializing in magic that affects others’ personal appearances. Those who don’t value your skills don’t properly understand them— while your forte is augmenting an outward image, doing so can also change how folks see themselves, which in turn can change who they are. Most people who come to you do so because they feel unattractive, uncared for, unworthy, unlovable. By making their inner beauty more visible to others, you help them understand their value, often guiding them see themselves clearly for the first time. BONUS PROFICIENCIES When you choose this archetype at 3rd level, you gain proficiency with disguise kits and with one of the following skills of your choice: Arcana, Insight, Medicine, Persuasion, or Performance. GLAMOURIST SPELLCASTING At 3rd level, you gain the psychic ability to cast divination, enchantment, and illusion spells. Spell Slot. You gain one spell slot you can use to cast a spell. The Glamourist Spellcasting table shows what the level of your spell slot is. At 5th level, your number of spell slots increases to 2. You regain your expended spell slots when you finish a short or long rest. Spells Known of 1st-Level and Higher. At 3rd level, you learn three 1st-level spells. These spells can be from any class’s spell list, but they can only be divination, enchantment, or illusion spells. The Spells Known column of the Glamourist Spellcasting table shows wh en you learn more glamourist spells of 1st level or higher, beyond the three spells you know at 3rd level. Each of these spells must be of the divination, enchantment, or illusion school, and must be of a level no higher than what's shown in the table's Slot Level column for your rogue level. For instance, when you reach 7th level in your rogue class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this c1ass, you can replace one of the glamourist spells you know with another divination, enchantment, or illusion spell of your choice, which also must be of a level for which you have spell slots. Cantrips. You learn three cantrips: guidance, minor illusion, and one other cantrip of your choice fram any class’s spell list. This cantrip must be a divination, enchantment, or illusion spell. You learn another divination, enchantment, or illusion cantrip of your choice at 9th level, and again at 15th level. Spellcasting Ability. Charisma is your spellcasting ability for your glamourist spells, since your psychic magic comes from the power of your own mind and your personal discipline. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a glamourist spell you cast and when making an attack roll with one. GLAMOURIST SPELLCASTING TABLE Rogue Level Cantrips Known Spells Known Spell Slots Slot Level 3rd 3 3 1 1st 4th 3 4 1 1st 5th 3 4 2 1st 6th 3 4 2 1st 7th 3 5 2 2nd 8th 3 6 2 2nd 9th 4 6 2 2nd 10th 4 7 2 2nd 11th 4 8 2 2nd 12th 4 8 2 2nd 13th 4 9 2 3rd 14th 4 10 2 3rd 15th 5 10 2 3rd 16th 5 11 2 3rd 17th 5 11 2 3rd 18th 5 11 2 3rd 19th 5 12 2 4th 20th 5 13 2 4th


112 Spellcasting Focus. You can use an arcane focus of the crystal type or orb type as a spellcasting focus for your spells. If you have a disguise kit on your person, you can also use any one item held in your hand from that set of tools (such as a makeup brush) as a spellcasting focus for your glamourist spells. If you hold a weapon in the same hand, you cannot use this kind of focus to cast spells. Spell Components. Because they draw on their own inner psychic power rather than outside forces, glamourists do not require spoken words to marshal magical energies, and spells they cast do not have verbal components. Disguising Spells. In addition to the other spells you learn from this feature, you can cast disguise self at will without using a spell slot. When you reach 9th level in your rogue class, you can cast polymorph once using a glamourist spell slot, regaining the ability to do so the next time you finish a long rest. When you reach 13th level, you can cast alter self at will without using a spell slot. BESTOW GLAMOUR At 3rd level, when you cast a spell using a glamourist spell slot, you can choose one creature within 5 feet of you and grant it a special boon. The chosen target gains temporary hit points equal to your rogue level, and whenever the target makes a Charisma check, the target can roll a d8 and add the number rolled to the ability check. This effect lasts until the next time you finish a short or long rest, or until you use a bonus action to end it. In addition, while a creature benefits from your use of this feature, if that creature is hit with an attack roll, the attacker provokes an attack of opportunity from you if it is within 5 feet of you. If you are 9th level or higher, you have advantage on the attack roll for this opportunity attack. Only two creatures can benefit from this feature at once. If you bestow glamour on a third creature when two other creatures already benefit from your use of this feature, the creature that has had those benefits the longest loses them immediately. BURST OF CONFIDENCE Beginning at 9th level, whenever you grant a creature the benefits of your Bestow Glamour feature during your turn, that creature’s movement does not provoke opportunity attacks until the end of the turn, and it can immediately use its reaction to take one of the following actions: Dash, Disengage, Dodge, Help, or Use an Object. In addition, while still has the temporary hit points granted by your Bestow Glamour feature, it has resistance to psychic damage. DISARMING INSIGHT At 13th level, your insight into other’s


113 insecurities allows you to dissuade them from hostile action. As an action, choose a creature you can see that has an Intelligence of 6 or higher. If the creature can hear you, and you share a language, it feels the hurt wrought by its destructive actions for 1 minute. Until that minute ends, the first time the target deals damage on another creature during each of its turns, the target must make a Charisma saving throw. The DC is equal to your passive Wisdom (Insight) score. On a failure, you roll your sneak attack damage dice and the target takes psychic damage equal to the total. On a success, it takes half as much damage, and this effect ends early. Once you use this feature, you cannot use it again until you finish a short or long rest. STONE OF GLAMOUR Starting at 17th level, you can spend 1 hour and 7 of your own Hit Dice performing a ritual which transforms a ruby you are holding that is worth 5,000 gp or more into an ioun stone of leadership. Any creature can attune to the ioun stone of leadership you create, but the next time a creature’s attunement to it ends, the stone disintegrates and is destroyed. You do not regain hit points from Hit Dice expended for this feature, and until after the ioun stone of leadership you spent those Hit Dice to create is destroyed, you do not regain those Hit Dice. If you wish, you can destroy the ioun stone yourself by performing another 1- hour ritual, which you can do as part of a short or long rest. Once the item is destroyed, you regain the expended Hit Dice normally. SCHOLAR Most scholars prefer to remain safe in the metaphorical "Ivory Tower" of academia, never far from the library or lecture hall—but not all. Whether by choice or necessity, certain welleducated experts with the hands-on skills of a rogue pursue field work alongside adventurers. As an adventuring scholar, you use your expert knowledge for the benefit of allies, contributing well-researched lore on anything from the weaknesses of magical creatures to the construction of ancient tombs. Rogues like you are said to display a dedication to research, truth, and knowledge that can rival the higher calling of a cleric or paladin. OBSERVANT REACTION At 3rd level, when a creature you can see misses you with an attack roll, or when you succeed on a saving throw a creature you can see forced you to make, you can use your reaction to force it to make a Charisma saving throw against a DC equal 8 + your proficiency bonus + your Intelligence modifier. On a failure, you immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. Whether or not the saving throw fails, you gain advantage on the next attack roll you make against that creature before the end of your next turn. SCHOLARLY PURSUIT At 3rd level, you choose one Scholarly Pursuit from the options listed at the end of this class description, granting you the listed benefits of the option selected. You gain one additional Scholarly Pursuit option at 9th level, 13th level, and 17th level. In addition, you gain proficiency with your choice of either one tool or one of the following skills: Arcana, History, Investigation, Medicine, Nature, or Religion. FLASH OF GENIUS Starting at 9th level, your mastery of lore allows you to devise unexpected solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add a bonus to that roll. The bonus is equal to your Intelligence modifier (minimum 1). You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you


114 finish a long rest. USE MAGIC DEVICE By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. PRACTICED ACUITY Starting at 17th level, whenever you have advantage on an ability check or attack roll that uses Dexterity, Intelligence, or Wisdom, you can reroll one of the dice once, provided the roll also lets you add your proficiency bonus. SCHOLARLY PURSUITS Options for the Scholarly Pursuit feature are listed here in alphabetical order. You can never take the same Scholarly Pursuit option more than once, no matter how many times you get to select one, even if that Scholarly Pursuit offers different choices. Academic Researcher. You gain a +2 bonus to all Intelligence checks, and while you are in a good library or well-equipped laboratory, you have advantage on all Intelligence and Wisdom checks that include your proficiency bonus. Crafter. You gain proficiency with one tool of your choice, and you can grant temporary hit points to crafted objects. By spending 10 minutes using appropriate tools to work on an object or structure you can touch, you can make a DC 10 ability check with those tools. On a success, you grant that object (or a section of it equivalent to a 5-foot cube if it is larger than that) temporary hit points equal to your proficiency bonus + your level. In addition, whenever an object has been repaired, damaged, created, or destroyed with any kind of tool, you have advantage on all Intelligence and Wisdom checks to discern information about that object. Diplomat. You gain proficiency in your choice of one of the following skills: Deception, Insight, Intimidation, Performance, or Persuasion. When you make an ability check with the chosen skill to influence or discern information about a creature that is indifferent or hostile towards you, you add double your proficiency bonus to the check instead of your normal proficiency bonus. Expert. Choose one skill, tool, or vehicle with which you are proficient. You gain expertise with the selected proficiency, which means your proficiency bonus is doubled for any ability check you make that uses it. Metaphysician. You gain proficiency in your choice of either the Arcana skill or the Religion skill, and you learn your choice of either two cantrips from the cleric spell list or two cantrips from the wizard spell list. Neither cantrip you choose can require a saving throw. In addition, you can also cast the comprehend languages spell as a ritual. Intelligence is your spellcasting ability for all these spells. Physician. You gain proficiency in your choice of alchemist’s supplies, herbalist's kits, or the Medicine skill. As a bonus action, you can expend one use of a healer’s kit to cause a creature you can touch to regain 1 hit point. If you continue tending to the creature’s wounds for 1 minute while taking no other actions, you can make a DC 15 Wisdom (Medicine) check to allow the creature to spend Hit Dice to regain hit points, as if at the end of a short rest. The maximum number of Hit Dice a creature can spend in this way is equal to your proficiency bonus. Student of Warfare. You have studied the arts of war and military strategy. You learn one Fighting Style of your choice from the fighter class. You can never learn the same Fighting Style more than once, no matter how many times you get to choose one. Toxicologist. You are well-educated in the science of poisons: their creation, their effects, and their handling. You gain proficiency with poisoner’s kits. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied, the poison retains potency for 1 minute, or until you hit with the weapon. When a weapon coated in this poison deals damage to a creature, that creature must succeed on a Constitution saving throw (DC equals 8 + your proficiency bonus + your Intelligence modifier). On a failure, the creature takes poison damage equal to half your rogue level + your Intelligence modifier (minimum 1) and is poisoned for 1 minute.


115 IN THE DOMAINS OF DREAD The most renowned scholars often start their careers in domains where learning, study, and research are valued, such as Borca, Darkon, Dementlieu, Har’Akir, Richemulot, Rokushima Táiyoo, or Zherisia. However, many rogues of this archetype grow up in small villages where their scholarship is not valued, and the need to escape such a repressive environment prompts many of them to careers as adventurers. TOMB ROBBER Many rogues covet riches, but you have a higher calling, seeking the treasure of history. Though you are a well-educated scholar, you know that the physical remnants of the past of lie buried beneath the dust of ages and the sands of time. While others merely speculate on the insights such evidence might convey, you are a twofisted expert with a hands-on approach: you go out there and get it. Rogues of your vocation often form great rivalries with each other. They foster their own renown by specializing in certain cultures or historical epochs, writing memoirs of their dangerous expeditions, and carrying specialized tools and equipment. Most of all, tomb delvers become famous for their advanced prowess with a signature weapon, usually one with other uses beyond battle. A long or extending staff useful for probing potential traps and a light hammer good for both pounding in pitons and bashing skulls are good examples. Less commonly used armaments—such as blowguns, nets, or whips— are especially favored for this purpose, the better to grow one’s personal reputation. HISTORICAL INSIGHT Beginning when you choose this archetype at 3rd level, you can add a bonus equal to your Intelligence modifier (minimum 1) to Dexterity saving throws. You also gain proficiency with any one martial weapon of your choice and in one of the following skills: Arcana, History, or Religion. In addition, whenever you roll a Charisma check or a Wisdom (Insight) check against a creature (living, undead, or otherwise) that was born more than 500 years ago, you can use your reaction to roll again, but you make an Intelligence (History) check instead of a Charisma check for the second roll. You must use this ability after the roll is made, but before the DM tells you if you succeeded. You must use the second roll. SIGNATURE WEAPON At 3rd level, choose one type of weapon with which you are proficient that does not have the heavy or two-handed properties. This becomes your signature weapon. Whenever you gain a level, you can change your signature weapon to a different weapon if you wish. You can only have one weapon type as your signature weapon. You gain a +2 bonus to damage rolls with your signature weapon, and while you are wielding it, you can use a bonus action to do one


116 of the following: Disorient. You choose one target within range of your signature weapon. If the target does not succeed on an Intelligence saving throw, it can’t take reactions until after the end of your next turn. Extended Reach. You take the Use an Object action, targeting an object within 10 feet of you, even if it would normally be too far away for you to interact with. Quick Disarm. You choose one target within range of your signature weapon. If the target does not succeed on a Strength saving throw, it drops one item of your choice that it is holding. You can pull the item up to 5 feet closer to you, or let it land at the target’s feet. If the target is using two or more hands to hold a single item, or if it is larger than Medium size, it has advantage on this saving throw. Swift Defense. You flourish your weapon protectively, causing attack rolls against you to be made at disadvantage until the end of your turn. The DC of any saving throws required by this feature equals 8 + your proficiency + your Dexterity or Intelligence modifier (your choice). WELL-PLANNED STRIKE At 9th level, when you add your sneak attack damage to an attack with your signature weapon, you can reroll some of the damage dice. The maximum number of dice you can reroll in this way is equal to your Intelligence modifier (minimum 1). You must use the new rolls. You can use this ability twice, regaining expended uses when you finish a short or long rest. In addition, when you hit a creature with an attack, if you and that creature are both heavily obscured by darkness, you can deal your sneak damage even if you do not have advantage on the attack roll. This feature does not function if the creature is able to perceive you even in magical darkness (such as if it has blindsight or truesight). USE MAGIC DEVICE By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. SIGNATURE PRECISION Beginning at 17th level, if you miss with an attack made with your signature weapon during your turn, you can immediately make an additional attack with your signature weapon. You can gain one additional attack during your turn with this ability. In addition, once per turn, you can inflict an extra 1d8 damage with your signature weapon when you hit with an attack that does not include sneak attack damage.


117 ENHANCED EXPERTISE OPTIONS If you are a rogue of 3rd level or higher, whenever a rogue class feature (including your roguish archetype features) would grant you expertise with a skill or tool proficiency, you can choose one of the following options in place of gaining that expertise. Each option requires a particular existing expertise. (The DM can decide whether other classes that gain expertise, such as the bard, can use these options.) EXPLORER Prerequisites: Expertise (Nature or Survival) You gain the Natural Explorer feature of a ranger. This only grants you one favored terrain as described in that feature, and does not allow you to gain additional favored terrains for reaching higher levels in this class. In addition, while you are in your favored terrain, when you use the bonus action granted by your Cunning Action feature to take the disengage action, you increase your speed by 15 feet until the end of the turn. QUICK CHANGE ARTIST Prerequisites: Expertise (Deception, Stealth, or disguise kit) You have a number of pre-made disguises or specialty outfits, known as looks, equal to 1 + your proficiency bonus. Due to hours of practice, when you put on one of these looks, you can do so as a bonus action. You can also give someone else one of your prepared looks, though doing so takes 1 minute instead of just 1 bonus action. Putting on a prepared look can give you the fabulous air of a noble at a ball, the extravagant beauty of a celebrated stage performer, or the humble anonymity of a workaday commoner. Creating a new look has no cost, since it is assumed you have already spent time gathering its pieces. A look that functions as a disguise is nearly perfect if properly applied. Such disguises are generally not based on an individual, but are invented identities based on a general type (a local lord, a helmed member of the Town Watch, a wealthy merchant bearing expensive pigments from distant lands, etc.). If you wish to create a look that is a specialty disguise based on a specific person, you must observe that person for 8 hours. When your proficiency bonus increases, you automatically gain a new look. However, if you wish to replace one of your existing looks, doing so takes 8 hours. POISONER Prerequisites: Expertise (Sleight of Hand or poisoner’s kit) You have advantage on ability checks you make to identify particular types of poison, and you ignore poison resistance when you hit with an attack that deals poison damage. Also, you can use the bonus action granted by your cunning action feature to coat a weapon in poison. SLEUTH Prerequisites: Expertise (Insight or Investigation) When you would make an Intelligence (Investigation) or Wisdom (Insight) check to discern information about a creature during your turn, if that check would normally require an action, you can use the bonus action granted by your Cunning Action feature to do so instead Also, whenever you succeed on an Intelligence (Investigation) or Wisdom (Insight) check to discern information about a creature, you also uncover additional information about them by studying their mannerisms, tiny scuffs or stains on their clothing, and so forth. At the DM’s discretion, you deduce one of the following pieces of information about them: a recent location they’ve visited, an object they’ve handled, a person they’ve spoken with, or one of their personality traits.


118 THE SORCERER Sorcerers gain their magic from neither pact nor study, but from their own natures. Depending on one's point of view, these inherent magical powers may be a fantastic gift or a wretched curse. As a rule, natives of the Domains of Dread are highly suspicious of any beings with inherent magical powers, viewing them as both more and less than human. Common folktales, however misguided, claim that sorcerers are changelings left by the fey, or reviled practitioners of witchcraft, or even that they gain their powers through trafficking with fiends—in short, that they are warlocks, who are mistrusted in almost all domains, and in some even hunted and killed. Even sorcerers not tainted by such superstitions are wise to reveal their magical gifts only to those they trust. As supernatural anomalies themselves, sorcerers are often fascinated by other strange phenomena. Though the dark nights in the Lands of Mists hide dire threats, sorcerers frequently seek to explore distant domains and places spoken of only in tales, hoping to unravel the riddle of their own existence.


119 NEW SORCEROUS ORIGINS ALCHEMICAL Whether through an event that befell an ancestor or exposure to magical potions or treatments in your own life, your body is infused with the transmutative power of alchemy. This spark of achemical magic within you persists as a lightning-like energy that grants you magical powers. Alchemists and wizards strive to create a transformative alchemical object called a transmuter’s stone; you, however, are a living transmuter’s stone. As your powers grow, you can transform objects and create alchemical potions or other items. Then you learn to redistribute the energy within creatures and create undead or constructs. Eventually, your creations become more advanced, but can you ever truly grant them the spark of a living soul? LIVING ALCHEMY When you choose this Sorcerous Origin at 1st level, your touch can transmute a nonmagical object from one substance to another, temporarily changing its physical properties. You meditate while touching a nonmagical object that is composed only of one the following substances: iron, copper, silver, wood, or stone (but not a gemstone). You can transform it into any one of the listed materials. For each 10 minutes you spend in this meditative ritual, your touch can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance. In addition, you learn the create item* and mending cantrips, and they count as sorcerer spells for you, but they do not count against your normal number of cantrips known from your sorcerer class. SELF-INFUSION At 1st level, with rest and concentration, you can create alchemical infusions which simulate the effects of certain spells. You learn one of the following spells: dead man’s tell*, false life, find familiar, and mage armor. Whenever you finish a long or short rest, you can immediately cast the chosen spell without using a spell slot, though you still require components as normal. You cast the spell at a level equal to half your sorcerer level (rounded down, to a maximum of 9th). A spell learned from this feature is a sorcerer spell for you, but it does not count against your normal number of sorcerer spells known. INFUSE POTIONS Starting at 3rd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend sorcery points to transform it into a potion. Once you have expended sorcery points to create a potion, your maximum number of sorcery points is reduced by the number spent until the potion is consumed or after 1 week, at which time the potion loses its effectiveness, as shown in the following table. INFUSE POTIONS TABLE You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end. Different types of potions have different sorcery point costs. See Chapter 7 of the Dungeon Master’s Guide for complete rules on potions. INFUSE WEAPONS AND ARMOR Beginning at 6th level, you can alchemically treat weapons and armor, infusing them with POTION CREATED SORCERY POINT COST Climbing, growth, or healing 1 Mind reading or greater healing 2 Invisibility, superior healing, or water breathing 3 Resistance 4


120 magical power. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend sorcery points to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition). You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency. Once you have expended sorcery points to create such an item, your maximum number of sorcery points is reduced by the number spent until the item becomes nonmagical. Different types of item have different sorcery point costs, as shown in the following table. INFUSE WEAPONS AND ARMOR TABLE MAGIC ITEM CREATED SORCERY POINT COST +1 ammunition (20 pieces) 2 +1 weapon or +1 shield 3 +1 armor 4 +2 weapon or +2 ammunition (20 pieces) 5 +2 armor 6 In addition, choose one of the following 3rdlevel spells: animate dead, aura of vitality, conjure animals, call lightning, plant growth, or revivify. You learn the chosen spell, which is considered a sorcerer spell for you, but it does not count against your normal number of sorcerer spells known. If you choose the spell conjure animals, the creatures you conjure are considered constructs rather than fey. ELDRITCH VITALITY At 14th level, you sustain yourself with an eldritch energy that takes the form of magical lightning. You gain resistance to lightning damage, and your magic sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water. MASTER CREATOR When you reach 18th level, you have mastered the creation of life itself, granting you a number of benefits. Alchemical Duplication. You learn the clone spell, which is considered a sorcerer spell for you, but does not count against your normal number of sorcerer spells known. Energized Growth. When you cast the clone spell, the duplicate created grows to the desired age within 10 days, rather than requiring 120 days. Harvest Life. Whenever you cast a necromancy spell of 2nd-level or higher, you can use your reaction to regain spent sorcery points equal to half the spell’s level (rounded down). Spark of Life. Whenever you take lightning damage, if the damage is higher than your sorcerer level (as determined before it is reduced by your resistance or another effect), you can use your reaction to give yourself or a creature within 60 feet temporary hit points equal to your sorcerer level.


121 ANCIENT ARTIFACT Your magic doesn't come from within, but rather from an ancient magical artifact that has chosen you as its bearer. You may have received it as an inheritance, discovered it while exploring the ruins of an ancient culture, or simply been chosen when the artifact suddenly appeared before you. In any case, this item’s power is tied to yours, and it cannot access its full might until you grow into the sorcerous potential it has stirred within your soul. ANCIENT ARTIFACT At 1st level, you have mastered the rudiments of the magical power conferred by your artifact, but have only begun to know its true nature. Choose a trinket (rolled or chosen from the Trinket Table in the Player’s Handbook or an expansion of it) or a piece of adventuring gear worth 15 gp or less that is not armor. Your ancient artifact is a magical version of this item. (As an alternative, if your character’s background includes the benefit of the Inheritor background described in the Sword Coast Adventurers Guide, your ancient artifact can be the same item as your inheritance from that benefit). Your ancient artifact is a magical item, and can be detected as such, though the identify spell yields no useful information about it. You are attuned to your ancient artifact, but it does not use up one of your attunement slots. No one can attune to your ancient artifact but you. Your ancient artifact protects you magically, guides your spellcasting, and sometimes shares the memories of its past bearers with you, granting you the following benefits while it is on your person: Your Armor Class cannot be lower than 12 + your Dexterity modifier, no matter what armor you may wear. You add a bonus equal to half your proficiency bonus (minimum of 1) to all Intelligence checks which do not already include your proficiency bonus, and to your saving throws against becoming charmed, frightened, or stunned. You can cast the guidance cantrip, targeting yourself, as a sorcerer spell. You can grant yourself advantage on a spell attack roll or grant another creature disadvantage on a saving throw it makes against a spell you cast. Once you use this benefit, you must finish a long rest before you can use this feature again. The magical power of your ancient artifact is tied to your very soul. It disappears if it is more than 5 feet away from you for 1 minute or more, or if you choose to hide it. When it disappears, it is shunted away into an extradimensional space from which you can summon it back at any time as an action or bonus action. When you summon it back, it appears in your hand, on your person, or at your feet, as you choose. If you lose your artifact or it is somehow destroyed, the loss is only temporary. The next time you finish a long rest, it is restored, whole and intact, within the extradimensional space from which you summon it. If you cast a spell of 1st-level or higher while your ancient artifact is not within 5 feet of you, the spell is difficult to control, and you must roll on the Wild Magic Surge table of the Wild Magic Sorcerous Origin described in the Player’s Handbook to create a random magical effect. SPELL CONTAINMENT At 6th level, your ancient artifact gains the same magical abilities as a ring of spell storing. However, the maximum number of spell levels it can contain is equal to half your sorcerer level (rounded down), rather than the usual amount, and it can only contain spells of a level less than or equal to the highest level of sorcerer spell you can cast. SURGING SPELL At 6th level you gain the Twinned Spell metamagic option if you don’t already have it.


122 When you use Twinned Spell on a spell you cast, if you roll an 18, 19, or 20 on the d20 for a spell attack with that spell, or if a creature rolls a 1, 2, or 3 on the d20 for a saving throw made against itl, you regain the sorcery points you spent to use Twinned Spell. LIFE PRESERVATION At 14th level, you and your ancient artifact have truly become one, and it uses its magical power to preserve your life. If you are reduced to 0 hit points, you can choose to instead be reduced to 1 hit point, and each creature within 10 feet of you takes psychic damage equal to half your sorcerer level + your Charisma modifier. For the next minute after you use this feature, you gain resistance to all damage except psychic damage, and any creature that hits you with an attack roll takes psychic damage equal your Charisma modifier. Once you use this feature, you cannot do so again until you finish a short or long rest. CONTROLLED SURGE At 18th level, your most prodigious moments of spellcasting achievement unlock brief surges of power from your ancient artifact. When you cast a 9th-level spell, if you roll an 18, 19, or 20 on the d20 for a spell attack, if a creature rolls a 1, 2, or 3 on the d20 for a saving throw made against a spell you cast, you can choose any number of creatures within a 30-foot sphere centered on you to roll a Constitution saving throw. A creature that fails its saving throw against this feature takes 4d8 force damage and treats the area of this effect as difficult terrain until the end of your next turn. A creature that succeeds takes half as much damage. Whether a creature succeeds or fails, if it takes at least 1 point of force damage from this effect, you can push that creature up to 10 feet away from you. NEW SORCEROUS ORIGIN: PALE MASTER Whether due to a near-death experience, a family history of studying dark magics, or simply being born in the Domains of Dread, you bear an unnatural gift for necromantic sorcery that hungers to be used. This has grown into an instinctive bond with undead creatures. Now one of these walking dead has come to you, unbidden, to act as your servant and protector, proving that the macabre power within you cannot be contained, only controlled. PALE MAGIC The arcane magic you command is born of your connection to death. When you make a Charisma check against undead creatures, you do so with advantage. You learn additional spells when you reach certain levels in this class, as shown on the Pale Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necormancy spell, but it can come from any class’s spell list. PALE MAGIC TABLE Sorcerer Level Spells 1st false life, ray of sickness 3rd gentle repose. ray of enfeeblement 5th animate dead, summon undead TCoE 7th blight, death ward 9th contagion, danse macabre XGtE DEATHLY GUARDIAN At 1st level, your arcane magic draws a trusted and loyal undead servant to your side. Choose an undead creature with a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. It must be of Medium size or smaller and have 15 or fewer hit points (though


123 your Undying Bond feature may improve the base creature beyond these limitations). Typically, this is either a skeleton or a zombie, though your DM may have more options for you. This undead creature gains all the benefits of your Undying Bond feature. You can have only one Deathly Guardian at a time. If your Deathly Guardian is ever slain, the magical bond you share allows you to recall it the next time you finish a long rest. It may come to you in a different body than it had before, but you sense the same spectral sentience within it, bonding its existence to yours. It returns to you with full hit points and in fresh condition, just as when it first appeared. UNDYING BOND Your Deathly Guardian gains a variety of benefits while it is linked to you. The Guardian obeys your commands as best it can. It acts on its own turn in the initiative, immediately after the end of your turn, and you determine its actions. If you are incapacitated or absent, your Guardian acts on its own, but its only goals are to defend itself, defend you, obey your prior commands, and to serve any simple goals it could sense in your mind before you lost contact. Your Deathly Guardian has abilities and game statistics determined in part by your level. Your Guardian uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a Deathly Guardian also adds its proficiency bonus to its damage rolls. If your Deathly Guardian’s Intelligence is 5 or lower, its Intelligence is increased to 6. While your Deathly Guardian is within 100 feet of you, you can communicate to it telepathically. It cannot communicate back to you or share its senses with you, though your bond always gives you a rudimentary sense of whether or not your Deathly Guardian is wounded or in danger. For each sorcerer level you gain after 1st, your Deathly Guardian gains an additional Hit Die and increases its hit points accordingly. Your Deathly Guardian becomes proficient with Strength and Constitution saving throws, simple and martial weapons, light, medium, and heavy armor, and shields, and with two skills of your choice. Whenever you gain the Ability Score Improvement class feature, your Deathly Guardian’s abilities also improve. Your Deathly Guardian can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. (Your


124 DM may allow it to gain a feat instead.) As normal, your Deathly Guardian can’t increase an ability score above 20 using this feature unless its description specifies otherwise. The Deathly Guardian loses its Multiattack action, if it has one. The Deathly Guardian has little in the way of personality, though that can change over time. It has no Ideals, one Flaw you determine, and the Bond “I must protect the sorcerer I am bound to serve at all costs.” NECROMANTIC CONTROL Starting at 6th level, you can spend 5 sorcery points as an action to target one undead creature you can see within 30 feet. The target must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the target must obey your commands for the next 24 hours. An undead whose challenge rating is equal to or greater than your level is immune to this effect. AGGRESSIVE GUARDIAN Starting at 6th level, if your Deathly Guardian is within 90 feet of you when you use your action to cast a spell of 1st-level or higher, it can use its reaction to make a weapon attack. Whenever your Deathly Guardian uses its reaction with this feature, it can move up to half its speed as part of the same reaction. GRAVEN SURGE Starting at 14th level, when you use your Graven Surge feature, if the spell that triggered your use of that feature has a range of touch or of 5 feet or greater, you choose to have your Deathly Guardian use its reaction to deliver the spell instead of making a weapon attack, as if it had been the one to cast it. If the spell requires an attack roll, you use your attack modifier for the roll. JOURNEY OF THE DAMNED At 18th level, your Deathly Guardian's connection to you is at its apex, granting each of you traits derived from the other. You gain immunity to necrotic damage, and whenever you cast a spell that deals necrotic damage, you also gain resistance to nonmagical bludgeoning, piercing, and slashing damage for 1 hour. You no longer need to eat, drink, or breathe. In addition, your Deathly Guardian grows much more powerful, as follows: Its Wisdom score becomes equal to your Charisma, unless it is higher. Any other ability scores it has that are 12 or lower are increased to 13, except Charisma. It gains one Fighting Style option from those listed for the Fighter class. Your Deathly Guardian gains one 1st-level spell slot, one 2nd-level spell slot, and one 3rd-level spell slot. It can use these slots to cast spells from the list of sorcerer spells you know, and regains its expended slots whenever you finish a long rest. It casts spells as a sorcerer, but does not require verbal or somatic components, and Wisdom is its spellcasting ability score instead of Charisma. When it casts these spells, it casts them using your proficiency bonus. It can attack twice, instead of once, whenever it takes the Attack action on your turn. When a creature makes an attack roll against you, if it is within reach of your Deathly Guardian’s weapon, it provokes an opportunity attack from your Deathly Guardian. NECROMANCERS IN THE DOMAINS OF DREAD Spellcasters of various types who specialize in necromancy tend to be most common in domains where arcane magic is taught in an organized way, such as Darkon, Hazlan, and (less publicly) Richemulot. They also congregate in lands with particularly large infestations of undead, such as Barovia, Darkon, Falkovnia, Necropolis, and Souragne.


125 REANIMATED Before your death, you were no sorcerer, but now you have become something else. Driven by madness, genius, passion, or all three, a brilliant artificer re-created your body and infused it with blasphemous life. Your creator stitched a new body together for you, replacing portions of you that could not be revived with pieces of a half-dozen other corpses. Yet the final ingredient was magical lightning, a spark that reignited life in your new body, but also imbued your soul with eldritch power. Your soul is as mortal as any other, but like your body it has been rejuvenated by the crackling power of the tempest, and that arcane potential grows every day. In some ways, magic comes more easily to you than the everyday activities of your former life. Most likely, the one who created you is no longer around—perhaps they were gone before you woke up alone in their laboratory, or you fled from them in shocked revulsion at what you had become, or some other quirk of destiny sent you out into the world on your own. Whatever purpose drove your creation, you are now free to choose your own path. THE NATURE OF THE REANIMATED A sorcerer with the Reanimated sorcerous origin is much like a flesh golem, but represents a far more advanced and subtle level of magical craftsmanship. This allows the sorcerer to retain the mental faculties, and perhaps even some or all of their former memories and personality. The scars from the reanimation chirurgeries are hard to miss unless effort is made to hide them. However, the various body parts are well-matched and artfully assembled. No remnants of wire or metal staples mar the sorcerer’s fleshly visage, and movements need not be clumsy nor artificial. In addition to this sorcerous origin, the Reborn lineage, as described in Van Richten’s Guide to Ravenloft, is also very appropriate for the Reanimated. LIGHTNING VITALITY At 1st level, the lightning used to return you to life continues to sustain your reanimated state. Whenever you are subjected to lightning damage, you take no damage, and if you did not deal this damage to yourself, you can regain a number of spent Hit Dice equal to your Charisma modifier (minimum 1). Once you choose to regain Hit Dice this way, you may not do so again until you finish a short or long rest. In addition, at the start of each of your turns, when you have fewer than half your maximum hit points remaining but have at least 1 hit point, you regain 1 hit point as long as you have at least one unused sorcerer spell slot. Whenever you regain hit points by any means, if you place a severed body part on the place from which it was removed, the part reattaches as you heal. Finally, you learn the shocking grasp cantrip as a sorcerer spell. It does not count against your number of cantrips known as listed on the Sorcerer table. REANIMATED FLESH At 1st level, your flesh was once dead, but is now alive and has been reassembled, making you more resilient in some ways but more vulnerable in others. Even though you were reconstructed from dead tissue, you are a living creature with the following traits: You are immune to disease. You do not need to breathe, but you do need to eat and drink, and you rest each day just as you did when you were alive. Living creatures sense something frightening about you, even if you hide your scars. You have advantage on Charisma (Intimidate) checks against humanoids and beasts, but disadvantage on Charisma (Persuasion) checks made to influence them.


126 You have resistance to bludgeoning and poison damage, but also vulnerability to slashing and fire damage. If you have fewer than half your maximum hit points remaining when you take fire, psychic, or slashing damage from an attack, you must make either a Wisdom save (for fire or psychic damage) or a Dexterity save (for slashing). The DC equals 10 or half the damage you take, whichever number is higher. If a fail the Wisdom saving throw, you are frightened of the source of that damage until the end of your next turn. If you fail, your reduce your speed by half for 1 minute, due to some small part of one limb—a quarter of your foot, half your hand, the top of your shoulder, etc.—being cut from your body. When you regain your speed, but it is assumed the dismembered part, animated by the same magical energies as the rest of you, has found its way back to your body (by rolling, creeping, or some stranger means) and reattached itself. FLESH GOLEM STRENGTH At 6th level, the energies sustaining your reconstructed form grant you superhuman fortitude. You have advantage on all Strength checks and Strength saving throws, your carrying capacity (including maximum load and maximum lift) is doubled, and you can roll a d6 in place of the normal damage of your unarmed strike. In addition, whenever you cast a cantrip or spell that inflicts lightning damage, you can spend 1 sorcery point to enter a state of increased resilience for 1 hour. While in this state, you have resistance to piercing damage, you are immune to poison damage and the poisoned condition, and your AC cannot be less than 16. BERSERK CONSTRUCT Starting at 6th level, being frightened does not impose disadvantage on your attack rolls. However, while you are frightened, if you do not make a melee or thrown attack during your turn, at the end of that turn you take psychic damage equal to your sorcerer level unless you are subject to a condition that makes it impossible for you to make such an attack (such as being paralyzed). SPARK OF LIFE Starting at 14th level, you can use the life-giving lightning that keeps you alive to increase the


127 power of some spells. When you cast a sorcerer spell of 5th-level or lower that deals lightning damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you decrease your maximum hit points by 2d8 for each level of the spell, immediately after you cast it. Once that happens, for each additional time you use this feature before finishing a long rest, you decrease your maximum hit points by 1d8 plus an additional 1d8 for each previous time you’ve used this feature since your last long rest. RAMPAGING GOLEM When you reach 18th level, you can give in to your constructed nature temporarily, becoming a brutal engine of destruction. Whenever you have fewer than half your maximum hit points remaining, you can spend 7 sorcery points as a reaction to consciously unleash your instincts while attempting to retain control. This requires your concentration (as if you were casting a concentration spell). For 1 minute or until you lose your concentration, you gain the following traits: You become a construct, and are no longer affected by effects that target humanoids (though you are affected by effects that target constructs). You are immune to poison damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t adamantine. You are also immune to the charmed, exhausted, paralyzed, petrified, and poisoned conditions, and to any effect that would alter your form. At the beginning of your turn, you regain hit points equal to 5 + your Constitution modifier if you have been subjected to lightning damage since the beginning of your previous turn. Whenever you hit with a melee attack, instead of dealing the normal damage for that attack, you can choose to lightning damage or magical bludgeoning damage (your choice) equal to 1d12 + your Charisma modifier. When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. Once you use this feature, you can't use it again until you finish a short or long rest. DREAD CONSTRUCTS OF RAVENLOFT In most lands, the animation of a construct requires the use of great magics and expensive materials, and specifically a manual of golems. In the dread domains of Ravenloft, however, such restrictions do not always apply. The Dark Powers that rule over those benighted realms may potentially reward the mad desire to bring life to the inanimate no matter what the nature of the creator is. When they do so, the results are always tragic. Such constructs are created not through magic, but through the dark desires of a creator obsessed with giving life to the inanimate. The possible reasons for such an obsession are numerous. The creator may see the creation of life as a noble scientific experiment, an artistic project, or the opportunity to restore life to a lost loved one. The reasons are ultimately immaterial; what matters is the obsession itself. That obsession is the seed that ultimately gives the construct “life.” The assembly of the golem's body, whether it be the sculpting of a statue or the sewing together of corpses, serves to imprint the construct with the creator's desires. The mechanism of animation, whether it be a fervent prayer or a channeled bolt of lightning, serves to focus the creator's anticipation to a crescendo. It is the emotion of this moment, when the creator is watching to discover whether his life's ambition has resulted in feverishly desired success or desperately feared failure, that truly serves to animate the construct. From the dark desires of its creator and the eager participation of the Dark Powers, the evil construct is born.


128 SORCEROUS ORIGIN: SEER OF SPIRITS The ability to see into distant times and places runs in your family, and due to some combination of this legacy, the favor of primal spirits, or the will of the gods, you are blessed— or cursed—with powers of prophecy. BONUS SPELLS Starting at 1st level, your clairvoyant gifts manifest as added spellcasting options. You learn the guidance and vicious mockery cantrips. These count as sorcerer cantrips for you, but they do not count against the number of sorcerer cantrips you know. When you cast vicious mockery, instead of insults, you utter prophecies of doom or hint at the target’s darkest sins. In addition, when your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from any class’s spells, as long as the spell you choose is a divination spell. You must otherwise obey all restrictions for selecting the spell, and it becomes a sorcerer spell for you. If a divination spell you learn in this way references obtaining knowledge from an extraplanar entity (like a deity), the version of that spell you cast as a sorcerer puts you in contact with wise spirits instead (who may or may not be servants of a god or other extraplanar entity). FORETOLD THREAT At 1st level, your preternatural perceptions forewarn you of others’ hostile intent, sometimes allowing you to avoid attacks at the last moment. While you are not wearing armor, your AC cannot be lower than 13 + your Charisma modifier. UNWELCOME VISION When you choose this sorcerous origin at 1st level, your magic brings you precognitive visions, whether you want them or not. When you cast a sorcerer spell of 1st level or higher using a spell slot, you gain temporary hit points equal to the spell’s level or your Charisma modifier, whichever is higher. While you still have temporary hit points gained from this feature, you also have resistance to psychic damage. This power has a drawback however: once awakened, your spirit magic hungers to be used. Once you gain temporary hit points from this feature, if you go longer than 1 minute without gaining temporary hit points from it again, you must roll a Constitution saving throw against your own sorcerer spellcasting DC. On a failure, you fall unconscious for 1 minute, during which time overwhelming visions consume your mind, and you can’t be awakened by any means. Once you roll this saving throw, whether you succeed or fail, you don’t have to roll it again until the next time you finish a long rest.


129 FORETELLING DREAMS Beginning at 6th level, whenever you use a spell slot to cast a divination spell of 2nd level or higher, you regain 1 spent sorcery point. In addition, you can spend 2 sorcery points to perform a 1-minute ritual in which you interpret your dreams to reveal dark events to come. When you finish this ritual, you become immune to the charmed and frightened conditions for 1 hour, and you can roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the foretold roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretold roll can be used only once. When you finish a short or long rest, you lose any unused foretold rolls. Once you perform the ritual for this feature, you cannot do so again until you finish a short or long rest. DIVINATORY INSTINCTS When you reach 14th level, your supernatural relationship with time has transformed you. You cannot be aged magically and you cannot die of old age until you have lived a number of years that is twice the normal lifespan for a member of your race. In addition, when you start casting a sorcerer spell on your turn and expend a spell slot of 6th level or higher, you gain all the benefits of the true seeing spell for 1 hour. TIMELESS SOUL Starting at 18th level, your being has become partly detached from any particular time or place. You gain the following benefits: You become proficient with Intelligence and Wisdom saving throws. When you are subjected to an effect that allows you to make a Dexterity or Wisdom saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. When a creature that you can see within 30 feet of you makes an attack, you can use your reaction to impose disadvantage on the attack roll. NEW METAMAGIC OPTIONS The following Metamagic options are added to the Metamagic feature a sorcerer gains at 3rd level. You can use each of these new Metamagic options even if you have already used a different Metamagic option during the casting of the spell. ACCURATE SPELL When you make a spell attack roll and miss, you can spend 1 sorcery point to reroll the attack roll. You must use the second roll. ENHANCING SPELL When you cast a spell with a range of a touch on a creature, you can spend 2 sorcery points to empower that creature’s form with magical might. For 1 minute, that creature’s unarmed strikes and weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. FORTIFYING SPELL When you cast a spell of 1st-level or higher, you can spend a number of sorcery points up to half your sorcerer level. For each point you spend in this way, you can roll a 1d4, gaining a number of temporary hit points equal to the total rolled. PROPHETIC SPELL When you use a spell slot to cast a divination spell of 5th level or lower, you can spend a number of sorcery points equal to the spell slot used to regain that spell slot immediately. VERSATILE SPELL When you cast a spell that deals acid, cold, fire, or lightning damage, you can spend 1 sorcery point to change the type of the damage to one of the other listed damage types.


130 THE WARLOCK Of all the classes, none is more feared or despised in the Domains of Dread than the warlock. Populations that live under the mercy of dark forces have good reason to distrust those who draw power from such things. Those bargaining for power in the Mists risk more than just their soul, as their pacts might twist their body and mind as well. In these benighted realms, warlocks are sometimes uncertain of the name or nature of their patron, simply knowing it as a voice in the wind, a figure in a vision, a smiling shadow in the corner of the eye, or a spirit of nature. Some warlocks believe their patron is benevolent, such as a nature spirit or animistic being, but most sages name this as a lie. Wiser warlocks know their pactholders by name, but this is often little advantage and even less comfort. In realms such as Tepet and Nidala, inquisitors exist to actively hunt warlocks and the sorts of beings associated with them. Folk wisdom tends to attribute a warlock’s power to fey, fiends, and other dark powers, even the Mists themselves— illustrating that folk wisdom is not always mere mythology. Depending on the particular Domain of Dread in which they find themselves, warlocks often seek to disguise their spells as the powers of a class less likely to be seen as anathema by the locals. Of course, in some regions, all spellcasters are tarred with same brush, and warlocks become adept at hiding their true natures entirely. NEW PACT BOON OPTIONS When you gain the Pact Boon feature at 3rd level, add the following new options to your choices for that feature. PACT OF THE GLOOM You can call upon the magical substance of shadow and weave it into a cloak that helps you hide from enemies. When you are in dim light or darkness, you can use your bonus action to create a gloom cloak, a magical mantle of shadow that appears on your person. When you create this garment, you can choose its style and appearance, which can be any sort of cloak, cape, long coat, or jacket, but always inky black in color. Your gloom cloak disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, dismiss the cloak, or die. While you wear your gloom cloak, when you roll a Dexterity (Stealth) check, you can substitute your Charisma modifier for your Dexterity modifier. In addition, whenever you use your reaction to cast a spell or cantrip, you can take the Disengage or Hide action as part of the same reaction. You can transform one magical cloak into your gloom cloak by performing a special ritual while you wear that cloak. You perform the ritual over the course of 1 hour, which can be


131 done during a short rest. You can then dismiss the cloak, shunting it into an extradimensional space, and it appears whenever you create your gloom cloak thereafter. You can’t affect an artifact in this way. The magic item ceases being your gloom cloak if you die, if you perform the 1-hour ritual on a different item or if you use a 1-hour ritual to break your bond to it. The magical cloak appears at your feet if it is in the extradimensional space when the bond breaks. PACT OF IRON You can create an eldritch bond with a suit of light or medium armor by performing a special ritual with it over the course of 1 hour, which can be done during a short rest. You can then dismiss the armor, shunting it into an extradimensional space from which it will appear again whenever you use your action to summon it. When you summon your pact armor, you can also don it instantly as part of the same action. While you are wearing it, your pact armor weighs nothing, you are proficient with it, and it never imposes disadvantage on your Dexterity (Stealth) checks. Your pact armor appears to be made out of whatever material you choose, from mundane black iron to fantastical configurations of smoke and glass. You can make magical armor into your pact armor, as long as it is not an artifact or a sentient item. Magical armor retains its properties while it is your pact armor. The armor ceases being your pact armor if you die, if you perform the 1-hour ritual on different armor, or if you use a 1-hour ritual to break your bond to it. The armor appears at your feet if it is in the extradimensional space when the bond breaks. DMS GUILD COMMUNITY CONTENT The Pact of Iron, along with some related eldritch invocations, originally appeared in Rob Donoghue’s The Grey Tyrant: A Warlock Pact by 5by3 Games. The present authors consider that title is one of DMs Guild’s great overlooked gems. Portions of it have been gratefully converted for use here. PACT OF THE RING You bear a nigh-indestructible ring. If the ring is lost or somehow destroyed, you can perform a 1-hour ceremony to create a replacement. While you bear this ring, once during each of your turns when you hit with an attack roll for a melee weapon or a cantrip, you can inflict extra radiant damage equal to your Charisma bonus on one target you hit with that attack. If the damage for the attack already includes your Charisma bonus (such as if you hit with eldritch blast and have the Agonizing Blast eldritch invocation), you cannot inflict this extra damage. An attack which includes this extra damage blazes with a violet, starlight glare. PACT OF THE VESTIGE RELIC You can perform a 1-hour ritual on a spellcasting focus you are holding that is a rod, staff, or wand, transforming it into a pact relic tied to the power of vestiges—the remnants of powerful forces and entities that once wielded great authority or awful capabilities. While you have this pact relic, the magic you gain from your patron is enhanced by these arcane influences, mislaid spheres of power, and forgotten allegiances, enhancing some of your eldritch invocations. A magical rod, staff, or wand that becomes your pact relic retains all of its previous magical properties. If your pact relic is lost or destroyed, you can perform the 1-hour ritual to enchant a new rod, staff, or wand, causing the old one to stop being your pact relic. This ritual can be performed during a short or long rest. The augmentations this pact grants to certain eldritch invocations are noted below (or, for the new invocations included in this book, as listed in each one’s description). You must have the invocation named to gain the benefit described. Agonizing Blast, Eldritch Spear, Grasp of Hadar, Lance of Lethargy, or Repelling Blast. When you miss with one or more attack rolls for eldritch blast, at the end of the turn you can call upon Hadar, the Ebon Hunger. Choose one


132 creature within 15 feet of you to which you did not deal damage during that turn. The creature takes necrotic damage equal to your proficiency bonus if you have your pact relic in hand. Armor of Shadows. When a creature has disadvantage on an attack roll against you but still hits, you can call upon Caiphon the Dream Whisperer to help move you out of harm’s way. If you have your pact relic in hand, you can use your reaction to roll 1d4. Add your proficiency bonus to the result. Any nonmagical bludgeoning, piercing, or slashing damage you take from that attack is reduced by the total. Beguiling Influence. During your turn, when you succeed on a Charisma (Deception or Persuasion) check contested by another creature’s ability check, you can call upon the protection of King Elidyr, last lord of a lost empire. At the end of that turn, you gain temporary hit points equal your proficiency bonus if you have your pact relic in hand. Bewitching Whispers, Chains of Carceri, Dreadful Word, Mire the Mind, Sculptor of Flesh, Sign of Ill Omen or Thief of Five Fates. Whenever a creature that is already the target of an active concentration spell you cast fails a saving throw, you can call upon the inexhaustible lifeforce of towering Zutwa. If you have your pact relic in hand, you can use your reaction to regain hit points equal to half your proficiency bonus.


133 NEW OTHERWORLDLY PATRONS: THE ARCHITECT OF ORDER The consciousness that holds your pact is an entity (or group of entities) devoted to perfect absolutes of order, logic, or law that no being of flesh could ever attain. Such beings often manifest as masters of clockwork hierarchies, creators of wondrous devices, or even as transcendent machines themselves. Your pact grants innate understanding of the machinery that drives the multiverse, and intertwines your destiny with an otherworldly plane of law, such as Daanvi the Perfect Order or the Clockwork Nirvana of Mechanus. Your patron pursues its aims according to rigid and unyielding principles, but its agenda is often indecipherable. You may not share your patron’s goals or even its alignment, but it grants you power because it believes you will serve a larger purpose. Beings of this sort include Primus, lord and creator of the modrons on the lawful plane of Mechanus; Zaerith Menyar Ag-Gith, the immortal, selfproclaimed god-king of the githzerai; celestials more devoted to order than moral good, such as the Arcadian Avengers; the most powerful of the extraplanar magical constructs known as the inevitables; and the legendary Wind Dukes of Aaqa, who created the famed Rod of Seven Parts. EXPANDED SPELL LIST The Architect of Order allows you to 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. THE ARCHITECT OF ORDER EXPANDED SPELLS Spell Level Spells 1st command, detect thoughts 2nd align weapon*, calm emotions 3rd intellect fortress TCoE, tiny servant XGtE 4th compulsion, fabricate 5th animate objects, modify memory DEFENSIVE TELEPATHY At 1st level, your patron grants you insight into others’ thoughts you can use to predict their actions. While you’re not in combat or concentrating on a spell, you can communicate telepathically with any creature within 30 feet of you, provided that creature shares a language with you. You can speak telepathically in this way to one creature at a time. In addition, if an attack hits you while you are concentrating on a spell, as a reaction you can force the attacker to reroll the attack, using the lower of the two rolls. Until the end of your next turn, all attack rolls that creature makes against you have disadvantage. Once you force the reroll of an attack roll with this feature, you cannot do so again until you finish a short or long rest. AXIOMATIC HIERARCHY At 1st level, you gain insight into creatures of the planes, especially those tied to the nature of your patron. You learn the Modron language. Also, whenever the target of a concentration spell you are maintaining (such as the hex spell) is an aberration, celestial, construct, elemental, fey, or fiend, you can deal extra damage to that creature once per turn when you hit with an attack roll. The extra damage is psychic damage equal to your proficiency bonus. MODRON SERVANT At 6th level, a unique construct is sent by your patron to serve you. You learn the find familiar


134 spell as a warlock spell, if you don’t already know it, but when you cast it you can choose one of the normal forms for your familiar or summon it as a pentadrone, a five-armed construct that is one of the most advanced forms of modron (as described in the Monster Manual). A pentadrone you summon as your familiar in this way has the following modifications: It can magically disguise itself as a Large beast of your choice with a Challenge rating of 2 or lower (such as warhorse), physically rearranging its form to appear to be the new creature, but not gaining any of its traits or abilities. It does not have the truesight sense, or the Multiattack or Paralysis Gas actions, but it has darkvision with a range of 120 feet that is not impeded by magical darkness. When you reach 11th level as a warlock, this becomes truesight with a range of 120 feet. If you are the target of a melee attack and your modron familiar is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make one Arm attack against the attacker. The pentadrone adds a bonus equal to your proficiency bonus to its AC, saving throws, attack rolls, and damage rolls, and its Arm attacks inflict force damage instead of bludgeoning damage. If you have the Pact of the Chain feature, you gain an additional advantage when you choose to summon a pentadone as your familiar; whenever you cast a spell with a casting time of 1 action during your turn, your modron familiar can use its reaction to make one Arm attack. Once you reach 11th level as a warlock, when your modron familiar uses its reaction to make an Arm attack, it can make two Arm attacks instead. PARTIAL CONSTRUCT At 10th level, parts of your body have been replaced by eldritch machinery, enabling it to function more efficiently. You no longer need to breathe, eat, or drink, and you gain resistance to poison damage as well as nonmagical bludgeoning, piercing, or slashing damage that is not adamantine. MIND OF METAL AND WHEELS Starting at 14th level, you can temporarily allow the influence of your patron to alter your mind and body, giving you the perfect and emotionless logic of a construct and the ability to project this way of being into the minds of those around you. As a bonus action, you can enter this unique mental state, gaining the following traits: You are immune to psychic damage and to the charmed and frightened conditions. You gain a +2 bonus to AC. Once during your turn, if you move at least 20 feet in a straight line towards a target before making an attack roll against it, you gain advantage on that attack roll. While in this state, you can cast the calm emotions spell at will, without expending a spell slot or material components. When you cast calm emotions in this way, it is not considered a concentration spell for that casting, but the duration is decreased to 1 round, with the spell lasting only until the end of your next turn. You have advantage on all Intelligence checks, but disadvantage on all Wisdom and Charisma checks. This state lasts for one minute or until you end it with a bonus action. You can use this feature once, regaining all expended uses when you finish a short or long rest.


135 THE DARK You’ve bound yourself to a being of the endless darkness surrounding the cities of the drow and other Underdark races. Your patron gifts you with powers of darkness, betrayal, poison, spite, and malice, and constantly tries to entice you with more… at the cost of harming your friends. IN OTHER D&D WORLDS In the Forgotten Realms, many Underdark societies revolve around dark beings that grant these powers, especially exarchs of the drow goddess Lolth. Such patrons include: Bloqroth the Yochlol, Laveth the Daughter of Lolth, Ragnorra the Mother of Monsters, Rallaster the lesser god of razors, Scahrossar the Mistress of Exquisite Pain, The Patient One, the vast demonic snake Sertrous, and the mightiest illithid Elder Brains (like Io, the converted Elder Brain that now serves the duergar of Duerradin). Even servants of dark surface deities like Shar might grant such pacts. EXPANDED SPELL LIST The Dark allows you to 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. THE DARK EXPANDED SPELLS Level Spells 1st faerie fire, ray of sickness 2nd protection from poison, Tasha’s mind whip TCoE 3rd bestow curse, stinking cloud 4th Evard's black tentacles, phantasmal killer 5th cloudkill, spidersilk slash* GIFTS OF THE ENDLESS NIGHT At 1st level you learn the spiteful glamour* cantrip and the spell your glorious sacrifice* as warlock spells, though they do not count against the number of spells you know. At 3rd level, you also gain your choice of one the following eldritch invocations, ignoring all prerequisites: Bonded Ally or Darkspiral Aura. This does not count against the number of eldritch invocations you can have as a warlock. TRUSTING ALLY At 1st level, if a creature places its trust in you, your magic grants it special benefits. When you finish a short or long rest, you can choose one willing creature that you can see within 30 feet of you to become your trusting ally. While a creature that is your trusting ally can see you, if you are conscious and within 10 feet of that ally, it gains a special benefit: once per turn when that ally makes an ability check or saving throw that does not include its proficiency bonus, it can roll a d4 and add the result to the ability check or saving throw. The trusting ally can wait until after it rolls the d20 before deciding to use this benefit, but must decide before the DM says whether the roll succeeds or fails. You can have a number of trusting allies equal to your Charisma modifier. Once a creature is your trusting ally, it remains so until you go more than 24 hours without seeing each other or until either one of you uses an action to end this effect. The die a trusting ally rolls for this feature changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 10th level, and a d10 at 15th level. However, a trusting ally becomes less


136 resilient against your magic. When your trusting ally rolls a saving throw against a spell you cast, that ally has disadvantage on the saving throw. INSIDIOUS STING At 6th level, once per turn, when one or more creatures take poison or psychic damage from a spell you cast, you can choose one of the creatures taking that damage. You add your proficiency bonus to the poison or psychic damage dealt to that creature. INVOLUNTARY SACRIFICE At 6th level, when you would inflict your Insidious Sting damage, if at least one creature on the same plane as you is your trusting ally, you can use your reaction to choose one such creature and force it to roll the die from your Trusting Ally feature. The ally takes necrotic damage equal to the number rolled or your Charisma modifier, whichever is higher. If you damage your trusting ally with this feature, the extra damage you inflict with your Insidious Sting damage is equal to your proficiency bonus + twice the necrotic damage your ally took from this feature, instead of the normal amount. This increased damage is calculated based on the amount of necrotic damage your ally actually took from this feature, after any immunities, resistances, or other forms of damage reduction. DARKEST MIRROR Starting at 10th level, you can use a bonus action to close lids of the darkest night over your eyes, allowing you to see invisible creatures as well as into the Ethereal Plane. When you do so, you can see into the Ethereal Plane for up to 1 hour, and for the same duration you see all invisible creatures on both your current plane and in the Ethereal Plane. You see the area immediately around you, out to your normal range of vision. If you have a specialized type of vision (such as darkvision) then it functions as normal. You do not gain any special forms of vision, nor any immunity to attacks that depend on eye sight (such as the gaze of a medusa). While you are using this feature, you cannot see the plane where you are currently located, nor any creature on that plane (including your allies) unless it is invisible. Unless you use a bonus action to end your use of this feature early, for the duration you can only see invisible creatures and the Ethereal Plane. You can use this feature twice, regaining all expended uses when you finish a short or long rest. When you reach 14th level in your warlock class, your number of uses for this feature increases from two to three. PASSIONATE BETRAYAL Starting at 14th level, as an action, you can whisper dark promises to a hostile creature of your choice within 60 feet, causing it to confuse friends with enemies and vice-versa. You cast dominate monster on the target as a warlock spell without using a spell slot. While charmed by this spell, the target considers any creature hostile to you to be a threat to itself, and any creature friendly to you as a friend, so if the creature completes an order from you and doesn’t receive further direction, it continues attacking creatures hostile to you as best it can. This power carries a price. When you cast dominate monster with this feature, you must choose at least one creature on the same plane of existence as you that is your trusting ally, otherwise the spell fails. For the duration, when the chosen trusting ally makes an attack roll or forces another creature to make a saving throw, it must roll the die from your Trusting Ally feature and subtract the result from its attack roll or from the DC of the saving throw. DMS GUILD COMMUNITY CONTENT The Dark is based on a warlock type from 4th Edition D&D, previously converted for Mirt's Undermountain Survival Guide by M.T. Black, James Introcaso, and Greg Marks. Their conversion has been gratefully revised to create the new iteration of this patron included here.


137 THE MONARCH OF BEASTS You’ve made a pact with legendary demigod-like being that rules over a certain type or group of animals. Such entities hold their own territories on the wild and beautiful Outer Plane known as the Beastlands. Most are known as Animal Lords, and they’re indifferent to nearly everything, except those creatures and events which affect the beasts they call subjects. Your patron is bestial and instinctive, yet more intelligent than all but the most brilliant mortals. As cunning as a fiend and as unpredictable as the Archfey, it takes on both humanoid and beast forms at will. Such patrons are not ignorant of civilization, though they take little interest unless their subjects often dwell in civilized lands. The most famous of the Animal Lords is the Cat Lord, worshipped by the tabaxi, who rules over cats of all species and sizes, from housecats to sabretooth tigers to tressym. A related but lesser being, the King of Cats, seems to have dominion over only domesticated breeds. These pacts seem most common among warlocks of frigid lands. Various legends describe a number of different animal lords or their agents appearing in such places. The Sage of Bears, the Elk Queen, the Lady of Foxes, the Trout Knight, and the sorcerous Raven King (whose relationship to the Raven Queen is not precisely understood) all feature in such myths. Obscure tales of the Beastlands name other semi-mythical Animal Lords such as the Rat King, the Lord of the Apes, the Horse Princes, the Baroness of Sharks, the Great Ram Brothers, and the elusive Mulwë, Prince of Hares. However, it is likely many more of these beings exist, with each holding dominion over a different part of the animal kingdom. EXPANDED SPELL LIST The following spells are added to the warlock spell list for you. MONARCH OF BEASTS EXPANDED SPELLS Level Spells 1st sleep, tearing claws* 2nd animal messenger, locate animals or plants 3rd conjure animals, catnap XGtE 4th dominate beast, guardian of nature XGtE 5th awaken, steel wind strike XGtE BEASTLANDS LORE When you choose this Otherworldly Patron at 1st level, the wisdom and power that the Monarch of Beasts shares with you grants you several benefits: You learn to speak, read, and write Sylvan You gain proficiency in your choice of one of the following skills: Animal Handling, Athletics, Insight, Nature, Perception, or Survival. You can substitute your Charisma modifier for your Wisdom modifier when making Wisdom (Animal Handling, Perception, or Survival) checks. Beasts understand your speech as if they spoke your language, and you gain the ability to decipher their noises and motions. Most beasts only have the intelligence to communicate the kinds of information described under the speak with animals spell. This does not necessarily earn you the friendship of beasts, but you can interact with them the way you would any non-player character, and when you meet new beasts of the type represented by your patron, their initial attitude towards you is always friendly. OMEN OF TOOTH AND CLAW Starting at 1st level, when you use the magic granted by your patron, you can also call upon your patron to display its power. When you use a warlock spell slot to cast a spell, you can magically channel energies of the Beastlands, placing your choice of either a Beastlands Boon or a Beastlands Curse on a creature of your


138 choice within 30 feet of you that is not behind total cover. If you choose a Beastlands Boon, the chosen target gains temporary hit points equal to your proficiency bonus + your warlock level, and it has advantage on Wisdom checks and Wisdom saving throws while it still retains temporary hit points gained from this feature. If you choose a Beastlands Curse, you gain advantage on opposed ability checks against the chosen target, and the first time you inflict damage on the cursed target during each of your turns, you can either deal additional damage to it equal to your proficiency bonus or reduce its speed by 10 feet. All effects of this feature (including any temporary hit points gained) end after 1 minute. They end early if you are incapacitated or if you use this feature again. BESTIAL FURY At 6th level, your patron allows you or your familiar to lash out with spectral claws, fangs, horns, spikes, or other natural weapons possessed by beasts of your patron’s type. As a bonus action, you can target a creature within 5 feet of you (or within 5 feet of your familiar, if you have one) that you have hit with an attack roll since the end of your previous turn. That creature must make a Dexterity saving throw against your warlock spell save DC. On a failure, the target takes psychic damage equal to 1d6 + your Charisma bonus. If it fails by 5 or more, it falls prone in addition to taking the damage. If this damage reduces a creature to 0 hit points, you gain temporary hit points equal to your Charisma bonus + half your warlock level. INSTINCTIVE CURSE Starting at 10th level, when a creature is the target of your hex spell or a warlock feature you have that curses (such as the Sign of Ill Omen eldritch evocation or the Beastlands Curse option of your Omen of Tooth and Claw feature), you gain certain benefits against that creature: When damage dealt by that that creature forces you to make a Constitution saving throw to maintain concentration on a spell, you automatically succeed on that saving throw. When that creature makes a melee attack against you, you can use your reaction to cast a cantrip targeting only yourself or targeting only that creature. The cantrip must have a casting time of 1 action, which is changed to 1 reaction for this casting. If the cantrip requires a ranged attack, being within 5 feet of a hostile creature doesn’t impose disadvantage on your attack roll. You also gain these benefits against any creature that has taken psychic damage from your Bestial Fury feature since the start of your last turn TRANSFORMING RECIPROCITY Starting at 14th level, you can use your reaction to cast the polymorph spell without using a spell slot or any components whenever a creature you can see does any of the following things: It moves to a space within 5 feet of you It enters your reach It reduces a beast you can see within 60 feet of you to 0 hit points. You can only target yourself or the creature that triggered this reaction with this polymorph spell, and it is cast as if using a 7th-level spell slot. The casting time is changed to 1 reaction for this casting. Otherwise, the spell works normally. If you have the Pact of the Chain option for your Pact Boon feature, you can also use this reaction when a creature attacks your familiar. Once you use this feature, you cannot do so again until you finish a long rest.


139 THE REALMBOUND TYRANT Theimmortal entity you made your pact with does not watch you from some distant realm, but physically dwells with and rules over the people of your homeland. No rebellion against your patron has ever succeeded, for its worldly power is matched by supernatural might. You know your patron has even greater ambitions—perhaps seeking to ascend to deity or some greater state of arcane power, or to escape a curse binding them to the land—and one way or another, your pact furthers those ambitions. You may willingly act as your pact-holder’s agent or templar, helping keep the peace among their subjects and enforce laws, or you might have fled your homeland for a freer life elsewhere. Perhaps you are even secretly connected to a clandestine resistance. IN THE DOMAINS OF DREAD Your patron is likely a darklord. It could be an undead ruler like Strahd von Zarovich of Barovia or Lord Soth of Sithicus, or an undying sorcerer-king draining arcane energies from the dwindling life of the citystate around him, like Kalid-ma of Kalidnay. But really, any darklord who direct governs their domain is suitable for this pact. IN OTHER WORLDS OF D&D In Eberron, your patron could be one of the Inspired governors who rule the provinces of Riedra and channel greater power from the Plane of Dreams. In a Forgotten Realms campaign, you might draw arcane might from a pact with Gilgeam the God-King of Unther, or the all-powerful lich Szass Tam, ruler of Thay. EXPANDED SPELL LIST The Realmbound Tyrant allows you to 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. THE REALMBOUND TYRANT EXPANDED SPELLS Level Spells 1st command, dissonant whispers 2nd calm emotions, detect thoughts 3rd clairvoyance, pyroclastic tide* 4th locate creature, phantasmal killer 5th modify memory, telekinesis EXPANSIVE MIND Starting at 1st level, the power you draw from your pact extends your mental faculties outside of your own body, allowing you to protect your own thoughts and probe other minds like your own. You are immune to being charmed, and while a humanoid you share a language with is within 60 feet of you, you can communicate with it telepathically. The creature can respond telepathically as well, until you are out or range or you use this feature to communicate with a different creature. In your patron’s worldly realm, your telepathy’s range increases to 300 feet. VIGILANCE OF FEAR At 1st level, since youlive in constant fear of both your patron and your patron’s enemies, you are always wary of sudden attack. You can substitute your Charisma modifier for your Dexterity modifier when rolling initiative. Also, when you are surprised, you can still take a single action during your first turn of the combat, but it must be one of the following actions: Dash, Disengage, Dodge, Hide, or Use an Object. IMPLACABLE PURSUER At 6th level, you are highly adept at apprehending those who defy your authority. When you hit a creature with an attack roll, until the end of your next turn, the target’s speed is reduced by 10 feet and your opportunity attacks against it are made at advantage. Also, whenever your attack reduces a creature to 0 hit points, you can choose to


140 knock it unconscious instead of killing it, even the attack was a spell attack or ranged attack. INTIMIDATING PRESENCE Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. DEFILING DRAIN Starting at 14th level, when you cast a spell of 1st-level or higher, you can empower it by draining life energy from a nearby creature. When you gain this feature, choose two of the Metamagic options from a sorcerer’s Metamagic feature. Whenever you gain a warlock level, you can select one of these Metamagic options and replace it with a new one of your choice. You can use these Metamagic options, but you do not fuel them with sorcery points. Instead, whenever you use your action to cast a spell, you can use a bonus action to attempt to apply one of your two chosen Metamagic features to that spell by forcing a creature you can see within 30 feet to make a Constitution saving throw. Constructs and undead automatically succeed, but plants and water elementals make this saving throw with disadvantage. On a success, nothing happens. On a failure, the target takes 6d8 necrotic damage, and you apply the chosen Metamagic option to the spell as if you spent any required sorcery points, and all nonmagical plants that are within 30 feet of both you and the target that are not creatures, such as trees and shrubs, wither and die instantly. Once you use this feature, you can’t use it again until you finish a short or long rest.


141 THE WYRD COVEN Hags come in many varieties. Most are fey or fiends, but some covens transcend the norm, unifying to become otherworldly powers unto themselves. Often connected to goddesses of dark sorcery, these covens exist outside of time itself, appearing when they wish to interfere in mortal events with threats and prophecies. They are most likely to emerge in times of war or rebellion. Few actively seek a pact with these secretive, all-seeing hags—their dealings occur only in times and places of their own choosing, at moments in time when great destinies intertwine or unravel. Just as covens combine fey and fiendish entities into one circle of horror, the Pact of the Wyrd Coven combines abilities from the Pacts of the Archfey and the Fiend with the near-omniscient prophetic gifts of these greater hags. EXPANDED SPELL LIST The hags of the Wyrd Coven allow you to 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. THE WYRD COVEN EXPANDED SPELLS Level Spells 1st fog cloud, prophesied strike* 2nd augury, bestow curse 3rd clairvoyance, protection from energy 4th divination, swordshun* 5th guilt lash*,, mislead BATTLEFIELD INTUITION At 1st level, your patron grants you preternatural insights to ensure the defeat of your enemies. You gain proficiency with martial weapons, and while you are concentrating on a spell, you can substitute your Charisma modifier for your Strength or Dexterity modifier when making attack and damage rolls with weapons. Also, when you make an attack that hits one or more creatures who are currently the target of your concentration spell, you can


142 add your proficiency bonus to the damage you deal to one target. Finally, you learn the hex spell, but it does not count against the number of warlock spells you know. WYRD CONCOCTION Starting at 1st level, you gain the ability to boil eldritch ingredients in a special cauldron-like vessel provided by your patron, creating a wyrd concoction. You also gain proficiency with alchemists’ supplies, and you must have them on your person to create this wyrd concoction in your vessel. If you do not have your vessel, you can conjure a new one with a 10-minute ritual. Creating the concoction takes one hour, which can be part of a short or long rest. It remains sealed in your vessel until you expend it or finish a short or long rest, in which case it vaporizes at once. It has the following uses: When you use a warlock spell slot to cast a divination or enchantment spell of 5th-level or lower, you can immediately expend your wyrd concoction as a reaction to regain that spell slot. When a creature that is currently the target of a concentration spell you cast is reduced to 0 hit points, you can expend your wyrd concoction as a reaction to regain hit points equal to your warlock level + your Charisma modifier. When an attack against the current target of a concentration spell you cast scores a critical hit, you can expend your wyrd concoction as a reaction to force creatures within 5 feet of the slain creature to roll a Wisdom saving throw against your warlock spellcasting DC. Each creature that fails becomes frightened of you until the end of its next turn. MISTS OF TIME At 6th level, you can avoid harm by hiding yourself within a veil of otherworldly mist. As a reaction when you would take bludgeoning, piercing, or slashing damage, you can gain resistance against the triggering damage, and then cause a 10-foot cube centered on you to fill with mist, becoming heavily obscured. The mist lasts until the end of your next turn, during which time you do not provoke opportunity attacks from the creature that dealt the triggering damage (if any). You can see through this mist as if it weren’t there. Once you use this feature, you cannot do so again until you finish a short or long rest. DEATHLESS Beginning at 10th level, visions of your patron coven appear to you each night, warning you of deadly harm you may face in the coming day. Whenever you finish a long rest, you gain the benefits of a death ward spell. The duration of this version of the spell is extended to 24 hours. CAULDRON OF FATE Starting at 14th level, your wyrd concoction grows more powerful, and breathing its fumes grants you visions of future threats. Whenever you create your wyrd concoction, you gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage until the next time you finish a short or long rest. In addition, when your wyrd concoction would normally be expended, you can instead use it again once more. After the second use, it is expended normally. IN THE DOMAINS OF DREAD In the Land of Mists, many warlocks bound to the Wyrd Coven draw their magic from a mysterious coven dwelling in the Wormwood, a forest in the domain of Tepest—but only one hag ever appears. IN OTHER D&D WORLDS On Eberron’s continent of Khorvaire, most Wyrd Coven warlocks make their pacts with Droaam’s Daughters of Sora Kell. In the Forhotten Realms, many covens acting as such patrons dwell in the area of the Moonsea, appearing in large regions of swampland such as the Flooded Forest, the Twilight Marsh, and the Glumpen Swamp.


143 NEW ELDRITCH INVOCATIONS At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to those in the Player’s Handbook. If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. Any listed level prerequisite refers to your level in your warlock class. BONDED ALLY You borrow magic from an ancient eladrin enclave to share in an ally’s triumphs and pain. As an action, you touch one willing creature and establish a bond with it. Once before the next time you finish a short or long rest, when you regain hit points, the bonded ally can use its reaction to regain an amount of hit points equal to half the amount you regain. Also, once before the next time you finish a short or long rest, when your bonded ally regains hit points, you can use your reaction to regain an amount of hit points equal to half the amount your bonded ally regains. This bond remains in place until you use an action to end it, your bonded ally uses an action to end it, or you use this feature to bond with a different creature. BRUTAL CASTER When you score a critical hit with a spell attack roll for a spell that deals damage, you can roll one of the spell’s damage dice one additional time and add it to the extra damage of the critical hit. CLARION CALL You can use a warlock spell slot to cast either thunderwave or shatter Once you use this invocation to cast one of these spells, you can’t do so again until you finish a long rest. If you have the Pact of the Vestige Relic feature and you are holding your pact relic, when you cast either thunderwave or shatter , you can invoke the vestige known as Yuri the Hunter, and the sound of his bellowing horn, causing one creature of your choice within 30 feet of you to take thunder damage equal to your Charisma modifier. DARK MAELSTROM’S REACH Prerequisite: 7th level When a hostile creature within 60 feet of you succeeds on a saving throw, you can use your reaction to place an invisible maelstrom of dark misfortune on that creature, dealing necrotic damage to it equal to half your warlock level + your Charisma modifier (minimum 1). If you have the Pact of the Vestige Relic feature and you are holding your pact relic, you can call on the vestige Xevut, He Who Hungers, to use the dark maelstrom to transfer the avoided affliction to another foe nearby. As part of the same reaction you used to deal the damage for this invocation, choose one other creature within 15 feet of the creature that succeeded on the saving throw. That creature must make the same saving throw if it has not already done so this turn. On a failure, it suffers


144 the same effect the other creature would have suffered if it had failed. DARKSPIRAL AURA Prerequisite: Pact of the Gloom feature When you reduce a hostile creature to 0 hit points, you can use your reaction to enshroud yourself in swirling shadows that give you advantage on Dexterity (Stealth) checks. Your darkspiral aura ends when you take a short or long rest, or when you choose to expend it. When a hostile creature that you can see within 60 feet targets you with an attack roll, you can expend your darkspiral aura as a reaction to deal necrotic damage to it equal to half your warlock level + your Charisma modifier. DESTRUCTIVE MESSENGER Prerequisite: 5th level, Pact of the Chain feature You can use a 10-minute ritual to turn your familiar into a nondescript commoner of a humanoid race appropriate for the nearby area, dressed in the manner of a local peasant or vagabond. Your familiar loses all of its own statistics and uses those of a commoner only, but it can speak and has all the normal abilities of a commoner of that race. You can use your telepathic bond with your familiar to speak through it while it is in this commoner form, and to perceive through its senses as per the find familiar spell. You can use a bonus action to return it to its normal form as your familiar at any time. If your familiar is reduced to 0 hit points while in its commoner form, it immediately explodes in a shadowy conflagration, forcing every creature within 20 feet of it to make a Dexterity saving throw against your warlock spell DC. A creature takes 4d8 necrotic damage on a failure, or half as much on a success. ELDRITCH BOND Prerequisite: 12th level, Bonded Ally eldritch invocation When you use your Bonded Ally eldritch invocation, until the bond ends, you can use your action to teleport to the unoccupied space closest to your bonded ally, provided the two of you are on the same plane of existence. Your bonded ally can do the same thing, using its action to teleport to the unoccupied space closest to you. ENDER OF ALL Prerequisite: 11th level You can cast disintegrate once without expending a spell slot. You must finish a long rest before you can do so again. FALSIFY PERCEPTIONS Prerequisite: 9th level You can use a warlock spell slot to cast either modify memory or mislead. Once you use this invocation to cast one of these spells, you can’t do so again until you finish a long rest. If you have the Pact of the Vestige Relic feature and you are holding your pact relic, when you cast either modify memory or mislead, you can call on the vestige Xandor the Mad to add a bonus equal to your Constitution, Intelligence, or Wisdom modifier (your choice, minimum 1) to all your Charisma (Deception) and Dexterity (Sleight of Hand) checks for 10 minutes. FIENDISH TALENT Whether you sold your soul or won a midnight competition at a crossroads, somehow your performing skills compel supernatural support. You gain proficiency in the Performance skill if you don’t already have it, and with one musical instrument of your choice. Also, choose one musical instrument you are proficient with. You gain expertise with that musical instrument, which means your proficiency bonus is doubled for any ability check you make with it. Finally, you learn one bard cantrip of your choice. This is a warlock cantrip for you, but it doesn't count against the number of cantrips you know. GENIE OVERTURES Prerequisite: Genie patron You can request the presence of a genie whose


145 name you know by performing a 10-minute ritual, during which you must offer a gift pleasing to that particular genie. Unless the gift is of special personal value to the genie, it must be worth a minimum of 50 gp, or else the genie will not deign to answer your summons. Unless otherwise motivated, the genie is unlikely to stay longer than 1 minute, unless your gift is worth an additional 50 gp per extra minute. The genie either appears in an incorporeal form or as a disembodied voice. The genie is under no obligation to you, is free to act according to its nature, and is not subject to being bound, captured, or magically affected in any way during this meeting. It counts as neither a creature nor an object during this meeting, as it sends only the presence of its personality. Your enlightening conversation with this genie allows you to choose one divination spell from any class’s spell list that is of a level you can cast with a warlock spell slot. Once, before the next time you finish a long rest, you can cast that spell using a warlock spell slot. GENIE PRISON Prerequisites: 15th level, proficiency with at least one type of artisan’s tools You can use appropriate artisan’s tools to craft a genie prison, a temporary common magic item which requires 20 days of work; the end product is worth 100 gp as an art object, even if its magic expires. After fashioning the prison, you must use it within 10 days or its magic expires. You can use an active genie prison as an action to attempt to imprison a genie you can see within 120 feet. The genie makes a Charisma saving throw against your warlock spell save DC. On a success, the genie remains free and knows who just tried to trap it, and the same genie prison cannot be used against that genie for 24 hours. Failure means the genie is trapped within the prison. Once a genie prison has a captive, its magic lasts until the prison is shattered or the genie is released in a manner defined by you at the time you imprison it. Common conditions for releasing a genie from a prison include: The genie will be an indentured servant of whoever liberates it from the prison for a period between 100 to 1,001 days. The genie will grant three limited wishes (per the Limited Wish feature of the Genie otherworldly patron) to whoever next summons it from the prison. The genie remains imprisoned until a period of time elapses, up to a maximum of 101 years. The genie will remain imprisoned until a certain event you define comes to pass. The genie will remain imprisoned until a certain type of individual touches the prison (e.g. an honest thief). If the genie prison loses its magic early by other means (such as being destroyed or being brought into an antimagic field), even if the loss of its magic is only temporary, a genie trapped within it is instantly freed. If you try to imprison a genie when you


146 already have a number of genies imprisoned equal to your Charisma modifier (minimum 1), the genie you have had imprisoned the longest is immediately freed. Imprisoning a genie is considered a hostile act, and it can earn you a vile reputation among other genies of the type you've imprisoned, not to mention the undying loathing of the imprisoned genie itself. GLOOM WALK Prerequisite: 7th level, Pact of the Gloom feature When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You can then take the Hide action as part of the same bonus action. GREAT AMBASSADOR OF GENIEKIND Prerequisites: 15th level, Genie patron Your reputation precedes you among geniekind, and you may request an audience with one of the four rulers of geniekind. When you request the audience, usually you do so through an intermediary such as your gen or an allied or bound genie. The next time you finish a long rest, a procession of the ruler's followers comes to escort you to the ruler's court. The ruler will meet with you personally, provide counsel as per a contact other plane spell, hear your pleas, and negotiate terms of any bargain you propose. While in its court, both you and the ruler are subject to the Bond of Salt, the three-day code of guest hospitality common among genies and among mortals who share their cultural values. IRONFELL BLADE Prerequisite: 5th level, Pact of Iron feature or Pact of the Ring feature You can transform a one-handed melee weapon that inflicts slashing or piecing damage, changing it into the mysterious metal-like substance called ironfell. To do so, you must touch the weapon and perform a 1-minute ritual. When you take the attack action on your turn and attack with a weapon you have transformed in this way, you can attack with that weapon twice, instead of once. If you perform the ritual again on a different weapon, any weapons you have previously transformed in this way return to normal. In addition, you fulfill all prerequisites for other eldritch invocations as if you had the Pact of the Blade feature, treating your ironfell blade weapon as your pact weapon for the purposes of those invocations. IRON SKY STARFALL Prerequisite: 9th level, eldritch blast cantrip, Pact of the Ring feature When you hit a creature with your eldritch blast, you can cast hold person as a bonus action using a warlock spell slot, changing the casting time to 1 bonus action for that casting. The hold person spell must target the creature you hit with eldritch blast. LIFE BIND Prerequisite: 5th level You can use a warlock spell slot to cast either animate dead or life transference XGtE . Once you use this invocation to cast one of these spells, you can’t do so again until you finish a long rest. If you have the Pact of the Vestige Relic feature and you are holding your pact relic, you can invoke the remnant of the dead god Amaan to gain resistance to poison and necrotic damage for 1 hour after you cast animate dead or life transference XGtE . MANDRAKE EFFIGY Prerequisite: 11th level You can cast create homunculus XGtE once without expending a spell slot. You must finish a long rest before you can do so again. If you have the Pact of the Vestige Relic feature and you are holding your pact relic, any homunculus you create with the create homunculus XGtE spell is infused with the vitality of Zutwa, gaining resistance to acid and necrotic damage. OTHERWORLDLY ALLIANCES Prerequisite: 9th level You can use a warlock spell slot to cast either planar binding or teleport circle. Once you use


147 this invocation to cast one of these spells, you can’t do so again until you finish a long rest. If you have the Pact of the Vestige Relic feature and you are holding your pact relic, once you finish casting either planar binding or teleport circle, you can call upon the secrets of Seriach the Hell-Hound Whisperer to add a bonus equal to your Charisma modifier to all your Intelligence (Arcana or Religion) checks for 1 hour. IMPROVED PACT ARMOR Prerequisite: Pact of Iron feature You can use your pact armor as a spellcasting focus for your warlock spells. Also, your pact armor grants you a +1 bonus to AC, in addition to the armor’s normal bonus to AC, unless it is magic armor that already grants an additional AC bonus. PACT SHIELD Prerequsite: 7th level, Pact of the Blade or pact of Iron feature When you summon your pact armor or pact weapon, you can also create a magical shield made of eldritch energy. Whenever you dismiss your pact armor or pact weapon, you can dismiss this shield as well. Otherwise it works like a normal shield. While you are holding your pact shield, when a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to roll a d8. Add your Charisma modifier to the number rolled, and reduce the attack’s damage by that total (to a minimum of 0 damage). POWER IN ENDINGS Prerequisite: 7th level, Pact of Iron feature When you make a death saving throw, you choose to roll with advantage or disadvantage. Whenever you fail a death save, you immediately recover one of your expended warlock spell slots. Once you have recovered a spell slot in this way, you cannot do so again until you finish a short or long rest. PRETERNATURAL PERFORMANCE Prerequisite: 11th level, Pact of the Tome feature, proficiency in the Performance skill Your patron grants you rare supernatural skill in performing. You gain expertise with your Performance skill, which means your proficiency bonus is doubled for any ability check you make with it. Also, whenever you gain a warlock level, you can choose one spell you learned from the Spellcasting feature of your warlock class and replace it with a spell from the bard spell list. The new spell must be of the same level as the spell you replace. PROBING SHADOWS Prerequisite: Pact of the Gloom feature The darkness whispers to you, guiding your senses to notice looming threats. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells, and advantage on Wisdom (Perception) checks made to avoid being surprised. To gain these benefits, you can’t be blinded, deafened, or incapacitated. RELENTLESS PURSUIT Prerequisite: 12th level, Pact of the Gloom feature As an action, you can choose one creature you’ve dealt necrotic damage to since the start of your previous


148 turn. You teleport up to 60 feet to the unoccupied space closest to that target. If you have the Pact of the Vestige Relic feature and you are holding your pact relic, you have advantage on your next attack roll against the target before the end of your next turn, thanks to the swiftness of Ulban, who flashes across the nighty sky in a fiery streak of blue flame. SHA’IR Prerequisites: 9th level, Pact of the Chain feature You can use your familiar’s connection with otherworldly forces to choose one spell of 1stlevel or higher gained from this class’s Pact Magic feature and attempt to replace it with another spell of the same level or lower. To do so, you perform a 1-hour ritual. Until the ritual ends, your familiar vanishes, searching distant lands or other planes for the requested spell. After the ritual, roll an Intelligence (Arcana) check against a DC equal to 20 + the level of the intended new spell. Add 5 to the DC if the spell is not on the warlock spell list. On a failure, nothing happens. On a success, you replace the spell until the next time you finish a long rest, at which time you lose the replacement spell and regain your old one. Once you successfully replace a spell using this feature, you cannot do so again until the next time you finish a long rest. SMOKING BOLTS Prerequisite: Pact of the Blade feature You can create a hand crossbow using your Pact of the Blade feature. When you load it, instead of using normal ammunition, you can draw a wisp of black smoke out of the air that magically transforms into a black crossbow bolt, which vanishes after 1 minute. When you fire it at a creature you’ve made a successful Wisdom (Insight) check against within the past 24 hours, you have advantage on the attack roll. When you hit a creature with it, you can expend a warlock spell slot to deal an additional 1d8 necrotic damage to the target per spell level. SHARD STAR WARRIOR Prerequisite: 15th level When you make an attack roll for a melee weapon or a cantrip, you score a critical hit on a roll of 19 or 20 if you have not already inflicted a critical hit that turn. STARLIGHT HEX Prerequisite: 5th level, hex spell When you cast the hex spell using a warlock spell slot, the initial target you choose as its first subject immediately takes 1d8 magical radiant damage and must succeed on a Constitution saving throw. On a failure, it is blinded until the end of its next turn Also, whenever you inflict necrotic damage with your hex spell, you can choose for it to be radiant damage instead. THRESHOLD BREAKER Prerequisite: 5th level You can use a warlock spell slot to cast either knock or warp stone*. Once you use this invocation to cast one of these spells, you can’t do so again until you finish a long rest. If you have the Pact of the Vestige Relic feature and you are holding your pact relic, when you cast either knock or warp stone*, you can call upon the dormant wisdom of Gibbeth the Endless to add a bonus equal to your Charisma modifier to all your Intelligence (Investigation) and Wisdom (Perception) checks for 10 minutes. TWOFOLD PACT Prerequisite: 11th level When you gain this eldritch invocation, you can choose a second option for your Pact Boon feature. You gain all the benefits of this second pact, including fulfilling prerequisites for other eldritch invocations that require it. UNYIELDING ARMOR OF THE VOID Prerequisite: 9th Level, Pact of Iron feature You can make a suit of heavy armor into your pact armor.


149 THE WIZARD Able to call on an astonishing variety of arcane spells to bend reality to their will, wizards in the Domains of Dread face myriad temptations, not least from the Dark Powers themselves. Endless years of research and practice, combined with their need for forethought, often result in wizards developing at least mildly obsessive and controlling personalities—a trait shared by many of the darklords. Some wizards grow drunk on their own power or are corrupted by the evil forces inherent in their spells, believing they are the sole arbiters of their fate. Respected or even admired in some domains, such as Darkon and Hazlan, wizards often conceal their arcane powers in less accepting lands, and they can be found across the Core and beyond. Often, they lurk in remote towers or secretly using magic to further their goals in other arenas. NEW ARCANE TRADITIONS GUILD WIZARDRY Natural talent and a quick mind are only the bare beginning of being able to wield the arcane arts. Achieving true mastery requires personal dedication, self-discipline, rigorous training, and access to libraries full of ancient grimoires and crumbling scrolls. In lands where magic is regarded as too important—or too dangerous— to be left in the hands of self-educated dabblers, it is taught and practiced by members of special guilds, societies, fraternal orders, and cabals, who jealously guard access to their powers and seek to control their use. When guilds have hierarchies, adepts of greater seniority and status often have the authority to assign missions to lesser members and review their activities. When you reach higher levels in your wizard class, you may become such a high-ranking master. Depending on your guild and your campaign (and subject to your DM’s discretion), you can usually speak for your order, which backs you to the greatest extent possible. You are expected to be careful about taking stands or making promises that are difficult for your guild to support, but your fellow members generally trust you to know when difficult tasks are necessary. Holding an office gives you significant power to influence your order’s actions, but requires your time and commitment. Many masters choose to avoid these responsibilities and prefer to busy themselves with their own affairs. Whether you agree to take a position in your order’s leadership or remain free of such responsibilities is up to you. ARCANIST'S PRIVILEGES Beginning when you select this arcane tradition at 2nd level, your membership allows you to access to your guild’s vast library of spellbooks, and grants you prestige and insight when interacting with other spellcasters, granting you the following benefits: Whenever you gain a wizard level, in addition to the normal spells you learn, you can choose one extra wizard spell of a level you can cast and copy it into your spellbook for half the usual price in gold. You gain a bonus on all your Charisma checks to interact with other spellcasters, equal to half your Intelligence modifier (minimum 1). In exchange for these benefits, you must pay dues of 10 gp per month to the guild, and if you have spent at least 1 day of downtime in the past month, you must spend 1 additional downtime day to maintain your guild duties. If you miss payments, you must make up back dues (in both gold and in downtime, if applicable) to remain in your guild’s good graces. If you are behind on payments, you do not enjoy any of the benefits of this feature. When you reach 14th level in your wizard class, you no longer need to pay these dues in gold or downtime, and can always use this


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