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Published by dknicholson1990, 2020-11-17 15:42:40

Tasha's Cauldron of Everything v1 (1)

Tasha's Cauldron of Everything v1 (1)

Clerics who serve these deities—examples of Bonus Pro iciencies
which appear on the Twilight Deities
table—bring comfort to those who seek rest 1st-level Twilight Domain f eature
and protect them by venturing into the
encroaching darkness to ensure that the dark You gain pro iciency with martial weapons
is a comfort, not a terror. and heavy armor.

Twilight Deities Pantheon Eyes of Night
Example Deity
1st-level Twilight D omain f eature
Boldrei Eberron
You can see through the deepest gloom. You
Celes an Greyhawk have darkvision out to a range of 300 feet. In
that radius, you can see in dim light as if it
Dol Arrah Eberron were bright light and in darkness as if it were
dim light.
Helm Forgo en Realms
As an action, you can magically share the
Ilmater Forgo en Realms darkvision of this feature with willing
creatures you can see within 10 feet of you,
Mishakal Dragonlance up to a number of creatures equal to your
Wisdom modi ier (minimum of one creature).
Selune Forgo en Realms The shared darkvision lasts for 1 hour. Once
you share it, you can’t do so again until you
Yondalla Halfling inish a long rest, unless you expend a spell
slot of any level to share it again.
Domain Spells
Vigilant Blessing
1st-level T wilight D omain f eature
1st-level T wilight D omain f eature
You gain domain spells at the cleric levels
listed in the Twilight Domain Spells table. See The night has taught you to be vigilant. As an
the Divine Domain class feature for how action, you give one creature you touch
domain spells work. (including possibly yourself) advantage on
the next initiative roll the creature makes.
Twilight Domain S pells This bene it ends immediately after the roll or
if you use this feature again.
Cleric Level Spells
Channel Divinity: Twilight
1st faerie fire, sleep Sanctuary

3rd moonbeam, see invisibility 2nd-level Twilight Domain feature

5th aura of vitality, Leomund’s ny You can use your Channel Divinity to refresh
hut your allies with soothing twilight.

7th aura of life, greater invisibility As an action, you present your holy symbol,
and a sphere of twilight emanates from you.
9th circle of power, mislead

The sphere is centered on you, has a 30-foot
radius, and is illed with dim light. The sphere
moves with you, and it lasts for 1 minute or
until you are incapacitated or die. Whenever a
creature (including you) ends its turn in the
sphere, you can grant that creature one of
these bene its:

● You grant it temporary hit points equal to
1d6 plus your cleric level.

● You end one effect on it causing it to be
charmed or frightened.

Steps of Night

6th-level Twilight D omain f eature

You can draw on the mystical power of night
to rise into the air. As a bonus action when
you are in dim light or darkness, you can
magically give yourself a lying speed equal to
your walking speed for 1 minute. You can use
this bonus action a number of times equal to
your pro iciency bonus, and you regain all
expended uses when you inish a long rest.

Divine Strike

8th-level Twilight D omain f eature

You gain the ability to infuse your weapon
strikes with divine energy. Once on each of
your turns when you hit a creature with a
weapon attack, you can cause the attack to
deal an extra 1d8 radiant damage. When you
reach 14th level, the extra damage increases
to 2d8.

Twilight Shroud

17th-level T wilight D omain f eature

The twilight that you summon offers a
protective embrace: you and your allies have
half cover while in the sphere created by your
Twilight Sanctuary.

DRUID Revivify
Summon fey*
The druid class receives new features and
subclasses in this section. 4th Level
Divination ( ritual)
Optional Class Features Fire shield
Summon elemental*
You gain class features in the Player’s
Handbook when you reach certain levels in 5th Level
your class. This section offers additional Cone o f c old
features that you can gain as a druid. Unlike
the features in the Player’s Handbook, you 6th L evel
don’t gain the features here automatically. Flesh to stone
Consulting with your DM, you decide whether
to gain a feature in this section if you meet the 7th Level
level requirement noted in the feature’s Symbol
description. These features can be selected
separately from one another; you can use 8th Level
some, all, or none of them. Incendiary cloud

Additional Druid Spells Wild Companion

1st-level d ruid feature 2nd-level druid f eature

The spells in the following list expand the You gain the ability to summon a spirit that
druid spell list in the Player’s H andbook. The assumes an animal form; as an action, you can
list is organized by spell level, not character expend a use of your Wild Shape feature to
level. If a spell can be cast as a ritual, the cast the ind f amiliar spell, without material
ritual tag appears after the spell’s name. Each components.
spell is in the Player’s Handbook, unless it has
an asterisk (a spell in chapter 3). Xanathar’s When you cast the spell in this way, the
Guide to Everything also offers more spells. familiar is a fey instead of a beast, and the
familiar disappears after a number of hours
1st Level equal to half your druid level.
Protection from evil a nd good
Cantrip Versatility
2nd L evel
Augury (ritual) 4th-level d ruid f eature
Continual lame
Enlarge/reduce Whenever you reach a level in this class that
Summon beast* grants the Ability Score Improvement feature,
you can replace one cantrip you learned from
3rd L evel this class’s Spellcasting feature with another
Aura of vitality cantrip from the druid spell list.
Elemental weapon

Druid Circles you access to certain spells. At 2nd level, you
learn the chill t ouch cantrip.
At 2nd level, a druid gains the Druid Circle
feature, which offers you the choice of a At 3rd, 5th, 7th, and 9th level you gain access
subclass. The following options are available to the spells listed for that level in the Circle
to you when making that choice: Circle of of Spores Spells table. Once you gain access to
Spores, Circle of Stars, and Circle of Wild ire. one of these spells, you always have it
prepared, and it doesn’t count against the
Circle of Spores number of spells you can prepare each day. If
you gain access to a spell that doesn’t appear
I’m an avid collector of spores, molds, and on the druid spell list, the spell is nonetheless
fungi—my most prized ind being a sapiens a druid spell for you.
zuggtmata from the depths of Mount Zagon.
I wouldn’t want it steering a corpse around Circle o f Spores Spells
and touching my stuff, though.
TASHA Druid Level Spells

Druids of the Circle of Spores ind beauty in 3rd blindness/deafness, gentle
decay. They see within mold and other fungi repose
the ability to transform lifeless material into
abundant, albeit somewhat strange, life. 5th animate dead, gaseous form
These druids believe that life and death are
parts of a grand cycle, with one leading to the 7th blight, confusion
other and then back again. Death isn’t the end
of life, but instead a change of state that sees 9th cloudkill, contagion
life shift into a new form.
Halo of Spores
Druids of this circle have a complex
relationship with the undead. They see 2nd-level C ircle o f Spores feature
nothing inherently wrong with undeath,
which they consider to be a companion to life You are surrounded by invisible, necrotic
and death. But these druids believe that the spores that are harmless until you unleash
natural cycle is healthiest when each segment them on a creature nearby. When a creature
of it is vibrant and changing. Undead that you can see moves into a space within 10 feet
seek to replace all life with undeath, or that of you or starts its turn there, you can use
try to avoid passing to a inal rest, violate the your reaction to deal 1d4 necrotic damage to
cycle and must be thwarted. that creature unless it succeeds on a
Constitution saving throw against your spell
Circle Spells save DC. The necrotic damage increases to
1d6 at 6th level, 1d8 at 10th level, and 1d10
2nd-level Circle of Spores feature at 14th level.

Your symbiotic link to fungi and your ability Symbiotic Entity
to tap into the cycle of life and death grants
2nd-level C ircle of Spores f eature

You gain the ability to channel magic into You gain the ability to seed an area with
your spores. As an action, you can expend a deadly spores. As a bonus action while your
use of your Wild Shape feature to awaken Symbiotic Entity feature is active, you can
those spores, rather than transforming into a hurl spores up to 30 feet away, where they
beast form, and you gain 4 temporary hit swirl in a 10-foot cube for 1 minute. The
points for each level you have in this class. spores disappear early if you use this feature
While this feature is active, you gain the again, if you dismiss them as a bonus action,
following bene its: or if your Symbiotic Entity feature is no
longer active.
● When you deal your Halo of Spores
damage, roll the damage die a second Whenever a creature moves into the cube or
time and add it to the total. starts its turn there, that creature takes your
Halo of Spores damage, unless the creature
● Your melee weapon attacks deal an extra succeeds on a Constitution saving throw
1d6 poison damage to any target they hit. against your spell save DC. A creature can
take this damage no more than once per turn.
These bene its last for 10 minutes, until you
lose all these temporary hit points, or until While the cube of spores persists, you can’t
you use your Wild Shape again. use your Halo of Spores reaction.

Fungal Infestation Fungal Body

6th-level Circle of S pores f eature 14th-level Circle o f S pores feature

Your spores gain the ability to infest a corpse The fungal spores in your body alter you: you
and animate it. If a beast or a humanoid that can’t be blinded, deafened, frightened, or
is Small or Medium dies within 10 feet of you, poisoned, and any critical hit against you
you can use your reaction to animate it, counts as a normal hit instead, unless you’re
causing it to stand up immediately with 1 hit incapacitated.
point. The creature uses the Zombie stat
block in the Monster M anual. It remains Circle of Stars
animate for 1 hour, after which time it
collapses and dies. What about the dark places between the
stars? Don’t you realize that’s where the
In combat, the zombie’s turn comes good stuff is?
immediately after yours. It obeys your mental TASHA
commands, and the only action it can take is
the Attack action, making one melee attack. The Circle of Stars allows druids to draw on
the power of starlight. These druids have
You can use this feature a number of times tracked heavenly patterns since time
equal to your Wisdom modi ier (minimum of immemorial, discovering secrets hidden amid
once), and you regain all expended uses of it the constellations. By revealing and
when you inish a long rest. understanding these secrets, the Circle of

Spreading Spores

10th-level Circle of S pores f eature

Stars seeks to harness the powers of the Star M ap
cosmos.
d6 Map F orm
Many druids of this circle keep records of the
constellations and the stars’ effects on the 1 A scroll covered with depictions
world. Some groups document these of constellations
observations at megalithic sites, which serve
as enigmatic libraries of lore. These 2 A stone tablet with ine holes
repositories might take the form of stone drilled through it
circles, pyramids, petroglyphs, and
underground temples—any construction 3 A speckled owlbear hide, tooled
durable enough to protect the circle’s sacred with raised marks
knowledge even against a great cataclysm.
4 A collection of maps bound in an
Star Map ebony cover

2nd-level C ircle of S tars f eature 5 A crystal that projects starry
patterns when placed before a
You’ve created a star chart as part of your light
heavenly studies. It is a Tiny object and can
serve as a spellcasting focus for your druid 6 Glass disks that depict
spells. You determine its form by rolling on constellations
the Star Map table or by choosing one.
Starry Form
While holding this map, you have these
bene its: 2nd-level C ircle o f S tars feature

● You know the guidance c antrip As a bonus action, you can expend a use of
● You have the guiding b olt s pell prepared. your Wild Shape feature to take on a starry
form, rather than transforming into a beast.
It counts as a druid spell for you, and it
doesn’t count against the number of spells While in a starry form, you retain your game
you can have prepared. statistics, but your body becomes luminous;
● You can cast guiding bolt w ithout your joints glimmer like stars, and glowing
expending a spell slot. You can do so a lines connect them as on a star chart. This
number of times equal to your pro iciency form sheds bright light in a 10-foot radius and
bonus, and you regain all expended uses dim light for an additional 10 feet. The form
when you inish a long rest. lasts for 10 minutes. It ends early if you
dismiss it (no action required), are
If you lose the map, you can perform a 1-hour incapacitated, die, or use this feature again.
ceremony to magically create a replacement.
This ceremony can be performed during a Whenever you assume your starry form,
short or long rest, and it destroys the choose which of the following constellations
previous map. glimmers on your body; your choice gives you
certain bene its while in the form:

Archer. A constellation of an archer appears
on you. When you activate this form, and

as a bonus action on your subsequent You can use your reaction a number of times
turns while it lasts, you can make a equal to your pro iciency bonus, and you
ranged spell attack, hurling a luminous regain all expended uses when you inish a
arrow that targets one creature within 60 long rest.
feet of you. On a hit, the attack deals
radiant damage equal to 1d8 + your Twinkling Constellations
Wisdom modi ier.
10th-level C ircle o f S tars f eature
Chalice. A constellation of a life-giving goblet The constellations of your Starry Form
appears on you. Whenever you cast a spell improve. The 1d8 of the Archer and the
using a spell slot that restores hit points Chalice becomes 2d8, and while the Dragon is
to a creature, you or another creature active, you have a lying speed of 20 feet and
within 30 feet of you can regain hit points can hover.
equal to 1d8 + your Wisdom modi ier. Moreover, at the start of each of your turns
while in Starry Form, you can change which
Dragon. A constellation of a wise dragon constellation glimmers on your body.
appears on you. When you make an
Intelligence or a Wisdom check or a Full of Stars
Constitution saving throw to maintain
concentration on a spell, you can treat a 14th-level Circle o f S tars f eature
roll of 9 or lower on the d20 as a 10. While in your Starry Form, you become
partially incorporeal, giving you resistance to
Cosmic Omen bludgeoning, piercing, and slashing damage.

6th-level C ircle o f S tars feature Circle of Wild ire

Whenever you inish a long rest, you can
consult your Star Map for omens. When you
do so, roll a die. Until you inish your next
long rest, you gain access to a special reaction
based on whether you rolled an even or an
odd number on the die:

Weal ( even). W henever a creature you can
see within 30 feet of you is about to make
an attack roll, a saving throw, or an ability
check, you can use your reaction to roll a
d6 and add the number rolled to the total.

Woe (odd). W henever a creature you can see
within 30 feet of you is about to make an
attack roll, a saving throw, or an ability
check, you can use your reaction to roll a
d6 and subtract the number rolled to the
total.

I can’t tell you how many times I’ve burned Summon Wild ire Spirit
everything to the ground and started over.
TASHA 2nd-level Circle o f W ild ire feature

Druids within the Circle of Wild ire You can summon the primal spirit bound to
understand that destruction is sometimes the your soul. As an action, you can expend one
precursor of creation, such as when a forest use of your Wild Shape feature to summon
ire promotes later growth. These druids your wild ire spirit, rather than assuming a
bond with a primal spirit that harbors both beast form.
destructive and creative power, allowing the
druids to create controlled lames that burn The spirit appears in an unoccupied space of
away one thing but give life to another. your choice that you can see within 30 feet of
you. Each creature within 10 feet of the spirit
Circle Spells (other than you) when it appears must
succeed on a Dexterity saving throw against
2nd-level C ircle of W ild ire feature your spell save DC or take 2d6 ire damage.

You have formed a bond with a wild ire spirit, The spirit is friendly to you and your
a primal being of creation and destruction. companions and obeys your commands. See
Your link with this spirit grants you access to this creature’s game statistics in the Wild ire
some spells when you reach certain levels in Spirit stat block, which uses your pro iciency
this class, as shown on the Circle of Wild ire bonus (PB) in several places. You determine
Spells table. the spirit’s appearance. Some spirits take the
form of a humanoid igure made of gnarled
Once you gain access to one of these spells, branches covered in lame, while others look
you always have it prepared, and it doesn’t like beasts wreathed in ire.
count against the number of spells you can
prepare each day. If you gain access to a spell In combat, the spirit shares your initiative
that doesn’t appear on the druid spell list, the count, but it takes its turn immediately after
spell is nonetheless a druid spell for you. yours. The only action it takes on its turn is
the Dodge action, unless you take a bonus
Circle of W ild ire S pells action on your turn to command it to take
another action. That action can be one in its
Druid Spells stat block or some other action. If you are
Level incapacitated, the spirit can take any action of
its choice, not just Dodge.
2nd burning h ands, cure w ounds
The spirit manifests for 1 hour, until it is
3rd laming s phere, scorching ray reduced to 0 hit points, until you use this
feature to summon the spirit again, or until
5th plant g rowth, revivify you die.

7th aura of life, ire s hield

9th lame s trike, m ass c ure wounds

WILDFIRE SPIRIT In addition, when you cast a spell with a
range other than self, the spell can originate
Small e lemental from you or your wild ire spirit.

Armor C lass 13 (natural armor) Cauterizing Flames
Hit P oints 5 + ive times your druid level
Speed 30 ft., ly 30 ft. (hover) 10th-level Circle o f W ild ire f eature

STR DEX CON INT WIS CHA You gain the ability to turn death into magical
10 14 14 13 15 11 lames that can heal or incinerate. When a
(+0) (+2) (+2) (+1) (+2) (+0) Small or larger creature dies within 30 feet of
you or your wild ire spirit, a harmless
Damage Immunities ire spectral lame springs forth in the dead
Condition Immunities charmed, creature’s space and lickers there for 1
frightened, grappled, prone, restrained minute. When a creature you can see enters
Senses darkvision 60 ft., passive that space, you can use your reaction to
Perception 12 extinguish the spectral lame there and either
Languages understands the languages you heal the creature or deal ire damage to it.
speak The healing or damage equals 2d10 + your
Challenge — Wisdom modi ier.
Pro iciency B onus ( PB) equals your bonus
You can use this reaction a number of times
ACTIONS equal to your pro iciency bonus, and you
Flame S eed. R anged W eapon A ttack: y our regain all expended uses when you inish a
spell attack bonus to hit, range 60 ft., one long rest.
target you can see. Hit: 1 d6 + PB ire
damage. Blazing Revival

Fiery Teleportation. T he spirit and each 14th-level C ircle of Wild ire feature
willing creature of your choice within 5 feet
of it teleport up to 15 feet to unoccupied The bond with your wild ire spirit can save
spaces you can see. Then each creature you from death. If the spirit is within 120 feet
within 5 feet of the space that the spirit left of you when you are reduced to 0 hit points
must succeed on a Dexterity saving throw and thereby fall unconscious, you can cause
against your spell save DC or take 1d6 + PB the spirit to drop to 0 hit points. You then
ire damage. regain half your hit points and immediately
rise to your feet.
Enhanced Bond
Once you use this feature, you can’t use it
6th-level C ircle of Wild ire feature again until you inish a long rest.

The bond with your wild ire spirit enhances FIGHTER
your destructive and restorative spells.
Whenever you cast a spell that deals ire The ighter class receives new features and
damage or restores hit points while your subclasses in this section.
wild ire spirit is summoned, roll a d8, and you
gain a bonus equal to the number rolled to
one damage or healing roll of the spell.

Optional Class Features requires your target to make a saving throw
to resist the maneuver’s effects, the saving
You gain class features in the Player’s throw DC equals 8 + your pro iciency bonus +
Handbook when you reach certain levels in your Strength or Dexterity modi ier (your
your class. This section offers additional choice).
features that you can gain as a ighter. Unlike
the features in the Player’s H andbook, you You gain one superiority die, which is a d6
don’t gain the features here automatically. (this die is added to any superiority dice you
Consulting with your DM, you decide whether have from another source). This die is used to
to gain a feature in this section if you meet the fuel your maneuvers. A superiority die is
level requirement noted in the feature’s expended when you use it. You regain your
description. These features can be selected expended superiority dice when you inish a
separately from one another; you can use short or long rest.
some, all, or none of them.
Thrown Weapon F ighting
Fighting Style Options You can draw a weapon that has the thrown
property as part of the attack you make with
1st-level ighter f eature the weapon.

When you choose a ighting style, the In addition, when you hit with a ranged attack
following styles are added to your list of using a thrown weapon, you gain a +2 bonus
options. to the damage roll.

Blind F ighting Unarmed Fighting
You have blindsight with a range of 10 feet. Your unarmed strikes can deal bludgeoning
Within that range, you can effectively see damage equal to 1d6 + your Strength modi ier
anything that isn’t behind total cover, even if on a hit. If you aren’t wielding any weapons or
you’re blinded or in darkness. Moreover, you a shield when you make the attack roll, the d6
can see an invisible creature within that becomes a d8.
range, unless the creature successfully hides
from you. At the start of each of your turns, you can deal
1d4 bludgeoning damage to one creature
Interception grappled by you.
When a creature you can see hits a target,
other than you, within 5 feet of you with an Martial Versatility
attack, you can use your reaction to reduce
the damage the target takes by 1d10 + your 4th-level ighter feature
pro iciency bonus (to a minimum of 0
damage). You must be wielding a shield or a Whenever you reach a level in this class that
simple or martial weapon to use this reaction. grants the Ability Score Improvement feature,
you can do one of the following, as you shift
Superior T echnique the focus of your martial practice.
You can learn one maneuver of your choice
from among those available to the Battle ● Replace a ighting style you know with
Master archetype. If a maneuver you use another ighter style available to ighters.

● If you know any maneuvers from the Commanding P resence
Battle Master archetype, you can replace When you make a Charisma (Intimidation), a
one maneuver you know with a different Charisma (Performance), or a Charisma
maneuver. (Persuasion) check you can expend one
superiority die and add the superiority die to
Maneuver Options the ability check.

If you have access to maneuvers, the following Grappling S trike
maneuvers are added to the list of options Immediately after you hit a creature with a
available to you. Maneuvers are available to melee attack on your turn, you can expend
Battle Masters but also to characters who one superiority die and then try to grapple
have a special feature like the Superior the target as a bonus action (see the Player’s
Technique: ighting style or the Martial Adept Handbook for rules on grappling). Add the
feat. superiority die to your Strength (Athletics)
check.
Ambush
When you make a Dexterity (Stealth) check or Quick T oss
an initiative roll, you can expend one As a bonus action, you can expend one
superiority die and add the die to the roll, superiority die and make a ranged attack with
provided you aren’t incapacitated. a weapon that has the thrown property. You
can draw the weapon as part of making this
Bait and Switch attack. If you hit, add the superiority die to
When you’re within 5 feet of a creature on the weapon’s damage roll.
your turn, you can expend one superiority die
and switch places with that creature, Tactical A ssessment
provided you spend at least 5 feet of When you make an Intelligence
movement and the creature is willing and (Investigation), an Intelligence (History), or a
isn’t incapacitated. This movement doesn’t Wisdom (Insight) check, you can expend one
provoke opportunity attacks. superiority die and add the superiority die to
the ability check.
Roll the superiority die. Until the start of your
next turn, you or the other creature (your Martial Archetypes
choice) gains a bonus to AC equal to the
number rolled. At 3rd level, a ighter gains the Martial
Archetype feature, which offers you the
Brace choice of a subclass. The following options are
When a creature you can see moves into the available to you when making that choice: Psi
reach you have with the melee weapon you’re Warrior and Rune Knight.
wiedling, you can use your reaction to expend
one superiority die and make one attack
against the creature using that weapon. If the
attack hits, add the superiority die to the
weapon’s damage roll.

Psi Warrior Psionic Power

Brains over brawn? Mind over matter? 3rd-level P si Warrior f eature
These canny warriors rightly answer, “Why
not both?” You harbor a wellspring of psionic energy
TASHA within yourself. This energy is represented by
your Psionic Energy dice, which are each a d6.
Awake to the psionic power within, a Psi You have a number of these dice equal to
Warrior is a ighter who augments their twice your pro iciency bonus, and they fuel
physical might with psi-infused weapon various psionic powers you have, which are
strikes, telekinetic lashes, and barriers of detailed below.
mental force. Many githyanki train to become
such warriors, as do some of the most Some of your powers expend the Psionic
disciplined high elves. In the world of Energy die they use, as speci ied in a power’s
Eberron, many young kalashtar dream of description, and you can’t use a power if it
becoming Psi Warriors. requires you to use a die when your dice are
all expended. You regain all your expended
As a Psi Warrior, you might have honed your Psionic Energy dice when you inish a long
psionic abilities through solo discipline, rest. In addition, as a bonus action, you can
unlocked it under the tutelage of a master, or regain one expended Psionic Energy die, but
re ined it at an academy dedicated to wiedling you can’t do so again until you inish a short
the mud’s power as both weapon and shield. or long rest.

When you reach certain levels in this class,
the size of your Psionic Energy dice increases:
at 5th level (d8), 11th level (d10), and 17th
level (d12).

The powers below use your Psionic Energy
dice.

Protective F ield. W hen you or another
creature you can see within 30 feet of you
takes damage, you can use your reaction
to expend one Psionic Energy die, roll the
die, and reduce the damage taken by the
number rolled plus your Intelligence
modi ier (minimum reduction of 1), as
you create a momentary shield of
telekinetic force.

Psionic S trike. Y ou can propel your weapons
with psionic force. Once on each of your
turns, immediately after you hit a target

within 30 feet of you with an attack and the target prone or move it up to 10 feet
deal damage to it with a weapon, you can in any direction horizontally.
expend one Psionic Energy die, rolling it
and dealing force damage to the target Guarded Mind
equal to the number rolled plus your
Intelligence modi ier. 10th-level P si Warrior f eature

Telekinetic M ovement. Y ou can move an The psionic energy lowing through you has
object or a creature with your mind. As an bolstered your mind. You have resistance to
action, you target one loose object that is psychic damage. Moreover, if you start your
Large or smaller or one willing creature, turn charmed or frightened, you can expend a
other than yourself. If you can see the Psionic Energy die and end every effect on
target and it is within 30 feet of you, you yourself subjecting you to those conditions.
can move it up to 30 feet to an unoccupied
space you can see. Alternatively, if it is a Bulwark of Force
Tiny object, you can move it to or from
your hand. Either way, you can move the 15th-level P si W arrior f eature
target horizontally, vertically, or both.
Once you take this action, you can’t do so You can shield yourself and others with
again until you inish a short or long rest, telekinetic force. As a bonus action, you can
unless you expend a Psionic Energy die to choose creatures, which can include you, that
take it again. you can see within 30 feet of you, up to a
number of creatures equal to your
Telekinetic Adept Intelligence modi ier (minimum of one
creature). Each of the chosen creatures is
7th-level Psi Warrior feature protected by half cover for 1 minute or until
You have mastered new ways to use your you’re incapacitated.
telekinetic abilities, detailed below.
Once you take this bonus action, you can’t do
Psi-Powered L eap. A s a bonus action, you can so again until you inish a long rest, unless
propel your body with your mind. You you spend a Psionic Energy die to take it
gain a lying speed equal to twice your again.
walking speed until the end of the current
turn. Once you take this bonus action, you Telekinetic Master
can’t do so again until you inish a short
or long rest, unless you expend a Psionic 18th-level Psi Warrior feature
Energy die to take it again.
Your ability to move creatures and objects
Telekinetic T hrust. W hen you deal damage to with your mind is matched by few. You can
a target with your Psionic Strike, you can cast the telekinesis s pell, requiring no
force the target to make a Strength saving components, and your spellcasting ability for
throw against a DC equal to 8 + your the spell is Intelligence. On each of your turns
pro iciency bonus + your Intelligence while you concentrate on the spell, including
modi ier. If the save fails, you can knock the turn when you cast it, you can make one
attack with a weapon as a bonus action.

Once you cast the spell with this feature, you Runes K nown Number o f Runes
can’t do so again until you inish a long rest, Fighter Level 2
unless you expend a Psionic Energy die to 3rd 3
cast it again. 7th 4
10th 5
Rune Knight 15th

You’re researching ancient arts and Whenever you inish a long rest, you can
drawing runes. It’s okay to just say you touch a number of objects equal to the
want to be a witch! number of runes you know, and you inscribe a
TASHA different rune onto each of the objects. To be
eligible, an object must be a weapon, suit of
Rune Knights enhance their martial prowess armor, a shield, a piece of jewelry, or
using the supernatural power of runes, and something else you can wear or hold in a
ancient practice that originated with giants. hand. Your rune remains on an object until
Rune cutters can be found among any family you inish a long rest, and an object can bear
of giants, and you likely learned your methods only one of your runes at a time.
irst or second hand from such a mystical
artisan. Whether you found the giant’s work The following runes are available to you when
carved into a hill or cave, learned of the runes you learn a rune. If a rune has a level
from a sage, or met the giant in person, you requirement, you must be at least that level in
studied the giant’s craft and learned how to this class to learn the rune. If a rune requires
apply magic runes to empower your a saving throw, your Rune Magic save DC
equipment. equals 8 + your pro iciency bonus + your
Constitution modi ier.
Bonus Pro iciencies
Cloud R une. T his rune emulates the deceptive
3rd-level R une K night f eature magic used by some cloud giants. While
wearing or carrying an object inscribed with
You gain pro iciency with smith’s tools, and this rune, you have advantage on Dexterity
you learn to speak, read, and write Giant. (Sleight of Hand) checks and Charisma
(Deception) checks.
Rune Carver
In addition, when you or a creature you can
3rd-level Rune Knight feature see within 30 feet of you is hit by an attack
roll, you can use your reaction to invoke the
You can use magic runes to enhance your rune and choose a different creature within
gear. You learn two runes of your choice, from 30 feet of you, other than the attacker. The
among the runes described below, and each chosen creature becomes the target of the
time you gain a level in this class, you can attack, using the same roll. This magic can
replace one rune you know with a different
one from this feature. When you reach certain
levels in this class, you learn additional runes,
as shown in the Runes Known table.

transfer the attack’s effects regardless of the Stone Rune. T his rune’s magic channels the
attack’s range. Once you invoke this rune, you judiciousness associated with stone giants.
can’t do so again until you inish a short or While wearing or carrying an object inscribed
long rest. with this rune, you have advantage on
Wisdom (Insight) checks, and you have
Fire Rune. T his rune’s magic channels the darkvision out to a range of 120 feet.
masterful craftsmanship of great smiths.
While wearing or carrying an object inscribed In addition, when a creature you can see ends
with this rune, your pro iciency bonus is its turn within 30 feet of you, you can use
doubled for any ability check you make that your reaction to invoke the rune and force the
uses your pro iciency with a tool. creature to make a Wisdom saving throw.
Unless the save succeeds, the creature is
In addition, when you hit a creature with an charmed by you for 1 minute. While charmed
attack using a weapon, you can invoke the in this way, the creature has a speed of 0 and
rune to summon iery shackles: the target is incapacitated, descending into a dreamy
takes an extra 2d6 ire damage, and it must stupor. The creature repeats the saving throw
succeed on a Strength saving throw or be at the end of each of its turns, ending the
restrained for 1 minute. While restrained by effect on a success. Once you invoke this rune,
the shackles, the target takes 2d6 ire damage you can’t do so again until you inish a short
at the start of each of its turns. The target can or long rest.
repeat the saving throw at the end of each of
its turns. The target can repeat the saving Hill Rune (7th L evel or Higher). T his rune’s
throw at the end of each of its turns, magic bestows a resilience reminiscent of a
banishing the shackles on a success. Once you hill giant. While wearing or carrying an object
invoke this rune, you can’t do so again until that bears this rune, you have advantage on
you inish a short or long rest. saving throws against being poisoned, and
you have resistance against poison damage.
Frost R une. T his rune’s magic evokes the
might of those who survive in the wintry In addition, you can invoke the rune as a
wilderness, such as frost giants. While bonus action, gaining resistance to
wearing or carrying an object inscribed with bludgeoning, piercing, and slashing damage
this rune, you have advantage on Wisdom for 1 minute. Once you invoke this rune, you
(Animal Handling) checks and Charisma can’t do so again until you inish a short or
(Intimidation) checks. long rest.

In addition, you can invoke the rune as a Storm R une (7th level o r Higher). U sing this
bonus action to increase your sturdiness. For rune, you can glimpse the future like a storm
10 minutes, you gain a +2 bonus to all ability giant seer. While wearing or carrying an
checks and saving throws that use Strength or object inscribed with this rune, you have
Constitution. Once you invoke this rune, you advantage on Intelligence (Arcana) checks,
can’t do so again until you inish a short or and you can’t be surprised as long as you
long rest. aren’t incapacitated.

In addition, you can invoke the rune as a You can use this feature a number of times
bonus action to enter a prophetic state for 1 equal to your pro iciency bonus, and you
minute or until you’re incapacitated. Until the regain all expended uses when you inish a
state ends, when you or another creature you long rest.
can see within 60 feet of you makes an attack
roll, a saving throw, or an ability check, you Great Stature
can use your reaction to cause the roll to have
advantage or disadvantage. Once you invoke 10th-level R une Knight f eature
this rune, you can’t do so again until you
inish a short or long rest. The magic of your runes permanently alters
you. When you gain this feature, roll 3d4. You
Giant’s Might grow a number of inches in height equal to
the roll.
3rd-level Rune K night f eature
Moreover, the extra damage you deal with
You have learned how to imbue yourself with your Giant’s Might feature increases to 1d8.
the might of giants. As a bonus action, you
magically gain the following bene its, which Master of Runes
last for 1 minute:
15th-level Rune Knight feature
● If you are smaller than Large, you become
Large, along with anything you are You can invoke each rune you know from your
wearing. If you lack the room to become Rune Carver feature twice, rather than once,
Large, your size doesn’t change. and you regain all expended uses when you
inish a short or long rest.
● You have advantage on Strength checks
and Strength saving throws. Runic Juggernaut

● Once on each of your turns, one of your 18th-level Rune K night feature
attacks with a weapon or an unarmed
strike can deal an extra 1d6 damage to a You learn to amplify your rune-powered
target on a hit. transformation. As a result, the extra damage
you deal with the Giant’s Might feature
You can use this feature a number of times increases to 1d10. Moreover, when you use
equal to your pro iciency bonus, and you that feature, your size can increase to Huge,
regain all expended uses of it when you inish and while you are that size, your reach
a long rest. increases by 5 feet.

Runic Shield Battle Master Builds

7th-level R une K night f eature A Martial Archetype option in the Player’s
Handbook, the Battle Master showcases just
You learn to invoke your rune magic to how versatile a ighter can be. The suite of
protect your allies. When another creature maneuvers you choose, when combined with
you can see within 60 feet of you is hit by an a ighting style and feats, allows you to create
attack roll, you can use your reaction to force a broad range of ighters, each with its own
the attacker to reroll the d20 and use the new
roll.

lavor and play style. Below are Feats: A thlete, Durable, Grappler, Resilient,
recommendations for how you might build a Shield Master, Tavern Brawler, Tough
Battle Master to re lect various types of
warriors. When bottles start breaking and chairs start
lying, you’re in your element. You love a good
Each of these builds contains suggested scrap and you’ve likely seen your share of
ighting styles, maneuvers, and feats. Those them. You may or may not have formal
suggestions are from the Player’s H andbook, training, and while others might call you a
except for the ones followed by an asterisk, dirty ighter, you’re still alive.
which indicates an option introduced in this
book. Duelist

Archer Fighting Style: D ueling, Two-Weapon
Fighting
Fighting S tyle: A rchery Maneuvers: E vasive Footwork, Feinting
Maneuvers: D isarming Strike, Distracting Attack, Lunging Attack, Parry, Precision
Strike, Precision Attack Attack, Riposte
Feats: S harpshooter Feats: D efensive Duelist, Dual Wielder,
Observant, Savage Attacker, Weapon Master
You prefer to deal with your enemies from
afar, trusting to a well placed arrow, javelin, or You regard the duel as a proud tradition—a
sling bullet to end a ight without a response. test of skill and wits that bring honor to those
You rely on accuracy and probably subscribe who can detest an enemy while respecting the
to the axiom that “those who live by the art. Your search for improvement is a
sword die by the bow.” consuming passion, and you draw on the
expertise of the masters who’ve come before
Bodyguard you as you work to perfect your form.

Fighting S tyle: I nterception*, Protection Gladiator
Maneuvers: B ait and Switch*, Disarming
Attack, Goading Attack, Grappling Strike* Fighting Style: Defense, Two-Weapon
Feats: A lert, Observant, Sentinel, Tough Fighting
Maneuvers: G oading Attack, Menacing
Love, money, or some other obligation Attack, Sweeping Attack, Trip Attack
motivates you to place your own body Feats: A thlete, Charger, Dual Wielder,
between harm and the one you’re sworn to Durable, Grappler, Savage Attacker, Tough,
protect. You have honed the ability to sniff out Weapon Master
potential threats and see your charge through
dangerous situations. You’ve fought to entertain crowds, whether
for sport or as punishment. Along the way,
Brawler you learned to use all manner of weapons to
battle all kinds of adversaries. You’re practical
Fighting Style: B lind Fighting*, Two-Weapon yet theatrical, and you know how to employ
Fighting, Unarmed Fighting* fear as an effective tool in a ight.
Maneuvers: A mbush,* Disarming Attack,
Feinting Attack, Pushing Attack, Trip Attack

Hoplite Pugilist

Fighting S tyle: D efense, Thrown Weapon Fighting Style: U narmed Fighting*
Fighting* Maneuvers: D isarming Attack, Evasive
Maneuvers: B race*, Lunging Attack, Parry, Footwork, Grappling Strike*, Menacing Attack,
Precision Attack Pushing Attack, Riposte, Trip Attack
Feats: A thlete, Grappler, Polearm Master, Feats: A thlete, Durable, Grappler, Savage
Sentinel, Shield Master Attacker, Tavern Brawler

With spear and shield you follow in the Where others rely on steel, you’ve got your
footsteps of the heroes of ages past. You rely ists. Whether through training or experience,
on discipline and athleticism to overcome you’ve developed a superior technique that
improbable odds. Whether ighting in ranks can help you overcome an enemy in an
alongside your comrades or squaring off as a up-close ight.
lone warrior, you’re equal to the task.
Shock Trooper
Lancer
Fighting Style: G reat Weapon Fighting
Fighting Style: D ueling Maneuvers: M enacing Attack, Pushing
Maneuvers: L unging Attack, Menacing Attack, Sweeping Attack
Attack, Precision Attack, Pushing Attack Feats: Charger, Great Weapon Master, Heavy
Feats: H eavy Armor Master, Mounted Armor Master
Combatant, Savage Attacker
Subtlety is not your style. You’ve trained to
When the cavalry is called in, that means you. get straight into the ighting, busting through
You ride out to greet your enemy with the enemy lines and applying tremendous
point of your weapon. As you charge, the pressure quickly. Those who ignore you in
ground trembles, and only the heaviest blows combat do so at their peril.
can deter you.
Skirmisher
Outrider
Fighting Style: A rchery, Thrown Weapon
Fighting S tyle: A rcher Fighting*
Maneuvers: A mbush*, Distracting Strike, Maneuvers: A mbush*, Bait and Switch*,
Goading Attack, Precision Attack, Quick Toss* Distracting Strike, Quick Toss*
Feats: A lert, Crossbow Expert, Mounted Feats: Alert, Dual Wielder, Mobile, Skulker
Combat, Observant, Sharpshooter
You thrive amid the chaos of battle. You use
You ind freedom in the saddle and a your mobility and versatility in combat to
companion in your mount. A headlong charge soften your adversaries and disrupt their
into combat as a blunt instrument for oafs. formations. An enemy’s plan rarely survives
You prefer mobility and range, opting for ind contact with you.
advantageous positions that allow you to deal
with foes at full gallop while evading the most Strategist
dangerous threats.
Fighting S tyle: D efense

Maneuvers: Commander’s Strike,
Commanding Presence*, Maneuvering Attack,
Rally, Tactical Assessment*
Feats: I nspiring Leader, Keen Mind, Linguist

To you, battles unfold like a game of chess.
You understand that strength and speed are
important to a ight, but it takes intellect and
experience to know how to best apply them.
That’s where you come in.

MONK You train yourself to use a variety of weapons
as monk weapons, not just simple melee
The monk class receives new features and weapons and shortswords. Whenever you
subclasses in this section. inish a short or long rest, you can touch one
weapon, focus your ki on it, and then count
Optional Class Features that weapon as a monk weapon until you use
this feature again.
You gain class features in the Player’s
Handbook w hen you read certain levels in The chosen weapon must meet these criteria:
your class. This section offers additional
features that you can gain as a monk. Unlike ● The weapon must be a simple or martial
the features in the Player’s H andbook, you weapon.
don’t gain the features here automatically.
Consulting with your DM, you decide whether ● You must be pro icient with it.
to gain a feature in this section if you meet the ● It must lack the heavy and special
level requirement noted in the feature’s
description. These features can be selected properties.
separately from one another; you can use
some, all, or none of them. Ki-Fueled Attack

Dedicated Weapon 3rd-level m onk feature

2nd-level monk feature If you spend 1 ki point or more as part of your
action on your turn, you can make one attack
with an unarmed strike or a monk weapon as
a bonus action before the end of the turn.

Quickened Healing TASHA

4th-level monk f eature Monks of the Way of Mercy learn to
As an action, you can spend 2 ki points and manipulate the life force of others to bring aid
roll a Martial Arts die. You regain a number of to those in need. They are wandering
hit points equal to the number rolled plus physicians to the poor and hurt. However, to
your pro iciency bonus. those beyond their help, they bring a swift
end as an act of mercy.
Focused Aim
Those who follow the Way of Mercy might be
5th-level m onk feature members of a religious order, administering
When you miss with an attack roll, you can to the needy and making grim choices rooted
spend 1 to 3 ki points to increase your attack in reality rather than idealism. Some might be
roll by 2 for each of these ki points you spend, gentle-voiced healers, beloved by their
potentially turning the miss into a hit. communities, while others might be masked
bringers of macabre mercies.
Monastic Traditions
The walkers of this way usually don robes
At 3rd level, a monk gains the Monastic with deep cowls, and they often conceal their
Tradition feature, which offers you the choice faces with masks, presenting themselves as
of a subclass. The following options are the faceless bringers of life and death.
available to you when making that choice:
Way of Mercy or Way of the Astral Self. Implements of Mercy

Way of Mercy 3rd-level Way of M ercy f eature

Plague doctor—some looks never go out of You gain pro iciency in the Insight and
style. Medicine skills, and you gain pro iciency with
the herbalism kit.

You also gain a special mask, which you often
wear when using the feature of this subclass.
You determine its appearance, or generate it
randomly by rolling on the Merciful Mask
table.

Merciful M ask

d6 Mask A ppearance

1 Raven

2 Blank and white

3 Crying visage

4 Laughing visage When you use Hand of Harm on a creature,
you can subject that creature to the poisoned
5 Skull condition until the end of your next turn.

6 Butter ly Flurry of Healing and Harm

Hand of Healing 11th-level Way o f M ercy feature

3rd-level W ay of M ercy feature You can now mete out a lurry of comfort and
hurt. When you use Flurry of Blows, you can
Your mystical touch can mend wounds. As an now replace each of the unarmed strikes with
action you can spend 1 ki point to touch a a use of your Hand of Healing without
creature and restore a number of hit points spending ki points for the healing.
equal to a roll of your Martial Arts die + your
Wisdom modi ier. In addition, when you make an unarmed
strike with Flurry of Blows, you can use Hand
When you use your Flurry of Blows, you can of Harm with that strike without spending the
replace one of the unarmed strikes with a use ki point for Hand of Harm. You can still use
of this feature without spending a ki point for Hand of Harm only once per turn.
the healing.
Hand of Ultimate Mercy
Hand of Harm
17th-level Way of M ercy f eature
3rd-level W ay o f Mercy feature
Your mastery of life energy opens the door to
You use your ki to in lict wounds. When you the ultimate mercy. As an action, you can
hit a creature with an unarmed strike, you can touch the corpse of a creature that died
spend 1 ki point to deal extra necrotic damage within the past 24 hours and expend 5 ki
equal to one roll of your Martial Arts die + points. The creature then returns to life,
your Wisdom modi ier. You can use this regaining a number of hit points equal to
feature only once per turn. 4d10 + you Wisdom modi ier. If the creature
died while subject to any of the following
Physician’s Touch conditions, it revives with them removed:
blinded, deafened, paralyzed, poisoned, and
6th-level Way of Mercy f eature stunned.

You can administer even greater cures with a Once you use this feature, you can’t use it
touch, and if you feel it’s necessary, you can again until you inish a long rest.
use your knowledge to cause harm.
Way of the Astral Self
When you use Hand of Healing on a creature,
you can also end one disease or one of the Note to self: create a spell that lets you
following conditions affecting the creature: throat-punch people with your ghost.
blinded, deafened, paralyzed, poisoned, or TASHA
stunned.

A monk who follows the Way of the Astral Self modi ier for the attack and damage rolls,
believes their body is an illusion. They see and their damage type is force.
their ki as a representation of their true form,
an astral self. This astral self has the capacity Forms of Y our A stral S elf
to be a force of order or disorder, with some
monasteries training students to use their The astral self is a translucent embodiment
power to protect the weak and other of the monk’s soul. As a result, an astral self
instructing aspirants in how to manifest their can re lect aspects of a monk’s background,
true selves in service to the mighty. ideals, laws, and bonds, and an astral self
doesn’t necessarily look anything like the
Arms of the Astral Self monk. For example, the astral self of a lanky
human might be reminiscent of a
3rd-level W ay o f t he A stral S elf f eature minotaur—the strength of which the monk
feels within. Similarly, an orc monk might
Your mastery of your ki allows you to manifest gossamer arms and a delicate
summon a portion of your astral self. As a visage, representing the gentle beauty of
bonus action, you can spend 1 ki point to the orc’s soul. Each astral self is unique, and
summon the arms of your astral self. When some of the monks of this monastic
you do so, each creature of your choice that tradition are known more for the
you can see within 10 feet of you must appearance of their astral self than for their
succeed on a Dexterity saving throw or take physical appearance.
force damage equal to two rolls of your
Martial Arts die. When choosing this path, consider the
quirks that de ine your monk. Are you
For 10 minutes, these spectral arms hover obsessed with something? Are you driven
near your shoulders or surround your arms by justice or a sel ish desire? Any of these
(your choice). You determine the arms’ motivations could manifest in the form of
appearance, and they vanish early if you are your astral self.
incapacitated or die.
Visage of the Astral Self
While the spectral arms are present, you gain
the following bene its: 6th-level W ay of the Astral Self feature

● You can use your Wisdom modi ier in You can summon the visage of your astral self.
place of your Strength modi ier when As a bonus action, or as a part of the bonus
making Strength checks and Strength action you take to activate Arms of the Astral
saving throws. Self, you can spend 1 ki point to summon this
visage for 10 minutes. It vanishes early if you
● You can use the spectral arms to make are incapacitated or die.
unarmed strikes.
The spectral visage covers your face like a
● When you make an unarmed strike with helmet or mask. You determine its
the arms on your turn, your reach for it is appearance.
5 feet greater than normal.
While the spectral visage is present, you gain
● The unarmed strikes you make with the the following bene its:
arms can use your Wisdom modi ier in
place of your Strength or Dexterity

Astral S ight. Y ou can see normally in Your connection to your astral self is
darkness, both magical and nonmagical, to a complete, allowing you to unleash its full
distance of 120 feet. potential. As a bonus action, you can spend 5
ki points to summon the arms, visage, adn
Wisdom of t he S pirit. Y ou have advantage on body of your astral self and awaken it for 10
Wisdom (Insight) and Charisma minutes. This awakening ends early if you are
(Intimidation) checks. incapacitated or die.

Word of the S pirit. W hen you speak, you can While your astral self is awakened, you gain
direct your words to a creature of your choice the following bene its.
that you can see within 60 feet of you, making
it so only the creature can hear you. Armor o f t he Spirit. Y ou gain a +2 bonus to
Alternatively, you can amplify your voice so Armor Class.
that all creatures within 600 feet can hear
you. Astral B arrage. W henever you use the Extra
Attack feature to attack twice, you can instead
Body of the Astral Self attack three times if all the attacks are made
with your astral arms.
11th-level Way of the A stral S elf f eature
PALADIN
When you have both your astral arms and
visage summoned, you can cause the body of The paladin class receives new features and
your astral self to appear (no action subclasses in this section.
required). This spectral body covers your
physical form like a suit of armor, connecting Optional Class Features
with the arms and visage. You determine its
appearance. You gain class features in the Player’s
Handbook w hen you read certain levels in
While the spectral body is present, you gain your class. This section offers additional
the following bene its. features that you can gain as a paladin. Unlike
the features in the Player’s H andbook, you
De lect Energy. W hen you take acid, cold, ire, don’t gain the features here automatically.
force, lightning, or thunder damage, you can Consulting with your DM, you decide whether
use your reaction to de lect it. When you do to gain a feature in this section if you meet the
so, the damage you take is reduced by 1d10 + level requirement noted in the feature’s
your Wisdom modi ier (minimum reduction description. These features can be selected
of 1). separately from one another; you can use
some, all, or none of them.
Empowered A rms. O nce on each of your
turns when you hit a target with the Arms of Additional Paladin Spells
the Astral Self, you can deal extra damage to
the target equal to your Martial Arts die. 2nd-level paladin f eature

Awakened Astral Self

17th-level W ay of the Astral Self feature

The spells in the following list expand the Interception
paladin spell list in the Player’s H andbook. When a creature you can see hits a target
The list is organized by spell level, not other than you within 5 feet of you with an
character level. Each spell is in the Player’s attack, you can use your reaction to reduce
Handbook, unless it has an asterisk (a spell in the damage the target takes by 1d10 + your
chapter 3). Xanathar’s G uide to Everything pro iciency bonus (a minimum of 0 damage).
also offers more spells. You must be wielding a shield or a simple or
martial weapon to use this reaction.
2nd Level
Gentle r epose Harness Divine Power
Prayer of healing
Warding bond 3rd-level p aladin feature

3rd L evel You can expend a use of your Channel Divinity
Spirit s hroud* to fuel your spells. As a bonus action, you
touch your holy symbol, utter a prayer, and
5th Level regain one expended spell slot, the level of
Summon celestial* which can be no higher than half your
pro iciency bonus (rounded up). The number
Fighting Style Options of times you can use this feature is based on
the level you’ve reached in this class. 3rd
2nd-level p aladin f eature level, once; 7th level, twice; and 15th level,
thrice. You regain all expended uses when you
When you choose a ighting style, the inish a long rest.
following styles are added to your list of
options. Martial Versatility

Blessed Warrior 4th-level p aladin f eature
You learn two cantrips of your choice from
the cleric spell list. They count as paladin Whenever you reach a level in this class that
spells for you and Charisma is your grants the Ability Score Improvement feature,
spellcasting ability for them. Whenever you you can replace a ighting style you know with
gain a level in this class, you can replace one another ighting style available to paladins.
of these cantrips with another cantrip from This replacement represents a shift of focus in
the cleric spell list. your martial practice.

Blind Fighting Sacred Oaths
You have blindsight with a range of 10 feet.
Within that range, you can effectively see At 3rd level, a paladin gains the Sacred Oath
anything that isn’t behind total cover, even if feature, which offers you the choice of a
you’re blinded or in darkness. Moreover, you subclass. The following options are available
can see an invisible creature within that to you when making that choice: Oath of Glory
range, unless the creature successfully hides and Oath of the Watchers.
from you.

Oath of Glory Oath of Glory S pells

You. You’re it. You’re the winner of the Paladin Spells
cosmic fortune lottery. Oh, and you’re going Level
to tell absolutely everyone all about it? Just
great. 3rd guiding bolt, heroism
TASHA
5th enhance ability, magic weapon
Paladins who take the Oath of Glory believe
they and their companions are destined to 9th haste, protec on from energy
achieve glory through deeds of heroism. They
train diligently and encourage their 13th compulsion, freedom of
companions so they’re all ready when destiny movement
calls.
17th commune, flame strike
TENETS OF G LORY
The tenets of the Oath of Glory drive a paladin Channel Divinity
to attempt heroics that might one day shine in
legend. 3rd-level Oath o f G lory f eature

Actions over W ords. S trive to be known by You gain the following two Channel Divinity
glorious deeds, not words. options. See the Sacred Oath class feature for
how Channel Divinity works.
Challenges Are but Tests. F ace hardships
with courage, and encourage your allies to Peerless A thlete. A s a bonus action, you can
face them with you. use your Channel Divinity to augment your
athleticism. For the next 10 minutes, you have
Hone t he B ody. L ike raw stone, your body advantage on Strength (Athletics) and
must be worked so its potential can be Dexterity (Acrobatics) checks; you can carry,
realized. push, drag, and lift twice as much weight as
normal; and the distance of your long and
Discipline the Soul. You must marshal the high jumps increases by 10 feet (this extra
discipline to overcome failings within yourself distance costs movement as normal).
that threaten to dim the glory of you and your
friends. Inspiring S mite. I mmediately after you deal
damage to a creature with your Divine Smite
Oath Spells feature, you can use your Channel Divinity as
a bonus action and distribute temporary hit
3rd-level O ath of Glory f eature points to creatures of your choice within 30
feet of you, which can include you. The total
You gain oath spells at the paladin levels number of temporary hit points equals 2d8 +
listed in the Oath of Glory Spells table. See the your level in this class, divided among the
Sacred Oath class feature for how oath spells chosen creatures however you like.
work.
Aura of Alacrity

7th- a nd 1 8th-level Oath o f G lory f eature

You emanate an aura that ills you and your ● Once on each of your turns when you
companions with supernatural speed, make a weapon attack and miss, you can
allowing you to race across a battle ield in cause that attack to hit instead.
formation. Your walking speed increases by
10 feet. In addition, if you aren’t ● If you fail a saving throw, you can use your
incapacitated, the walking speed of any ally reaction to reroll it. You must use this new
who starts their turn within 5 feet of you roll.
increases by 10 feet until the end of that turn.
Once you use this bonus action, you can’t use
When you reach 18th level in this class, the it again until you inish a long rest, unless you
range of the aura increases to 10 feet. expend a 5th-level spell slot to use it again.

Glorious Defense Oath of the Watchers

15th-level Oath o f G lory f eature These paladins aren’t at all up to what I
expected. Worse, they send home your
You can turn defense into a sudden strike. party’s best guests.
When you or another creature you can see TASHA
within 10 feet of you is hit by an attack roll,
you can use your reaction to grant a bonus to The Oath of the Watchers binds paladins to
the target’s AC against that attack, potentially protect mortal realms from the predations of
causing it to miss. The bonus equals your extraplanar creatures, many of which can lay
Charisma modi ier (minimum of +1). If the waste to mortal soldiers. Thus, the Watchers
attack misses, you can make one weapon hone their minds, spirits, and bodies to be the
attack against the attacker as part of this ultimate weapons against such threats.
reaction, provided the attacker is within your
weapon’s range. Paladins who follow the Watchers’ oath are
ever vigilant in spotting the in luence of
You can use this feature a number of times extraplanar forces, often establishing a
equal to your Charisma modi ier (minimum of network of spies and informants to gather
once), and you regain all expended uses when information on suspected cults. To a Watcher,
you inish a long rest. keeping a healthy suspicion and awareness
about one’s surroundings is as natural as
Living Legend wearing armor in battle.

20th-level O ath o f G lory f eature Tenets of the Watchers

You can empower yourself with the A paladin who assumes the Oath of the
legends—whether true or exaggerated—of Watchers swears to safeguard mortal realms
your great deeds. As a bonus action, you gain from otherworldly threats.
the following bene its for 1 minute:
Vigilance. T he threats you face are cunning,
● You are blessed with an otherworldly powerful, and subversive. Be ever alert for
presence, gaining advantage on all their corruption.
Charisma checks.

Loyalty. N ever accept gifts or favors from creatures have advantage on Intelligence,
friends or those who truck with them. Stay Wisdom, and Charisma saving throws.
true to your order, your comrades, and your
duty. Abjure t he Extraplanar. Y ou can use your
Channel Divinity to castigate unworldly
Discipline. Y ou are the shield against the beings. As an action, you present your holy
endless terrors that lie beyond the stars. Your symbol and each aberration, celestial,
blade must be forever sharp and your mind elemental, fey, or iend within 30 feet of you
keen to survive what lies beyond. that can hear you must make a Wisdom
saving throw. On a failed save, the creature is
Oath Spells turned for 1 minute or until it takes damage.

3rd-level Oath of the Watchers feature A turned creature must spend its turns trying
to move as far away from you as it can, and it
You gain oath spells at the paladin levels can’t willingly end its move in a space within
listed in the Oath of the Watchers table See 30 feet of you. For its action, it can use only
the Sacred Oath class feature for how oath the Dash action or try to escape from an effect
spells work. that prevents it from moving. If there’s
nowhere to move, the creature can take the
Oath o f t he Watchers S pells Dodge action.

Paladin Spells Aura of the Sentinel
Level
7th-level Oath of the Watchers f eature
3rd alarm, detect m agic
You emit an aura of alertness while you aren’t
5th moonbeam, see i nvisibility incapacitated. When you and any creatures of
your choice within 10 feet of you roll
9th counterspell, nondetection initiative, you all gain a bonus to initiative
equal to your pro iciency bonus.
13th aura o f p urity, banishment
At 18th level, the range of this aura increases
17th hold m onster, scrying to 30 feet.

Channel Divinity Vigilant Rebuke

3rd-level O ath of the Watchers feature 15th-level Oath of t he W atchers f eature

You gain the following Channel Divinity You’ve learned how to chastise anyone who
options. See the Sacred Oath class feature for dares wield beguilements against you and
how Channel Divinity works. your wards. Whenever a creature you can see
within 30 feet of you succeeds on an
Watcher’s Will. Y ou can use your Channel Intelligence, a Wisdom, or a Charisma saving
Divinity to invest your presence with the throw, you can use your reaction to deal 2d8 +
warding power of your faith. As an action, you your Charisma modi ier force damage to the
can choose a number of creatures you can see creature that forced the saving throw.
within 30 feet of you, up to a number equal to
your Charisma modi ier (minimum of one
creature). For 2 minute, you and the chosen

Mortal Bulwark selected separately from one another; you can
use some, all, or none of them.
20th-level Oath o f the Watchers feature If you take a feature that replaces another
feature, you gain no bene it from the replaced
You manifest a spark of divine power in one and don’t qualify for anything in the game
defense of the mortal realms. As a bonus that requires it.
action, you gain the following bene its for 1
minute: Deft Explorer

● You gain truesight with a range of 120 1st-level r anger feature, which replaces the
feet. Natural Explorer feature
You are an unsurpassed explorer and
● You have advantage on attack rolls against survivor, both in the wilderness and in
aberrations, celestials, elementals, fey, dealing with others on your travels. You gain
and iends. the Canny bene it below, adn you gain an
additional bene it below when you reach 6th
● When you hit a creature with an attack level and 10th level in this class.
roll and deal damage to it, you can also Canny (1st Level)
force it to make a Charisma saving throw Choose one of your skill pro iciencies. Your
against your spell save DC. On a failed pro iciency bonus is doubled for any ability
save, the creature is magically banished to check you make that uses the chosen skill.
its native plane of existence if it’s
currently not there. On a successful save,
the creature can’t be banished by this
feature for 24 hours.

Once you use this bonus action, you can’t use
it again until you inish a long rest, unless you
expend a 5th-level spell slot to use it again.

RANGER

The ranger class receives new features and
subclasses in this section.

Optional Class Features

You gain class features in the Player’s
Handbook when you reach certain levels in
your class. This section offers additional
features that you can gain as a ranger. Unlike
the features in the Player’s Handbook, you
don’t gain the features here automatically.
Consulting with your DM, you decided
whether to gain a feature in this section if you
meet the level requirement noted in the
feature’s description. These features can be

You can also speak, read, and write two This feature’s extra damage increases when
additional languages of your choice. you reach certain levels in this class: to 1d6 at
6th level and to 1d8 at 14th level.
Roving ( 6th Level)
Your walking speed increases by 5, and you Additional Ranger Spells
gain a climbing speed and a swimming speed
equal to your walking speed. 2nd-level r anger f eature

Tireless (10th Level) The spells in the following list expand the
As an action, you can give yourself a number ranger spell list in the Player’s Handbook. The
of temporary hit points equal to 1d8 + your list is organized by spell level, not character
Wisdom modi ier (minimum of 1 temporary level. Each spell is in the Player’s Handbook,
hit point). You can use this action a number of unless it has an asterisk (a spell in chapter 3).
times equal to your pro iciency bonus, and Xanathar’s Guide t o Everything also offers
you regain all expended uses when you inish more spells.
a long rest.
1st L evel
In addition, whenever you inish a short rest, Entangle
your exhaustion level, if any, is decreased by Searing S mite
1.
2nd L evel
Favored Foe Aid
Enhance a bility
1st-level r anger feature, which replaces the Gust of w ind
Favored E nemy feature a nd works w ith the Foe Magic weapon
Slayer f eature Summon b east*

When you hit a creature with an attack roll, 3rd L evel
you can call on your mystical bond with Elemental weapon
nature to mark the target as your favored Meld i nto s tone
enemy for 1 minute or until you lose your Revivify
concentration (as if you were concentrating Summon fey*
on a spell).
4th Level
The irst time on each of your turns that you Dominate b east
hit the favored enemy and deal damage to it, Summon e lemental*
including when you mark it, you can increase
that damage by 1d4. 5th Level
Greater r estoration
You can use this feature to mark a favored
enemy a number of times equal to your Fighting Style Options
pro iciency bonus, and you regain all
expended uses when you inish a long rest. 2nd-level ranger f eature

When you choose a ighting style, the
following styles are added to your list of
options.

Blind Fighting additional spells when you reach certain
You have blindsight with a range of 10 feet. levels in this class if you don’t already know
Within that range, you can effectively see them, as shown in the Primal Awareness
anything that isn’t behind total cover, even if Spells table. These spells don’t count against
you’re blinded or in darkness. Moreover, you the number of ranger spells you know.
can see an invisible creature within that
range, unless the creature successfully hides Primal Awareness S pells
from you. Ranger Level Spell

Druidic W arrior 3rd speak w ith a nimals
You learn two cantrips of your choice from
the druid spell list. They count as ranger 5th beast sense
spells for you, and Wisdom is your
spellcasting ability for them. Whenever you 9th speak w ith plants
gain a level in this class, you can replace one
of these cantrips with another cantrip from 13th locate creature
the druid spell list.
17th commune with n ature
Thrown W eapon Fighting
You can draw a weapon that has the thrown You can cast each of these spells once without
property as part of the attack you make with expending a spell slot. Once you cast a spell in
the weapon. this way, you can’t do so again until you inish
a long rest.
In addition, when you hit with a ranged attack
using a thrown weapon, you gain a +2 bonus Martial Versatility
to the damage roll.
4th-level ranger feature
Spellcasting Focus
Whenever you reach a level in this class that
2nd-level ranger f eature grants the Ability Score Improvement feature,
you can replace a ighting style you know with
You can use a druidic focus as a spellcasting another ighting style available to rangers.
focus for your ranger spells. A druidic focus This replacement represents a shift of focus in
might be a sprig of mistletoe or holly, a wand your martial practice.
or rod made of yew or another special wood,
a staff drawn whole from a living tree, or an Nature’s Veil
object incorporating feathers, fur, bones, and
teeth from sacred animals. 10th-level ranger f eature, which replaces t he
Hide i n P lain S ight feature
Primal Awareness
You draw on the powers of nature to hide
3rd-level r anger f eature, w hich r eplaces t he yourself from view brie ly. As a bonus action,
Primeval Awareness feature you can magically become invisible, along
with any equipment you are wearing or
You can focus your awareness through the carrying, until the start of your next turn.
interconnections of nature: you learn

You can use this feature a number of times both the mortal and the fey realms. As you
equal to your pro iciency bonus, and you wander the multiverse, your joyful laughter
regain all expended uses when you inish a brightens the hearts of the downtrodden, and
long rest. your martial prowess strikes terror in your
foes, for great is the mirth of the fey and
Ranger Archetypes dreadful is their fury.

At 3rd level, a ranger gains the Ranger Dreadful Strikes
Archetype feature, which offers you the
choice of a subclass. The following options are 3rd-level Fey W anderer feature
available to you when making that choice: the
Fey Wanderer and the Swarmkeeper. You can augment your weapon strikes with
mind-scarring magic, drawn from the gloomy
Fey Wanderer hollows of the Feywild. When you hit a
creature with a weapon, you can deal an extra
A fey mystique surrounds you, thanks to the 1d4 psychic damage to the target, which can
boon of an archfey, the shining fruit you ate take this extra damage only once per turn.
from a talking tree, the magic spring you
swam in, or some other auspicious event. The extra damage increases to 1d6 when you
However you acquired your fey magic, you are reach 11th level in this class.
now a Fey Wanderer, a ranger who represents
Fey Wanderer Magic

3rd-level Fey Wanderer feature

You learn an additional spell when you reach
certain levels in this class, as shown in the Fey
Wanderer Spells table. Each spell counts as a
ranger spell for you, but it doesn’t count
against the number of ranger spells you know.

Fey Wanderer S pells

Ranger Spell
Level

3rd charm p erson

5th misty step

9th dispel m agic

13th dimension door

17th mislead

You also possess a preternatural blessing
from a fey ally or a place of fey power. Choose

your blessing from the Feywild Gifts table or In addition, whenever you or a creature you
determine it randomly can see within 120 feet of you succeeds on a
saving throw against begin charmed or
Feywild G ifts frightened, you can use your reaction to force
a different creature you can see within 120
d6 Gi feet of you to make a Wisdom saving throw
against your spell save DC. If the spell fails,
1 Illusory bu erflies flu er around the target is charmed or frightened by you
you while you take a short or long (your choice) for 1 minute. The target can
rest. repeat the saving throw at the end of each of
its turns, ending the effect on itself on a
2 Fresh, seasonal flowers sprout from successful save.
your hair each dawn.
Fey Reinforcements
3 You faintly smell of cinnamon,
lavender nutmeg, or another 11th-level F ey Wanderer f eature
comfor ng herb or spice.
The royal courts of the Feywild have blessed
4 Your shadow dances while no one is you with the assistance of fey beings: you
looking directly at it. know summon fey (a spell in chapter 3). It
doesn’t count against the number of ranger
5 Horns or antlers sprout from your spells you know, and you can cast it without a
head. material component. You can also cast it once
without a spell slot, and you regain the ability
6 Your skin and hair change color to to do so when you inish a long rest.
match the season at each dawn.
Whenever you start casting the spell, you can
Otherworldly Glamour modify it so that it doesn’t require
concentration. If you do so, the spell’s
3rd-level F ey Wanderer feature duration becomes 1 minute for that casting.

Your fey qualities give you a supernatural Misty Wanderer
charm. As a result, whenever you make a
Charisma check, you gain a bonus to the check 15th-level F ey Wanderer f eature
equal to your Wisdom modi ier (minimum of
+1). You can slip in and out of the Feywild to move
in a blink of an eye: you can cast misty s tep
In addition, you gain pro iciency in one of the without expending a spell slot. You can do so
following skills of your choice: Deception, a number of times equal to your Wisdom
Performance, or Persuasion. modi ier (minimum of once), and you regain
all expended uses when you inish a long rest.
Beguiling Twist
In addition, whenever you cast misty step, you
7th-level F ey W anderer f eature can bring along one willing creature you can
see within 5 feet of you. That creature
The magic of the Feywild guards your mind.
You have advantage on saving throws against
being charmed or frightened.

teleports to an unoccupied space of your 3 Fluttering birds
choice within 5 feet of your destination space.
4 Playful pixies
Swarmkeeper
Once on each of your turns, you can cause the
I love insects—organized, relentless, swarm to assist you in one of the following
specialized little champions. And aligning ways, immediately after you hit a creature
their single—minded will with your own: with an attack:
beautiful. Just keep them out of my lab.
TASHA ● The attack’s target takes 1d6 piercing
damage from the swarm.
Feeling a deep connection to the environment
around them, some rangers reach out through ● The attack’s target must succeed on a
their magical connection to the world and Strength saving throw against your spell
bond with a swarm of nature spirits. The save DC or be moved by the swarm up to
swarm becomes a potent force in battle, as 15 feet horizontally in a direction of your
well as helpful company for the ranger. Some choice.
Swarmkeepers are outcasts or hermits,
keeping to themselves and their attendant ● You are moved by the swarm 5 feet
swarms rather than dealing with the horizontally in a direction of your choice.
discomfort of others. Other Swarmkeepers
enjoy building vibrant communities that work It’s Your Swarm
for the mutual bene it of all those they
consider part of their swarm. A Swarmkeeper’s swarm and spells are
re lections of the character’s bond with
Gathered Swarm nature spirits. Take the opportunity to
describe the swarm and the ranger’s magic
3rd-level Swarmkeeper feature in play. For example, when your ranger
casts gaseous f orm, they might appear to
A swarm of intangible nature spirits has melt into the swarm, instead of a cloud of
bonded itself to you and can assist you in mist, or the arcane eye spell could create an
battle. Until you die, the swarm remains in extension of your swarm that spies for you.
your space, crawling on you or lying and Such descriptions don’t change the effects
skittering around you within your space. You of spells, but they are an exciting
determine its appearance, or you generate its opportunity to explore your character’s
appearance by rolling on the Swarm narrative through their class abilities. For
Appearance table. more guidance on customizing spells, see
the “Personalizing Spells” section in
Swarm A ppearance chapter 3.

d4 Appearance Also, remember that the swarm’s
appearance is yours to customize, and don’t
1 Swarming insects feel con ined to a single appearance.
Perhaps the spirits’ look changes with the
2 Miniature twig blights ranger’s mood or with the seasons. You
decide!

Swarmkeeper Magic Your Gathered Swarm grows mightier in the
following ways:
3rd-level S warmkeeper feature
● The damage of Gathered Swarm increases
You learn the mage hand c antrip if you don’t to 1d8.
already know it. When you cast it, the hand
takes the form of your swarming nature ● If a creature fails its saving throw against
spirits. being moved by Gathering Swarm, you
can also cause the swarm to knock the
You also learn an additional spell of 1st level creature prone.
or higher when you reach certain levels in this
class, as shown in the Swarmkeeper Spells ● When you are moved by Gathered Swarm,
table. Each spell counts as a ranger spell for it gives you half cover until the start of
you, but it doesn’t count against the number your next turn.
of ranger spells you know.
Swarming Dispersal
Swarmkeeper S pells
15th-level S warmkeeper f eature
Ranger Spell
Level You can discorporate into your swarm,
avoiding danger. When you take damage, you
3rd faerie fire, mage hand can use your reaction to give yourself
resistance to that damage. You vanish into
5th web your swarm and then teleport to an
unoccupied space that you can see within 30
9th gaseous form feet of you, where you reappear with the
swarm.
13th arcane eye
You can use this feature a number of times
17th insect plague equal to your pro iciency bonus, and you
regain all expended uses when you inish a
Writhing Tide long rest.

7th-level Swarmkeeper f eature Beast Master Companions

You can condense part of your swarm into a The Beast Master in the Player’s Handbook
focused mass that lifts you up. As a bonus forms a mystical bond with an animal. As an
action, you gain a lying speed of 10 feet and alternative, a Beast Master can take the
can hover. This effect lasts for 1 minute or feature below to form a bond with a special
until you are incapacitated. primal beast instead.

You can use this feature a number of times Primal Companion
equal to your pro iciency bonus, and you
regain all expended uses when you inish a 3rd-level Beast Master f eature, which r eplaces
long rest. the Ranger’s C ompanion feature

Mighty Swarm You magically summon a primal beast, which
draws strength from your bond with nature.
11th-level Swarmkeeper f eature

The beast is friendly to you and your Hit Points 5 + ive times your ranger level
companions and obeys your commands. (the beast has a number of hit dice [d8s]
Choose its stat block—Beast of the Land, equal to your ranger level)
Beast of the Sea, or Beast of the Sky—which Speed 40 ft., climb 40 ft.
uses your pro iciency bonus (PB) in several
places. You also determine the kind of animal STR DEX CON INT WIS CHA
the beast is, choosing a kind appropriate for 14 14 15 8 14 11
the stat block. Whatever kind you choose, the
beast bears primal markings, indicating its (+2) (+2) (+2) (-1) (+2) (+0)
mystical origin.
Senses d arkvision 60 ft., passive
In combat, the beast acts during your turn. It Perception 12
can move and use its reaction on its own, but Languages understands the languages you
the only action it takes is the Dodge action, speak
unless you take a bonus action on your turn to Challenge —
command it to take another action. That Pro iciency B onus (PB) equals your bonus
action can be one in its stat block or some
other action. You can also sacri ice one of Charge. I f the beast moves at least 20 feet
your attacks when you take the Attack action straight toward a target and then hits it
to command the beast to take the Attack with a maul attack on the same turn, the
action. If you are incapacitated, the beast can target takes an extra 1d6 slashing damage.
take any action of its choice, not just Dodge. If the target is a creature, it must succeed
on a Strength saving throw against your
If the beast has died within the last hour, you spell save DC or be knocked prone.
can use your action to touch it and expend a
spell slot of 1st level or higher. The beast Primal B ond. Y ou can add your pro iciency
returns to life after 1 minute with all its hit bonus to any ability check or saving throw
points restored. that the beast makes.

When you inish a long rest, you can summon ACTIONS
a different primal beast. The new beast Maul. M elee Weapon Attack: your spell
appears in an unoccupied space within 5 feet attack modi ier to hit, reach 5 ft., one target.
of you, and you choose its stat block and Hit: 1d8 + 2 + PB slashing damage.
appearance. If you already have a beast from
this feature, it vanishes when the new beast BEAST OF THE SKY
appears. The beast also vanishes if you die.
Small beast
BEAST OF THE LAND
Armor Class 13 + PB (natural armor)
Medium b east Hit P oints 4 + four times your ranger level
(the beast has a number of Hit Dice [d6s]
Armor C lass 13 + PB (natural armor) equal to your ranger level)
Speed 10 ft., ly 60 ft.

STR DEX CON INT WIS CHA
6 16 13 8 14 11
(-2) (+3) (+1) (-1) (+2) (+0)

Senses d arkvision 60 ft., passive ACTIONS
Perception 12
Languages understands the languages you Binding Strike. M elee Weapon A ttack: y our
speak spell attack modi ier to hit, reach 5 ft., one
Challenge — target. Hit: 1d6 + 2 + PB piercing damage or
Pro iciency B onus ( PB) equals your bonus bludgeoning damage (your choice), and the
target is grappled (escape DC equals your
Flyby. T he beast doesn’t provoke spell save DC). Until this grapple ends, the
opportunity attacks when it lies out of an beast can’t use this attack on another
enemy’s reach. target.
Primal Bond. Y ou can add your pro iciency
bonus to any ability check or saving throw
that the beast makes.

ACTIONS
Shred. M elee Weapon A ttack: your spell
attack modi ier to hit, reach 5 ft., one target.
Hit: 1d4 + 3 + PB slashing damage.

BEAST OF THE SEA

Medium beast

Armor Class 13 + PB (natural armor)
Hit Points 5 + ive times your ranger level
(the beast has a number of Hit Dice [d8s]
equal to your ranger level)
Speed 5 ft., swim 60 ft.

STR DEX CON INT WIS CHA
14 14 15 8 14 11

(+2) (+2) (+2) (-1) (+2) (+0)

Senses d arkvision 60 ft., passive
Perception 12
Languages understands the languages you
speak
Challenge —
Pro iciency Bonus (PB) e quals your bonus

Amphibious. T he beast can breathe both
air and water.

Primal B ond. Y ou can add your pro iciency
bonus to any ability check or saving throw
that the beast makes.

ROGUE Phantom

The rogue class receives new features and Collecting the souls of your defeated foes in
subclasses in this section. everyday objects—what a good idea.
Though, I’d probably need an encyclopedia
Optional Class Features to hold all my anti-admirers.
TASHA
You gain class features in the Player’s
Handbook when you reach certain levels in Many rogues walk a ine line between life and
your class. This section offers an additional death, risking their own lives and taking the
feature that you can gain as a rogue. Unlike lives of others. While adventuring on that line,
the features in the Player’s H andbook, you some rogues discover a mystical connection
don’t gain the feature here automatically. to death itself. These rogues take knowledge
Consulting with your DM, you decide whether from the dead and become immersed in
to gain the feature in this section if you meet negative energy, eventually becoming like
the level requirement noted in the feature’s ghosts. Thieves’ guilds value them as highly
description. effective information gatherers and spies.

Steady Aim Many shadar-kai of the Shadowfell are
masters of these macabre techniques, and
3rd-level rogue f eature some are willing to teach this path. In places
like Thay in the Forgotten Realms and
As a bonus action, you give yourself Karrnath in Eberron, where many
advantage on your next attack roll on the necromancers practice their craft, a Phantom
current turn. You can use this bonus action
only if you haven’t moved during this turn,
and after you use the bonus action, your
speed is 0 until the end of the current turn.

Roguish Archetypes

At 3rd level, a rogue gains the Roguish
Archetype feature, which offers you the
choice of a subclass. The following to you
when making that choice: the Phantom and
the Soulknife.

can become a wizard’s con idant and right Tokens of the Departed
hand. In temples of gods of death, the
Phantom might work as an agent to track 9th-level P hantom f eature
down those who try to cheat death and to
recover knowledge that might otherwise be When a life ends in your presence, you’re able
lost to the grave. to snatch a token from the departing soul, a
sliver of its life essence that takes physical
How did you discover this grim power? Did form; as a reaction when a creature you can
you sleep in a graveyard and awaken to your see dies within 30 feet of you, you can open
new abilities? Or did you cultivate them in a your free hand and cause a Tiny trinket to
temple or thieves’ guild dedicated to a deity of appear there, a soul trinket. The DM
death? determines the trinket’s form or has you roll
on the Trinkets table in the Player’s
Whispers of the Dead Handbook to generate it.

3rd-level P hantom f eature You can have a maximum number of soul
trinkets equal to your pro iciency bonus, and
Echoes of those who have died cling to you. you can’t create one while at your maximum.
Whenever you inish a short or long rest, you
can choose one skill or tool pro iciency that You can use soul trinkets in the following
you lack and gain it, as a ghostly presence ways:
shares its knowledge with you. You lose this
pro iciency when you use this feature to ● While a soul trinket is on your person, you
choose a different pro iciency that you lack. have advantage on death saving throws
and Constitution saving throws, for your
Wails from the Grave vitality is enhanced by the life essence
within the object
3rd-level Phantom f eature
● When you deal Sneak Attack damage on
As you nudge someone closer to the grave, your turn, you can destroy one of your
you can channel the power of death to harm soul trinkets that’s on your person and
someone else as well. Immediately after you then immediately use Wails from the
deal your Sneak Attack damage to a creature Grave, without expending a use of that
on your turn, you can target a second creature feature.
that you can see within 30 feet of the irst
creature. Roll half the number of Sneak Attack ● As an action, you can destroy one of your
dice for your level (round up), and the second soul trinkets, no matter where it’s located.
creature takes necrotic damage equal to the When you do so, you can ask the spirit
roll’s total, as wails of the dead sound around associated with the trinket one question.
them for a moment. The spirit appears to you and answers in
a language it knew in life. It’s under no
You can use this feature a number of times obligation to be truthful, and it answers as
equal to your pro iciency bonus, and you concisely as possible, eager to be free. The
regain all expended uses when you inish a spirit knows only what it knew in life, as
long rest. determined by the DM.

Ghost Walk Soulknife

13th-level Phantom feature I also have the ability to manifest my
thoughts in ways that cut people. I call this
You can phase partially into the realm of the power ... words.
dead, becoming like a ghost. As a bonus TASHA
action, you assume a spectral form. While in
this form, you have a lying speed of 10 feet, Most assassins strike with physical weapons,
you can hover, and attack rolls have and many burglars and spies use thieves’
disadvantage against you. You can also move tools to in iltrate secure locations. In contrast,
through creatures and objects as if they were a Soulknife strikes and in iltrates the mind,
dif icult terrain, but you take 1d10 force cutting through barriers both physical and
damage if you end your turn inside a creature psychic. These rogues discover psionic power
or object. within themselves and channel it to do their
roguish work. They ind easy employment as
You stay in this form for 10 minutes or until members of thieves’ guilds, though they are
you end it as a bonus action. To use this often mistrusted by rogues who are leery of
feature again, you must inish a long rest or anyone using strange mind powers to conduct
destroy one of your soul trinkets as part of their business. Most governments would also
the bonus action you use to activate Ghost be happy to employ a Soulknife as a spy.
Walk.
Amid the trees of ancient forests on the
Death’s Friend Material Plane and in the Feywild, some wood
elves walk the path of the Soulknife, serving
17th l evel P hantom feature as silent, lethal guardians of their woods. In

Your association with death has become so
close that you gain the following bene its:

● When you use your Wails from the Grave,
you can deal the necrotic damage to both
the irst and second creature.

● At the end of the long rest, a soul trinket
appears in your hand if you don’t have any
soul trinkets, as the spirits of the dead are
drawn to you.

the endless war among the gith, a githzerai is help: if you fail an ability check using a skill or
encouraged to become a Soulknife when tool with which you have pro iciency, you can
stealth is required against the githyanki foe. roll one Psionic Energy die and add the
number rolled to the check, potentially
As a Soulknife, your psionic abilities might turning failure into success. You expend the
have haunted you since you were a child, only die only if the roll succeeds.
revealing their full potential as you
experienced the stress of adventure. Or you Psychic Whispers. Y ou can establish
might have sought out a reclusive order of telepathic communication between yourself
psychic adepts and spent years learning how and others—perfect for quiet in iltration. As
to manifest your power. an action, choose one or more creatures you
can see, up to a number of creatures equal to
Psionic Power your pro iciency bonus, and then roll one
Psionic Energy die. For a number of hours
3rd-level Soulknife feature equal to the number rolled, the chosen
creatures can speak telepathically with you,
You harbor a wellspring of psionic energy and you can speak telepathically with them.
within yourself. This energy is represented by To send or receive a message (no action
your Psionic Energy dice, which are each a d6. required), you and the other creature must be
You have a number of these dice equal to within 1 mile of each other. A creature can’t
twice your pro iciency bonus, and they fuel use this telepathy if it can’t speak any
various psionic powers you have, which are languages, and a creature can end the
detailed below. telepathic connection at any time (no action
required). You and the creature don’t need to
Some of your powers expend the Psionic speak a common language to understand each
Energy die they use, as speci ied in a power’s other.
description, and you can’t use a power if it
requires you to use a die when your dice are The irst time you use this power after each
all expended. You regain all your expended long rest, you don’t expend the Psionic Energy
Psionic Energy dice when you inish a long die. All other times you use the power, you
rest. In addition, as a bonus action, you can expend the die.
regain one expended Psionic Energy die, but
you can’t do so again until you inish a short Psychic Blades
or long rest.
3rd-level S oulknife f eature
When you reach certain levels in this class,
the size of your Psionic Energy dice increases: You can manifest your psionic power as
at 5th level (d8), 11th level (d10), and 17th shimmering blades of psychic energy.
level (d12). Whenever you take the Attack action, you can
manifest a psychic blade from your free hand
The powers below use your Psionic Energy and make the attack with that blade. This
dice. magic blade is a simple melee weapon with
the inesse and thrown properties. It has a
Psi-Bolstered K nack. W hen your nonpsionic normal range of 60 feet and no long range,
training fails you, your psionic power can and on a hit, it deals psychic damage equal to

1d6 plus the ability modi ier you used for the deal damage to a creature or you force a
attack roll. The blade vanishes immediately creature to make a saving throw.
after it hits or misses its target, and it leaves
no mark on its target if it deals damage. Once you use this feature, you can’t do so
again until you inish a long rest, unless you
After you attack with the blade, you can make expend a Psionic Energy die to use this
a melee or ranged attack with a second feature again.
psychic blade as a bonus action on the same
turn, provided your other hand is free to Rend Mind
create it. The damage die of this bonus attack
is 1d4, instead of 1d6. 17th-level S oulknife f eature

Soul Blades You can sweep your Psychic Blades directly
through a creature’s mind. When you use
9th-level Soulknife f eature your Psychic Blades to deal Sneak Attack
damage to a creature, you can force that
Your Psychic Blades are now an expression of target to make a Wisdom saving throw (DC
your psi-suffused soul, giving you these equal to 8 + your pro iciency bonus + your
powers that use your Psionic Energy dice: Dexterity modi ier). If the save fails, the target
is stunned for 1 minute. The stunned target
Homing Strikes. I f you make an attack roll can repeat the saving throw at the end of each
with your Psychic Blades and miss the target, of its turns, ending the effect on itself on a
you can roll one Psionic Energy die and add success.
the number rolled to the attack roll. If this
causes the attack to hit, you expend the Once you use this feature, you can’t do so
Psionic Energy die. again until you inish a long rest, unless you
expend three Psionic Energy dice to use it
Psychic Teleportation. A s a bonus action, you again.
manifest one of your Psychic Blades, expend
one Psionic Energy die and roll it, and throw
the blade at an unoccupied space you can see,
up to a number of feet away equal to 10 times
the number rolled. You then teleport to that
space, and the blade vanishes.

Psychic Veil

13th-level Soulknife feature

You can weave a veil of psychic static to mask
yourself. As an action, you can magically
become invisible, along with anything you are
wearing or carrying, for 1 hour or until you
dismiss this effect (no action required). This
invisibility ends early immediately after you

Sorcerer 2nd Level
Flame blade
The sorcerer class receives new features and Flaming s phere
subclasses in this section. Magic w eapon
Tasha’s m ind whip*
Optional Class Features
3rd Level
You gain class features in the Player’s Intellect fortress*
Handbook when you reach certain levels in Vampiric touch
your class. This section offers additional
features that you can gain as a sorcerer. 4th Level
Unlike the features in the Player’s Handbook, Fire shield
you don’t gain the features here automatically.
Consulting with your DM, you decide whether 5th L evel
to gain a feature in this section if you meet the Bigby’s h and
level requirement noted in the feature’s
description. These features can be selected 6th L evel
separately from one another; you can use Flesh t o stone
some, all, or none of them. Otiluke’s f reezing s phere
Tasha’s otherworldly g uise*
Additional Sorcerer Spells
7th Level
1st-level s orcerer f eature Dream of the blue veil*

The spells in the following list expand the 8th Level
sorcerer spell list in the Player’s H andbook. Demiplane
The list is organized by spell level, not
character level. If a spell can be cast as a 9th Level
ritual, the ritual tag appears after the spell’s Blade o f d isaster*
name. Each spell is in the Player’s Handbook,
unless it has an asterisk (a spell in chapter 3). Metamagic Options
Xanathar’s Guide t o E verything a lso offers
more spells. 3rd-level s orcerer feature

Cantrip (0 L evel) When you choose Metamagic options, you
Booming b lade* have access to the following additional
Green- lame b lade* options.
Lightning l ure*
Mind sliver* Seeking S pell
Sword b urst* If you make an attack roll for a spell and miss,
you can spend 2 sorcery points to reroll the
1st Level d20, and you must use the new roll.
Grease
Tasha’s c austic brew* You can use Seeking Spell even if you have
already used a different Metamagic option
during the casting of the spell.

Transmuted S pell Aberrant Mind
When you cast a spell that deals a type of
damage from the following list, you can spend Tentacles, psychic powers, beings from
1 sorcery point to change that damage type to beyond the stars—one person’s bad dream
one of the other listed types: acid, cold, ire, is another person’s good time.
lightning, poison, thunder. TASHA

Sorcerous Versatility An alien in luence has wrapped its tendrils
around your mind, giving you psionic power.
4th-level s orcerer f eature You can now touch other minds with that
power and alter the world around you by
Whenever you reach a level in this class that using it to control the magical energy of the
grants the Ability Score Improvement feature, multiverse. Will this power shine from you as
you can do one of the following, representing a hopeful beacon to others? Or will you be a
the magic within you lowing in new ways: source of terror to those who feel the stab of
your mind and witness the strange
● Replace one of the options you chose for manifestations of your might?
the Metamagic feature with a different
Metamagic option available to you. As an Aberrant Mind sorcerer, you decide how
you acquired your powers. Were you born
● Replace one cantrip you learned from this with them? Or did an event later in life leave
class’s Spellcasting feature with another you shining with psionic awareness? Consult
cantrip from the sorcerer spell list. the Aberrant Origins table for a possible
origin of your power.
Magical Guidance

5th-level sorcerer feature

You can tap into your inner wellspring of
magic to try to conjure success from failure.
When you make an ability check that fails, you
can spend 1 sorcery point to reroll the d20,
and you must use the new roll, potentially
turning the failure into a success.

Sorcerous Origins

Aberrant O rigins Whenever you gain a sorcerer level, you can
replace one spell you gained from this feature
d6 Origin with another spell of the same level. The new
spell must be a divination or an enchantment
1 You were exposed to the Far spell from the sorcerer, warlock, or wizard
Realm’s warping in luence. You are spell list.
convinced that a tentacle is now
growing on you, but no one else Psionic Spells
can see it.
Sorcerer Spells
2 A psychic wind from the Astral Level
Plane carried psionic energy to
you. When you use your powers, 1st arms of Hadar, dissonant
faint motes of light sparkle around whispers, m ind s liver
you.
3rd calm emotions, d etect t houghts
3 You once suffered the dominating
powers of an aboleth, leaving a 5th hunger of Hadar, s ending
psychic splinter in your mind.
7th Evard’s b lack tentacles,
4 You were implanted with a mind summon aberration ( a spell in
layer tadpole, but the chapter 3)
ceremorphosis never completed.
And now its psionic power is 9th Rary’s t elepathic bond,
yours. When you use it, your lesh telekinesis
shines with a strange mucus.
Telepathic Speech
5 As a child, you had an imaginary
friend that looked like a lumph or 1st-level Aberrant Mind f eature
a strange platypus-like creature.
One day, it gifted you with psionic You can form a telepathic connection between
powers, which have ended up your mind and the mind of another. As a
being not so imaginary. bonus action, choose one creature you can see
within 30 feet of you. You and the chosen
6 Your nightmares whisper the truth creature can speak telepathically with each
to you: your psionic powers are not other while the two of you are within a
your own. You draw them from number of miles of each other equal to your
your parasitic twin! Charisma modi ier (minimum of 1 mile). To
understand each other, you each must speak
Psionic Spells mentally in a language the other knows.

1st-level A berrant M ind f eature The telepathic connection lasts for a number
of minutes equal to your sorcerer level. It
You learn additional spells when you reach ends early if you are incapacitated or die or if
certain levels in this class, as shown on the you use this ability to form a connection with
Psionic Spells table. Each of these spells a different creature.
counts as a sorcerer spell for you, but it
doesn’t count against the number of sorcerer
spells you know.

Psionic Sorcery ears, your ingers become webbed, or you
grow writhing cilia that extend through
6th-level Aberrant Mind feature your clothing.
● Your body, along with any equipment you
When you cast any spell of 1st level or higher are wearing or carrying, becomes slimy
from your Psionic Spells feature, you can cast and pliable. You can move through any
it by expending a spell slot as normal or by space as narrow as 1 inch without
spending a number of sorcery points equal to squeezing, and you can spend 5 feet of
the spell's level. movement to escape from nonmagical
restraints or being grappled.
If you cast the spell using sorcery points, it
requires no verbal or somatic components, Warping Implosion
and it requires no material components,
unless they are consumed by the spell. 18th-level Aberrant M ind f eature

Psychic Defenses You can unleash your aberrant power as a
space-warping anomaly. As an action, you can
6th-level A berrant M ind f eature teleport to an unoccupied space you can see
You gain resistance to psychic damage, and within 120 feet of you. Immediately after you
you have advantage on saving throws against disappear, each creature within 30 feet of the
being charmed or frightened. space you left must make a Strength saving
throw. On a failed save, a creature takes 3d10
Revelation in Flesh force damage and is pulled straight toward
the space you left, ending in an unoccupied
14th-level A berrant Mind f eature space as close to your former space as
possible. On a successful save, the creature
You can unleash the aberrant truth hidden takes half as much damage and isn't pulled.
within yourself. As a bonus action, you can
spend 1 or more sorcery points to magically Once you use this feature, you can't do so
transform your body for 10 minutes. For each again until you inish a long rest, unless you
sorcery point you spend, you can gain one of spend 5 sorcery points to use it again.
the following bene its of your choice, the
effects of which last until the transformation
ends:

● You can see any invisible creature within
60 feet of you, provided it isn’t behind
total cover. Your eyes also turn black or
become writhing sensory tendrils.

● You gain a lying speed equal to your
walking speed, and you can hover. As you
ly, your skin glistens with mucus or
shines with an otherworldly light.

● You gain a swimming speed equal to twice
your walking speed, and you can breathe
underwater. Moreover, gills grow from
your neck or fan out from behind your

Clockwork Soul You learn additional spells when you reach
certain levels in this class, as shown on the
I rarely tell people I speak Modron because, Clockwork Spells table. Each of these spells
invariably, they just want to learn how to counts as a sorcerer spell for you, but it
curse, so let’s get this out of the way now. doesn't count against the number of sorcerer
spells you know.
Lesson one: “beep boop” and other slams.
TASHA Whenever you gain a sorcerer level, you can
replace one spell you gained from this feature
The cosmic force of order has suffused you with another spell of the same level. The new
with magic. That power arises from Mechanus spell must be an abjuration or a
or a realm like it—a plane of existence shaped transmutation spell from the sorcerer,
entirely by clockwork ef iciency. You, or warlock, or wizard spell list.
someone from your lineage, might have
become entangled in the machinations of the Clockwork S pells
modrons, the orderly beings who inhabit
Mechanus. Perhaps your ancestor even took Sorcerer Spells
part in the Great Modron March. Whatever its Level
origin within you, the power of order can
seem strange to others, but for you, it is part 1st alarm, protection from evil a nd
of a vast and glorious system. good

Clockwork Magic 3rd aid, l esser r estoration

1st-level C lockwork Soul f eature 5th dispel m agic, protection from
energy

7th freedom of m ovement, s ummon
construct ( a spell in chapter 3)

9th greater restoration, wall o f
force

In addition, consult the Manifestations of
Order table and choose or randomly
determine a way your connection to order
manifests while you are casting any of your
sorcerer spells.

Manifestations o f Order

d6 Manifesta on

1 Spectral cogwheels hover behind
you

2 The hands of a clock spin in your The ward is represented by a number of d8s
eyes equal to the number of sorcery points spent
to create it. When the warded creature takes
3 Your skin glows with a brassy sheen damage, it can expend a number of those dice,
roll them, and reduce the damage taken by
4 Floa ng equa ons and geometric the total rolled on those dice.
objects overlay your body
Trance of Order
5 Your spellcas ng focus temporarily
takes the form of a Tiny clockwork 14th-level C lockwork Soul f eature
mechanism
You gain the ability to align your
6 The cking of gears or ringing of a consciousness to the endless calculations of
clock can be heard by you and those Mechanus. As a bonus action, you can enter
affected by your magic this state for 1 minute. For the duration,
attack rolls against you can’t bene it from
Restore Balance advantage, and whenever you make an attack
roll, an ability check, or a saving throw, you
1st-level Clockwork S oul f eature can treat a roll of 9 or lower on the d20 as a
10.
Your connection to the plane of absolute
order allows you to equalize chaotic Once you use this bonus action, you can’t use
moments. When a creature you can see within it again until you inish a long rest, unless you
60 feet of you is about to roll a d20 with spend 5 sorcery points to use it again.
advantage or disadvantage, you can use your
reaction to prevent the roll from being Clockwork Cavalcade
affected by advantage and disadvantage.
18th-level Clockwork S oul feature
You can use this feature a number of times
equal to your pro iciency bonus, and you You summon spirits of order to expunge
regain all expended uses when you inish a disorder around you. As an action, you
long rest. summon the spirits in a 30-foot cube
originating from you. The spirits look like
Bastion of Law modrons or other constructs of your choice.
The spirits are intangible and invulnerable,
6th-level C lockwork S oul feature and they create the following effects within
the cube before vanishing:
You can tap into the grand equation of
existence to imbue a creature with a ● The spirits restore up to 100 hit points,
shimmering shield of order. As an action, you divided as you choose among any number
can expend 1 to 5 sorcery points to create a of creatures of your choice in the cube.
magical ward around yourself or another
creature you can see within 30 feet of you. ● Any damaged objects entirely in the cube
The ward lasts until you inish a long rest or are repaired instantly.
until you use this feature again.
● Every spell of 6th level or lower ends on
creatures and objects of your choice in the
cube.

Once you use this action, you can't use it again

until you inish a long rest, unless you spend 7
sorcery points to use it again.

Warlock 4th Level
Summon a berration*
The warlock class receives new features and
subclasses in this section. 5th Level
Mislead
Optional Class Features Planar b inding
Teleportation c ircle
You gain class features in the Player’s
Handbook when you reach certain levels in 6th Level
your class. This section offers additional Summon iend*
features that you can gain as a warlock. Unlike Tasha’s otherworldly g uise*
the features in the Player’s H andbook, you
don’t gain the features here automatically. 7th L evel
Consulting with your DM, you decide whether Dream of t he b lue v eil*
to gain a feature in this section, if you meet
the level requirement noted in the feature’s 9th Level
description. These features can be selected Blade o f disaster*
separately from one another; you can use Gate
some, all, or none of them. Weird

Additional Warlock Spells Pact Boon Option

1st-level w arlock feature 3rd-level warlock f eature

The spells in the following list expand the When you choose your Pact Boon feature, the
warlock spell list in the Player’s H andbook. following option is available to you.
The list is organized by spell list, not
character level. Each spell is in the Player’s Pact o f the Talisman
Handbook, unless it has an asterisk (a spell in Your patron gives you an amulet, a talisman
chapter 3). Xanathar’s Guide to E verything that can aid the wearer when the need is
also offers more spells. great. When the wearer fails an ability check,
they can add a d4 to the roll, potentially
Cantrip (0 Level) turning the roll into a success. This bene it
Booming b lade* can be used a number of times equal to your
Green- lame b lade* pro iciency bonus, and all expended uses are
Lightning l ure* restored when you inish a long rest.
Mind sliver*
Sword b urst* If you lose the talisman, you can perform a
1-hour ceremony to receive a replacement
3rd L evel from your patron. This ceremony can be
Intellect f ortress* performed during a short or long rest, and it
Spirit s hroud* destroys the previous amulet. The talisman
Summon f ey* turns to ash when you die.
Summon s hadowspawn*
Summon undead*


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