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Published by DnDArchive, 2020-10-27 14:16:17

5th Edition - Unearthed Arcana - 1-74

5th Edition - Unearthed Arcana - 1-74

• End one effect causing it to be charmed or Druid Circle
frightened.
At 2nd level, a druid gains the Druid Circle
Rule Tip: Temporary Hit Points Don’t feature. Here is a playtest option for that feature:
Stack the Circle of Wildfire.

If you have temporary hit points and receive more of Circle of Wildfire
them, you don’t add them together, unless a rule says
you can. Instead, you decide which temporary hit points Druids who are members of the Circle of Wildfire
to keep. For more information on temporary hit points, understand the necessity of destruction, such as
see chapter 9 of the Player’s Handbook. how a forest fire promotes growth. These druids
bond with a primal spirit that harbors
Steps of the Brave destructive tendencies, allowing the druids to
use their power to create controlled flames that
6th-level Twilight Domain feature help flora and fauna reproduce and grow.
You draw strength from your connection to
twilight and find yourself at home within its dark Circle Spells
embrace, gaining two benefits:
2nd-level Circle of Wildfire feature
• You have advantage on saving throws against
being frightened. You have formed a mystical bond with a wildfire
spirit, a primal being of creation and destruction.
• If you are in dim light or darkness, you can use Your link with this spirit grants you access to
a bonus action to magically give yourself a certain spells. At 2nd level, you learn the fire bolt
flying speed equal to your walking speed until cantrip.
the end of your next turn. When you reach certain levels in this class, you
gain access to the spells listed for that level in
Divine Strike the Circle of Wildfire Spells table. Once you gain
access to one of these spells, you always have it
8th-level Twilight Domain feature prepared, and it doesn’t count against the
You gain the ability to infuse your weapon number of spells you can prepare each day. If
strikes with divine energy. Once on each of your you gain access to a spell that doesn’t appear on
turns when you hit a creature with a weapon the druid spell list, the spell is nonetheless a
attack, you can cause the attack to deal an extra druid spell for you.
1d8 psychic damage. When you reach 14th level,
the extra damage increases to 2d8. Circle of Wildfire Spells

Midnight Shroud Druid Level Spells
3rd locate animals or plants, scorching ray
17th-level Twilight Domain feature 5th fireball, plant growth
You can harness the shrouding power of night to 7th aura of life, fire shield
protect your allies and stymie your foes. 9th flame strike, raise dead
Whenever you cast the darkness spell using a
spell slot, you can choose a number of creatures Summon Wildfire
that you can see (including yourself) equal to
your Wisdom modifier (minimum of one). The 2nd-level Circle of Wildfire feature
chosen creatures can see through the darkness.
You can summon the primal spirit bound to your
©2019 Wizards of the Coast LLC soul. As an action, you can expend one use of
your Wild Shape feature to summon your
wildfire spirit, rather than assuming a beast
form.
The spirit appears in an unoccupied space of
your choice you can see within 30 feet of you.
Each creature within 10 feet of the spirit (other
than you) when it appears must succeed on a
Dexterity saving throw against your spell save
DC or take 2d10 fire damage.

2

The wildfire spirit is friendly to you and your Fiery Teleportation (Recharges after a Short or Long
companions and obeys your commands. See this Rest). The spirit and each willing creature of your choice
creature’s game statistics in the wildfire spirit within 5 feet of it teleport up to 30 feet to unoccupied
stat block. You determine the spirit’s spaces you can see. Each creature within 10 feet of the
appearance. Some spirits take the form of a space that the spirit left must succeed on a Dexterity
humanoid figure made of gnarled branches saving throw against your spell save DC or take 1d6 + 2
covered in flame, while others look like beasts fire damage.
wreathed in fire.
In combat, the wildfire spirit shares your Enhanced Bond
initiative count, but it takes its turn immediately
after yours. The only action it takes on its turn is 6th-level Circle of Wildfire feature
the Dodge action, unless you take a bonus action
on your turn to command it to take one of the The bond with your wildfire spirit enhances
actions in its stat block or to take the Dash, your destructive and restorative spells.
Disengage, Help, or Hide action. Whenever you cast a spell that deals fire damage
The wildfire spirit manifests for 1 hour, until it or restores hit points while your wildfire spirit is
is reduced to 0 hit points, or until you use your summoned, roll a d8, and you gain a bonus to
Wild Shape again. one roll of the spell equal to the number rolled.
In addition, when you cast a spell with a range
Wildfire Spirit other than self, the spell can originate from you
or your wildfire spirit.
Small elemental, any chaotic alignment
Flames of Life
Armor Class 13 (natural armor)
Hit Points equal to the wildfire spirit’s Constitution 10th-level Circle of Wildfire feature

modifier + your Wisdom modifier + five times your You gain the ability to turn death into flames of
level in this class vitality. When a Small or larger creature that you
Speed 20 ft., fly 30 ft. (hover) can see dies within 30 feet of you or your
wildfire spirit, you can use your reaction to
STR DEX CON INT WIS CHA cause primal flames to spring from the body.
10 (+0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (+0) When a creature you can see touches these
flames, the creature regains hit points or takes
Saving Throws Dex +4, Con +4, Wis +4 fire damage (your choice) equal to 2d10 + your
Skills Nature +4 Wisdom modifier. The flames vanish after a
Damage Immunities fire creature has touched them or after 1 minute.
Condition Immunities charmed, frightened, grappled, You can use this feature a number of times
equal to your Wisdom modifier (minimum of
prone, restrained once). You regain all expended uses when you
Senses darkvision 60 ft., passive Perception 12 finish a long rest.
Languages understands the languages you speak
Blazing Endurance
Soul Bond. The following numbers increase by 1 when
your proficiency bonus increases by 1: the spirit’s skill 14th-level Circle of Wildfire feature
and saving throw bonuses above, the bonuses to hit and
damage of its Flame Seed, and the bonus to damage of The bond with your wildfire spirit is
its Fiery Teleportation. exceptionally strong, even fatal blows only fuel
your defiance. If you drop to 0 hit points and
Actions (Requires Your Bonus Action) don’t die outright, you drop to 1 hit point instead
Flame Seed. Ranged Weapon Attack: +4 to hit, range 30 and gain temporary hit points equal to five times
ft., one target you can see. Hit: 1d6 + 2 fire damage. your druid level, and each creature of your
choice within 30 feet of you that you can see
takes fire damage equal to 2d10 + your druid
level.
Once you use this feature, you can’t use it again
until you finish a long rest.

©2019 Wizards of the Coast LLC 3

Arcane Tradition Extract Name

At 2nd level, a wizard gains the Arcane Tradition 2nd-level Onomancy feature
feature. Here is a playtest option for that feature:
the tradition of Onomancy. You can magically compel a creature to divulge
its true name. As a bonus action, you target one
Onomancy creature you can see within 60 feet of you. The
target must make a Wisdom saving throw
Practitioners of magic well know the power of against your spell save DC. On a successful save,
names, but wizards who follow the tradition of you discern that this magic failed, and you can’t
Onomancy use their magic to manipulate the use this feature on the target again. On a failed
words that encompass existence. Onomancers save, the target is charmed by you until the end
expand their study into language itself, searching of your next turn, and you mentally learn the
for threads of magical significance that weave charmed target’s name or the fact that the target
through names. Something that is named stands lacks a name.
out in the multiverse, distinct from the tapestry You can use this feature a number of times
of creation all around it. equal to your Intelligence modifier (minimum of
That distinction creates power that once), and you regain all expended uses of it
onomancers seek to tap. By speaking a target’s when you finish a long rest.
true name, the wizard’s spells slip between the
cracks of the target’s defenses, conforming to its Fateful Naming
essential nature through the power of its name.
To protect themselves, wizards who follow this 2nd-level Onomancy feature
tradition often hide their true names, typically
by adopting monikers and pseudonyms. You can bend magic to assist or hinder creatures
through the power of their true names, and even
True Names use those names as an anchor to affect others
around them. The bane and bless spells are
Onomancy, or naming magic, is a method of spellcasting wizard spells for you, and you add them to your
that uses a creature’s true name to enhance a spell’s spellbook. You always have them prepared, yet
effects. A true name is the name by which a self-aware they don’t count against the number of spells
creature identifies itself. This name might be the name a you can prepare.
person was given at birth, or one a person chose or You can cast either spell without expending a
earned later in life. Whatever a name’s origin, the spell slot if you speak the true name of one
simplest way for you to know your true name is to think target of the spell as part of casting it. You can
truthfully about yourself and then think, “My name is …” cast the spells in this way a number of times
Your true name is how you finish that sentence. equal to your Intelligence modifier (a minimum
of once), and you regain all expended uses when
You can try to hide your true name by using a you finish a long rest.
pseudonym, but you must be wary not to inhabit that
false name too deeply. If a false name comes to be the Resonant Utterance
best expression of who you are, it becomes your true
name. Changing one’s true name is never a quick choice; 6th-level Onomancy feature
it’s something that happens over time as a name
becomes the creature’s truth. You learn words of power called Resonants,
which allow you to tailor your spells through the
As a quick guide, a creature has a true name if it use of a target’s true name.
understands at least one language or it has an Resonants Known. When you gain this
alignment. feature, you learn two Resonants of your choice,
which are detailed in the “Resonant Options”
Bonus Proficiencies section. Each time you gain a level in this class,
you can replace one resonant you know with a
2nd-level Onomancy feature different one.
Using a Resonant. You can use one Resonant
You learn one language of your choice and gain when you cast a wizard spell with a spell slot and
proficiency with calligrapher’s tools. speak the true name of one creature targeted by
the spell. Speaking the name is part of casting
©2019 Wizards of the Coast LLC the spell.

4

You can use Resonants a number of times 5
equal to half of your wizard level (round down),
and you regain all expended uses when you
finish a long rest.
Resonant Options. Here are your options
when choosing a Resonant:

Absorption. When you cast a spell that deals
damage to the named target, you gain 3d6
temporary hit points. The number of
temporary hit points you gain increases by
1d6 when you reach 10th level (4d6) and 14th
level (5d6) in this class.

Devastation. If the spell requires the named
creature to make a saving throw, that creature
has disadvantage on the first save it makes
against the spell.

Dissolution. The first time the named creature
takes damage from the spell, that creature
takes an extra 2d8 force damage. The extra
force damage increases by 1d8 when you
reach 10th level (3d8) and 14th level (4d8) in
this class.

Nullification. If the named target is affected by
any other spells, you know what those spells
are, and you can attempt to end one of your
choice by succeeding on an Intelligence check
with a DC equal to 10 + the level of the chosen
spell.

Puppetry. The first time the named creature
takes damage from the spell, you can knock the
creature prone or move it up to 10 feet, either
directly toward you or away from you.

Sympathy. If the named creature is within range
of the spell, you can target the creature with
the spell even if you can’t see the creature or it
has total cover against the spell.

Inexorable Pronouncement

10th-level Onomancy feature

You learn two new Resonants of your choice
from your Resonant Utterance feature.

Relentless Naming

14th-level Onomancy feature

You have learned how to bypass a named
creature’s defenses against certain types of
damage. When you cast a spell that deals damage
to a creature whose true name you speak as part
of casting the spell, you can cause the spell to
deal force or psychic damage to the creature,
instead of the spell’s normal damage type.

©2019 Wizards of the Coast LLC

UNEARTHED ARCANA

Fighter, Ranger, and Rogue

This document provides playtest options for the Whenever you finish a long rest, you can touch
fighter, the ranger, and the rogue. a number of objects equal to the number of
runes you know, and you inscribe a different
This Is Playtest Content rune onto each of the objects. To be eligible, an
object must be a weapon, a suit of armor, or a
The material in this article is presented for playtesting shield.
and to spark your imagination. These game mechanics Your rune remains on an object until you finish
are in draft form, usable in your campaign but not a long rest, and an object can bear only one of
refined by final game design and editing. They aren’t your runes.
officially part of the game and aren’t permitted in D&D Each time you gain a level in this class, you can
Adventurers League events. replace one rune you know with a different one.

If we decide to make this material official, it will be Rune Options
refined based on your feedback, and then it will appear
in a D&D book. Here are rune options for the Rune Magic
feature. They are all magical effects.
Martial Archetype If a rune requires a saving throw, your Rune
Magic save DC equals 8 + your proficiency bonus
At 3rd level, a fighter gains the Martial + your Intelligence modifier.
Archetype feature. Here is a playtest option for Haug (Hill Rune). This rune’s magic bestows a
that feature: the Rune Knight. resilience reminiscent of a hill giant. While
wearing or carrying an object inscribed with this
Rune Knight rune, you have advantage on saving throws
against being poisoned, and you have resistance
You discovered how to enhance your martial against poison damage.
prowess using the supernatural power of runes. In addition, you can invoke the rune as a bonus
The ancient practice of rune magic originated action, gaining resistance to bludgeoning,
with giants. Skiltgravr (“rune cutters”) can be piercing, and slashing damage for 1 minute. Once
found among any type of giants, and you likely you invoke the rune, you can’t do so again until
learned your methods first or second hand from you finish a short or long rest.
such a mystical artisan. Whether you found the Ild (Fire Rune). This rune’s magic channels the
giant’s work carved into a hill or cave, learned of masterful craftsmanship of fire giant smiths.
the runes from a traveling sage, or met the giant While wearing or carrying an object inscribed
in person, you studied the giant’s craft. In time, with this rune, your proficiency bonus is doubled
you learned how to carve and apply runes to for any ability check you make that uses your
your equipment and how to invoke their magic, proficiency with a tool.
ultimately becoming a Rune Knight. In addition, when you hit a creature with a
weapon attack, you can invoke the rune to
Bonus Proficiencies summon fiery shackles: the target must succeed
on a Strength saving throw or be restrained for 1
3rd-level Rune Knight feature minute. While restrained by the shackles, the
target takes 2d6 fire damage at the start of each
You gain proficiency with smith’s tools, and you of its turns. The target can repeat the saving
learn to speak, read, and write Giant. throw at the end of each of its turns, banishing
the shackles on a success. Once you invoke the
Rune Magic rune, you can’t do so again until you finish a
short or long rest.
3rd-level Rune Knight feature

You learn how to use runes to enhance your
gear. When you gain this feature, you learn how
to inscribe two runes of your choice on weapons,
armor, or shields (see “Rune Options”).

©2019 Wizards of the Coast LLC 1

Ise (Frost Rune). This rune’s magic evokes a until you’re incapacitated. Until the state ends,
frost giant’s stoic calm. While wearing or when you or another creature you can see within
carrying an object inscribed with this rune, you 60 feet of you makes an attack roll, a saving
have advantage on Wisdom (Animal Handling) throw, or an ability check, you can use your
checks and Charisma (Intimidation) checks. reaction to cause the roll to have advantage or
In addition, you can invoke the rune as a bonus disadvantage. Once you invoke the rune, you
action to increase your Strength score by 2 for can’t do so again until you finish a short or long
10 minutes. This increase can cause your score rest.
to exceed 20, but not 30. Once you invoke the
rune, you can’t do so again until you finish a Giant Might
short or long rest.
Skye (Cloud Rune). This rune’s magic 3rd-level Rune Knight feature
emulates the deceptiveness of a cloud giant.
While wearing or carrying an object inscribed You can imbue yourself with the might of giants.
with this rune, you have advantage on Dexterity As a bonus action, you magically gain the
(Sleight of Hand) checks and Charisma following benefits, which last for 1 minute:
(Deception) checks.
In addition, when you or a creature you can • If you are smaller than Large, you become
see within 30 feet of you is hit by an attack roll, Large, along with anything you are wearing. If
you can use your reaction to invoke the rune and you lack the room to become Large, your size
cause that attack to target a different creature doesn’t change.
within 30 feet of you (other than the attacker),
using the same roll. This magic can transfer the • You have advantage on Strength checks and
attack regardless of the attack’s range. Once you Strength saving throws.
invoke the rune, you can’t do so again until you
finish a short or long rest. • Your weapon attacks deal an extra 1d6
Stein (Stone Rune). This rune’s magic damage.
channels the insightfulness of a stone giant.
While wearing or carrying an object inscribed You can use this feature twice, and you regain
with this rune, you have advantage on Wisdom all expended uses of it when you finish a long
(Insight) checks, and you have darkvision out to rest.
a range of 60 feet. If you already have darkvision,
its range increases by 30 feet. Defensive Runes
In addition, when a creature you can see ends
its turn within 30 feet of you, you can use your 7th-level Rune Knight feature
reaction to invoke the rune and force the
creature to make a Wisdom saving throw. Unless You learn to invoke your rune magic to protect
the save succeeds, the creature is charmed by your allies. When another creature you can see
you for 1 minute. While charmed in this way, the within 60 feet of you is hit by an attack roll, you
creature has a speed of 0 and is incapacitated, can use your reaction to grant a bonus to the
descending into a dreamy stupor. The effect ends creature’s AC against that attack. The bonus
if the charmed creature takes any damage or if equals 1 + your Intelligence modifier (minimum
someone else uses an action to shake the of +2).
creature out of its haze. Once you invoke the In addition, you learn one new rune of your
rune, you can’t do so again until you finish a choice from the Rune Magic feature (for a total of
short or long rest. three).
Uvar (Storm Rune). Using this rune, you can
glimpse the future like a storm giant. While Great Stature
wearing or carrying an object inscribed with this
rune, you have advantage on Intelligence 10th-level Rune Knight feature
(Arcana) checks, and you can’t be surprised as
long as you are not incapacitated. The magic of your runes permanently alters you.
In addition, you can invoke the rune as a bonus When you gain this feature, roll 3d4. You grow a
action to enter a prophetic state for 1 minute or number of inches in height equal to the roll.
Moreover, the extra damage you deal with your
©2019 Wizards of the Coast LLC Giant Might feature increases to 1d8.
In addition, you learn one new rune of your
choice from your Rune Magic feature (for a total
of four).

2

Rune Magic Mastery ranger spells for you, but don’t count against the
number of ranger spells you know.
15th-level Rune Knight feature
Swarmkeeper Spells
You can invoke each rune you know from your
Rune Magic feature twice, rather than once, and Ranger Level Spell
you regain all expended uses when you finish a 3rd faerie fire
short or long rest. 5th web
In addition, you learn one new rune of your 9th gaseous form
choice from the Rune Magic feature (for a total of 13th giant insect
five). 17th insect plague

Blessing of the All Father

18th-level Rune Knight feature Gathered Swarm

You learn how to share your rune magic with 3rd- and 11th-level Swarmkeeper feature
your allies. When you use your Giant Might
feature, you can choose one willing creature you You magically attract a swarm of fey spirits that
can see within 60 feet of you. The chosen look like Tiny beasts of your choice. The swarm
creature also gains the benefits of your Giant remains in your space, crawling on you or
Might feature. through your clothing, or flying and skittering
immediately around you within your space.
Ranger Archetype As a bonus action, you can agitate the swarm
for 1 minute. For the duration, some of the
At 3rd level, a ranger gains the Ranger Archetype swarm clings to your weapons or follows your
feature. Here is a playtest option for that feature: strikes when you attack: once during each of
the Swarmkeeper. your turns when you hit a creature with a
weapon attack, you can deal an extra 1d6 force
Swarmkeeper damage to that creature, and the swarm moves
the creature up to 5 feet toward you or away
Feeling a deep connection to the world around from you (your choice). At 11th level, the extra
them, some rangers reach out through their damage increases to 2d6.
magical connection to nature and gather a host You can use this feature a number of times
of fey spirits, which take the form of swarming equal to your Wisdom modifier (minimum of
beasts—be they buzzing insects, fluttering birds, once), and you regain all expended uses when
slippery squids, or otherwise. The swarm you finish a long rest.
becomes a potent force in battle, as well as
helpful—if potentially disturbing—company for Writhing Tide
the ranger. Some Swarmkeepers are outcasts or
hermits, keeping to themselves and their 7th-level Swarmkeeper feature
attendant swarms rather than dealing with the
discomfort of others. Other Swarmkeepers enjoy You can condense part of your swarm into a
building vibrant communities that work for the focused mass that lifts or sweeps you along.
mutual benefit of all those they consider part of Whenever you activate your Gathered Swarm
their swarm. feature, choose one of the following additional
benefits:
Swarmkeeper Magic
• Your walking speed increases by 10 feet, and
3rd-level Swarmkeeper feature you can take the Disengage action as a bonus
action.
You learn the mage hand cantrip if you don’t
already know it. When you cast it, the hand takes • You gain a climb speed equal to your walking
the form of swarming nature spirits. speed. You can climb difficult surfaces,
You also learn an additional spell when you including upside down on ceilings, without
reach certain levels in this class, as shown in the making an ability check.
Swarmkeeper Spells table. These spells count as
• You gain a flying speed of 10 feet and can
hover.

©2019 Wizards of the Coast LLC 3

Scuttling Eyes again by expending a spell slot of 4th level or
higher.
11th-level Swarmkeeper feature
Roguish Archetype
As an action, you can magically form one of the
spirits of your swarm into the shape of a Tiny At 3rd level, a rogue gains the Roguish Archetype
beast of your choice. The transformation lasts for feature. Here is a playtest option for that feature:
1 hour, at which point the spirit disappears. For The Revived.
the duration, the spirit has a speed of 40 feet,
which it can use to walk, climb, fly, or swim. The The Revived
spirit has your senses and telepathically relays
what it sees and hears to you. During your turn, You’ve had a soul-shaking realization: you’ve
you can speak through the spirit, telepathically been dead before, yet somehow you are alive
command it to move, and it can Hide using your again. This life isn’t your first; it might not even
bonus to Dexterity (Stealth) checks. The spirit be your second. Your past life, or lives, are
has AC 18. If it takes damage, you must succeed unclear to you, but you know that you passed
on a Wisdom saving throw (DC equal to 10, or through the gates of death. And the powers of
half the damage dealt, whichever is higher) or death, or some other influence, wasn’t done with
the spirit disappears. you. You might have convinced a deity to let you
As an action, you can dismiss the spirit early. If return to the Material Plane, perhaps you signed
you do, you can magically teleport to an a deal with a fiend, or maybe you used an artifact
unoccupied space within 5 feet of where the that revived you. Whatever force brought you
spirit disappeared. back, you now know the truth about yourself:
Once you use this feature, you can’t do so again that you are one of death’s representatives
until you finish a long rest. You can also use it among the living.
again by expending a spell slot of 3rd level or
higher. Tokens of Past Lives

Storm of Minions 3rd-level Revived feature

15th-level Swarmkeeper feature You remember talents you had in your previous
life. When you finish a long rest, you gain one
Your swarm can expel a seething storm of spirits skill or tool proficiency of your choice. You can
that drains life from others. As an action, you replace this proficiency with another when you
create a magical sphere filled with an enraged finish a long rest.
swarm centered on a point you can see within
120 feet of you. The sphere has a 10-foot-radius Revived Nature
and lasts for 1 minute. The sphere is difficult
terrain for creatures other than you. A creature 3rd-level Revived feature
other than you that starts its turn in the sphere’s
area must make a Constitution saving throw Your newfound connection to death gives you
against your spell save DC. On a failed save, the the following benefits:
creature takes 2d8 necrotic damage and is
blinded until the start of its next turn. On a • You have advantage on saving throws against
successful save, it takes half as much damage disease and being poisoned, and you have
and isn’t blinded. At the start of your turn, if any resistance to poison damage.
number of Small or larger creatures took
necrotic damage from the swarm, you regain 1d8 • You don’t need to eat, drink, or breathe.
hit points. On subsequent turns, you can use a • You don’t need to sleep. When you take a long
bonus action to move the sphere up to 30 feet.
When you activate this feature, you can choose rest, you must spend at least four hours in an
any number of creatures you can see to be inactive, motionless state, rather than sleeping.
unaffected by it. In this state, you remain semiconscious, and
Once you use this feature, you can’t do so again you can hear as normal.
until you finish a long rest. You can also use it

©2019 Wizards of the Coast LLC 4

Bolts from the Grave In addition, whenever you have 0 hit points
and are healed or stabilized, you can change any
3rd-level Revived feature of your personal characteristics: personality
trait, ideal, bond, or flaw.
You have learned to unleash bolts of necrotic
energy from within your revived body. Ethereal Jaunt
Immediately after you use your Cunning Action,
you can make a ranged spell attack against a 17th-level Revived feature
creature within 30 feet of you, provided you Like a ghost, you have the ability to slip in and
haven’t used your Sneak Attack this turn. You out of the Ethereal Plane. You can now use your
are proficient with it, and you add your Dexterity Cunning Action to teleport to an unoccupied
modifier to its attack and damage rolls. A space within 30 feet of you. You don’t need to
creature hit by this attack takes necrotic damage see that space to teleport to it, but your
equal to your Sneak Attack. This uses your Sneak teleportation fails, wasting your bonus action, if
Attack for the turn. you attempt to teleport through magical force
that is Medium or larger, such as a wall of force.
Connect with the Dead If you appear in a space occupied by another
creature or filled by an object, you are
9th-level Revived feature immediately shunted to the nearest unoccupied
space that you can occupy and take force damage
You can create a link with a spirit through their equal to twice the number of feet you are
corpse. When you do so, you cast the speak with shunted.
dead spell, without using a spell slot or material
components. Intelligence is your spellcasting 5
ability for this spell.
Speaking with the dead in this way
temporarily gives you a capability from a past
life—you’re unsure whether it’s from your past
or the spirit’s. When the spell ends, you gain one
random benefit from the Revived Capabilities
table. The benefit lasts until you finish a short or
long rest.

Revived Capabilities

d3 Capability
1 You learn how to speak, read, and write one

language of your choice.
2 You gain one skill or tool proficiency of your

choice.
3 You gain proficiency with one saving throw of

your choice.

After you cast the spell with this feature, you
can’t do so again until you finish a short or long
rest.

Audience with Death

13th-level Revived feature

When at death’s door, you can converse with the
powers of death. You have advantage on death
saving throws, and whenever you make a death
saving throw, your spirit can ask an entity of
death a question that can be answered with
“yes,” “no,” or “unknown.” The entity answers
truthfully, using the knowledge of all those who
have died.

©2019 Wizards of the Coast LLC

UNEARTHED ARCANA

Class Feature Variants

This Is Playtest Content All Classes

The material in this article is presented for playtesting The following variant is available to every class
and to spark your imagination. These game mechanics in the game.
are in draft form, usable in your campaign but not
refined by final game design. They aren’t officially part Proficiency Versatility
of the game and aren’t permitted in D&D Adventurers
League events. 4th-level and higher feature (enhances Ability
Score Improvement)
If we decide to make this material official, it will be
refined based on your feedback, and then it will appear Whenever you gain the Ability Score
in a D&D book. Improvement feature from your class, you can
also replace one of your skill proficiencies with a
This document provides playtest options for skill proficiency offered by your class at 1st level
every class in the Player’s Handbook. (the proficiency you replace needn’t be from the
class).
Each class in DUNGEONS & DRAGONS gains
features at particular levels. Have you ever This change represents one of your skills
wanted an alternative to one of those features? atrophying as you focus on a different skill.
Or do you have a feature that gives you options
to choose from and you’d like more options? If Maneuvers from the Battle Master
your answer is yes to either of those questions,
the following class feature variants are for you. If you know any maneuvers from the fighter’s Battle
Master archetype, you have access to options in the
Here you’ll find features that replace or fighter section of this document. See the “Maneuver
enhance the normal features of your character’s Versatility” and “Maneuver Options” subsections there.
class. The class feature variants each specify
which feature they replace or enhance, as Barbarian
summarized in the Class Feature Variants table
(see page 2). If a feature is replaced, you gain no A barbarian has access to the following features.
benefit from it and don’t qualify for anything in
the game that requires it. If a feature is Survival Instincts
enhanced, you continue to enjoy its benefits but
now with new capabilities. 2nd-level barbarian feature (replaces Danger
Sense)
The DM decides which of these options are
available to the characters in a campaign. A DM You become proficient in your choice of two of
is free to prohibit these variants, allow all of the following skills: Animal Handling, Medicine,
them, or make a subset of them available to you. Nature, Perception, or Survival.

Your proficiency bonus is doubled for any
ability check you make that uses either of those
skills.

Instinctive Pounce

5th-level barbarian feature (replaces Fast
Movement)

When a creature ends its turn within 15 feet of
you, you can use your reaction to move up to half
your speed to a space closer to the creature. This
movement doesn’t provoke opportunity attacks.

©2019 Wizards of the Coast LLC 1

Class Feature Variants

Class Level Feature Variant Change
Ability Score Improvement Proficiency Versatility Enhancement
All classes 4th+ Danger Sense Survival Instincts Replacement
Fast Movement Instinctive Pounce Replacement
Barbarian 2nd Bardic Inspiration Magical Inspiration Enhancement
Spellcasting Spell Versatility Enhancement
5th Spellcasting Bard Spells Enhancement
Spellcasting Cantrip Versatility Enhancement
Bard 1st Spellcasting Cleric Spells Enhancement
Channel Divinity Channel Divinity: Harness Divine Power Enhancement
1st Divine Strike Blessed Strikes Replacement
Potent Spellcasting Blessed Strikes Replacement
1st Spellcasting Cantrip Versatility Enhancement
Spellcasting Druid Spells Enhancement
Cleric 1st Wild Shape Wild Companion Enhancement
Fighting Style Fighting Style Options Enhancement
1st Maneuvers Maneuver Versatility Enhancement
Maneuvers Maneuver Options Enhancement
2nd Martial Arts Monk Weapons Enhancement
Ki Ki-Fueled Strike Enhancement
8th Ki Ki Features Enhancement
Fighting Style Fighting Style Options Enhancement
8th Spellcasting Paladin Spells Enhancement
Channel Divinity Channel Divinity: Harness Divine Power Enhancement
Druid 1st Favored Enemy Favored Foe Replacement
Natural Explore Deft Explore Replacement
1st Fighting Style Fighting Style Options Enhancement
Spellcasting Spell Versatility Enhancement
2nd Spellcasting Spellcasting Focus Enhancement
Spellcasting Ranger Spells Enhancement
Fighter 1st Primeval Awareness Primal Awareness Replacement
Hide in Plain Sight Fade Away Replacement
1st Ranger’s Companion Ranger Companion Options Enhancement
Cunning Action Cunning Action: Aim Enhancement
1st Spellcasting Spell Versatility Enhancement
Spellcasting Sorcerer Spells Enhancement
Monk 1st Font of Magic Font of Magic Options Enhancement
Metamagic Metamagic Options Enhancement
2nd Pact Magic Spell Versatility Enhancement
Pact Magic Warlock Spells Enhancement
2nd Eldritch Invocations Eldritch Invocation Options Enhancement
Pact Boon Pact Boon Option Enhancement
Paladin 2nd Spellcasting Cantrip Versatility Enhancement
Spellcasting Wizard Spells Enhancement
2nd

3rd

Ranger 1st

1st

2nd

2nd

2nd

2nd

3rd

10th

3rd

Rogue 2nd

Sorcerer 1st

1st

2nd

3rd

Warlock 1st

1st

2nd

3rd

Wizard 1st

1st

©2019 Wizards of the Coast LLC 2

Bard Magical Inspiration

A bard has access to the following features. 1st-level bard feature (enhances Bardic
Inspiration)
Bard Spells
If a creature has a Bardic Inspiration die from
1st-level bard feature (enhances Spellcasting) you and casts a spell, the creature can roll that
The following spells expand the bard spell list. die and add the number rolled to one damage or
healing roll of the spell. The Bardic Inspiration
1st Level die is then lost.

Cause fear (Xanathar’s Guide) Spell Versatility
Color spray
Command 1st-level bard feature (enhances Spellcasting)

2nd Level Whenever you finish a long rest, you can replace
one spell you learned from this Spellcasting
Aid feature with another spell from the bard spell
Enlarge/reduce list. The new spell must be the same level as the
Mind spike (Xanathar’s Guide) spell you replace.
Mirror image
Rule Tip: Cantrips Are Spells
3rd Level
Cantrips are 0-level spells, which don’t use spell slots.
Mass healing word When a feature applies to spells, that feature applies to
Slow cantrips, unless the feature specifies that the spells
Tiny servant (Xanathar’s Guide) must be of 1st level or higher or must expend a spell
slot.
4th Level
Cleric
Phantasmal killer
A cleric has access to the following features.
5th Level
Cantrip Versatility
Contact other plane (ritual)
Rary’s telepathic bond (ritual) 1st-level cleric feature (enhances Spellcasting)

6th Level Whenever you gain a level in this class, you can
replace one cantrip you learned from this
Heroes’ feast Spellcasting feature with another cantrip from
Mental prison (Xanathar’s Guide) the cleric spell list.
Scatter (Xanathar’s Guide)
Tenser’s transformation (Xanathar’s Guide) Cleric Spells

7th Level 1st-level cleric feature (enhances Spellcasting)

Power word pain (Xanathar’s Guide) The following spells expand the cleric spell list.
Prismatic spray
1st Level
8th Level
Cause fear (Xanathar’s Guide)
Antipathy/sympathy Wrathful smite
Maze
2nd Level
9th Level
Branding smite
Prismatic wall
3rd Level
©2019 Wizards of the Coast LLC
Aura of vitality

3

4th Level 1st Level

Aura of life Ceremony (ritual, Xanathar’s Guide)
Aura of purity Protection from evil and good

5th Level 2nd Level

Skill empowerment (Xanathar’s Guide) Augury (ritual)
Wall of light (Xanathar’s Guide) Continual flame
Enlarge/reduce
9th Level
3rd Level
Power word heal
Aura of vitality
Channel Divinity: Harness Elemental weapon
Divine Power Revivify
Thunder step (Xanathar’s Guide)
2nd-level cleric feature (enhances Channel Wall of sand (Xanathar’s Guide)
Divinity)
4th Level
You can expend a use of your Channel Divinity to
fuel your spells. As a bonus action, you touch Divination (ritual)
your holy symbol, utter a prayer, and regain one Fire shield
expended 1st-level spell slot.
5th Level
Blessed Strikes
Cone of cold
8th-level cleric Divine Domain feature (replaces Dawn (Xanathar’s Guide)
Divine Strike or Potent Spellcasting) Immolation (Xanathar’s Guide)

In battle, you are blessed with divine might. 6th Level
When a creature takes damage from one of your
spells or weapon attacks, you can also deal 1d8 Flesh to stone
radiant damage to that creature. Once you deal
this damage, you can’t use this feature again 7th Level
until the start of your next turn.
Symbol
Druid
8th Level
A druid has access to the following features.
Incendiary cloud
Cantrip Versatility
9th Level
1st-level druid feature (enhances Spellcasting)
Mass polymorph (Xanathar’s Guide)
Whenever you gain a level in this class, you can Power word heal
replace one cantrip you learned from this
Spellcasting feature with another cantrip from Wild Companion
the druid spell list.
2nd-level druid feature (enhances Wild Shape)
Druid Spells
You gain the ability to summon a spirit that
1st-level druid feature (enhances Spellcasting) assumes an animal form: as an action, you can
expend a use of your Wild Shape feature to cast
The following spells expand the druid spell list. the find familiar spell, without material
components.
Cantrips (0 Level)
When you cast the spell in this way, the
Acid splash familiar is a fey instead of a beast, and the
familiar disappears after a number of hours
equal to half your druid level.

©2019 Wizards of the Coast LLC 4

Fighter Bait and Switch

A fighter has access to the following features. When you’re within 5 feet of an ally on your
turn, you can expend one superiority die and
Fighting Style Options switch places with that ally, provided you spend
at least 5 feet of movement. This movement
1st-level fighter feature (enhances Fighting Style) doesn’t provoke opportunity attacks.

When you gain the Fighting Style feature, you get Roll the superiority die. Until the start of your
access to the variants in the “Fighting Styles” next turn, the ally gains a bonus to AC equal to
section (see page 12). the number rolled.

The Superior Technique style is also added to Brace
the list of style options available to you.
When an enemy you can see moves within 5 feet
Superior Technique of you, you can use your reaction to expend one
superiority die and make one weapon attack
You learn one maneuver of your choice from against that creature. If the attack hits, add the
among those available to the Battle Master superiority die to the attack’s damage roll.
archetype. If a maneuver you use requires your
target to make a saving throw to resist the Restraining Strike
maneuver’s effects, the saving throw DC equals 8
+ your proficiency bonus + your Strength or Immediately after you hit a creature with a
Dexterity modifier (your choice). melee weapon attack on your turn, you can
expend one superiority die and use a bonus
You gain one superiority die, which is a d6 action to grapple the target (see chapter 9 in the
(this die is added to any superiority dice you Player’s Handbook for rules on grappling). Add
have from another source). This die is used to the superiority die to your Strength (Athletics)
fuel your maneuvers. A superiority die is check. The target is also restrained while
expended when you use it. You regain your grappled in this way.
expended superiority dice when you finish a
short or long rest. Silver Tongue

Maneuver Versatility When you make a Charisma (Deception) check
or a Charisma (Persuasion) check, you can
1st-level feature (enhances Maneuvers) expend one superiority die, and add the
superiority die to the ability check.
If you know any maneuvers from the fighter’s
Battle Master archetype, you can replace one Snipe
maneuver you know with a different maneuver
whenever you finish a long rest. This change As a bonus action, you can expend one
reflects your physical and mental preparation superiority die and make a ranged weapon
for the day ahead. attack. You can draw a thrown weapon as part of
making this attack. If you hit, add the superiority
Maneuver Options die to the attack’s damage roll.

1st-level feature (enhances Maneuvers) Studious Eye

If you have access to maneuvers, the following When you make a Wisdom (Insight) check or an
maneuvers are added to the list of options Intelligence (Investigation) check, you can
available to you. Maneuvers are available to expend one superiority die, and add the
Battle Masters and to characters who have the superiority die to the ability check.
Superior Technique fighting style or the Martial
Adept feat. 5

Ambush

When you make a Dexterity (Stealth) check or an
initiative roll, you can expend one superiority die
and add the die to the roll.

©2019 Wizards of the Coast LLC

Monk Paladin

A monk has access to the following features. A paladin has access to the following features.

Monk Weapons Fighting Style Options

1st-level monk feature (enhances Martial Arts) 2nd-level paladin feature (enhances Fighting
Style)
You can use this feature to define your monk
weapons, rather than using the definition in When you gain the Fighting Style feature, you get
Martial Arts. access to the variants in the “Fighting Styles”
section (see page 12).
You practice your martial arts with specially
chosen weapons, which become monk weapons The Blessed Warrior style is also added to the
for you. You can choose a number of weapons to list of style options available to you.
be your monk weapons equal to 5 + your
Wisdom modifier (minimum of five weapons). Blessed Warrior
The chosen weapons must each meet the
following criteria: You learn two cantrips of your choice from the
cleric spell list. They count as paladin spells for
• The weapon must be a simple or martial you, and Charisma is your spellcasting ability for
weapon. them. Whenever you gain a level in this class,
you can replace one of these cantrips with
• You must be proficient with the weapon. another cantrip from the cleric spell list.
• The weapon must lack these properties: heavy,
Paladin Spells
special, or two-handed.
2nd-level paladin feature (enhances Spellcasting)
Ki-Fueled Strike
The following spells expand the paladin spell list.
2nd-level monk feature (enhances Ki)
2nd Level
If you spend 1 ki or more as part of your action
on your turn, you can then immediately make Gentle repose
one unarmed strike as a bonus action. Prayer of healing
Warding bond
Ki Features
3rd Level
2nd-level monk feature (enhances Ki)
Life transference (Xanathar’s Guide)
When you gain the Ki feature at 2nd level, you Spirit guardians
get access to the following features.
5th Level
Distant Eye
Dawn (Xanathar’s Guide)
When you make a ranged weapon attack, you Flame strike
can spend 1 ki point to prevent attacking at long
range from imposing disadvantage on your Channel Divinity: Harness
attack rolls until the end of the current turn. Divine Power

Quickened Healing 3rd-level paladin feature (enhances Channel
Divinity)
As an action, you can spend 2 ki points and roll a
Martial Arts die. You regain a number of hit You can expend a use of your Channel Divinity to
points equal to the number rolled. fuel your spells. As a bonus action, you touch
your holy symbol, utter a prayer, and regain one
expended 1st-level spell slot.

©2019 Wizards of the Coast LLC 6

Ranger your spellcasting ability for it. You can use it a
certain number of times without expending a
A ranger has access to the following features. spell slot and without requiring concentration—
a number of times equal to your Wisdom
Deft Explorer modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
1st-level ranger feature (replaces Natural
Explorer) When you gain the Spellcasting feature at 2nd
level, hunter’s mark doesn’t count against the
You are an unsurpassed explorer and survivor. number of ranger spells you know.
Choose one of the following benefits, and then
choose another one at 6th and 10th level. Fighting Style Options

Canny 2nd-level ranger feature (enhances Fighting Style)

Choose one skill: Animal Handling, Athletics, When you gain the Fighting Style feature, you get
History, Insight, Investigation, Medicine, Nature, access to the variants in the “Fighting Styles”
Perception, Stealth, or Survival. You gain section (see page 12).
proficiency in the chosen skill if you don’t
already have it, and you can add double your The Druidic Warrior style is also added to the
proficiency bonus to ability checks using that list of style options available to you.
skill.
Druidic Warrior
In addition, thanks to your extensive
wandering, you are able to speak, read, and You learn two cantrips of your choice from the
write two languages of your choice. druid spell list. They count as ranger spells for
you, and Wisdom is your spellcasting ability for
Roving them. Whenever you gain a level in this class,
you can replace one of these cantrips with
Your walking speed increases by 5, and you gain another cantrip from the druid spell list.
a climbing speed and a swimming speed equal to
your walking speed. Ranger Spells

Tireless 2nd-level ranger feature (enhances Spellcasting)

As an action, you can give yourself a number of The following spells expand the ranger spell list.
temporary hit points equal to 1d10 + your
Wisdom modifier. You can use this special action 1st Level
a number of times equal to your Wisdom
modifier (a minimum of once), and you regain all Entangle
expended uses when you finish a long rest. Searing smite

In addition, whenever you finish a short rest, 2nd Level
your exhaustion level, if any, is decreased by 1.
Aid
Rule Tip: Temporary Hit Points Don’t Gust of wind
Stack Magic weapon
Enhance ability
If you have temporary hit points and receive more of Warding bond
them, you don’t add them together, unless a rule says
you can. Instead, you decide which temporary hit points 3rd Level
to keep. See chapter 9 of the Player’s Handbook for
more information on temporary hit points. Blinding smite
Meld into stone
Favored Foe Revivify
Tongues
1st-level ranger feature (replaces Favored Enemy)
4th Level
You can call on your bond with nature to mark a
creature as your favored enemy for a time: you Death ward
know the hunter’s mark spell, and Wisdom is Dominate beast

©2019 Wizards of the Coast LLC 7

5th Level wearing or carrying, until the start of your next
turn.
Awaken
Greater restoration Once you use this feature, you can’t use it again
until you finish a short or long rest.
Spell Versatility
Ranger Companion Options
2nd-level ranger feature (enhances Spellcasting)
3rd-level Beast Master feature (enhances Ranger’s
Whenever you finish a long rest, you can replace Companion)
one spell you learned from this Spellcasting
feature with another spell from the ranger spell While wandering the wilds, a ranger encounters
list. The new spell must be the same level as the many sorts of animals, some of which the ranger
spell you replace. might befriend. This friendship can arise from
successful use of the Animal Handling skill or the
Spellcasting Focus animal friendship spell. If the resulting bond is
strong enough, the animal might join the ranger
2nd-level ranger feature (enhances Spellcasting) on adventures.

You can use a druidic focus as a spellcasting A ranger who has the Beast Master archetype
focus for your ranger spells. See chapter 5, can form an even stronger bond, feeling almost
“Equipment,” of the Player’s Handbook for a list like a sibling to an animal. A special type of beast
of things that count as druidic focuses. awaits a Beast Master in the wilds, a creature
whose lineage stretches back to the beginnings
Primal Awareness of the world: a primal beast known as a Beast of
the Air or a Beast of the Earth. Such a creature
3rd-level ranger feature (replaces Primeval seeks out the type of companionship that a Beast
Awareness) Master offers, ready for the two of them to battle
the imbalances in the natural world.
You can focus your awareness through the
interconnections of nature: you learn additional The primal beast is a special creature that a
spells when you reach certain levels in this class Beast Master can choose for the Ranger’s
if you don’t already know them, as shown in the Companion feature. When choosing such a
Primal Awareness Spells table. These spells don’t creature, you decide whether it is a Beast of the
count against the number of ranger spells you Air or the Earth, and you determine its
know. appearance. Stories describe primal beasts that
mystically change form to align with the spirit of
Primal Awareness Spells their companion.

Ranger When a primal beast is met apart from a Beast
Level Spell Master, the creature takes the form a regular
3rd detect magic, speak with animals beast of challenge rating 1/4 or lower, as
5th beast sense, locate animals or plants determined by the DM.
9th speak with plants
13th locate creature Beast of the Air
17th commune with nature
Small beast, neutral
You can cast each of these spells once without
expending a spell slot. Once you cast a spell in Armor Class 13
this way, you can’t do so again until you finish a Hit Points equal the beast’s Constitution modifier + your
long rest.
Wisdom modifier + five times your ranger level (the
Fade Away beast has a number of Hit Dice [d6s] equal to your
ranger level)
10th-level ranger feature (replaces Hide in Plain Speed 10 ft., fly 60 ft.
Sight)
STR DEX CON INT WIS CHA
You can use a bonus action to magically become 6 (−2) 16 (+3) 13 (+1) 8 (−1) 14 (+2) 11 (+0)
invisible, along with any equipment you are
Saving Throws Dex +5, Con +3, Wis +4
©2019 Wizards of the Coast LLC Skills Perception +4, Stealth +5

8

Senses darkvision 60 ft., passive Perception 14 Rogue
Languages understands the languages you speak
A rogue has access to the following feature.
Flyby. The beast doesn’t provoke opportunity attacks
when it flies out of an enemy’s reach. Cunning Action: Aim

Primal Rebirth. If the beast has died within the last 2nd-level rogue feature (enhances Cunning
hour, you can use your action to touch it and expend a Action)
spell slot of 1st level or higher. The beast returns to life
after 1 minute with all its hit points restored. You gain an additional way to use your Cunning
Action: carefully aiming your next attack. As a
Ready Companion. As a bonus action, you can bonus action, you give yourself advantage on
command the beast to make its shred attack or to Hide. your next attack roll on the current turn. You can
use this bonus action only if you haven’t moved
Actions during this turn, and after you use the bonus
action, your speed is 0 until the end of the
Shred. Melee Weapon Attack: +5 to hit, reach 5 ft., one current turn.
target. Hit: 1d6 + 3 slashing damage.
Sorcerer
Beast of the Earth
A sorcerer has access to the following features.
Medium beast, neutral
Sorcerer Spells
Armor Class 12
Hit Points equal the beast’s Constitution modifier + your 1st-level sorcerer feature (enhances Spellcasting)

Wisdom modifier + five times your ranger level (the The following spells expand the sorcerer spell
beast has a number of Hit Dice [d8s] equal to your list.
ranger level)
Speed 40 ft., climb or swim 40 ft. (your choice when you Cantrips (0 Level)
bond with the beast)
Primal savagery (Xanathar’s Guide)
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0) 1st Level

Saving Throws Dex +4, Con +4, Wis +4 Grease
Skills Perception +4, Stealth +4 Protection from evil and good
Senses darkvision 60 ft., passive Perception 14
Languages understands the languages you speak 2nd Level

Charge. If the beast moves at least 20 feet straight Flame blade
toward a target and then hits it with a maul attack on Flaming sphere
the same turn, the target takes an extra 1d6 slashing
damage. The DC equals your spell save DC. If the target 3rd Level
is a creature, it must succeed on a Strength saving throw
against your spell save DC or be knocked prone. Vampiric touch

Primal Rebirth. If the beast has died within the last 4th Level
hour, you can use your action to touch it and expend a
spell slot of 1st level or higher. The beast returns to life Fire shield
after 1 minute with all its hit points restored.
6th Level
Ready Companion. As a bonus action, you can
command the beast to make its maul attack or to Hide. Flesh to stone

Actions 8th Level

Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one Demiplane
target. Hit: 1d6 + 2 slashing damage.
9th Level

Foresight

©2019 Wizards of the Coast LLC 9

Spell Versatility a Dexterity saving throw, you can spend 1
sorcery point to ignore the effects of half- and
1st-level sorcerer feature (enhances Spellcasting) three-quarters cover against targets of the spell.

Whenever you finish a long rest, you can replace Unerring Spell
one spell you learned from this Spellcasting
feature with another spell from the sorcerer If you make an attack roll for a spell and miss,
spell list. The new spell must be the same level you can spend 2 sorcery points to reroll the
as the spell you replace. attack roll. You must use the result of the second
roll.
Font of Magic Options
You can use Unerring Spell even if you have
2nd-level sorcerer feature (enhances Font of already used a different Metamagic option
Magic) during the casting of the spell.

When you gain the Font of Magic feature, you get Warlock
access to the following ways to spend your
sorcery points. A warlock has access to the following features.

Empowering Reserves Spell Versatility

When you make an ability check on your turn, 1st-level warlock feature (enhances Pact Magic)
you can spend 2 sorcery points to gain
advantage on the check. Whenever you finish a long rest, you can replace
one spell you learned from this Pact Magic
Imbuing Touch feature with another spell from the warlock spell
list. The new spell must be the same level as the
As an action, you can touch one nonmagical spell you replace.
weapon and spend 2 sorcery points to imbue it
with magic for 1 minute. For the duration, the Warlock Spells
weapon is considered magical for the purpose of
overcoming immunity and resistance to 1st-level warlock feature (enhances Pact Magic)
nonmagical attacks.
The following spells expand the warlock spell
Sorcerous Fortitude list.

As an action, you can spend any number of 1st Level
sorcery points to roll a d4 for each point
expended. You gain a number of temporary hit Thunderwave
points equal to the total rolled.
2nd Level
Metamagic Options
Knock
3rd-level sorcerer feature (enhances Metamagic)
3rd Level
When you choose Metamagic options, you have
access to the following additional options. Animate dead
Life transference (Xanathar’s Guide)
Elemental Spell
5th Level
When you cast a spell that deals a type of
damage from the following list, you can spend 1 Mislead
sorcery point to change that damage type to one Modify memory
of the other listed types: acid, cold, fire, lightning, Planar binding
thunder. Teleportation circle

Seeking Spell 6th Level

When you cast a spell that requires you to make Create homunculus (Xanathar’s Guide)
a spell attack roll or that forces a target to make Magic jar

©2019 Wizards of the Coast LLC 7th Level

Project image

10

8th Level contain a number of names equal to your
Charisma modifier (minimum of 1).
Abi-Dalzim’s horrid wilting (Xanathar’s Guide)
You can cast the sending spell, targeting a
9th Level creature whose name is on the page, without
using a spell slot and without using material
Gate components. To do so, you must write the
Shapechange message on the page. The target hears the
Weird message in their mind, and if the target replies,
their message appears on the page, rather than
Eldritch Invocation Options in your mind. The writing disappears after 1
minute.
2nd-level warlock feature (enhances Eldritch
Invocations) As an action, you can magically erase a name
on the page by touching the name on it.
When you choose eldritch invocations, you have
access to the following options. Gift of the Protectors

Bond of the Talisman Prerequisite: 9th level, Pact of the Tome feature

Prerequisite: 12th level, Pact of the Talisman A new page appears in your Book of Shadows.
feature With your permission, a creature can use its
action to write its name on that page, which can
While someone else is wearing your talisman, contain a number of names equal to your
you can use your action to teleport to the Charisma modifier (minimum of 1).
unoccupied space closest to them, provided the
two of you are on the same plane of existence. When any creature whose name is on the page
The wearer of your talisman can do the same is reduced to 0 hit points but not killed outright,
thing, using their action to teleport to you. the creature magically drops to 1 hit point
instead. Once this magic is triggered, no creature
Chain Master’s Fury can benefit from it until you finish a long rest.

Prerequisite: 9th level, Pact of the Chain feature As an action, you can magically erase a name
on the page by touching the name on it.
As a bonus action, you can command your
familiar to make one attack. Investment of the Chain Master

Eldritch Armor Prerequisite: Pact of the Chain feature

Prerequisite: Pact of the Blade feature When you cast find familiar, you infuse the
summoned familiar with a measure of your
As an action, you can touch a suit of armor that eldritch power, granting the creature the
isn’t being worn or carried by anyone and following benefits:
instantly don it, provided you aren’t wearing
armor already. You are proficient with this suit • The familiar gains either a flying speed or a
of armor until it’s removed. swimming speed (your choice) of 40 feet.

Eldritch Mind • The familiar no longer needs to breathe.
• The familiar’s weapon attacks are considered
Prerequisite: Pact of the Tome feature
magical for the purpose of overcoming
You have advantage on Constitution saving immunity and resistance to nonmagical
throws that you make to maintain your attacks.
concentration on a spell. • If the familiar forces a creature to make a
saving throw, it uses your spell save DC.
Far Scribe
Protection of the Talisman
Prerequisite: 5th level, Pact of the Tome feature
Prerequisite: 9th level, Pact of the Talisman
A new page appears in your Book of Shadows. feature
With your permission, a creature can use its
action to write its name on that page, which can When the wearer of your talisman makes a
saving throw in which they lack proficiency, they
©2019 Wizards of the Coast LLC can add a d4 to the roll.

11

Rebuke of the Talisman 4th Level

Prerequisite: Pact of the Talisman feature Divination (divination, ritual)

When the wearer of your talisman is hit by an Fighting Styles
attacker you can see within 30 feet of you, you
can use your reaction to deal psychic damage to Here are new ways to use the Fighting Style
the attacker equal to your Charisma modifier feature of the fighter, paladin, and ranger.
(minimum of 1 damage) and push it up to 10 feet
away from the talisman’s wearer. Martial Versatility

Pact Boon Option Fighter, paladin, and ranger feature (enhances
Fighting Style)
3rd-level warlock feature (enhances Pact Boon)
Whenever you gain a level in a class that has the
When you choose your Pact Boon feature, the Fighting Style feature, you can replace a fighting
following option is available to you. style you know with another style available to
your class. This change represents a shift of
Pact of the Talisman focus in your martial training and practice,
causing you to lose the benefits of one style and
Your patron gives you a special amulet, a gain the benefits of another style.
talisman that can aid you, or anyone else who
wears it, when the need is great. When the Style Options
wearer makes an ability check with a skill in
which they lack proficiency, they can add a d4 to Fighter, paladin, and ranger feature (enhances
the roll. Fighting Style)

If you lose the talisman, you can perform a 1- When you choose a fighting style, the following
hour ceremony to receive a replacement from styles are added to the list of options.
your patron. This ceremony can be performed
during a short or long rest, and it destroys the Blind Fighting
previous amulet.
Being unable to see a creature doesn’t impose
The talisman turns to ash when you die. disadvantage on your attack rolls against it,
provided the creature isn’t hidden from you.
Wizard
Interception
A wizard has access to the following feature.
When a creature you can see hits a target that is
Cantrip Versatility within 5 feet of you with an attack, you can use
your reaction to reduce the damage the target
1st-level wizard feature (enhances Spellcasting) takes by 1d10 + your proficiency bonus (to a
minimum of 0 damage). You must be wielding a
Whenever you gain a level in this class, you can shield or a simple or martial weapon to use this
replace one cantrip you learned from this reaction.
Spellcasting feature with another cantrip from
the wizard spell list. Thrown Weapon Fighting

Wizard Spells You can draw a weapon that has the thrown
property as part of the attack you make with the
1st-level wizard feature (enhances Spellcasting) weapon.

The following spells expand the wizard spell list. In addition, when you hit with a ranged attack
using a thrown weapon, you gain a +1 bonus to
2nd Level the damage roll.

Augury (divination, ritual) Unarmed Fighting
Enhance ability (transmutation)
Your unarmed strikes can deal bludgeoning
3rd Level damage equal to 1d6 + your Strength modifier. If

Speak with dead (necromancy) 12

©2019 Wizards of the Coast LLC

you strike with two free hands, the d6 becomes a
d8.

When you successfully start a grapple, you can
deal 1d4 bludgeoning damage to the grappled
creature. Until the grapple ends, you can also
deal this damage to the creature whenever you
hit it with a melee attack.

©2019 Wizards of the Coast LLC 13

UNEARTHED ARCANA

Fighter, Rogue, and Wizard

This document provides subclass options for the Augmented Strikes. Once during each of your
fighter, rogue, and wizard, as well as new spells turns when you hit a creature with a weapon
and feats. attack, you can also deal 1d4 psychic damage to
that target. When you reach 10th level in this
This Is Playtest Content class, the psychic damage increases to 1d6.

The material in this article is presented for playtesting Telekinetic Hand
and to spark your imagination. These game mechanics
are in draft form, usable in your campaign but not 3rd-level Psychic Warrior feature
refined by final game design and editing. They aren’t
officially part of the game and aren’t permitted in D&D You learn the mage hand cantrip. You can cast it
Adventurers League events. without components, and you can make the
spectral hand invisible. Intelligence is your
If we decide to make this material official, it will be spellcasting ability for this spell.
refined based on your feedback, and then it will appear
in a D&D book. Strength of Mind

Martial Archetype 7th-level Psychic Warrior feature

At 3rd level, a fighter gains the Martial As a bonus action, you can telekinetically lash
Archetype feature. Here is a playtest option for out at a creature you can see within 20 feet of
that feature: the Psychic Warrior. you. The target must make a Strength saving
throw against a DC equal to 8 + your proficiency
Psychic Warrior bonus + your Intelligence modifier. On a failed
save, the target takes force damage equal to 2d6
Awakening to the psionic power within plus your Intelligence modifier and is
themselves, a Psychic Warrior is a fighter who telekinetically moved 15 feet directly toward or
augments their physical might with psychically away from you (your choice). On a successful
infused weapon strikes, telekinetic lashes, and save, it takes half as much damage and isn’t
barriers of mental force. moved.

As a Psychic Warrior, you might have honed You can use this feature a number of times
your psionic abilities through your own equal to your Intelligence modifier (minimum of
disciplined practice, unlocked it under the once), and you regain all expended uses when
tutelage of a master, or developed it at an you finish a long rest.
academy dedicated to wielding the mind’s power
as both weapon and shield. Telekinetic Bulwark

Psionic Armament 10th-level Psychic Warrior feature

3rd- and 10th-level Psychic Warrior feature When you take the Attack action, you can forgo
one of your attacks to project a bastion of psionic
You can channel your psychic power to magically power in a 10-foot radius around yourself. It
augment your prowess. When you finish a long lasts for 1 minute or until you’re incapacitated.
rest, choose whether to augment your defenses For the duration, you and your allies in that area
or your strikes. The chosen benefit lasts until gain the benefits of half cover and have
you finish a long rest. advantage on Strength saving throws.

Augmented Defenses. When you or a creature Once you use this feature, you can’t do so again
you can see within 30 feet of you takes damage, until you finish a long rest or until after you use
you can use your reaction to roll a d10 and your Second Wind feature.
reduce the amount of damage taken by the
number rolled. When you reach 10th level in this
class, the die changes to a d12.

©2019 Wizards of the Coast LLC 1

Agonizing Strikes their signature psychic blades leave behind no
visible wounds.
15th-level Psychic Warrior feature
As a Soulknife, your psionic abilities might
Your attacks can channel psychic agony. When have haunted you since you were a child, only
you hit a creature with a weapon attack, you can revealing their potential when your psychic
also deal 2d10 psychic damage to that target and knives first appeared. Or you might have sought
force it to make a Constitution saving throw out a reclusive order of psionic assassins and
against a DC equal to 8 + your proficiency bonus spent years learning how to manifest your
+ your Intelligence modifier. Unless the save deadly blades.
succeeds, the target falls prone, and it suffers
disadvantage on ability checks until the end of Psychic Blade
your next turn.
3rd-level Soulknife feature
You can use this feature a number of times
equal to your Intelligence modifier (minimum of As a bonus action, you can create a magical blade
once), and you regain all expended uses when of shimmering psychic power from one or both
you finish a long rest. of your hands. While one of your hands is
manifesting a blade, you can’t hold anything in
Psychic Dreadnaught that hand. You can dismiss one or both blades at
any time (no action required), and they
18th-level Psychic Warrior feature disappear if you’re incapacitated.

The power of your mind suffuses your entire The blade is a simple melee weapon with the
being, making you a nigh-unstoppable force on finesse, light, and thrown properties. It has a
the battlefield. Using your reaction when you normal range of 30 feet and a long range of 60
take damage, you can give yourself the following feet, and it deals 1d6 psychic damage on a hit. If
benefits for 1 minute or until you’re you throw the blade as part of an attack, it
incapacitated: vanishes immediately after it hits or misses its
target. The blade otherwise disappears the
• At the start of each of your turns, you regain instant it leaves your hand.
10 hit points.
Psionic Enhancement
• Your walking speed increases by 10 feet.
• If you’re prone, you can stand up by spending 3rd-level Soulknife feature

5 feet of movement. You can focus your psionic power to give
yourself an extraordinary ability. When you
Once you activate this feature, you can’t use it finish a long rest, you gain one of the following
again until you finish a long rest. benefits of your choice, which lasts until you
finish a long rest:
Roguish Archetype
• You can communicate telepathically with any
At 3rd level, a rogue gains the Roguish Archetype creature you can see within 30 feet of you. If a
feature. Here is a playtest option for that feature: creature can speak at least one language, it can
the Soulknife. respond to you telepathically.

Soulknife • Increase your walking speed by 5 feet.
• Your hit point maximum and your current hit
A Soulknife possesses powerful psionic
potential. They channel this reservoir of inner points increase by an amount equal to your
magic into tangible blades of psychic energy, Intelligence modifier plus your rogue level.
striking at their victims’ minds. They find easy
employment as members of thieves’ guilds,
being particularly sought after as assassins, since

©2019 Wizards of the Coast LLC 2

Terrifying Blade Arcane Tradition

9th-level Soulknife feature At 2nd level, a wizard gains the Arcane Tradition
feature. Here is a playtest option for that feature:
Your psychic blades can now stoke terror within the Psionics tradition.
a target: When you damage a creature with your
Psychic Blade, you can force the target to make a Psionics
Wisdom saving throw (DC equal to 8 + your
proficiency bonus + your Intelligence modifier). Wizards study magical power in all its forms,
On a failed save, the creature is frightened of you including the magic of psionics. Those wizards
until the start of your next turn. On a successful who follow the tradition of Psionics hone the
save, the creature isn’t frightened and is immune magical potential of their own minds. Sometimes
to your Terrifying Blade for 24 hours. called psionicists or mentalists, these wizards
interact with the multiverse through the lens of
Psychic Veil their psionic aptitude and awareness.

13th-level Soulknife feature Psionicists channel their magic by focusing
their minds. By doing so they can transcend their
You can weave a veil of psionic static to mask physical bodies, adopting forms of pure thought,
your physical presence. As an action, you can casting spells psionically to bypass the need for
magically become invisible, along with anything components, and perceiving the world with a
you are wearing or carrying, for 10 minutes. This broader range of senses.
invisibility ends if you make an attack or if you
force a creature to make a saving throw. As a member of the Psionics tradition, you
might have awoken your psionic potential
You can use this feature a number of times through the strain of your esoteric studies, or
equal to your Intelligence modifier (minimum of perhaps you joined a scholarly order dedicated
once), and you regain all expended uses when to unlocking the magic of the mind.
you finish a long rest.
Psionic Focus
Rend Mind
2nd-level Psionics feature
17th-level Soulknife feature
You have learned to channel psionic energy
You can sweep your Psychic Blade directly through a special object: a psionic focus. You
through a creature’s mind. As an action while gain the object with this feature (see the “Your
you have at least one Psychic Blade manifested, Psionic Focus” sidebar for how you might have
you can force a creature you can see within 30 acquired the item).
feet of you to make an Intelligence saving throw
(DC equal to 10 + your proficiency bonus + your While your psionic focus is on your person,
Intelligence modifier). If you are hidden from the you gain the following benefits:
target, it has disadvantage on the save. On a
failed save, the target takes 12d6 psychic • The object is a spellcasting focus for you.
damage, and it is stunned until the start of your • When you roll psychic or force damage for any
next turn. On a successful save, the target takes
half as much damage and isn’t stunned. One of of your wizard spells, you can reroll any of
your Psychic Blades vanishes after using this those damage dice that rolls a 1, but you must
feature. use the new roll.

You can use this feature a number of times If your psionic focus is lost, you can magically
equal to your Intelligence modifier (minimum of recreate it by meditating for 1 hour during a
once), and you regain all expended uses when short or long rest, at the end of which the focus
you finish a long rest. appears in your hand.

©2019 Wizards of the Coast LLC 3

Your Psionic Focus Message. You don’t need to point toward the
target or whisper your message out loud.
Every member of the Psionics tradition has a story about
how their psionic focus came into their life. Consider Thought Form
how you found yours and what form it takes.
6th-level Psionics feature
The event that brought your psionic focus to you
probably holds personal significance. Did your master While you are carrying your psionic focus, you
give it to you upon the completion of your can use a bonus action to magically transform
apprenticeship? Was it awarded to you when you your body into pure psionic energy. The
graduated from your academy of wizardry? Did it call to transformation lasts for 10 minutes, until you
you in a jeweler’s shop? Was it associated with the use a bonus action to assume your normal form,
moment when your psionic powers first manifested? or until you are incapacitated or die.
One morning, did you wake up with it humming under
your pillow? While in thought form, you are a figure of
luminous psychic energy, with your psionic
The form your psionic focus takes is also yours to focus hovering within. Your form can appear as
define, likely being a reflection of how your magic came anything you wish, but it is obviously magical, is
into being, a symbol of your own psyche, or an item you the same size as you, and sheds dim light in a 5-
use to focus your thoughts. It is a handheld object that foot-radius. Any other equipment you are
has special meaning to you, but that can’t be a weapon wearing or carrying transforms with you and
or magic item. Perhaps it’s a childhood memento, the melds into your thought form. You also gain the
skull of an alien creature, a crystal that makes you feel a following benefits:
certain way, a coin that only lands on its edge, a fire-
scarred planchette, or any other enigmatic personal Psionic Spellcasting. When you cast a spell
relic. while in thought form, you can cast the spell
psionically. If you do so, the spell doesn’t
However the object arrived and whatever form it require verbal, somatic, or material
takes, your psionic focus is now yours, and you decide components that lack a gold cost.
how to handle it. Will you mount it on a wand or staff?
Would you prefer to wear it on a necklace or circlet? Psychic Resilience. You gain resistance to
Have you embedded it into the cover of your spellbook? psychic damage and to bludgeoning, piercing,
Wherever you put it, you can now channel your magic and slashing damage from nonmagical attacks.
through it, and it is a sign of your membership in the
revered tradition of psionic wizardry. You can transform using this feature a number
of times equal to your Intelligence modifier
Psionic Devotion (minimum of once), and you regain all expended
uses when you finish a long rest.
2nd-level Psionics feature
Mental Discipline
Your study of psionics begins to unleash your
mind’s potential. When you gain this feature, 10th-level Psionics feature
choose one of the following cantrips: friends,
mage hand, or message. You learn that cantrip if Your mind’s power expands to greater heights.
you don’t already know it, and it doesn’t count When you gain this feature, choose one of the
against the number of wizard cantrips you know. following spells: dominate person, scrying, or
telekinesis. You can add the spell to your
While your psionic focus is on your person, spellbook, and you can cast it without
you can cast the chosen cantrip as a bonus components.
action, requiring no components, and with the
modification listed below: You can also cast the chosen spell once without
expending a spell slot. After you do so, you
Friends. When the spell ends, the target doesn’t regain the ability to cast the spell without a slot
become hostile to you. when you finish a long rest.

Mage Hand. You can make the hand invisible
when you cast the spell, and controlling the
spell is a bonus action for you.

©2019 Wizards of the Coast LLC 4

Empowered Psionics 1st Level

10th-level Psionics feature alarm (ritual)
catapult (Xanathar’s Guide)
When you deal psychic or force damage with a cause fear (Xanathar’s Guide)
wizard spell, you can add your Intelligence charm person
modifier to the damage against one of the spell’s comprehend languages (ritual)
targets. disguise self
id insinuation*
Thought Travel identify (ritual)
magic missile
14th-level Psionics feature silent image
sleep
While using your Thought Form, you have a Tasha’s hideous laughter
flying speed equal to your walking speed and can unseen servant (ritual)
hover, and you can move through other
creatures and objects as if they were difficult 2nd Level
terrain.
blindness/deafness
You take 1d10 force damage if you end your blur
turn inside an object. If you return to your crown of madness
normal form while inside an object, you are detect thoughts
shunted to the nearest unoccupied space, and hold person
you take 1d10 force damage for every 5 feet invisibility
traveled. levitate
locate object
Psionic Spells mental barrier*
mind spike (Xanathar’s Guide)
Spell selection is part of what defines a wizard mind thrust*
and their individual fields of expertise. When mirror image
creating your Psionics wizard, consider spells misty step
that are thematically appropriate for that phantasmal force
tradition. Psionics as a theme generally includes see invisibility
spells that do the following: suggestion
thought shield*
• contact or manipulate minds
• allow the caster to perceive distant locations 3rd Level

or planes blink
• alter perception catnap (Xanathar’s Guide)
• move objects and creatures clairvoyance
• teleport enemies abound (Xanathar’s Guide)
• deal psychic or force damage fear
fly
Here is a list of wizard spells that fit with these hypnotic pattern
themes. Spells marked with an asterisk are spells major image
presented in this document. nondetection
psionic blast*
Cantrips (0 Level) sending
tongues
friends
mage hand 4th Level
message
mind sliver* arcane eye
minor illusion charm monster (Xanathar’s Guide)
true strike confusion

©2019 Wizards of the Coast LLC 5

dimension door 8th Level
ego whip*
greater invisibility antipathy/sympathy
hallucinatory terrain dominate monster
locate creature feeblemind
Otiluke’s resilient sphere illusory dragon (Xanathar’s Guide)
phantasmal killer maddening darkness (Xanathar’s Guide)
mind blank
5th Level power word stun
telepathy
Bigby’s hand
contact other plane (ritual) 9th Level
dominate person
dream astral projection
far step (Xanathar’s Guide) foresight
geas imprisonment
hold monster psychic scream (Xanathar’s Guide)
intellect fortress*
legend lore New Spells
mislead
modify memory New spells suitable for psionic-themed
Rary’s telepathic bond (ritual) spellcasters are presented here. These spells
scrying appear on the bard, sorcerer, warlock, and
seeming wizard spell lists.
skill empowerment (Xanathar’s Guide)
synaptic static (Xanathar’s Guide) Bard, Sorcerer, Warlock, and
telekinesis Wizard Spells
teleportation circle
wall of force Cantrips (0 Level)

6th Level mind sliver (enchantment)

arcane gate 1st Level
Drawmij’s instant summons (ritual)
eyebite id insinuation (enchantment)
magic jar
mass suggestion 2nd Level
mental prison (Xanathar’s Guide)
Otto’s irresistible dance mental barrier (abjuration)
programmed illusion mind thrust (enchantment)
psychic crush* thought shield (abjuration)
scatter (Xanathar’s Guide)
true seeing 3rd Level

7th Level psionic blast (evocation)

etherealness 4th Level
forcecage
mirage arcane ego whip (enchantment)
plane shift
power word pain (Xanathar’s Guide) 5th Level
project image
reverse gravity intellect fortress (abjuration)
sequester
teleport 6th Level

©2019 Wizards of the Coast LLC psychic crush (enchantment)

6

Spell Descriptions your reaction to allow them to reroll the save.
They must use the new roll.
The spells are presented in alphabetical order.
Mental Barrier
Ego Whip
2nd-level abjuration
4th-level enchantment
Casting Time: 1 reaction, which you take when
Casting Time: 1 action you are forced to make an Intelligence, a
Range: 30 feet Wisdom, or a Charisma saving throw
Components: V
Duration: Concentration, up to 1 minute Range: Self
Components: V
You lash the mind of one creature you can see Duration: 1 round
within range, filling it with despair. The target
must succeed on an Intelligence saving throw or You protect your mind with a wall of looping,
suffer disadvantage on attack rolls, ability repetitive thought. Until the start of your next
checks, and saving throws, and it can’t cast turn, you have advantage on Intelligence,
spells. At the end of each of its turns, the target Wisdom, and Charisma saving throws, and you
can make another Intelligence saving throw. On have resistance to psychic damage.
a success, the spell ends on the target.
Mind Sliver
Id Insinuation
Enchantment cantrip
1st-level enchantment
Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 60 feet Components: V
Components: V, S Duration: 1 round
Duration: Concentration, up to 1 minute
You drive a disorienting spike of psychic energy
You unleash a torrent of conflicting desires in the into the mind of one creature you can see within
mind of one creature you can see within range, range. The target must make an Intelligence
impairing its ability to make decisions. The saving throw. Unless the saving throw is
target must succeed on a Wisdom saving throw successful, the target takes 1d6 psychic damage,
or be incapacitated. At the end of each of its and the first time it makes a saving throw before
turns, it takes 1d12 psychic damage, and it can. the end of your next turn, it must roll a d4 and
then make another Wisdom saving throw. On a subtract the number rolled from the save.
success, the spell ends on the target.
This spell’s damage increases by 1d6 when you
Intellect Fortress reach certain levels: 5th level (2d6), 11th level
(3d6), and 17th level (4d6).
5th-level abjuration
Mind Thrust
Casting Time: 1 action
Range: Self 2nd-level enchantment
Components: V, S
Duration: Concentration, up to 10 minutes Casting Time: 1 bonus action
Range: 60 feet
You create a faintly shimmering barrier of Components: V, S
protective psychic power around you. For the Duration: 1 round
duration, you have advantage on all saving
throws. You propel a lance of psionic disruption into the
mind of one creature you can see within range.
When another creature that you can see within The target must make an Intelligence saving
30 feet of you fails a saving throw, you can use throw. On a failed save, the target takes 3d6
psychic damage, and it can use its action only to
Dash or Disengage on its next turn. On a

©2019 Wizards of the Coast LLC 7

successful save, the target takes half as much Thought Shield
damage, and this spell doesn’t limit its action
options. 2nd-level abjuration

At Higher Levels. When you cast this spell Casting Time: 1 action
using a spell slot of 3rd level or higher, you can Range: Touch
target one additional creature for each slot level Components: V, S
above 2nd. The creatures must be within 30 feet Duration: 8 hours
of each other when you target them.
You weave a clouding veil over the mind of one
Psionic Blast creature you touch. For the duration, the target’s
mind can’t be read or detected, creatures can’t
3rd-level evocation telepathically communicate with the target
unless the target allows it, and the target has
Casting Time: 1 action advantage on saving throws against any effect
Range: Self (30-foot cone) that would determine whether it is telling the
Components: V truth.
Duration: Instantaneous
New Feats
You unleash a destructive wave of mental power
in a 30-foot cone. Each creature in the area must For games that use feats, new psionics-themed
make a Dexterity saving throw. On a failed save, feats are presented here.
a target takes 5d8 force damage, is pushed 20
feet directly away from you, and is knocked Telekinetic
prone. On a successful save, a target takes half as
much damage and isn’t pushed or knocked You learn to move things with your mind. You
prone. gain the following benefits:

At Higher Levels. When you cast this spell • Increase your Intelligence score by 1, to a
using a spell slot of 4th level or higher, the maximum of 20.
damage increases by 1d8 for each slot level
above 3rd. • You learn the mage hand cantrip. You can cast
it without verbal or somatic components, and
Psychic Crush you can make the spectral hand invisible.

6th-level enchantment • As a bonus action, you can try to shove one
creature you can see within 5 feet of the
Casting Time: 1 action spectral hand created by your mage hand spell.
Range: 60 feet When you do so, the target must succeed on a
Components: V, S Strength saving throw (DC 8 + your proficiency
Duration: 1 minute bonus + your Intelligence modifier) or be
pushed 5 feet away from you.
You overload the mind of one creature you can
see within range, filling its psyche with Telepathic
discordant emotions. The target must make an
Intelligence saving throw. On a failed save, the You awaken the ability to mentally connect with
target takes 12d6 psychic damage and is stunned others. You gain the following benefits:
for 1 minute. On a successful save, the target
takes half as much damage and isn’t stunned. • Increase your Intelligence score by 1, to a
maximum of 20.
The stunned target can make an Intelligence
saving throw at the end of each of its turns. On a • You gain proficiency in one skill of your choice
successful save, the spell ends on the target. from the following list: Deception, Insight,
Intimidation, or Persuasion.

©2019 Wizards of the Coast LLC 8

• You can communicate telepathically with any
creature you can see within 30 feet of you. If it
understands at least one language, it can
respond to you telepathically.

©2019 Wizards of the Coast LLC 9

UNEARTHED ARCANA 2020

Subclasses, Part 1

This document provides subclass options for the your rage ends, you manifest a natural melee
barbarian, monk, paladin, and warlock. weapon, choosing one of the following options
each time you rage:
This Is Playtest Material
Bite. Your mouth transforms into a bestial snout
The material in this article is presented for playtesting or great mandibles (your choice). Your bite
and to spark your imagination. These game mechanics deals 1d8 piercing damage on a hit. Once on
are in draft form, usable in your campaign but not each of your turns when you damage a
refined by full game design. They aren’t officially part of creature with your bite, you regain a number
the game and aren’t permitted in D&D Adventurers of hit points equal to your Constitution
League events. modifier (minimum of 1 hit point).

If we decide to make this material official, it will be Claws. Your hands transform into claws, which
refined based on your feedback, and then it will appear deal 1d6 slashing damage on a hit. When you
in a D&D book. take the Attack action on your turn and make
an attack with your claws, you can make one
Barbarian additional attack using your claws as part of
the same action.
At 3rd level, a barbarian gains the Primal Path
feature. Here is a playtest option for that feature: Tail. You grow a lashing, spiny tail, which deals
the Path of the Beast. 1d12 piercing damage on a hit and has the
reach property.
Path of the Beast
Bestial Soul
Barbarians who walk the Path of Beast draw
their rage from a bestial spark burning within 6th-level Path of the Beast feature
their souls. That beast howls to be released and
bursts forth in the throes of rage. The feral spirit within you grows in power,
causing the natural weapons of your Form of the
Those who tread this path might be inhabited Beast to count as magical for the purpose of
by a primal spirit or descended from overcoming resistance and immunity to
shapeshifters. You can choose the origin of your nonmagical attacks and damage.
feral might or determine it randomly by rolling
on the Origin of the Beast table. You can also call on the feral spirit to help you
adapt to your surroundings. When you finish a
Origin of the Beast short or long rest, choose one of the following
benefits, which lasts until you finish a short or
d4 Origin long rest:
1 One of your parents is a lycanthrope, and
• You gain a swimming speed equal to your
you’ve inherited some of the curse. walking speed, and you can breathe
2 You are descended from a legendary druid, a underwater.

fact manifested by your ability to partially • You gain a climbing speed equal to your
change shape. walking speed, and you can climb difficult
3 A fey spirit gifted you with the ability to adopt surfaces, including upside down on ceilings,
different bestial aspects. without needing to make an ability check.
4 An ancient animal spirit dwells within you,
allowing you to walk this path. • When you jump, you can make a Strength
(Athletics) check and extend your jump by a
Form of the Beast number of feet equal to the check’s total. You
can make this special check only once per turn.
3rd-level Path of the Beast feature

When you enter your rage, you can transform,
revealing the bestial power within you. Until

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Rule Tip: Jumping Costs Movement Monk

When you jump, every foot you clear on the jump costs At 3rd level, a monk gains the Monastic Tradition
a foot of your movement on the current turn. When a feature. Here is a playtest option for that feature:
class feature, a spell, or another effect extends your the Way of Mercy.
jump, the bonus feet also cost movement. For more
about jumping, see chapter 8 in the Player’s Handbook. Way of Mercy

Infectious Fury Monks of the Way of Mercy learn to manipulate
the life force of others to bring aid to those in
10th-level Path of the Beast feature need. They are wandering physicians to the poor
and hurt. However, to those beyond their help—
When you hit a creature with your natural whether ailing or evil—they bring a swift end as
weapons while you are raging, the spirit within an act of mercy.
you can curse your target with rabid fury. The
target must succeed on a Wisdom saving throw Those who follow the Way of Mercy might be
(DC equal to 8 + your Constitution modifier + humble members of a religious order,
your proficiency bonus) or suffer one of the administering to those in greatest need, making
following effects (your choice): grim choices rooted in reality rather than
idealism. Some might be gentle-voiced healers,
• The target must use its reaction to make a beloved by their communities, while others
melee attack against another creature of your might be masked bringers of macabre mercies.
choice that you can see.
The walkers of this way usually don simple
• Target takes 2d12 psychic damage. robes with deep cowls, and they often conceal
their faces with masks, presenting themselves as
You can use this feature a number of times the faceless bringers of life and death. If you
equal to your Constitution modifier (a minimum wear a mask, choose its appearance, or
of once). You regain all expended uses when you determine it randomly by rolling on the Merciful
finish a long rest. Mask table.

Call the Hunt Merciful Mask

14th-level Path of the Beast feature d6 Mask Appearance
1 Raven
The beast within grows so powerful that you can 2 Blank and white
spread its ferocity to your allies. When you enter 3 Crying visage
your rage, you can choose a number of willing 4 Laughing visage
creatures you can see within 30 feet of you equal 5 Skull
to your Constitution modifier (minimum of one 6 Butterfly
creature). Until your rage ends, the chosen
creatures gain the Reckless Attack feature and Implements of Mercy
you have advantage on saving throws against
being frightened. You also gain 5 temporary hit 3rd-level Way of Mercy feature
points for each creature that accepts the benefit.
You gain proficiency in the Insight or Medicine
You can use this feature a number of times skill (your choice), and you gain proficiency with
equal to your Constitution modifier (a minimum the herbalism kit and the poisoner’s kit.
of once). You regain all expended uses when you
finish a long rest. Hands of Healing

Rule Tip: Temporary Hit Points Don’t 3rd-level Way of Mercy feature
Stack
Your mystical touch can mend wounds. As an
If you have temporary hit points and receive more of action, you can spend 1 ki point to touch a
them, you don’t add them together, unless a rule says creature and restore a number of hit points
you can. Instead, you decide which temporary hit points equal to a roll of your Martial Arts die + your
to keep. For more information on temporary hit points, Wisdom modifier.
see chapter 9 of the Player’s Handbook.
When you use your Flurry of Blows, you can

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replace one of the unarmed strikes with a use of damage, and any curse, disease, or poison
this feature without spending its ki cost. affecting it is suspended. The creature appears
dead to all outward inspection and to spells used
Hands of Harm to determine the creature’s status.

3rd-level Way of Mercy feature You can have only one creature under the
effect of this feature at a time.
You use your ki to inflict wounds. When you hit a
creature with an unarmed strike, you can spend Rule Tip: You’re a Creature
1 ki point to deal extra necrotic damage equal to
one roll of your Martial Arts die. If the creature is A creature is anything that belongs to one of the
incapacitated or poisoned, the creature instead creature types listed in the introduction of the Monster
takes necrotic damage equal to three rolls of Manual. Player characters—including your character—
your Martial Arts die instead. You can use this are all creatures, and most of them are humanoids, one
feature only once on each of your turns. of the game’s types.

Noxious Aura Paladin

6th-level Way of Mercy feature At 3rd level, a paladin gains the Sacred Oath
feature. Here is a playtest option for that feature:
As a bonus action, you spend 1 ki point to turn the Oath of the Watchers.
your ki into an aura of toxic miasma. The aura
extends 5 feet from you in every direction, but Oath of the Watchers
not through total cover. It lasts for 1 minute,
until you’re incapacitated, or you dismiss it (no Paladins who vow the Oath of the Watchers seek
action required). to protect the mortal realm from the predations
of extraplanar creatures, many of which can lay
While your aura is active, ranged attacks have waste to mortal soldiers. Thus, the Watchers
disadvantage against you. Any other creature hone their minds, spirits, and bodies to be the
that starts its turn in the aura must succeed on a ultimate weapons against such threats.
Constitution saving throw or become poisoned
until the end of your next turn and take poison Paladins who follow the Watchers’ oath are
damage equal to your Wisdom modifier ever vigilant in spotting the influence of
(minimum of 0 damage). extraplanar forces, often establishing a network
of spies and informants to gather information on
Healing Technique suspected cults. To a Watcher, keeping a healthy
suspicion and awareness about one’s
11th-level Way of Mercy feature surroundings is as natural as wearing armor in
battle.
Your skill in manipulating your ki to heal
increases. When you restore hit points to a Tenets of the Watchers
creature using your Hands of Healing, you can
also end one disease or a condition from the A paladin who assumes the Oath of the Watchers
following list affecting the target: blinded, swears to safeguard the mortal realm from
deafened, paralyzed, or poisoned. otherworldly threats.

Hand of Mercy Vigilance. The threats you face are cunning,
powerful, and subversive. Be ever alert for their
17th-level Way of Mercy feature corruption.

Your mastery of life energy opens the door to the Loyalty. Never accept gifts or favors from
ultimate respite technique. As an action, you can fiends or those who truck with them. Stay true to
touch a creature, expend 4 ki points, and force your order, your comrades, and your duty.
the creature to make a Constitution saving throw
(a creature can willingly fail this save). Unless Discipline. You are the shield against the
the save succeeds, the creature enters a state of endless terrors that lie beyond the stars. Your
suspended animation for a number of days equal blade must be forever sharp and your mind keen
to your monk level or until you end the effect to survive what lies beyond.
early (no action required). During this time, the
creature is paralyzed, has immunity to all 3

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Oath Spells At 18th level, the range of this aura increases
to 30 feet.
3rd-level Oath of the Watchers feature
Vigilant Rebuke
You gain oath spells at the paladin levels listed in
the Oath of the Watchers table. See the Sacred 15th-level Oath of the Watchers feature
Oath class feature for how oath spells work.
You’ve learned how to magically chastise anyone
Oath of the Watchers Spells who dares cast unwanted spells at you and your
wards. Whenever you or a creature you can see
Paladin Level Spells within 30 feet of you succeeds on a saving throw
3rd alarm, chromatic orb against a spell, you can use your reaction to deal
5th 2d8 + your Charisma modifier force damage to
augury, moonbeam the spellcaster.

9th counterspell, nondetection Mortal Bulwark

13th aura of purity, banishment 20th-level Oath of the Watchers feature

17th hold monster, hallow You manifest a spark of your deity’s power in
defense of your sacred oath. As a bonus action,
Channel Divinity you gain the following benefits for 1 minute:

3rd-level Oath of the Watchers feature • You gain truesight in a 120-foot radius.
• You have advantage on attack rolls against
You gain the following Channel Divinity options.
See the Sacred Oath class feature for how elementals, fey, fiends, and aberrations.
Channel Divinity works. • When you hit a creature with an attack and

Watcher’s Will. You can use your Channel deal damage to it, you can also force it to make
Divinity to invest your presence with the a Charisma saving throw. On a failed save, the
warding power of your faith. As an action, you creature is magically banished to its native
can choose a number of creatures you can see plane of existence if it’s currently not there. On
within 30 feet of you, up to a number equal to a successful save, the creature can’t be
your Charisma modifier (minimum of one banished by this feature for 24 hours.
creature). For 1 minute, all the chosen creatures
have advantage on Intelligence, Wisdom, and Once you use this bonus action, you can’t use it
Charisma saving throws. again until you finish a long rest.

Abjure the Extraplanar. You can use your Warlock
Channel Divinity to castigate unworldly beings.
As an action, you present your holy symbol and At 1st level, a warlock gains the Otherworldly
each elemental, fey, fiend, or aberration within Patron feature. Here is a playtest option for that
30 feet of you that can hear you must make a feature: the Noble Genie.
Wisdom saving throw. On a failed save, the
creature is turned for 1 minute or until it takes The Noble Genie
damage.
You made a pact with one of the rarest of
A turned creature must spend its turns trying geniekind, a noble genie. Such entities are rulers
to move as far away from you as it can, and it of vast fiefs on the Elemental Planes and have
can’t willingly move to a space within 30 feet of great influence over lesser genies and elemental
you. For its action, it can use only the Dash action creatures. Noble genies are varied in their
or try to escape from an effect that prevents it motivations but are all arrogant collectors of
from moving. If there’s nowhere to move, the creatures, knowledge, and treasure. A genie
creature can use the Dodge action. values their collection and will protect that
which they claim ownership over. Through your
Aura of the Sentinel connection to the noble, you can leverage their

7th- and 18th-level Oath of the Watchers feature 4

You emit an aura of alertness while you aren’t
incapacitated. When you and any creature of
your choice within 10 feet of you rolls initiative,
you each gain a bonus to initiative equal to your
Charisma modifier (minimum of +1).

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influence and extend their ownership of things While you are tethered to a creature, you gain
in the multiverse. the following benefits:

Expanded Spell List • You gain a bonus to your Wisdom (Perception)
checks equal to your Charisma modifier
1st-level Noble Genie feature (minimum of +1).

The Noble Genie lets you choose from an • When you can cast a spell, you can deliver the
expanded list of spells when you learn a warlock spell from your space or the bound creature’s
spell. The following spells are added to the space.
warlock spell list for you.
You can create the tether a number of times
Noble Genie Expanded Spells equal to your Charisma modifier (minimum of
once), and you regain all expended uses when
Spell Level Spells you finish a long rest.
1st fog cloud, sleep
2nd enlarge/reduce, phantasmal force Collector’s Vessel and Pact Boons
3rd create food and water, protection from
energy When you create a tether with your Collector’s Vessel,
4th polymorph, phantasmal killer the tether takes on a form that reflects your patron’s
5th Bigby’s hand, creation type of geniekind: swirling mist and wind for a djinni,
sand and flecks of rock or gems for a dao, smoke and
Collector’s Vessel embers for an efreeti, and foamy water for a marid.

1st-level Noble Genie feature When you gain the Pact Boon feature at 3rd level, if
you choose a boon that grants you a physical object,
Your patron gives you a magical vessel with your vessel transforms into that object. For example, a
which you can bind a creature to you and to your warlock whose patron is a noble efreeti and chooses the
patron’s menagerie. The vessel is a Tiny object, Pact of the Tome might find their bottle transformed
and it is a spellcasting focus for you. You decide into an elaborate scroll made of a red dragon’s wing,
what the object is, or you can determine what it with brass and iron rolling rods.
is randomly by rolling on the Collector’s Vessel
table. Elemental Resistance

Collector’s Vessel 6th-level Noble Genie feature

d6 Vessel Your patron grants you protection from an
1 Oil lamp element. Whenever you finish a long rest, you
2 Urn gain resistance to acid, cold, fire, or lightning
3 Ring with a compartment damage (your choice) until the end of your next
4 Stoppered bottle long rest.
5 Hollow statuette
6 Ornate lantern While the tether of your Collector’s Vessel is
active, the tethered creature gains resistance to
If you lose your vessel, you can perform a 1- the damage type you chose.
hour ceremony to receive a replacement from
your patron. This ceremony can be performed Protective Wish
during a short or long rest, and it destroys the
previous vessel. The vessel vanishes in a flare of 10th-level Noble Genie feature
elemental power when you die.
You’re now able to use your Collector’s Vessel to
As an action while you are holding the vessel, wish for protection for yourself or your tethered
you target a willing creature you can see within creature. If you or the tethered creature is hit by
100 feet of you and create a tether of wispy an attack, you can use your reaction to teleport,
elemental material that links the target to you. swapping places with the creature and switching
The tether lasts for 1 hour, until you use this which one of you is hit by the attack.
feature to create another tether, until the bound
target is reduced to 0 hit points, or until the
target ends its turn more than 100 feet from you.

©2020 Wizards of the Coast LLC 5

Genie’s Entertainment 6

10th-level Noble Genie feature

As an action, you attempt to send a creature you
can see within 90 feet to your patron’s court. The
target must succeed on a Charisma saving throw
against your warlock spell save DC or be
magically drawn into your vessel and teleported
to your patron’s court in the Elemental Planes.
While there, the target is stunned and your
patron marvels at the target with amusement
but brings no harm to it. The target can repeat
the saving throw at the end of each of its turns,
reappearing in the space it left or in the nearest
unoccupied space if that space is occupied on a
success.

Once you use this feature, you can’t use it again
until you finish a long rest. If the target remains
in your patron’s court for 1 minute, the genie
sends the target back at the end of its turn as if it
successfully saved, and you regain the use of this
feature.

Collector’s Call

14th-level Noble Genie feature

In exchange for extending your patron’s
influence over the multiverse, you can call on
more of their power. As an action, you can
implore your patron for aid by making a
Charisma (Persuasion) check against your
warlock spell save DC. If the check succeeds, you
can choose one of the following effects:

• A creature you can see within 60 feet of you
regains 8d6 hit points and ends one disease or
condition afflicting it: blinded, charmed,
deafened, frightened, paralyzed, or poisoned.

• A creature you can see within 60 feet of you
has disadvantage on attack rolls and saving
throws until the start of your next turn.

• You cast the legend lore spell without material
components.

Whether the check succeeds or fails, you can’t
use this feature again until you finish a long rest.
Alternatively, you can regain the use of this
feature by sacrificing nonmagical treasure worth
at least 500 gp to your patron. This sacrifice
requires the treasure to be within 10 feet of you
for at least 1 minute, at the end of which you use
an action to teleport the treasure to your
patron’s realm, provided you have the vessel of
your Collector’s Vessel in hand.

©2020 Wizards of the Coast LLC

UNEARTHED ARCANA 2020

Subclasses, Part 2

This document provides subclass options for the Whenever you give a creature a Bardic
bard, cleric, and sorcerer. Inspiration die, you can create a Note of
Potential. The note orbits within 5 feet of the
This Is Playtest Material creature. The note is a Tiny object that is
intangible and invulnerable, and it lasts until the
The material in this article is presented for playtesting Bardic Inspiration die is lost. A creature with a
and to spark your imagination. These game mechanics note can use it in the following ways.
are in draft form, usable in your campaign but not
refined by full game design and editing. They aren’t Note of Destruction. Immediately after the
officially part of the game and aren’t permitted in D&D creature rolls the Bardic Inspiration die to add it
Adventurers League events. to an attack roll, the creature can expend the
note to create a burst of sound. Each other
If we decide to make this material official, it will be creature within 5 feet of it must succeed on a
refined based on your feedback, and then it will appear Constitution saving throw against your spell
in a D&D book. save DC or take thunder damage equal to the
number rolled on the Bardic Inspiration die.
Bard
Note of Protection. Immediately after the
At 3rd level, a bard gains the Bardic College creature rolls the Bardic Inspiration die and
feature. Here is a playtest option for that feature: adds it to a saving throw, the creature can
the College of Creation. expend the note to gain temporary hit points
equal to the number rolled on the Bardic
College of Creation Inspiration die + your Charisma modifier,
provided the creature doesn't already have
Bards believe the multiverse was given existence temporary hit points.
through word and sound, esoteric harmonies
that continue to resound through existence: the Note of Ingenuity. When the creature rolls the
Song of Creation. The bards of this college draw Bardic Inspiration die to add it to an ability
on this ancient power through performances of check, the creature can expend the note to roll
dance, music, or song to bring into being what the Bardic Inspiration die again and choose
they need most. which roll to use.

Members of this college might have developed Animating Performance
their powers during experiences on other worlds
or planes of existence. Those who have seen the 6th-level College of Creation feature
commonalities of multiple realities might have
learned how to tap into truths most mortals Your mastery over the Song of Creation allows
glimpse only for a moment. Alternatively, the you to magically bring items to life. As an action,
bard might find themselves out of step with their you can target a Large or smaller nonmagical
own home plane, reality, or time, their item you can see within 30 feet of you and
connections to elsewhere allowing them to animate it. The animate item uses the Dancing
manipulate the space around them. Regardless Item stat block and is under your control for 1
of where a bard draws their powers from, other hour or until it is reduced to 0 hit points.
performers might be drawn to them, either to
learn their secrets or to put an end to their In combat, the item shares your initiative
dangerous manipulation of the Song of Creation. count, but it takes its turn immediately after
yours. It can move and use its reaction on its
Note of Potential own, but the only action it takes on its turn is the
Dodge action, unless you take a bonus action on
3rd-level College of Creation feature your turn to command it to take one of the
actions in its stat block or the Dash, Disengage,
You can manipulate the Song of Creation to Help, Hide, or Search action.
summon a floating musical note of possibility:

©2020 Wizards of the Coast LLC 1

When you use your Bardic Inspiration feature, touching it. For examples of items you can
you can command which action your animated create, see the Armor, Weapons, Adventuring
item takes as part of the same bonus action. Gear, Tools, and Mounts and Vehicles tables in
chapter 5, “Equipment,” of the Player’s
Once you animate an item with this feature, Handbook.
you can’t do so again until you finish a long rest
or until you expend a spell slot of 3rd level or The created item disappears at the end of your
higher to use this feature. You can have only one next turn, unless you use your action to maintain
item animated by this feature at a time; if you it. Each time you use your action in this way, the
use this action and already have a dancing item item’s duration is extended to the end of your
from this feature, the first one immediately next turn, up to a maximum of 1 minute. If you
becomes inanimate. maintain the item for the full minute, it
continues to exist for a number of hours equal to
Dancing Item your bard level.

Large or smaller construct, neutral Once you create an item with this feature, you
can’t do so again until you finish a long rest or
Armor Class 16 (natural armor) until you expend a spell slot of 5th level or
Hit Points equal the dancing item’s Constitution higher to use this feature. You can have only one
item created by this feature at a time; if you use
modifier + your Charisma modifier + five times your this action and already have an item from this
level in this class feature, the first one immediately vanishes.
Speed 40 ft.
Cleric
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 4 (−4) 10 (+0) 6 (−2) At 1st level, a cleric gains the Divine Domain
feature. Here is a playtest option for that feature:
Damage Immunities poison the Unity Domain.
Condition Immunities charmed, exhaustion, poisoned,
Unity Domain
frightened
Senses darkvision 60 ft., passive Perception 10 A sense of oneness shines at the heart of healthy
Languages understands the languages you speak communities, whether bound together by
friendship, blood, faith, or some other uniting
Endless Waltz. Immediately after the item makes a slam force. The gods of unity deepen such bonds and
attack, it can take the Dodge action as a bonus action. delight in their strength.

Immutable Form. The item is immune to any spell or Clerics of these gods preside over marriages
effect that would alter its form. and other familial bonding customs, but they
also nurture the emotional bonds of friendship
Actions (Requires Your Bonus Action) and camaraderie. Their divine blessings bolster
and protect allies in battle through these deep
Force-Empowered Slam. Melee Weapon Attack: your bonds and turn aside malign influences.
spell attack modifier to hit, reach 5 ft., one target you
can see. Hit: 1d10 + your Charisma modifier force Unity Deities Pantheon
damage. Elven
Deity Greek
Performance of Creation Angharradh Dwarven
Athena Eberron
14th-level College of Creation feature Berronar Truesilver Halfling
Boldrei Forgotten Realms
Your performance can manipulate the magic of Cyrrollalee Gnomish
creation, briefly transforming the world around Eldath Norse
you. As an action, you can create one nonmagical Gaerdal Ironhand Dragonlance
item of your choice in an unoccupied space Heimdall Greyhawk
within 10 feet of you. The item must appear on a Paladine
surface or in a liquid that can support it. The gp Rao
value of the item can’t be more than 20 times
your bard level and must be Large or smaller. 2
Tiny glimmering, intangible notes float around it,
and a creature can faintly hear music when

©2020 Wizards of the Coast LLC

Domain Spells Protective Bond

1st-level Unity Domain feature 6th-level Unity Domain feature

You gain domain spells at the cleric levels listed The bond you forge between people shields
in the Unity Domain Spells table. See the Divine them from harm. While either creature chosen
Domain class feature for how domain spells for your Emboldening Bond feature is within 30
work. feet of the other, the creature can use its reaction
to grant resistance to all damage to the other
Unity Domain Spells creature when that other creature takes damage.
This resistance lasts until the end of the current
Cleric Level Spells turn.
1st heroism, shield of faith
3rd aid, warding bond Potent Spellcasting
5th beacon of hope, sending
7th aura of purity, guardian of faith 8th-level Unity Domain feature
9th greater restoration, Rary’s telepathic
bond You add your Wisdom modifier to the damage
you deal with any cleric cantrip.
Emboldening Bond
Rule Tip: Divine Strike vs. Potent
1st-level Unity Domain feature Spellcasting

You can forge an empowering bond between The Divine Domains in the Player’s Handbook each give
allies. As an action, you can choose two willing a cleric one of two features at 8th level: either Divine
creatures you can see within 30 feet of you (this Strike or Potent Spellcasting. If the clerics of a domain
can include yourself) and create a magical bond typically rely on weapon use, those clerics get Divine
between them. While either bonded creature is Strike. Other clerics get Potent Spellcasting.
within 30 feet of the other, the creature can roll a
d4 and add the number rolled to an attack roll, Enduring Unity
an ability check, or a saving throw it makes. Each
creature can add the d4 no more than once per 17th-level Unity Domain feature
turn. The bond lasts for 1 hour or until you use
this feature again. The bonds you create endure across vast
distances. Creatures affected by your
You can use this feature once, and you regain Emboldening Bond feature gain its benefits, as
the ability to do so when you finish a long rest. well as those of your Protective Bond feature,
You can also expend a spell slot to use the while they are on the same plane of existence as
feature again. each other.

Channel Divinity: Shared Burden Additionally, when a creature chosen for your
Emboldening Bond is reduced to 0 hit points,
2nd-level Unity Domain feature their bonded partner gains the following
benefits for 1 minute, or until the creature
You can use your Channel Divinity to protect regains at least 1 hit point:
your allies through the strength of your shared
bonds. • The creature has advantage on attack rolls,
ability checks, and saving throws
When a creature you can see within 30 feet of
you takes damage, you can use your reaction to • The creature gains resistance to all damage
choose a number of other willing creatures you • As an action, the creature can touch their
can see, up to a number of creatures equal to
your Wisdom modifier (minimum of one bonded partner to expend and roll any number
creature). Distribute the damage taken between of Hit Dice. Their bonded partner regains a
the original target and the chosen creatures. number of hit points equal to the total rolled.
Each creature must take at least 1 damage. Apply
any damage resistance or vulnerability of the
creatures involved after you distribute the
damage.

©2020 Wizards of the Coast LLC 3

Sorcerer Clockwork Spells

At 1st level, a sorcerer gains the Sorcerous Sorcerer
Origin feature. Here is a playtest option for that Level Spells
feature: the Clockwork Soul. 1st alarm, protection from evil and good
3rd find traps, heat metal
Clockwork Soul 5th counterspell, glyph of warding
7th arcane eye, Otiluke’s resilient sphere
A plane of utmost order, Mechanus is a realm 9th animate objects, wall of force
overseen by a godlike entity called Primus,
whose actions are inscrutable and calculations, Restore Balance
vast. You, or someone from your lineage, might
have become entangled in one of the 1st-level Clockwork Soul feature
machinations of the leader of the modrons.
Perhaps you were exposed to an artifact created Your connection to the plane of absolute order
by Primus, or your ancestor took part in the allows you to equalize chaotic moments. When a
Great Modron March in some way. creature you can see within 60 feet of you is
about to roll a d20 with advantage or
The power of Mechanus can seem strange and disadvantage, you can use your reaction to
alien to others, but for you it is part of a vast and prevent the roll from being affected by
glorious system that others can’t comprehend. At advantage and disadvantage.
your option, you can pick from or roll on the
Manifestations of Mechanus table to create a way You can use this feature a number of times
your connection to the plane manifests while equal to your Charisma modifier (minimum of
you are casting a spell. once), and you regain all expended uses when
you finish a long rest.
Manifestations of Mechanus
Bulwark of Law
d6 Manifestation
1 Large, spectral cogwheels appear hovering 6th-level Clockwork Soul feature

behind you. You can imbue a creature with a shimmering
2 The hands of a clock appear in your eyes. shield of order. As an action, you can expend 1 to
3 Your skin glows with a golden, metallic sheen. 5 sorcery points to create a magical ward around
4 Your features become unnaturally angular, like yourself or another creature you can see within
30 feet of you. The ward lasts until you finish a
geometric objects. long rest or until you use this feature again.
5 Your spellcasting focus takes the form of a
The ward is represented by a number of d8s
miniature Spawning Stone or other creation of equal to the number of sorcery points spent to
Primus. create it. When the warded creature takes
6 The ringing of a clock can be heard by you and damage, it can use its reaction to spend a
those affected by your magic. number of those dice, roll them, and reduce the
damage taken by the total of the spent dice.
Clockwork Magic
Trance of Order
1st-level Clockwork Soul feature
14th-level Clockwork Soul feature
You learn additional spells when you reach
certain levels in this class, as shown on the You gain the ability to enter a state of clockwork
Clockwork Spells table. Each spell counts as a consciousness as a bonus action. For the next
sorcerer spell for you, but it doesn’t count minute, attack rolls against you can’t benefit
against the number of sorcerer spells you know. from advantage, and whenever you make an
These spells can’t be replaced when you gain a attack roll, an ability check, or a saving throw,
level in this class. you can treat a d20 roll of 9 or lower as a 10.

Once you use this action, you can’t use it again
until you finish a long rest or until you expend 5
sorcery points to use it again.

©2020 Wizards of the Coast LLC 4

Clockwork Cavalcade

18th-level Clockwork Soul feature

You summon spirits of order to restore balance
around you. As an action, you summon the
spirits in a 30-foot cube originating from you.
The spirits look like modrons or other constructs
of your choice. The spirits are intangible and
invulnerable, work fast and efficiently, and
create the following effects within the cube
before vanishing:

• The spirits restore up to 100 hit points,
divided as you choose among any number of
creatures of your choice in the cube.

• Any damaged objects entirely in the cube are
repaired.

• 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 finish a long rest or until you expend 7
sorcery points to use it again.

©2020 Wizards of the Coast LLC 5

UNEARTHED ARCANA 2020

Subclasses, Part 3

This document provides playtest options for the Armorer Spells
artificer, druid, and ranger.
Artificer Level Spell
This Is Playtest Material 3rd magic missile, shield
5th mirror image, shatter
The material in this article is presented for playtesting 9th hypnotic pattern, lightning bolt
and to spark your imagination. These game mechanics 13th fire shield, greater invisibility
are in draft form, usable in your campaign but not 17th passwall, wall of force
refined by full game design and editing. They aren’t
officially part of the game and aren’t permitted in D&D Design Note: Subclass Spells
Adventurers League events.
Some subclasses add spells to a character’s list of
If we decide to make this material official, it will be available spells. If the character is a member of a class,
refined based on your feedback, and then it will appear such as the cleric, that prepares spells, the additional
in a D&D book. spells are a mix of ones that the character should always
have prepared (because of story or rules reasons) and
Artificer ones adopted from another class (expanding the
character’s options beyond the class’s normal limits).
At 3rd level, an artificer gains the Artificer
Specialist feature. Here is a playtest option for If the character knows their spells, rather than
that feature: the Armorer. preparing them, the spells are almost always adopted
from another class.
Armorer
Whether or not a class prepares or knows their spells,
An artificer who specializes as an Armorer the spells on the list are selected (with rare exceptions)
modifies armor to function almost like a second from the Player’s Handbook, the only book a player is
skin. The armor is enhanced to hone the expected to have.
artificer’s magic, unleash potent attacks, and
generate a formidable defense. The artificer Power Armor
bonds with this armor, becoming one with it
even as they experiment with it and refine its 3rd-level Armorer feature
magical capabilities.
Your metallurgical pursuits have led to you
Tools of the Trade making armor a conduit for your artificer magic.
As an action, you can turn a suit of heavy armor
3rd-level Armorer feature you are wearing into power armor, provided you
have smith’s tools in hand.
You gain proficiency with heavy armor. You also
gain proficiency with smith’s tools. If you already You gain the following benefits while wearing
have this tool proficiency, you gain proficiency the power armor:
with one other type of artisan’s tools of your
choice. • If the armor normally has a Strength
requirement, the power armor lacks this
Armorer Spells requirement for you.

3rd-level Armorer feature • You can use the power armor as a spellcasting
focus for your artificer spells.
You always have certain spells prepared after
you reach particular levels in this class, as shown • The power armor attaches to you and can’t be
in the Armorer Spells table. These spells count as removed against your will. It also expands to
artificer spells for you, but they don’t count cover your entire body, and it replaces any
against the number of artificer spells you missing limbs, functioning identically to a body
prepare. part it is replacing.

The armor continues to be power armor until
you doff it, you don another suit of armor, or you
die.

©2020 Wizards of the Coast LLC 1

Armor Model Rule Tip: Bonus Actions

3rd-level Armorer feature If you gain the ability to take a bonus action, remember
that you can take it only on your turn, and you can’t
You can customize your power armor. When you take more than one bonus action on that turn. For more
do so, choose one of the following armor models: information, see the “Bonus Actions” section on page
guardian or infiltrator. The model you choose 189 of the Player’s Handbook.
gives you special benefits while you wear it.
Extra Attack
Each model includes a special weapon. When
you attack with that weapon, you can use your 5th-level Armorer feature
Intelligence modifier, instead of Strength or
Dexterity, for the attack and damage rolls. You can attack twice, rather than once, whenever
you take the Attack action on your turn.
You can change your power armor’s model
whenever you finish a short or long rest, Armor Modifications
provided you have smith’s tools in hand.
9th-level Armorer feature
Guardian. You design your armor to be in the
frontline of conflict. It has the following features: You learn how to use your artificer infusions to
specially modify the armor enhanced by your
Thunder Gauntlets. Your armored fists each Power Armor feature. That armor now counts as
count as a simple melee weapon, and each separate items for the purposes of your Infuse
deals 1d8 thunder damage on a hit. A creature Items feature: armor (the chest piece), boots,
hit by the gauntlet has disadvantage on attack bracers, and a weapon. Each of those items can
rolls against targets other than you until the bear one of your infusions. In addition, the
start of your next turn, as the armor magically maximum number of items you can infuse at
emits a distracting pulse when the creature once increases by 2, but those extra items must
attacks someone else. be part of your power armor.

Defensive Field. You gain a bonus action that Perfected Armor
you can use on each of your turns to gain
temporary hit points equal to your level in this 15th-level Armorer feature
class, replacing any temporary hit points you
already have. You lose these temporary hit Your power armor gains additional benefits
points if you doff the armor. based on its model, as shown below.

Infiltrator. You customize your armor for Guardian. Tinkering with your armor's energy
subtle undertakings. It has the following system leads you to discover a powerful pulling
features: force. When a creature you can see ends its turn
within 30 feet of you, you can use your reaction
Lightning Launcher. A gemlike node appears on to force the creature to succeed on a Strength
one of your armored fists or on the chest (your saving throw against your spell save DC or be
choice). It counts as a simple ranged weapon, pulled up to 30 feet toward you to an unoccupied
with a normal range of 90 feet and a long space. If you pull the target to space within 5 feet
range of 300 feet, and it deals 1d6 lightning of you, you can make a melee weapon attack
damage on a hit. Once on each of your turns against it as part of this reaction.
when you hit a creature with it, you can deal
an extra 1d6 lightning damage to that target. You can use this reaction a number of times
equal to your Intelligence modifier (minimum of
Powered Steps. Your walking speed increases once). You regain all expended uses of it when
by 5 feet. you finish a long rest.

Second Skin. The armor’s weight is negligible, Infiltrator. Any creature that takes lightning
and it becomes formfitting and wearable under damage from your Lightning Launcher glimmers
clothing. If the armor normally imposes with light until the start of your next turn. The
disadvantage on Dexterity (Stealth) checks, the glimmering creature sheds dim light in a 5 foot
power armor doesn’t. radius, and the next attack roll against it by a
creature other than you has advantage. If that
attack hits, it deals an extra 1d6 lightning
damage.

©2020 Wizards of the Coast LLC 2

Artificer Infusions Spell-Refueling Ring

When you choose your artificer infusions, you Prerequisite: 6th-level artificer
have access to the following options. Item: A ring (requires attunement)

Armor of Magical Strength While wearing this ring, the creature can recover
one expended spell slot as an action. The
Prerequisite: 10th-level artificer maximum level of the recovered slot is equal to
Item: A suit of armor (requires attunement) the number of magic items the wearer is
currently attuned to. Once used, the ring can’t be
While wearing this armor, a creature can use its used again until the next dawn.
Intelligence modifier in place of its Strength
modifier when making Strength checks and Druid
Strength saving throws.
At 2nd level, a druid gains the Druid Circle
The armor has 4 charges. As a reaction when it feature. Here is a playtest option for that feature:
would be knocked prone, the wearer can expend the Circle of the Stars.
1 charge to not be knocked prone. The armor
regains 1d4 expended charges daily at dawn. Circle of the Stars

Armor of Tools An ancient lineage, the Circle of Stars allows
druids to draw on the power of starlight. These
Item: A suit of armor druids have tracked heavenly patterns since
time immemorial, discovering secrets hidden
As an action, a creature wearing this infused amid the constellations. By revealing and
armor can integrate into it artisan’s tools or understanding these secrets, the Circle of the
thieves’ tools. The tools remain integrated in the Stars seeks to harness the powers of the cosmos.
armor for 8 hours or until the wearer removes
the tools as an action. The armor can have only Many druids of this circle keep detailed
one tool integrated at a time. records of the stars and their effects on the
world. Some groups document these
The wearer can add its Intelligence modifier to observations at megalithic sites, which serve as
any ability checks it makes with the integrated enigmatic libraries of lore. These repositories
tool. The wearer must have a hand free to use might take the form of stone circles, pyramids,
the tool. petroglyphs, and underground temples—any
construction durable enough to protect the
Helm of Awareness circle's sacred knowledge even against a great
cataclysm.
Prerequisite: 10th-level artificer
Item: A helmet (requires attunement) Star Map

While wearing this helmet, a creature has 2nd-level Circle of the Stars feature
advantage on initiative rolls. In addition, the
wearer can’t be surprised, provided it isn’t You've created a star map as part of your study
incapacitated. of the heavens. The map is a Tiny object and can
serve as a spellcasting focus for your druid
Mind Sharpener spells. You decide what form the object takes, or
you can determine what it is by rolling on the
Item: A suit of armor or robes Star Map table.

The infused item can send a jolt to the wearer to Star Map
refocus their mind. While wearing this infused
item, whenever the creature fails a Constitution d6 Map Form
saving throw to maintain concentration on a 1 A scroll of living wood that aligns with
spell, it can use its reaction to succeed instead.
heavenly bodies
©2020 Wizards of the Coast LLC 2 A stone tablet with fine holes drilled through it
3 A speckled owlbear hide, tooled with raised

marks
4 A collection of maps bound in an ebony cover

3

5 A crystal that projects starry patterns when Dragon. A constellation of a wise, ancient
placed before a light dragon appears on you. When you make an
Intelligence or a Wisdom check or a
6 Tempered glass disks that align to depict Constitution saving throw to maintain
constellations concentration on a spell, you can treat a roll of
9 or lower on the d20 as a 10.
If you lose your map, you can perform a 1-hour
ceremony to magically create a replacement. Rule Tip: Round Down
This ceremony can be performed during a short
or long rest, and it destroys the previous map. Whenever you end up with a fraction in the game,
round down, even if the fraction is one-half or greater,
You can cast the augury and guiding bolt spells unless a rule explicitly tells you to round up.
without expending a spell slot and without
preparing the spell, provided you use the star Cosmic Omen
map as the spellcasting focus. You can cast a
spell from the map in this way a number of times 6th-level Circle of the Stars feature
equal to your Wisdom modifier (minimum of
once), and you regain all expended uses when You learn to use your star map to divine the will
you finish a long rest. of the cosmos. Whenever you finish a long rest,
you can consult your star map for omens. When
Starry Form you do so, roll a d6. You gain one of the following
possible omens based on whether you rolled an
2nd-level Circle of the Stars feature even number or an odd number on the d6:

You gain the ability to harness constellations’ Weal (even). Whenever a creature you can see
power to alter your form. As an action, you can within 30 feet of you makes an attack roll, a
expend a use of your Wild Shape feature to take saving throw, or an ability check, you can use
on a starry form rather than transforming into a your reaction to roll a d6 and add the number
beast. rolled to the total.

While in your starry form, you retain your Woe (odd). Whenever a creature you can see
game statistics, but your body takes on a within 30 feet of you makes an attack roll, a
luminous, starlike quality; your joints glimmer saving throw, or an ability check, you can use
like stars, and glowing lines connect them as on a your reaction to roll a d6 and subtract the
star chart. This form sheds bright light in a 10- number rolled from the total.
foot radius and dim light for an additional 10
feet. The form lasts for 10 minutes or until You can use this reaction a number of times
you’re incapacitated. equal to your Wisdom modifier, and you regain
all expended uses when you finish a long rest.
Whenever you assume your starry form,
choose which of the following constellations Full of Stars
glimmers on your body; your choice gives you
certain benefits while in the form: 10th-level Circle of the Stars feature

Chalice. A constellation of a life-giving goblet While your Starry Form feature is active, you
appears on you. Whenever you cast a spell become partially incorporeal, giving you
using a spell slot that restores hit points to a resistance to bludgeoning, piercing, and slashing
creature, you or another creature within 30 damage.
feet of you can regain hit points equal to 1d8 +
half your level in this class. Rule Tip: Resistance

Archer. A constellation of an archer appears on When you have resistance to a damage type, that
you. You gain a bonus action that you can use damage is halved against you. Here’s the order that you
to make a ranged spell attack, hurling a apply modifiers to a type of damage: (1) any relevant
luminous arrow that targets a creature you can damage immunity, (2) any addition or subtraction to the
see within 60 feet of you. On a hit, the attack damage, (3) a relevant damage resistance, and then (4)
deals radiant damage equal to 1d8 + your a relevant damage vulnerability.
Wisdom modifier.

©2020 Wizards of the Coast LLC 4

Star Flare Fey Wanderer Magic

14th-level Circle of the Stars feature 3rd-level Fey Wanderer feature

Your connection to the cosmos allows you to You learn an additional spell when you reach
conjure brilliant starlight. As an action, you certain levels in this class, as shown in the Fey
conjure a burst of light in a 30-foot-radius Wanderer Spells table. The spell counts as a
sphere centered on a point you can see within ranger spell for you, but it doesn’t count against
120 feet of you. You can immediately teleport the number of ranger spells you know.
each willing creature in the sphere to an
unoccupied space within 30 feet of it. Each Fey Wanderer Spells
creature remaining in the sphere must succeed
on a Constitution saving throw against your spell Ranger Level Spell
save DC or take 4d10 radiant damage and be 3rd charm person
blinded until the end of your next turn. 5th misty step
9th dispel magic
Once you have used this action, you can’t use it 13th banishment
again until you finish a long rest or until you 17th mislead
expend a spell slot of 5th level or higher to use it
again. Cunning Will

Ranger 3rd-level Fey Wanderer feature

At 3rd level, a ranger gains the Ranger Archetype Your experience with the fey has guarded your
feature. Here is a playtest option for that feature: mind and sharpened your tongue. You have
the Fey Wanderer. advantage on saving throws against being
charmed or frightened.
Fey Wanderer
In addition, you gain proficiency in one of the
As a Fey Wanderer, you guard the border following skills of your choice: Deception,
between the Feywild and the Material Plane, Performance, or Persuasion.
guiding the lost out of the Feywild and
preventing dangerous fey from damaging the Dreadful Strikes
Material Plane. Your experience with both
domains makes you an exceptional negotiator 3rd-level Fey Wanderer feature
between inhabitants of these worlds, as you
understand both humanoid mindsets and the You augment your attacks with mind-scarring
wiles of the fey courts. magic, drawn from the gloomy hollows of the
unseelie fey. You gain a bonus action that you
Fey Wanderers possess a preternatural can use to imbue the weapon, or weapons,
blessing from a fey ally or a place of fey power. you’re currently holding with magic. Until the
Choose your blessing from the Feywild Gifts end of the turn, the weapons are magical, and
table or determine it randomly. they deal an extra 1d6 psychic damage on a hit. A
creature can take this extra damage only once
Feywild Gifts per turn.

d6 Gift When you engage in two-weapon fighting, you
1 Illusory butterflies flutter around you while can imbue your weapons as part of the same
bonus action you use to make the attack.
you take a short or long rest.
2 Fresh, seasonal flowers sprout from your hair Blessings of the Courts

each dawn. 7th-level Fey Wanderer feature
3 You faintly smell of cinnamon, lavender,
You have learned eerie techniques from both the
nutmeg, or another comforting herb or spice. Gloaming Court and the Summer Court of the
4 Your shadow dances while no one is looking Feywild. Once during each of your turns, when
you hit a creature with a weapon attack, you can
directly at it. expend a spell slot to deal extra psychic damage.
5 Delicate horns or antlers sprout from your The extra damage is 3d6 psychic damage and the
creature must succeed on a Wisdom saving
head.
6 Your skin and hair change color to match the 5

season at each dawn.

©2020 Wizards of the Coast LLC

throw against your spell save DC or be 6
frightened of you until the end of your next turn.

In addition, whenever you make a Charisma
check, you gain a bonus to the check equal to
your Wisdom modifier.

Beguiling Twist

11th-level Fey Wanderer feature

You learn how to manipulate mind-altering
magic, channeling it from your allies toward
others. Whenever a creature you can see within
120 feet of you succeeds on a saving throw
against being charmed or frightened, you can use
your reaction to force a different creature you
can see within 120 feet of you to succeed on a
Wisdom saving throw against your spell save DC
or suffer your choice of one of the following
effects:

• The creature is charmed or frightened by you
(your choice) for 1 minute. The creature can
repeat the saving throw at the end of each of
its turns, ending the effect on itself on a
successful save.

• The creature takes 3d10 psychic damage.

Misty Presence

15th-level Fey Wanderer feature

You can magically remove yourself from one
creature’s perception: you gain a bonus action
that you can use to force a creature you can see
within 30 feet of you to make a Wisdom saving
throw against your spell save DC. On a failed
save, the target can’t see or hear you for 24
hours. The target can repeat the saving throw at
the end of any turn during which you hit it with
an attack roll, forced it to make a saving throw,
or dealt damage to it. The effect ends early if you
use this bonus action again. On a successful save,
the target is immune to this feature for 7 days.

Once you’ve used this bonus action, you can’t
use it again until you finish a long rest or until
you expend a spell slot of 4th level or higher to
use it again.

©2020 Wizards of the Coast LLC

UNEARTHED ARCANA 2020

Spells and Magic Tattoos

This document provides a magical miscellany: Paladin Spells
new spells and a new type of magic item, magic
tattoos. Most of the spells focus on an alternative 3rd Level
style of summoning: conjuring forth a spirit that
assumes a physical form you customize to suit Spirit shroud (necromancy)
the situation.
5th Level
This Is Playtest Material
Summon celestial spirit (conjuration)
The material in this article is presented for playtesting
and to spark your imagination. These game mechanics Ranger Spells
are in draft form, usable in your campaign but not
refined by full game design and editing. They aren’t 2nd Level
officially part of the game and aren’t permitted in D&D
Adventurers League events. Summon bestial spirit (conjuration)

If we decide to make this material official, it will be Sorcerer Spells
refined based on your feedback, and then it will appear
in a D&D book. 1st Level

Spells Acid stream (evocation)

The new spells appear on these spell lists. 3rd Level

Bard Spells Summon fey spirit (conjuration)
Summon shadow spirit (conjuration)
3rd Level
4th Level
Summon fey spirit (conjuration)
Summon aberrant spirit (conjuration)
Druid Spells Summon elemental spirit (conjuration)

2nd Level 6th Level

Summon bestial spirit (conjuration) Otherworldly Form (transmutation)

3rd Level Warlock Spells

Summon fey spirit (conjuration) 3rd Level

4th Level Spirit shroud (necromancy)
Summon fey spirit (conjuration)
Summon elemental spirit (conjuration) Summon shadow spirit (conjuration)
Summon undead spirit (necromancy)
Cleric Spells
4th Level
3rd Level
Summon aberrant spirit (conjuration)
Spirit shroud (necromancy)
6th Level
5th Level
Otherworldly form (transmutation)
Summon celestial spirit (conjuration) Summon fiendish spirit (conjuration)

6th Level

Otherworldly form (transmutation)

©2019 Wizards of the Coast LLC 1

Wizard Spells Uttering an incantation, you draw on the magic
of the Lower Planes or Upper Planes (your
1st Level choice) to transform yourself. You gain the
following benefits until the spell ends:
Acid stream (evocation)
• You are immune to fire and poison damage
3rd Level (Lower Planes) or radiant and necrotic
damage (Upper Planes).
Spirit shroud (necromancy)
Summon fey spirit (conjuration) • You are immune to the poisoned condition
Summon shadow spirit (conjuration) (Lower Planes) or the charmed condition
Summon undead spirit (necromancy) (Upper Planes).

4th Level • Spectral wings appear on your back, giving you
a flying speed of 40 feet.
Summon aberrant spirit (conjuration)
Summon elemental spirit (conjuration) • You have a +2 bonus to AC.
• All your weapon attacks are magical, and when
6th Level
you make a weapon attack, you can use your
Otherworldly form (transmutation) spellcasting ability modifier, instead of
Summon fiendish spirit (conjuration) Strength or Dexterity, for the attack and
damage rolls.
Spell Descriptions • You can attack twice, instead of once, when
you take the Attack action on your turn. You
The spells are presented in alphabetical order. ignore this benefit if you already have a
feature, like Extra Attack, that gives you extra
Acid Stream attacks.

1st-level evocation Spirit Shroud

Casting Time: 1 action 3rd-level necromancy
Range: Self (30-foot line)
Components: V, S, M (a bit of rotten food) Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute Range: Self
Components: V, S
A stream of acid emanates from you in a line 30 Duration: Concentration, up to 1 minute
feet long and 5 feet wide in a direction you
choose. Each creature in the line must succeed You call forth spirits of the dead, which flit
on a Dexterity saving throw or be covered in acid around you for the spell’s duration. The spirits
for the spell’s duration or until a creature uses are intangible and invulnerable, and they are
its action to scrape or wash the acid off itself or good or evil (your choice).
another creature. A creature covered in the acid
takes 3d4 acid damage at start of each of its Until the spell ends, any attack you make deals
turns. 1d8 extra damage when you hit a creature
within 10 feet of you. This damage is radiant if
At Higher Levels. When you cast this spell the spirits are good and necrotic if they are evil.
using a spell slot of 2nd level or higher, the Any creature that takes this damage can’t regain
damage increases by 1d4 for each slot level hit points until the start of your next turn.
above 1st.
In addition, any creature of your choice that
Otherworldly Form you can see that starts its turn within 10 feet of
you has its speed reduced by 10 feet until the
6th-level transmutation start of your next turn.

Casting Time: 1 action At Higher Levels. When you cast this spell
Range: Self using a spell slot of 4th level or higher, the extra
Components: V, S, M (an object engraved with a damage increases by 1d8 for each slot level
above 3rd.
symbol of the Outer Planes, worth at least 500
gp)
Duration: Concentration, up to 1 minute

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