Summon Aberrant Spirit spell save DC or take 3d6 psychic damage, provided that
the aberration isn’t incapacitated.
4th-level conjuration
ACTIONS
Casting Time: 1 action
Range: 90 feet Multiattack. The aberration makes a number of attacks
Components: V, S, M (a pickled tentacle and an equal to half this spell’s level (rounded down).
eyeball in a crystal vial worth at least 400 gp) Eye Ray (Beholderkin Only). Ranged Spell Attack: +3 +
Duration: Concentration, up to 1 hour the spell’s level to hit, range 30 ft., one creature. Hit:
1d8 + 3 + the spell’s level psychic damage.
You call forth a spirit from the Far Realm or
another alien realm of madness. The spirit Claws (Slaadi Only). Melee Weapon Attack: +3 + the
manifests physically in an unoccupied space that spell’s level to hit, reach 5 ft., one target. Hit: 1d10 + 3 +
you can see within range. This corporeal form the spell’s level slashing damage. If the target is a
uses the Aberrant Spirit stat block below. When creature, it can’t regain hit points until the start of the
you cast the spell, choose Beholderkin, Slaadi, or aberration’s next turn.
Star Spawn. The creature physically resembles
your choice, which also determines some of the Psychic Slam (Star Spawn Only). Melee Spell Attack: +3
traits in its stat block. The creature disappears + the spell’s level to hit, reach 5 ft., one creature. Hit:
when it drops to 0 hit points or when the spell 1d6 + 3 + the spell’s level psychic damage.
ends.
Summon Bestial Spirit
The creature is friendly to you and your
companions for the spell’s duration. In combat, 2nd-level conjuration
the creature shares your initiative count, but it
takes its turn immediately after yours. It obeys Casting Time: 1 action
verbal commands that you issue to it (no action Range: 90 feet
required by you). If you don’t issue any, it Components: V, S, M (a feather, tuft of fur, and
defends itself but otherwise takes no action.
fish tail inside a gilded acorn worth at least
At Higher Levels. When you cast this spell 200 gp)
using a spell slot of 5th level or higher, the Duration: Concentration, up to 1 hour
creature assumes the higher level for that
casting wherever it uses the spell’s level in its You call forth the spirit of a beast. The spirit
stat block. manifests physically in an unoccupied space that
you can see within range. This corporeal form
ABERRANT SPIRIT uses the Bestial Spirit stat block below. When
you cast the spell, choose an environment: Air,
Medium aberration, neutral evil Land, or Water. The creature physically
resembles an animal of your choice that is native
Armor Class 11 + the level of the spell (natural armor) to the chosen environment, which also
Hit Points equal the aberration’s Constitution modifier + determines one of the movement modes in the
creature’s stat block. The creature disappears
your spellcasting ability modifier + ten times the when it drops to 0 hit points or when the spell
spell’s level ends.
Speed 30 ft., fly 30 ft. (Beholderkin only; hover)
The creature is friendly to you and your
STR DEX CON INT WIS CHA companions for the spell’s duration. In combat,
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (−2) the creature shares your initiative count, but it
takes its turn immediately after yours. It obeys
Damage Immunities psychic verbal commands that you issue to it (no action
Senses darkvision 60 ft., passive Perception 10 required by you). If you don’t issue any, it
Languages Deep Speech, understands the languages you defends itself but otherwise takes no action.
speak At Higher Levels. When you cast this spell
using a spell slot of 3rd level or higher, the
Regeneration (Slaadi Only). The aberration regains 10 creature assumes the higher level for that
hit points at the start of its turn if it has at least 1 hit casting wherever it uses the spell’s level in its
point. stat block.
Whispering Aura (Star Spawn Only). At the start of each 3
of the aberration’s turns, each creature within 5 feet of
it must succeed on a Wisdom saving throw against your
©2020 Wizards of the Coast LLC
BESTIAL SPIRIT required by you). If you don’t issue any, it
defends itself but otherwise takes no action.
Small beast, unaligned
At Higher Levels. When you cast this spell
Armor Class 11 + the level of the spell (natural armor) using a spell slot of 6th level or higher, the
Hit Points equal the beast’s Constitution modifier + your creature assumes the higher level for that
casting wherever it uses the spell’s level in its
spellcasting ability modifier + ten times the spell’s stat block.
level
Speed 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), CELESTIAL SPIRIT
swim 30 ft. (Water only)
Large celestial, neutral good
STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 4 (−4) 14 (+2) 5 (−3) Armor Class 11 + the level of the spell (natural armor)
Hit Points equal the celestial’s Constitution modifier +
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak your spellcasting ability modifier + ten times the
spell’s level
Amphibious (Water Only). The beast can breathe air Speed 30 ft., fly 40 ft.
and water.
STR DEX CON INT WIS CHA
Flyby (Air Only). The beast doesn’t provoke opportunity 16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3)
attacks when it flies out of an enemy’s reach.
Damage Resistances radiant
Pack Tactics (Land and Water Only). The beast has Condition Immunities charmed, frightened
advantage on an attack roll against a creature if at least Senses darkvision 60 ft., passive Perception 10
one of the beast’s allies is within 5 feet of the creature Languages Celestial, understands the languages you
and the ally isn’t incapacitated.
speak
ACTIONS
ACTIONS
Multiattack. The beast makes a number of attacks equal
to half this spell’s level (rounded down). Multiattack. The celestial makes a number of attacks
equal to half this spell’s level (rounded down).
Maul. Melee Weapon Attack: +4 + the spell’s level to hit,
reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level Radiant Bow (Avenger Only). Ranged Weapon Attack:
piercing damage. +2 + the spell’s level to hit, range 150/600 ft., one
target. Hit: 2d6 + 2 + the spell’s level radiant damage.
Summon Celestial Spirit
Radiant Mace (Defender Only). Melee Weapon Attack:
5th-level conjuration +3 + the spell’s level to hit, reach 5 ft., one target. Hit:
1d10 + 3 + the spell’s level radiant damage, and the
Casting Time: 1 action celestial can choose itself or another creature it can see
Range: 90 feet within 10 feet of the target. The chosen creature gains
Components: V, S, M (a golden reliquary worth temporary hit points equal to the damage dealt,
provided it doesn’t already have temporary hit points.
at least 500 gp)
Duration: Concentration, up to 1 hour Healing Touch (1/Day). The celestial touches another
creature. The target magically regains hit points equal to
You call forth a spirit from the Upper Planes. The 2d8 + the spell’s level.
spirit manifests physically in an angelic form in
an unoccupied space that you can see within Summon Elemental Spirit
range. This corporeal form uses the Celestial
Spirit stat block below. When you cast the spell, 4th-level conjuration
choose Avenger or Defender. Your choice
determines the creature’s attack in its stat block. Casting Time: 1 action
The creature disappears when it drops to 0 hit Range: 90 feet
points or when the spell ends. Components: V, S, M (air, a pebble, ash, and
The creature is friendly to you and your water inside a crystal vial worth at least 400
companions for the spell’s duration. In combat, gp)
the creature shares your initiative count, but it Duration: Concentration, up to 1 hour
takes its turn immediately after yours. It obeys
verbal commands that you issue to it (no action You call forth a spirit from the Elemental Planes.
The spirit manifests physically in an unoccupied
©2020 Wizards of the Coast LLC space that you can see within range. This
4
corporeal form uses the Elemental Spirit stat Summon Fey Spirit
block below. When you cast the spell, choose an
element: Air, Earth, Fire, or Water. The creature 3rd-level conjuration
physically resembles a vaguely humanoid form
wreathed in the chosen element, which also Casting Time: 1 action
determines some of the traits in its stat block. Range: 90 feet
The creature disappears when it drops to 0 hit Components: V, S, M (a gilded flower worth at
points or when the spell ends.
least 300 gp)
The creature is friendly to you and your Duration: Concentration, up to 1 hour
companions for the spell’s duration. In combat,
the creature shares your initiative count, but it You call forth a spirit from the Feywild. The
takes its turn immediately after yours. It obeys spirit manifests physically in an unoccupied
verbal commands that you issue to it (no action space that you can see within range. This
required by you). If you don’t issue any, it corporeal form uses the Fey Spirit stat block
defends itself but otherwise takes no action. below. When you cast the spell, choose a mood:
Deceitful, Furious, or Joyful. The creature
At Higher Levels. When you cast this spell physically resembles a satyr, a dryad, or an elf
using a spell slot of 5th level or higher, the (your choice) marked by the chosen mood,
creature assumes the higher level for that which also determines one of the traits in its stat
casting wherever it uses the spell’s level in its block. The creature disappears when it drops to
stat block. 0 hit points or when the spell ends.
ELEMENTAL SPIRIT The creature is friendly to you and your
companions for the spell’s duration. In combat,
Medium elemental, neutral the creature shares your initiative count, but it
takes its turn immediately after yours. It obeys
Armor Class 11 + the level of the spell (natural armor) verbal commands that you issue to it (no action
Hit Points equal the elemental’s Constitution modifier + required by you). If you don’t issue any, it
defends itself but otherwise takes no action.
your spellcasting ability modifier + ten times the
spell’s level At Higher Levels. When you cast this spell
Speed 40 ft., fly 40 ft. (Air only, hover), burrow 40 ft. using a spell slot of 4th level or higher, the
(Earth only), swim 40 ft. (Water only) creature assumes the higher level for that
casting wherever it uses the spell’s level in its
STR DEX CON INT WIS CHA stat block.
18 (+4) 15 (+2) 17 (+3) 4 (−4) 10 (+0) 16 (+3)
FEY SPIRIT
Damage Resistances lightning, thunder (Air only);
piercing, slashing (Earth only); acid (Water only) Small fey, chaotic good
Damage Immunities poison; fire (Fire only) Armor Class 11 + the level of the spell (natural armor)
Condition Immunities exhaustion, paralyzed, petrified, Hit Points equal the fey’s Constitution modifier + your
poisoned, unconscious spellcasting ability modifier + ten times the spell’s
Senses darkvision 60 ft., passive Perception 10 level
Languages Primordial, understands the languages you Speed 40 ft.
speak STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 16 (+3)
Amorphous Form (Air, Fire, and Water Only). The
elemental can move through a space as narrow as 1 inch Condition Immunities charmed
wide without squeezing. Senses darkvision 60 ft., passive Perception 10
Languages Sylvan, understands the languages you speak
ACTIONS
Fey Step. As a bonus action, the fey can magically
Multiattack. The elemental makes a number of attacks teleport up to 30 feet to an unoccupied space it can see.
equal to half this spell’s level (rounded down).
Darkening Step (Deceitful Only). Immediately after
Slam. Melee Weapon Attack: +4 + the spell’s level to hit, using its Fey Step, the fey can fill a 5-foot cube within 5
reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level feet of it with magical darkness, which remains until the
bludgeoning damage (Air, Earth, and Water only) or fire end of the fey’s next turn.
damage (Fire only).
5
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Ecstatic Step (Joyful Only). Immediately after using its FIENDISH SPIRIT
Fey Step, the fey can choose a creature it can see within
10 feet of it and force it to succeed on a Wisdom saving Large fiend, chaotic evil (Demon only), lawful evil (Devil
throw against your spell save DC or be charmed by the only), or neutral evil (Yugoloth only)
fey for 1 minute. The charm ends if the fey or any of its
companions deals any damage to the target. Armor Class 11 + the level of the spell (natural armor)
Hit Points equal the fiend’s Constitution modifier + your
Impassioned Step (Furious Only). Immediately after
using its Fey Step, the fey has advantage on the next spellcasting ability modifier + ten times the spell’s
attack roll it makes before the end of its turn. level
Speed 40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil
ACTIONS only)
Multiattack. The fey makes a number of attacks equal STR DEX CON INT WIS CHA
to half this spell’s level (rounded down). 13 (+1) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 16 (+3)
Shortsword. Melee Weapon Attack: +3 + the spell’s level Damage Resistances fire
to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s Damage Immunities poison
level piercing damage + 1d6 force damage. Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Summon Fiendish Spirit Languages Abyssal, Infernal, telepathy 60 ft.
6th-level conjuration Magic Resistance. The fiend has advantage on saving
throws against spells and other magical effects.
Casting Time: 1 action
Range: 90 feet Death Throes (Demon Only). When the fiend drops to 0
Components: V, S, M (humanoid blood inside a hit points or the spell ends, the fiend explodes, and each
creature within 10 feet of it must make a Dexterity
ruby vial worth at least 600 gp) saving throw against your spell save DC. A creature
Duration: Concentration, up to 1 hour takes 2d10 + this spell’s level fire damage on a failed
save, or half as much damage on a successful one.
You call forth a fiendish spirit from the Lower
Planes. The spirit manifests physically in an Devil’s Sight (Devil Only). Magical darkness doesn’t
unoccupied space that you can see within range. impede the fiend’s darkvision.
This corporeal form uses the Fiendish Spirit stat
block below. When you cast the spell, choose ACTIONS
Demon, Devil, or Yugoloth. The creature
physically resembles a fiend of the chosen type, Multiattack. The fiend makes a number of attacks equal
which also determines some of the traits in its to half this spell’s level (rounded down).
stat block. The creature disappears when it
drops to 0 hit points or when the spell ends. Bite (Demon Only). Melee Weapon Attack: +3 + the
spell’s level to hit, reach 5 ft., one target. Hit: 1d12 + 3 +
The creature is friendly to you and your the spell’s level necrotic damage.
companions for the spell’s duration. In combat,
the creature shares your initiative count, but it Claws (Yugoloth Only). Melee Weapon Attack: +3 + the
takes its turn immediately after yours. It obeys spell’s level to hit, reach 5 ft., one target. Hit: 1d8 + 3 +
verbal commands that you issue to it (no action the spell’s level slashing damage. Immediately after the
required by you). If you don’t issue any, it attack hits or misses, the fiend can magically teleport up
defends itself but otherwise takes no action. to 30 feet to an unoccupied space it can see.
At Higher Levels. When you cast this spell Hurl Flame (Devil Only). Ranged Spell Attack: +3 + the
using a spell slot of 7th level or higher, the spell’s level to hit, range 150 ft., one target. Hit: 2d6 + 3
creature assumes the higher level for that + the spell’s level fire damage. If the target is a
casting wherever it uses the spell’s level in its flammable object that isn’t being worn or carried, it also
stat block. catches fire.
©2020 Wizards of the Coast LLC 6
Summon Shadow Spirit Weight of Ages (Despair Only). Any beast or humanoid,
other than you, that starts its turn within 5 feet of the
3rd-level conjuration spirit has its speed reduced by 20 feet until the start of
that beast or humanoid’s next turn.
Casting Time: 1 action
Range: 90 feet ACTIONS
Components: V, S, M (tears inside a crystal vial
Multiattack. The spirit makes a number of attacks equal
worth at least 300 gp) to half this spell’s level (rounded down).
Duration: Concentration, up to 1 hour
Chilling Rend. Melee Weapon Attack: +3 + the spell’s
You call forth a shadowy spirit from the level to hit, reach 5 ft., one target. Hit: 2d8 + 3 + the
Shadowfell. The spirit manifests physically in an spell’s level cold damage.
unoccupied space that you can see within range.
This corporeal form uses the Shadow Spirit stat Dreadful Scream (1/Day). The spirit screams. Each
block below. When you cast the spell, choose an creature within 30 feet of it must succeed on a Wisdom
emotion: Fury, Despair, or Fear. The creature saving throw against your spell save DC or be frightened
physically resembles a misshapen humanoid of the spirit for 1 minute. The frightened creature can
marked by the chosen emotion, which also repeat the saving throw at the end of each of its turns,
determines some of the traits in its stat block. ending the effect on itself on a success.
The creature disappears when it drops to 0 hit
points or when the spell ends. Summon Undead Spirit
The creature is friendly to you and your 3rd-level necromancy
companions for the spell’s duration. In combat,
the creature shares your initiative count, but it Casting Time: 1 action
takes its turn immediately after yours. It obeys Range: 90 feet
verbal commands that you issue to it (no action Components: V, S, M (a gilded humanoid skull
required by you). If you don’t issue any, it
defends itself but otherwise takes no action. worth at least 300 gp)
Duration: Concentration, up to 1 hour
At Higher Levels. When you cast this spell
using a spell slot of 4th level or higher, the You call forth a restless spirit from beyond the
creature assumes the higher level for that grave. The spirit manifests physically in an
casting wherever it uses the spell’s level in its unoccupied space that you can see within range.
stat block. This corporeal form uses the Undead Spirit stat
block below. When you cast the spell, choose the
SHADOW SPIRIT creature’s form: Ghostly, Putrid, or Skeletal. The
creature physically resembles a humanoid with
Medium monstrosity, neutral evil the chosen form, which also determines some of
the traits in its stat block. The creature
Armor Class 11 + the level of the spell (natural armor) disappears when it drops to 0 hit points or when
Hit Points equal the shadow’s Constitution modifier + the spell ends.
your spellcasting ability modifier + ten times the The creature is friendly to you and your
spell’s level companions for the spell’s duration. In combat,
Speed 40 ft. the creature shares your initiative count, but it
takes its turn immediately after yours. It obeys
STR DEX CON INT WIS CHA verbal commands that you issue to it (no action
13 (+1) 16 (+3) 15 (+2) 4 (−4) 10 (+0) 16 (+3) required by you). If you don’t issue any, it
defends itself but otherwise takes no action.
Damage Resistances necrotic
Condition Immunities frightened At Higher Levels. When you cast this spell
Senses darkvision 120 ft., passive Perception 10 using a spell slot of 4th level or higher, the
Languages Common, understands the languages you creature assumes the higher level for that
casting wherever it uses the spell’s level in its
speak stat block.
Bloodthirsty Frenzy (Fury Only). The spirit has 7
advantage on attack rolls against frightened creatures.
Shadow Stealth (Fear Only). While in dim light or
darkness, the spirit can take the Hide action as a bonus
action.
©2020 Wizards of the Coast LLC
UNDEAD SPIRIT Magic Tattoos
Medium undead, neutral evil Blending magic and artistry with ink and
needles, magic tattoos imbue their bearers with
Armor Class 11 + the level of the spell (natural armor) wondrous effects and abilities. Magic tattoos are
Hit Points equal the undead’s Constitution modifier + initially bound to magic needles, which transfer
their magic to a creature. The designs of magic
your spellcasting ability modifier + ten times the tattoos vary greatly in appearance depending on
spell’s level who created it, but they share general
Speed 30 ft., fly 40 ft. (Ghostly only; hover) characteristics that hint at the effect of the
tattoo.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 4 (−4) 10 (+0) 9 (−1) Once inscribed on a creature’s skin, damage or
injury doesn’t impair the tattoo’s function, even
Damage Immunities necrotic, poison if the tattoo is defaced.
Condition Immunities exhaustion, frightened,
The rarer a magic tattoo is, the more space it
paralyzed, poisoned occupies on a creature’s skin. The Magic Tattoo
Senses darkvision 60 ft., passive Perception 10 Coverage table offers guidelines for how large a
Languages Common, understands the languages you given tattoo is.
speak Magic Tattoo Coverage
Incorporeal Movement (Ghostly Only). The undead can Tattoo Rarity Area Covered
become incorporeal while moving and pass through
other creatures and objects as if they were difficult Common Up to 6 inches
terrain. If it ends its turn inside an object, it is shunted
to the nearest unoccupied space and takes 1d10 force Uncommon Half a limb or the scalp
damage for every 5 feet traveled.
Rare One limb
Festering Aura (Putrid Only). Any creature, other than
you, that starts its turn within 5 feet of the undead must Very Rare Two limbs or the chest or upper back
succeed on a Constitution saving throw against your
spell save DC or be poisoned until the start of its next Legendary Two limbs and the torso
turn.
Variant: Body Modification
ACTIONS
These items needn’t be limited to just tattoos. They can
Multiattack. The spirit makes a number of attacks equal instead be presented as other body modifications such
to half this spell’s level (rounded down). as brands, scarification, birthmarks, patterns of scales,
or any other cosmetic skin adornment or alteration.
Deathly Touch (Ghostly Only). Melee Weapon Attack: Consider the object a magical body modification is
+3 + the spell’s level to hit, reach 5 ft., one creature. Hit: bound to instead of tattoo needles, such as branding
1d8 + 3 + the spell’s level necrotic damage, and the irons or enchanted dragon scales.
creature must succeed on a Wisdom saving throw
against your spell save DC or be frightened of the Tattoo Descriptions
undead until the end of the target’s next turn.
The magic tattoos are presented in alphabetical
Grave Bolt (Skeletal Only). Ranged Spell Attack: +3 + the order. They follow the rules for magic items, as
spell’s level to hit, range 150 ft., one target. Hit: 2d8 + 3 presented in the Dungeon Master’s Guide.
+ the spell’s level necrotic damage.
Absorbing Tattoo
Rotting Claw (Putrid Only). Melee Weapon Attack: +3 +
the spell’s level to hit, reach 5 ft., one target. Hit: 1d6 + Wondrous item (tattoo), very rare (requires
3 + the spell’s level slashing damage. If the target is attunement)
poisoned, it must succeed on a Constitution saving
throw against your spell save DC or be paralyzed until This tattoo incorporates designs that emphasize
the end of its next turn. one color more than others. While the tattoo is
on your skin, you have resistance to a type of
damage associated with that color, as shown on
the table below. The DM chooses the color or
determines it randomly.
©2020 Wizards of the Coast LLC 8
d10 Damage Type Color on the skin. If you have multiple magic tattoos,
they count as a single magic item with regard to
1 Acid Green the number of magic items you can attune to.
2 Cold Blue If your attunement to the tattoo ends, the
tattoo vanishes, and the needle reappears in the
3 Fire Red closest unoccupied space to you.
4 Force White Rule Tip: AC Calculations Don’t Stack
5 Lightning Yellow When the game gives you more than one way to
calculate your Armor Class, you can use only one of
6 Necrotic Black them. You choose the one to use.
7 Poison Violet Coiling Grasp Tattoo
8 Psychic Silver Wondrous item (tattoo), uncommon (requires
attunement)
9 Radiant Gold
This tattoo has long intertwining designs. While
10 Thunder Orange the tattoo is on your skin, you can, as an action,
cause the tattoo to extrude into inky tendrils,
Damage Absorption. When you take damage which reach for a creature you can see within 15
of the chosen type, you can use your reaction to feet of you. The creature must succeed on a DC
gain immunity against that instance of the 14 Strength saving throw or take 3d6 force
damage, and you regain a number of hit points damage and be grappled by you. As an action, the
equal to half the damage you would have taken. creature can escape the grapple by succeeding
Once this reaction is used, it can’t be used again on a DC 14 Strength (Athletics) or Dexterity
until the next dawn. (Acrobatics) check. The grapple also ends if you
halt it (no action required), if the creature is ever
Tattoo Attunement. To attune to this item, more than 15 feet away from you, or if you use
you hold the needle to your skin where you want this tattoo on a different creature.
the tattoo to appear, pressing the needle there
throughout the attunement process. When the Tattoo Attunement. To attune to this item,
attunement is complete, the needle turns into you hold the needle to your skin where you want
the ink that becomes the tattoo, which appears the tattoo to appear, pressing the needle there
on the skin. If you have multiple magic tattoos, throughout the attunement process. When the
they count as a single magic item with regard to attunement is complete, the needle turns into
the number of magic items you can attune to. the ink that becomes the tattoo, which appears
on the skin. If you have multiple magic tattoos,
If your attunement to the tattoo ends, the they count as a single magic item with regard to
tattoo vanishes, and the needle reappears in the the number of magic items you can attune to.
closest unoccupied space to you.
If your attunement to the tattoo ends, the
Barrier Tattoo tattoo vanishes, and the needle reappears in the
closest unoccupied space to you.
Wondrous item (tattoo), rarity varies (requires
attunement) Eldritch Claw Tattoo
This tattoo depicts protective imagery and uses Wondrous item (tattoo), uncommon (requires
ink that resembles liquid metal. While you aren’t attunement)
wearing armor, the tattoo grants you an Armor
Class depending on the tattoo’s rarity, as shown This tattoo depicts clawlike forms and other
below. You can use a shield and still gain this jagged shapes. While the tattoo is on your skin,
benefit. your unarmed strikes are considered magical for
the purpose of overcoming immunity and
Rarity AC resistance to nonmagical attacks, and you gain a
Uncommon 12 + your Dexterity modifier +1 bonus to attack and damage rolls with
Rare 15 + your Dexterity modifier unarmed strikes.
(maximum of +2)
Very Rare 18 9
Tattoo Attunement. To attune to this item,
you hold the needle to your skin where you want
the tattoo to appear, pressing the needle there
throughout the attunement process. When the
attunement is complete, the needle turns into
the ink that becomes the tattoo, which appears
©2020 Wizards of the Coast LLC
Eldritch Maul. As a bonus action, you can Rule Tip: Temporary Hit Points Don’t
empower the tattoo for 1 minute. For the Stack
duration, each of your melee weapon attacks can
reach a target up to 30 feet away from you, as If you have temporary hit points and receive more of
tendrils of ink launch from your weapon or them, you don’t add them together, unless a rule says
unarmed strike toward the target. In addition, you can. Instead, you decide which temporary hit points
your melee weapon attacks deal an extra 1d6 to keep. For more information on temporary hit points,
force damage on a hit. Once used, this bonus see chapter 9 of the Player’s Handbook.
action can’t be used again until the next dawn.
Illuminator’s Tattoo
Tattoo Attunement. To attune to this item,
you hold the needle to your skin where you want Wondrous item (tattoo), common (requires
the tattoo to appear, pressing the needle there attunement)
throughout the attunement process. When the
attunement is complete, the needle turns into This tattoo contains beautiful calligraphy, images
the ink that becomes the tattoo, which appears of writing implements, and the like. While this
on the skin. If you have multiple magic tattoos, tattoo is on your skin, you can write with your
they count as a single magic item with regard to fingertip as if it were an ink pen that never runs
the number of magic items you can attune to. out of ink.
If your attunement to the tattoo ends, the As an action, you can touch a piece of writing
tattoo vanishes, and the needle reappears in the up to one page in length and speak a creature’s
closest unoccupied space to you. name. The writing becomes invisible to everyone
other than you and the named creature for the
Blood Fury Tattoo next 24 hours. Either of you can dismiss the
invisibility by touching the script (no action
Wondrous item (tattoo), legendary (requires required). Once used, this action can’t be used
attunement) again until the next dawn.
This tattoo evokes fury in its form and colors. Tattoo Attunement. To attune to this item,
While this tattoo is on your skin, you gain the you hold the needle to your skin where you want
following benefits: the tattoo to appear, pressing the needle there
throughout the attunement process. When the
• Your attack rolls score a critical hit on a d20 attunement is complete, the needle turns into
roll of 19 or 20. the ink that becomes the tattoo, which appears
on the skin. If you have multiple magic tattoos,
• When you score a critical hit against a they count as a single magic item with regard to
creature, that target takes an extra 4d6 the number of magic items you can attune to.
necrotic damage, and you gain a number of
temporary hit points equal to the necrotic If your attunement to the tattoo ends, the
damage dealt. tattoo vanishes, and the needle reappears in the
closest unoccupied space to you.
• When a creature you can see damages you, you
can use your reaction to make a melee attack Lifewell Tattoo
against that creature, with advantage on your
attack roll. Wondrous item (tattoo), rare (requires
attunement)
Tattoo Attunement. To attune to this item,
you hold the needle to your skin where you want This tattoo comprises symbols of life and rebirth.
the tattoo to appear, pressing the needle there While this tattoo is on your skin, you have
throughout the attunement process. When the resistance to necrotic damage.
attunement is complete, the needle turns into
the ink that becomes the tattoo, which appears Death Ward. When you would be reduced to 0
on the skin. If you have multiple magic tattoos, hit points, you drop to 1 hit point instead. Once
they count as a single magic item with regard to used, this benefit can’t be used again until the
the number of magic items you can attune to. next dawn.
If your attunement to the tattoo ends, the Tattoo Attunement. To attune to this item,
tattoo vanishes, and the needle reappears in the you hold the needle to your skin where you want
closest unoccupied space to you. the tattoo to appear, pressing the needle there
throughout the attunement process. When the
©2020 Wizards of the Coast LLC attunement is complete, the needle turns into
10
the ink that becomes the tattoo, which appears is always obviously a tattoo. It can range in size
on the skin. If you have multiple magic tattoos, from no smaller than a copper piece to an
they count as a single magic item with regard to intricate work of art that covers all your skin.
the number of magic items you can attune to.
Disguise Self. As an action, you can use the
If your attunement to the tattoo ends, the tattoo to cast the disguise self spell. Once the
tattoo vanishes, and the needle reappears in the spell is cast from the tattoo, it can’t be cast from
closest unoccupied space to you. the tattoo again until the next dawn.
Ghost Step Tattoo Tattoo Attunement. To attune to this item,
you hold the needle to your skin where you want
Wondrous item (tattoo), rare (requires the tattoo to appear, pressing the needle there
attunement) throughout the attunement process. When the
attunement is complete, the needle turns into
This tattoo shifts and wavers on the skin, parts the ink that becomes the tattoo, which appears
of it appearing blurred. The tattoo has 3 charges, on the skin. If you have multiple magic tattoos,
and it regains all expended charges daily at they count as a single magic item with regard to
dawn. the number of magic items you can attune to.
As a bonus action while the tattoo is on your If your attunement to the tattoo ends, the
skin, you can expend 1 of the tattoo’s charges to tattoo vanishes, and the needle reappears in the
become incorporeal until the end of your next closest unoccupied space to you.
turn. For the duration, you gain the following
benefits: Spellwrought Tattoo
• You have resistance to bludgeoning, piercing, Wondrous item (tattoo), rarity varies
and slashing damage from nonmagical attacks.
This tattoo contains a single spell of up to 5th
• You can’t be grappled or restrained. level, wrought on your skin by a magic needle.
• You can move through creatures and solid To use the tattoo, you must hold the needle
against your skin where you want the tattoo to
objects as if they were difficult terrain. If you appear and speak the command word. The
end your turn in a solid object, you take 1d10 needle turns into the ink that becomes the
force damage. If the effect ends while you are tattoo, which appears on your skin. Once the
inside a solid object, you instead are shunted tattoo is on your skin, you can cast its spell,
to the nearest unoccupied space, and you take requiring no material components. The tattoo
1d10 force damage for every 5 feet traveled. glows faintly while you cast the spell and for the
spell’s duration. Once the spell ends, the tattoo
Tattoo Attunement. To attune to this item, vanishes from your skin.
you hold the needle to your skin where you want
the tattoo to appear, pressing the needle there The level of the spell in the tattoo determines
throughout the attunement process. When the the spell’s saving throw DC, attack bonus,
attunement is complete, the needle turns into spellcasting ability modifier, and the tattoo’s
the ink that becomes the tattoo, which appears rarity, as shown in the Spellwrought Tattoo
on the skin. If you have multiple magic tattoos, table.
they count as a single magic item with regard to
the number of magic items you can attune to. Spellwrought Tattoo
If your attunement to the tattoo ends, the Spellcasting
tattoo vanishes, and the needle reappears in the
closest unoccupied space to you. Spell Ability Save Attack
Masquerade Tattoo Level Rarity Modifier DC Bonus
Wondrous item (tattoo), common (requires Cantrip Common +3 13 +5
attunement)
1st Common +3 13 +5
This tattoo appears on your skin as whatever
you desire. As a bonus action, you can shape the 2nd Uncommon +3 13 +5
tattoo into any color or pattern and move it to
any area of your skin. Whatever form it takes, it 3rd Uncommon +4 15 +7
©2020 Wizards of the Coast LLC 4th Rare +4 15 +7
5th Rare +5 17 +9
11
Shadowfell Brand Tattoo
Wondrous item (tattoo), very rare (requires
attunement)
This tattoo is dark in color and abstract. While
it’s on your skin, you have advantage on
Dexterity (Stealth) checks.
Shadowy Defense. When you take damage,
you can use your reaction to become shadowy
and insubstantial for a moment, reducing the
damage you take by half. Once used, this reaction
can’t be used again until the next dawn.
Tattoo Attunement. To attune to this item,
you hold the needle to your skin where you want
the tattoo to appear, pressing the needle there
throughout the attunement process. When the
attunement is complete, the needle turns into
the ink that becomes the tattoo, which appears
on the skin. If you have multiple magic tattoos,
they count as a single magic item with regard to
the number of magic items you can attune to.
If your attunement to the tattoo ends, the
tattoo vanishes, and the needle reappears in the
closest unoccupied space to you.
©2020 Wizards of the Coast LLC 12
UNEARTHED ARCANA 2020
Psionic Options Revisited
This Is Playtest Material Psi in Earlier Editions of D&D
The material in this article is presented for playtesting Different editions of D&D have created different
and to spark your imagination. These game mechanics rules for psionic powers, sometimes expressing
are in draft form, usable in your campaign but not them in wildly divergent ways. Despite how
refined by full game design and editing. They aren’t different the rules have been in each edition,
officially part of the game and aren’t permitted in D&D there have been a few consistent elements:
Adventurers League events.
• Psionic powers arise from the user, rather than
If we decide to make this material official, it will be from an external source.
refined based on your feedback, and then it will appear
in a D&D book. • Psionic aptitude can be used to cast spells, as
well as to create effects beyond the limits of
This document revises a few designs that spells.
appeared in Unearthed Arcana in recent months.
The revisions here focus on options that had a • The powers associated with psi in D&D are like
psionic theme. Thank you for the feedback you those that appear in other media that feature
sent on the previous versions! After analyzing psionic characters: telepathy, telekinesis,
that feedback, we abandoned some of the clairvoyance, and the like.
options, and then we crafted the designs that you
can explore here. Psi in 5th Edition
In the following pages, you’ll find these Psionic creatures and abilities have been in the
options: current edition since its launch in 2014.
Monsters and NPCs with psionic powers appear
Psi Knight, a revised fighter subclass that was in a number of 5th-edition books, including the
previously called the Psychic Warrior Monster Manual, Volo’s Guide to Monsters,
Mordenkainen’s Tome of Foes, Out of the Abyss,
Soulknife, a revised rogue subclass Guildmasters’ Guide to Ravnica, Acquisitions
Psionic Soul, a revised sorcerer subclass that Incorporated, and Eberron: Rising from the Last
War.
was previously called the Aberrant Mind
Three Spells with a psionic theme In 2017, we experimented with an unofficial
Five Feats that can confer psionic powers to any character class—the mystic—focused on psionic
powers. Through its features and subclasses, the
character mystic allowed you to create a character who
echoed the abilities of other classes in the game
We’ve abandoned the Psionics wizard and the but with a psionic twist. As much as many
following spells: ego whip, id insinuation, mental playtesters enjoyed the psionic themes in the
barrier, psionic blast, psychic crush, and thought mystic, feedback was also clear that the class
shield. Yet many of their effects can be found in encroached on other classes’ territory and that it
the material in this document. was often too complex, too powerful, or both.
Following that feedback, we’ve decided to say
What Is Psionic Power? farewell to the mystic and explore other ways of
giving players psi-themed powers, as we did
The D&D multiverse is filled with supernatural with the features of the Great Old One warlock in
forces, some of which emanate from the realms the Player’s Handbook.
of the gods, others permeate the cosmos, and
still others arise from the mind. That latter In 2019 and now in 2020, we’re enjoying that
force—the power of the mind—is called psi or exploration, looking into providing options
psionic power. Creatures such as mind flayers (subclasses, spells, and feats) that allow different
and githyanki wield psionic power, both to types of characters to manifest psionic power.
channel the magic of spells and to create other
extraordinary phenomena.
©2020 Wizards of the Coast LLC 1
The philosophy of this approach is most akin to view membership in this knighthood as a special
the one taken in the 1st edition of D&D, where honor.
psionic powers weren’t the domain of any
particular class but were available for characters As a Psi Knight, you might have honed your
of different types to experience. psionic abilities through solo discipline,
unlocked it under the tutelage of a master, or
We’ve crafted the new options in this article to refined it at an academy dedicated to wielding
work seamlessly with the D&D you’re already the mind’s power as both weapon and shield.
playing. And hearing your desire for psionic
options to feel like one another in some way, Psionic Talent
we’ve woven a common thread through the
psionic subclasses and feats: the Psionic Talent 3rd-level Psi Knight feature
die.
You harbor a wellspring of psionic power within
We invite you to try out these new options the yourself, an energy that ebbs and flows as you
same way you try out any other subclass, spell, channel it in various ways. This power is
or feat. And as always, we look forward to represented by your Psionic Talent die, the
hearing what you think! starting size of which is a d6.
Is Psi a Form of Magic? Psionic Talent Options. You can use your
Psionic Talent die in the following ways:
Psi is a supernatural power that emanates from the
mind. Like other forms of supernatural power in D&D, it Protective Field. When you or another creature
can be used to create magical phenomena, yet it can you can see within 30 feet of you takes
create other sorts of phenomena as well. In the game’s damage, you can use your reaction to roll your
rules, only certain supernatural effects are classified as Psionic Talent die and reduce the damage
magical: magic items, spells, spell attacks, powers fueled taken by the number rolled plus your
by spell slots, and any other effect that the rules Intelligence modifier (minimum reduction of
explicitly call magical. This distinction is rarely relevant 1), as you create a momentary shield of
in play, typically coming up only when something like an telekinetic force.
antimagic field shows up.
Psi-Powered Leap. When you make a high or
From a storytelling standpoint, some supernatural long jump, you can roll your Psionic Talent die
effects in D&D weave their power into a formalized and extend the distance of the jump, up to a
form—a spell, for instance—that other effects can number of feet equal to twice the number
disrupt. In contrast, there are other supernatural effects rolled plus twice your Intelligence modifier
that are so wild, formless, or subtle that it is difficult or (minimum of 1 extra foot). This extra distance
impossible to disrupt them. In this article, some of the costs you only 1 foot of movement.
psionic powers create what the rules consider to be
magic and some don’t. Telekinetic Strike. You can propel your attacks
with telekinetic force. Once on each of your
Fighter turns, immediately after you deal damage to a
target within 30 feet of you with a weapon
At 3rd level, a fighter gains the Martial attack, you can roll your Psionic Talent die and
Archetype feature. Here is a playtest option for also deal force damage to the target equal to
that feature: the Psi Knight. the number rolled.
Psi Knight Changing the Die’s Size. If you roll the highest
number on your Psionic Talent die, it decreases
Awake to the psionic power within, a Psi Knight by one die size after the roll. This represents you
is a fighter who augments their physical might burning through your psionic energy. For
with psi-infused weapon strikes, telekinetic example, if the die is a d6 and you roll a 6, it
lashes, and barriers of mental force. Many becomes a d4. If it’s a d4 and you roll a 4, it
githyanki train to become such knights, as do becomes unusable until you finish a long rest.
some of the most disciplined high elves. In the
world of Athas, renowned gladiators in the Conversely, if you roll a 1 on your Psionic
arenas of the Sorcerer-Kings are often Psi Talent die, it increases by one die size after the
Knights, and in Eberron, the psionic kalashtar roll, up to its starting size. This represents you
conserving psionic energy for later use. For
©2020 Wizards of the Coast LLC example, if you roll a 1 on a d4, the die then
becomes a d6.
2
Whenever you finish a long rest, your Psionic of creatures equal to your Intelligence modifier
Talent die resets to its starting size. When you (minimum of one creature). Each of the chosen
reach certain levels in this class, the starting size creatures is protected by half cover for 1 minute
of your Psionic Talent die increases: at 5th level or until you’re incapacitated.
(d8), 11th level (d10), and 17th level (d12).
Once you use this feature, you can’t do so again
Psi Replenishment. As a bonus action, you can until you finish a long rest, unless you decrease
calm your mind for a moment and restore your your Psionic Talent die by one die size to use this
Psionic Talent die to its starting size. You then feature again.
can’t use Psi Replenishment again until you
finish a long rest. Telekinetic Master
Telekinetic Adept 18th-level Psi Knight feature
7th-level Psi Knight feature Your ability to move creatures and objects with
your mind is matched by few. If your Psionic
You have mastered new ways to use your Talent die is available, you can cast the
telekinesis: telekinesis spell, requiring no components. Your
spellcasting ability for the spell is Intelligence.
Psionic Thrust. When you deal damage to a When you cast this spell, your Psionic Talent die
target with the Telekinetic Strike of your decreases by one die size.
Psionic Talent, you can force the target to
make a Strength saving throw against a DC Rogue
equal to 8 + your proficiency bonus + your
Intelligence modifier. Unless the save At 3rd level, a rogue gains the Roguish Archetype
succeeds, you can knock the target prone or feature. Here is a playtest option for that feature:
move it up to 10 feet in any direction the Soulknife.
horizontally.
Soulknife
Telekinetic Movement. If your Psionic Talent
die is available, you can move an object or a Most assassins strike with physical weapons,
creature with your mind. As an action, you and many burglars and spies use thieves’ tools to
target one loose object that is Large or smaller infiltrate secure locations, whereas a Soulknife
or one willing creature, other than yourself. If strikes and infiltrates with the mind, cutting
you can see the target and it is within 30 feet through barriers both physical and psychic.
of you, you can move it up to 30 feet to an These rogues discover psionic power within
unoccupied space you can see. Alternatively, if themselves and channel it to do their roguish
it is a Tiny object, you can move it to or from work. They find easy employment as members of
your hand. Either way, you can move the thieves’ guilds, though they are often mistrusted
target horizontally, vertically, or both. When by rogues who are leery of anyone using strange
you take this action, your Psionic Talent die mind powers to conduct their business, and
decreases by one die size. most governments would be happy to employ a
Soulknife as a spy.
Psi-Enhanced Metabolism
Amid the trees of ancient forests on the
10th-level Psi Knight feature Material Plane and in the Feywild, some wood
elves walk the path of the Soulknife, serving as
The psionic energy flowing through you has silent, lethal guardians of their woods. In the
bolstered your mind and body. You have endless war among the gith, a githzerai is
resistance to poison and psychic damage, and encouraged to become a Soulknife when stealth
you are immune to the poisoned condition. is required against the githyanki foe, and in the
world of Athas, a Sorcerer-King often turns to a
Bulwark of Force Soulknife to eliminate an enemy, just as an
insurgent Soulknife seeks to undermine that
15th-level Psi Knight feature Sorcerer-King’s rule.
You can shield yourself and others with As a Soulknife, your psionic abilities might
telekinetic force. As a bonus action, you can have haunted you since you were a child, only
choose creatures, which can include you, that
you can see within 30 feet of you, up to a number 3
©2020 Wizards of the Coast LLC
revealing their potential as you experienced the example, if you roll a 1 on a d4, the die then
stress of adventure. Or you might have sought becomes a d6.
out a reclusive order of psionic adepts and spent
years learning how to manifest your power. Whenever you finish a long rest, your Psionic
Talent die resets to its starting size. When you
Psionic Talent reach certain levels in this class, the starting size
of your Psionic Talent die increases: at 5th level
3rd-level Soulknife feature (d8), 11th level (d10), and 17th level (d12).
You harbor a wellspring of psionic power within Psi Replenishment. As a bonus action, you can
yourself, an energy that ebbs and flows as you calm your mind for a moment and restore your
channel it in various ways. This power is Psionic Talent die to its starting size. You then
represented by your Psionic Talent die, the can’t use Psi Replenishment again until you
starting size of which is a d6. finish a long rest.
Psionic Talent Options. You can use your Psychic Blades
Psionic Talent die in the following ways:
3rd-level Soulknife feature
Psi-Bolstered Knack. When your non-psionic
training fails you, you can tap into your psionic You can manifest your psionic power as
power to help: if you fail an ability check using shimmering blades of psychic energy. When you
a skill or tool with which you have proficiency, are about to make a melee or ranged weapon
you can roll your Psionic Talent die and add attack against a creature, you can manifest a
the number rolled to the check, potentially psychic blade from your free hand and make the
turning failure into success. attack with that blade. This magic blade is a
simple melee weapon with the finesse and
Psychic Whispers. You can use your psychic thrown properties. It has a normal range of 60
abilities to establish telepathic communication feet and no long range, and on a hit, it deals
between yourself and others—perfect for psychic damage equal to 1d6 plus the ability
quiet infiltration. As an action, you give modifier you used for the attack roll. The blade
yourself and at least one other creature the vanishes immediately after it hits or misses its
ability to speak telepathically with each other. target, and it leaves no mark on its target if it
When you do so, roll your Psionic Talent die, deals damage.
and choose creatures you can see, up to a
number of creatures equal to the number After you attack with the blade, you can make
rolled. For 1 hour, the chosen creatures can a melee or ranged weapon attack with a second
speak telepathically with you, and you can psychic blade as a bonus action on the same
speak telepathically with them. To send or turn, provided your other hand is free to create
receive a message (no action required), you it. The damage die of this bonus attack is 1d4,
and the other creature must be within 1 mile instead of 1d6.
of each other. A creature can’t use this
telepathy if it can’t speak any languages, and a Soul Blades
creature can end the telepathic connection at
any time (no action required). You and the 9th-level Soulknife feature
creature don’t need to speak a common
language to understand each other. Your Psychic Blades are now an expression of
your psi-suffused soul, giving you finer control
Changing the Die’s Size. If you roll the highest over them in the following ways:
number on your Psionic Talent die, it decreases
by one die size after the roll. This represents you Homing Strikes. If you make an attack roll with
burning through your psionic energy. For your Psychic Blades and miss the target, you
example, if the die is a d6 and you roll a 6, it can roll your Psionic Talent die and add the
becomes a d4. If it’s a d4 and you roll a 4, it number rolled to the attack roll. If this causes
becomes unusable until you finish a long rest. the attack to hit, your Psionic Talent die
decreases by one die size, regardless of the
Conversely, if you roll a 1 on your Psionic number rolled.
Talent die, it increases by one die size after the
roll, up to its starting size. This represents you Psychic Teleportation. If your Psionic Talent
conserving psionic energy for later use. For die is available, you can hurl your Psychic
Blades to magically transport yourself to
©2020 Wizards of the Coast LLC another location. As a bonus action, you
4
manifest one of your Psychic Blades and throw you be a source of terror to those who feel the
it at an unoccupied space you can see, up to a stab of your mind and witness the strange
number of feet away equal to 5 times the manifestations of your might?
highest number on your Psionic Talent die.
You then teleport to that space, the blade Among githyanki and githzerai, the powers of
vanishes, and your Psionic Talent die Psionic Soul sorcerers are revered and
decreases by one die size. marshaled on both sides of the gith war. In
Eberron, many kalashtar dream of discovering
Psionic Veil this origin’s abilities within themselves, and in
Athas, more sorcerers are born with a Psionic
13th-level Soulknife feature Soul than with any other source of power. In the
glades of primeval woods touched by the
You can weave a veil of psychic static to mask Feywild, children sometimes awaken to the
yourself. As an action, you can magically become wonders of psionic power. And in communities
invisible, along with anything you are wearing or that survive Far Realm incursions, some folk are
carrying, for 10 minutes or until you dismiss this mutated into horrific aberrations, while a lucky
effect (no action required). This invisibility ends few not only remain themselves, but also
if you deal damage to a creature or if you force a discover that psionic energy now suffuses their
creature to make a saving throw. minds.
Once you use this feature, you can’t do so again As a Psionic Soul sorcerer, you decide how you
until you finish a long rest, unless you decrease acquired your powers. Were you born with
your Psionic Talent die by one die size to use this them, and did they manifest throughout
feature again. childhood? Or did an extraordinary event later in
life leave you shining with psionic awareness?
Rend Mind Consult the Psionic Origins table for a possible
origin of your power.
17th-level Soulknife feature
Psionic Origins
You can sweep your Psychic Blades directly
through a creature’s mind. When you use your d10 Origin
Psychic Blades to deal Sneak Attack damage to a 1 You were exposed to the Far Realm’s
creature, you can force that target to make a warping influence. You can now use your
Wisdom saving throw (DC equal to 8 + your mind in ways you never thought possible,
proficiency bonus + your Dexterity modifier). and you’re also convinced that a tendril is
Unless the save succeeds, the target is stunned growing upon you.
until the end of your next turn. 2 A psychic wind from the Astral Plane carried
psionic energy into your being. When you
Once you use this feature, you can’t do so again use your powers now, faint motes of light
until you finish a long rest, unless you decrease sparkle around you.
your Psionic Talent die by one die size to use this 3 You or your ancestor were trained by a
feature again. githzerai monk to unlock the psionic
potential within yourself.
Sorcerer 4 A spirit haunts your mind, lending incredible
power to your thoughts. When you sleep,
At 1st level, a sorcerer gains the Sorcerous the spirit’s memories invade your dreams.
Origin feature. Here is a playtest option for that 5 Deep in a forest touched by the Feywild, you
feature: the Psionic Soul. drank from a glimmering stream, and now
your mind shines with power. Beasts and fey
Psionic Soul creatures are often now friendly to you, as if
they can sense the light within you.
One day a light blazed forth within you—the 6 Upon recovering from a near-fatal injury,
illumination of psionic power. Your mind now you found yourself with psionic powers.
simmers with this power, the full extent of which Whenever you use them, your old wound
you won’t fully grasp for years to come. You can tingles.
touch other minds with it and alter the world
around you by using it to control the magical 5
energy of the multiverse. Will this power shine
from you as a hopeful beacon to others? Or will
©2020 Wizards of the Coast LLC
7 You were implanted with a mind flayer number of miles of each other equal to the
tadpole, but the ceremorphosis never number you rolled. To understand each other,
completed. And now the psionic power is you each must speak mentally in a language
yours. When you use it, your flesh shines the other knows. The telepathic connection
with a strange mucus. ends early if you use this ability to form a
connection with a different creature.
8 As a child, you had an imaginary friend that
looked like a flumph or a strange platypus- Changing the Die’s Size. If you roll the highest
like creature. One day, it gifted you with number on your Psionic Talent die, it decreases
psionic powers, which have ended up being by one die size after the roll. This represents you
not so imaginary. burning through your psionic energy. For
example, if the die is a d6 and you roll a 6, it
9 Your nightmares whisper the truth to you: becomes a d4. If it’s a d4 and you roll a 4, it
your psionic powers are not your own. You becomes unusable until you finish a long rest.
draw them from your vestigial twin!
Conversely, if you roll a 1 on your Psionic
10 You grew up near the lair of a sapphire Talent die, it increases by one die size after the
dragon, and now your eyes glow with roll, up to its starting size. This represents you
sapphire light when you use your newfound conserving psionic energy for later use. For
powers. example, if you roll a 1 on a d4, the die then
becomes a d6.
Psionic Talent
Whenever you finish a long rest, your Psionic
1st-level Psionic Soul feature Talent die resets to its starting size. When you
reach certain levels in this class, the starting size
You harbor a wellspring of psionic power within of your Psionic Talent die increases: at 5th level
yourself, an energy that ebbs and flows as you (d8), 11th level (d10), and 17th level (d12).
channel it in various ways. This power is
represented by your Psionic Talent die, the Psi Replenishment. As a bonus action, you can
starting size of which is a d6. calm your mind for a moment and restore your
Psionic Talent die to its starting size. You then
Psionic Talent Options. You can use your can’t use Psi Replenishment again until you
Psionic Talent die in the following ways: finish a long rest.
Psionic Discovery. You can unlock the ability to Psychic Strike
cast a mind-oriented sorcerer spell you don’t
already know. After meditating for 10 minutes 6th-level Psionic Soul feature
(which can be done during a rest), roll your
Psionic Talent die, and choose a sorcerer spell You have learned to channel additional psychic
of a level for which you have spell slots and energy into your spells. Immediately after you
that is in the school of divination or deal damage to a creature with a sorcerer spell
enchantment. You know the chosen spell for a for which you expend a spell slot, you can roll
number of hours equal to the number you your Psionic Talent die and also deal psychic
rolled. damage to that creature equal to the number
rolled. You can deal this extra damage only once
Psychic Sorcery. When you cast a spell, you can per turn.
use your mind to form it, rather than relying
on words, gestures, and materials. To do so, Mind Over Body
roll your Psionic Talent die. The spell then
requires no verbal component, and if you 14th-level Psionic Soul feature
rolled the level of the spell or higher, the spell
doesn’t require somatic or material You can now use the psi that flows through you
components either. to give your body extraordinary abilities. As a
bonus action, you can roll your Psionic Talent die
Telepathic Speech. You can form a telepathic and spend 1 or more sorcery points to magically
connection between your mind and the mind transform yourself for a number of hours equal
of another. As a bonus action, choose one to the number rolled. Until the transformation
creature you can see, and roll your Psionic ends, you gain one of the following benefits of
Talent die. For a number of hours equal to the your choice for each sorcery point you spent,
number you rolled, you and the chosen choosing a different benefit for each point:
creature can speak telepathically with each
other while the two of you are within a 6
©2020 Wizards of the Coast LLC
• You can see any invisible creature within 60 Warlock Spells
feet of you, provided it isn’t behind total cover.
Cantrips (0 Level)
• You gain a flying speed equal to your walking
speed, and you can hover. mind sliver (enchantment)
• You gain a swimming speed equal to twice Wizard Spells
your walking speed, and you can breathe
underwater. Cantrips (0 Level)
• Your body, along with any equipment you are mind sliver (enchantment)
wearing or carrying, becomes pliable. You can
move through any space as narrow as 1 inch 2nd Level
without squeezing, and you can spend 5 feet of
movement to escape from nonmagical mind thrust (enchantment)
restraints or being grappled.
4th Level
Psychic Aura
intellect fortress (abjuration)
18th-level Psionic Soul feature
Spell Descriptions
If your Psionic Talent die is available, you can
unleash your psionic power in a crackling aura of The spells are presented in alphabetical order.
psychic energy; as a bonus action, you can
magically radiate this transparent, 30-foot- Intellect Fortress
radius aura for 1 minute or until you’re
incapacitated or lose the use of your Psionic 4th-level abjuration
Talent die.
Casting Time: 1 action
Whenever a creature starts its turn in the aura Range: 30 feet
or moves into it for the first time on a turn, you Components: V
can roll your Psionic Talent die and deal psychic Duration: Concentration, up to 1 hour
damage to the creature, equaling the number
rolled plus your Charisma modifier. If the For the duration, you or one willing creature you
creature takes any of this damage, its speed is can see within range has resistance to psychic
halved until the start of its next turn. damage, as well as advantage on Intelligence,
Wisdom, and Charisma saving throws.
New Spells
At Higher Levels. When you cast this spell
Here are a few new spells with a psionic theme. using a spell slot of 5th level or higher, you can
target one additional creature for each slot level
Bard Spells above 4th. The creatures must be within 30 feet
of each other when you target them.
4th Level
Mind Sliver
intellect fortress (abjuration)
Enchantment cantrip
Sorcerer Spells
Casting Time: 1 action
Cantrips (0 Level) Range: 60 feet
Components: V
mind sliver (enchantment) Duration: 1 round
2nd Level You drive a disorienting spike of psychic energy
into the mind of one creature you can see within
mind thrust (enchantment) range. The target must make an Intelligence
saving throw. Unless the saving throw is
4th Level successful, the target takes 1d6 psychic damage,
and the first time it makes a saving throw before
intellect fortress (abjuration) the end of your next turn, it must roll a d4 and
subtract the number rolled from the save.
©2020 Wizards of the Coast LLC 7
This spell’s damage increases by 1d6 when you size. You can’t meditate in this way again until
reach certain levels: 5th level (2d6), 11th level you finish a long rest.
(3d6), and 17th level (4d6).
Telekinetic
Mind Thrust
Prerequisite: Psionic Talent feature or Wild Talent
2nd-level enchantment feat
Casting Time: 1 action You learn to move things with your mind. You
Range: 90 feet gain the following benefits:
Components: V
Duration: 1 round • Increase your Intelligence, Wisdom, or
Charisma score by 1, to a maximum of 20.
You thrust a lance of psychic disruption into the
mind of one creature you can see within range. • You learn the mage hand cantrip. You can cast
The target must make an Intelligence saving it without verbal or somatic components, and
throw. On a failed save, the target takes 3d6 you can make the spectral hand invisible. If
psychic damage, and it can’t take a reaction until you already know this spell, its range increases
the end of its next turn. Moreover, on its next by 30 feet when you cast it. Its spellcasting
turn, it must choose whether it gets a move, an ability is the ability increased by this feat.
action, or a bonus action; it gets only one of the
three. On a successful save, the target takes half • As a bonus action, you can try to telekinetically
as much damage and suffers none of the spell’s shove one creature you can see within 30 feet
other effects. of you. When you do so, roll your Psionic
Talent die, and the target must succeed on a
At Higher Levels. When you cast this spell Strength saving throw (DC 8 + your proficiency
using a spell slot of 3rd level or higher, you can bonus + the ability modifier of the score
target one additional creature for each slot level increased by this feat) or be moved toward
above 2nd. The creatures must be within 30 feet you or away from you a number of feet equal
of each other when you target them. to 5 times the number you rolled. A creature
can willingly fail this save.
New Feats
Telepathic
New feats are presented here for groups that use
the feat option in the Player’s Handbook. Prerequisite: Psionic Talent feature or Wild Talent
feat
Metabolic Control
You awaken the ability to mentally connect with
Prerequisite: Psionic Talent feature or Wild Talent others. You gain the following benefits:
feat
• Increase your Intelligence, Wisdom, or
You have refined psionic control over your Charisma score by 1, to a maximum of 20.
body’s functions. You gain the following benefits:
• You can speak telepathically to any creature
• Increase your Strength, Dexterity, or you can see within 30 feet of you. Your
Constitution score by 1, to a maximum of 20. telepathic utterances are in a language you
know, and the creature understands you only
• If your Psionic Talent die is available, you can if it knows that language. Your communication
take an action to channel your psionic power doesn’t give the creature the ability to respond
to nourish yourself for the next 24 hours, as if to you telepathically.
you consumed sufficient food and water for a
day. When you take this action, your Psionic • If your Psionic Talent die is available, you can
Talent die decreases by one die size. cast the detect thoughts spell, requiring no
components. When you start casting the spell,
• If your Psionic Talent die is available, you can your Psionic Talent die decreases by one die
meditate for 1 minute, at the end of which you size. Your spellcasting ability for the spell is
gain the benefits of finishing a short rest, and the ability increased by this feat.
your Psionic Talent die decreases by one die
©2020 Wizards of the Coast LLC 8
Tower of Iron Will Whenever you finish a long rest, your Psionic
Talent die resets to its starting size. When you
Prerequisite: Psionic Talent feature or Wild Talent reach certain levels, the starting size of your
feat Psionic Talent die increases: at 5th level (d8),
11th level (d10), and 17th level (d12).
Your mind’s defenses are formidable. After you
or another creature you can see within 30 feet of If you have a Psionic Talent die from another
you fails a saving throw, you can use your source, such as a class feature, you don’t get
reaction to roll your Psionic Talent die and add more than one die; use only the one with the
the number rolled to the saving throw, largest starting size.
potentially causing it to succeed.
Psi Replenishment. As a bonus action, you can
Wild Talent calm your mind for a moment and restore your
Psionic Talent die to its starting size. You then
You awaken to your psionic potential, which can’t use Psi Replenishment again until you
enhances your mind or body. Increase one finish a long rest.
ability score of your choice by 1, to a maximum
of 20, to represent this enhancement.
You also harbor a wellspring of psionic power
within yourself, an energy that ebbs and flows as
you channel it in various ways. This power is
represented by your Psionic Talent die, the
starting size of which is a d6.
Psionic Talent Options. You can use your
Psionic Talent die in the following ways:
Psi-Boosted Ability. When you make an ability
check with the ability increased by this feat,
you can roll your Psionic Talent die and add
the number rolled to the check. You can choose
to do so before or after rolling the d20, but
before you know whether the check succeeded
or failed.
Psi-Guided Strike. Once on each of your turns
when you hit with an attack roll that uses the
ability increased by this feat, you can roll your
Psionic Talent die after you make the damage
roll and then replace one of the damage dice
with the number rolled on the Psionic Talent
die.
Changing the Die’s Size. If you roll the highest
number on your Psionic Talent die, it decreases
by one die size after the roll. This represents you
burning through your psionic energy. For
example, if the die is a d6 and you roll a 6, it
becomes a d4. If it’s a d4 and you roll a 4, it
becomes unusable until you finish a long rest.
Conversely, if you roll a 1 on your Psionic
Talent die, it increases by one die size after the
roll, up to its starting size. This represents you
conserving psionic energy for later use. For
example, if you roll a 1 on a d4, the die then
becomes a d6.
©2020 Wizards of the Coast LLC 9
UNEARTHED ARCANA 2020
Subclasses Revisited
This Is Playtest Material itself. These rogues take knowledge from the
dead and become immersed in negative energy,
The material in this article is presented for playtesting eventually becoming like ghosts. Thieves’ guilds
and to spark your imagination. These game mechanics value them as highly effective information
are in draft form, usable in your campaign but not gatherers and spies.
refined by full game design and editing. They aren’t
officially part of the game and aren’t permitted in D&D Many shadar-kai of the Shadowfell are masters
Adventurers League events. of these macabre techniques, and some are
willing to teach this path. In places like Thay
If we decide to make this material official, it will be (Forgotten Realms) and Karrnath (Eberron),
refined based on your feedback, and then it will appear where many necromancers practice their craft, a
in a D&D book. Phantom can become a wizard’s confidant and
right hand. In temples of gods of death, the
Here are some things to keep in mind: Phantom works as an agent to track down those
who try to cheat death and to recover knowledge
• The character options you read here might be more that might otherwise be lost to the grave.
or less powerful than options in the Player’s
Handbook. If a design survives playtesting, we adjust How did you discover this grim power? Did
its power to the desirable level before official you sleep in a graveyard and awaken to your
publication. new abilities? Or did you cultivate them in a
temple or thieves’ guild dedicated to a god of
• In early playtests such as this, character options are death?
rarely tuned for multiclassing. We are nonetheless
interested in multiclass-related feedback, accounting Whispers of the Dead
for it if we finalize the design for publication.
3rd-level Phantom feature
This document revises a few designs that
appeared in Unearthed Arcana in the past. The Echoes of those who have died begin to cling to
revisions here focus on some subclasses that you. Whenever you finish a short or long rest,
were liked enough by playtesters to receive you can gain one skill or tool proficiency of your
further development but that could use another choice, as a ghostly presence shares its
look from the community. knowledge with you. This proficiency lasts until
you use this feature again.
Here are the subclasses you’ll find in this
document: Wails from the Grave
Phantom, a revised rogue subclass that was 3rd-level Phantom feature
previously called the Revived
As you nudge someone closer to the grave, you
The Genie, a revised warlock subclass that was can cause deathly wails to be heard near them.
previously called the Noble Genie Immediately after you deal your Sneak Attack
damage to a creature on your turn, you can
Order of Scribes, a new wizard subclass that target a second creature that you can see within
reimagines the Archivist subclass 30 feet of the first creature. Roll half the number
of Sneak Attack dice for your level (round up),
Rogue and the second creature takes psychic damage
equal to the roll’s total, as wails of the dead
At 3rd level, a rogue gains the Roguish Archetype sound around them for a moment.
feature. Here is a playtest option for that feature:
Phantom. You can use this feature a number of times
equal to your proficiency bonus, and you regain
Phantom all expended uses when you finish a long rest.
Many rogues walk a fine line between life and
death, risking their own lives and taking the lives
of others. While adventuring on that line, some
rogues discover a mystical connection to death
©2020 Wizards of the Coast LLC 1
Tokens of the Departed again, you must finish a long rest or destroy one
of your soul trinkets as part of the bonus action
9th-level Phantom feature you use to activate Ghost Walk.
When a life ends in your presence, you’re able to Death Knell
snatch a token from the departing soul, a sliver
of its life essence that takes physical form: as a 17th-level Phantom feature
reaction when a creature you can see dies within
30 feet of you, you open your free hand and a When you use your Wails from the Grave
Tiny trinket appears there, a soul trinket. The feature, you can now deal the psychic damage to
DM chooses the trinket’s form or has you roll on both the first and the second creature.
the Trinkets table in the Player’s Handbook to
determine it. Warlock
While the soul trinket is on your person, you At 1st level, a warlock gains the Otherworldly
have advantage on death saving throws and Patron feature. Here is a playtest option for that
Constitution saving throws, as your vitality is feature: the Genie.
enhanced by the life essence within the object.
The Genie
You can have a maximum number of soul
trinkets equal to your proficiency bonus, and you You have made a pact with one of the rarest
can’t create one while at your maximum. kinds of genie, a noble genie. Such entities are
rulers of vast fiefs on the Elemental Planes and
As an action, you can destroy one of your soul have great influence over lesser genies and
trinkets, no matter where it’s located. When you elemental creatures. Noble genies are varied in
do so, you can ask the spirit associated with the their motivations but are all arrogant and wield
trinket one question. The spirit appears to you power that rivals that of lesser deities. They
and answers in a language it knew in life. It’s delight in turning the table on mortals who so
under no obligation to be truthful, and it love to bind genies into servitude, readily
answers as concisely as possible, eager to be entering into pacts that expand their reach
free. across the multiverse.
Ghost Walk You choose your patron’s kind or determine it
randomly, using the Genie Kind table. Each kind
13th-level Phantom feature of genie is associated with a particular element,
as shown in the table.
You can now phase partially into the realm of the
dead, becoming like a ghost. As a bonus action, Genie Kind Element
you assume a spectral form. While in this form, Earth
you have a flying speed of 10 feet, you can hover, d4 Kind Air
and attack rolls have disadvantage against you. 1 Dao Fire
You can also move through creatures and objects 2 Djinni Water
as if they were difficult terrain, but you take 3 Efreeti
1d10 force damage if you end your turn inside a 4 Marid
creature or an object.
You stay in this form for 10 minutes or until
you end it as a bonus action. To use this feature
Genie Expanded Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
burning hands fog cloud
Spell Level Genie Spells sanctuary thunderwave scorching ray blur
spike growth gust of wind fireball sleet storm
1st detect evil and good meld into stone wind wall fire shield control water
2nd phantasmal force stone shape greater
3rd create food and water invisibility flame strike cone of cold
4th phantasmal killer seeming — —
—
5th creation wall of stone
9th wish —
©2020 Wizards of the Coast LLC 2
Expanded Spell List former space. Once you enter the vessel, you
can’t enter again until you finish a long rest.
1st-level Genie feature Genie’s Wrath. Once during each of your turns
when you hit with an attack roll, you can deal
The Genie lets you choose from an expanded list extra damage to the target equal to your
of spells when you learn a warlock spell. The proficiency bonus. The type of this damage is
Genie Expanded Spells table shows the genie determined by your patron: bludgeoning
spells that are added to the warlock spell list for (dao), thunder (djinni), fire (efreeti), or cold
you, along with the spells associated in the table (marid).
with your patron’s kind: dao, djinni, efreeti, or
marid. The vessel’s AC equals your spell save DC. Its
hit points equal your warlock level plus your
Genie’s Vessel proficiency bonus, and it is immune to poison
and psychic damage.
1st-level Genie feature
If the vessel is destroyed or you lose it, you can
Your patron gifts you a magical vessel that perform a 1-hour ceremony to receive a
grants you a measure of the genie’s power. The replacement from your patron. This ceremony
vessel is a Tiny object, and you can use it as a can be performed during a short or long rest,
spellcasting focus for your warlock spells. You and the previous vessel is destroyed if it still
decide what the object is, or you can determine exists. The vessel vanishes in a flare of elemental
what it is randomly by rolling on the Genie’s power when you die.
Vessel table.
Elemental Gift
Genie’s Vessel
6th-level Genie feature
d6 Vessel
1 Oil lamp You begin to take on characteristics of your
2 Urn patron’s kind. You now have resistance to a
3 Ring with a compartment damage type determined by your patron’s kind:
4 Stoppered bottle bludgeoning (dao), thunder (djinni), fire
5 Hollow statuette (efreeti), or cold (marid).
6 Ornate lantern
In addition, as a bonus action, you can give
While you are touching the vessel, you can use yourself a flying speed of 30 feet that lasts for 10
it in the following ways: minutes, during which you can hover. You can
use this bonus action a number of times equal to
Bottled Respite. As an action, you can magically your proficiency bonus, and you regain all
vanish and enter your vessel, which remains in expended uses when you finish a long rest.
the space you left. The interior of the vessel is
an extradimensional space in the shape of a Sanctuary Vessel
20-foot-radius cylinder, 20 feet high, and
resembles your vessel. The interior is 10th-level Genie feature
comfortably appointed with cushions and low
tables and is a comfortable temperature. While When you enter your Genie’s Vessel via the
inside, you can hear the area around your Bottled Respite feature, you can now choose up
vessel as if you were in its space. You can to five willing creatures that you can see within
remain inside the vessel up to a number of 30 feet of you, and the chosen creatures are
hours equal to twice your proficiency bonus. drawn into the vessel with you.
You exit the vessel early if you use a bonus
action to leave, if you die, or if the vessel is As a bonus action, you can eject any number of
destroyed. When you exit the vessel, you creatures from the vessel, and everyone is
appear in the unoccupied space closest to it. ejected if you leave or the vessel is destroyed.
Any objects left in the vessel remain there until
carried out, and if the vessel is destroyed, In addition, anyone (including you) who
every object stored there harmlessly appears remains within the vessel for at least 10 minutes
in the unoccupied spaces closest to the vessel’s gains the benefit of finishing a short rest, and
anyone can add your proficiency bonus to the
number of hit points they regain if they spend
any Hit Dice as part of a short rest there.
©2020 Wizards of the Coast LLC 3
Limited Wish • The gold and time you must spend to copy a
spell into your spellbook are halved if you use
14th-level Genie feature the quill for the transcription.
You entreat your patron to grant you a small • You can erase anything you write with the
wish. As an action, you can speak your desire to quill if you wave the feather over the text as a
your Genie’s Vessel, requesting the effect of one bonus action, provided the text is within 5 feet
spell that is 6th level or lower and has a casting of you.
time of 1 action. The spell can be from any class’s
spell list, and you don’t need to meet the This quill disappears if you create another one
requirements in that spell, including costly or if you die.
components; the spell simply takes effect as part
of this action. Awakened Spellbook
Once you use this feature, you can’t use it again 2nd-level Order of Scribes feature
until you finish 1d4 long rests.
Using specially prepared inks and ancient
Wizard incantations passed down by your wizardly
order, you have awakened an arcane sentience
At 2nd level, a wizard gains the Arcane Tradition within your spellbook.
feature. Here is a playtest option for that feature:
Order of Scribes. While you are holding the book, it grants you
the following benefits:
Order of Scribes
• You can use the book as a spellcasting focus for
Magic of the book—that’s what many your wizard spells.
spellcasters call wizardry. The name is apt, given
how much time wizards spend poring over their • When you cast a wizard spell with a spell slot,
spellbooks, penning theories about the nature of you can temporarily replace its damage type
magic, and exploring the farthest recesses of with the damage type of another spell in your
libraries. It’s rare to see a wizard traveling spellbook, as your spellbook magically alters
without books and scrolls sprouting from their the spell’s formula for this casting.
bags, and a wizard would go to great lengths to
plumb an archive of ancient knowledge. • When you cast a wizard spell as a ritual, you
can use the spell’s normal casting time, rather
Among wizards, the Order of Scribes is the than adding 10 minutes to it. Once you use this
most bookish. It takes many forms in different benefit, you can’t do so again until you finish a
worlds, but its primary mission is the same long rest.
everywhere: recording magical discoveries in
tomes and scrolls so that wizardry can flourish. If necessary, you can replace the book over the
And while every wizard values their spellbook, a course of a short rest by using your Wizardly
scribe in the Order of Scribes dedicates themself Quill to write arcane sigils in a blank book or a
to magically awakening their book, turning it magic spellbook to which you’re attuned. At the
into a trusted companion. All wizards study their end of the rest, your spellbook’s consciousness is
spellbooks, but a wizardly scribe talks to theirs! summoned into the new book, which the
consciousness transforms into your spellbook,
Wizardly Quill along with all its spells. If the previous book still
existed somewhere, all the spells vanish from its
2nd-level Order of Scribes feature pages.
As a bonus action, you can magically create a Master Scrivener
Tiny quill in your free hand. The magic quill has
the following properties: 6th-level Order of Scribes feature
• The quill doesn’t require ink. When you write Whenever you finish a long rest, you can create
with it, it produces ink in a color of your choice one magic scroll by touching your Wizardly Quill
on the writing surface. to a blank piece of paper or parchment and
causing one spell from your Awakened
©2020 Wizards of the Coast LLC Spellbook to be copied onto the scroll. The
spellbook must be within 5 feet of you when you
make the scroll.
4
The chosen spell must be of 1st or 2nd level One with the Word
and must have a casting time of 1 action. Once in
the scroll, the spell’s power is enhanced, 14th-level Order of Scribes feature
counting as one level higher than normal. You
can cast the spell from the scroll by reading it as Your connection to your Awakened Spellbook
an action. The scroll is unintelligible to anyone has become so profound that your soul has
else, and the spell vanishes from the scroll when become entwined with it. While you are holding
you cast it or when you finish your next long the book and its spectral mind is manifest, you
rest. can take an action to cause the two of you to
teleport, swapping places. You can teleport in
You are also adept at crafting spell scrolls, this way a number of times equal to your
which are described in chapter 7 of the Dungeon proficiency bonus, and you regain all expended
Master’s Guide. The gold and time you must uses when you finish a long rest.
spend to make such a scroll are halved if you use
your Wizardly Quill. Moreover, if you die but at least one spell
remains in your Awakened Spellbook, you can
Manifest Mind return to life 1 minute later within 5 feet of the
book. You revive with 1 hit point. Then roll 3d6.
10th-level Order of Scribes feature The book loses spells of your choice that have a
combined spell level equal to that roll or higher.
You are now able to conjure forth the mind of For example, if the roll’s total is 9, spells vanish
your Awakened Spellbook. As a bonus action from the book that have a combined level of at
while the book is on your person, you can cause least 9, which could mean one 9th-level spell,
the mind to manifest as a Tiny spectral three 3rd-level spells, or some other
construct, hovering in an unoccupied space of combination.
your choice within 60 feet of you. This presence
is intangible and doesn’t occupy its space, and it Thereafter, you are incapable of casting the
sheds dim light in a 10-foot radius. It looks like a lost spells, even if you find them on a scroll or in
ghostly tome, a cascade of text, or a scholar from another spellbook. The only way to restore your
the past (your choice). The spectral mind has a ability to cast one of the lost spells is through the
number of hit points equal to your wizard level wish spell, which can restore one spell to the
plus your Intelligence modifier, and it uses your book per casting.
Armor Class and saving throw modifiers.
Whither the Archivist?
While manifested, the spectral mind can hear
and see, and it has darkvision with a range of 60 The Order of Scribes reimagines the Archivist subclass,
feet. As an action, you can hear and see using the which originally appeared in Unearthed Arcana as a
its senses, instead of your own, until your subclass for the artificer. That subclass was well liked,
concentration ends (as if concentrating on a but there was a fair amount of confusion about its story.
spell). And many readers thought it might work better as a
wizard subclass. Thematically, the subclass is a perfect
Whenever you cast a wizard spell on your turn, fit for the wizard, who has always been associated with
you can cast it as if you were in the spectral scrolls and the written word in D&D, so we’ve taken the
mind’s space, instead of your own, using its bones of the Archivist and given it new life as the Order
senses. You can do so a number of times per day of Scribes.
equal to your proficiency bonus, and you regain
all expended uses when you finish a long rest. Regarding other wizard subclasses, we can share that
neither of the wizard subclasses we’ve presented in
As a bonus action, you can cause the spectral Unearthed Arcana recently—Onomancy and Psionics—
mind to hover up to 30 feet to an unoccupied will be moving forward in our development process,
space that you or it can see. It can pass through since they didn’t appeal to enough people and we can
creatures but not objects. The spectral mind explore those subclasses’ themes in other ways.
stops manifesting if it is ever more than 300 feet
away from you, if it drops to 0 hit points, if you
die, or if you dismiss it as a bonus action.
©2020 Wizards of the Coast LLC 5
UNEARTHED ARCANA 2020
Feats
This document presents new feats for you to • As part of a short rest, you can cook special
playtest. A feat represents a character achieving food, provided you have ingredients and
mastery in one of their capabilities or cook’s utensils on hand. You can prepare
discovering the ability to do something enough of this food for a number of creatures
completely new. equal to 4 + your proficiency bonus. At the end
of the short rest, any creature who eats the
Playtest Material food and spends one or more Hit Dice to regain
hit points regains an extra 1d8 hit points.
The material in this article is presented for playtesting
and to spark your imagination. These game mechanics • With one hour of work or when you finish a
are in draft form, usable in your campaign but not long rest, you can cook a number of treats
refined by full game development. equal to your proficiency bonus. These special
treats last 8 hours after being made. A creature
This material is not officially part of the game. For can use a bonus action to eat one of those
these reasons, it is not legal in D&D Adventurers League treats to gain temporary hit points equal to
events. your proficiency bonus.
Artificer Initiate Crusher
You’ve learned some of an artificer’s You are practiced in the art of crushing your
inventiveness, granting you the following enemies, granting you the following benefits:
benefits:
• Increase your Strength or Dexterity by 1, to a
• You learn one cantrip of your choice from the maximum of 20.
artificer spell list, and you learn one 1st-level
spell of your choice from that list. Intelligence • Once per turn, when you hit a creature with an
is your spellcasting ability for these spells. attack that deals bludgeoning damage, you can
Whenever you gain a level, you can replace one move it 5 feet to an unoccupied space,
of these spells with another spell of the same provided the target is no more than one size
level from the artificer spell list. larger than you.
• You can cast this feat’s 1st-level spell without a • When you score a critical hit that deals
spell slot, and you must finish a long rest bludgeoning damage to a creature, attack rolls
before you can cast it in this way again. You against that creature are made with advantage
can also cast the spell using any spell slots you until the end of your next turn.
have.
Eldritch Adept
• You gain proficiency with one type of artisan’s
tools of your choice, and you can use that type Prerequisite: Spellcasting or Pact Magic feature
of tool as a spellcasting focus for any spell you
cast that uses Intelligence as its spellcasting Studying occult lore, you have unlocked eldritch
ability. power within yourself: you learn one Eldritch
Invocation option of your choice from the
Chef warlock class. If the invocation has a
prerequisite, you can choose that invocation only
Time and effort spent mastering the culinary if you’re a warlock and only if you meet the
arts has paid off. You gain the following benefits: prerequisite.
• Increase your Constitution or Wisdom score by Whenever you gain a level, you can replace the
1, to a maximum of 20. invocation with another one from the warlock
class.
• You gain proficiency with cook’s utensils if you
don’t already have it.
©2020 Wizards of the Coast LLC 1
Fey Touched Metamagic Adept
Your exposure to the Feywild or one of its Prerequisite: Spellcasting or Pact Magic feature
denizens has left a magical mark on you. You
gain the following benefits: You’ve learned how to exert your will on your
spells to alter how they function. You gain the
• Increase your Intelligence, Wisdom, or following benefits:
Charisma score by 1, to a maximum of 20.
• You learn two Metamagic options of your
• You learn the misty step spell and one 1st-level choice from the sorcerer class. You can use
spell of your choice. The 1st-level spell must be only one Metamagic option on a spell when
from the divination or enchantment school of you cast it, unless the option says otherwise.
magic. You can cast each of these spells Whenever you gain a level, you can replace one
without expending a spell slot. Once you cast of your Metamagic options with another one
either of these spells in this way, you can’t cast from the sorcerer class.
that spell in this way again until you finish a
long rest. You can also cast these spells using • You gain 2 sorcery points to spend on
spell slots you have of the appropriate level. Metamagic (these points are added to any
The spells’ spellcasting ability is the ability sorcery points you have from another source
increased by this feat. but can be used only on Metamagic). You
regain all spent sorcery points when you finish
Fighting Initiate a long rest.
Prerequisite: Proficiency with a martial weapon Piercer
Your martial training has helped you develop a
particular style of fighting. As a result, you learn You have achieved a penetrating precision in
one Fighting Style option of your choice from the combat, granting you the following benefits:
fighter class. If you already have a style, the one
you choose must be different. • Increase your Strength or Dexterity by 1, to a
maximum of 20.
Whenever you gain a level, you can replace
this feat’s fighting style with another one from • Once per turn, when you hit a creature with an
the fighter class that you don’t have. attack that deals piercing damage, you can
reroll one of the attack’s damage dice, and you
Gunner must use the new roll.
You have a quick hand and keen eye when • When you score a critical hit that deals
employing firearms, granting you the following piercing damage to a creature, you can roll one
benefits: additional damage die when determining the
extra piercing damage the target takes.
• Increase your Dexterity score by 1, to a
maximum of 20. Poisoner
• You gain proficiency with firearms (see You can prepare and deliver deadly poisons,
“Firearms” in the Dungeon Master’s Guide). gaining the following benefits:
• You ignore the loading property of firearms. • When you make a damage roll, you ignore
• Being within 5 feet of a hostile creature doesn’t resistance to poison damage.
impose disadvantage on your ranged attack • You can coat a weapon in poison as a bonus
rolls. action, instead of an action.
©2020 Wizards of the Coast LLC • You gain proficiency with the poisoner’s kit if
you don’t already have it. With one hour of
work using a poisoner’s kit and expending 50
gp worth of materials, you can create a
number of doses of potent poison equal to
your proficiency bonus. Once applied, the
poison retains potency for 1 minute or until
2
you hit with the weapon. When a weapon Slasher
coated in this poison deals damage to a
creature, that creature must succeed on a DC You’ve learned where to cut to have the greatest
14 Constitution saving throw or take 2d8 results, granting you the following benefits:
poison damage and become poisoned until the • Increase your Strength or Dexterity by 1, to a
end of your next turn.
maximum of 20.
Practiced Expert • Once per turn when you hit a creature with an
You have honed your proficiency with particular attack that deals slashing damage, you can
skills or tools, gaining the following benefits: reduce the speed of the target by 10 feet until
the start of your next turn.
• Increase one ability score of your choice by 1, • When you score a critical hit that deals
to a maximum of 20. slashing damage to a creature, you grievously
wound it. Until the start of your next turn, the
• You gain proficiency with one skill or tool of target has disadvantage on all attack rolls.
your choice.
Tandem Tactician
• Choose one of your skill or tool proficiencies.
Your proficiency bonus is doubled for any Your presence in a scrap tends to elevate your
ability check you make that uses the chosen comrades. You gain the following benefits:
proficiency.
• You can use the Help action as a bonus action.
Shadow Touched • When you use the Help action to aid an ally in
You learn how to bend shadows from your attacking a creature, increase the range of the
experience with the Shadowfell. You gain the Help action by 10 feet. Additionally, you can
following benefits: help two allies targeting the same creature
within range when you use the Help action this
• Increase your Intelligence, Wisdom, or way.
Charisma score by 1, to a maximum of 20.
Tracker
• You learn the darkness spell and one 1st-level
spell of your choice. The 1st-level spell must be You have spent time hunting creatures and
from the illusion or necromancy school of honed your skills, gaining the following benefits:
magic. You can cast each of these spells • Increase your Wisdom score by 1, to a
without expending a spell slot. Once you cast
either of these spells in this way, you can’t cast maximum of 20.
that spell in this way again until you finish a • You learn the hunter’s mark spell. You can cast
long rest. You can also cast these spells using
spell slots you have of the appropriate level. it once without expending a spell slot, and you
The spells’ spellcasting ability is the ability must finish a long rest before you can cast it in
increased by this feat. this way again. You can also cast the spell
using any spell slots you have. Wisdom is your
Shield Training spellcasting ability for this spell.
• You have advantage on Wisdom (Survival)
You’ve trained in the effective use of shields. You checks to track creatures.
gain the following benefits:
3
• Increase your Strength, Dexterity, or
Constitution score by 1, to a maximum of 20.
• You gain proficiency with shields.
• In combat, you can don or doff a shield as the
free object interaction on your turn.
• If you have the Spellcasting or Pact Magic
feature, you can use a shield as a spellcasting
focus.
©2020 Wizards of the Coast LLC
UNEARTHED ARCANA 2020
Subclasses, Part 4
This Is Playtest Material cantrips you know. For you, it has a range of 60
feet when you cast it.
The material in this article is presented for playtesting
and to spark your imagination. These game mechanics Spiritual Focus
are in draft form, usable in your campaign but not
refined by full game design and editing. They aren’t 3rd- and 6th-level College of Spirits feature
officially part of the game and aren’t permitted in D&D
Adventurers League events. Your practice of contacting spirits can employ
special tools. You can use the following objects
If we decide to make this material official, it will be as a spellcasting focus for your bard spells: a
refined based on your feedback, and then it will appear candle, a crystal ball, a talking board, a tarokka
in a D&D book. deck, or a skull.
Here are some things to keep in mind: At 6th level, when you cast a bard spell that
deals damage or restores hit points through the
• The character options you read here might be more Spiritual Focus, roll a d6, and you gain a bonus to
or less powerful than options in the Player’s one roll of the spell equal to the number rolled.
Handbook. If a design survives playtesting, we adjust
its power to the desirable level before official Tales from Beyond
publication.
3rd-level College of Spirits feature
• In early playtests such as this, character options are
rarely tuned for multiclassing. We are nonetheless You reach out to spirits who tell their tales
interested in multiclass-related feedback, accounting through you. While you are holding your
for it if we finalize the design for publication. Spiritual Focus, you can use a bonus action to
expend one use of your Bardic Inspiration and
This document provides two playtest options: roll on the Spirits’ Tales table using your Bardic
Inspiration die to determine the tale told. You
College of Spirits, a new bard subclass that retain the tale in mind until you bestow the tale’s
learns stories from spirits effect or you finish a short or long rest.
The Undead, a new warlock subclass whose You can use an action to choose one creature
patron is an undead being you can see within 30 feet of you (this can be
you) to be the target of the tale’s effect. Once you
Bard do so, you can’t bestow the tale’s effect again
until you roll it again.
At 3rd level, a bard gains the Bardic College
feature. Here is a playtest option for that feature: You can retain only one of these tales in mind
the College of Spirits. at a time, and rolling on the Spirits’ Tales table
immediately ends the effect of the previous tale.
College of Spirits
If the tale requires a saving throw, the DC
Stories of the past are powerful; they hold equals your spell save DC.
lessons of history, philosophy, and magic. Bards
of the College of Spirits seek the stories of those Spirits’ Tales
from beyond the material plane. Using gaming
sets, they reach out to hear their stories, but the Bardic
bards have no control over what story they find. Insp. Die Tale
Guiding Whispers 1 Beast. You recite the tale of a clever
animal. For 1 minute, the target has
3rd-level College of Spirits advantage on Wisdom (Perception)
checks and advantage on attack rolls
You can reach out to spirits to guide you and against a creature if another enemy is
others. You learn the guidance cantrip, which within 5 feet of it, and that enemy isn’t
doesn’t count against the number of bard incapacitated.
©2020 Wizards of the Coast LLC 1
2 Warrior. You recount the story of a 8 Dark Spirit. You speak a dreadful tale of a
renowned duelist. Make a melee spell slayer in the dark. The target becomes
attack against the target as an attacking invisible until the end of its next turn or
spectral warrior briefly appears in an until it hits a creature with an attack. If it
unoccupied space within 5 feet of the hits a creature with an attack during this
target before vanishing. On a hit, the invisibility, that creature takes necrotic
target takes force damage equal to two damage equal to a roll of your Bardic
rolls of your Bardic Inspiration die + your Inspiration die and is frightened of the
Charisma modifier. target until the end of its next turn.
3 Friends. You recite the tale of friends 9 Giant. You speak of the deeds of a
who found each other in the afterlife. mighty giant. Each creature of the
The target and another creature of its target’s choice it can see within 30 feet of
choice it can see within 5 feet of it it must make a Strength saving throw,
regains hit points equal to a roll of your taking force damage equal to two rolls of
Bardic Inspiration die + your Charisma your Bardic Inspiration die on a failed
modifier. save and is knocked prone. A creature
that succeeds on its saving throw takes
4 Runaway. You tell the tale of an half as much damage and isn’t knocked
adventurer that could escape any prone.
confinement. The target can immediately
use its reaction to teleport up to 30 feet 10 Dragon. You breathe a poem of a
to an unoccupied space it can see. When wrathful dragon. The target magically
the target teleports, it can choose a spews fire from their mouth in a 30-foot
number of creatures it can see within 30 cone. Each creature in that area must
feet of it up to your Charisma modifier make a Dexterity saving throw, taking fire
(minimum of 1) to immediately use the damage equal to three rolls of your
same reaction. Bardic Inspiration die on a failed save, or
half as much damage on a successful one.
5 Avenger. You recount the tale of an
avenging knight. For 1 minute, whenever 11 Celestial. You speak of the exalted deeds
a creature the target can see within 30 of a celestial. The target regains hit
feet of it is damaged by a creature, the points equal to two rolls of your Bardic
target can use its reaction to deal force Inspiration die + your bard level, and you
damage equal to a roll of your Bardic end one disease or a condition from the
Inspiration die to the attacker. following list affecting the target:
blinded, deafened, paralyzed, petrified,
6 Hero. You speak the tale of an epic hero. or poisoned.
Choose a creature you can see within 30
feet of you. The target gains temporary 12 Unknown. You utter an
hit points equal to a roll of your Bardic incomprehensible fable from a being
Inspiration die + your bard level. While it beyond the stars. Choose a creature you
has these temporary hit points, the can see within 30 feet of you. The target
target’s walking speed increases by 10 must succeed on an Intelligence saving
feet. throw or take psychic damage equal to
three rolls of your Bardic Inspiration die,
7 Fey. You recount the tale of a and the target is unable to speak any
mischievous fey. The target must succeed language for 1 minute.
on a Wisdom saving throw or become
charmed by you until the end of its next Spirit Session
turn. The charmed target must use its
action to make a melee attack against a 6th-level College of Spirits feature
creature other than itself that you
mentally choose. The target can act You can channel spirits to gain insights into
normally on its turn if you choose no magic. You can conduct an hour-long ritual
other creature. channeling spirits (which can be done during a
short or long rest) using your Spiritual Focus.
©2020 Wizards of the Coast LLC 2
You can conduct the ritual with a number of Undead Expanded Spells
creatures equal to your proficiency bonus
(including yourself). At the end of the ritual, you Spell Level Spells
temporarily learn one spell of your choice from 1st bane, false life
any class. 2nd blindness/deafness, phantasmal force
3rd speak with dead, phantom steed
The spell you choose must be of a level equal 4th death ward, greater invisibility
to the number of creatures that conducted the 5th antilife shell, cloudkill
ritual or less, the spell must of a level you can
cast, and it must be in the school of divination or Form of Dread
necromancy. The chosen spell counts as a bard
spell for you but doesn’t count against the 1st-level Undead feature
number of bard spells you know.
You manifest an aspect of your patron’s dreadful
Once you perform the ritual, you can’t do so power. As a bonus action, you transform for 1
again until you start a long rest, and you know minute. You gain the following benefits while
the chosen spell until you start a long rest. transformed:
Mystical Connection • You gain temporary hit points equal to 1d10 +
your warlock level.
14th-level College of Spirits feature
• Once during each of your turns, when you hit a
Your connection to spirits has become semi- creature with an attack, you can force it to
permanent. Whenever you use your Tales from make a Wisdom saving throw, and if the saving
Beyond feature, you can roll a d6 and use it throw fails, the target is frightened of you until
instead of expending a Bardic Inspiration die. the end of your next turn.
You still use your Bardic Inspiration die for the
tale’s effect, without expending it. • You are immune to the frightened condition.
Warlock You can transform a number of times equal to
your proficiency bonus, and you regain all
At 1st level, a warlock gains the Otherworldy expended uses when you finish a long rest.
Patron feature. Here is a playtest option for that
feature: the Undead. The appearance of your Form of Dread reflects
some aspect of your patron. For example, your
The Undead form could be a shroud of shadows forming the
crown and robes of your lich patron, or your face
The Undead is an entity that resides in the dark might transform into bat-like features due to
corners of the multiverse. Your patron could be your vampire patron.
Acererak, Azalin, Lord Soth, Strahd, or some
other ancient undead being. You may seek to Grave Touched
gain knowledge from your patron’s countless
lifetimes of experience, while it may see you as a 6th-level Undead feature
piece of a centuries long plan.
Your patron’s powers have a profound effect on
Expanded Spell List your body and magic. You don’t need to eat,
drink, or breathe.
1st-level Undead feature
In addition, when you hit a creature with an
The Undead lets you choose from an expanded attack and roll damage against the creature, you
list of spells when you learn a warlock spell. The can replace the damage type with necrotic
following spells are added to the warlock spell damage. While you are using your Form of
list for you. Dread, you can roll one additional damage die
when determining the necrotic damage the
target takes.
©2020 Wizards of the Coast LLC 3
Mortal Husk Once you use this feature, you can’t do so again
until you finish a long rest.
10th-level Undead feature
Your connection to undeath and necrotic energy
now saturates your body. You have resistance to
necrotic damage. If you are transformed using
your Form of Dread, you instead become
immune to necrotic damage.
In addition, when you are reduced to 0 hit
points, you can cause your body to explode. Each
creature within 30 feet of you takes necrotic
damage equal to 2d10 + your warlock level. You
then revive with 1 hit point in your previous
space, along with your gear, and you gain 1 level
of exhaustion. Once you revive this way, you
can’t do so again until you finish 1d4 long rests.
Spirit Projection
14th-level Undead feature
Your body is now simply a vessel for your spirit.
As an action, you can project your spirit from
your body. The body you leave behind is
unconscious and in a state of suspended
animation.
Your spirit can remain outside your body for
up to 1 hour or until your concentration is
broken (as if concentrating on a spell). When
your projection ends, your spirit returns to your
body or your body magically teleports to your
spirit’s space (your choice).
While projecting your spirit, you gain the
following benefits:
• Your spirit and body gain resistance to
bludgeoning, piercing, and slashing damage.
• When you cast a spell of the conjuration or
necromancy school, the spell doesn’t require
verbal, somatic, or material components that
lack a gold cost.
• You have a flying speed equal to your walking
speed and can hover. You can move through
creatures and objects as if they were difficult
terrain, but you take 1d10 force damage if you
end your turn inside a creature or an object.
• While you are using your Form of Dread, once
during each of your turns when you deal
necrotic damage to a creature, you regain hit
points equal to half the amount of necrotic
damage dealt.
©2020 Wizards of the Coast LLC 4