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

5th Edition - Unearthed Arcana - 1-74

5th Edition - Unearthed Arcana - 1-74

 


  If
 more
 than
 one
 creature
 in
 an
 encounter
 has
  Spirit
 Companion
 
this
 feature,
 they
 all
 act
 first
 in
 order
 of
 initiative,
 
then
 the
 regular
 initiative
 order
 begins.
  All
 rangers
 gain
 a
 spirit
 companion
 and
 the
 

  If
 you
 would
 normally
 be
 surprised
 at
 the
 start
  ability
 to
 invoke
 its
 magical
 power.
 (Your
 spirit
 
of
 an
 encounter,
 you
 are
 not
 surprised
 but
 you
  companion
 grants
 you
 one
 benefit
 you
 can
 call
 
do
 not
 gain
 this
 extra
 turn.
  on
 in
 this
 playtest
 version
 of
 the
 revised
 ranger,
 
with
 more
 benefits
 gained
 at
 higher
 levels.)
 You
 
Natural
 Explorer
  regain
 your
 ability
 to
 call
 on
 your
 spirit
 
companion
 in
 this
 way
 when
 you
 finish
 a
 short
 
See
 the
 ranger
 class
 feature
 in
 the
 Player’s
  or
 long
 rest.
 
Handbook.
 
  Once
 per
 day
 as
 a
 bonus
 action,
 you
 can
 
command
 your
 spirit
 companion
 to
 materialize
 
Fighting
 Style
  as
 a
 living
 creature,
 determined
 by
 the
 ranger
 
path
 you
 choose.
 Your
 spirit
 companion
 
See
 the
 ranger
 class
 feature
 in
 the
 Player’s
  manifests
 as
 an
 animal
 for
 1
 minute
 or
 until
 your
 
Handbook.
  concentration
 is
 broken
 (as
 if
 you
 are
 
concentrating
 on
 a
 spell).
 You
 can
 also
 dismiss
 it
 
Skirmisher’s
 Stealth
  as
 a
 bonus
 action.
 

  The
 manifested
 creature
 gains
 a
 bonus
 to
 
Beginning
 at
 2nd
 level,
 you
 combine
 speed
 and
  attack
 rolls
 and
 saving
 throws
 equal
 to
 your
 
stealth
 in
 combat
 to
 make
 yourself
 hard
 to
 pin
  Wisdom
 modifier.
 It
 uses
 the
 hit
 points
 in
 the
 
down.
 You
 are
 difficult
 to
 detect
 even
 if
 you
  animal’s
 stat
 block
 or
 half
 your
 hit
 point
 
attack
 or
 otherwise
 take
 actions
 that
 would
  maximum,
 whichever
 is
 higher.
 
normally
 reveal
 your
 presence.
 
  The
 manifested
 creature
 takes
 its
 turn
 on
 your
 

  At
 the
 start
 of
 your
 turn,
 pick
 a
 creature
 you
  initiative
 and
 acts
 immediately
 after
 you.
 You
 
are
 hidden
 from.
 You
 remain
 hidden
 from
 that
  control
 its
 actions,
 even
 if
 you
 are
 unconscious
 
creature
 during
 your
 turn,
 regardless
 of
 your
  or
 otherwise
 unable
 to
 act.
 
actions
 or
 the
 actions
 of
 other
 creatures.
 As
 a
 
bonus
 action
 at
 the
 end
 of
 your
 turn,
 you
 can
  Ability
 Score
 Improvement
 
make
 a
 Dexterity
 (Stealth)
 check
 to
 hide
 again
 if
 
you
 fulfill
 the
 conditions
 needed
 to
 hide.
  See
 the
 class
 feature
 in
 the
 Player’s
 Handbook.
 
Otherwise,
 creatures
 are
 aware
 of
 you
 at
 the
 end
 
of
 your
 turn.
  Extra
 Attack
 

Primeval
 Awareness
  See
 the
 class
 feature
 in
 the
 Player’s
 Handbook.
 

See
 the
 class
 feature
 in
 the
 Player’s
 Handbook.
  Ranger
 Paths
 

Spirit
 Path
  Your
 supernatural
 connection
 to
 nature
 and
 the
 
wild
 takes
 you
 along
 one
 of
 three
 different
 
At
 3rd
 level,
 you
 form
 a
 bond
 with
 a
 nature
  ranger
 paths:
 the
 Guardian,
 the
 Seeker,
 or
 the
 
spirit—a
 companion
 forged
 by
 your
 link
 to
 the
  Stalker.
 
wild.
 This
 spirit
 companion
 protects
 you
 as
 you
 
travel
 and
 watches
 your
 back
 in
 battle.
 You
  Guardian
 
choose
 a
 ranger
 path
 that
 shapes
 your
 spirit
 
companion
 and
 its
 magic:
 the
 Guardian,
 the
  By
 following
 the
 path
 of
 the
 Guardian,
 you
 
Seeker,
 or
 the
 Stalker.
 Your
 choice
 grants
 you
  protect
 the
 natural
 world
 from
 creatures
 that
 
features
 at
 3rd
 level
 and
 again
 at
 7th,
 11th,
 and
  would
 despoil
 it,
 even
 as
 you
 engage
 with
 the
 
15th
 level.
  common
 folk
 who
 rely
 upon
 nature’s
 bounty
 to
 
survive.
 You
 patrol
 the
 pathways
 through
 the
 
wilds,
 keeping
 them
 clear
 of
 bandits
 and
 

©2015
 Wizards
 of
 the
 Coast
 LLC
  3
 

 

rampaging
 monsters,
 even
 as
 you
 keep
 careful
  dragon
 threatens
 a
 region,
 a
 ranger
 of
 the
 Stalker
 
watch
 on
 how
 civilized
 realms
 interact
 with
 the
  path
 leads
 the
 hunt
 that
 will
 take
 it
 down.
 Like
 
wilderness.
 Those
 who
 take
 more
 than
 their
 fair
  others
 of
 your
 kind,
 you
 do
 not
 rest
 until
 your
 
share—clear-­‐‑cutting
 forests
 or
 hunting
 for
 sport
  quarry
 is
 dead
 and
 the
 natural
 world
 is
 safe.
 
rather
 than
 survival—risk
 your
 wrath.
 
  When
 your
 spirit
 companion
 manifests,
 it
 

  When
 your
 spirit
 companion
 manifests,
 it
  takes
 the
 form
 of
 a
 dire
 wolf.
 
takes
 the
 form
 of
 a
 brown
 bear.
 
Stalker’s
 Fangs
 
Guardian’s
 Shroud
 
Your
 companion
 spirit
 lends
 the
 strength
 of
 its
 
Your
 companion
 spirit
 helps
 to
 protect
 you
 and
  deadly
 bite
 to
 you
 or
 one
 of
 your
 companions.
 As
 
the
 creatures
 closest
 to
 you.
 As
 a
 bonus
 action,
  a
 bonus
 action,
 you
 invoke
 your
 spirit
 
you
 invoke
 your
 spirit
 companion
 and
 choose
  companion
 and
 choose
 yourself
 or
 a
 creature
 
yourself
 or
 an
 ally
 you
 can
 see.
 The
 chosen
  you
 can
 see.
 The
 next
 time
 the
 chosen
 creature
 
creature
 gains
 temporary
 hit
 points
 equal
 to
 2d6
  hits
 with
 a
 weapon
 attack,
 the
 target
 of
 the
 
+
 your
 Wisdom
 modifier.
  attack
 takes
 extra
 slashing
 damage
 equal
 to
 2d6
 
+
 your
 Wisdom
 modifier.
 
Seeker
 

By
 taking
 up
 the
 Seeker
 path,
 you
 are
 drawn
 into
 
the
 unknown
 wilds
 far
 from
 civilization
 in
 search
 
of
 lost
 treasures,
 forgotten
 evil,
 and
 sites
 of
 
primal
 magic.
 You
 understand
 that
 the
 trackless
 
wilderness
 can
 harbor
 many
 secrets.
 Some
 of
 
those
 secrets—such
 as
 a
 lonely
 oasis
 providing
 
water
 to
 a
 desert
 realm—must
 be
 protected.
 
Others—such
 as
 an
 ancient
 idol
 infused
 with
 the
 
foul
 magic
 of
 the
 demon
 worshippers
 who
 
crafted
 it—must
 be
 destroyed
 before
 their
 evil
 
awakens
 once
 more.
 

  When
 your
 spirit
 companion
 manifests,
 it
 
takes
 the
 form
 of
 a
 giant
 eagle.
 

Seeker’s
 Eye
 

Your
 companion
 spirit
 lends
 its
 sharp
 combat
 
senses
 to
 you
 and
 your
 companions.
 As
 a
 bonus
 
action,
 you
 invoke
 your
 spirit
 companion
 and
 
choose
 a
 creature
 you
 can
 see.
 Until
 the
 end
 of
 
your
 next
 turn,
 all
 attacks
 made
 against
 the
 
chosen
 creature
 have
 advantage.
 

Stalker
 

As
 a
 ranger
 of
 the
 Stalker
 path,
 you
 prowl
 the
 
wilderness
 in
 search
 of
 aberrations,
 fiends,
 and
 
other
 monsters
 that
 must
 be
 slain
 before
 they
 
wreak
 havoc
 on
 the
 natural
 world.
 You
 are
 the
 
power
 of
 nature’s
 vengeance
 made
 manifest,
 and
 
anything
 that
 poses
 a
 threat
 to
 nature
 is
 your
 
target.
 When
 a
 powerful
 creature
 such
 as
 a
 

©2015
 Wizards
 of
 the
 Coast
 LLC
  4
 

Unearthed
 Arcana:
 Prestige
 Classes
 
and
 Rune
 Magic
 

Many
 of
 the
 character
 concepts
 that
 were
 once
  character
 can
 begin
 pursuing
 that
 class.
 If
 those
 
prestige
 classes
 or
 paragon
 paths
 in
 earlier
  actions
 aren’t
 already
 possible
 in
 your
 campaign,
 
editions
 of
 D&D
 are
 now
 options
 available
 to
 1st-­‐‑ talk
 to
 your
 DM
 about
 integrating
 the
 prestige
 
level
 characters.
 In
 general,
 the
 game’s
 design
 aims
  class
 that
 interests
 you.
 
for
 maximum
 flexibility,
 making
 options
 available
 
  A
 prestige
 class
 uses
 the
 normal
 D&D
 
to
 all
 characters.
 As
 such,
 prestige
 classes
 build
 on
  multiclassing
 rules
 (see
 chapter
 6,
 “Customization
 
the
 game’s
 broad
 range
 of
 basic
 options
 to
  Options,”
 in
 the
 Player’s
 Handbook).
 When
 your
 
represent
 specialized
 options
 and
 unique
 training.
  character
 is
 ready
 to
 advance
 a
 level,
 you
 can
 
choose
 to
 gain
 a
 level
 in
 a
 prestige
 class.
 Your
 
Using
 Prestige
 Classes
  levels
 in
 all
 your
 classes,
 including
 prestige
 classes,
 
are
 added
 together
 to
 determine
 your
 character
 
A
 prestige
 class
 requires
 a
 high
 level
 of
 skill
 before
  level.
 
a
 character
 can
 master
 even
 its
 basic
 elements.
 
Prestige
 classes
 might
 confer
 lost
 lore,
 allow
  Prerequisites
 
access
 to
 an
 inscrutable
 form
 of
 magic,
 grant
 
mastery
 of
 an
 exotic
 fighting
 style,
 or
 be
 built
  Taking
 up
 a
 prestige
 class
 through
 multiclassing
 
around
 the
 knowledge
 harbored
 by
 a
 secret
  involves
 meeting
 certain
 prerequisites,
 just
 as
 with
 
society.
  multiclassing
 into
 a
 standard
 class.
 You
 must
 meet
 

  Mechanically,
 a
 prestige
 class
 is
 a
 character
 class
  the
 ability
 score
 prerequisites
 for
 your
 current
 
that
 requires
 the
 same
 training
 and
 focus
 as
 any
  class
 and
 for
 the
 prestige
 class
 in
 order
 to
 qualify
 
other
 class.
 You
 enter
 a
 prestige
 class
 by
 way
 of
  for
 it.
 
the
 normal
 multiclassing
 rules.
 However,
 you
 
  A
 prestige
 class
 requires
 a
 minimum
 character
 
cannot
 enter
 a
 prestige
 class
 until
 you
 are
 at
 least
  level
 and
 a
 minimum
 score
 in
 at
 least
 one
 ability,
 
3rd
 level—and
 many
 prestige
 classes
 have
 even
  as
 well
 as
 requiring
 that
 you
 complete
 a
 specific
 
higher
 level
 requirements.
 
  deed—finding
 a
 magic
 item,
 defeating
 a
 monster,
 

  Most
 prestige
 classes
 require
 characters
 to
  surviving
 a
 particular
 challenge,
 and
 so
 on—before
 
complete
 specific
 deeds
 in
 order
 to
 gain
 access
 to
  being
 able
 to
 take
 up
 that
 class.
 
the
 class.
 You
 cannot
 advance
 in
 a
 prestige
 class
 
until
 its
 gatekeepers—typically
 those
 who
 harbor
  Experience
 Points
 
the
 class’s
 lore—agree
 to
 accept
 you.
 

  A
 prestige
 class
 typically
 offers
 access
 to
 unique
  Just
 as
 with
 the
 standard
 rules
 for
 multiclassing,
 
game
 mechanics
 available
 only
 to
 members
 of
 that
  the
 experience
 point
 cost
 to
 gain
 a
 level
 is
 always
 
class.
 Such
 mechanics
 reflect
 specific
 lore,
 secrets,
  based
 on
 your
 total
 character
 level,
 not
 your
 level
 
or
 techniques
 impossible
 to
 master
 without
  in
 a
 particular
 class.
 
earning
 the
 respect
 and
 trust
 of
 those
 who
 already
 
possess
 that
 knowledge.
  Hit
 Points
 and
 Hit
 Dice
 

Joining
 a
 Prestige
 Class
  Each
 prestige
 class
 specifies
 the
 hit
 points
 you
 gain
 
from
 it.
 You
 add
 together
 the
 Hit
 Dice
 granted
 by
 
In
 order
 to
 join
 a
 prestige
 class,
 you
 must
 first
  all
 your
 classes
 and
 prestige
 classes
 to
 determine
 
check
 with
 your
 Dungeon
 Master.
 A
 DM
 can
 opt
 to
  your
 pool
 of
 Hit
 Dice.
 If
 the
 Hit
 Dice
 are
 the
 same
 
include
 or
 disallow
 prestige
 classes
 in
 the
 game.
  die
 type,
 you
 simply
 pool
 them
 together.
 
Typically,
 a
 prestige
 class
 requires
 you
 to
 
undertake
 specific
 actions
 in
 the
 game
 so
 that
 your
  Proficiency
 Bonus
 and
 Proficiencies
 

Your
 proficiency
 bonus
 is
 always
 based
 on
 your
 
total
 character
 level,
 not
 your
 level
 in
 a
 particular
 

©2015
 Wizards
 of
 the
 Coast
 LLC
  1
 

class.
 A
 prestige
 class
 specifies
 whether
 it
 grants
  Prerequisites
 
proficiencies
 when
 you
 enter
 it.
 
In
 order
 to
 advance
 as
 a
 rune
 scribe,
 you
 must
 
Prestige
 Class
 Features
  meet
 the
 following
 prerequisites
 (in
 addition
 to
 
the
 multiclassing
 prerequisites
 for
 your
 existing
 
You
 gain
 prestige
 class
 features
 just
 like
 normal
  class):
 

class
 features.
 Sometimes,
 a
 prestige
 class
 can
  •   Dexterity
 13.
 Rune
 scribes
 need
 agile
 fingers
 to
 
master
 the
 intricate
 patterns
 of
 a
 rune.
 
improve
 features
 you
 have
 gained
 from
 other
 
•   Intelligence
 13.
 Rune
 lore
 requires
 intense
 
classes.
 If
 a
 prestige
 class
 grants
 Channel
 Divinity,
  study
 and
 knowledge.
 
Extra
 Attack,
 or
 Unarmored
 Defense,
 that
 feature
 
•   Proficiency
 in
 the
 Arcana
 skill.
 Rune
 mastery
 
is
 treated
 the
 same
 way
 as
 if
 you
 had
 gained
 it
  requires
 an
 understanding
 of
 arcane
 lore.
 

from
 multiple
 standard
 classes.
  •   Character
 level
 5th.
 Rune
 magic
 awakens
 only
 
for
 powerful
 souls,
 and
 you
 must
 be
 a
 5th-­‐‑level
 
Spellcasting
  character
 before
 you
 can
 gain
 levels
 in
 the
 rune
 
scribe
 prestige
 class.
 
Some
 prestige
 classes
 grant
 spellcasting.
 Each
 
prestige
 class
 provides
 details
 on
 how
 to
  •   Complete
 a
 special
 task.
 You
 must
 find
 a
 rune
 
determine
 your
 overall
 spellcasting
 ability,
 using
  and
 present
 it
 to
 an
 NPC
 rune
 scribe
 who
 accepts
 
the
 rules
 for
 spellcasting
 and
 multiclass
 characters.
  it
 in
 return
 for
 tutoring
 you
 in
 the
 ways
 of
 rune
 
magic.
 You
 cannot
 gain
 more
 levels
 in
 this
 
Prestige
 Class:
 Rune
  prestige
 class
 than
 your
 tutor
 has.
 You
 might
 
need
 to
 seek
 out
 additional
 runes
 and
 present
 
Scribe
  them
 to
 more
 skilled
 rune
 scribes
 in
 order
 to
 
reach
 5th
 level
 in
 this
 prestige
 class.
 
A
 rune
 scribe
 masters
 the
 secrets
 of
 the
 runes
 of
 
Class
 Features
 
power—ancient
 sigils
 that
 embody
 the
 
fundamental
 magic
 of
 creation.
 The
 giants
 were
  As
 a
 rune
 scribe,
 you
 gain
 the
 following
 class
 
features.
 
the
 first
 to
 master
 rune
 magic,
 though
 many
 other
 
Hit
 Points
 
races
 eventually
 stole
 away
 or
 traded
 for
 that
 
Hit
 Dice:
 1d8
 per
 rune
 scribe
 level
 
power.
  Hit
 Points
 per
 Level:
 1d8
 (or
 5)
 +
 your
 

  Rune
 magic
 is
 exceedingly
 rare.
 Some
 of
 its
  Constitution
 modifier
 per
 rune
 scribe
 level
 

secrets
 have
 been
 lost,
 and
 what
 lore
 remains
 is
  Proficiencies
 

jealously
 guarded.
 Few
 rune
 scribes
 share
 their
  Tools:
 Calligrapher’s
 supplies,
 mason’s
 tools,
 
woodcarver’s
 tools
 
lore
 with
 others.
 Indeed,
 most
 rune
 scribes
 take
 on
 
 
new
 students
 only
 if
 doing
 so
 allows
 them
 to
 gain
  Saving
 Throws:
 None
 
Skills:
 None
 
access
 to
 a
 forgotten
 or
 missing
 rune.
 
Equipment
 

  The
 rune
 scribe
 prestige
 class
 uses
 the
 rules
 for
 
The
 rune
 scribe
 prestige
 class
 does
 not
 grant
 any
 
rune
 magic
 presented
 at
 the
 end
 of
 this
 article.
  special
 equipment.
 

The
 Rune
 Scribe
 

  —Spell
 Slots
 per
 Spell
 Level—
 


 Level
  Features
  1st
  2nd
  3rd
 


  1st
  Rune
 Lore
  2
  —
  —
 


 
  Runic
 Magic
  3
  —
  —
 

  2nd
  Runic
 Discovery
 


  3rd
  Runic
 Discovery
  4
  2
  —
 


  4th
  Living
 Rune
  4
  3
  —
 


  5th
  Rune
 Mastery
  4
  3
  2
 


 
  Runic
 Discovery
 

©2015
 Wizards
 of
 the
 Coast
 LLC
  2
 

Rune
 Lore
  Living
 Rune
 

At
 1st
 level,
 you
 learn
 the
 basics
 of
 scribing
 runes,
  Runes
 are
 a
 part
 of
 the
 living
 world,
 and
 your
 
and
 are
 able
 to
 activate
 a
 master
 rune’s
 full
 range
  studies
 allow
 you
 to
 connect
 to
 their
 magic
 in
 
of
 properties
 when
 you
 are
 properly
 attuned
 to
 it.
  increasingly
 powerful
 ways.
 At
 4th
 level,
 you
 learn
 
The
 “Rune
 Magic”
 section
 below
 contains
  to
 incorporate
 rune
 magic
 into
 your
 identity,
 
information
 on
 master
 runes
 and
 descriptions
 of
  allowing
 you
 to
 augment
 your
 body
 and
 mind.
 
runes
 and
 their
 properties.
 
  At
 the
 end
 of
 a
 long
 rest,
 you
 can
 choose
 to
 

  The
 first
 rune
 you
 master
 is
 the
 rune
 you
 found
  increase
 one
 ability
 score
 of
 your
 choice
 by
 2
 or
 
and
 presented
 to
 your
 tutor
 to
 qualify
 for
 this
  increase
 two
 ability
 scores
 of
 your
 choice
 by
 1.
 At
 
prestige
 class.
 Your
 entrance
 to
 the
 class
 includes
  the
 end
 of
 each
 subsequent
 long
 rest,
 you
 can
 alter
 
the
 process
 of
 mastering
 that
 rune’s
 secrets.
  this
 choice,
 reducing
 the
 scores
 you
 previously
 
increased
 and
 improving
 different
 scores.
 (If
 you
 
Runic
 Magic
  chose
 to
 increase
 two
 abilities,
 you
 can
 opt
 to
 alter
 
only
 one
 of
 those
 choices.)
 
Runes
 can
 make
 use
 of
 your
 own
 magical
 power
 to
 
augment
 some
 of
 their
 effects.
 You
 gain
 a
 number
  Rune
 Mastery
 
of
 spell
 slots
 as
 specified
 on
 the
 Rune
 Scribe
 table,
 
but
 this
 prestige
 class
 does
 not
 grant
 spells
 known.
  At
 5th
 level,
 you
 attain
 the
 ability
 to
 master
 an
 
Instead,
 as
 a
 rune
 scribe,
 you
 can
 expend
 your
  ever-­‐‑greater
 range
 of
 runic
 magic.
 When
 you
 
spell
 slots
 to
 empower
 runes,
 as
 described
 in
 the
  attune
 to
 a
 rune,
 you
 can
 choose
 to
 have
 it
 not
 
“Rune
 Magic”
 section
 below.
  count
 toward
 your
 limit
 of
 attuned
 magic
 items.
 

  For
 the
 purpose
 of
 multiclassing,
 to
 determine
  You
 can
 be
 attuned
 to
 only
 one
 such
 rune
 in
 this
 
your
 total
 spell
 slots,
 add
 your
 levels
 in
 rune
 scribe
  manner
 at
 a
 time.
 You
 can
 use
 this
 ability
 again
 
to
 your
 levels
 in
 classes
 that
 grant
 you
 the
  after
 you
 end
 your
 attunement
 to
 a
 rune.
 
Spellcasting
 feature.
 For
 example,
 if
 you
 are
 a
 rune
 
scribe
 4/wizard
 6,
 you
 would
 have
 the
 spell
 slots
  Rune
 Magic
 
of
 a
 10th-­‐‑level
 character,
 in
 addition
 to
 having
 the
 
cantrips
 and
 spellbook
 of
 a
 6th-­‐‑level
 wizard.
  Rune
 magic
 allows
 a
 character
 to
 unlock
 the
 power
 
contained
 within
 magical
 symbols
 and
 sigils.
 Not
 
Runic
 Discovery
  every
 such
 mark
 has
 the
 potential
 for
 power.
 Only
 
those
 runes
 forged
 in
 the
 ancient
 days
 of
 creation
 
Your
 continuing
 study
 of
 runic
 magic
 allows
 you
 to
  still
 resonate
 with
 the
 fundamental
 magic
 of
 the
 
recreate
 the
 secrets
 of
 new
 runes
 without
 first
  world.
 
needing
 to
 uncover
 them.
 At
 2nd,
 3rd,
 and
 5th
 
  Runes
 work
 much
 like
 magic
 items.
 You
 can
 
level,
 choose
 a
 rare
 rune.
 You
 can
 attune
 to
 that
  discover
 them,
 attune
 to
 them,
 and
 use
 their
 magic
 
rune
 even
 if
 you
 do
 not
 possess
 the
 master
 rune
  in
 a
 variety
 of
 ways.
 However,
 unlike
 with
 magic
 
for
 it.
 (See
 the
 “Rune
 Magic”
 section
 below
 for
  items,
 only
 a
 rune
 scribe
 can
 use
 all
 the
 benefits
 a
 
information
 on
 rune
 rarity
 and
 master
 runes.)
  rune
 offers.
 

  In
 order
 to
 attune
 to
 a
 rune
 in
 this
 manner,
 you
 
must
 spend
 a
 short
 rest
 doing
 nothing
 but
  Overview
 
meditating
 on
 the
 rune.
 At
 the
 end
 of
 the
 short
 rest,
 
you
 are
 attuned
 to
 the
 rune.
 You
 are
 considered
 to
  Runes
 are
 powerful
 icons
 that
 you
 can
 use
 for
 a
 
always
 have
 the
 rune
 on
 your
 person
 for
 the
  variety
 of
 effects.
 In
 order
 to
 use
 a
 rune,
 you
 must
 
purpose
 of
 determining
 whether
 you
 can
 use
 its
  normally
 find
 and
 keep
 a
 master
 rune.
 A
 master
 
features.
  rune
 is
 a
 rare
 object—a
 gem
 or
 carved
 rock,
 a
 

  You
 can
 spend
 another
 short
 rest
 doing
 nothing
  magical
 token,
 a
 shard
 of
 some
 special
 material,
 
but
 meditating
 on
 the
 rune
 to
 end
 your
  and
 so
 on—engraved
 with
 the
 rune
 and
 
attunement
 to
 it.
 
  empowered
 with
 magic
 that
 allows
 you
 to
 unleash
 

©2015
 Wizards
 of
 the
 Coast
 LLC
  3
 

the
 rune’s
 effects.
 Those
 effects
 are
 divided
 into
  Runes
 and
 Attunement
 
two
 categories.
 

  Simple
 properties
 are
 usable
 by
 anyone
 who
  A
 rune
 always
 requires
 attunement
 to
 use
 its
 
attunes
 to
 a
 master
 rune.
  simple
 properties.
 Attuning
 to
 a
 master
 rune
 

  Complex
 properties
 are
 usable
 only
 by
 a
  requires
 you
 to
 spend
 a
 short
 rest
 focused
 on
 only
 
character
 who
 attunes
 to
 a
 master
 rune
 and
 who
  that
 item
 while
 being
 in
 physical
 contact
 with
 it.
 
possesses
 the
 Rune
 Lore
 class
 feature.
  This
 can’t
 be
 the
 same
 short
 rest
 used
 to
 learn
 the
 

  Unless
 otherwise
 noted,
 you
 must
 have
 a
 master
  rune’s
 properties.
 This
 focus
 takes
 the
 form
 of
 
rune
 on
 your
 person
 in
 order
 to
 use
 its
 properties.
  carefully
 and
 repeatedly
 copying
 the
 rune,
 
whether
 with
 ink
 and
 parchment
 or
 simply
 
Finding
 Runes
  scribing
 it
 into
 the
 dirt.
 If
 the
 short
 rest
 is
 
interrupted,
 the
 attunement
 attempt
 fails.
 
A
 rune
 found
 as
 treasure
 is
 a
 master
 rune,
  Otherwise,
 at
 the
 end
 of
 the
 short
 rest,
 you
 gain
 an
 
carefully
 scribed
 into
 a
 rare
 object
 and
 available
  intuitive
 understanding
 of
 how
 to
 activate
 the
 
for
 use
 as
 a
 training
 tool
 to
 allow
 would-­‐‑be
 rune
  rune’s
 magical
 properties.
 
scribes
 to
 unlock
 its
 power.
 Each
 rune
 discussed
 
  A
 master
 rune
 can
 be
 attuned
 to
 only
 one
 
below
 is
 detailed
 as
 part
 of
 a
 master
 rune.
  creature
 at
 a
 time,
 and
 all
 runes
 count
 toward
 your
 

  Master
 runes
 and
 the
 runes
 they
 contain
 are
  limit
 of
 magic
 items
 you
 can
 attune
 to.
 Any
 attempt
 
treated
 much
 like
 magic
 items.
 They
 are
  to
 attune
 to
 a
 fourth
 magic
 item
 or
 rune
 fails
 
categorized
 in
 rarity
 from
 rare
 to
 legendary,
 and
  (though
 a
 rune
 scribe’s
 Rune
 Mastery
 feature
 
can
 be
 placed
 in
 a
 campaign
 whenever
 the
 DM
 opts
  allows
 attunement
 to
 one
 additional
 rune).
 You
 
to
 place
 treasure.
 There
 are
 no
 common
 or
  cannot
 attune
 to
 more
 than
 one
 copy
 of
 a
 rune.
 
uncommon
 runes.
 
  You
 can
 end
 attunement
 to
 a
 rune
 in
 the
 same
 
manner
 as
 with
 any
 other
 magic
 item.
 
Buying
 and
 Selling
 Runes
 
Master
 Runes
 
Treat
 a
 master
 rune
 as
 a
 magic
 item
 of
 its
 
equivalent
 rarity
 for
 the
 purpose
 of
 buying
 and
  Presented
 here
 are
 four
 runes
 (in
 the
 form
 of
 
selling
 in
 the
 campaign.
 Just
 as
 with
 other
 magic
  master
 runes)
 for
 use
 in
 your
 campaign—just
 
items,
 the
 DM
 will
 determine
 whether
 such
 items
  enough
 to
 fully
 outfit
 a
 rune
 scribe
 who
 reaches
 
are
 available
 to
 purchase
 in
 the
 campaign
 and
  5th
 level.
 
under
 what
 conditions.
 
Opal
 of
 the
 Ild
 Rune
 
Identifying
 Runes
 
Master
 rune,
 rare
 (requires
 attunement)
 
Runes
 are
 identified
 in
 a
 manner
 similar
 to
 magic
 
items.
 Simply
 handling
 a
 master
 rune
 causes
 a
  This
 triangular
 fire
 opal
 measures
 about
 three
 
strong
 sense
 of
 its
 rune’s
 identity
 to
 echo
 in
 a
  inches
 on
 each
 side
 and
 is
 half
 an
 inch
 thick.
 The
 
character’s
 mind.
 For
 example,
 touching
 a
 master
  ild
 rune—the
 rune
 of
 fire—shimmers
 within
 its
 
rune
 item
 containing
 the
 kalt
 rune
 (the
 rune
 of
  core.
 Grasping
 this
 object
 causes
 a
 split
 second
 of
 
cold)
 might
 cause
 you
 to
 experience
 a
 sudden
 chill
  searing,
 fiery
 pain
 to
 pass
 through
 you.
 That
 pain
 
as
 visions
 of
 snow
 and
 ice
 flash
 through
 your
 mind.
  quickly
 fades,
 giving
 way
 to
 a
 warming
 glow.
 

  The
 identify
 spell
 immediately
 reveals
 a
 master
 
  Ignite
 (Simple
 Property).
 As
 an
 action,
 you
 
rune’s
 simple
 properties.
 You
 can
 also
 learn
 its
  scribe
 the
 ild
 rune
 using
 ash
 onto
 a
 flammable
 
simple
 properties
 over
 the
 course
 of
 a
 short
 rest
  object.
 That
 object
 immediately
 bursts
 into
 flame.
 
while
 maintaining
 physical
 contact
 with
 the
 rune.
  While
 it
 burns,
 the
 fire
 extends
 1
 foot
 out
 from
 the
 
rune
 you
 scribed.
 

  Fire
 Tamer
 (Simple
 Property).
 As
 an
 action,
 you
 
touch
 an
 open
 flame
 and
 scribe
 the
 ild
 rune
 within
 
it
 with
 a
 hand
 motion.
 This
 causes
 the
 flame
 to
 
immediately
 extinguish.
 For
 a
 large
 blaze,
 the
 fire
 

©2015
 Wizards
 of
 the
 Coast
 LLC
  4
 

is
 extinguished
 in
 a
 10-­‐‑foot
 radius
 around
 you.
 You
  succeed
 on
 a
 DC
 12
 Strength
 saving
 throw
 or
 have
 
can
 extend
 this
 distance
 by
 expending
 a
 spell
 slot
  its
 movement
 immediately
 end.
 
when
 using
 the
 ild
 rune
 in
 this
 manner.
 The
 radius
 
  Stone
 Soul
 (Simple
 Property).
 While
 you
 are
 
extends
 by
 20
 feet
 per
 level
 of
 the
 expended
 spell
  attuned
 to
 this
 rune,
 you
 cannot
 be
 petrified.
 
slot.
 
  Stone’s
 Secrets
 (Simple
 Property).
 As
 an
 action,
 

  Fire’s
 Friend
 (Simple
 Property).
 While
 you
 are
  you
 scribe
 this
 rune
 onto
 a
 stone
 wall
 or
 floor.
 You
 
attuned
 to
 this
 rune,
 you
 have
 resistance
 to
 cold
  learn
 the
 location
 and
 size
 of
 all
 creatures
 standing
 
damage.
  on
 or
 touching
 that
 surface
 within
 30
 feet
 of
 you,
 

  Combustion
 (Complex
 Property).
 As
 an
 action,
  though
 only
 for
 the
 moment
 when
 the
 property
 is
 
you
 scribe
 this
 rune
 using
 ash
 onto
 a
 creature
  used.
 
 
within
 your
 reach
 as
 you
 expend
 a
 spell
 slot.
 The
 
  Crushing
 Brand
 (Complex
 Property).
 Over
 the
 
creature
 automatically
 takes
 1d10
 fire
 damage
  course
 of
 a
 short
 rest,
 you
 inscribe
 this
 rune
 using
 
plus
 1d10
 fire
 damage
 per
 level
 of
 the
 expended
  dirt
 or
 crushed
 stone
 onto
 one
 weapon
 that
 deals
 
spell
 slot.
  bludgeoning
 damage.
 The
 weapon
 gains
 a
 ghostly
 

  Flame
 Brand
 (Complex
 Property).
 Over
 the
  brown
 aura,
 and
 bludgeoning
 damage
 dealt
 by
 the
 
course
 of
 a
 short
 rest,
 you
 inscribe
 this
 rune
 using
  weapon
 ignores
 resistance
 and
 immunity.
 If
 you
 
ash
 onto
 a
 melee
 or
 ranged
 weapon,
 or
 onto
 up
 to
  roll
 the
 maximum
 on
 the
 weapon’s
 damage
 die
 or
 
20
 pieces
 of
 ammunition.
 The
 weapon
 or
  dice,
 the
 target
 of
 your
 attack
 is
 knocked
 prone
 if
 it
 
ammunition
 gains
 a
 ghostly
 aura
 of
 yellow
 flame
  is
 a
 creature.
 
 
and
 deals
 fire
 damage
 instead
 of
 piercing,
 slashing,
 
  In
 addition,
 you
 can
 expend
 a
 spell
 slot
 to
 grant
 
or
 bludgeoning
 damage.
 
  the
 weapon
 a
 bonus
 to
 attack
 rolls
 and
 damage
 

  In
 addition,
 you
 can
 expend
 a
 spell
 slot
 while
  rolls
 equal
 to
 the
 spell
 slot’s
 level
 divided
 by
 three.
 
using
 this
 property
 to
 grant
 the
 weapon
 or
 
  These
 effects
 last
 for
 24
 hours
 or
 until
 you
 use
 
ammunition
 a
 bonus
 to
 attack
 rolls
 and
 damage
  this
 property
 again.
 
rolls
 equal
 to
 the
 spell
 slot’s
 level
 divided
 by
 three.
 
  Earthen
 Step
 (Complex
 Property).
 While
 you
 

  These
 effects
 last
 for
 24
 hours
 or
 until
 you
 use
  are
 attuned
 to
 this
 rune,
 you
 can
 cast
 meld
 into
 
this
 property
 again.
  stone
 as
 a
 bonus
 action.
 You
 regain
 this
 ability
 

  Flame
 Stoker
 (Complex
 Property).
 While
 you
  after
 a
 short
 or
 long
 rest.
 
are
 attuned
 to
 this
 rune,
 your
 fire
 attacks
 are
 
  Overwhelming
 Bolt
 (Complex
 Property).
 As
 an
 
deadlier.
 Whenever
 you
 roll
 fire
 damage
 from
 an
  action,
 you
 scribe
 this
 rune
 using
 dirt
 or
 crushed
 
attack
 or
 a
 spell
 you
 cast,
 you
 can
 reroll
 that
  rock
 onto
 a
 creature
 within
 your
 reach
 as
 you
 
damage
 and
 use
 the
 higher
 result.
 
  expend
 a
 spell
 slot.
 The
 creature
 must
 succeed
 on
 
a
 Strength
 saving
 throw
 (DC
 12
 +
 the
 level
 of
 the
 
Orb
 of
 the
 Stein
 Rune
  expended
 spell
 slot).
 On
 a
 failure,
 the
 creature
 
takes
 2d8
 bludgeoning
 damage
 plus
 1d8
 
Master
 rune,
 rare
 (requires
 attunement)
  bludgeoning
 damage
 per
 level
 of
 the
 expended
 
spell
 slot
 and
 is
 knocked
 prone.
 On
 a
 successful
 
This
 spherical
 chunk
 of
 granite
 is
 about
 the
 size
 of
  saving
 throw,
 the
 creature
 takes
 half
 as
 much
 
a
 human
 fist.
 The
 stein
 rune—the
 rune
 of
 stone— damage
 and
 is
 not
 knocked
 prone.
 
appears
 on
 the
 orb
 as
 crystalline
 veins
 that
 play
 
across
 its
 surface.
 When
 first
 grasped,
 the
 stone
  Pennant
 of
 the
 Vind
 Rune
 
feels
 impossibly
 heavy,
 as
 if
 even
 a
 titan
 could
 not
 
lift
 it.
 That
 feeling
 passes
 after
 a
 moment,
 allowing
  Master
 rune,
 rare
 (requires
 attunement)
 
you
 to
 carry
 the
 stone
 with
 ease.
 

  Indomitable
 Stand
 (Simple
 Property).
 As
 an
  This
 five-­‐‑foot-­‐‑long
 blue
 pennant
 is
 crafted
 from
 
action,
 you
 scribe
 the
 stein
 rune
 onto
 the
 ground
 at
  silk
 and
 whips
 about
 as
 if
 buffeted
 by
 a
 strong
 
your
 feet.
 Until
 you
 move,
 you
 have
 advantage
 on
  breeze.
 The
 vind
 rune—the
 rune
 of
 wind—flickers
 
all
 ability
 checks
 and
 saving
 throws
 to
 resist
  across
 its
 surface
 like
 a
 shimmering
 cloud.
 
effects
 that
 would
 force
 you
 to
 move.
 In
 addition,
  Grasping
 the
 pennant
 causes
 you
 to
 feel
 a
 powerful
 
any
 creature
 that
 moves
 within
 10
 feet
 of
 you
 must
  gust
 of
 wind
 wash
 over
 you,
 tearing
 at
 your
 clothes
 
and
 gear.
 Anyone
 watching
 you
 sees
 nothing
 out
 of
 

©2015
 Wizards
 of
 the
 Coast
 LLC
  5
 

the
 ordinary,
 and
 the
 sensation
 passes
 after
 a
  numb.
 That
 feeling
 passes
 after
 a
 moment,
 
moment.
 

  Comforting
 Wind
 (Simple
 Property).
 While
 you
  allowing
 the
 shard
 to
 be
 handled
 normally.
 
are
 attuned
 to
 this
 rune,
 you
 cannot
 suffocate
 or
 
  Frigid
 Touch
 (Simple
 Property).
 As
 an
 action,
 
drown,
 and
 you
 gain
 advantage
 on
 saving
 throws
 
against
 poisonous
 gases,
 inhaled
 poisons,
 and
  you
 scribe
 the
 kalt
 rune
 on
 the
 surface
 of
 
 any
 
similar
 effects.
 

  Wind
 Step
 (Simple
 Property).
 As
 an
 action,
 you
  volume
 of
 water.
 The
 water
 freezes
 in
 a
 10-­‐‑foot
 
scribe
 the
 vind
 rune
 in
 the
 air
 around
 you
 and
 
immediately
 fly
 20
 feet.
 If
 you
 do
 not
 land
 at
 the
  radius
 around
 the
 spot
 where
 you
 scribed
 the
 rune.
 
end
 of
 this
 flight,
 you
 fall.
 
  Frost
 Friend
 (Simple
 Property).
 While
 you
 are
 

  Wind’s
 Grasp
 (Simple
 Property).
 As
 a
 reaction
 
when
 you
 fall,
 you
 can
 scribe
 this
 rune
 in
 the
 air
  attuned
 to
 this
 rune,
 you
 have
 resistance
 to
 fire
 
around
 you
 to
 take
 no
 damage
 from
 the
 fall.
 

  Howling
 Brand
 (Complex
 Property).
 Over
 the
  damage.
 
course
 of
 a
 short
 rest,
 you
 inscribe
 this
 rune
 in
 the
 
air
 above
 one
 ranged
 weapon.
 The
 weapon
 gains
 a
 
  Icy
 Mantle
 (Simple
 Property).
 As
 an
 action,
 you
 
ghostly
 blue
 aura
 and
 has
 its
 normal
 and
  scribe
 the
 kalt
 rune
 using
 water
 onto
 yourself
 or
 
maximum
 range
 doubled.
 The
 weapon’s
 attacks
 do
 
not
 suffer
 disadvantage
 due
 to
 range.
  another
 creature.
 The
 water
 instantly
 freezes
 into
 

  In
 addition,
 you
 can
 expend
 a
 spell
 slot
 while
 
using
 this
 property
 to
 grant
 the
 weapon
 a
 bonus
 to
  a
 mantle
 of
 protective
 ice
 that
 does
 not
 hinder
 
attack
 rolls
 and
 damage
 rolls
 equal
 to
 the
 spell
 
slot’s
 level
 divided
 by
 three.
  movement
 or
 action.
 The
 next
 time
 the
 creature
 

  These
 effects
 last
 for
 24
 hours
 or
 until
 you
 use
  takes
 bludgeoning,
 slashing,
 or
 piercing
 damage,
 
this
 property
 again.
 

  Shrieking
 Bolt
 (Complex
 Property).
 As
 an
  that
 damage
 is
 reduced
 to
 zero
 and
 the
 icy
 mantle
 
action,
 you
 scribe
 this
 rune
 in
 the
 air
 between
 you
 
and
 a
 creature
 you
 can
 see
 while
 you
 expend
 a
  is
 destroyed.
 
spell
 slot.
 The
 creature
 must
 make
 a
 Strength
 
  Freezing
 Bolt
 (Complex
 Property).
 As
 an
 action,
 
saving
 throw
 (DC
 12
 +
 the
 spell
 slot’s
 level).
 On
 a
 
failure,
 it
 takes
 2d8
 bludgeoning
 damage
 plus
 1d8
  you
 scribe
 this
 rune
 using
 water
 onto
 a
 creature
 
bludgeoning
 damage
 per
 level
 of
 the
 expended
 
spell
 slot,
 and
 is
 pushed
 in
 a
 straight
 line
 directly
  within
 your
 reach
 as
 you
 expend
 a
 spell
 slot.
 The
 
away
 from
 you
 for
 10
 feet
 per
 level
 of
 the
 
expended
 spell
 slot.
 On
 a
 successful
 saving
 throw,
  rune
 freezes
 in
 place,
 and
 the
 creature
 must
 make
 
the
 creature
 takes
 half
 as
 much
 damage
 and
 is
 not
  a
 Constitution
 saving
 throw
 (DC
 12
 +
 the
 level
 of
 
pushed
 away
 from
 you.
 

  Wind
 Walker
 (Complex
 Property).
 While
 you
  the
 expended
 spell
 slot).
 On
 a
 failure,
 the
 creature
 
are
 attuned
 to
 this
 rune,
 you
 can
 cast
 levitate
 as
 a
 
bonus
 action.
 You
 regain
 this
 ability
 after
 a
 short
  takes
 2d8
 cold
 damage
 plus
 1d8
 cold
 damage
 per
 
or
 long
 rest.
 
level
 of
 the
 expended
 spell
 slot,
 and
 its
 speed
 is
 
Shard
 of
 the
 Kalt
 Rune
  reduced
 to
 0
 until
 the
 end
 of
 your
 next
 turn.
 On
 a
 

Master
 rune,
 rare
 (requires
 attunement)
  successful
 saving
 throw,
 the
 creature
 takes
 half
 as
 

This
 long,
 slender
 shard
 of
 ice
 is
 roughly
 the
 size
 of
  much
 damage
 and
 its
 speed
 is
 not
 affected.
 
a
 dagger.
 The
 kalt
 rune—the
 rune
 of
 ice—glows
 
within
 the
 shard.
 When
 first
 grasped,
 the
 shard
 
  Ice
 Brand
 (Complex
 Property).
 Over
 the
 course
 
emits
 a
 painful
 cold
 that
 leaves
 your
 hand
 and
 arm
  of
 a
 short
 rest,
 you
 inscribe
 this
 rune
 using
 water
 

onto
 a
 melee
 or
 ranged
 weapon,
 or
 onto
 up
 to
 20
 

pieces
 of
 ammunition.
 The
 weapon
 or
 ammunition
 
gains
 a
 ghostly
 white
 aura
 and
 deals
 cold
 damage
 

instead
 of
 piercing,
 slashing,
 or
 bludgeoning
 

damage.
 
 


  In
 addition,
 you
 can
 expend
 a
 spell
 slot
 while
 
using
 this
 property
 to
 grant
 the
 weapon
 or
 

ammunition
 a
 bonus
 to
 attack
 rolls
 and
 damage
 

rolls
 equal
 to
 the
 spell
 slot’s
 level
 divided
 by
 three.
 


  These
 effects
 last
 for
 24
 hours
 or
 until
 you
 use
 
this
 property
 again.
 


  Winter’s
 Howl
 (Complex
 Property).
 While
 you
 

are
 attuned
 to
 this
 rune,
 you
 can
 cast
 sleet
 storm
 as
 

an
 action.
 You
 regain
 this
 ability
 after
 a
 short
 or
 
long
 rest.
 

©2015
 Wizards
 of
 the
 Coast
 LLC
  6
 

Unearthed
 Arcana:
 Light,
 Dark,
 
Underdark!
 

This
 month’s
 installment
 of
 Unearthed
 Arcana
  Tunnel
 Fighter
 
features
 a
 number
 of
 new
 character
 options
 ideal
 
for
 an
 Underdark
 campaign.
  You
 excel
 at
 defending
 narrow
 passages,
 doorways,
 

  Two
 new
 fighting
 styles
 for
 fighters,
 paladins,
  and
 other
 tight
 spaces.
 As
 a
 bonus
 action,
 you
 can
 
and
 rangers
 focus
 on
 close-­‐‑quarters
 combat,
  enter
 a
 defensive
 stance
 that
 lasts
 until
 the
 start
 of
 
whether
 defending
 allies
 or
 unleashing
 deadly
  your
 next
 turn.
 While
 in
 your
 defensive
 stance,
 you
 
ranged
 attacks
 at
 nearby
 foes.
 Both
 styles
 are
  can
 make
 opportunity
 attacks
 without
 using
 your
 
handy
 for
 dungeon
 delving
 and
 for
 battles
 in
 the
  reaction,
 and
 you
 can
 use
 your
 reaction
 to
 make
 a
 
confined
 environments
 of
 the
 Underdark.
  melee
 attack
 against
 a
 creature
 that
 moves
 more
 

  The
 Deep
 Stalker
 is
 a
 new
 ranger
 archetype,
  than
 5
 feet
 while
 within
 your
 reach.
 
scouting
 out
 Underdark
 threats
 using
 a
 
combination
 of
 cunning
 and
 magic.
 Deep
 Stalkers
  Ranger
 Archetype:
 Deep
 
use
 magic
 and
 other
 tricks
 to
 infiltrate
 Underdark
  Stalker
 
settlements
 and
 spy
 on
 their
 inhabitants.
 After
 
gathering
 intelligence
 on
 growing
 threats
 to
 the
  Adventurers
 descending
 into
 the
 depths
 on
 
surface
 world,
 they
 engage
 in
 hit-­‐‑and-­‐‑run
 battles
  desperate
 quests
 or
 in
 response
 to
 the
 promise
 of
 
to
 eliminate
 those
 threats.
  vast
 riches
 quickly
 come
 face
 to
 face
 with
 the
 evil
 

  The
 shadow
 sorcerer
 is
 a
 creepy
 spellcaster
 who
  that
 festers
 beneath
 the
 earth.
 Though
 many
 such
 
commands
 the
 power
 of
 darkness.
 Though
 not
  characters
 are
 only
 too
 happy
 to
 escape
 back
 to
 
always
 native
 to
 the
 Underdark,
 these
 sorcerers
  the
 surface
 world
 again,
 rangers
 with
 the
 Deep
 
are
 often
 drawn
 to
 the
 dismal
 gloom
 of
 the
 world
  Stalker
 archetype
 welcome
 each
 foray
 into
 the
 
below.
  world
 below,
 striving
 to
 uncover
 and
 defeat
 the
 

  Finally,
 the
 Undying
 Light
 is
 a
 new
 warlock
  threats
 of
 the
 Underdark
 before
 those
 threats
 can
 
patron.
 By
 forging
 a
 compact
 with
 the
 energy
 of
  reach
 the
 surface.
 
the
 Positive
 Plane,
 a
 warlock
 vows
 to
 bring
 light
 
  Many
 Deep
 Stalkers
 are
 elves,
 as
 those
 folk
 know
 
into
 the
 darkest
 reaches
 of
 the
 world.
  all
 too
 well
 the
 threat
 posed
 by
 the
 drow.
 Deep
 
Stalkers
 scout
 for
 new
 passages
 into
 the
 
Fighting
 Style
  Underdark,
 carefully
 mapping
 them
 and
 working
 
to
 ensure
 they
 remain
 watched
 at
 all
 times.
 They
 
The
 Underdark
 offers
 a
 distinct
 combat
  venture
 into
 the
 depths
 on
 long,
 dangerous
 patrols,
 
environment
 that
 fighters,
 paladins,
 and
 rangers
  disappearing
 for
 months
 at
 a
 time.
 Many
 of
 them
 
can
 learn
 to
 use
 to
 their
 advantage.
 The
 following
  never
 return.
 
new
 options
 for
 the
 Fighting
 Style
 feature
 are
 
  Deep
 Stalkers
 master
 spells
 useful
 in
 navigating
 
available
 to
 those
 three
 classes.
  the
 Underdark,
 and
 their
 combat
 tactics
 focus
 on
 
ambush,
 surprise,
 and
 stealth.
 They
 fight
 alone
 or
 
Close
 Quarters
 Shooter
  in
 small
 groups
 in
 hostile
 territory,
 relying
 on
 
clever
 tactics
 to
 carry
 the
 day.
 
You
 are
 trained
 in
 making
 ranged
 attacks
 at
 close
 
quarters.
 When
 making
 a
 ranged
 attack
 while
 you
  Underdark
 Scout
 
are
 within
 5
 feet
 of
 a
 hostile
 creature,
 you
 do
 not
 
have
 disadvantage
 on
 the
 attack
 roll.
 Your
 ranged
  At
 3rd
 level,
 you
 master
 the
 art
 of
 the
 ambush.
 On
 
attacks
 ignore
 half
 cover
 and
 three-­‐‑quarters
 cover
  your
 first
 turn
 during
 combat,
 you
 gain
 a
 +10
 
against
 targets
 within
 30
 feet
 of
 you.
 Finally,
 you
  bonus
 to
 your
 speed.
 If
 you
 use
 the
 attack
 action
 
have
 a
 +1
 bonus
 to
 attack
 rolls
 on
 ranged
 attacks.
  on
 that
 turn,
 you
 can
 make
 one
 additional
 attack.
 

©2015
 Wizards
 of
 the
 Coast
 LLC
  1
 

  You
 gain
 an
 additional
 benefit
 on
 all
 turns
 after
  energy
 and
 transformed
 in
 some
 fundamental
 
your
 first
 turn.
 At
 the
 end
 of
 each
 such
 turn,
 you
  manner.
 
can
 attempt
 to
 hide
 as
 a
 bonus
 action
 if
 you
 meet
 
  The
 power
 of
 shadow
 magic
 casts
 a
 strange
 pall
 
the
 normal
 requirements
 for
 hiding.
 Deep
 Stalkers
  over
 your
 physical
 presence.
 The
 spark
 of
 life
 that
 
often
 use
 this
 ability
 to
 make
 ranged
 attacks,
 move
  sustains
 you
 is
 muffled,
 as
 if
 it
 struggles
 to
 remain
 
beyond
 the
 scope
 of
 their
 foes’
 darkvision,
 and
  viable
 against
 the
 dark
 energy
 that
 imbues
 your
 
then
 hide.
  soul.
 At
 your
 option,
 you
 can
 pick
 from
 or
 roll
 on
 
the
 following
 table
 to
 create
 a
 unique
 quirk
 for
 
Deep
 Stalker
 Magic
  your
 character.
 

From
 3rd
 level,
 you
 have
 darkvision
 with
 a
 range
  Shadow
 Sorcerer
 Quirks
 
of
 90
 feet.
 You
 also
 gain
 access
 to
 additional
 spells
 
at
 3rd,
 5th,
 9th,
 13th,
 and
 15th
 level.
 You
 are
 
  d6
  Quirk
 
always
 able
 to
 cast
 these
 spells,
 and
 they
 do
 not
 
  1
  You
 are
 always
 icy
 cold
 to
 the
 touch.
 
count
 against
 your
 number
 of
 ranger
 spells
 known.
 
  2
  When
 you
 are
 asleep,
 you
 don’t
 appear
 to
 breathe
 

Deep
 Stalker
 Spells
  (though
 you
 must
 still
 breathe
 to
 survive).
 

  3
  You
 don’t
 seem
 to
 bleed,
 even
 when
 badly
 injured.
 
Ranger
 
 
  4
  Your
 heart
 beats
 once
 per
 minute.
 This
 event
 

 Level
  Spell
 Gained
 

  3rd
  disguise
 self
  sometimes
 surprises
 you.
 

  5th
  rope
 trick
 
  5
  You
 have
 trouble
 remembering
 that
 living
 creatures
 

  9th
  glyph
 of
 warding
 

  13th
  greater
 invisibility
  and
 corpses
 should
 be
 treated
 differently.
 

  17th
  seeming
 
  6
  You
 blinked.
 Once.
 Last
 week.
 

Iron
 Mind
  Eyes
 of
 the
 Dark
 

At
 7th
 level,
 you
 gain
 proficiency
 in
 Wisdom
 saving
  From
 1st
 level,
 you
 have
 darkvision
 with
 a
 range
 of
 
throws.
  60
 feet.
 You
 can
 cast
 darkness
 by
 spending
 1
 
sorcery
 point.
 You
 can
 see
 through
 any
 darkness
 
Stalker’s
 Flurry
  spell
 you
 cast
 using
 this
 ability.
 

Starting
 at
 11th
 level,
 you
 have
 the
 ability
 to
  Strength
 of
 the
 Grave
 
ensure
 that
 your
 attacks
 count.
 If
 you
 miss
 with
 an
 
attack
 during
 your
 turn,
 you
 can
 immediately
  Starting
 at
 1st
 level,
 your
 existence
 in
 a
 twilight
 
make
 an
 additional
 attack.
 You
 can
 gain
 one
  state
 between
 life
 and
 death
 makes
 you
 difficult
 to
 
additional
 attack
 during
 your
 turn
 with
 this
 ability.
  defeat.
 Whenever
 damage
 reduces
 you
 to
 0
 hit
 
points,
 you
 can
 make
 a
 Constitution
 saving
 throw
 
Stalker’s
 Dodge
  (DC
 5
 +
 the
 damage
 taken).
 On
 a
 success,
 you
 
instead
 drop
 to
 1
 hit
 point.
 You
 cannot
 use
 this
 
At
 15th
 level,
 you
 master
 the
 ability
 to
 disrupt
 an
  feature
 if
 you
 are
 reduced
 to
 0
 hit
 points
 by
 
opponent’s
 attacks.
 If
 a
 creature
 attacks
 you
 and
  radiant
 damage
 or
 by
 a
 critical
 hit.
 
does
 not
 have
 advantage
 on
 the
 attack
 roll,
 you
 can
 
use
 your
 reaction
 to
 grant
 it
 disadvantage
 on
 the
  Hound
 of
 Ill
 Omen
 
attack
 roll.
 You
 must
 use
 this
 ability
 before
 you
 
know
 the
 result
 of
 the
 attack.
  At
 6th
 level,
 you
 gain
 the
 ability
 to
 call
 forth
 a
 
howling
 creature
 of
 darkness
 to
 harass
 your
 foes.
 
Sorcerous
 Origin:
 Shadow
  As
 a
 bonus
 action,
 you
 can
 spend
 3
 sorcery
 points
 
to
 summon
 a
 hound
 of
 ill
 omen
 to
 target
 one
 
Your
 innate
 magic
 comes
 from
 the
 Shadowfell.
 You
  creature
 you
 can
 see.
 The
 hound
 uses
 a
 dire
 wolf’s
 
might
 trace
 your
 lineage
 to
 an
 entity
 from
 that
  statistics
 with
 the
 following
 changes:
 
place,
 or
 perhaps
 you
 were
 exposed
 to
 its
 fell
 
•   The
 hound
 is
 size
 Medium.
 
•   It
 can
 move
 through
 other
 creatures
 and
 objects
 

as
 if
 they
 were
 difficult
 terrain.
 The
 hound
 takes
 
5
 force
 damage
 if
 it
 ends
 its
 turn
 inside
 an
 object.
 

©2015
 Wizards
 of
 the
 Coast
 LLC
  2
 

•   At
 the
 start
 of
 its
 turn,
 the
 hound
 automatically
 
  As
 an
 optional
 way
 to
 add
 more
 flavor
 to
 your
 
knows
 its
 target’s
 location.
 If
 the
 target
 was
  character,
 you
 can
 pick
 from
 or
 roll
 on
 the
 
hidden,
 it
 is
 no
 longer
 hidden
 from
 the
 hound.
  following
 table
 of
 flaws
 associated
 with
 warlocks
 
of
 the
 Undying
 Light.
 

  The
 hound
 appears
 in
 an
 unoccupied
 space
 of
 
your
 choice
 within
 30
 feet
 of
 the
 target.
 Roll
  Undying
 Light
 Flaws
 
initiative
 for
 the
 hound.
 On
 its
 turn,
 it
 can
 move
 
only
 toward
 its
 target
 by
 the
 most
 direct
 route,
 and
 
  d6
  Flaw
 
it
 can
 use
 its
 action
 only
 to
 attack
 its
 target.
 The
 
  1
  You
 are
 afraid
 of
 the
 dark,
 and
 must
 always
 have
 a
 
hound
 makes
 opportunity
 attacks,
 but
 only
 against
 
its
 target.
 Additionally,
 the
 target
 has
 disadvantage
  light
 source
 at
 hand.
 
on
 all
 saving
 throws
 against
 your
 spells
 while
 the
 
  2
  You
 have
 a
 nervous
 compulsion
 to
 keep
 a
 bright
 light
 
hound
 is
 within
 5
 feet
 of
 it.
 The
 hound
 disappears
 
if
 it
 is
 reduced
 to
 0
 hit
 points,
 if
 its
 target
 is
  in
 even
 the
 barest
 shadow.
 
reduced
 to
 0
 hit
 points,
 or
 after
 5
 minutes.
 
  3
  You
 have
 a
 compulsion
 to
 enter
 and
 illuminate
 dark
 

Shadow
 Walk
  areas.
 

  4
  You
 have
 an
 overwhelming
 hatred
 of
 undead
 
At
 14th
 level,
 you
 gain
 the
 ability
 to
 step
 from
 one
 
shadow
 into
 another.
 When
 you
 are
 in
 dim
 light
 or
  creatures.
 
darkness,
 as
 a
 bonus
 action,
 you
 can
 teleport
 up
 to
 
  5
  You
 fidget
 and
 are
 irritable
 when
 you
 can’t
 see
 the
 
120
 feet
 to
 an
 unoccupied
 space
 you
 can
 see
 that
 is
 
also
 in
 dim
 light
 or
 darkness.
  sun.
 

  6
  In
 a
 dark
 area,
 you
 always
 carry
 a
 lit
 torch
 or
 lantern.
 
Shadow
 Form
 
Putting
 it
 down
 is
 an
 unbearable
 thought.
 
At
 18th
 level,
 you
 can
 spend
 3
 sorcery
 points
 to
 
transform
 yourself
 into
 a
 shadow
 form
 as
 a
 bonus
  Expanded
 Spell
 List
 
action.
 In
 this
 form,
 you
 have
 resistance
 to
 all
 
damage
 except
 force
 damage,
 and
 you
 can
 move
  The
 Undying
 Light
 lets
 you
 choose
 from
 an
 
through
 other
 creatures
 and
 objects
 as
 if
 they
 were
  expanded
 list
 of
 spells
 when
 you
 learn
 a
 warlock
 
difficult
 terrain.
 You
 take
 5
 force
 damage
 if
 you
  spell.
 The
 following
 spells
 are
 added
 to
 the
 
end
 your
 turn
 inside
 an
 object.
 You
 remain
 in
 this
  warlock
 spell
 list
 for
 you.
 
form
 for
 1
 minute.
 
Undying
 Light
 Expanded
 Spells
 
Warlock
 Patron:
 The
 Undying
 
Light
 
  Spell
 
 

 Level
  Spells
 
Your
 patron
 is
 not
 a
 specific
 entity,
 but
 the
 energy
 
  1st
  burning
 hands
 
that
 radiates
 from
 the
 Positive
 Plane.
 Your
 pact
 
  2nd
  flaming
 sphere
 
allows
 you
 to
 experience
 the
 barest
 touch
 of
 the
 
  3rd
  daylight
 
raw
 stuff
 of
 life
 that
 powers
 the
 multiverse.
 
  4th
  fire
 shield
 
Anything
 more,
 and
 you
 would
 be
 instantly
 
  5th
  flame
 strike
 
incinerated
 by
 its
 energy.
 

  Contact
 with
 the
 Positive
 Plane
 causes
 subtle
  Radiant
 Soul
 
changes
 to
 your
 behavior
 and
 beliefs.
 You
 are
 
driven
 to
 bring
 light
 to
 dark
 places,
 to
 annihilate
  Starting
 at
 1st
 level,
 your
 link
 to
 the
 Positive
 Plane
 
undead
 creatures,
 and
 to
 protect
 all
 living
 things.
  allows
 you
 to
 serve
 as
 a
 conduit
 for
 radiant
 energy.
 
At
 the
 same
 time,
 you
 crave
 the
 light
 and
 find
 total
  You
 have
 resistance
 to
 radiant
 damage,
 and
 when
 
darkness
 a
 suffocating
 experience
 akin
 to
  you
 cast
 a
 spell
 that
 deals
 radiant
 damage
 or
 fire
 
drowning.
  damage,
 you
 add
 your
 Charisma
 modifier
 to
 that
 
damage.
 Additionally,
 you
 know
 the
 sacred
 flame
 
and
 light
 cantrips
 and
 can
 cast
 them
 at
 will.
 They
 
don’t
 count
 against
 your
 number
 of
 cantrips
 
known.
 

Searing
 Vengeance
 

Starting
 at
 6th
 level,
 the
 radiant
 energy
 you
 
channel
 allows
 you
 to
 overcome
 grievous
 injuries.
 
When
 you
 would
 make
 a
 death
 saving
 throw,
 you
 

©2015
 Wizards
 of
 the
 Coast
 LLC
  3
 

can
 instead
 spring
 back
 to
 your
 feet
 with
 a
 burst
 of
 
radiant
 energy.
 You
 immediately
 stand
 up
 (if
 you
 
so
 choose),
 and
 you
 regain
 hit
 points
 equal
 to
 half
 
your
 hit
 point
 maximum.
 All
 hostile
 creatures
 
within
 30
 feet
 of
 you
 take
 10
 +
 your
 Charisma
 
modifier
 radiant
 damage
 and
 are
 blinded
 until
 the
 
end
 of
 your
 turn.
 

  Once
 you
 use
 this
 feature,
 you
 can’t
 use
 it
 again
 
until
 you
 finish
 a
 long
 rest.
 

Radiant
 Resilience
 

Starting
 at
 10th
 level,
 you
 gain
 temporary
 hit
 
points
 whenever
 you
 finish
 a
 long
 or
 short
 rest.
 
These
 temporary
 hit
 points
 equal
 your
 warlock
 
level
 +
 your
 Charisma
 modifier.
 Additionally,
 
choose
 up
 to
 five
 creatures
 you
 can
 see
 at
 the
 end
 
of
 your
 rest.
 Those
 creatures
 gain
 temporary
 hit
 
points
 equal
 to
 half
 your
 warlock
 level
 +
 your
 
Charisma
 modifier.
 

Healing
 Light
 

At
 14th
 level,
 you
 gain
 the
 ability
 to
 channel
 the
 
Undying
 Light
 to
 heal
 yourself
 and
 other
 creatures.
 
As
 a
 bonus
 action,
 you
 can
 touch
 a
 creature
 and
 
heal
 it.
 With
 each
 touch,
 a
 creature
 regains
 from
 
1d6
 to
 5d6
 hit
 points
 (your
 choice).
 You
 have
 a
 
total
 pool
 of
 15d6
 you
 can
 expend.
 Subtract
 the
 
dice
 you
 use
 with
 each
 touch
 from
 that
 total.
 

  You
 regain
 all
 expended
 dice
 from
 your
 pool
 
when
 you
 finish
 a
 long
 rest.
 

©2015
 Wizards
 of
 the
 Coast
 LLC
  4
 

Unearthed
 Arcana:
 That
 Old
 Black
 
Magic
 

As
 the
 Rage
 of
 Demons
 storyline
 season
 continues
  Player’s
 Handbook
 is
 the
 infernal
 tiefling,
 which
 is
 
to
 boil
 over
 in
 the
 Underdark,
 this
 month’s
  summarized
 here
 for
 ease
 of
 reference.
 
 
Unearthed
 Arcana
 offers
 new
 demonic
 options
 for
 
your
 campaign.
  Infernal
 Tiefling
 

  First
 off,
 this
 article
 takes
 a
 new
 look
 at
 the
 
tiefling
 race.
 By
 breaking
 down
 the
 Player’s
  An
 infernal
 tiefling
 draws
 upon
 the
 power
 of
 the
 
Handbook
 tiefling
 into
 a
 modular
 variant,
 players
  Nine
 Hells
 and
 its
 diabolic
 masters.
 These
 tieflings
 
can
 now
 create
 tiefling
 characters
 tied
 to
 either
 a
  have
 the
 following
 additional
 features.
 
devilish
 or
 a
 demonic
 ancestry.
 
  Ability
 Score
 Increase.
 Your
 Intelligence
 score
 

  Additionally,
 a
 new
 suite
 of
 conjuration
 spells
  increases
 by
 1.
 
allows
 casters
 to
 call
 forth
 demons
 to
 do
 their
 
  Hellish
 Resistance.
 As
 described
 in
 the
 Player’s
 
bidding.
 Each
 type
 of
 demon
 has
 its
 own
  Handbook.
 
proclivities
 and
 quirks
 when
 summoned
 to
 the
 
  Infernal
 Legacy.
 As
 described
 in
 the
 Player’s
 
material
 world,
 and
 demons
 are
 far
 more
 difficult
  Handbook.
 
to
 control
 than
 other
 creatures
 a
 spellcaster
 can
 
  Languages.
 You
 can
 speak,
 read,
 and
 write
 
call
 on.
 
  Infernal.
 

Tiefling
 Variant
  Abyssal
 Tiefling
 

As
 presented
 in
 the
 Player’s
 Handbook,
 all
  All
 abyssal
 tieflings
 trace
 their
 bloodline
 to
 the
 
members
 of
 the
 tiefling
 race
 share
 some
 manner
 of
  demons
 of
 the
 Abyss.
 These
 tieflings
 have
 the
 
diabolic
 origin.
 The
 following
 option
 allows
 you
 to
  following
 additional
 features.
 
instead
 create
 a
 tiefling
 with
 a
 demonic
 tie.
 
 
  Ability
 Score
 Increase.
 Your
 Constitution
 score
 

  All
 tieflings
 gain
 the
 following
 traits
 from
 the
  increases
 by
 1.
 
standard
 tiefling
 race
 of
 the
 Player’s
 Handbook:
 
  Abyssal
 Arcana.
 Each
 time
 you
 finish
 a
 long
 rest,
 
you
 gain
 the
 ability
 to
 cast
 cantrips
 and
 spells
 
•   Age
  randomly
 determined
 from
 a
 short
 list.
 At
 1st
 level,
 
•   Alignment
  you
 can
 cast
 a
 cantrip.
 When
 you
 reach
 3rd
 level,
 
•   Size
  you
 can
 also
 cast
 a
 1st-­‐‑level
 spell.
 At
 5th
 level,
 you
 
•   Speed
  can
 cast
 a
 2nd-­‐‑level
 spell.
 
•   Darkvision
 
  You
 can
 cast
 a
 spell
 gained
 from
 this
 trait
 only
 
once
 until
 you
 complete
 your
 next
 long
 rest.
 You
 
Additionally,
 the
 following
 traits
 are
 modified
 from
  can
 cast
 a
 cantrip
 gained
 from
 this
 trait
 at
 will,
 as
 
the
 Player’s
 Handbook:
  normal.
 For
 1st-­‐‑level
 spells
 whose
 effect
 changes
 if
 
cast
 using
 a
 spell
 slot
 of
 2nd
 level
 or
 higher,
 you
 
•   Ability
 Score
 Increase.
 Your
 Charisma
 score
  cast
 the
 spell
 as
 if
 using
 a
 2nd-­‐‑level
 slot.
 Spells
 of
 
increases
 by
 2.
 
  2nd
 level
 are
 cast
 as
 if
 using
 a
 2nd-­‐‑level
 slot.
 

  At
 the
 end
 of
 each
 long
 rest,
 you
 lose
 the
 cantrips
 
•   Languages.
 You
 can
 speak,
 read,
 and
 write
  and
 spells
 previously
 granted
 by
 this
 feature,
 even
 
Common.
  if
 you
 did
 not
 cast
 them.
 You
 replace
 those
 cantrips
 
and
 spells
 by
 rolling
 for
 new
 ones
 on
 the
 Abyssal
 
Subraces
  Arcana
 Spells
 table.
 Roll
 separately
 for
 each
 
cantrip
 and
 spell.
 If
 you
 roll
 the
 same
 spell
 or
 
This
 variant
 introduces
 new
 subraces
 for
 the
  cantrip
 you
 gained
 at
 the
 end
 of
 your
 previous
 long
 
tiefling.
 Each
 subrace
 offers
 traits
 in
 addition
 to
  rest,
 roll
 again
 until
 you
 get
 a
 different
 result.
 
the
 ones
 noted
 above.
 The
 race
 presented
 in
 the
 

©2015
 Wizards
 of
 the
 Coast
 LLC
  1
 

Abyssal
 Arcana
 Spells
  Conjure
 Hezrou
 

  d6
  1st
 Level
  3rd
 Level
  5th
 Level
 
Alter
 self
  7th-­‐‑level
 conjuration
 

  1
  Dancing
 lights
  Burning
 hands
  Darkness
 
Invisibility
  Casting
 Time:
 1
 action
 

  2
  True
 strike
  Charm
 person
  Levitate
  Range:
 60
 feet
 
Mirror
 image
  Components:
 V,
 S,
 M
 (food
 worth
 at
 least
 100
 gp,
 

  3
  Light
  Magic
 missile
 

  4
  Message
  Cure
 wounds
  Spider
 climb
  which
 the
 spell
 consumes)
 
Duration:
 Concentration,
 up
 to
 1
 hour
 

  5
  Spare
 the
 dying
  Tasha’s
 hideous
 
 
You
 summon
 a
 hezrou
 that
 appears
 in
 an
 

 
 
  laughter
  unoccupied
 space
 you
 can
 see
 within
 range.
 The
 
hezrou
 disappears
 when
 it
 drops
 to
 0
 hit
 points
 or
 

  6
  Prestidigitation
  Thunderwave
  when
 the
 spell
 ends.
 

  The
 hezrou’s
 attitude
 depends
 on
 the
 value
 of
 

  Abyssal
 Fortitude.
 Your
 hit
 point
 maximum
  the
 food
 used
 as
 a
 material
 component
 for
 this
 
spell.
 Roll
 initiative
 for
 the
 hezrou,
 which
 has
 its
 
increases
 by
 half
 your
 level
 (minimum
 1).
  own
 turns.
 At
 the
 start
 of
 the
 hezrou’s
 turn,
 the
 DM
 

  Languages.
 You
 can
 speak,
 read,
 and
 write
  makes
 a
 secret
 Charisma
 check
 on
 your
 behalf,
 
with
 a
 bonus
 equal
 to
 the
 food’s
 value
 divided
 by
 
Abyssal.
  20.
 The
 check
 DC
 starts
 at
 10
 and
 increases
 by
 2
 
each
 round.
 You
 can
 issue
 orders
 to
 the
 hezrou
 and
 
New
 Spells
  have
 it
 obey
 you
 as
 long
 as
 you
 succeed
 on
 the
 
Charisma
 check.
 
 
The
 following
 new
 conjuration
 spells
 appear
 on
 
  If
 the
 check
 fails,
 the
 spell
 no
 longer
 requires
 
the
 sorcerer
 spell
 list
 and
 the
 wizard
 spell
 list.
  concentration
 and
 the
 demon
 is
 no
 longer
 under
 
your
 control.
 The
 hezrou
 then
 focuses
 on
 
Conjure
 Barlgura
  devouring
 any
 corpses
 it
 can
 see.
 If
 there
 are
 no
 
such
 meals
 at
 hand,
 it
 attacks
 the
 nearest
 creatures
 
4th-­‐‑level
 conjuration
  and
 eats
 anything
 it
 kills.
 If
 its
 hit
 points
 are
 
reduced
 to
 below
 half
 its
 hit
 point
 maximum,
 it
 
Casting
 Time:
 1
 action
  returns
 to
 the
 Abyss.
 
Range:
 60
 feet
 
  As
 part
 of
 casting
 the
 spell,
 you
 can
 scribe
 a
 
Components:
 V,
 S
  circle
 on
 the
 ground
 using
 the
 blood
 of
 an
 
Duration:
 Up
 to
 10
 minutes
  intelligent
 humanoid
 slain
 within
 the
 past
 24
 
hours.
 The
 circle
 is
 large
 enough
 to
 encompass
 
You
 summon
 a
 barlgura
 that
 appears
 in
 an
  your
 space.
 The
 summoned
 hezrou
 cannot
 cross
 
unoccupied
 space
 you
 can
 see
 within
 range.
 The
  the
 circle
 or
 target
 anyone
 in
 it
 while
 the
 spell
 lasts.
 
barlgura
 disappears
 when
 it
 drops
 to
 0
 hit
 points
 
or
 when
 the
 spell
 ends.
  Conjure
 Lesser
 Demon
 

  The
 barlgura
 is
 hostile
 to
 all
 non-­‐‑demons.
 Roll
 
initiative
 for
 the
 barlgura,
 which
 has
 its
 own
 turns.
  3rd-­‐‑level
 conjuration
 
At
 the
 start
 of
 its
 turn,
 it
 moves
 toward
 and
 attacks
 
the
 nearest
 non-­‐‑demon
 it
 can
 perceive.
 If
 two
 or
  Casting
 Time:
 1
 action
 
more
 creatures
 are
 equally
 near,
 it
 picks
 one
 at
  Range:
 60
 feet
 
random.
 If
 it
 cannot
 see
 any
 potential
 enemies,
 the
  Components:
 V,
 S,
 M
 (a
 vial
 of
 blood
 from
 an
 
barlgura
 moves
 in
 a
 random
 direction
 in
 search
 of
 
foes.
  intelligent
 humanoid
 killed
 within
 the
 past
 24
 

  As
 part
 of
 casting
 the
 spell,
 you
 can
 scribe
 a
  hours)
 
circle
 on
 the
 ground
 using
 the
 blood
 of
 an
  Duration:
 Concentration,
 up
 to
 1
 hour
 
intelligent
 humanoid
 slain
 within
 the
 past
 24
 
hours.
 The
 circle
 is
 large
 enough
 to
 encompass
  You
 summon
 up
 to
 a
 total
 of
 eight
 manes
 or
 
your
 space.
 The
 summoned
 barlgura
 cannot
 cross
  dretches
 that
 appear
 in
 unoccupied
 spaces
 you
 can
 
the
 circle
 or
 target
 anyone
 in
 it
 while
 the
 spell
 lasts.
  see
 within
 range.
 A
 manes
 or
 dretch
 disappears
 

©2015
 Wizards
 of
 the
 Coast
 LLC
  2
 

when
 it
 drops
 to
 0
 hit
 points
 or
 when
 the
 spell
  Conjure
 Vrock
 
ends.
 

  The
 demons
 are
 hostile
 to
 all
 creatures.
 Roll
  5th-­‐‑level
 conjuration
 
initiative
 for
 the
 summoned
 demons
 as
 a
 group,
 
which
 has
 its
 own
 turns.
 The
 demons
 attack
 the
  Casting
 Time:
 1
 action
 
nearest
 non-­‐‑demons
 to
 the
 best
 of
 their
 ability.
  Range:
 60
 feet
 

  As
 part
 of
 casting
 the
 spell,
 you
 can
 scribe
 a
  Components:
 V,
 S,
 M
 (a
 gem
 worth
 at
 least
 100
 gp,
 
circle
 on
 the
 ground
 with
 the
 blood
 used
 as
 a
 
material
 component.
 The
 circle
 is
 large
 enough
 to
  which
 the
 spell
 consumes)
 
encompass
 your
 space.
 The
 summoned
 demons
  Duration:
 Concentration,
 up
 to
 1
 hour
 
cannot
 cross
 the
 circle
 or
 target
 anyone
 in
 it
 while
 
the
 spell
 lasts.
 Using
 the
 material
 component
 in
  You
 summon
 a
 vrock
 that
 appears
 in
 an
 
this
 manner
 consumes
 it.
  unoccupied
 space
 you
 can
 see
 within
 range.
 The
 

  At
 Higher
 Levels.
 When
 you
 cast
 this
 spell
 using
  vrock
 disappears
 when
 it
 drops
 to
 0
 hit
 points
 or
 
a
 spell
 slot
 of
 6th
 or
 7th
 level,
 you
 summon
 sixteen
  when
 the
 spell
 ends.
 
demons.
 If
 you
 cast
 it
 using
 a
 spell
 slot
 of
 8th
 or
 
  The
 vrock’s
 attitude
 depends
 on
 the
 value
 of
 the
 
9th
 level,
 you
 summon
 thirty-­‐‑two
 demons.
  gem
 used
 as
 a
 material
 component
 for
 this
 spell.
 
Roll
 initiative
 for
 the
 vrock,
 which
 has
 its
 own
 
Conjure
 Shadow
 Demon
  turns.
 At
 the
 start
 of
 the
 vrock’s
 turn,
 the
 DM
 
makes
 a
 secret
 Charisma
 check
 on
 your
 behalf,
 
4th-­‐‑level
 conjuration
  with
 a
 bonus
 equal
 to
 the
 gem’s
 value
 divided
 by
 
20.
 The
 check
 DC
 starts
 at
 10
 and
 increases
 by
 2
 
Casting
 Time:
 1
 action
  each
 round.
 You
 can
 issue
 orders
 to
 the
 vrock
 and
 
Range:
 60
 feet
  have
 it
 obey
 you
 as
 long
 as
 you
 succeed
 on
 the
 
Components:
 V,
 S,
 M
 (a
 vial
 of
 blood
 from
 an
  Charisma
 check.
 

  If
 the
 check
 fails,
 the
 spell
 no
 longer
 requires
 
intelligent
 humanoid
 killed
 within
 the
 past
 24
  concentration
 and
 the
 vrock
 is
 no
 longer
 under
 
hours)
  your
 control.
 The
 vrock
 takes
 no
 actions
 on
 its
 next
 
Duration:
 Concentration,
 up
 to
 1
 hour
  turn
 and
 uses
 its
 telepathy
 to
 tell
 any
 creature
 it
 
can
 see
 that
 it
 will
 fight
 in
 exchange
 for
 treasure.
 
You
 summon
 a
 shadow
 demon
 that
 appears
 in
 an
  The
 creature
 that
 gives
 the
 vrock
 the
 most
 
unoccupied
 space
 you
 can
 see
 within
 range.
 The
  expensive
 gem
 can
 command
 it
 for
 the
 next
 1d6
 
shadow
 demon
 disappears
 when
 it
 drops
 to
 0
 hit
  rounds.
 At
 the
 end
 of
 that
 time,
 it
 offers
 the
 
points
 or
 when
 the
 spell
 ends.
  bargain
 again.
 If
 no
 one
 offers
 the
 vrock
 treasure
 

  Roll
 initiative
 for
 the
 shadow
 demon,
 which
 has
  before
 its
 next
 turn
 begins,
 it
 attacks
 the
 nearest
 
its
 own
 turns.
 You
 can
 issue
 orders
 to
 the
 shadow
  creatures
 for
 1d6
 rounds
 before
 returning
 to
 the
 
demon,
 and
 it
 obeys
 you
 as
 long
 as
 it
 can
 attack
 a
  Abyss.
 
creature
 on
 each
 of
 its
 turns
 and
 does
 not
 start
 its
 
  As
 part
 of
 casting
 the
 spell,
 you
 can
 scribe
 a
 
turn
 in
 an
 area
 of
 bright
 light.
 If
 either
 of
 these
  circle
 on
 the
 ground
 using
 the
 blood
 of
 an
 
conditions
 is
 not
 met,
 the
 shadow
 demon
  intelligent
 humanoid
 slain
 within
 the
 past
 24
 
immediately
 makes
 a
 Charisma
 check
 contested
 by
  hours.
 The
 circle
 is
 large
 enough
 to
 encompass
 
your
 Charisma
 check.
 If
 you
 fail
 the
 check,
 the
 spell
  your
 space.
 The
 summoned
 vrock
 cannot
 cross
 the
 
no
 longer
 requires
 concentration
 and
 the
 demon
 is
  circle
 or
 target
 anyone
 in
 it
 while
 the
 spell
 lasts.
 
no
 longer
 under
 your
 control.
 The
 demon
 
automatically
 succeeds
 on
 the
 check
 if
 it
 is
 more
 
than
 100
 feet
 away
 from
 you.
 

  As
 part
 of
 casting
 the
 spell,
 you
 can
 scribe
 a
 
circle
 on
 the
 ground
 using
 the
 blood
 of
 an
 
intelligent
 humanoid
 slain
 within
 the
 past
 24
 
hours.
 The
 circle
 is
 large
 enough
 to
 encompass
 
your
 space.
 The
 summoned
 shadow
 demon
 cannot
 
cross
 the
 circle
 or
 target
 anyone
 in
 it
 while
 the
 
spell
 lasts.
 

©2015
 Wizards
 of
 the
 Coast
 LLC
  3
 

Unearthed
 Arcana:
 Kits
 of
 Old
 

If
 you
 played
 AD&D
 second
 edition
 back
 in
 the
  weapon
 skills
 as
 their
 greatest
 asset,
 these
 blades
 
1990s,
 you
 probably
 remember
 kits.
 These
  either
 take
 up
 work
 as
 enforcers
 for
 thieves’
 guilds
 
character
 options
 were
 introduced
 in
 The
  or
 strike
 out
 on
 their
 own
 as
 adventurers.
 
 
Complete
 Fighter’s
 Handbook,
 and
 became
 a
 
mainstay
 of
 the
 rest
 of
 the
 books
 in
 the
 Player’s
  Bonus
 Proficiencies
 
Handbook
 Rules
 Supplement
 series.
 Though
 kits
 
were
 notorious
 for
 providing
 wildly
 uneven
  When
 you
 join
 the
 College
 of
 Blades
 at
 3rd
 level,
 
benefits
 (some
 offered
 all-­‐‑but-­‐‑unnoticeable
  you
 gain
 proficiency
 with
 medium
 armor
 and
 with
 
improvements,
 while
 others
 turned
 characters
  scimitars.
 
into
 walking
 engines
 of
 destruction),
 they
 did
 add
 
depth
 and
 customization
 to
 a
 game
 that
 had
  Fighting
 Style
 
previously
 offered
 few
 character
 choices
 after
 1st
 
level.
  The
 College
 of
 Blades
 emphasizes
 mastery
 with
 

  This
 month,
 Unearthed
 Arcana
 converts
 a
 few
 of
  weapons,
 granting
 you
 access
 to
 the
 two-­‐‑weapon
 
the
 more
 popular
 kits
 from
 that
 era
 to
 new
 class
  fighting
 option
 for
 the
 Fighting
 Style
 class
 feature.
 
options
 for
 the
 bard
 and
 fighter.
 If
 you
 played
 
  Two-­‐‑Weapon
 Fighting.
 When
 you
 engage
 in
 
second
 edition
 AD&D,
 what
 are
 some
 of
 your
  two-­‐‑weapon
 fighting,
 you
 can
 add
 your
 ability
 
favorite
 kits
 that
 you’d
 like
 to
 see
 converted
 to
  modifier
 to
 the
 damage
 of
 the
 second
 attack.
 
fifth
 edition?
 Let
 me
 know
 on
 Twitter
 
(@mikemearls).
 Over
 the
 course
 of
 the
 year,
 the
  Blade
 Flourish
 
kits
 that
 inspire
 the
 most
 discussion
 could
 very
 
well
 end
 up
 here.
  At
 3rd
 level,
 you
 learn
 to
 conduct
 impressive
 
displays
 of
 skill
 with
 your
 weapons.
 When
 you
 use
 
Bard:
 College
 of
 Swords
  the
 Attack
 action
 on
 your
 turn
 and
 attack
 with
 a
 
dagger,
 longsword,
 rapier,
 scimitar,
 or
 shortsword,
 
Bards
 of
 the
 College
 of
 Swords
 are
 called
 blades,
  you
 can
 attempt
 one
 of
 the
 following
 flourishes.
 
and
 they
 entertain
 through
 daring
 feats
 of
 weapon
 
  Defensive
 Flourish.
 You
 spin
 your
 weapon
 
prowess.
 Blades
 perform
 stunts
 such
 as
 sword
  around
 you
 in
 swift
 circles,
 creating
 a
 hypnotic
 
swallowing,
 knife
 throwing
 and
 juggling,
 and
 mock
  display.
 As
 a
 bonus
 action,
 you
 expend
 one
 use
 of
 
combats.
 But
 though
 they
 use
 their
 weapons
 to
  Bardic
 Inspiration,
 rolling
 a
 Bardic
 Inspiration
 die
 
entertain,
 they
 are
 also
 highly
 trained
 and
 skilled
  and
 applying
 the
 number
 rolled
 as
 a
 bonus
 to
 your
 
warriors
 in
 their
 own
 right.
  AC
 until
 the
 start
 of
 your
 next
 turn.
 

  Their
 talent
 with
 weapons
 inspires
 many
 blades
 
  Trick
 Shooter’s
 Flourish.
 This
 favorite
 trick
 of
 
to
 lead
 double
 lives.
 One
 blade
 might
 use
 a
 circus
  knife
 throwers
 allows
 you
 to
 expend
 one
 use
 of
 
troupe
 as
 cover
 for
 nefarious
 deeds
 such
 as
  Bardic
 Inspiration
 as
 a
 bonus
 action.
 Roll
 a
 Bardic
 
assassination,
 robbery,
 and
 blackmail.
 Other
  Inspiration
 die
 and
 apply
 the
 number
 rolled
 as
 a
 
blades
 strike
 at
 the
 wicked,
 bringing
 justice
 to
 bear
  bonus
 to
 the
 next
 ranged
 attack
 roll
 you
 make
 with
 
against
 the
 cruel
 and
 powerful.
 Most
 troupes
 are
  a
 dagger
 this
 turn.
 If
 the
 target
 of
 the
 attack
 is
 an
 
happy
 to
 accept
 a
 blade’s
 talent
 for
 the
 excitement
  unattended,
 inanimate
 object,
 the
 bonus
 equals
 
it
 adds
 to
 a
 performance,
 but
 few
 entertainers
 fully
  double
 the
 die
 roll.
 
trust
 them.
 
  Unnerving
 Flourish.
 Your
 deadly
 display
 of
 

  Blades
 who
 abandon
 lives
 as
 entertainers
 have
  combat
 prowess
 unnerves
 your
 opponents,
 leaving
 
often
 run
 into
 trouble
 that
 makes
 maintaining
  them
 cowering
 in
 fear
 and
 at
 your
 mercy.
 
their
 secret
 activities
 impossible.
 A
 blade
 caught
  Whenever
 you
 reduce
 a
 creature
 to
 0
 hit
 points
 
stealing
 or
 engaging
 in
 vigilante
 justice
 is
 too
 great
  with
 a
 melee
 attack,
 you
 can
 use
 a
 bonus
 action
 to
 
a
 liability
 for
 most
 performer
 troupes.
 With
 their
  expend
 one
 use
 of
 Bardic
 Inspiration,
 and
 instead
 
leave
 the
 creature
 at
 1
 hit
 point.
 

  The
 creature
 is
 frightened
 of
 you
 for
 a
 number
 of
 
minutes
 equal
 to
 your
 Charisma
 modifier.
 It
 must
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  1
 

also
 make
 a
 Charisma
 saving
 throw
 with
 a
 DC
  jokes
 and
 stories
 cast
 her
 as
 a
 kind
 of
 folk
 hero,
 
equal
 to
 your
 spellcasting
 DC
 +
 a
 bonus
 equal
 to
  while
 drawing
 even
 more
 potential
 partners
 to
 her.
 
the
 roll
 of
 your
 Bardic
 Inspiration
 die.
 If
 the
 
  Jesters
 are
 loyal
 to
 only
 one
 cause:
 the
 pursuit
 
creature
 fails
 this
 saving
 throw,
 it
 answers
  and
 propagation
 of
 the
 truth.
 They
 use
 their
 
truthfully
 any
 questions
 you
 ask
 it
 and
 obeys
 your
  comedy
 and
 innocuous
 appearance
 to
 break
 down
 
direct
 orders
 while
 it
 is
 frightened
 by
 this
 effect.
  social
 barriers
 and
 expose
 corruption,
 
incompetence,
 and
 stupidity
 among
 the
 rich
 and
 
Extra
 Attack
  powerful.
 Whether
 revealing
 a
 con
 artist’s
 
treachery
 or
 exposing
 a
 baron’s
 plans
 for
 war
 as
 
Beginning
 at
 6th
 level,
 you
 can
 attack
 twice,
  driven
 by
 greed
 and
 bloodlust,
 a
 jester
 serves
 as
 
instead
 of
 once,
 whenever
 you
 take
 the
 Attack
  the
 conscience
 of
 a
 realm.
 
action
 on
 your
 turn.
 
  Jesters
 adventure
 to
 safeguard
 the
 common
 folk
 
and
 to
 undermine
 the
 plans
 of
 the
 rich,
 powerful,
 
Battle
 Magic
  and
 arrogant.
 Their
 magic
 bolsters
 allies’
 spirits
 
while
 casting
 doubt
 into
 foes’
 minds.
 Among
 bards,
 
At
 14th
 level,
 you
 have
 mastered
 the
 art
 of
  jesters
 are
 unmatched
 acrobats,
 and
 their
 ability
 to
 
weaving
 spellcasting
 and
 weapon
 use
 into
 a
 single
  tumble,
 dodge,
 leap,
 and
 climb
 makes
 them
 
harmonious
 act.
 When
 you
 use
 your
 action
 to
 cast
  slippery
 opponents
 in
 battle.
 
a
 bard
 spell,
 you
 can
 make
 one
 weapon
 attack
 as
 a
 
bonus
 action.
  Bonus
 Proficiencies
 

Bard:
 College
 of
 Satire
  When
 you
 join
 the
 College
 of
 Satire
 at
 3rd
 level,
 
you
 gain
 proficiency
 with
 thieves’
 tools.
 You
 also
 
Bards
 of
 the
 College
 of
 Satire
 are
 called
 jesters.
  gain
 proficiency
 in
 Sleight
 of
 Hand
 and
 one
 
They
 use
 lowbrow
 stories,
 daring
 acrobatics,
 and
  additional
 skill
 of
 your
 choice.
 If
 you
 are
 already
 
cutting
 jokes
 to
 entertain
 audiences,
 ranging
 from
  proficient
 with
 thieves’
 tools
 or
 in
 Sleight
 of
 Hand,
 
the
 crowds
 in
 a
 rundown
 dockside
 pub
 to
 the
  choose
 another
 skill
 proficiency
 for
 each
 
nobles
 of
 a
 king’s
 royal
 court.
 Where
 other
 bards
  proficiency
 you
 already
 have.
 
seek
 forgotten
 lore
 or
 tales
 of
 epic
 bravery,
 jesters
 
ferret
 out
 embarrassing
 and
 hilarious
 stories
 of
 all
  Tumbling
 Fool
 
kinds.
 Whether
 telling
 the
 ribald
 tale
 of
 a
 brawny
 
stable
 hand’s
 affair
 with
 an
 aged
 duchess
 or
 a
  At
 3rd
 level,
 you
 master
 a
 variety
 of
 acrobatic
 
mocking
 satire
 of
 a
 paladin
 of
 Helm’s
 cloying
  techniques
 that
 allow
 you
 to
 evade
 danger.
 As
 a
 
innocence,
 a
 jester
 never
 lets
 taste,
 social
 decorum,
  bonus
 action,
 you
 can
 tumble.
 When
 you
 tumble,
 
or
 shame
 get
 in
 the
 way
 of
 a
 good
 laugh.
 
  you
 gain
 the
 following
 benefits
 for
 the
 rest
 of
 your
 

  While
 jesters
 are
 masters
 of
 puns,
 jokes,
 and
  turn:
 
verbal
 barbs,
 they
 are
 much
 more
 than
 just
 comic
 
relief.
 They
 are
 expected
 to
 mock
 and
 provoke,
  •   You
 gain
 the
 benefits
 of
 taking
 the
 Dash
 and
 
taking
 advantage
 of
 how
 even
 the
 most
 powerful
  Disengage
 actions.
 
folk
 are
 expected
 by
 tradition
 to
 endure
 a
 jester’s
 
barbs
 with
 good
 humor.
 This
 expectation
 allows
 a
  •   You
 gain
 a
 climbing
 speed
 equal
 to
 your
 current
 
jester
 to
 serve
 as
 a
 critic
 or
 a
 voice
 of
 reason
 when
  speed.
 
others
 are
 too
 intimidated
 to
 speak
 the
 truth.
 

  For
 the
 duchess
 with
 a
 taste
 for
 strapping
 young
  •   You
 take
 half
 damage
 from
 falling.
 
laborers,
 such
 tales
 might
 serve
 to
 warn
 the
 
targets
 of
 her
 affections
 and
 force
 her
 to
 change
  Fool’s
 Insight
 
her
 ways
 for
 lack
 of
 willing
 partners.
 Striking
 back
 
at
 the
 jester
 only
 ruins
 her
 already
 damaged
  At
 6th
 level,
 your
 ability
 to
 gather
 stories
 and
 lore
 
reputation,
 and
 might
 provide
 the
 best
 evidence
  gains
 a
 supernatural
 edge.
 You
 can
 cast
 detect
 
that
 the
 jester’s
 satires
 have
 hit
 their
 mark.
 But
 if
  thoughts
 up
 to
 a
 number
 of
 times
 equal
 to
 your
 
she
 is
 kind
 and
 generous
 to
 her
 conquests,
 the
  Charisma
 modifier.
 You
 regain
 any
 expended
 uses
 
of
 this
 ability
 after
 completing
 a
 long
 rest.
 

  If
 a
 creature
 resists
 your
 attempt
 to
 probe
 
deeper
 and
 succeeds
 at
 its
 saving
 throw
 against
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  2
 

your
 detect
 thoughts,
 it
 immediately
 suffers
 an
  Combat
 Superiority
 
embarrassing
 social
 gaffe.
 It
 might
 loudly
 pass
 gas,
 
unleash
 a
 thunderous
 burp,
 trip
 and
 fall,
 or
 be
  At
 3rd
 level,
 you
 gain
 a
 set
 of
 abilities
 that
 are
 
compelled
 to
 tell
 a
 tasteless
 joke.
  fueled
 by
 special
 dice
 called
 superiority
 dice.
 

  Superiority
 Dice.
 You
 have
 four
 superiority
 dice,
 
Fool’s
 Luck
  which
 are
 d8s.
 A
 superiority
 die
 is
 expended
 when
 
you
 use
 it.
 You
 regain
 all
 of
 your
 expended
 
Jesters
 seem
 to
 have
 a
 knack
 for
 pulling
  superiority
 dice
 when
 you
 finish
 a
 short
 or
 long
 
themselves
 out
 of
 tight
 situations,
 transforming
  rest.
 
what
 looks
 like
 sure
 failure
 into
 an
 embarrassing
 
  You
 gain
 another
 superiority
 die
 at
 7th
 level
 and
 
but
 effective
 success.
  one
 more
 at
 15th
 level.
 

  At
 14th
 level,
 you
 can
 expend
 one
 use
 of
 Bardic
 
  Using
 Superiority
 Dice.
 You
 can
 expend
 
Inspiration
 after
 you
 fail
 an
 ability
 check,
 fail
 a
  superiority
 dice
 to
 gain
 a
 number
 of
 different
 
saving
 throw,
 or
 miss
 with
 an
 attack
 roll.
 Roll
 a
  benefits:
 
Bardic
 Inspiration
 die
 and
 add
 the
 number
 rolled
 
to
 your
 attack,
 saving
 throw,
 or
 ability
 check,
 using
  •   When
 you
 make
 a
 check
 to
 influence
 or
 control
 a
 
the
 new
 result
 in
 place
 of
 the
 failed
 one.
  creature
 you
 are
 riding,
 you
 can
 expend
 one
 

  If
 using
 this
 ability
 grants
 you
 a
 success
 on
 the
  superiority
 die
 to
 add
 it
 to
 the
 check.
 You
 apply
 
attack,
 saving
 throw,
 or
 ability
 check,
 note
 the
  this
 bonus
 after
 making
 the
 check
 but
 before
 
number
 you
 rolled
 on
 the
 Bardic
 Inspiration
 die.
  learning
 if
 it
 was
 successful.
 
The
 DM
 can
 then
 apply
 that
 result
 as
 a
 penalty
 to
 
an
 attack
 or
 check
 you
 make,
 and
 you
 cannot
 use
  •   When
 you
 make
 a
 weapon
 attack
 against
 a
 
this
 ability
 again
 until
 you
 suffer
 this
 drawback.
  creature,
 you
 can
 expend
 one
 superiority
 die
 to
 
When
 the
 DM
 invokes
 this
 penalty,
 describe
 an
  add
 it
 to
 the
 attack
 roll.
 You
 can
 use
 this
 ability
 
embarrassing
 gaffe
 or
 mistake
 you
 make
 as
 part
 of
  before
 or
 after
 making
 the
 attack
 roll,
 but
 before
 
the
 affected
 die
 roll.
  any
 of
 the
 effects
 of
 the
 attack
 are
 applied.
 

Fighter:
 Cavalier
  •   When
 you
 make
 an
 attack
 with
 a
 lance
 while
 
mounted,
 you
 can
 expend
 one
 superiority
 die
 to
 
The
 archetypal
 Cavalier
 excels
 at
 mounted
 combat.
  add
 it
 to
 your
 damage
 roll.
 In
 addition,
 the
 target
 
Usually
 born
 to
 nobility
 and
 raised
 in
 a
 royal
 court,
  of
 the
 attack
 must
 make
 a
 Strength
 saving
 throw
 
a
 Cavalier
 is
 equally
 at
 home
 leading
 a
 cavalry
  (DC
 8
 +
 your
 proficiency
 bonus
 +
 your
 Strength
 
charge
 or
 exchanging
 witty
 repartee
 at
 a
 state
  modifier)
 or
 be
 knocked
 prone.
 
dinner.
 
•   If
 either
 you
 or
 your
 mount
 is
 hit
 by
 an
 attack
 
Bonus
 Proficiencies
  while
 you
 are
 mounted,
 you
 can
 expend
 one
 
superiority
 die
 as
 a
 reaction,
 adding
 the
 number
 
When
 you
 choose
 this
 archetype
 at
 3rd
 level,
 you
  rolled
 to
 your
 or
 your
 mount’s
 AC.
 If
 the
 attack
 
gain
 proficiency
 in
 two
 of
 the
 following
 skills
 of
  still
 hits,
 you
 or
 your
 mount
 take
 half
 damage
 
your
 choice:
 Animal
 Handling,
 Insight,
  from
 it.
 
Performance,
 or
 Persuasion.
 You
 can
 choose
 to
 
gain
 one
 tool
 proficiency
 in
 place
 of
 one
 skill
  Ferocious
 Charger
 
proficiency.
 
At
 7th
 level,
 you
 gain
 additional
 benefits
 when
 you
 
Born
 to
 the
 Saddle
  use
 superiority
 dice
 to
 increase
 your
 damage
 when
 
you
 attack
 with
 a
 lance.
 You
 can
 expend
 up
 to
 two
 
At
 3rd
 level,
 you
 have
 advantage
 on
 saving
 throws
  superiority
 dice
 on
 the
 attack,
 adding
 both
 to
 the
 
made
 to
 avoid
 falling
 off
 your
 mount.
 If
 you
 fall
 off
  damage
 roll.
 If
 you
 spend
 two
 dice,
 the
 target
 has
 
your
 mount,
 you
 always
 land
 on
 your
 feet
 if
 you
  disadvantage
 on
 its
 Strength
 saving
 throw
 to
 avoid
 
are
 capable
 of
 taking
 actions.
 Mounting
 or
  being
 knocked
 prone.
 
dismounting
 a
 creature
 costs
 you
 only
 5
 feet
 of
 
movement,
 rather
 than
 half
 your
 speed.
  Improved
 Combat
 Superiority
 

At
 10th
 level,
 your
 superiority
 dice
 turn
 into
 d10s.
 
At
 18th
 level,
 they
 turn
 into
 d12s.
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  3
 

Relentless
  •   If
 you
 are
 hit
 by
 an
 attack
 while
 wearing
 light
 or
 
medium
 armor,
 you
 can
 expend
 one
 superiority
 
Starting
 at
 15th
 level,
 when
 you
 roll
 initiative
 and
  die
 as
 a
 reaction,
 adding
 the
 number
 rolled
 to
 
have
 no
 superiority
 dice
 remaining,
 you
 regain
 1
  your
 AC.
 If
 the
 attack
 still
 hits,
 you
 take
 half
 
superiority
 die.
  damage
 from
 it.
 

Fighter:
 Scout
  Natural
 Explorer
 

The
 archetypal
 Scout
 excels
 at
 finding
 safe
 passage
  At
 3rd
 level,
 you
 gain
 the
 ranger
 class
 feature
 of
 
through
 dangerous
 regions.
 Scouts
 usually
 favor
  the
 same
 name,
 with
 the
 following
 alteration:
 You
 
light
 armor
 and
 ranged
 weapons,
 but
 they
 are
  choose
 additional
 favored
 terrain
 types
 at
 7th
 and
 
comfortable
 using
 heavier
 gear
 when
 faced
 with
  15th
 level.
 
intense
 fighting.
 
Improved
 Combat
 Superiority
 
Bonus
 Proficiencies
 
At
 10th
 level,
 your
 superiority
 dice
 turn
 into
 d10s.
 
When
 you
 choose
 this
 archetype
 at
 3rd
 level,
 you
  At
 18th
 level,
 they
 turn
 into
 d12s.
 
gain
 proficiency
 in
 three
 of
 the
 following
 skills
 of
 
your
 choice:
 Acrobatics,
 Athletics,
 Investigation,
  Relentless
 
Medicine,
 Nature,
 Perception,
 Stealth,
 or
 Survival.
 
You
 can
 choose
 to
 gain
 proficiency
 with
 thieves’
  Starting
 at
 15th
 level,
 when
 you
 roll
 initiative
 and
 
tools
 in
 place
 of
 one
 skill
 choice.
  have
 no
 superiority
 dice
 remaining,
 you
 regain
 1
 
superiority
 die.
 
Combat
 Superiority
 

At
 3rd
 level,
 you
 gain
 a
 set
 of
 abilities
 that
 are
 
fueled
 by
 special
 dice
 called
 superiority
 dice.
 

  Superiority
 Dice.
 You
 have
 four
 superiority
 dice,
 
which
 are
 d8s.
 A
 superiority
 die
 is
 expended
 when
 
you
 use
 it.
 You
 regain
 all
 of
 your
 expended
 
superiority
 dice
 when
 you
 finish
 a
 long
 or
 short
 
rest.
 

  You
 gain
 another
 superiority
 die
 at
 7th
 level
 and
 
one
 more
 at
 15th
 level.
 

  Using
 Superiority
 Dice.
 You
 can
 expend
 
superiority
 dice
 to
 gain
 a
 number
 of
 different
 
benefits:
 

•   When
 you
 make
 a
 check
 that
 allows
 you
 to
 apply
 
your
 proficiency
 in
 Athletics,
 Nature,
 Perception,
 
Stealth,
 or
 Survival,
 you
 can
 expend
 one
 
superiority
 die
 to
 bolster
 the
 check.
 Add
 half
 the
 
number
 rolled
 on
 the
 superiority
 die
 (rounding
 
up)
 to
 your
 check.
 You
 apply
 this
 bonus
 after
 
making
 the
 check
 but
 before
 learning
 if
 it
 was
 
successful.
 

•   When
 you
 make
 a
 weapon
 attack
 against
 a
 
creature,
 you
 can
 expend
 one
 superiority
 die
 to
 
add
 it
 to
 the
 attack
 roll.
 You
 can
 use
 this
 ability
 
before
 or
 after
 making
 the
 attack
 roll,
 but
 before
 
any
 of
 the
 effects
 of
 the
 attack
 are
 applied.
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  4
 

Unearthed
 Arcana:
 

Psionics
 &
 the
 Mystic,
 Take
 2
 


  needed
 to
 place
 a
 creature
 in
 the
 correct
 mindset
 
These
 unofficial
 game
 mechanics
 are
 in
 draft
 form,
  to
 wield
 psionic
 power.
 
usable
 in
 your
 campaign
 but
 not
 fully
 tempered
 by
 
  A
 discipline
 offers
 a
 number
 of
 abilities,
 but
 
playtests
 and
 design
 iterations.
 They
 might
 be
  some
 of
 them
 require
 additional
 energy
 and
 
unstable;
 if
 you
 use
 them,
 be
 ready
 to
 rule
 on
 any
  expertise
 to
 create
 their
 effects.
 
issues
 that
 come
 up.
 They’re
 written
 in
 pencil,
 not
 
  Psionic
 talents
 are
 akin
 to
 disciplines,
 but
 they
 
ink.
 For
 these
 reasons,
 material
 in
 this
 column
 is
  require
 no
 psi
 energy
 and
 can
 be
 used
 at
 will.
 They
 
not
 legal
 in
 D&D
 Adventurers
 League
 events.
  are
 almost
 an
 innate
 part
 of
 the
 mystic.
 

  This
 month,
 Unearthed
 Arcana
 returns
 to
 the
 
  In
 addition,
 a
 creature
 skilled
 in
 the
 use
 of
 
mystic
 character
 class
 and
 the
 rules
 for
 psionics.
  psionics
 can
 exert
 its
 psychic
 focus
 on
 a
 psionic
 
Based
 on
 the
 playtest
 feedback
 you
 sent
 us,
 there
  discipline.
 This
 effect
 allows
 a
 creature
 to
 gain
 a
 
are
 a
 number
 of
 changes
 you
 can
 expect:
  constant
 benefit
 from
 the
 discipline.
 

•   The
 class
 now
 goes
 to
 10th
 level.
 The
 core
  Otherworldly
 Power
 
concepts
 had
 enough
 support
 that
 we
 feel
 
confident
 moving
 forward
 with
 them.
  Not
 every
 D&D
 world
 features
 psionic
 power
 to
 
the
 same
 extent.
 Psionics
 indirectly
 originates
 
•   Psionics
 is
 more
 flexible.
 You
 have
 a
 psychic
  from
 the
 Far
 Realm,
 a
 dimension
 outside
 the
 
focus,
 which
 allows
 you
 to
 pick
 one
 discipline
  bounds
 of
 the
 known
 multiverse.
 The
 Far
 Realm
 
and
 gain
 a
 constant,
 special
 benefit
 from
 it.
  has
 its
 own
 alien
 laws
 of
 physics
 and
 magic.
 When
 
Otherwise,
 you
 can
 expend
 points
 to
 use
 any
  its
 influence
 extends
 to
 a
 world,
 the
 Far
 Realm
 
discipline
 you
 know.
  invariably
 spawns
 horrific
 monsters
 and
 madness
 
as
 it
 bends
 reality
 to
 its
 own
 rules.
 
•   Psionics
 now
 includes
 psionic
 talents,
 the
 
  As
 the
 laws
 of
 reality
 twist
 and
 turn,
 individual
 
equivalent
 of
 a
 spellcaster’s
 cantrips.
  minds
 can
 be
 awakened
 to
 the
 cosmic
 
underpinnings
 that
 dictate
 the
 form
 and
 nature
 of
 
•   Psionic
 disciplines
 are
 now
 available
 to
 all
  reality.
 The
 tumult
 caused
 by
 the
 Far
 Realm
 
mystics,
 regardless
 of
 mystic
 order.
 However,
  creates
 echoes
 that
 can
 disturb
 and
 awaken
 minds
 
your
 order
 grants
 you
 a
 benefit
 for
 using
 its
  that
 would
 otherwise
 slumber.
 Such
 awakened
 
associated
 disciplines.
  creatures
 look
 on
 the
 world
 in
 the
 same
 way
 that
 
creatures
 existing
 in
 three
 dimensions
 might
 look
 

  You
 can
 expect
 a
 survey
 asking
 for
 feedback
 on
  on
 a
 two-­‐‑dimensional
 realm.
 They
 see
 possibilities,
 
these
 draft
 rules
 in
 a
 month
 or
 so.
 At
 this
 point,
  options,
 and
 connections
 that
 are
 unfathomable
 to
 
we’re
 not
 necessarily
 tied
 to
 any
 of
 these
 options.
  those
 with
 a
 more
 limited
 view
 of
 reality.
 
This
 effort
 is
 merely
 a
 first
 draft
 to
 gauge
 where
 
  In
 worlds
 that
 are
 relatively
 stable
 and
 hew
 close
 
we
 should
 start
 and
 what
 kind
 of
 approach
 to
  to
 the
 archetypal
 D&D
 setting
 presented
 in
 the
 
psionics
 in
 fifth
 edition
 will
 work
 best.
 Read
 on
  core
 rulebooks,
 psionics
 is
 rare—or
 might
 not
 
and
 enjoy.
  exist
 at
 all.
 The
 cosmic
 bindings
 that
 define
 the
 
multiverse
 are
 strong
 in
 such
 places,
 making
 it
 
Psionics
  unlikely
 that
 an
 individual
 mind
 can
 perceive
 the
 
possibilities
 offered
 by
 psionics.
 Mystics
 in
 such
 
Psionics
 is
 a
 source
 of
 power
 that
 originates
 from
  worlds
 might
 be
 so
 scarce
 that
 a
 mystic
 never
 
within
 a
 creature’s
 mind,
 allowing
 it
 to
 augment
 its
  meets
 another
 practitioner
 of
 the
 psionic
 arts.
 
physical
 abilities
 and
 affect
 the
 minds
 of
 others.
  Characters
 might
 unlock
 their
 psionic
 potential
 by
 
Psionic
 abilities
 are
 called
 psionic
 disciplines,
 
since
 each
 one
 consists
 of
 rigid
 mental
 exercises
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  1
 

random
 chance,
 and
 ancient
 tomes,
 journals,
 and
  A
 mystic
 draws
 on
 the
 power
 of
 psionics—the
 
other
 accounts
 of
 mystics
 might
 serve
 as
 the
 only
  energy
 of
 the
 mind—to
 create
 powerful
 effects.
 
guide
 to
 mastering
 this
 form
 of
 power.
 
 

  Psionics
 is
 more
 common
 in
 worlds
 where
 the
  Class
 Features
 
bounds
 of
 reality
 have
 been
 twisted
 and
 warped.
 
The
 realm
 of
 Athas
 in
 the
 Dark
 Sun
 campaign
  As
 a
 mystic,
 you
 gain
 the
 following
 class
 features.
 
setting
 is
 the
 prime
 example
 of
 a
 world
 where
 
psionics
 is
 common.
 The
 gods
 are
 absent,
 magic
  Hit
 Points
 
has
 been
 twisted
 into
 an
 ecological
 scourge,
 and
 
the
 common
 threads
 that
 bind
 many
 worlds
 of
  Hit
 Dice:
 1d8
 per
 mystic
 level
 
D&D
 have
 been
 sundered.
 By
 contrast,
 the
 world
 of
  Hit
 Points
 at
 1st
 Level:
 8
 +
 your
 Constitution
 
Eberron
 is
 a
 setting
 where
 the
 bounds
 of
 reality
 
have
 been
 tested
 but
 not
 fully
 broken.
 Psionics
 is
  modifier
 
not
 as
 pervasive
 in
 Eberron
 as
 in
 Athas,
 but
 the
  Hit
 Points
 at
 Higher
 Levels:
 1d8
 (or
 5)
 +
 your
 
influence
 of
 the
 otherworldly
 realm
 of
 Xoriat
 
makes
 it
 a
 known
 and
 studied
 art.
  Constitution
 modifier
 per
 mystic
 level
 after
 1st
 

Psionics
 and
 Magic
  Proficiencies
 

Psionics
 and
 magic
 are
 two
 distinct
 forces.
 In
  Armor:
 Light
 armor,
 medium
 armor
 
general,
 an
 effect
 that
 affects
 a
 spell
 has
 no
 effect
  Weapons:
 Simple
 weapons
 
on
 a
 psionic
 effect.
 There
 is
 one
 important
  Tools:
 None
 
exception
 to
 this
 rule.
 A
 psionic
 effect
 that
 
 
reproduces
 a
 spell
 is
 treated
 as
 magic.
 A
 psionic
  Saving
 Throws:
 Intelligence,
 Wisdom
 
effect
 reproduces
 a
 spell
 when
 it
 allows
 a
 psionic
  Skills:
 Choose
 two
 skills
 from
 Arcana,
 History,
 
creature
 or
 character
 to
 cast
 a
 spell.
 In
 this
 case,
 
psionic
 energy
 taps
 into
 magic
 and
 manipulates
 it
  Insight,
 Medicine,
 Nature,
 Perception,
 and
 
to
 cast
 the
 spell.
  Religion
 

  For
 example,
 the
 mind
 flayer
 as
 presented
 in
 the
 
Monster
 Manual
 has
 the
 Innate
 Spellcasting
  Equipment
 
(Psionics)
 feature.
 This
 feature
 allows
 the
 mind
 
flayer
 to
 cast
 a
 set
 of
 spells
 using
 psionic
 energy.
  You
 start
 with
 the
 following
 equipment,
 in
 
These
 spells
 can
 be
 countered
 with
 dispel
 magic
  addition
 to
 the
 equipment
 granted
 by
 your
 
and
 similar
 effects.
  background:
 

Mystic
  •   (a)
 a
 spear
 or
 (b)
 a
 mace
 
•   (a)
 leather
 armor
 or
 (b)
 scale
 mail
 
•   (a)
 a
 light
 crossbow
 and
 20
 bolts
 or
 (b)
 any
 

simple
 weapon
 
•   (a)
 a
 scholar’s
 pack
 or
 (b)
 an
 explorer’s
 pack
 

The
 Mystic
 

 
  Proficiency
 
  Talents
  Disciplines
 
  Psi
 
  Psi
 
 
Points
  Limit
 
Level
  Bonus
  Features
  Known
  Known
  2
 
4
  2
 
1st
 
  +2
  Psionics,
 Mystic
 Order
  1
  2
  6
  3
 
14
  3
 
2nd
  +2
  Mystical
 Recovery
  1
  3
  17
  5
 
3rd
  +2
  Mystic
 Order
 feature
  2
  3
  27
  5
 
32
  6
 
4th
  +2
  Ability
 Score
 Improvement,
 Strength
 of
 Mind
  2
  3
  38
  6
 
44
  7
 
5th
  +3
 
  2
  4
  57
  7
 
64
 
6th
  +3
  Mystic
 Order
 feature
  2
  4
 

7th
  +3
 
  2
  5
 

8th
  +3
  Ability
 Score
 Improvement,
 Mystic
 Order
 feature
  2
  5
 

9th
  +4
 
  2
  6
 
10th
  +4
  Consumptive
 Power
  3
  6
 


 

©2016
 Wizards
 of
 the
 Coast
 LLC
  2
 

Psionics
  channel
 that
 energy.
 There
 is
 a
 limit
 on
 the
 
number
 of
 psi
 points
 you
 can
 spend
 to
 activate
 a
 
As
 a
 student
 of
 psionics,
 you
 can
 master
 and
 use
  psionic
 discipline.
 The
 limit
 is
 based
 on
 your
 
psionic
 disciplines
 and
 talents.
  mystic
 level,
 as
 shown
 in
 the
 Psi
 Limit
 column
 of
 
the
 Mystic
 table.
 For
 example,
 as
 a
 3rd-­‐‑level
 mystic,
 
Psionic
 Talents
  you
 can
 spend
 no
 more
 than
 3
 psi
 points
 on
 a
 
discipline
 each
 time
 you
 use
 it,
 no
 matter
 how
 
A
 psionic
 talent
 is
 a
 minor
 psionic
 effect
 you
 have
  many
 psi
 points
 you
 have.
 
mastered.
 At
 1st
 level,
 you
 know
 one
 psionic
 talent
 
of
 your
 choice
 (see
 the
 talent
 options
 later
 in
 this
  Psychic
 Focus
 
class
 description).
 You
 learn
 additional
 talents
 of
 
your
 choice
 at
 higher
 levels,
 as
 shown
 in
 the
  You
 can
 focus
 psychic
 energy
 on
 one
 of
 your
 
Talents
 Known
 column
 of
 the
 Mystic
 table.
  psionic
 disciplines
 to
 draw
 ongoing
 benefits
 from
 
it.
 As
 a
 bonus
 action,
 you
 can
 choose
 one
 of
 your
 
Psionic
 Disciplines
  psionic
 disciplines
 and
 gain
 its
 psychic
 focus
 
benefit,
 which
 is
 detailed
 in
 that
 discipline’s
 
A
 psionic
 discipline
 is
 a
 rigid
 set
 of
 mental
  description.
 The
 benefit
 lasts
 until
 you
 are
 
exercises
 that
 allows
 a
 mystic
 to
 manifest
 psionic
  incapacitated
 or
 until
 you
 use
 another
 bonus
 
power.
 Such
 disciplines
 are
 divided
 into
 two
  action
 to
 choose
 a
 psychic
 focus
 benefit.
 You
 can
 
categories:
 lesser
 disciplines
 and
 greater
  have
 only
 one
 psychic
 focus
 benefit
 at
 a
 time.
 
disciplines.
 A
 mystic
 masters
 only
 a
 few
 disciplines
 
at
 a
 time.
  Psionic
 Ability
 

  At
 1st
 level,
 you
 know
 two
 lesser
 disciplines
 of
 
your
 choice
 (see
 the
 discipline
 options
 later
 in
 this
  Intelligence
 is
 your
 psionic
 ability
 for
 your
 psionic
 
class
 description).
 You
 learn
 additional
 disciplines
  disciplines.
 You
 use
 your
 Intelligence
 modifier
 
of
 your
 choice
 at
 higher
 levels,
 as
 shown
 in
 the
  when
 setting
 the
 saving
 throw
 DC
 for
 a
 psionic
 
Disciplines
 Known
 column
 of
 the
 Mystic
 table.
 You
  discipline
 or
 when
 making
 an
 attack
 roll
 with
 one.
 
must
 be
 at
 least
 5th
 level
 to
 learn
 a
 greater
 
 
discipline.
  Discipline
 save
 DC
 =
 8
 +
 your
 proficiency
 bonus
 +
 

  In
 addition,
 whenever
 you
 gain
 a
 level
 in
 this
 
class,
 you
 can
 replace
 one
 discipline
 you
 know
  your
 Intelligence
 modifier
 
with
 a
 different
 one
 of
 your
 choice.
 You
 can
 
 
replace
 a
 lesser
 discipline
 with
 a
 greater
 discipline,
 
but
 only
 if
 you
 are
 at
 least
 5th
 level.
  Discipline
 attack
 modifier
 =
 your
 proficiency
 
bonus
 +
 your
 Intelligence
 modifier
 
Psi
 Points
 
Mystic
 Order
 
You
 have
 an
 internal
 reservoir
 of
 energy
 that
 can
 
be
 devoted
 to
 the
 psionic
 disciplines
 you
 know.
  At
 1st
 level,
 you
 choose
 a
 Mystic
 Order:
 the
 Order
 
This
 energy
 is
 represented
 by
 psi
 points.
 Each
  of
 the
 Awakened
 or
 the
 Order
 of
 the
 Immortal,
 
psionic
 discipline
 describes
 effects
 you
 can
 create
  both
 detailed
 at
 the
 end
 of
 the
 class
 description.
 
with
 it
 by
 spending
 a
 certain
 number
 of
 psi
 points.
  Each
 order
 specializes
 in
 a
 particular
 approach
 to
 
A
 psionic
 talent
 requires
 no
 psi
 points.
  psionics.
 Your
 order
 gives
 you
 features
 when
 you
 

  The
 number
 of
 psi
 points
 you
 have
 is
 based
 on
  choose
 it
 at
 1st
 level
 and
 additional
 features
 at
 3rd,
 
your
 mystic
 level,
 as
 shown
 in
 the
 Psi
 Points
  6th,
 and
 8th
 level.
 
column
 of
 the
 Mystic
 table.
 The
 number
 shown
 for
 
your
 level
 is
 your
 psi
 point
 maximum.
 Your
 psi
  Mystical
 Recovery
 
point
 total
 returns
 to
 its
 maximum
 after
 you
 finish
 
a
 long
 rest.
 The
 number
 of
 psi
 points
 you
 have
  Starting
 at
 2nd
 level,
 you
 draw
 vigor
 from
 the
 psi
 
can’t
 go
 below
 0
 or
 over
 your
 maximum.
  energy
 you
 use
 to
 power
 psionic
 disciplines
 
associated
 with
 your
 Mystic
 Order.
 
Psi
 Limit
 
  Whenever
 you
 spend
 psi
 points
 on
 a
 psionic
 
discipline
 of
 your
 order,
 you
 regain
 hit
 points
 
Though
 you
 have
 access
 to
 a
 potent
 amount
 of
  equal
 to
 your
 Intelligence
 modifier
 if
 your
 current
 
psionic
 energy,
 it
 takes
 training
 and
 practice
 to
  hit
 point
 total
 equals
 half
 your
 hit
 point
 maximum
 
or
 less.
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  3
 

Ability
 Score
 Improvement
  transcending
 the
 physical,
 the
 Awakened
 hope
 to
 
attain
 a
 perfect
 state
 of
 being—focused
 on
 pure
 
When
 you
 reach
 4th
 level,
 and
 again
 at
 8th
 level,
  intellect
 and
 mental
 energy.
 
you
 can
 increase
 one
 ability
 score
 of
 your
 choice
 
  The
 Awakened
 are
 skilled
 at
 bending
 minds
 and
 
by
 2,
 or
 you
 can
 increase
 two
 ability
 scores
 of
 your
  unleashing
 devastating
 psychic
 attacks,
 and
 are
 
choice
 by
 1.
 As
 normal,
 you
 can’t
 increase
 an
  able
 to
 read
 the
 secrets
 of
 the
 world
 through
 
ability
 score
 above
 20
 using
 this
 feature.
  psionic
 energy.
 Awakened
 mystics
 who
 take
 to
 
adventuring
 excel
 at
 unraveling
 mysteries,
 solving
 
Strength
 of
 Mind
  puzzles,
 and
 defeating
 monsters
 by
 turning
 them
 
into
 unwilling
 pawns.
 
Even
 the
 simplest
 psionic
 techniques
 require
 a
 
deep
 understanding
 of
 how
 psionic
 energy
 can
  Mind
 Mastery
 
augment
 mind
 and
 body.
 This
 understanding
 
allows
 you
 to
 alter
 your
 defenses
 to
 better
 deal
  At
 1st
 level,
 you
 gain
 the
 mind
 meld
 and
 thought
 
with
 threats.
  spear
 psionic
 talents
 (these
 are
 in
 addition
 to
 the
 

  Starting
 at
 4th
 level,
 you
 can
 replace
 your
  talents
 you
 gain
 in
 the
 Mystic
 table).
 If
 you
 already
 
proficiency
 in
 Wisdom
 saving
 throws
 whenever
  have
 either
 one,
 you
 can
 pick
 any
 other
 talent
 to
 
you
 finish
 a
 short
 or
 long
 rest.
 To
 do
 so,
 choose
  replace
 it.
 
Strength,
 Dexterity,
 Constitution,
 or
 Charisma.
 You
 
gain
 proficiency
 in
 saves
 using
 that
 ability,
 instead
  Awakened
 Expertise
 
of
 Wisdom.
 This
 change
 lasts
 until
 you
 finish
 your
 
next
 short
 or
 long
 rest.
  Starting
 at
 1st
 level,
 your
 focused
 mental
 training
 
grants
 you
 extended
 knowledge.
 You
 gain
 
Consumptive
 Power
  proficiency
 in
 two
 skills
 of
 your
 choice.
 

  In
 addition,
 choose
 one
 skill
 you
 are
 proficient
 in.
 
At
 10th
 level,
 you
 gain
 the
 ability
 to
 sacrifice
 your
  Your
 proficiency
 bonus
 is
 doubled
 for
 any
 ability
 
health
 in
 exchange
 for
 psychic
 power.
 As
 a
 bonus
  check
 you
 make
 that
 uses
 that
 skill.
 
action,
 you
 regain
 up
 to
 5
 psi
 points.
 For
 each
 point
 
you
 choose
 to
 regain
 this
 way,
 your
 current
 hit
  Psionic
 Investigation
 
points
 and
 hit
 point
 maximum
 are
 both
 reduced
 by
 
1
 for
 each
 level
 you
 have
 in
 this
 class.
 This
  At
 3rd
 level,
 you
 can
 focus
 your
 mind
 to
 read
 the
 
reduction
 can’t
 be
 lessened
 in
 any
 way.
  psionic
 imprint
 left
 on
 an
 object.
 If
 you
 hold
 an
 

  Once
 you
 use
 this
 feature,
 you
 can’t
 use
 it
 again
  object
 and
 concentrate
 on
 it
 for
 10
 minutes
 (as
 if
 
until
 you
 finish
 a
 long
 rest,
 and
 the
 reduction
 to
  concentrating
 on
 a
 psionic
 discipline),
 you
 learn
 a
 
your
 hit
 point
 maximum
 lasts
 until
 you
 finish
 a
  few
 basic
 facts
 about
 it.
 You
 gain
 a
 mental
 image
 
long
 rest.
  from
 the
 object’s
 point
 of
 view,
 showing
 the
 last
 
creature
 to
 hold
 the
 object,
 regardless
 of
 how
 long
 
Mystic
 Orders
  ago
 it
 was
 last
 handled.
 

  You
 also
 learn
 of
 any
 events
 that
 have
 occurred
 
Psionics
 is
 a
 mysterious
 form
 of
 power
 within
  within
 20
 feet
 of
 the
 object
 within
 the
 past
 24
 
most
 D&D
 worlds.
 Secretive
 orders
 study
 its
  hours.
 The
 events
 you
 perceive
 unfold
 from
 the
 
origins
 and
 applications,
 while
 pushing
 the
  object’s
 perspective.
 You
 see
 and
 hear
 such
 events
 
boundaries
 of
 what
 psychic
 power
 can
 achieve.
  as
 if
 you
 were
 there,
 but
 can’t
 use
 other
 senses.
 

  Each
 mystic
 order
 pursues
 a
 specific
 goal
 for
 
  Additionally,
 you
 can
 embed
 an
 intangible
 
psionic
 power.
 That
 goal
 shapes
 how
 the
 members
  psionic
 sensor
 within
 the
 object.
 For
 the
 next
 24
 
of
 an
 order
 understand
 psionics
 and
 determines
  hours,
 you
 can
 use
 an
 action
 to
 learn
 the
 object’s
 
the
 disciplines
 they
 master.
  location
 relative
 to
 you
 (its
 distance
 and
 direction)
 
and
 to
 look
 at
 the
 object’s
 surroundings
 from
 its
 
Order
 of
 the
 Awakened
  point
 of
 view
 as
 if
 you
 were
 there.
 This
 perception
 
lasts
 until
 the
 start
 of
 your
 next
 turn.
 
Mystics
 dedicated
 to
 the
 Order
 of
 the
 Awakened
 
seek
 to
 unlock
 the
 full
 potential
 of
 the
 mind.
 By
  Psychic
 Surge
 

Starting
 at
 6th
 level,
 you
 overload
 your
 psychic
 
focus
 to
 batter
 down
 an
 opponent’s
 defenses.
 You
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  4
 

can
 impose
 disadvantage
 on
 a
 target’s
 saving
  weapon,
 you
 can
 deal
 an
 extra
 1d8
 psychic
 damage
 
throw
 against
 a
 discipline
 or
 talent
 you
 use,
 but
 at
  to
 the
 target.
 When
 you
 reach
 14th
 level,
 this
 extra
 
the
 cost
 of
 using
 your
 psychic
 focus.
 Your
 focus
  damage
 increases
 to
 2d8.
 
immediately
 ends,
 and
 you
 can’t
 use
 it
 again
 until
 
you
 finish
 a
 short
 or
 long
 rest.
 You
 can’t
 use
 this
  Psionic
 Disciplines
 
feature
 if
 you
 can’t
 use
 your
 psychic
 focus.
 
Psionic
 disciplines
 are
 the
 heart
 of
 a
 mystic’s
 craft.
 
Potent
 Psionics
  They
 are
 the
 mental
 exercises
 and
 psychic
 
formulae
 used
 to
 forge
 inner
 will
 into
 tangible
 
At
 8th
 level,
 you
 can
 add
 your
 Intelligence
 modifier
  effects.
 
to
 the
 damage
 you
 deal
 with
 any
 psionic
 talent.
 
  Disciplines
 were
 each
 discovered
 by
 different
 
orders
 and
 tend
 to
 reflect
 their
 creators’
 ethos
 and
 
Order
 of
 the
 Immortal
  specialties.
 However,
 a
 mystic
 may
 learn
 any
 
discipline
 regardless
 of
 its
 associated
 order.
 
The
 Order
 of
 the
 Immortal
 strives
 to
 achieve
 
physical
 perfection
 by
 augmenting
 the
 body’s
  Using
 a
 Discipline
 
natural
 strength
 with
 psychic
 power.
 This
 order’s
 
goal
 is
 for
 its
 members
 to
 achieve
 immortality
 by
  Each
 discipline
 has
 a
 number
 of
 ways
 you
 can
 use
 
overcoming
 the
 effects
 of
 aging
 through
 rigorous
  it,
 all
 contained
 in
 its
 description.
 The
 discipline
 
discipline
 and
 psionic
 perfection.
 To
 members
 of
  specifies
 the
 type
 of
 action
 and
 number
 of
 psi
 
this
 order,
 psionic
 energy
 is
 a
 tool
 to
 augment,
  points
 needed
 to
 use
 its
 effect
 options.
 It
 also
 
control,
 and
 perfect
 the
 physical
 body.
  details
 whether
 you
 must
 concentrate
 on
 its
 effects,
 

  Members
 of
 this
 order
 who
 take
 up
 the
  how
 many
 targets
 it
 affects,
 what
 saving
 throws
 it
 
adventuring
 life
 are
 skilled
 warriors.
 Their
 psionic
  requires,
 and
 so
 on.
 
abilities
 allow
 them
 to
 shrug
 off
 injuries
 and
 
  The
 following
 sections
 go
 into
 more
 detail
 on
 
hazards,
 while
 focusing
 their
 strength
 and
 speed
 in
  using
 a
 discipline.
 
combat.
 
Psychic
 Focus
 
Martial
 Order
 
The
 Psychic
 Focus
 section
 of
 a
 discipline
 describes
 
At
 1st
 level,
 you
 gain
 proficiency
 with
 martial
  the
 benefit
 you
 gain
 when
 you
 choose
 that
 
weapons,
 heavy
 armor,
 and
 shields.
  discipline
 for
 your
 psychic
 focus.
 

Psionic
 Resilience
  Effect
 Options
 and
 Psi
 Points
 

At
 3rd
 level,
 you
 learn
 to
 use
 psionic
 energy
 to
  A
 discipline
 provides
 different
 options
 for
 how
 to
 
speed
 up
 your
 natural
 healing.
 At
 the
 start
 of
 each
  use
 it
 with
 your
 psi
 points.
 Each
 effect
 option
 has
 a
 
of
 your
 turns,
 you
 gain
 temporary
 hit
 points
 equal
  name,
 and
 the
 psi
 point
 cost
 of
 that
 option
 appears
 
to
 your
 Intelligence
 modifier,
 provided
 that
 you
  in
 parentheses
 after
 its
 name.
 You
 must
 spend
 that
 
have
 at
 least
 1
 hit
 point.
  number
 of
 psi
 points
 to
 use
 that
 option,
 while
 
abiding
 by
 your
 psi
 limit.
 If
 you
 don’t
 have
 enough
 
Surge
 of
 Health
  psi
 points
 left,
 or
 the
 cost
 is
 above
 your
 psi
 limit,
 
you
 can’t
 use
 the
 option.
 
Starting
 at
 6th
 level,
 you
 can
 draw
 on
 your
 psychic
 
  Some
 options
 show
 a
 range
 of
 psi
 points,
 rather
 
focus
 to
 escape
 death’s
 grasp.
 As
 a
 reaction
 when
  than
 a
 specific
 cost.
 To
 use
 that
 option,
 you
 must
 
you
 take
 damage,
 you
 can
 halve
 that
 damage
  spend
 a
 number
 of
 points
 within
 that
 point
 range,
 
against
 you.
 Your
 psychic
 focus
 immediately
 ends,
  still
 abiding
 by
 your
 psi
 limit.
 
and
 you
 can’t
 use
 it
 again
 until
 you
 finish
 a
 short
 or
 
  Each
 option
 notes
 specific
 information
 about
 its
 
long
 rest.
 You
 can’t
 use
 this
 ability
 if
 you
 can’t
 use
  effect,
 including
 the
 action
 required
 to
 use
 it
 (if
 
your
 psychic
 focus.
  any),
 its
 range,
 and
 whether
 it
 requires
 
concentration.
 If
 an
 option
 doesn’t
 state
 that
 it
 is
 
Cutting
 Resonance
  used
 as
 an
 action,
 a
 bonus
 action,
 or
 a
 reaction,
 
using
 it
 requires
 no
 action.
 
At
 8th
 level,
 you
 gain
 the
 ability
 to
 infuse
 your
 
weapon
 attacks
 with
 psychic
 energy.
 Once
 on
 each
 
of
 your
 turns
 when
 you
 hit
 a
 creature
 with
 a
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  5
 

Components
  chapter
 10,
 “Spellcasting,”
 of
 the
 Player’s
 
Handbook).
 
Disciplines
 don’t
 require
 the
 components
 that
 
many
 spells
 require.
 Using
 a
 discipline
 requires
 no
  Discipline
 Descriptions
 
spoken
 words,
 gestures,
 or
 materials.
 The
 power
 
of
 psionics
 comes
 from
 the
 mind.
  The
 following
 disciplines
 are
 presented
 in
 
alphabetical
 order.
 
Duration
 
Psionic
 Disciplines
 
An
 option
 in
 a
 discipline
 specifies
 how
 long
 its
  Discipline
  Rank
  Order
 
effect
 lasts.
  Immortal
 

  Instantaneous.
 If
 no
 duration
 is
 specified,
 the
  Adaptive
 Body
  Greater
  Immortal
 
effect
 of
 an
 option
 is
 instantaneous.
  Immortal
 

  Concentration.
 Some
 effect
 options
 require
  Body
 of
 Wind
  Greater
  Awakened
 
concentration.
 This
 requirement
 is
 noted
 with
 a
 “C”
  Awakened
 
after
 the
 option’s
 psi
 point
 cost.
  Celerity
  Lesser
  Immortal
 

  Concentrating
 on
 a
 discipline
 follows
 the
 same
  Awakened
 
rules
 as
 concentrating
 on
 a
 spell.
 This
 rule
 means
  Conquering
 Mind
  Lesser
  Awakened
 
you
 can’t
 concentrate
 on
 a
 spell
 and
 a
 discipline
 at
  Awakened
 
the
 same
 time,
 nor
 can
 you
 concentrate
 on
 two
  Intellect
 Fortress
  Lesser
  Immortal
 
disciplines
 at
 the
 same
 time.
  Awakened
 
Iron
 Durability
  Lesser
 
Targets
 and
 Areas
 of
 Effect
 
Mind
 Over
 Emotion
  Greater
 
Psionic
 disciplines
 use
 the
 same
 rules
 as
 spells
 for
 
determining
 targets
 and
 areas
 of
 effect.
 See
  Mind
 Vault
  Lesser
 
chapter
 10,
 “Spellcasting,”
 of
 the
 Player’s
 Handbook.
 
Psionic
 Restoration
  Lesser
 
Saving
 Throws
 and
 Attack
 Rolls
 
Psionic
 Weapon
  Lesser
 
If
 a
 discipline
 requires
 a
 saving
 throw,
 it
 specifies
 
the
 type
 of
 save
 and
 the
 results
 of
 a
 successful
 or
  Third
 Eye
  Lesser
 
failed
 saving
 throw.
 The
 DC
 is
 determined
 by
 your
 
psionic
 ability.
 
 

  Some
 disciplines
 require
 you
 to
 make
 an
 attack
 
roll
 to
 determine
 whether
 the
 discipline’s
 effect
  Adaptive
 Body
 
hits
 its
 target.
 The
 attack
 roll
 uses
 your
 psionic
 
ability.
  Greater
 discipline
 (immortal)
 

Combining
 Psionic
 Effects
  You
 can
 alter
 your
 body
 to
 withstand
 punishing
 
environments.
 
The
 effects
 of
 different
 psionic
 disciplines
 add
 
together
 while
 the
 durations
 of
 those
 disciplines
 
  Psychic
 Focus.
 While
 focused
 on
 this
 discipline,
 
overlap.
 Likewise,
 different
 options
 from
 a
 single
 
psionic
 discipline
 combine
 if
 they
 are
 active
 at
 the
  you
 don’t
 need
 to
 eat,
 sleep,
 or
 breathe.
 
same
 time.
 However,
 a
 specific
 option
 from
 a
 
psionic
 discipline
 doesn’t
 combine
 with
 itself
 if
 
  Energy
 Adaptation
 (5,
 C).
 As
 an
 action,
 you
 
that
 option
 is
 used
 multiple
 times.
 Instead,
 the
  touch
 a
 creature
 and
 give
 it
 resistance
 to
 acid,
 cold,
 
most
 potent
 effect—usually
 dependent
 on
 how
 
many
 psi
 points
 were
 used
 to
 create
 the
 effect— fire,
 lightning,
 or
 thunder
 damage
 for
 up
 to
 1
 hour.
 
applies
 while
 the
 durations
 of
 the
 effects
 overlap.
 
 

  Psionics
 and
 magic
 are
 separate
 effects,
 and
 
  Energy
 Immunity
 (7,
 C).
 As
 an
 action,
 you
 touch
 
therefore
 their
 benefits
 and
 drawbacks
 overlap.
 A
 
psionic
 effect
 that
 reproduces
 a
 spell
 is
 an
  a
 creature
 and
 give
 it
 immunity
 to
 acid,
 cold,
 fire,
 
exception
 to
 this
 rule
 (see
 “Psionics
 and
 Magic”
  lightning,
 or
 thunder
 damage
 for
 up
 to
 1
 hour.
 
earlier,
 as
 well
 as
 “Combining
 Magical
 Effects”
 in
 
Body
 of
 Wind
 

Greater
 discipline
 (immortal)
 

You
 and
 your
 possessions
 take
 on
 a
 gaseous
 
quality,
 allowing
 you
 to
 move
 like
 a
 howling
 gale,
 
squeeze
 through
 small
 spaces,
 and
 escape
 danger.
 
You
 move
 with
 the
 lightest
 steps
 using
 this
 
discipline.
 

  Psychic
 Focus.
 While
 focused
 on
 this
 discipline,
 
you
 take
 no
 falling
 damage
 and
 ignore
 difficult
 
terrain.
 

  Wind
 Step
 (1–7).
 As
 your
 move,
 you
 can
 fly
 up
 
to
 20
 feet
 for
 each
 psi
 point
 you
 spend.
 You
 must
 
land
 at
 the
 end
 of
 this
 movement,
 otherwise
 you
 
fall,
 unless
 you
 have
 some
 means
 of
 staying
 aloft.
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  6
 

  Wind
 Form
 (5,
 C).
 As
 an
 action,
 you
 gain
 a
 flying
  this
 action,
 provided
 that
 it
 understands
 the
 
speed
 of
 60
 feet
 for
 10
 minutes.
  question.
 On
 a
 successful
 save,
 the
 target
 is
 

  Misty
 Form
 (7,
 C).
 As
 an
 action,
 your
 body
  unaffected,
 and
 you
 can’t
 use
 this
 ability
 on
 it
 again
 
becomes
 mist-­‐‑like.
 In
 this
 form,
 you
 gain
  until
 you
 finish
 a
 long
 rest.
 
resistance
 to
 bludgeoning,
 piercing,
 and
 slashing
 
  Occluded
 Mind
 (2).
 As
 an
 action,
 you
 target
 a
 
damage.
 You
 can
 pass
 through
 openings
 that
 are
  creature
 that
 you
 can
 see
 within
 120
 feet
 of
 you.
 
no
 more
 than
 an
 inch
 wide.
 This
 benefit
 lasts
 for
  The
 target
 must
 make
 an
 Intelligence
 saving
 throw
 
up
 to
 1
 hour.
  (it
 succeeds
 automatically
 if
 it
 is
 immune
 to
 being
 
charmed).
 On
 a
 failed
 save,
 the
 target
 believes
 one
 
Celerity
  statement
 of
 your
 choice
 for
 the
 next
 5
 minutes,
 
provided
 that
 it
 understands
 the
 statement.
 The
 
Lesser
 discipline
 (immortal)
  statement
 can
 be
 up
 to
 ten
 words
 long,
 and
 must
 
describe
 you
 or
 a
 creature
 or
 object
 the
 target
 can
 
You
 channel
 psionic
 power
 into
 your
 body,
 honing
  see.
 On
 a
 successful
 save,
 the
 target
 is
 unaffected,
 
your
 reflexes
 and
 agility
 to
 an
 incredible
 degree.
 In
  and
 you
 can’t
 use
 this
 ability
 on
 it
 again
 until
 you
 
your
 eyes,
 the
 world
 seems
 to
 slow
 down
 while
  finish
 a
 long
 rest.
 
you
 continue
 to
 move
 as
 normal.
 
  Broken
 Will
 (5).
 As
 an
 action,
 you
 target
 a
 

  Psychic
 Focus.
 While
 focused
 on
 this
 discipline,
  creature
 that
 you
 can
 see
 within
 120
 feet
 of
 you.
 
your
 speed
 increases
 by
 5
 feet,
 and
 you
 have
  The
 target
 must
 make
 an
 Intelligence
 saving
 throw.
 
advantage
 on
 initiative
 checks.
 If
 you
 are
 surprised,
  On
 a
 failed
 save,
 the
 target
 is
 charmed
 until
 the
 
you
 can
 spend
 1
 psi
 point
 to
 no
 longer
 be
  end
 of
 its
 next
 turn,
 during
 which
 you
 choose
 its
 
surprised.
  movement
 and
 action.
 On
 a
 successful
 save,
 the
 

  Seize
 the
 Initiative
 (1–5).
 When
 you
 roll
  target
 is
 unaffected,
 and
 you
 can’t
 use
 this
 ability
 
initiative,
 you
 can
 use
 your
 reaction
 to
 give
  on
 that
 creature
 again
 until
 you
 finish
 a
 long
 rest.
 
yourself
 or
 one
 creature
 you
 can
 see
 within
 60
 feet
 
  Psychic
 Grip
 (7,
 C).
 As
 an
 action,
 you
 target
 a
 
of
 you
 a
 +2
 bonus
 to
 initiative
 for
 each
 psi
 point
  creature
 you
 can
 see.
 The
 target
 must
 make
 an
 
you
 spend.
  Intelligence
 saving
 throw.
 On
 a
 failed
 save,
 you
 

  Surge
 of
 Speed
 (2).
 As
 a
 bonus
 action,
 you
  overload
 the
 creature
 with
 psychic
 energy.
 The
 
increase
 your
 speed
 by
 30
 feet
 until
 the
 end
 of
  target
 is
 paralyzed
 for
 1
 minute,
 but
 at
 the
 end
 of
 
your
 turn.
 In
 addition,
 you
 don’t
 provoke
  each
 of
 its
 turns
 it
 can
 make
 another
 Intelligence
 
opportunity
 attacks
 this
 turn.
  saving
 throw.
 On
 a
 success,
 this
 effect
 ends.
 On
 a
 

  Surge
 of
 Action
 (5).
 As
 a
 bonus
 action,
 you
 can
  failure,
 you
 can
 use
 your
 reaction
 to
 force
 the
 
gain
 an
 additional
 action
 this
 turn.
 That
 action
 can
  target
 to
 move
 up
 to
 half
 its
 speed,
 despite
 being
 
be
 used
 only
 to
 take
 the
 Attack
 (one
 attack
 only),
  paralyzed.
 
Dash,
 Disengage,
 Hide,
 or
 Use
 an
 Object
 action.
 
Intellect
 Fortress
 
Conquering
 Mind
 
Lesser
 discipline
 (awakened)
 
Lesser
 discipline
 (awakened)
 
You
 forge
 an
 indomitable
 wall
 of
 psionic
 energy
 
By
 channeling
 psionic
 power,
 you
 gain
 the
 ability
  around
 your
 mind—one
 that
 allows
 you
 to
 launch
 
to
 control
 other
 creatures
 by
 substituting
 your
 will
  reflexive
 counterattacks
 against
 your
 opponents.
 
for
 their
 own.
 
  Psychic
 Focus.
 While
 focused
 on
 this
 discipline,
 

  Psychic
 Focus.
 While
 focused
 on
 this
 discipline,
  you
 gain
 resistance
 to
 psychic
 damage.
 
you
 gain
 proficiency
 in
 one
 of
 the
 following
 skills
 
  Psychic
 Backlash
 (1).
 As
 a
 reaction,
 you
 can
 
of
 your
 choice:
 Deception,
 Intimidation,
  impose
 disadvantage
 on
 one
 attack
 roll
 made
 
Performance,
 or
 Persuasion.
 You
 can
 change
 the
  against
 you
 if
 you
 can
 see
 the
 attacker.
 If
 the
 attack
 
chosen
 skill
 each
 time
 you
 apply
 your
 focus
 to
 this
  still
 hits
 you,
 the
 attacker
 takes
 psychic
 damage
 
discipline.
  equal
 to
 half
 your
 mystic
 level
 (rounded
 up).
 

  Exacting
 Query
 (2).
 As
 an
 action,
 you
 target
 a
 
  Psychic
 Parry
 (1–3).
 As
 a
 reaction
 when
 you
 
creature
 that
 you
 can
 see
 within
 120
 feet
 of
 you.
  make
 an
 Intelligence,
 a
 Wisdom,
 or
 a
 Charisma
 
The
 target
 must
 make
 an
 Intelligence
 saving
 throw
  saving
 throw,
 you
 gain
 a
 +2
 bonus
 to
 that
 saving
 
(it
 succeeds
 automatically
 if
 it
 is
 immune
 to
 being
  throw
 for
 each
 psi
 point
 you
 spend.
 You
 can
 use
 
charmed).
 On
 a
 failed
 save,
 the
 target
 truthfully
 
answers
 one
 brief
 question
 you
 ask
 it
 as
 part
 of
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  7
 

this
 ability
 after
 rolling
 the
 die
 but
 before
 applying
  you
 for
 10
 minutes.
 While
 frightened,
 it
 takes
 
the
 result.
  psychic
 damage
 equal
 to
 twice
 your
 mystic
 level
 if
 

  Psychic
 Redoubt
 (5,
 C).
 As
 an
 action,
 you
 create
  it
 doesn’t
 end
 its
 turn
 at
 least
 10
 feet
 farther
 away
 
a
 field
 of
 protective
 psychic
 energy.
 For
 the
 next
 10
  from
 you
 than
 it
 was
 at
 the
 start
 of
 that
 turn.
 It
 can
 
minutes,
 you
 and
 creatures
 of
 your
 choice
 gain
 the
  then
 make
 another
 Intelligence
 saving
 throw
 at
 the
 
following
 benefits
 while
 within
 30
 feet
 of
 you:
  end
 of
 the
 turn.
 On
 a
 success,
 this
 effect
 ends.
 
resistance
 to
 psychic
 damage
 and
 advantage
 on
 
  Invoke
 Awe
 (7,
 C).
 As
 an
 action,
 you
 exert
 an
 
Intelligence,
 Wisdom,
 and
 Charisma
 saving
 throws.
  aura
 that
 inspires
 awe
 and
 adulation
 in
 others.
 Up
 
to
 five
 creatures
 of
 your
 choice
 that
 you
 can
 see
 
Iron
 Durability
  within
 60
 feet
 of
 you
 must
 each
 make
 an
 
Intelligence
 saving
 throw.
 On
 a
 failed
 save,
 the
 
Lesser
 discipline
 (immortal)
  target
 is
 charmed
 by
 you
 for
 10
 minutes.
 While
 
charmed,
 it
 obeys
 all
 your
 orders
 to
 the
 best
 of
 its
 
This
 discipline
 grants
 you
 unmatched
 toughness
  ability
 and
 without
 risking
 its
 life.
 The
 target
 will
 
and
 resilience
 on
 the
 battlefield.
  only
 harm
 creatures
 that
 it
 has
 seen
 harm
 you
 

  Psychic
 Focus.
 While
 focused
 on
 this
 discipline,
  since
 it
 first
 came
 under
 the
 effect
 of
 this
 ability.
 At
 
you
 gain
 a
 +1
 bonus
 to
 AC.
  the
 end
 of
 each
 of
 its
 turns
 it
 can
 make
 another
 

  Psionic
 Recovery
 (2).
 As
 an
 action,
 you
 can
  Intelligence
 saving
 throw.
 On
 a
 success,
 this
 effect
 
spend
 up
 to
 two
 Hit
 Dice.
 Roll
 each
 die,
 add
 your
  ends.
 
Constitution
 modifier
 to
 it,
 and
 regain
 hit
 points
 
equal
 to
 the
 total.
  Mind
 Vault
 

  Iron
 Hide
 (1–3).
 As
 a
 reaction
 when
 you
 are
 
attacked,
 you
 gain
 a
 +2
 bonus
 to
 AC
 for
 each
 psi
  Lesser
 discipline
 (awakened)
 
point
 you
 spend.
 You
 spend
 these
 points
 after
 
learning
 the
 attack’s
 result
 but
 before
 applying
 its
  Your
 mind
 forms
 a
 light
 but
 useful
 link
 to
 other
 
effects.
  living
 things
 within
 hundreds
 of
 miles.
 This
 link
 
allows
 you
 to
 draw
 on
 the
 knowledge
 of
 others
 in
 
Mind
 Over
 Emotion
  the
 following
 ways.
 

  Psychic
 Focus.
 While
 focused
 on
 this
 discipline,
 
Greater
 discipline
 (awakened)
  you
 gain
 proficiency
 with
 one
 skill,
 weapon,
 shield,
 
armor,
 or
 tool
 of
 your
 choice.
 Each
 time
 you
 focus
 
You
 learn
 to
 use
 psionic
 energy
 to
 manipulate
  on
 this
 discipline,
 you
 can
 choose
 a
 different
 skill,
 
others
 with
 a
 subtle
 combination
 of
 psi
 and
 your
  weapon,
 shield,
 armor,
 or
 tool.
 
own,
 natural
 charm.
 
  Borrow
 Expertise
 (2).
 As
 a
 bonus
 action,
 you
 

  Psychic
 Focus.
 While
 focused
 on
 this
 discipline,
  gain
 advantage
 on
 one
 skill
 check
 or
 saving
 throw
 
you
 gain
 a
 bonus
 to
 Charisma
 checks.
 The
 bonus
  of
 your
 choice
 that
 you
 make
 before
 the
 end
 of
 
equals
 half
 your
 Intelligence
 modifier
 (minimum
  your
 next
 turn.
 You
 must
 opt
 to
 gain
 the
 advantage
 
bonus
 of
 +1).
  before
 rolling.
 

  Charming
 Presence
 (1–7).
 As
 an
 action,
 you
 
  Borrow
 Language
 (5).
 As
 an
 action,
 you
 gain
 
exert
 an
 aura
 of
 sympathetic
 power.
 Roll
 2d8
 per
  the
 ability
 to
 speak,
 read,
 and
 understand
 one
 
psi
 point
 you
 spend
 on
 this
 ability;
 the
 total
 is
 how
  language
 for
 8
 hours.
 You
 can
 use
 this
 ability
 
many
 hit
 points
 worth
 of
 creatures
 this
 spell
 can
  multiple
 times
 to
 gain
 its
 benefits
 with
 several
 
affect.
 Creatures
 within
 30
 feet
 of
 you
 are
 affected
  languages.
 
in
 ascending
 order
 of
 their
 hit
 point
 maximum,
 
  Borrow
 Lore
 (7).
 As
 an
 action,
 name
 one
 specific
 
ignoring
 unconscious
 creatures
 or
 creatures
  location
 in
 your
 mind.
 You
 learn
 a
 summary
 of
 the
 
immune
 to
 this
 effect.
 Each
 creature
 affected
 by
  important
 lore
 regarding
 that
 place.
 At
 the
 DM’s
 
this
 ability
 is
 charmed
 by
 you
 for
 10
 minutes.
  option,
 you
 also
 learn
 up
 to
 three
 secrets
 about
 it,
 
While
 charmed,
 it
 regards
 you
 as
 a
 friendly
  such
 as
 the
 location
 of
 traps,
 passwords,
 or
 where
 
acquaintance.
 A
 creature
 engaged
 in
 combat
 is
  treasure
 is
 hidden
 within
 it.
 
immune
 to
 this
 effect.
 

  Revolting
 Presence
 (5,
 C).
 As
 an
 action,
 you
 
exert
 an
 aura
 of
 repulsive
 power.
 Up
 to
 five
 
creatures
 of
 your
 choice
 that
 you
 can
 see
 within
 30
 
feet
 of
 you
 must
 each
 make
 an
 Intelligence
 saving
 
throw.
 On
 a
 failed
 save,
 a
 target
 is
 frightened
 of
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  8
 

Psionic
 Restoration
  Third
 Eye
 

Lesser
 discipline
 (awakened)
  Lesser
 discipline
 (awakened)
 

You
 wield
 psionic
 energy
 to
 cure
 wounds
 and
  This
 discipline
 can
 open
 a
 third
 eye
 within
 your
 
restore
 health
 to
 yourself
 and
 others.
  mind,
 opening
 your
 doors
 of
 perception.
 

  Psychic
 Focus.
 While
 focused
 on
 this
 discipline,
 
  Psychic
 Focus.
 While
 focused
 on
 this
 discipline,
 
you
 can
 use
 a
 bonus
 action
 to
 touch
 a
 living
  you
 have
 blindsight
 with
 a
 radius
 of
 30
 feet.
 
creature
 that
 has
 0
 hit
 points
 and
 automatically
 
  Tremorsense
 (1,
 C).
 As
 a
 bonus
 action,
 you
 gain
 
stabilize
 it.
  tremorsense
 with
 a
 radius
 of
 30
 feet
 for
 up
 to
 1
 

  Mend
 Wounds
 (1–7).
 As
 an
 action,
 you
 can
  minute.
 
restore
 hit
 points
 to
 a
 creature
 you
 touch.
 The
 
  Unwavering
 Eye
 (1,
 C).
 As
 a
 bonus
 action,
 you
 
creature
 regains
 3
 hit
 points
 per
 psi
 point
 you
  gain
 advantage
 on
 Wisdom
 checks
 for
 up
 to
 1
 
spend.
  minute.
 

  Restore
 Health
 (3).
 As
 an
 action,
 you
 can
 touch
 
  Truesight
 (5,
 C).
 As
 a
 bonus
 action,
 you
 gain
 
a
 creature
 and
 remove
 one
 of
 the
 following
  truesight
 with
 a
 radius
 of
 30
 feet
 for
 up
 to
 1
 
conditions
 from
 it:
 blinded,
 deafened,
 paralyzed,
 or
  minute.
 
poisoned.
 

  Restore
 Vigor
 (7).
 As
 an
 action,
 you
 can
 touch
 a
  Psionic
 Talents
 
creature
 and
 choose
 one
 of
 the
 following:
 remove
 
any
 reductions
 to
 one
 of
 its
 ability
 scores
 or
  A
 psionic
 talent
 is
 a
 psychic
 ability
 that
 requires
 
remove
 one
 effect
 that
 reduces
 its
 hit
 point
  psionic
 aptitude
 but
 doesn’t
 drain
 a
 mystic’s
 
maximum.
  psionic
 energy.
 Talents
 are
 similar
 to
 disciplines
 
and
 use
 the
 same
 rules,
 but
 with
 three
 important
 
Psionic
 Weapon
  exceptions:
 

Lesser
 discipline
 (immortal)
  •   You
 can
 never
 use
 your
 psychic
 focus
 on
 a
 talent.
 
•   Talents
 don’t
 require
 you
 to
 spend
 psi
 points
 to
 
You
 channel
 psionic
 energy
 to
 lend
 devastating
 
power
 to
 your
 attacks.
  use
 them.
 

  Psychic
 Focus.
 While
 focused
 on
 this
 discipline,
  •   Talents
 aren’t
 linked
 to
 psionic
 orders.
 
you
 charge
 one
 nonmagical
 weapon
 you
 carry,
 or
 
one
 of
 your
 fists,
 with
 psionic
 energy.
 Attacks
 you
  Beacon
 
make
 with
 it
 are
 considered
 magical
 and
 have
 a
 +1
 
bonus
 to
 attack
 rolls
 and
 damage
 rolls.
  Psionic
 talent
 

  Ethereal
 Weapon
 (1).
 As
 a
 bonus
 action,
 you
 
can
 momentarily
 transform
 a
 weapon
 you
 hold
  As
 a
 bonus
 action,
 you
 cause
 bright
 light
 to
 radiate
 
into
 psionic
 energy.
 The
 next
 attack
 you
 make
 with
  from
 your
 body
 in
 a
 20-­‐‑foot
 radius
 and
 dim
 light
 
this
 weapon
 requires
 no
 attack
 roll.
 Instead,
 the
  for
 an
 additional
 20
 feet.
 The
 light
 can
 be
 colored
 
target
 must
 make
 a
 Dexterity
 saving
 throw
 against
  as
 you
 like.
 The
 light
 lasts
 for
 1
 hour,
 and
 you
 can
 
this
 discipline.
 On
 a
 failed
 save,
 the
 target
 takes
 the
  extinguish
 it
 as
 a
 bonus
 action.
 
attack’s
 normal
 damage
 and
 suffers
 any
 additional
 
effects.
 On
 a
 successful
 save,
 the
 target
 takes
 half
  Blade
 Meld
 
damage
 from
 the
 attack,
 but
 suffers
 no
 additional
 
effects
 that
 would
 normally
 be
 imposed
 on
 a
 hit.
  Psionic
 talent
 

  Lethal
 Strike
 (1–5).
 When
 you
 hit
 a
 target
 with
 a
 
melee
 weapon
 attack,
 you
 can
 increase
 the
 damage
  As
 an
 action,
 you
 cause
 one
 simple
 or
 martial
 
to
 that
 target.
 The
 target
 takes
 an
 extra
 1d10
  melee
 weapon
 you
 are
 holding
 to
 dissolve
 into
 
psychic
 damage
 for
 each
 psi
 point
 you
 spend.
  your
 body.
 This
 process
 is
 harmless
 to
 you
 and
 the
 

  Augmented
 Weapon
 (5,
 C).
 As
 a
 bonus
 action,
  weapon.
 Until
 the
 weapon
 reappears,
 it
 is
 
you
 touch
 one
 nonmagical
 weapon
 and
 infuse
 it
  inaccessible,
 as
 are
 any
 of
 its
 properties.
 You
 can
 
with
 psionic
 energy.
 For
 up
 to
 10
 minutes,
 it
 is
 a
  have
 only
 one
 weapon
 at
 a
 time
 affected
 in
 this
 
magic
 weapon
 with
 a
 +3
 bonus
 to
 attack
 rolls
 and
  way.
 You
 can
 summon
 the
 weapon
 to
 your
 hand
 as
 
damage
 rolls.
  a
 bonus
 action.
 It
 reappears
 in
 your
 space
 if
 you
 
are
 unconscious
 or
 dead.
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  9
 

Light
 Step
  10
 

Psionic
 talent
 

As
 a
 bonus
 action,
 you
 alter
 your
 density
 and
 
weight
 to
 improve
 your
 mobility.
 For
 the
 rest
 of
 
your
 turn,
 your
 walking
 speed
 increases
 by
 10
 feet,
 
and
 the
 next
 time
 you
 stand
 up,
 you
 need
 to
 spend
 
no
 more
 than
 10
 feet
 of
 movement
 to
 do
 so.
 

Mind
 Meld
 

Psionic
 talent
 

As
 a
 bonus
 action,
 you
 can
 communicate
 
telepathically
 with
 one
 creature
 you
 can
 see
 within
 
120
 feet
 of
 you.
 You
 don’t
 need
 to
 share
 a
 language
 
with
 a
 creature
 for
 it
 to
 understand
 your
 telepathic
 
utterances,
 and
 the
 creature
 understands
 you
 even
 
if
 it
 lacks
 a
 language.
 You
 can
 allow
 a
 creature
 to
 
respond
 to
 you
 telepathically,
 but
 it
 must
 
understand
 at
 least
 one
 language
 in
 order
 to
 
communicate
 this
 way.
 This
 ability
 to
 
communicate
 lasts
 until
 the
 start
 of
 your
 next
 turn.
 
You
 can’t
 communicate
 with
 an
 unwilling
 creature.
 

Mind
 Thrust
 

Psionic
 talent
 

As
 an
 action,
 you
 blast
 psychic
 energy
 at
 one
 
creature
 that
 you
 can
 see
 within
 5
 feet
 of
 you.
 The
 
target
 must
 succeed
 on
 an
 Intelligence
 saving
 
throw
 or
 take
 1d6
 psychic
 damage.
 If
 the
 target
 
takes
 any
 of
 this
 damage,
 you
 can
 push
 it
 up
 to
 10
 
feet
 away
 from
 you.
 

  The
 talent’s
 damage
 increases
 by
 1d6
 when
 you
 
reach
 5th
 level
 (2d6),
 11th
 level
 (3d6),
 and
 17th
 
level
 (4d6).
 

Thought
 Spear
 

Psionic
 talent
 

As
 an
 action,
 you
 psychically
 strike
 one
 creature
 
that
 you
 can
 see
 within
 120
 feet
 of
 you.
 The
 target
 
must
 succeed
 on
 an
 Intelligence
 saving
 throw
 or
 
take
 1d8
 psychic
 damage.
 

  The
 talent’s
 damage
 increases
 by
 1d8
 when
 you
 
reach
 5th
 level
 (2d8),
 11th
 level
 (3d8),
 and
 17th
 
level
 (4d8).
 

Night
 Eyes
 

Psionic
 talent
 

As
 an
 action,
 you
 grant
 yourself
 darkvision
 with
 a
 
range
 of
 30
 feet.
 This
 benefit
 lasts
 for
 1
 hour.
 

 

©2016
 Wizards
 of
 the
 Coast
 LLC
 

Unearthed
 Arcana:
 Gothic
 Heroes
 

This
 month,
 Unearthed
 Arcana
 takes
 a
 look
 at
 a
  use
 the
 variant
 human
 traits,
 remove
 the
 Skills
 
few
 new
 character
 options
 appropriate
 to
 gothic
  trait
 and
 the
 Feat
 trait.
 
horror.
 The
 revenant
 subrace
 provides
 an
 
  Dragonborn
 Revenant.
 If
 you
 want
 to
 play
 a
 
interesting
 way
 to
 bring
 a
 character
 back
 from
 the
  dragonborn
 revenant,
 modify
 the
 dragonborn’s
 
dead—a
 useful
 option
 if
 you’ve
 lost
 a
 character
 in
  Ability
 Score
 Increase
 trait
 to
 the
 following:
 Your
 
the
 mists
 of
 Barovia.
 The
 Monster
 Hunter
 and
 the
  Strength
 score
 increases
 by
 1,
 and
 your
 Charisma
 
Inquisitive
 are
 two
 new
 archetypes
 for
 the
 fighter
  score
 increases
 by
 1.
 Additionally,
 your
 Draconic
 
and
 rogue,
 respectively,
 well
 suited
 to
 the
  Ancestry
 trait
 uses
 necrotic
 damage
 as
 its
 damage
 
challenges
 of
 Ravenloft
 or
 any
 other
 gothic
 horror
  type,
 replacing
 the
 damage
 type
 that
 applies
 to
 
campaign.
  your
 breath
 weapon
 and
 your
 damage
 resistance.
 

  If
 you
 have
 anything
 specific
 you
 want
 to
 see
 in
 
  Tiefling
 Revenant.
 A
 prior
 installment
 of
 
upcoming
 installments
 of
 Unearthed
 Arcana,
 let
  Unearthed
 Arcana
 outlined
 two
 tiefling
 variants
 
me
 know
 via
 Twitter
 (@mikemearls).
  that
 make
 use
 of
 subraces.
 Use
 that
 article
 to
 make
 
a
 tiefling
 revenant,
 replacing
 the
 subrace
 options
 
New
 Subrace:
 Revenant
  with
 the
 revenant
 subrace
 options.
 

Having
 met
 a
 cruel
 and
 undeserved
 end,
 you
 have
  Ability
 Score
 Increase
 
returned
 to
 the
 realm
 of
 the
 living.
 As
 a
 revenant,
 
you
 thirst
 for
 revenge
 against
 those
 who
 wronged
  Your
 Constitution
 score
 increases
 by
 1.
 
you
 in
 life,
 or
 seek
 to
 complete
 a
 final,
 critical
 task
 
you
 left
 unfinished.
  Relentless
 Nature
 

  The
 revenant
 subrace
 can
 be
 applied
 to
 any
 race
 
that
 has
 a
 subrace,
 and
 replaces
 that
 race’s
 existing
  Your
 DM
 assigns
 a
 goal
 to
 you—typically,
 one
 
subrace
 options.
 Alternatively,
 you
 can
 apply
 this
  related
 to
 your
 character’s
 death.
 The
 goal
 must
 be
 
new
 subrace
 to
 a
 race
 without
 subrace
 options
  a
 specific
 task
 you
 can
 complete,
 such
 as
 slaying
 an
 
using
 the
 modification
 options
 provided
 below.
 
  enemy
 or
 liberating
 an
 area
 and
 its
 people.
 Until
 

  Your
 DM
 might
 also
 allow
 you
 to
 take
 this
  you
 fulfill
 that
 goal,
 you
 gain
 the
 following
 
subrace
 for
 a
 slain
 character.
 In
 that
 case,
 your
  benefits:
 
character
 rises
 from
 the
 dead
 with
 its
 original
 
subrace
 replaced
 (or
 with
 the
 necessary
  •   If
 you
 are
 below
 half
 your
 hit
 point
 maximum
 at
 
modifications
 made
 to
 its
 base
 traits),
 filled
 with
 a
  the
 start
 of
 your
 turn,
 you
 regain
 1
 hit
 point.
 
determination
 to
 seek
 vengeance
 or
 complete
 its
 
mission.
  •   If
 you
 die,
 you
 return
 to
 life
 24
 hours
 after
 death.
 
If
 your
 body
 is
 destroyed,
 you
 reform
 within
 1
 
Racial
 Adjustments
  mile
 of
 the
 place
 of
 your
 death
 at
 a
 spot
 
determined
 by
 the
 DM.
 If
 your
 equipment
 was
 
For
 races
 that
 don’t
 have
 subrace
 options,
 taking
  also
 destroyed,
 you
 do
 not
 regain
 it.
 
 
on
 the
 revenant
 subrace
 means
 making
 changes
 to
 
your
 character’s
 base
 traits,
 as
 follows.
 (This
  •   You
 know
 the
 distance
 and
 direction
 between
 
playtest
 article
 provides
 options
 only
 for
 human
  you
 and
 any
 creature
 involved
 in
 your
 goal,
 such
 
and
 dragonborn
 characters.
 Because
 half-­‐‑elves
 and
  as
 a
 person
 you
 seek
 vengeance
 against
 or
 
half-­‐‑orcs
 have
 no
 subrace
 options,
 they
 shouldn’t
  someone
 you
 pledged
 to
 defend.
 This
 awareness
 
be
 used
 with
 these
 revenant
 subrace
 rules.)
  fails
 if
 the
 creature
 is
 on
 another
 plane
 of
 

  Human
 Revenant.
 If
 you
 want
 to
 play
 a
 human
  existence.
 
revenant,
 modify
 the
 human’s
 Ability
 Score
 
Increase
 trait
 to
 the
 following:
 Two
 different
  When
 your
 goal
 is
 complete,
 you
 finally
 find
 rest.
 
ability
 scores
 of
 your
 choice
 increase
 by
 1.
 If
 you
  You
 die
 and
 cannot
 be
 restored
 to
 life.
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  1
 

Fighter:
 Monster
 Hunter
  this
 feature
 only
 before
 you
 learn
 if
 the
 save
 
succeeded
 or
 failed.
 
As
 an
 archetypal
 Monster
 Hunter,
 you
 are
 an
  •   When
 you
 make
 a
 Wisdom
 (Perception)
 check
 to
 
expert
 at
 defeating
 supernatural
 threats.
 Typically
  detect
 a
 hidden
 creature
 or
 object,
 or
 a
 Wisdom
 
mentored
 by
 an
 older,
 experienced
 Monster
  (Insight)
 check
 to
 determine
 if
 someone
 is
 lying
 
Hunter,
 you
 learn
 to
 overcome
 a
 variety
 of
  to
 you,
 you
 can
 expend
 one
 superiority
 die
 to
 
unnatural
 defenses
 and
 attacks,
 including
 those
 of
  add
 it
 to
 the
 roll.
 You
 can
 use
 this
 feature
 after
 
undead,
 lycanthropes,
 and
 other
 creatures
 of
  seeing
 the
 total
 but
 before
 learning
 if
 you
 
horror.
  succeeded
 or
 failed.
 

Bonus
 Proficiencies
  Hunter’s
 Mysticism
 

When
 you
 choose
 this
 archetype
 at
 3rd
 level,
 you
  At
 3rd
 level,
 your
 study
 of
 the
 supernatural
 gives
 
gain
 proficiency
 in
 two
 of
 the
 following
 skills
 of
  you
 a
 limited
 ability
 to
 use
 magic.
 You
 can
 cast
 
your
 choice:
 Arcana,
 History,
 Insight,
 Investigation,
  detect
 magic
 as
 a
 ritual.
 You
 can
 cast
 protection
 
Nature,
 or
 Perception.
 You
 can
 gain
 proficiency
  from
 evil
 and
 good,
 but
 you
 cannot
 cast
 it
 again
 
with
 a
 tool
 of
 your
 choice
 in
 place
 of
 one
 skill
  with
 this
 feature
 until
 you
 finish
 a
 long
 rest.
 
choice.
  Wisdom
 is
 your
 spellcasting
 ability
 for
 these
 spells.
 

  In
 addition,
 you
 gain
 the
 ability
 to
 speak
 one
 of
 
Combat
 Superiority
  the
 following
 languages
 of
 your
 choice:
 Abyssal,
 
Celestial,
 or
 Infernal.
 
When
 you
 choose
 this
 archetype
 at
 3rd
 level,
 you
 
gain
 a
 set
 of
 abilities
 that
 are
 fueled
 by
 special
 dice
  Monster
 Slayer
 
called
 superiority
 dice.
 

  Superiority
 Dice.
 You
 have
 four
 superiority
 dice,
  At
 7th
 level,
 whenever
 you
 expend
 superiority
 dice
 
which
 are
 d8s.
 A
 superiority
 die
 is
 expended
 when
  to
 add
 to
 a
 damage
 roll,
 you
 can
 expend
 up
 to
 two
 
you
 use
 it.
 You
 regain
 all
 of
 your
 expended
  dice
 instead
 of
 just
 one,
 adding
 both
 to
 the
 roll.
 
superiority
 dice
 when
 you
 finish
 a
 short
 or
 long
  Both
 dice
 are
 expended
 as
 normal.
 If
 the
 target
 of
 
rest.
  your
 attack
 is
 an
 aberration,
 a
 fey,
 a
 fiend,
 or
 an
 

  You
 gain
 another
 superiority
 die
 at
 7th
 level
 and
  undead,
 you
 deal
 maximum
 damage
 with
 both
 dice,
 
one
 more
 at
 15th
 level.
  instead
 of
 rolling
 them.
 

  Using
 Superiority
 Dice.
 You
 can
 expend
 
superiority
 dice
 to
 gain
 a
 number
 of
 different
  Improved
 Combat
 Superiority
 
benefits:
 
At
 10th
 level,
 your
 superiority
 dice
 turn
 into
 d10s.
 
•   When
 you
 make
 a
 weapon
 attack
 against
 a
  At
 18th
 level,
 they
 turn
 into
 d12s.
 
creature,
 you
 can
 expend
 one
 superiority
 die
 to
 
add
 it
 to
 the
 attack
 roll.
 You
 can
 use
 this
 ability
  Relentless
 
before
 or
 after
 making
 the
 attack
 roll,
 but
 before
 
any
 of
 the
 effects
 of
 the
 attack
 are
 applied.
  Starting
 at
 15th
 level,
 when
 you
 roll
 initiative
 and
 
have
 no
 superiority
 dice
 remaining,
 you
 regain
 one
 
•   When
 you
 damage
 a
 creature
 with
 a
 weapon
  superiority
 die.
 
attack,
 you
 can
 expend
 one
 superiority
 die
 to
 
add
 it
 to
 the
 damage
 roll.
 You
 can
 use
 this
 ability
  Rogue:
 Inquisitive
 
after
 rolling
 damage.
 If
 the
 attack
 causes
 the
 
target
 to
 make
 a
 Constitution
 saving
 throw
 to
  As
 an
 archetypal
 Inquisitive,
 you
 excel
 at
 rooting
 
maintain
 concentration,
 it
 has
 disadvantage
 on
  out
 secrets
 and
 unraveling
 mysteries.
 You
 rely
 on
 
that
 save.
  your
 sharp
 eye
 for
 details,
 but
 also
 on
 your
 finely
 
honed
 ability
 to
 read
 the
 words
 and
 deeds
 of
 other
 
•   When
 you
 make
 an
 Intelligence,
 a
 Wisdom,
 or
 a
  creatures
 to
 determine
 their
 true
 intent.
 You
 excel
 
Charisma
 saving
 throw,
 you
 can
 expend
 one
  at
 defeating
 creatures
 that
 hide
 among
 and
 prey
 
superiority
 die
 to
 add
 it
 to
 the
 roll.
 You
 can
 use
  upon
 ordinary
 folk,
 and
 your
 mastery
 of
 lore
 and
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  2
 

your
 sharp
 eye
 make
 you
 well
 equipped
 to
 expose
  Unerring
 Eye
 
and
 end
 hidden
 evils.
 
At
 13th
 level,
 you
 gain
 the
 ability
 to
 detect
 magical
 
Ear
 for
 Deceit
  deception.
 As
 an
 action,
 you
 sense
 the
 presence
 
within
 30
 feet
 of
 you
 of
 illusions,
 shapechanger
 
When
 you
 choose
 this
 archetype
 at
 3rd
 level,
 you
  creatures
 not
 in
 their
 true
 form,
 and
 other
 magic
 
develop
 a
 keen
 ear
 for
 picking
 out
 lies.
 Whenever
  designed
 to
 deceive
 the
 senses.
 Though
 you
 
you
 make
 a
 Wisdom
 (Insight)
 check
 to
 sense
 if
 a
  determine
 that
 an
 effect
 is
 attempting
 to
 trick
 you,
 
creature
 is
 lying,
 you
 use
 the
 total
 of
 your
 check
 or
  you
 gain
 no
 special
 insight
 into
 what
 is
 hidden
 or
 
8
 +
 your
 Wisdom
 modifier,
 whichever
 is
 higher.
 If
  its
 true
 nature.
 
you
 are
 proficient
 in
 Insight,
 you
 add
 your
 
proficiency
 bonus
 to
 the
 fixed
 result.
 If
 you
 chose
  Eye
 for
 Weakness
 
Insight
 as
 a
 skill
 augmented
 by
 your
 Expertise
 
feature,
 add
 double
 your
 proficiency
 bonus.
 
  At
 17th
 level,
 you
 learn
 to
 exploit
 a
 creature’s
 
weaknesses
 by
 carefully
 studying
 its
 tactics
 and
 
Eye
 for
 Detail
  movement.
 While
 your
 Insightful
 Fighting
 feature
 
applies
 to
 a
 creature,
 your
 Sneak
 Attack
 damage
 
Starting
 at
 3rd
 level,
 you
 can
 use
 the
 bonus
 action
  against
 that
 creature
 increases
 by
 2d6.
 
granted
 by
 your
 Cunning
 Action
 feature
 to
 make
 a
 
 
Wisdom
 (Perception)
 check
 to
 spot
 a
 hidden
 
creature
 or
 object,
 to
 make
 an
 Intelligence
 
(Investigation)
 check
 to
 uncover
 and
 decipher
 
clues,
 or
 to
 use
 Insightful
 Fighting
 (see
 below).
 

Insightful
 Fighting
 

At
 3rd
 level,
 you
 gain
 the
 ability
 to
 decipher
 an
 
opponent’s
 tactics
 and
 develop
 a
 counter
 to
 them.
 
As
 an
 action
 (or
 as
 a
 bonus
 action
 using
 Eye
 for
 
Detail),
 you
 make
 a
 Wisdom
 (Insight)
 check
 
against
 a
 creature
 you
 can
 see
 that
 isn’t
 
incapacitated,
 opposed
 by
 the
 target’s
 Charisma
 
(Deception)
 check.
 If
 you
 succeed,
 you
 can
 use
 
Sneak
 Attack
 against
 that
 creature
 even
 if
 you
 do
 
not
 have
 advantage
 against
 it
 or
 if
 no
 enemy
 of
 the
 
target
 is
 within
 5
 feet
 of
 it.
 You
 can
 use
 Sneak
 
Attack
 in
 this
 way
 even
 if
 you
 have
 disadvantage
 
against
 the
 target.
 

  This
 benefit
 lasts
 for
 1
 minute
 or
 until
 you
 
successfully
 use
 Insightful
 Fighting
 against
 a
 
different
 target.
 

Steady
 Eye
 

At
 9th
 level,
 you
 gain
 advantage
 on
 any
 Wisdom
 
(Perception)
 check
 made
 on
 your
 turn
 to
 find
 a
 
hidden
 creature
 or
 object
 if
 you
 do
 not
 move
 
during
 that
 turn.
 If
 you
 use
 this
 ability
 before
 
moving,
 you
 cannot
 move
 or
 ready
 movement
 
during
 your
 turn.
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  3
 

Unearthed
 Arcana:
 Feats
 

Based
 on
 feedback
 from
 our
 surveys
 and
 a
 
  Ultimately,
 feats
 should
 serve
 to
 flesh
 out
 your
 
number
 of
 requests
 on
 Twitter
 (I’m
  character’s
 identity.
 By
 creating
 feats
 with
 
names
 like
 Tavern
 Brawler
 and
 Sharpshooter,
 
@mikemearls
 if
 you
 want
 to
 give
 me
 a
 shout),
  we’re
 using
 language
 that
 you
 can
 imagine
 
characters
 using
 to
 describe
 themselves.
 By
 
this
 month’s
 Unearthed
 Arcana
 introduces
 new
  having
 a
 place
 in
 the
 world—a
 tangible
 essence
 
feats
 for
 fifth
 edition
 D&D.
 Before
 we
 get
 to
 the
  that
 people
 can
 recognize—feats
 can
 add
 a
 layer
 
of
 flavor
 and
 texture
 to
 your
 character
 without
 
details,
 though,
 let’s
 take
 a
 moment
 to
 talk
 about
  overpowering
 the
 class
 features
 that
 define
 who
 
your
 character
 is.
 
 
feat
 design
 and
 the
 place
 of
 feats
 in
 the
 game.
 
Weapon
 Mastery
 Feats
 

  To
 begin
 with,
 since
 using
 feats
 is
 an
 optional
 
rule,
 it’s
 important
 to
 never
 assume
 that
 a
  Let’s
 take
 a
 look
 at
 feat
 design
 by
 way
 of
 example.
 
I
 think
 it
 would
 be
 cool
 to
 create
 a
 series
 of
 feats
 
particular
 feat
 will
 be
 a
 part
 of
 the
 game.
 For
  that
 can
 grant
 characters
 expertise
 with
 specific
 
weapons,
 similar
 to
 how
 Polearm
 Master
 works.
 
instance,
 a
 class
 can’t
 refer
 to
 a
 feat,
 and
 feats
  What
 might
 that
 look
 like?
 

should
 never
 be
 granted
 as
 class
 features.
 As
  Warhammer
 Master
 
well,
 we
 can’t
 rely
 on
 feats
 to
 carry
 the
 
When
 you
 hit
 a
 creature
 with
 a
 warhammer,
 the
 
mechanical
 load
 for
 actions
 and
 abilities
 that
  creature
 must
 succeed
 on
 a
 Strength
 saving
 
throw
 (DC
 8
 +
 your
 proficiency
 bonus
 +
 your
 
should
 be
 captured
 in
 the
 core
 rules.
 A
  Strength
 modifier)
 or
 be
 knocked
 prone.
 

  In
 addition,
 you
 can
 use
 your
 warhammer
 to
 
hypothetical
 feat
 that
 makes
 you
 a
 skilled
  knock
 away
 a
 foe’s
 shield.
 If
 you
 hit
 a
 creature
 
gambler
 can’t
 assume
 that
 the
 DM
 uses
 any
  that’s
 using
 a
 shield,
 you
 can
 have
 the
 attack
 deal
 
no
 damage
 and
 force
 the
 creature
 to
 drop
 its
 
specific
 rules
 for
 wagering,
 as
 we
 don’t
 have
 core
  shield.
 

rules
 for
 those.
 Instead,
 such
 a
 feat
 might
 grant
  Why
 I
 Hate
 this
 Feat
 
you
 a
 bonus
 to
 Wisdom
 checks
 to
 reflect
 your
 
This
 first
 attempt
 at
 creating
 a
 feat
 for
 characters
 
ability
 to
 read
 others,
 as
 well
 as
 granting
  using
 a
 warhammer
 has
 huge
 problems.
 To
 start
 
with,
 it
 triggers
 additional
 die
 rolls
 every
 time
 a
 
advantage
 on
 any
 ability
 check
 made
 as
 part
 of
 a
  character
 hits.
 That’s
 irritating
 enough
 at
 low
 
levels,
 but
 at
 higher
 levels
 and
 with
 multiple
 
game
 of
 chance.
  attacks,
 it
 can
 quickly
 run
 out
 of
 control.
 

  Just
 as
 importantly,
 feats
 shouldn’t
 add
 a
 
  The
 ability
 to
 knock
 aside
 an
 opponent’s
 shield
 
is
 nifty—but
 that’s
 something
 any
 character
 
mechanical
 layer
 to
 parts
 of
 the
 game
 where
 we
  should
 be
 able
 to
 attempt.
 Locking
 that
 down
 
into
 a
 feat
 threatens
 to
 limit
 the
 game’s
 flexibility.
 
expect
 the
 Dungeon
 Master
 to
 make
 a
 judgment
  You
 could
 argue
 that
 anyone
 could
 still
 try
 that
 
trick,
 but
 the
 way
 the
 feat
 frames
 the
 ability
 
call
 or
 to
 adjudicate
 things
 on
 the
 fly.
 For
  makes
 it
 sound
 like
 only
 characters
 with
 this
 feat
 
example,
 a
 feat
 that
 allows
 you
 to
 adopt
 an
 alias
  can
 succeed.
 This
 option
 is
 an
 area
 that
 I’d
 want
 

would
 have
 to
 be
 written
 in
 such
 a
 way
 as
 to
 

allow
 characters
 without
 the
 feat
 to
 still
 attempt
 

such
 a
 deception.
 The
 feat
 might
 give
 you
 
proficiency
 in
 one
 or
 more
 skills,
 a
 bonus
 to
 

Charisma,
 and
 a
 specific
 benefit
 (such
 as
 a
 reroll)
 

when
 adopting
 an
 alter
 ego
 you’ve
 spent
 time
 
practicing,
 all
 of
 which
 can
 improve
 your
 

chances
 of
 success.
 But
 it
 shouldn’t
 serve
 as
 a
 

barrier
 that
 prevents
 a
 character
 without
 the
 

feat
 to
 assume
 someone’s
 identity
 by
 way
 of
 
ability
 checks
 and
 good
 roleplaying.
 


  Mechanically,
 feats
 are
 also
 meant
 to
 be
 all-­‐‑in-­‐‑

one
 options.
 We
 avoid
 chains
 of
 feats,
 just
 as
 we
 

avoid
 making
 assumptions
 about
 your
 
proficiencies
 or
 character
 class
 (unless
 this
 is
 

unavoidable).
 A
 feat
 is
 a
 package
 that
 covers
 all
 

the
 bases,
 allowing
 it
 to
 benefit
 any
 character.
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  1
 

DMs
 to
 adjudicate
 on
 their
 own,
 rather
 than
  overwhelming
 edge
 and
 can
 rescue
 some
 shred
 
bloating
 the
 game
 with
 fiddly
 rules.
  of
 success
 from
 disadvantage.
 

  Finally,
 this
 feat
 is
 fairly
 narrow.
 It
 applies
 to
 
  Finally,
 the
 added
 benefit
 to
 the
 Help
 action
 
only
 one
 weapon,
 when
 its
 net
 effect
 could
  grants
 a
 narrow
 but
 useful
 option
 without
 
probably
 apply
 to
 almost
 any
 bludgeoning
  overriding
 improvisation.
 This
 type
 of
 benefit
 
weapon.
  improves
 a
 standard
 action
 you
 can
 take,
 while
 

  Here’s
 a
 different
 take
 on
 it.
  coloring
 that
 action
 with
 a
 special
 benefit
 
applicable
 to
 your
 expertise.
 It
 doesn’t
 stop
 
Fell
 Handed
  another
 character
 from
 attempting
 something
 
similar
 while
 using
 the
 Help
 action.
 It
 simply
 
You
 master
 the
 handaxe,
 battleaxe,
 greataxe,
  leaves
 it
 up
 to
 the
 DM
 to
 decide
 what
 check
 that
 
warhammer,
 and
 maul.
 You
 gain
 the
 following
  character
 needs
 to
 make
 in
 order
 to
 accomplish
 
benefits
 when
 using
 any
 of
 them:
  what
 your
 training
 allows
 you
 to
 do
 
automatically.
 
•   You
 gain
 a
 +1
 bonus
 to
 attack
 rolls
 you
 make
 
  Of
 course,
 our
 collective
 playtest
 efforts
 have
 
with
 the
 weapon.
  the
 final
 say
 on
 this
 feat.
 But
 hopefully
 it
 
provides
 you
 with
 a
 good
 idea
 of
 our
 design
 
•   Whenever
 you
 have
 advantage
 on
 a
 melee
  direction
 as
 we
 look
 at
 adding
 more
 feats
 to
 the
 
attack
 roll
 you
 make
 with
 the
 weapon
 and
 hit,
  game.
 
you
 can
 knock
 the
 target
 prone
 if
 the
 lower
 of
 
  The
 rest
 of
 this
 article
 presents
 a
 number
 of
 
the
 two
 d20
 rolls
 would
 also
 hit
 the
 target.
  new
 feats,
 each
 of
 which
 has
 been
 designed
 with
 
the
 concepts
 outlined
 here
 in
 mind.
 Each
 feat
 
•   Whenever
 you
 have
 disadvantage
 on
 a
 melee
  also
 includes
 a
 short
 commentary
 to
 give
 you
 
attack
 roll
 you
 make
 with
 the
 weapon,
 the
  some
 insight
 into
 the
 thinking
 behind
 it.
 By
 
target
 takes
 bludgeoning
 damage
 equal
 to
 your
  giving
 you
 more
 insight
 into
 feats,
 we
 hope
 the
 
Strength
 modifier
 (minimum
 of
 0)
 if
 the
 attack
  feedback
 you
 give
 us
 in
 return
 will
 help
 sharpen
 
misses
 but
 the
 higher
 of
 the
 two
 d20
 rolls
  our
 sense
 of
 what
 works
 and
 what
 you’d
 like
 to
 
would
 have
 hit.
  see
 more
 of.
 

•   If
 you
 use
 the
 Help
 action
 to
 aid
 an
 ally’s
 melee
  Blade
 Mastery
 
attack
 while
 you’re
 wielding
 the
 weapon,
 you
 
knock
 the
 target’s
 shield
 aside
 momentarily.
 In
  You
 master
 the
 shortsword,
 longsword,
 scimitar,
 
addition
 to
 the
 ally
 gaining
 advantage
 on
 the
  rapier,
 and
 greatsword.
 You
 gain
 the
 following
 
attack
 roll,
 the
 ally
 gains
 a
 +2
 bonus
 to
 the
 roll
  benefits
 when
 using
 any
 of
 them:
 
if
 the
 target
 is
 using
 a
 shield.
 
 
•   You
 gain
 a
 +1
 bonus
 to
 attack
 rolls
 you
 make
 
Why
 I
 Like
 this
 Feat
  with
 the
 weapon.
 

A
 number
 of
 things
 about
 this
 improved
 version
  •   On
 your
 turn,
 you
 can
 use
 your
 reaction
 to
 
of
 the
 feat
 make
 me
 happy.
 To
 start
 with,
 it
  assume
 a
 parrying
 stance,
 provided
 you
 have
 
applies
 to
 a
 broad
 range
 of
 characters.
 I
 toyed
  the
 weapon
 in
 hand.
 Doing
 so
 grants
 you
 a
 +1
 
with
 the
 idea
 of
 having
 it
 apply
 just
 to
 heavy
  bonus
 to
 your
 AC
 until
 the
 start
 of
 your
 next
 
weapons,
 but
 I
 like
 the
 flavor
 of
 capturing
 a
  turn
 or
 until
 you’re
 not
 holding
 the
 weapon.
 
range
 of
 weapons
 normally
 associated
 with
 
dwarves.
  •   When
 you
 make
 an
 opportunity
 attack
 with
 

  The
 attack
 bonus
 is
 a
 handy
 benefit
 that
  the
 weapon,
 you
 have
 advantage
 on
 the
 attack
 
applies
 to
 every
 attack
 you
 make,
 without
  roll.
 
requiring
 any
 obnoxious
 handling
 or
 
interruptions.
  Why
 I
 Like
 this
 Feat
 

  The
 benefit
 on
 advantage
 and
 disadvantage
 
gives
 you
 a
 nifty
 added
 edge
 in
 a
 fight.
 It
 reflects
  This
 feat
 is
 simple,
 but
 it
 provides
 a
 tangible
 
the
 idea
 that,
 as
 an
 ironhanded
 master
 of
  boost
 to
 both
 offense
 and
 defense.
 
weapons,
 you
 can
 turn
 an
 advantage
 into
 an
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  2
 

  The
 bonus
 to
 attack
 rolls
 captures
 the
 idea
 that
  Spear
 Mastery
 
your
 focus
 makes
 you
 better
 with
 blades
 than
 
you
 are
 with
 other
 weapons.
 The
 math
 is
 simple
  Though
 the
 spear
 is
 a
 simple
 weapon
 to
 learn,
 it
 
enough
 that
 it
 doesn’t
 slow
 down
 the
 game.
  rewards
 you
 for
 the
 time
 you
 have
 taken
 to
 

  The
 second
 benefit
 tries
 to
 capture
 the
 idea
 of
  master
 it.
 You
 gain
 the
 following
 benefits.
 
a
 sword
 as
 a
 superior
 defensive
 weapon,
 as
 
compared
 to
 axes,
 hammers,
 and
 so
 on.
 By
  •   You
 gain
 a
 +1
 bonus
 to
 attack
 rolls
 you
 make
 
focusing
 on
 defense
 rather
 than
 keeping
 your
  with
 a
 spear.
 
eyes
 open
 for
 the
 opportunity
 to
 counterattack,
 
you
 make
 yourself
 harder
 to
 hit.
  •   When
 you
 use
 a
 spear,
 its
 damage
 die
 changes
 

  The
 final
 benefit
 is
 a
 contrast
 to
 parrying.
 If
  from
 a
 d6
 to
 a
 d8,
 and
 from
 a
 d8
 to
 a
 d10
 when
 
you
 forgo
 your
 sword’s
 defensive
 capabilities,
  wielded
 with
 two
 hands.
 (This
 benefit
 has
 no
 
you
 can
 strike
 quickly
 and
 more
 efficiently
 when
  effect
 if
 another
 feature
 has
 already
 improved
 
taking
 advantage
 of
 a
 foe’s
 distraction.
  the
 weapon’s
 die.)
 

Flail
 Mastery
  •   You
 can
 set
 your
 spear
 to
 receive
 a
 charge.
 As
 a
 
bonus
 action,
 choose
 a
 creature
 you
 can
 see
 
The
 flail
 is
 a
 tricky
 weapon
 to
 use,
 but
 you
 have
  that
 is
 at
 least
 20
 feet
 away
 from
 you.
 If
 that
 
spent
 countless
 hours
 mastering
 it.
 You
 gain
 the
  creatures
 moves
 within
 your
 spear’s
 reach
 on
 
following
 benefits.
  its
 next
 turn,
 you
 can
 make
 a
 melee
 attack
 
against
 it
 with
 your
 spear
 as
 a
 reaction.
 If
 the
 
•   You
 gain
 a
 +1
 bonus
 to
 attack
 rolls
 you
 make
  attack
 hits,
 the
 target
 takes
 an
 extra
 1d8
 
with
 a
 flail.
  piercing
 damage,
 or
 an
 extra
 1d10
 piercing
 
damage
 if
 you
 wield
 the
 spear
 with
 two
 hands.
 
•   As
 a
 bonus
 action
 on
 your
 turn,
 you
 can
  You
 can’t
 use
 this
 ability
 if
 the
 creature
 used
 
prepare
 yourself
 to
 extend
 your
 flail
 to
 sweep
  the
 Disengage
 action
 before
 moving.
 
over
 targets’
 shields.
 Until
 the
 end
 of
 this
 turn,
 
your
 attack
 rolls
 with
 a
 flail
 gain
 a
 +2
 bonus
  •   As
 a
 bonus
 action
 on
 your
 turn,
 you
 can
 
against
 any
 target
 using
 a
 shield.
  increase
 your
 reach
 with
 a
 spear
 by
 5
 feet
 for
 
the
 rest
 of
 your
 turn.
 
•   When
 you
 hit
 with
 an
 opportunity
 attack
 using
 
a
 flail,
 the
 target
 must
 succeed
 on
 a
 Strength
  Why
 I
 Like
 this
 Feat
 
saving
 throw
 (DC
 8
 +
 your
 proficiency
 bonus
 +
 
your
 Strength
 modifier)
 or
 be
 knocked
 prone.
  This
 feat
 looks
 a
 little
 different
 from
 the
 other
 
members
 of
 the
 weapon
 mastery
 family
 because
 
Why
 I
 Like
 this
 Feat
  it
 focuses
 on
 a
 simple
 weapon.
 It
 grants
 the
 same
 
+1
 bonus
 to
 attack
 rolls
 as
 the
 other
 feats,
 but
 it
 
I
 tackled
 the
 weapon
 mastery
 feats
 first,
 and
 I
  also
 boosts
 the
 spear’s
 damage
 to
 make
 it
 equal
 
wanted
 to
 make
 sure
 that
 each
 of
 them
 had
 a
  to
 martial
 weapons.
 
distinct
 flavor.
 The
 sword
 version
 of
 this
 feat
 is
 
  The
 third
 element
 focuses
 on
 making
 the
 spear
 
fairly
 generic
 by
 design,
 since
 it
 needs
 to
 appeal
  a
 useful
 defensive
 weapon.
 Given
 that
 fifth
 
to
 a
 broad
 range
 of
 players.
 That
 means
 the
  edition
 D&D
 doesn’t
 have
 a
 specific
 action
 for
 
other
 feats
 can
 appeal
 to
 players
 looking
 for
  charging,
 the
 ability
 to
 skewer
 an
 incoming
 
something
 a
 little
 more
 esoteric.
 The
 Flail
 Master
  enemy
 requires
 a
 bit
 of
 finesse.
 This
 feat
 sets
 up
 
feat
 thus
 specializes
 in
 neutralizing
 shields
 and
  a
 situation
 that
 requires
 an
 opponent
 to
 move
 a
 
trying
 to
 knock
 opponents
 prone,
 playing
 into
  noticeable
 distance
 toward
 you.
 Shutting
 off
 
the
 idea
 of
 a
 flail’s
 ability
 to
 whip
 around
 an
  your
 attack
 with
 Disengage
 allows
 a
 creature
 to
 
object
 or
 entangle
 a
 foe’s
 legs.
  approach
 you
 carefully
 by
 forgoing
 its
 action
 to
 
attack,
 even
 as
 forcing
 you
 to
 commit
 to
 a
 
specific
 opponent
 makes
 the
 benefit
 faster
 to
 
resolve.
 This
 way,
 the
 DM
 doesn’t
 need
 to
 check
 
whether
 you
 want
 to
 attack
 every
 single
 creature
 
that
 moves
 up
 to
 you.
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  3
 

  The
 extra
 reach
 is
 a
 minor
 ability,
 but
 one
 that
  Gourmand
 
reflects
 the
 spear’s
 nature
 in
 a
 simple,
 easy
 way.
 
You
 have
 mastered
 a
 variety
 of
 special
 recipes,
 
Tool
 Feats
  allowing
 you
 to
 prepare
 exotic
 dishes
 with
 useful
 
effects.
 You
 gain
 the
 following
 benefits:
 
Weapons
 are
 fun,
 but
 feats
 are
 intended
 to
 
support
 all
 parts
 of
 the
 game.
 To
 that
 end,
 here
  •   Increase
 your
 Constitution
 score
 by
 1,
 to
 a
 
are
 a
 few
 feats
 that
 grant
 proficiency
 with
 tools
  maximum
 of
 20.
 
and
 some
 additional
 thematic
 benefits.
 
•   You
 gain
 proficiency
 with
 cook’s
 utensils.
 If
 
Alchemist
  you
 are
 already
 proficient
 with
 them,
 you
 add
 
double
 your
 proficiency
 bonus
 to
 checks
 you
 
You
 have
 studied
 the
 secrets
 of
 alchemy
 and
 are
  make
 with
 them.
 
an
 expert
 in
 its
 practice,
 gaining
 the
 following
 
benefits:
  •   As
 an
 action,
 you
 can
 inspect
 a
 drink
 or
 plate
 of
 
food
 within
 5
 feet
 of
 you
 and
 determine
 
•   Increase
 your
 Intelligence
 score
 by
 1,
 to
 a
  whether
 it
 is
 poisoned,
 provided
 that
 you
 can
 
maximum
 of
 20.
  see
 and
 smell
 it.
 

•   You
 gain
 proficiency
 with
 alchemist’s
 supplies.
  •   During
 a
 long
 rest,
 you
 can
 prepare
 and
 serve
 a
 
If
 you
 are
 already
 proficient
 with
 them,
 you
  meal
 that
 helps
 you
 and
 your
 allies
 recover
 
add
 double
 your
 proficiency
 bonus
 to
 checks
  from
 the
 rigors
 of
 adventuring,
 provided
 you
 
you
 make
 with
 them.
  have
 suitable
 food,
 cook’s
 utensils,
 and
 other
 
supplies
 on
 hand.
 The
 meal
 serves
 up
 to
 six
 
•   As
 an
 action,
 you
 can
 identify
 one
 potion
  people,
 and
 each
 person
 who
 eats
 it
 regains
 
within
 5
 feet
 of
 you,
 as
 if
 you
 had
 tasted
 it.
 You
  two
 additional
 Hit
 Dice
 at
 the
 end
 of
 the
 long
 
must
 see
 the
 liquid
 for
 this
 benefit
 to
 work.
  rest.
 In
 addition,
 those
 who
 partake
 of
 the
 meal
 
have
 advantage
 on
 Constitution
 saving
 throws
 
•   Over
 the
 course
 of
 any
 short
 rest,
 you
 can
  against
 disease
 for
 the
 next
 24
 hours.
 
temporarily
 improve
 the
 potency
 of
 one
 potion
 
of
 healing
 of
 any
 rarity.
 To
 use
 this
 benefit,
 you
  Master
 of
 Disguise
 
must
 have
 alchemist’s
 supplies
 with
 you,
 and
 
the
 potion
 must
 be
 within
 reach.
 If
 the
 potion
  You
 have
 honed
 your
 ability
 to
 shape
 your
 
is
 drunk
 no
 more
 than
 1
 hour
 after
 the
 short
  personality
 and
 to
 read
 the
 personalities
 of
 
rest
 ends,
 the
 creature
 drinking
 the
 potion
 can
  others.
 You
 gain
 the
 following
 benefits:
 
forgo
 the
 potion’s
 die
 roll
 and
 regains
 the
 
maximum
 number
 of
 hit
 points
 that
 the
 potion
  •   Increase
 your
 Charisma
 score
 by
 1,
 to
 a
 
can
 restore.
  maximum
 of
 20.
 

Burglar
  •   You
 gain
 proficiency
 with
 the
 disguise
 kit.
 If
 
you
 are
 already
 proficient
 with
 it,
 you
 add
 
You
 pride
 yourself
 on
 your
 quickness
 and
 your
  double
 your
 proficiency
 bonus
 to
 checks
 you
 
close
 study
 of
 certain
 clandestine
 activities.
 You
  make
 with
 it.
 
gain
 the
 following
 benefits:
 
•   If
 you
 spend
 1
 hour
 observing
 a
 creature,
 you
 
•   Increase
 your
 Dexterity
 score
 by
 1,
 to
 a
  can
 then
 spend
 8
 hours
 crafting
 a
 disguise
 you
 
maximum
 of
 20.
  can
 quickly
 don
 to
 mimic
 that
 creature.
 Making
 
the
 disguise
 requires
 a
 disguise
 kit.
 You
 must
 
•   You
 gain
 proficiency
 with
 thieves’
 tools.
 If
 you
  make
 checks
 as
 normal
 to
 disguise
 yourself,
 
are
 already
 proficient
 with
 them,
 you
 add
  but
 you
 can
 assume
 the
 disguise
 as
 an
 action.
 
double
 your
 proficiency
 bonus
 to
 checks
 you
 
make
 with
 them.
  Why
 I
 Like
 these
 Feats
 

Tools
 are
 a
 fun
 part
 of
 the
 game,
 but
 it
 
sometimes
 takes
 a
 lot
 of
 work
 from
 the
 DM
 to
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  4
 

bring
 them
 into
 play.
 For
 example,
 cook’s
 

utensils
 are
 only
 as
 useful
 as
 the
 adventure
 or
 
campaign
 allows
 them
 to
 be,
 since
 they
 don’t
 

have
 a
 clear
 role
 in
 the
 three
 core
 pillars
 of
 the
 

game:
 combat,
 interaction,
 and
 discovery.
 On
 top
 

of
 making
 the
 numerical
 bonus
 provided
 by
 tools
 
significantly
 higher,
 the
 feats
 above
 try
 to
 add
 

concrete
 benefits
 to
 those
 tools.
 Thieves’
 tools
 

are
 an
 exception,
 though.
 Because
 traps
 and
 

locks
 are
 such
 a
 common
 part
 of
 the
 game,
 the
 
extra
 bonus
 the
 feat
 provides
 is
 powerful
 enough
 

in
 and
 of
 itself.
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  5
 

Unearthed Arcana: Quick Characters

Sometimes you need quick characters for a D&D d20 Background (Player’s Handbook)
session. Whether you’re running an impromptu 1-2 Acolyte
game with limited time for character creation, you 3 Charlatan
want to get a new player into an established game 4-5 Criminal
quickly, or you need a new PC to replace a dead 6 Entertainer
adventurer, these optional rules are for you. These 7-8 Folk Hero
rules can be used instead of the normal process 9-10 Guild Artisan
of character creation, replacing the choice and 11 Hermit
creativity of that process with a series of tables that 12 Noble
quickly generate a 1st-level character. 13-14 Outlander
15 Sage
With the exception of backgrounds, these rules 16-17 Sailor
focus on the character options available in the D&D 18-19 Soldier
Basic Rules as a means of keeping things simple. 20 Urchin

Alignment Alternatively, for players who are comfortable
defining a character’s personality traits, ideals,
Roll a d6 to determine your character’s alignment. bonds, and flaws through roleplaying, the quick
character generation process can be made even
d6 Alignment quicker by foregoing a background, instead rolling for
1 Lawful Good the skill and tool proficiencies normally provided by
2 Neutral Good a background. Roll four times on the following table,
3 Chaotic Good rerolling any duplicate results.
4 Lawful Neutral
5 Neutral d20 Proficiency
6 Chaotic Neutral 1 Acrobatics
2 Animal Handling
Background 3 Arcana
4 Athletics
Backgrounds already make use of random tables 5 Deception
to flesh out your character, and are easy to apply. 6 History
You can roll a d6 to determine your character’s 7 Insight
background if you’re using the Basic Rules, or roll 8 Intimidation
a d20 to use the full list of backgrounds from the 9 Investigation
Player’s Handbook. 10 Medicine

d6 Background (Basic Rules) 11 Nature
1 Acolyte 12 Perception
2 Criminal 13 Performance
3 Folk Hero 14 Persuasion
4 Noble 15 Religion
5 Sage 16 Sleight of Hand
6 Soldier 17 Stealth
18 Survival
©2016 Wizards of the Coast LLC
19 Carpenter’s tools
20 Thieves’ tools

In place of a background feature, once during any
game session, you can pick a nonplayer character you

1

meet and declare that your character knows that NPC. After you assign your character’s ability scores,
The relationship is respectful but not necessarily but before applying any modifiers for your race (see
friendly. The DM determines the exact nature of your below), you can swap any two scores.
relationship.
Equipment
Class and Abilities
Your class also determines your equipment. Select
Roll a d6 to determine your class from the following gear from your class’s quick equipment choices,
table, which is more likely to generate a fighter or except for any of the prebuilt packs such as the
cleric than a rogue or wizard. Especially if you’re explorer’s pack or the priest’s pack (see below).
randomly generating an entire party, tilting the odds
in favor of fighters and clerics can help shore up a Alternatively, you can select one of the following
group’s ability to survive in combat. Alternatively (or if default equipment packages:
you’re generating a single character joining an already
balanced party), you can roll a d4 and give each class • Cleric: Mace, scale mail, light crossbow and 20
an equal chance of being generated. bolts, shield, holy symbol

d6 d4 Class • Fighter: Chain mail, longsword, shield, light
1-2 1 Cleric crossbow and 20 bolts
3-4 2 Fighter
5 3 Rogue • Rogue: Shortsword, shortbow and 20 arrows,
6 4 Wizard leather armor, two daggers, thieves’ tools

• Wizard: Dagger, component pouch, spellbook

Then select one of the following standard equipment
packs for your character:

When determining your ability scores, your choice • Backpack, sack, lantern, 2 oil flasks, tinderbox, 12
of class shapes which abilities are of most use to your pitons, hammer, waterskin, rations (4 days), 5 gp
character. Roll a d6 to determine the ability score
array your character uses. Then assign those numbers • Backpack, 2 sacks, 6 torches, 3 oil flasks,
to your abilities in an order determined by your class. tinderbox, 10-foot pole, 50 feet of rope, waterskin,
rations (4 days), steel mirror
d6 Score Array
1 18, 14, 12, 8, 8, 6 • Backpack, 4 sacks, holy symbol or thieves’ tools,
2 16, 14, 14, 10, 10, 8 12 pitons, 50 feet of rope, waterskin, rations (4
3 16, 16, 12, 10, 8, 8 days)
4 16, 12, 12, 12, 10, 8
5 14, 14, 12, 12, 12, 12 All characters also gain a dagger and either a light
6 14, 14, 14, 12, 12, 10 crossbow and 10 bolts, or a set of 5 javelins.

Cleric Spells

Cleric. Wisdom, Strength, Constitution, Charisma, Randomly determining spells can speed up the
Dexterity, Intelligence. process of creating a 1st-level cleric.

Fighter. Strength, Constitution, Dexterity, Wisdom, Cantrips. Roll a d6 three times to determine your
Intelligence, Charisma. cleric cantrips, rerolling any duplicate results.

Rogue. Dexterity, Charisma, Intelligence, d6 Cantrip
Constitution, Strength, Wisdom. 1 Guidance
2 Light
Wizard. Intelligence, Dexterity, Wisdom, Charisma, 3 Resistance
Constitution, Strength. 4 Sacred Flame
5 Spare the Dying
For example, a player creating a cleric rolls a 4 for 6 Thaumaturgy
the character’s ability score array—16, 12, 12, 12, 10,
and 8. Those numbers are assigned in that order to Spells. Roll a d10 for each cleric spell you can
the ability scores listed for clerics, yielding a character prepare, rerolling any duplicate results.
with Strength 12, Dexterity 10, Constitution 12,
Intelligence 8, Wisdom 16, and Charisma 12.

2 ©2016 Wizards of the Coast LLC

d10 Spell Wizard Spells
1 Bless
2 Command Randomly determining spells can speed up the
process of creating a 1st-level wizard.
3-4 Cure Wounds
5 Detect Magic Cantrips. Roll a d10 three times to determine your
6 Guiding Bolt wizard cantrips, rerolling any duplicate results.
7 Healing Word
8 Inflict Wounds d10 Cantrip
9 Sanctuary 1 Acid splash
10 Shield of Faith 2 Dancing lights
3 Fire bolt
Fighter Fighting Style 4 Light
5 Mage hand
Roll a d6 to determine your fighting style, and make 6 Minor illusion
the indicated adjustments if you selected the default 7 Poison spray
equipment package. 8 Prestidigitation
9 Ray of frost
d6 Fighting Style 10 Shocking grasp
1 Archery (swap light crossbow and 20 bolts for a
Spells. Roll a d12 six times to determine the
longbow and 20 arrows; at your option, also swap contents of your wizard spellbook, rerolling any
chain mail for leather armor) duplicate results.
2 Defense
.3 Dueling d12 Spell
4 Great Weapon Fighting (swap longsword and shield 1 Burning hands
for a greataxe) 2 Charm person
5 Protection 3 Comprehend languages
6 Two-Weapon Fighting (swap longsword for two 4 Detect magic
short swords) 5 Disguise self
6 Identify
Rogue Proficiencies 7 Mage armor
8 Magic missile
Roll a d12 four times to determine your skills, 9 Shield
rerolling any duplicate results. In addition, reroll 10 Silent image
any results that duplicate skills granted by your 11 Sleep
background. 12 Thunderwave

d12 Skills Race
1 Acrobatics
2 Athletics Finally, roll a d12 to determine your character’s
3 Deception race. The following table is weighted heavily toward
4 Insight humans, both to reflect typical D&D demographics
5 Intimidation and to push players toward the easiest option.
6 Investigation
7 Perception d12 Skills
8 Performance 1 Hill dwarf
9 Persuasion 2 Mountain dwarf
10 Sleight of Hand 3 High elf
4 Wood elf
11-12 Stealth 9 Lightfoot halfling
6 Stout halfling
©2016 Wizards of the Coast LLC
7-12 Human

3

Unearthed
 Arcana:
 The
 Faithful
 

This
 month,
 Unearthed
 Arcana
 presents
 two
 new
  Seeker
 Expanded
 Spells
 
options
 that
 allow
 arcane
 casters
 to
 express
 their
 
S   pell
 Level
  Spells
 
faith
 in
 the
 gods.
 
  1st
  feather
 fall,
 jump
 

  The
 Pact
 of
 the
 Seeker
 was
 inspired
 by
 the
 
Greyhawk
 deity
 Celestian,
 god
 of
 the
 stars,
 space,
 
  2nd
  levitate,
 locate
 object
 
and
 wanderers.
 It
 provides
 a
 pact
 that
 ties
 a
 
warlock
 to
 a
 mysterious,
 inscrutable
 deity
 
  3rd
  clairvoyance,
 sending
 
dedicated
 to
 gathering
 knowledge
 and
 lore.
 

  For
 wizards,
 the
 Theurgy
 arcane
 tradition
 allows
 
  4th
  arcane
 eye,
 locate
 creature
 
you
 to
 create
 a
 magic-­‐‑user
 whose
 arcane
 
instruction
 is
 guided
 by
 the
 teachings
 of
 a
 deity.
 
  5th
  legend
 lore,
 passwall
 
This
 design
 is
 a
 personal
 favorite
 of
 mine,
 as
 it’s
 
always
 been
 something
 of
 a
 pet
 peeve
 that
 a
 god
 of
  Shielding
 Aurora
 
magic
 would
 primarily
 have
 clerics
 rather
 than
 
wizards
 as
 followers.
 This
 tradition
 allows
 a
  Starting
 at
 1st
 level,
 you
 can
 invoke
 the
 Seeker’s
 
wizard
 to
 gain
 the
 benefits
 of
 a
 divine
 domain.
 
power
 to
 protect
 you
 from
 harm.
 As
 a
 bonus
 
Warlock
 Otherworldly
 Patron:
  action,
 you
 create
 a
 whirling
 aurora
 of
 brilliant
 
The
 Seeker
 
energy
 that
 swirls
 around
 you.
 Until
 the
 end
 of
 
Your
 patron
 is
 an
 inscrutable
 being
 who
 travels
 
the
 Astral
 Plane
 in
 search
 of
 knowledge
 and
  your
 next
 turn,
 you
 gain
 resistance
 to
 all
 damage,
 
secrets.
 In
 return
 for
 your
 patron’s
 gifts,
 you
 
wander
 the
 world
 seeking
 lore
 that
 you
 can
 share
  and
 if
 a
 hostile
 creature
 ends
 its
 turn
 within
 10
 
with
 the
 Seeker.
  feet
 of
 you,
 it
 takes
 radiant
 damage
 equal
 to
 your
 

  Your
 patron
 could
 be
 any
 deity
 or
 other
 
powerful
 entity
 dedicated
 to
 knowledge
 or
  warlock
 level
 +
 your
 Charisma
 modifier.
 
forgotten
 lore.
 Celestian
 is
 an
 ideal
 patron
 for
 a
 
Greyhawk
 campaign,
 and
 was
 the
 inspiration
 for
 
  Once
 you
 use
 this
 feature,
 you
 can’t
 use
 it
 again
 
this
 concept.
 In
 the
 Forgotten
 Realms,
 your
 patron
 
might
 be
 Azuth
 or
 Oghma.
 Aureon
 makes
 an
  until
 you
 finish
 a
 short
 or
 long
 rest.
 
excellent
 patron
 in
 Eberron,
 while
 in
 Krynn
 and
 
the
 Dragonlance
 campaign
 setting,
 Gilean
 is
 a
 good
  Pact
 Boon:
 Pact
 of
 the
 Star
 Chain
 
match
 for
 the
 Seeker’s
 role.
 
At
 3rd
 level,
 a
 character
 dedicated
 to
 the
 Seeker
 
Expanded
 Spell
 List
 
can
 select
 this
 option
 instead
 of
 one
 of
 the
 
The
 Seeker
 lets
 you
 choose
 from
 an
 expanded
 list
 
of
 spells
 when
 you
 learn
 a
 warlock
 spell.
 The
  warlock’s
 existing
 Pact
 Boon
 options.
 
following
 spells
 are
 added
 to
 the
 warlock
 spell
 list
 
for
 you.
 
  The
 Seeker
 grants
 you
 a
 chain
 forged
 from
 
starlight,
 decorated
 with
 seven
 gleaming
 motes
 of
 

brightness.
 While
 the
 chain
 is
 on
 your
 person,
 you
 

know
 the
 augury
 spell
 and
 can
 cast
 it
 as
 a
 ritual.
 
The
 spell
 doesn’t
 count
 against
 your
 number
 of
 

spells
 known.
 


  Additionally,
 you
 can
 invoke
 the
 Seeker’s
 power
 

to
 gain
 advantage
 on
 an
 Intelligence
 check
 while
 
you
 carry
 this
 item.
 Once
 you
 use
 this
 ability,
 you
 

cannot
 use
 it
 again
 until
 you
 complete
 a
 short
 or
 

long
 rest.
 


  If
 you
 lose
 your
 Star
 Chain,
 you
 can
 perform
 a
 1-­‐‑
hour
 ceremony
 to
 receive
 a
 replacement
 from
 the
 

Seeker.
 The
 ceremony
 can
 be
 performed
 during
 a
 

short
 or
 long
 rest,
 and
 it
 destroys
 the
 previous
 

chain.
 The
 chain
 disappears
 in
 a
 flash
 of
 light
 when
 
you
 die.
 


  The
 exact
 form
 of
 this
 item
 might
 be
 different
 

depending
 on
 your
 patron.
 The
 Star
 Chain
 is
 
inspired
 by
 the
 Greyhawk
 deity
 Celestian.
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  1
 

Astral
 Refuge
  dedicated
 and
 scholarly
 as
 any
 other
 wizard,
 but
 
they
 blend
 their
 arcane
 study
 with
 religious
 
At
 6th
 level,
 you
 gain
 the
 ability
 to
 step
 into
 an
  teachings.
 
astral
 refuge.
 As
 an
 action,
 you
 disappear
 from
 the
 
world
 for
 a
 brief
 moment
 and
 enter
 the
 Astral
  Divine
 Inspiration
 
Plane,
 taking
 advantage
 of
 its
 timeless
 nature.
 
While
 in
 your
 astral
 refuge,
 you
 can
 take
 two
  When
 you
 select
 this
 tradition
 at
 2nd
 level,
 pick
 a
 
actions
 to
 cast
 spells
 that
 target
 only
 you.
 After
  divine
 domain
 from
 your
 chosen
 deity’s
 list
 of
 
using
 those
 two
 actions,
 you
 return
 to
 the
 space
  eligible
 domains.
 Alternatively,
 the
 following
 
you
 occupied
 and
 your
 turn
 ends.
  domains
 are
 thematically
 appropriate
 and
 easily
 
compatible
 with
 the
 theurgist
 concept:
 
Far
 Wanderer
 
•   Arcana*
 
At
 10th
 level,
 you
 no
 longer
 need
 to
 breathe,
 and
  •   Knowledge
 
you
 gain
 resistance
 to
 fire
 damage
 and
 cold
  •   Light
 
damage.
 
*
 From
 the
 Sword
 Coast
 Adventurers’
 Guide.
 
Astral
 Sequestration
 
Arcane
 Initiate
 
Starting
 at
 14th
 level,
 you
 gain
 the
 ability
 to
 
sequester
 yourself
 and
 your
 allies
 on
 the
 Astral
  Beginning
 when
 you
 select
 this
 tradition
 at
 2nd
 
Plane.
  level,
 whenever
 you
 gain
 a
 wizard
 level,
 you
 can
 

  By
 performing
 a
 special
 ritual
 over
 the
 course
 of
  choose
 to
 replace
 one
 of
 the
 wizard
 spells
 you
 add
 
5
 minutes,
 you
 shift
 yourself
 and
 up
 to
 ten
 willing
  to
 your
 spellbook
 with
 a
 cleric
 domain
 spell
 for
 
creatures
 you
 can
 see
 to
 the
 Astral
 Plane.
 You
 and
  your
 chosen
 domain.
 The
 spell
 must
 be
 of
 a
 level
 
those
 creatures
 gain
 the
 benefits
 of
 a
 short
 rest
  for
 which
 you
 hve
 spell
 slots.
 
while
 sequestered
 on
 the
 Astral
 Plane.
 You
 then
 
  If
 you
 add
 all
 of
 your
 domain
 spells
 to
 your
 
return
 to
 the
 spaces
 you
 all
 occupied
 when
 you
  spellbook,
 you
 can
 subsequently
 opt
 to
 add
 any
 
used
 this
 ability,
 with
 no
 time
 having
 passed
 in
 the
  spell
 from
 the
 cleric
 spell
 list
 instead.
 The
 spell
 
world.
  must
 still
 be
 of
 a
 level
 for
 which
 you
 hve
 spell
 slots.
 

  During
 this
 short
 rest,
 you
 and
 the
 creatures
 you
 
  Other
 wizards
 cannot
 copy
 cleric
 spells
 from
 
sequester
 can
 make
 use
 of
 any
 options
 available
  your
 spellbook
 into
 their
 own
 spellbooks.
 
during
 a
 rest
 that
 affect
 only
 you
 and
 the
 creatures
 
you
 sequester.
  Channel
 Arcana
 

  Once
 you
 use
 this
 ability,
 you
 cannot
 use
 it
 again
 
until
 you
 complete
 a
 long
 rest.
  At
 2nd
 level,
 you
 gain
 the
 ability
 to
 channel
 arcane
 
energy
 directly
 from
 your
 deity,
 using
 that
 energy
 
Arcane
 Tradition:
 Theurgy
  to
 fuel
 magical
 effects.
 You
 start
 with
 two
 such
 
effects:
 Divine
 Arcana
 and
 the
 Channel
 Divinity
 
A
 number
 of
 deities
 claim
 arcane
 magic
 as
 their
  option
 granted
 at
 2nd
 level
 by
 your
 chosen
 
domain.
 While
 the
 idea
 of
 a
 divine
 being
  domain.
 You
 employ
 that
 Channel
 Divinity
 option
 
embracing
 such
 power
 might
 seem
 contradictory,
  by
 using
 your
 Channel
 Arcana
 ability.
 
magic
 is
 as
 much
 a
 part
 of
 the
 fabric
 of
 the
 cosmos
 
  When
 you
 use
 your
 Channel
 Arcana,
 you
 choose
 
as
 wind,
 fire,
 lightning,
 and
 all
 other
 primal
 forces.
  which
 effect
 to
 create.
 You
 must
 then
 finish
 a
 short
 
Just
 as
 there
 are
 deities
 of
 the
 sea
 and
 gods
 of
  or
 long
 rest
 to
 use
 your
 Channel
 Arcana
 again.
 
warfare,
 the
 arcane
 arts
 feature
 their
 own
 divine
 
  Some
 Channel
 Arcana
 effects
 require
 saving
 
patrons.
  throws.
 When
 you
 use
 such
 an
 effect,
 the
 save
 DC
 

  Such
 deities
 often
 have
 clerics,
 but
 many
 gods
 of
  equals
 your
 wizard
 spell
 save
 DC.
 
magic
 bid
 their
 followers
 to
 take
 up
 the
 study
 of
 
  Beginning
 at
 6th
 level,
 you
 can
 use
 your
 Channel
 
wizardry.
 These
 religious
 magic-­‐‑users
 follow
 the
  Arcana
 twice
 between
 rests,
 and
 beginning
 at
 18th
 
arcane
 tradition
 of
 Theurgy,
 and
 are
 commonly
  level,
 you
 can
 use
 it
 three
 times
 between
 rests.
 
known
 as
 theurgists.
 Such
 spellcasters
 are
 as
  When
 you
 finish
 a
 short
 or
 long
 rest,
 you
 regain
 
your
 expended
 uses.
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  2
 

  When
 you
 gain
 further
 uses
 for
 Channel
 Divinity
 
from
 your
 domain,
 you
 can
 employ
 them
 by
 using
 
your
 Channel
 Arcana
 ability.
 

Channel
 Arcana:
 Divine
 Arcana
 

As
 a
 bonus
 action,
 you
 speak
 a
 prayer
 to
 control
 
the
 flow
 of
 magic
 around
 you.
 The
 next
 spell
 you
 
cast
 gains
 a
 +2
 bonus
 to
 its
 attack
 roll
 or
 saving
 
throw
 DC,
 as
 appropriate.
 

Arcane
 Acolyte
 

At
 6th
 level,
 you
 gain
 your
 chosen
 domain’s
 1st-­‐‑
level
 benefits.
 However,
 you
 do
 not
 gain
 any
 
weapon
 or
 armor
 proficiencies
 from
 your
 domain.
 

Arcane
 Priest
 

At
 10th
 level,
 you
 gain
 your
 chosen
 domain’s
 6th-­‐‑
level
 benefits.
 Your
 faith
 and
 your
 understanding
 
of
 magic
 allow
 you
 to
 delve
 into
 your
 god’s
 secrets.
 

Arcane
 High
 Priest
 

At
 14th
 level,
 you
 gain
 your
 chosen
 domain’s
 17th-­‐‑
level
 benefits.
 Your
 academic
 nature
 and
 
understanding
 of
 magic
 and
 doctrine
 allow
 you
 to
 
master
 this
 ability
 sooner
 than
 a
 cleric
 of
 your
 
domain.
 

©2016
 Wizards
 of
 the
 Coast
 LLC
  3
 

Unearthed Arcana: The Ranger,
Revised

Over the past year, you’ve seen us try a number of With our course set for a revision, we’ve spent
the past year experimenting and gathering
new approaches to the ranger, all aimed at feedback. We believe that if something doesn’t hit
the mark the first time, we need to take our time
addressing the class’s high levels of player and make sure our path to a solution is the right
dissatisfaction and its ranking as D&D’s weakest one. So our tinkering with the ranger led us here,
to this latest update.
class by a significant margin. Our next step, which begins now, is verification.
Are these fixes correct? Do they solve problems at
Those two factors combined to put us on the your table? Do you, as the community of D&D
path to this revision. We have classes that rate as players and DMs, accept them? I expect another
revision or two to be made to the class, but I’m
weak, but which nonetheless have high levels of confident that the scope and direction of these
changes fit in with what the community is looking
player satisfaction. That tells us people playing for.
Finally, we come to implementation. If this
those classes are happy with how their characters’ iteration of the ranger, or a future revision of it,
abilities work and with their own experience at the grades high enough, our plan is to present it as a
revised ranger in a future D&D sourcebook.
table, even if those classes aren’t the strongest. Players can select the original ranger or the
revised version, though DMs will always be free to
After all, not every class can rank at the top. use only one or the other. Both will be legal for
D&D Adventurers League play, and players of
Likewise, most issues we see with classes are existing ranger characters will have the option to
confined to specific abilities that don’t play a big swap to the revised version. As you’ll see as you
read further, the original ranger and the revised
role in determining whether players like the class class use almost identical progression tables, even
if the specifics of some features differ. With a little
as a whole. In other words, no class is perfect, but work on our end, we can ensure that any new
ranger options we provide work for both classes.
each is close enough to the mark in its own way Overall, this approach captures our intent—fix
that players are happy. what needs to be fixed when it’s necessary to do so,
but in a way that minimizes disruption and
As such, the ranger’s status as a sore spot for maximizes player satisfaction. With that in mind,
take a look at our new ranger and keep an eye out
players has been a cause for concern for a while. for the feedback survey to follow.
And so, today we present a new revision of the

ranger. Though it retains many of the elements of

the existing class, a lot has changed, so it’s best to

simply dig into the new material to get a sense of
how it feels. But what I’d like to address here is

how the D&D game will evolve in the future.

Any change as dramatic as rebuilding a character

class requires planning, verification, and a clear,
easy implementation.

The planning phase goes back to our review of

playtest feedback. We review data and read

anecdotes on Reddit, forums, and social media. We
try to decide if addressing the issue is worth the

potential disruption to the game.

In this case, we felt that a few factors combined
to push for a change. Many players want to play

rangers, but few were happy with the class, which

held its place at the bottom of class power

rankings by a significant margin. The class’s
individual features also filled the top-ten list of

lowest-rated individual character features.

©2016 Wizards of the Coast LLC 1

Class Features • (a) scale mail or (b) leather armor
• (a) two shortswords or (b) two simple melee
As a ranger, you gain the following class features.
weapons
Hit Points • (a) a dungeoneer’s pack or (b) an explorer’s pack
• A longbow and a quiver of 20 arrows
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution Favored Enemy

modifier Beginning at 1st level, you have significant
Hit Points at Higher Levels: 1d10 (or 6) + your experience studying, tracking, hunting, and even
talking to a certain type of enemy commonly
Constitution modifier per ranger level after 1st encountered in the wilds.
Choose a type of favored enemy: beasts, fey,
Proficiencies humanoids, monstrosities, or undead. You gain a
+2 bonus to damage rolls with weapon attacks
Armor: Light armor, medium armor, shields against creatures of the chosen type. Additionally,
Weapons: Simple weapons, martial weapons you have advantage on Wisdom (Survival) checks
Tools: None to track your favored enemies, as well as on
Intelligence checks to recall information about
Saving Throws: Strength, Dexterity them.
Skills: Choose three from Animal Handling, When you gain this feature, you also learn one
language of your choice, typically one spoken by
Athletics, Insight, Investigation, Nature, your favored enemy or creatures associated with it.
Perception, Stealth, and Survival However, you are free to pick any language you
wish to learn.
Equipment

You start with the following equipment, in
addition to the equipment granted by your
background:

The Ranger Spells
Proficiency Known — Spell Slots per Spell Level —
Features 1st 2nd 3rd 4th 5th
Level Bonus Favored Enemy, Natural Explorer — — — — — —
Fighting Style, Spellcasting 2 2 — — — —
1st +2 Primeval Awareness, Ranger Conclave 3 3 — — — —
Ability Score Improvement 3 3 — — — —
2nd +2 Ranger Conclave feature 4 4 2 — — —
Greater Favored Enemy 4 4 2 — — —
3rd +2 Ranger Conclave feature 5 4 3 — — —
Ability Score Improvement, Fleet of Foot 5 4 3 — — —
4th +2 — 6 4 3 2 — —
Hide in Plain Sight 6 4 3 2 — —
5th +3 Ranger Conclave feature 7 4 3 3 — —
Ability Score Improvement 7 4 3 3 — —
6th +3 — 8 4 3 3 1 —
7th +3 Vanish 8 4 3 3 1 —
Ranger Conclave feature 9 4 3 3 2 —
8th +3 Ability Score Improvement 9 4 3 3 2 —
— 10 4 3 3 3 1
9th +4 Feral Senses 10 4 3 3 3 1
Ability Score Improvement 11 4 3 3 3 2
10th +4 Foe Slayer 11 4 3 3 3 2

11th +4

12th +4

13th +5
14th +5

15th +5

16th +5

17th +6

18th +6

19th +6

20th +6

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Natural Explorer Dueling

You are a master of navigating the natural world, When you are wielding a melee weapon in one
and you react with swift and decisive action hand and no other weapons, you gain a +2 bonus
when attacked. This grants you the following to damage rolls with that weapon.
benefits:
Two-Weapon Fighting
• You ignore difficult terrain.
• You have advantage on initiative rolls. When you engage in two-weapon fighting, you
• On your first turn during combat, you have can add your ability modifier to the damage of
the second attack.
advantage on attack rolls against creatures
that have not yet acted. Spellcasting

In addition, you are skilled at navigating the By the time you reach 2nd level, you have
wilderness. You gain the following benefits when learned to use the magical essence of nature to
traveling for an hour or more: cast spells, much as a druid does. See chapter 10
for the general rules of spellcasting and chapter
• Difficult terrain doesn’t slow your group’s 11 for the ranger spell list.
travel.
Spell Slots
• Your group can’t become lost except by
magical means. The Ranger table shows how many spell slots
you have to cast your spells of 1st level and
• Even when you are engaged in another activity higher. To cast one of these spells, you must
while traveling (such as foraging, navigating, expend a slot of the spell’s level or higher. You
or tracking), you remain alert to danger. regain all expended spell slots when you finish a
long rest.
• If you are traveling alone, you can move For example, if you know the 1st-level spell
stealthily at a normal pace. animal friendship and have a 1st-level and a 2nd-
level spell slot available, you can cast animal
• When you forage, you find twice as much food friendship using either slot.
as you normally would.
Spells Known of 1st Level and
• While tracking other creatures, you also learn Higher
their exact number, their sizes, and how long
ago they passed through the area. You know two 1st-level spells of your choice
from the ranger spell list.
Fighting Style The Spells Known column of the Ranger table
shows when you learn more ranger spells of
At 2nd level, you adopt a particular style of your choice. Each of these spells must be of a
fighting as your specialty. Choose one of the level for which you have spell slots. For instance,
following options. You can’t take a Fighting Style when you reach 5th level in this class, you can
option more than once, even if you later get to learn one new spell of 1st or 2nd level.
choose again. Additionally, when you gain a level in this class,
you can choose one of the ranger spells you
Archery know and replace it with another spell from the
ranger spell list, which also must be of a level for
You gain a +2 bonus to attack rolls you make which you have spell slots.
with ranged weapons.

Defense

While you are wearing armor, you gain a +1
bonus to AC.

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Spellcasting Ability Ranger Conclave

Wisdom is your spellcasting ability for your At 3rd level, you choose to emulate the ideals
ranger spells, since your magic draws on your and training of a ranger conclave: the Beast
attunement to nature. You use your Wisdom Conclave, the Hunter Conclave, or the Stalker
whenever a spell refers to your spellcasting Conclave, all detailed at the end of the class
ability. In addition, you use your Wisdom description. Your choice grants you features at
modifier when setting the saving throw DC for a 3rd level and again at 5th, 7th, 11th, and 15th
ranger spell you cast and when making an attack level.
roll with one.
Ability Score Improvement

Spell save DC = 8 + your proficiency bonus + When you reach 4th level, and again at 8th, 12th,
your Wisdom modifier 16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase
two ability scores of your choice by 1. As normal,
Spell attack modifier = your proficiency bonus you can’t increase an ability score above 20
+ your Wisdom modifier using this feature.

Primeval Awareness Greater Favored Enemy

Beginning at 3rd level, your mastery of ranger At 6th level, you are ready to hunt even deadlier
lore allows you to establish a powerful link to game. Choose a type of greater favored enemy:
beasts and to the land around you. aberrations, celestials, constructs, dragons,
You have an innate ability to communicate elementals, fiends, or giants. You gain all the
with beasts, and they recognize you as a kindred benefits against this chosen enemy that you
spirit. Through sounds and gestures, you can normally gain against your favored enemy,
communicate simple ideas to a beast as an action, including an additional language. Your bonus to
and can read its basic mood and intent. You learn damage rolls against all your favored enemies
its emotional state, whether it is affected by increases to +4.
magic of any sort, its short-term needs (such as Additionally, you have advantage on saving
food or safety), and actions you can take (if any) throws against the spells and abilities used by a
to persuade it to not attack. greater favored enemy.
You cannot use this ability against a creature
that you have attacked within the past 10 Fleet of Foot
minutes.
Additionally, you can attune your senses to Beginning at 8th level, you can use the Dash
determine if any of your favored enemies lurk action as a bonus action on your turn.
nearby. By spending 1 uninterrupted minute in
concentration (as if you were concentrating on a Hide in Plain Sight
spell), you can sense whether any of your
favored enemies are present within 5 miles of Starting at 10th level, you can remain perfectly
you. This feature reveals which of your favored still for long periods of time to set up ambushes.
enemies are present, their numbers, and the When you attempt to hide on your turn, you
creatures’ general direction and distance (in can opt to not move on that turn. If you avoid
miles) from you. moving, creatures that attempt to detect you
If there are multiple groups of your favored take a −10 penalty to their Wisdom (Perception)
enemies within range, you learn this information checks until the start of your next turn. You lose
for each group. this benefit if you move or fall prone, either

©2016 Wizards of the Coast LLC 4

voluntarily or because of some external effect. Animal Companion
You are still automatically detected if any effect
or action causes you to no longer be hidden. At 3rd level, you learn to use your magic to
If you are still hidden on your next turn, you create a powerful bond with a creature of the
can continue to remain motionless and gain this natural world.
benefit until you are detected. With 8 hours of work and the expenditure of
50 gp worth of rare herbs and fine food, you call
Vanish forth an animal from the wilderness to serve as
your faithful companion. You normally select
Starting at 14th level, you can use the Hide you companion from among the following
action as a bonus action on your turn. Also, you animals: an ape, a black bear, a boar, a giant
can’t be tracked by nonmagical means, unless badger, a giant weasel, a mule, a panther, or a
you choose to leave a trail. wolf. However, your DM might pick one of these
animals for you, based on the surrounding
Feral Senses terrain and on what types of creatures would
logically be present in the area.
At 18th level, you gain preternatural senses that At the end of the 8 hours, your animal
help you fight creatures you can’t see. When you companion appears and gains all the benefits of
attack a creature you can’t see, your inability to your Companion’s Bond ability. You can have
see it doesn’t impose disadvantage on your only one animal companion at a time.
attack rolls against it. If your animal companion is ever slain, the
You are also aware of the location of any magical bond you share allows you to return it to
invisible creature within 30 feet of you, provided life. With 8 hours of work and the expenditure of
that the creature isn’t hidden from you and you 25 gp worth of rare herbs and fine food, you call
aren’t blinded or deafened. forth your companion’s spirit and use your
magic to create a new body for it. You can return
Foe Slayer an animal companion to life in this manner even
if you do not possess any part of its body.
At 20th level, you become an unparalleled If you use this ability to return a former animal
hunter. Once on each of your turns, you can add companion to life while you have a current
your Wisdom modifier to the attack roll or the animal companion, your current companion
damage roll of an attack you make. You can leaves you and is replaced by the restored
choose to use this feature before or after the roll, companion.
but before any effects of the roll are applied.
Companion’s Bond
Ranger Conclaves
Your animal companion gains a variety of
Across the wilds, rangers come together to form benefits while it is linked to you.
conclaves—loose associations whose members The animal companion loses its Multiattack
share a similar outlook on how best to protect action, if it has one.
nature from those who would despoil it. The companion obeys your commands as best
it can. It rolls for initiative like any other
Beast Conclave creature, but you determine its actions, decisions,
attitudes, and so on. If you are incapacitated or
Many rangers are more at home in the wilds absent, your companion acts on its own.
than in civilization, to the point where animals When using your Natural Explorer feature, you
consider them kin. Rangers of the Beast Conclave and your animal companion can both move
develop a close bond with a beast, then further stealthily at a normal pace.
strengthen that bond through the use of magic.

©2016 Wizards of the Coast LLC 5

Keeping Track of Proficiency Expanding Companion Options

When you gain your animal companion at 3rd level, its Depending on the nature of your campaign, the DM
proficiency bonus matches yours at +2. As you gain might choose to expand the options for your animal
levels and increase your proficiency bonus, remember companion. As a rule of thumb, a beast can serve as an
that your companion’s proficiency bonus improves as animal companion if it is Medium or smaller, has 15 or
well, and is applied to the following areas: Armor Class, fewer hit points, and cannot deal more than 8 damage
skills, saving throws, attack bonus, and damage rolls. with a single attack. In general, that applies to creatures
with a challenge rating of 1/4 or less, but there are
Your animal companion has abilities and game exceptions.
statistics determined in part by your level. Your
companion uses your proficiency bonus rather Your animal companion gains the benefits of
than its own. In addition to the areas where it your Favored Enemy feature, and of your
normally uses its proficiency bonus, an animal Greater Favored Enemy feature when you gain
companion also adds its proficiency bonus to its that feature at 6th level. It uses the favored
AC and to its damage rolls. enemies you selected for those features.
Your animal companion gains proficiency in
two skills of your choice. It also becomes d6 Trait
proficient with all saving throws. 1 I’m dauntless in the face of adversity.
For each level you gain after 3rd, your animal 2 Threaten my friends, threaten me.
companion gains an additional hit die and 3 I stay on alert so others can rest.
increases its hit points accordingly. 4 People see an animal and underestimate me. I
Whenever you gain the Ability Score
Improvement class feature, your companion’s use that to my advantage.
abilities also improve. Your companion can 5 I have a knack for showing up in the nick of time.
increase one ability score of your choice by 2, or 6 I put my friends’ needs before my own in all
it can increase two ability scores of your choice
by 1. As normal, your companion can’t increase things.
an ability score above 20 using this feature
unless its description specifies otherwise. d6 Flaw
Your companion shares your alignment, and 1 If there’s food left unattended, I’ll eat it.
has a personality trait and a flaw that you can 2 I growl at strangers, and all people except my
roll for or select from the tables below. Your
companion shares your ideal, and its bond is ranger are strangers to me.
always, “The ranger who travels with me is a 3 Any time is a good time for a belly rub.
beloved companion for whom I would gladly 4 I’m deathly afraid of water.
give my life.” 5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love
Why No Multiattack?
them.
Multiattack is a useful design tool that keeps monsters
simple for the DM. It provides a boost in offense, but
that boost is meant to make a beast threatening for one Coordinated Attack
battle—a notion that doesn’t mesh well with a beast
intended to fight with the party, rather than against it. Beginning at 5th level, you and your animal
Project Multiattack across an entire adventure, and an companion form a more potent fighting team.
animal companion runs the risk of outclassing the When you use the Attack action on your turn, if
fighters and barbarians in the party. your companion can see you, it can use its
So in story terms, your animal companion has traded reaction to make a melee attack.
in some of its ferocity (in the form of Multiattack) for
better awareness and the ability to fight more Beast’s Defense
effectively in concert with you.
At 7th level, while your companion can see you,
©2016 Wizards of the Coast LLC it has advantage on all saving throws.

Storm of Claws and Fangs

At 11th level, your companion can use its action
to make a melee attack against each creature of

6

its choice within 5 feet of it, with a separate Multiattack Defense. When a creature hits
attack roll for each target. you with an attack, you gain a +4 bonus to AC
against all subsequent attacks made by that
Superior Beast’s Defense creature for the rest of the turn.
Steel Will. You have advantage on saving
At 15th level, whenever an attacker that your throws against being frightened.
companion can see hits it with an attack, it can
use its reaction to halve the attack’s damage Multiattack
against it.
At 11th level, you gain one of the following
Hunter Conclave features of your choice.
Volley. You can use your action to make a
Some rangers seek to master weapons to better ranged attack against any number of creatures
protect civilization from the terrors of the within 10 feet of a point you can see within your
wilderness. Members of the Hunter Conclave weapon’s range. You must have ammunition for
learn specialized fighting techniques for use each target, as normal, and you make a separate
against the most dire threats, from rampaging attack roll for each target.
ogres and hordes of orcs to towering giants and Whirlwind Attack. You can use your action to
terrifying dragons. make melee attacks against any number of
creatures within 5 feet of you, with a separate
Hunter’s Prey attack roll for each target.

At 3rd level, you gain one of the following Superior Hunter’s Defense
features of your choice.
Colossus Slayer. Your tenacity can wear down At 15th level, you gain one of the following
the most potent foes. When you hit a creature features of your choice.
with a weapon attack, the creature takes an extra Evasion. When you are subjected to an effect,
1d8 damage if it’s below its hit point maximum. such as a red dragon’s fiery breath or a lightning
You can deal this extra damage only once per bolt spell, that allows you to make a Dexterity
turn. saving throw to take only half damage, you
Giant Killer. When a Large or larger creature instead take no damage if you succeed on a
within 5 feet of you hits or misses you with an saving throw, and only half damage if you fail.
attack, you can use your reaction to attack that Stand Against the Tide. When a hostile
creature immediately after its attack, provided creature misses you with a melee attack, you can
that you can see the creature. use your reaction to force that creature to repeat
Horde Breaker. Once on each of your turns the same attack against another creature (other
when you make a weapon attack, you can make than itself) of your choice.
another attack with the same weapon against a Uncanny Dodge. When an attacker that you
different creature that is within 5 feet of the can see hits you with an attack, you can use your
original target and within range of your weapon. reaction to halve the attack’s damage against you.

Extra Attack Deep Stalker Conclave

Beginning at 5th level, you can attack twice, Most folk descend into the depths of the
instead of once, whenever you take the Attack Underdark only under the most pressing
action on your turn. conditions, undertaking some desperate quest or
following the promise of vast riches. All too often,
Defensive Tactics evil festers beneath the earth unnoticed, and
rangers of the Deep Stalker Conclave strive to
At 7th level, you gain one of the following uncover and defeat such threats before they can
features of your choice. reach the surface.
Escape the Horde. Opportunity attacks against
you are made with disadvantage. 7

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