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
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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.
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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
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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
©2016 Wizards of the Coast LLC 2
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.
©2016 Wizards of the Coast LLC 3
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
©2016 Wizards of the Coast LLC