The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by teh_aristocrats, 2023-09-22 00:08:01

5e Unearthed Arcana (2022) no cover

5e Unearthed Arcana (2022) no cover

Keywords: 5e DnD,DnD,5e D&D,5e Unearthed Arcana (2022),5e supplement book,ttrpg,Dungeons and Dragons

©2019 Wizards of the Coast LLC 2 • End one effect causing it to be charmed or frightened. Rule Tip: Temporary Hit Points Don’t Stack If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player’s Handbook. Steps of the Brave 6th-level Twilight Domain feature You draw strength from your connection to twilight and find yourself at home within its dark embrace, gaining two benefits: • You have advantage on saving throws against being frightened. • If you are in dim light or darkness, you can use a bonus action to magically give yourself a flying speed equal to your walking speed until the end of your next turn. Divine Strike 8th-level Twilight Domain feature You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage. When you reach 14th level, the extra damage increases to 2d8. Midnight Shroud 17th-level Twilight Domain feature You can harness the shrouding power of night to protect your allies and stymie your foes. Whenever you cast the darkness spell using a spell slot, you can choose a number of creatures that you can see (including yourself) equal to your Wisdom modifier (minimum of one). The chosen creatures can see through the darkness. Druid Circle At 2nd level, a druid gains the Druid Circle feature. Here is a playtest option for that feature: the Circle of Wildfire. Circle of Wildfire Druids who are members of the Circle of Wildfire understand the necessity of destruction, such as how a forest fire promotes growth. These druids bond with a primal spirit that harbors destructive tendencies, allowing the druids to use their power to create controlled flames that help flora and fauna reproduce and grow. Circle Spells 2nd-level Circle of Wildfire feature You have formed a mystical bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to certain spells. At 2nd level, you learn the fire bolt cantrip. When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Wildfire Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. Circle of Wildfire Spells Druid Level Spells 3rd locate animals or plants, scorching ray 5th fireball, plant growth 7th aura of life, fire shield 9th flame strike, raise dead Summon Wildfire 2nd-level Circle of Wildfire feature You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d10 fire damage.


©2019 Wizards of the Coast LLC 3 The wildfire spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the wildfire spirit stat block. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire. In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action. The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again. Wildfire Spirit Small elemental, any chaotic alignment Armor Class 13 (natural armor) Hit Points equal to the wildfire spirit’s Constitution modifier + your Wisdom modifier + five times your level in this class Speed 20 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (+0) Saving Throws Dex +4, Con +4, Wis +4 Skills Nature +4 Damage Immunities fire Condition Immunities charmed, frightened, grappled, prone, restrained Senses darkvision 60 ft., passive Perception 12 Languages understands the languages you speak Soul Bond. The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit’s skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation. Actions (Requires Your Bonus Action) Flame Seed. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 fire damage. Fiery Teleportation (Recharges after a Short or Long Rest). The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 2 fire damage. Enhanced Bond 6th-level Circle of Wildfire feature The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit. Flames of Life 10th-level Circle of Wildfire feature You gain the ability to turn death into flames of vitality. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 2d10 + your Wisdom modifier. The flames vanish after a creature has touched them or after 1 minute. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Blazing Endurance 14th-level Circle of Wildfire feature The bond with your wildfire spirit is exceptionally strong, even fatal blows only fuel your defiance. If you drop to 0 hit points and don’t die outright, you drop to 1 hit point instead and gain temporary hit points equal to five times your druid level, and each creature of your choice within 30 feet of you that you can see takes fire damage equal to 2d10 + your druid level. Once you use this feature, you can’t use it again until you finish a long rest.


©2019 Wizards of the Coast LLC 4 Arcane Tradition At 2nd level, a wizard gains the Arcane Tradition feature. Here is a playtest option for that feature: the tradition of Onomancy. Onomancy Practitioners of magic well know the power of names, but wizards who follow the tradition of Onomancy use their magic to manipulate the words that encompass existence. Onomancers expand their study into language itself, searching for threads of magical significance that weave through names. Something that is named stands out in the multiverse, distinct from the tapestry of creation all around it. That distinction creates power that onomancers seek to tap. By speaking a target’s true name, the wizard’s spells slip between the cracks of the target’s defenses, conforming to its essential nature through the power of its name. To protect themselves, wizards who follow this tradition often hide their true names, typically by adopting monikers and pseudonyms. True Names Onomancy, or naming magic, is a method of spellcasting that uses a creature’s true name to enhance a spell’s effects. A true name is the name by which a self-aware creature identifies itself. This name might be the name a person was given at birth, or one a person chose or earned later in life. Whatever a name’s origin, the simplest way for you to know your true name is to think truthfully about yourself and then think, “My name is …” Your true name is how you finish that sentence. You can try to hide your true name by using a pseudonym, but you must be wary not to inhabit that false name too deeply. If a false name comes to be the best expression of who you are, it becomes your true name. Changing one’s true name is never a quick choice; it’s something that happens over time as a name becomes the creature’s truth. As a quick guide, a creature has a true name if it understands at least one language or it has an alignment. Bonus Proficiencies 2nd-level Onomancy feature You learn one language of your choice and gain proficiency with calligrapher’s tools. Extract Name 2nd-level Onomancy feature You can magically compel a creature to divulge its true name. As a bonus action, you target one creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC. On a successful save, you discern that this magic failed, and you can’t use this feature on the target again. On a failed save, the target is charmed by you until the end of your next turn, and you mentally learn the charmed target’s name or the fact that the target lacks a name. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Fateful Naming 2nd-level Onomancy feature You can bend magic to assist or hinder creatures through the power of their true names, and even use those names as an anchor to affect others around them. The bane and bless spells are wizard spells for you, and you add them to your spellbook. You always have them prepared, yet they don’t count against the number of spells you can prepare. You can cast either spell without expending a spell slot if you speak the true name of one target of the spell as part of casting it. You can cast the spells in this way a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses when you finish a long rest. Resonant Utterance 6th-level Onomancy feature You learn words of power called Resonants, which allow you to tailor your spells through the use of a target’s true name. Resonants Known. When you gain this feature, you learn two Resonants of your choice, which are detailed in the “Resonant Options” section. Each time you gain a level in this class, you can replace one resonant you know with a different one. Using a Resonant. You can use one Resonant when you cast a wizard spell with a spell slot and speak the true name of one creature targeted by the spell. Speaking the name is part of casting the spell.


©2019 Wizards of the Coast LLC 5 You can use Resonants a number of times equal to half of your wizard level (round down), and you regain all expended uses when you finish a long rest. Resonant Options. Here are your options when choosing a Resonant: Absorption. When you cast a spell that deals damage to the named target, you gain 3d6 temporary hit points. The number of temporary hit points you gain increases by 1d6 when you reach 10th level (4d6) and 14th level (5d6) in this class. Devastation. If the spell requires the named creature to make a saving throw, that creature has disadvantage on the first save it makes against the spell. Dissolution. The first time the named creature takes damage from the spell, that creature takes an extra 2d8 force damage. The extra force damage increases by 1d8 when you reach 10th level (3d8) and 14th level (4d8) in this class. Nullification. If the named target is affected by any other spells, you know what those spells are, and you can attempt to end one of your choice by succeeding on an Intelligence check with a DC equal to 10 + the level of the chosen spell. Puppetry. The first time the named creature takes damage from the spell, you can knock the creature prone or move it up to 10 feet, either directly toward you or away from you. Sympathy. If the named creature is within range of the spell, you can target the creature with the spell even if you can’t see the creature or it has total cover against the spell. Inexorable Pronouncement 10th-level Onomancy feature You learn two new Resonants of your choice from your Resonant Utterance feature. Relentless Naming 14th-level Onomancy feature You have learned how to bypass a named creature’s defenses against certain types of damage. When you cast a spell that deals damage to a creature whose true name you speak as part of casting the spell, you can cause the spell to deal force or psychic damage to the creature, instead of the spell’s normal damage type.


©2019 Wizards of the Coast LLC 1 UNEARTHED ARCANA Fighter, Ranger, and Rogue This document provides playtest options for the fighter, the ranger, and the rogue. This Is Playtest Content The material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. Martial Archetype At 3rd level, a fighter gains the Martial Archetype feature. Here is a playtest option for that feature: the Rune Knight. Rune Knight You discovered how to enhance your martial prowess using the supernatural power of runes. The ancient practice of rune magic originated with giants. Skiltgravr (“rune cutters”) can be found among any type of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a traveling sage, or met the giant in person, you studied the giant’s craft. In time, you learned how to carve and apply runes to your equipment and how to invoke their magic, ultimately becoming a Rune Knight. Bonus Proficiencies 3rd-level Rune Knight feature You gain proficiency with smith’s tools, and you learn to speak, read, and write Giant. Rune Magic 3rd-level Rune Knight feature You learn how to use runes to enhance your gear. When you gain this feature, you learn how to inscribe two runes of your choice on weapons, armor, or shields (see “Rune Options”). Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, or a shield. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes. Each time you gain a level in this class, you can replace one rune you know with a different one. Rune Options Here are rune options for the Rune Magic feature. They are all magical effects. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier. Haug (Hill Rune). This rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can’t do so again until you finish a short or long rest. Ild (Fire Rune). This rune’s magic channels the masterful craftsmanship of fire giant smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke the rune, you can’t do so again until you finish a short or long rest.


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


©2019 Wizards of the Coast LLC 3 Rune Magic Mastery 15th-level Rune Knight feature You can invoke each rune you know from your Rune Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest. In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of five). Blessing of the All Father 18th-level Rune Knight feature You learn how to share your rune magic with your allies. When you use your Giant Might feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Giant Might feature. Ranger Archetype At 3rd level, a ranger gains the Ranger Archetype feature. Here is a playtest option for that feature: the Swarmkeeper. Swarmkeeper Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. Swarmkeeper Magic 3rd-level Swarmkeeper feature You learn the mage hand cantrip if you don’t already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don’t count against the number of ranger spells you know. Swarmkeeper Spells Ranger Level Spell 3rd faerie fire 5th web 9th gaseous form 13th giant insect 17th insect plague Gathered Swarm 3rd- and 11th-level Swarmkeeper feature You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space. As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. Writhing Tide 7th-level Swarmkeeper feature You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits: • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action. • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check. • You gain a flying speed of 10 feet and can hover.


©2019 Wizards of the Coast LLC 4 Scuttling Eyes 11th-level Swarmkeeper feature As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears. As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared. Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher. Storm of Minions 15th-level Swarmkeeper feature Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere’s area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn’t blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet. When you activate this feature, you can choose any number of creatures you can see to be unaffected by it. Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher. Roguish Archetype At 3rd level, a rogue gains the Roguish Archetype feature. Here is a playtest option for that feature: The Revived. The Revived You’ve had a soul-shaking realization: you’ve been dead before, yet somehow you are alive again. This life isn’t your first; it might not even be your second. Your past life, or lives, are unclear to you, but you know that you passed through the gates of death. And the powers of death, or some other influence, wasn’t done with you. You might have convinced a deity to let you return to the Material Plane, perhaps you signed a deal with a fiend, or maybe you used an artifact that revived you. Whatever force brought you back, you now know the truth about yourself: that you are one of death’s representatives among the living. Tokens of Past Lives 3rd-level Revived feature You remember talents you had in your previous life. When you finish a long rest, you gain one skill or tool proficiency of your choice. You can replace this proficiency with another when you finish a long rest. Revived Nature 3rd-level Revived feature Your newfound connection to death gives you the following benefits: • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage. • You don’t need to eat, drink, or breathe. • You don’t need to sleep. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you remain semiconscious, and you can hear as normal.


©2019 Wizards of the Coast LLC 5 Bolts from the Grave 3rd-level Revived feature You have learned to unleash bolts of necrotic energy from within your revived body. Immediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you, provided you haven’t used your Sneak Attack this turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. A creature hit by this attack takes necrotic damage equal to your Sneak Attack. This uses your Sneak Attack for the turn. Connect with the Dead 9th-level Revived feature You can create a link with a spirit through their corpse. When you do so, you cast the speak with dead spell, without using a spell slot or material components. Intelligence is your spellcasting ability for this spell. Speaking with the dead in this way temporarily gives you a capability from a past life—you’re unsure whether it’s from your past or the spirit’s. When the spell ends, you gain one random benefit from the Revived Capabilities table. The benefit lasts until you finish a short or long rest. Revived Capabilities d3 Capability 1 You learn how to speak, read, and write one language of your choice. 2 You gain one skill or tool proficiency of your choice. 3 You gain proficiency with one saving throw of your choice. After you cast the spell with this feature, you can’t do so again until you finish a short or long rest. Audience with Death 13th-level Revived feature When at death’s door, you can converse with the powers of death. You have advantage on death saving throws, and whenever you make a death saving throw, your spirit can ask an entity of death a question that can be answered with “yes,” “no,” or “unknown.” The entity answers truthfully, using the knowledge of all those who have died. In addition, whenever you have 0 hit points and are healed or stabilized, you can change any of your personal characteristics: personality trait, ideal, bond, or flaw. Ethereal Jaunt 17th-level Revived feature Like a ghost, you have the ability to slip in and out of the Ethereal Plane. You can now use your Cunning Action to teleport to an unoccupied space within 30 feet of you. You don’t need to see that space to teleport to it, but your teleportation fails, wasting your bonus action, if you attempt to teleport through magical force that is Medium or larger, such as a wall of force. If you appear in a space occupied by another creature or filled by an object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are shunted.


©2019 Wizards of the Coast LLC 1 UNEARTHED ARCANA Class Feature Variants This Is Playtest Content The material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. This document provides playtest options for every class in the Player’s Handbook. Each class in DUNGEONS & DRAGONS gains features at particular levels. Have you ever wanted an alternative to one of those features? Or do you have a feature that gives you options to choose from and you’d like more options? If your answer is yes to either of those questions, the following class feature variants are for you. Here you’ll find features that replace or enhance the normal features of your character’s class. The class feature variants each specify which feature they replace or enhance, as summarized in the Class Feature Variants table (see page 2). If a feature is replaced, you gain no benefit from it and don’t qualify for anything in the game that requires it. If a feature is enhanced, you continue to enjoy its benefits but now with new capabilities. The DM decides which of these options are available to the characters in a campaign. A DM is free to prohibit these variants, allow all of them, or make a subset of them available to you. All Classes The following variant is available to every class in the game. Proficiency Versatility 4th-level and higher feature (enhances Ability Score Improvement) Whenever you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn’t be from the class). This change represents one of your skills atrophying as you focus on a different skill. Maneuvers from the Battle Master If you know any maneuvers from the fighter’s Battle Master archetype, you have access to options in the fighter section of this document. See the “Maneuver Versatility” and “Maneuver Options” subsections there. Barbarian A barbarian has access to the following features. Survival Instincts 2nd-level barbarian feature (replaces Danger Sense) You become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival. Your proficiency bonus is doubled for any ability check you make that uses either of those skills. Instinctive Pounce 5th-level barbarian feature (replaces Fast Movement) When a creature ends its turn within 15 feet of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn’t provoke opportunity attacks.


©2019 Wizards of the Coast LLC 2 Class Feature Variants Class Level Feature Variant Change All classes 4th+ Ability Score Improvement Proficiency Versatility Enhancement Barbarian 2nd Danger Sense Survival Instincts Replacement 5th Fast Movement Instinctive Pounce Replacement Bard 1st Bardic Inspiration Magical Inspiration Enhancement 1st Spellcasting Spell Versatility Enhancement 1st Spellcasting Bard Spells Enhancement Cleric 1st Spellcasting Cantrip Versatility Enhancement 1st Spellcasting Cleric Spells Enhancement 2nd Channel Divinity Channel Divinity: Harness Divine Power Enhancement 8th Divine Strike Blessed Strikes Replacement 8th Potent Spellcasting Blessed Strikes Replacement Druid 1st Spellcasting Cantrip Versatility Enhancement 1st Spellcasting Druid Spells Enhancement 2nd Wild Shape Wild Companion Enhancement Fighter 1st Fighting Style Fighting Style Options Enhancement 1st Maneuvers Maneuver Versatility Enhancement 1st Maneuvers Maneuver Options Enhancement Monk 1st Martial Arts Monk Weapons Enhancement 2nd Ki Ki-Fueled Strike Enhancement 2nd Ki Ki Features Enhancement Paladin 2nd Fighting Style Fighting Style Options Enhancement 2nd Spellcasting Paladin Spells Enhancement 3rd Channel Divinity Channel Divinity: Harness Divine Power Enhancement Ranger 1st Favored Enemy Favored Foe Replacement 1st Natural Explore Deft Explore Replacement 2nd Fighting Style Fighting Style Options Enhancement 2nd Spellcasting Spell Versatility Enhancement 2nd Spellcasting Spellcasting Focus Enhancement 2nd Spellcasting Ranger Spells Enhancement 3rd Primeval Awareness Primal Awareness Replacement 10th Hide in Plain Sight Fade Away Replacement 3rd Ranger’s Companion Ranger Companion Options Enhancement Rogue 2nd Cunning Action Cunning Action: Aim Enhancement Sorcerer 1st Spellcasting Spell Versatility Enhancement 1st Spellcasting Sorcerer Spells Enhancement 2nd Font of Magic Font of Magic Options Enhancement 3rd Metamagic Metamagic Options Enhancement Warlock 1st Pact Magic Spell Versatility Enhancement 1st Pact Magic Warlock Spells Enhancement 2nd Eldritch Invocations Eldritch Invocation Options Enhancement 3rd Pact Boon Pact Boon Option Enhancement Wizard 1st Spellcasting Cantrip Versatility Enhancement 1st Spellcasting Wizard Spells Enhancement


©2019 Wizards of the Coast LLC 3 Bard A bard has access to the following features. Bard Spells 1st-level bard feature (enhances Spellcasting) The following spells expand the bard spell list. 1st Level Cause fear (Xanathar’s Guide) Color spray Command 2nd Level Aid Enlarge/reduce Mind spike (Xanathar’s Guide) Mirror image 3rd Level Mass healing word Slow Tiny servant (Xanathar’s Guide) 4th Level Phantasmal killer 5th Level Contact other plane (ritual) Rary’s telepathic bond (ritual) 6th Level Heroes’ feast Mental prison (Xanathar’s Guide) Scatter (Xanathar’s Guide) Tenser’s transformation (Xanathar’s Guide) 7th Level Power word pain (Xanathar’s Guide) Prismatic spray 8th Level Antipathy/sympathy Maze 9th Level Prismatic wall Magical Inspiration 1st-level bard feature (enhances Bardic Inspiration) If a creature has a Bardic Inspiration die from you and casts a spell, the creature can roll that die and add the number rolled to one damage or healing roll of the spell. The Bardic Inspiration die is then lost. Spell Versatility 1st-level bard feature (enhances Spellcasting) Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the bard spell list. The new spell must be the same level as the spell you replace. Rule Tip: Cantrips Are Spells Cantrips are 0-level spells, which don’t use spell slots. When a feature applies to spells, that feature applies to cantrips, unless the feature specifies that the spells must be of 1st level or higher or must expend a spell slot. Cleric A cleric has access to the following features. Cantrip Versatility 1st-level cleric feature (enhances Spellcasting) Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the cleric spell list. Cleric Spells 1st-level cleric feature (enhances Spellcasting) The following spells expand the cleric spell list. 1st Level Cause fear (Xanathar’s Guide) Wrathful smite 2nd Level Branding smite 3rd Level Aura of vitality


©2019 Wizards of the Coast LLC 4 4th Level Aura of life Aura of purity 5th Level Skill empowerment (Xanathar’s Guide) Wall of light (Xanathar’s Guide) 9th Level Power word heal Channel Divinity: Harness Divine Power 2nd-level cleric feature (enhances Channel Divinity) You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot. Blessed Strikes 8th-level cleric Divine Domain feature (replaces Divine Strike or Potent Spellcasting) In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn. Druid A druid has access to the following features. Cantrip Versatility 1st-level druid feature (enhances Spellcasting) Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the druid spell list. Druid Spells 1st-level druid feature (enhances Spellcasting) The following spells expand the druid spell list. Cantrips (0 Level) Acid splash 1st Level Ceremony (ritual, Xanathar’s Guide) Protection from evil and good 2nd Level Augury (ritual) Continual flame Enlarge/reduce 3rd Level Aura of vitality Elemental weapon Revivify Thunder step (Xanathar’s Guide) Wall of sand (Xanathar’s Guide) 4th Level Divination (ritual) Fire shield 5th Level Cone of cold Dawn (Xanathar’s Guide) Immolation (Xanathar’s Guide) 6th Level Flesh to stone 7th Level Symbol 8th Level Incendiary cloud 9th Level Mass polymorph (Xanathar’s Guide) Power word heal Wild Companion 2nd-level druid feature (enhances Wild Shape) You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.


©2019 Wizards of the Coast LLC 5 Fighter A fighter has access to the following features. Fighting Style Options 1st-level fighter feature (enhances Fighting Style) When you gain the Fighting Style feature, you get access to the variants in the “Fighting Styles” section (see page 12). The Superior Technique style is also added to the list of style options available to you. Superior Technique You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Maneuver Versatility 1st-level feature (enhances Maneuvers) If you know any maneuvers from the fighter’s Battle Master archetype, you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead. Maneuver Options 1st-level feature (enhances Maneuvers) If you have access to maneuvers, the following maneuvers are added to the list of options available to you. Maneuvers are available to Battle Masters and to characters who have the Superior Technique fighting style or the Martial Adept feat. Ambush When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll. Bait and Switch When you’re within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled. Brace When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack’s damage roll. Restraining Strike Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target (see chapter 9 in the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way. Silver Tongue When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check. Snipe As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack’s damage roll. Studious Eye When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.


©2019 Wizards of the Coast LLC 6 Monk A monk has access to the following features. Monk Weapons 1st-level monk feature (enhances Martial Arts) You can use this feature to define your monk weapons, rather than using the definition in Martial Arts. You practice your martial arts with specially chosen weapons, which become monk weapons for you. You can choose a number of weapons to be your monk weapons equal to 5 + your Wisdom modifier (minimum of five weapons). The chosen weapons must each meet the following criteria: • The weapon must be a simple or martial weapon. • You must be proficient with the weapon. • The weapon must lack these properties: heavy, special, or two-handed. Ki-Fueled Strike 2nd-level monk feature (enhances Ki) If you spend 1 ki or more as part of your action on your turn, you can then immediately make one unarmed strike as a bonus action. Ki Features 2nd-level monk feature (enhances Ki) When you gain the Ki feature at 2nd level, you get access to the following features. Distant Eye When you make a ranged weapon attack, you can spend 1 ki point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of the current turn. Quickened Healing As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled. Paladin A paladin has access to the following features. Fighting Style Options 2nd-level paladin feature (enhances Fighting Style) When you gain the Fighting Style feature, you get access to the variants in the “Fighting Styles” section (see page 12). The Blessed Warrior style is also added to the list of style options available to you. Blessed Warrior You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list. Paladin Spells 2nd-level paladin feature (enhances Spellcasting) The following spells expand the paladin spell list. 2nd Level Gentle repose Prayer of healing Warding bond 3rd Level Life transference (Xanathar’s Guide) Spirit guardians 5th Level Dawn (Xanathar’s Guide) Flame strike Channel Divinity: Harness Divine Power 3rd-level paladin feature (enhances Channel Divinity) You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot.


©2019 Wizards of the Coast LLC 7 Ranger A ranger has access to the following features. Deft Explorer 1st-level ranger feature (replaces Natural Explorer) You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level. Canny Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don’t already have it, and you can add double your proficiency bonus to ability checks using that skill. In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice. Roving Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Tireless As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. Rule Tip: Temporary Hit Points Don’t Stack If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. See chapter 9 of the Player’s Handbook for more information on temporary hit points. Favored Foe 1st-level ranger feature (replaces Favored Enemy) You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter’s mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration— a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. When you gain the Spellcasting feature at 2nd level, hunter’s mark doesn’t count against the number of ranger spells you know. Fighting Style Options 2nd-level ranger feature (enhances Fighting Style) When you gain the Fighting Style feature, you get access to the variants in the “Fighting Styles” section (see page 12). The Druidic Warrior style is also added to the list of style options available to you. Druidic Warrior You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list. Ranger Spells 2nd-level ranger feature (enhances Spellcasting) The following spells expand the ranger spell list. 1st Level Entangle Searing smite 2nd Level Aid Gust of wind Magic weapon Enhance ability Warding bond 3rd Level Blinding smite Meld into stone Revivify Tongues 4th Level Death ward Dominate beast


©2019 Wizards of the Coast LLC 8 5th Level Awaken Greater restoration Spell Versatility 2nd-level ranger feature (enhances Spellcasting) Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace. Spellcasting Focus 2nd-level ranger feature (enhances Spellcasting) You can use a druidic focus as a spellcasting focus for your ranger spells. See chapter 5, “Equipment,” of the Player’s Handbook for a list of things that count as druidic focuses. Primal Awareness 3rd-level ranger feature (replaces Primeval Awareness) You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know. Primal Awareness Spells Ranger Level Spell 3rd detect magic, speak with animals 5th beast sense, locate animals or plants 9th speak with plants 13th locate creature 17th commune with nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest. Fade Away 10th-level ranger feature (replaces Hide in Plain Sight) You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. Ranger Companion Options 3rd-level Beast Master feature (enhances Ranger’s Companion) While wandering the wilds, a ranger encounters many sorts of animals, some of which the ranger might befriend. This friendship can arise from successful use of the Animal Handling skill or the animal friendship spell. If the resulting bond is strong enough, the animal might join the ranger on adventures. A ranger who has the Beast Master archetype can form an even stronger bond, feeling almost like a sibling to an animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world. The primal beast is a special creature that a Beast Master can choose for the Ranger’s Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion. When a primal beast is met apart from a Beast Master, the creature takes the form a regular beast of challenge rating 1/4 or lower, as determined by the DM. Beast of the Air Small beast, neutral Armor Class 13 Hit Points equal the beast’s Constitution modifier + your Wisdom modifier + five times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 6 (−2) 16 (+3) 13 (+1) 8 (−1) 14 (+2) 11 (+0) Saving Throws Dex +5, Con +3, Wis +4 Skills Perception +4, Stealth +5


©2019 Wizards of the Coast LLC 9 Senses darkvision 60 ft., passive Perception 14 Languages understands the languages you speak Flyby. The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Primal Rebirth. If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. Ready Companion. As a bonus action, you can command the beast to make its shred attack or to Hide. Actions Shred. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 slashing damage. Beast of the Earth Medium beast, neutral Armor Class 12 Hit Points equal the beast’s Constitution modifier + your Wisdom modifier + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level) Speed 40 ft., climb or swim 40 ft. (your choice when you bond with the beast) STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0) Saving Throws Dex +4, Con +4, Wis +4 Skills Perception +4, Stealth +4 Senses darkvision 60 ft., passive Perception 14 Languages understands the languages you speak Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. The DC equals your spell save DC. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone. Primal Rebirth. If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. Ready Companion. As a bonus action, you can command the beast to make its maul attack or to Hide. Actions Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 slashing damage. Rogue A rogue has access to the following feature. Cunning Action: Aim 2nd-level rogue feature (enhances Cunning Action) You gain an additional way to use your Cunning Action: carefully aiming your next attack. As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Sorcerer A sorcerer has access to the following features. Sorcerer Spells 1st-level sorcerer feature (enhances Spellcasting) The following spells expand the sorcerer spell list. Cantrips (0 Level) Primal savagery (Xanathar’s Guide) 1st Level Grease Protection from evil and good 2nd Level Flame blade Flaming sphere 3rd Level Vampiric touch 4th Level Fire shield 6th Level Flesh to stone 8th Level Demiplane 9th Level Foresight


©2019 Wizards of the Coast LLC 10 Spell Versatility 1st-level sorcerer feature (enhances Spellcasting) Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be the same level as the spell you replace. Font of Magic Options 2nd-level sorcerer feature (enhances Font of Magic) When you gain the Font of Magic feature, you get access to the following ways to spend your sorcery points. Empowering Reserves When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check. Imbuing Touch As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. Sorcerous Fortitude As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled. Metamagic Options 3rd-level sorcerer feature (enhances Metamagic) When you choose Metamagic options, you have access to the following additional options. Elemental Spell When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder. Seeking Spell When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell. Unerring Spell If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll. You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell. Warlock A warlock has access to the following features. Spell Versatility 1st-level warlock feature (enhances Pact Magic) Whenever you finish a long rest, you can replace one spell you learned from this Pact Magic feature with another spell from the warlock spell list. The new spell must be the same level as the spell you replace. Warlock Spells 1st-level warlock feature (enhances Pact Magic) The following spells expand the warlock spell list. 1st Level Thunderwave 2nd Level Knock 3rd Level Animate dead Life transference (Xanathar’s Guide) 5th Level Mislead Modify memory Planar binding Teleportation circle 6th Level Create homunculus (Xanathar’s Guide) Magic jar 7th Level Project image


©2019 Wizards of the Coast LLC 11 8th Level Abi-Dalzim’s horrid wilting (Xanathar’s Guide) 9th Level Gate Shapechange Weird Eldritch Invocation Options 2nd-level warlock feature (enhances Eldritch Invocations) When you choose eldritch invocations, you have access to the following options. Bond of the Talisman Prerequisite: 12th level, Pact of the Talisman feature While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. Chain Master’s Fury Prerequisite: 9th level, Pact of the Chain feature As a bonus action, you can command your familiar to make one attack. Eldritch Armor Prerequisite: Pact of the Blade feature As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it’s removed. Eldritch Mind Prerequisite: Pact of the Tome feature You have advantage on Constitution saving throws that you make to maintain your concentration on a spell. Far Scribe Prerequisite: 5th level, Pact of the Tome feature A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1). You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute. As an action, you can magically erase a name on the page by touching the name on it. Gift of the Protectors Prerequisite: 9th level, Pact of the Tome feature A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1). When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest. As an action, you can magically erase a name on the page by touching the name on it. Investment of the Chain Master Prerequisite: Pact of the Chain feature When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits: • The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet. • The familiar no longer needs to breathe. • The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. • If the familiar forces a creature to make a saving throw, it uses your spell save DC. Protection of the Talisman Prerequisite: 9th level, Pact of the Talisman feature When the wearer of your talisman makes a saving throw in which they lack proficiency, they can add a d4 to the roll.


©2019 Wizards of the Coast LLC 12 Rebuke of the Talisman Prerequisite: Pact of the Talisman feature When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your Charisma modifier (minimum of 1 damage) and push it up to 10 feet away from the talisman’s wearer. Pact Boon Option 3rd-level warlock feature (enhances Pact Boon) When you choose your Pact Boon feature, the following option is available to you. Pact of the Talisman Your patron gives you a special amulet, a talisman that can aid you, or anyone else who wears it, when the need is great. When the wearer makes an ability check with a skill in which they lack proficiency, they can add a d4 to the roll. If you lose the talisman, you can perform a 1- hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die. Wizard A wizard has access to the following feature. Cantrip Versatility 1st-level wizard feature (enhances Spellcasting) Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the wizard spell list. Wizard Spells 1st-level wizard feature (enhances Spellcasting) The following spells expand the wizard spell list. 2nd Level Augury (divination, ritual) Enhance ability (transmutation) 3rd Level Speak with dead (necromancy) 4th Level Divination (divination, ritual) Fighting Styles Here are new ways to use the Fighting Style feature of the fighter, paladin, and ranger. Martial Versatility Fighter, paladin, and ranger feature (enhances Fighting Style) Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style. Style Options Fighter, paladin, and ranger feature (enhances Fighting Style) When you choose a fighting style, the following styles are added to the list of options. Blind Fighting Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you. Interception When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If


©2019 Wizards of the Coast LLC 13 you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.


©2019 Wizards of the Coast LLC 1 UNEARTHED ARCANA Fighter, Rogue, and Wizard This document provides subclass options for the fighter, rogue, and wizard, as well as new spells and feats. This Is Playtest Content The material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. Martial Archetype At 3rd level, a fighter gains the Martial Archetype feature. Here is a playtest option for that feature: the Psychic Warrior. Psychic Warrior Awakening to the psionic power within themselves, a Psychic Warrior is a fighter who augments their physical might with psychically infused weapon strikes, telekinetic lashes, and barriers of mental force. As a Psychic Warrior, you might have honed your psionic abilities through your own disciplined practice, unlocked it under the tutelage of a master, or developed it at an academy dedicated to wielding the mind’s power as both weapon and shield. Psionic Armament 3rd- and 10th-level Psychic Warrior feature You can channel your psychic power to magically augment your prowess. When you finish a long rest, choose whether to augment your defenses or your strikes. The chosen benefit lasts until you finish a long rest. Augmented Defenses. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to roll a d10 and reduce the amount of damage taken by the number rolled. When you reach 10th level in this class, the die changes to a d12. Augmented Strikes. Once during each of your turns when you hit a creature with a weapon attack, you can also deal 1d4 psychic damage to that target. When you reach 10th level in this class, the psychic damage increases to 1d6. Telekinetic Hand 3rd-level Psychic Warrior feature You learn the mage hand cantrip. You can cast it without components, and you can make the spectral hand invisible. Intelligence is your spellcasting ability for this spell. Strength of Mind 7th-level Psychic Warrior feature As a bonus action, you can telekinetically lash out at a creature you can see within 20 feet of you. The target must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the target takes force damage equal to 2d6 plus your Intelligence modifier and is telekinetically moved 15 feet directly toward or away from you (your choice). On a successful save, it takes half as much damage and isn’t moved. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. Telekinetic Bulwark 10th-level Psychic Warrior feature When you take the Attack action, you can forgo one of your attacks to project a bastion of psionic power in a 10-foot radius around yourself. It lasts for 1 minute or until you’re incapacitated. For the duration, you and your allies in that area gain the benefits of half cover and have advantage on Strength saving throws. Once you use this feature, you can’t do so again until you finish a long rest or until after you use your Second Wind feature.


©2019 Wizards of the Coast LLC 2 Agonizing Strikes 15th-level Psychic Warrior feature Your attacks can channel psychic agony. When you hit a creature with a weapon attack, you can also deal 2d10 psychic damage to that target and force it to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Unless the save succeeds, the target falls prone, and it suffers disadvantage on ability checks until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. Psychic Dreadnaught 18th-level Psychic Warrior feature The power of your mind suffuses your entire being, making you a nigh-unstoppable force on the battlefield. Using your reaction when you take damage, you can give yourself the following benefits for 1 minute or until you’re incapacitated: • At the start of each of your turns, you regain 10 hit points. • Your walking speed increases by 10 feet. • If you’re prone, you can stand up by spending 5 feet of movement. Once you activate this feature, you can’t use it again until you finish a long rest. Roguish Archetype At 3rd level, a rogue gains the Roguish Archetype feature. Here is a playtest option for that feature: the Soulknife. Soulknife A Soulknife possesses powerful psionic potential. They channel this reservoir of inner magic into tangible blades of psychic energy, striking at their victims’ minds. They find easy employment as members of thieves’ guilds, being particularly sought after as assassins, since their signature psychic blades leave behind no visible wounds. As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their potential when your psychic knives first appeared. Or you might have sought out a reclusive order of psionic assassins and spent years learning how to manifest your deadly blades. Psychic Blade 3rd-level Soulknife feature As a bonus action, you can create a magical blade of shimmering psychic power from one or both of your hands. While one of your hands is manifesting a blade, you can’t hold anything in that hand. You can dismiss one or both blades at any time (no action required), and they disappear if you’re incapacitated. The blade is a simple melee weapon with the finesse, light, and thrown properties. It has a normal range of 30 feet and a long range of 60 feet, and it deals 1d6 psychic damage on a hit. If you throw the blade as part of an attack, it vanishes immediately after it hits or misses its target. The blade otherwise disappears the instant it leaves your hand. Psionic Enhancement 3rd-level Soulknife feature You can focus your psionic power to give yourself an extraordinary ability. When you finish a long rest, you gain one of the following benefits of your choice, which lasts until you finish a long rest: • You can communicate telepathically with any creature you can see within 30 feet of you. If a creature can speak at least one language, it can respond to you telepathically. • Increase your walking speed by 5 feet. • Your hit point maximum and your current hit points increase by an amount equal to your Intelligence modifier plus your rogue level.


©2019 Wizards of the Coast LLC 3 Terrifying Blade 9th-level Soulknife feature Your psychic blades can now stoke terror within a target: When you damage a creature with your Psychic Blade, you can force the target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is frightened of you until the start of your next turn. On a successful save, the creature isn’t frightened and is immune to your Terrifying Blade for 24 hours. Psychic Veil 13th-level Soulknife feature You can weave a veil of psionic static to mask your physical presence. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 10 minutes. This invisibility ends if you make an attack or if you force a creature to make a saving throw. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. Rend Mind 17th-level Soulknife feature You can sweep your Psychic Blade directly through a creature’s mind. As an action while you have at least one Psychic Blade manifested, you can force a creature you can see within 30 feet of you to make an Intelligence saving throw (DC equal to 10 + your proficiency bonus + your Intelligence modifier). If you are hidden from the target, it has disadvantage on the save. On a failed save, the target takes 12d6 psychic damage, and it is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn’t stunned. One of your Psychic Blades vanishes after using this feature. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. Arcane Tradition At 2nd level, a wizard gains the Arcane Tradition feature. Here is a playtest option for that feature: the Psionics tradition. Psionics Wizards study magical power in all its forms, including the magic of psionics. Those wizards who follow the tradition of Psionics hone the magical potential of their own minds. Sometimes called psionicists or mentalists, these wizards interact with the multiverse through the lens of their psionic aptitude and awareness. Psionicists channel their magic by focusing their minds. By doing so they can transcend their physical bodies, adopting forms of pure thought, casting spells psionically to bypass the need for components, and perceiving the world with a broader range of senses. As a member of the Psionics tradition, you might have awoken your psionic potential through the strain of your esoteric studies, or perhaps you joined a scholarly order dedicated to unlocking the magic of the mind. Psionic Focus 2nd-level Psionics feature You have learned to channel psionic energy through a special object: a psionic focus. You gain the object with this feature (see the “Your Psionic Focus” sidebar for how you might have acquired the item). While your psionic focus is on your person, you gain the following benefits: • The object is a spellcasting focus for you. • When you roll psychic or force damage for any of your wizard spells, you can reroll any of those damage dice that rolls a 1, but you must use the new roll. If your psionic focus is lost, you can magically recreate it by meditating for 1 hour during a short or long rest, at the end of which the focus appears in your hand.


©2019 Wizards of the Coast LLC 4 Your Psionic Focus Every member of the Psionics tradition has a story about how their psionic focus came into their life. Consider how you found yours and what form it takes. The event that brought your psionic focus to you probably holds personal significance. Did your master give it to you upon the completion of your apprenticeship? Was it awarded to you when you graduated from your academy of wizardry? Did it call to you in a jeweler’s shop? Was it associated with the moment when your psionic powers first manifested? One morning, did you wake up with it humming under your pillow? The form your psionic focus takes is also yours to define, likely being a reflection of how your magic came into being, a symbol of your own psyche, or an item you use to focus your thoughts. It is a handheld object that has special meaning to you, but that can’t be a weapon or magic item. Perhaps it’s a childhood memento, the skull of an alien creature, a crystal that makes you feel a certain way, a coin that only lands on its edge, a firescarred planchette, or any other enigmatic personal relic. However the object arrived and whatever form it takes, your psionic focus is now yours, and you decide how to handle it. Will you mount it on a wand or staff? Would you prefer to wear it on a necklace or circlet? Have you embedded it into the cover of your spellbook? Wherever you put it, you can now channel your magic through it, and it is a sign of your membership in the revered tradition of psionic wizardry. Psionic Devotion 2nd-level Psionics feature Your study of psionics begins to unleash your mind’s potential. When you gain this feature, choose one of the following cantrips: friends, mage hand, or message. You learn that cantrip if you don’t already know it, and it doesn’t count against the number of wizard cantrips you know. While your psionic focus is on your person, you can cast the chosen cantrip as a bonus action, requiring no components, and with the modification listed below: Friends. When the spell ends, the target doesn’t become hostile to you. Mage Hand. You can make the hand invisible when you cast the spell, and controlling the spell is a bonus action for you. Message. You don’t need to point toward the target or whisper your message out loud. Thought Form 6th-level Psionics feature While you are carrying your psionic focus, you can use a bonus action to magically transform your body into pure psionic energy. The transformation lasts for 10 minutes, until you use a bonus action to assume your normal form, or until you are incapacitated or die. While in thought form, you are a figure of luminous psychic energy, with your psionic focus hovering within. Your form can appear as anything you wish, but it is obviously magical, is the same size as you, and sheds dim light in a 5- foot-radius. Any other equipment you are wearing or carrying transforms with you and melds into your thought form. You also gain the following benefits: Psionic Spellcasting. When you cast a spell while in thought form, you can cast the spell psionically. If you do so, the spell doesn’t require verbal, somatic, or material components that lack a gold cost. Psychic Resilience. You gain resistance to psychic damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. You can transform using this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. Mental Discipline 10th-level Psionics feature Your mind’s power expands to greater heights. When you gain this feature, choose one of the following spells: dominate person, scrying, or telekinesis. You can add the spell to your spellbook, and you can cast it without components. You can also cast the chosen spell once without expending a spell slot. After you do so, you regain the ability to cast the spell without a slot when you finish a long rest.


©2019 Wizards of the Coast LLC 5 Empowered Psionics 10th-level Psionics feature When you deal psychic or force damage with a wizard spell, you can add your Intelligence modifier to the damage against one of the spell’s targets. Thought Travel 14th-level Psionics feature While using your Thought Form, you have a flying speed equal to your walking speed and can hover, and you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If you return to your normal form while inside an object, you are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled. Psionic Spells Spell selection is part of what defines a wizard and their individual fields of expertise. When creating your Psionics wizard, consider spells that are thematically appropriate for that tradition. Psionics as a theme generally includes spells that do the following: • contact or manipulate minds • allow the caster to perceive distant locations or planes • alter perception • move objects and creatures • teleport • deal psychic or force damage Here is a list of wizard spells that fit with these themes. Spells marked with an asterisk are spells presented in this document. Cantrips (0 Level) friends mage hand message mind sliver* minor illusion true strike 1st Level alarm (ritual) catapult (Xanathar’s Guide) cause fear (Xanathar’s Guide) charm person comprehend languages (ritual) disguise self id insinuation* identify (ritual) magic missile silent image sleep Tasha’s hideous laughter unseen servant (ritual) 2nd Level blindness/deafness blur crown of madness detect thoughts hold person invisibility levitate locate object mental barrier* mind spike (Xanathar’s Guide) mind thrust* mirror image misty step phantasmal force see invisibility suggestion thought shield* 3rd Level blink catnap (Xanathar’s Guide) clairvoyance enemies abound (Xanathar’s Guide) fear flyhypnotic pattern major image nondetection psionic blast* sending tongues 4th Level arcane eye charm monster (Xanathar’s Guide) confusion


©2019 Wizards of the Coast LLC 6 dimension door ego whip* greater invisibility hallucinatory terrain locate creature Otiluke’s resilient sphere phantasmal killer 5th Level Bigby’s hand contact other plane (ritual) dominate person dream far step (Xanathar’s Guide) geas hold monster intellect fortress* legend lore mislead modify memory Rary’s telepathic bond (ritual) scrying seeming skill empowerment (Xanathar’s Guide) synaptic static (Xanathar’s Guide) telekinesis teleportation circle wall of force 6th Level arcane gate Drawmij’s instant summons (ritual) eyebite magic jar mass suggestion mental prison (Xanathar’s Guide) Otto’s irresistible dance programmed illusion psychic crush* scatter (Xanathar’s Guide) true seeing 7th Level etherealness forcecage mirage arcane plane shift power word pain (Xanathar’s Guide) project image reverse gravity sequester teleport 8th Level antipathy/sympathy dominate monster feeblemind illusory dragon (Xanathar’s Guide) maddening darkness (Xanathar’s Guide) mind blank power word stun telepathy 9th Level astral projection foresight imprisonment psychic scream (Xanathar’s Guide) New Spells New spells suitable for psionic-themed spellcasters are presented here. These spells appear on the bard, sorcerer, warlock, and wizard spell lists. Bard, Sorcerer, Warlock, and Wizard Spells Cantrips (0 Level) mind sliver (enchantment) 1st Level id insinuation (enchantment) 2nd Level mental barrier (abjuration) mind thrust (enchantment) thought shield (abjuration) 3rd Level psionic blast (evocation) 4th Level ego whip (enchantment) 5th Level intellect fortress (abjuration) 6th Level psychic crush (enchantment)


©2019 Wizards of the Coast LLC 7 Spell Descriptions The spells are presented in alphabetical order. Ego Whip 4th-level enchantment Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 minute You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can’t cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target. Id Insinuation 1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can. then make another Wisdom saving throw. On a success, the spell ends on the target. Intellect Fortress 5th-level abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You create a faintly shimmering barrier of protective psychic power around you. For the duration, you have advantage on all saving throws. When another creature that you can see within 30 feet of you fails a saving throw, you can use your reaction to allow them to reroll the save. They must use the new roll. Mental Barrier 2nd-level abjuration Casting Time: 1 reaction, which you take when you are forced to make an Intelligence, a Wisdom, or a Charisma saving throw Range: Self Components: V Duration: 1 round You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage. Mind Sliver Enchantment cantrip Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). Mind Thrust 2nd-level enchantment Casting Time: 1 bonus action Range: 60 feet Components: V, S Duration: 1 round You propel a lance of psionic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can use its action only to Dash or Disengage on its next turn. On a


©2019 Wizards of the Coast LLC 8 successful save, the target takes half as much damage, and this spell doesn’t limit its action options. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Psionic Blast 3rd-level evocation Casting Time: 1 action Range: Self (30-foot cone) Components: V Duration: Instantaneous You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn’t pushed or knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Psychic Crush 6th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 minute You overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a successful save, the target takes half as much damage and isn’t stunned. The stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the spell ends on the target. Thought Shield 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: 8 hours You weave a clouding veil over the mind of one creature you touch. For the duration, the target’s mind can’t be read or detected, creatures can’t telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth. New Feats For games that use feats, new psionics-themed feats are presented here. Telekinetic You learn to move things with your mind. You gain the following benefits: • Increase your Intelligence score by 1, to a maximum of 20. • You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. • As a bonus action, you can try to shove one creature you can see within 5 feet of the spectral hand created by your mage hand spell. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be pushed 5 feet away from you. Telepathic You awaken the ability to mentally connect with others. You gain the following benefits: • Increase your Intelligence score by 1, to a maximum of 20. • You gain proficiency in one skill of your choice from the following list: Deception, Insight, Intimidation, or Persuasion.


©2019 Wizards of the Coast LLC 9 • You can communicate telepathically with any creature you can see within 30 feet of you. If it understands at least one language, it can respond to you telepathically.


©2020 Wizards of the Coast LLC 1 UNEARTHED ARCANA 2020 Subclasses, Part 1 This document provides subclass options for the barbarian, monk, paladin, and warlock. This Is Playtest Material The material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by full game design. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. Barbarian At 3rd level, a barbarian gains the Primal Path feature. Here is a playtest option for that feature: the Path of the Beast. Path of the Beast Barbarians who walk the Path of Beast draw their rage from a bestial spark burning within their souls. That beast howls to be released and bursts forth in the throes of rage. Those who tread this path might be inhabited by a primal spirit or descended from shapeshifters. You can choose the origin of your feral might or determine it randomly by rolling on the Origin of the Beast table. Origin of the Beast d4 Origin 1 One of your parents is a lycanthrope, and you’ve inherited some of the curse. 2 You are descended from a legendary druid, a fact manifested by your ability to partially change shape. 3 A fey spirit gifted you with the ability to adopt different bestial aspects. 4 An ancient animal spirit dwells within you, allowing you to walk this path. Form of the Beast 3rd-level Path of the Beast feature When you enter your rage, you can transform, revealing the bestial power within you. Until your rage ends, you manifest a natural melee weapon, choosing one of the following options each time you rage: Bite. Your mouth transforms into a bestial snout or great mandibles (your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your Constitution modifier (minimum of 1 hit point). Claws. Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action. Tail. You grow a lashing, spiny tail, which deals 1d12 piercing damage on a hit and has the reach property. Bestial Soul 6th-level Path of the Beast feature The feral spirit within you grows in power, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can also call on the feral spirit to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest: • You gain a swimming speed equal to your walking speed, and you can breathe underwater. • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. • When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.


©2020 Wizards of the Coast LLC 2 Rule Tip: Jumping Costs Movement When you jump, every foot you clear on the jump costs a foot of your movement on the current turn. When a class feature, a spell, or another effect extends your jump, the bonus feet also cost movement. For more about jumping, see chapter 8 in the Player’s Handbook. Infectious Fury 10th-level Path of the Beast feature When you hit a creature with your natural weapons while you are raging, the spirit within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice): • The target must use its reaction to make a melee attack against another creature of your choice that you can see. • Target takes 2d12 psychic damage. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. Call the Hunt 14th-level Path of the Beast feature The beast within grows so powerful that you can spread its ferocity to your allies. When you enter your rage, you can choose a number of willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Until your rage ends, the chosen creatures gain the Reckless Attack feature and you have advantage on saving throws against being frightened. You also gain 5 temporary hit points for each creature that accepts the benefit. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. Rule Tip: Temporary Hit Points Don’t Stack If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player’s Handbook. Monk At 3rd level, a monk gains the Monastic Tradition feature. Here is a playtest option for that feature: the Way of Mercy. Way of Mercy Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help— whether ailing or evil—they bring a swift end as an act of mercy. Those who follow the Way of Mercy might be humble members of a religious order, administering to those in greatest need, making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies. The walkers of this way usually don simple robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death. If you wear a mask, choose its appearance, or determine it randomly by rolling on the Merciful Mask table. Merciful Mask d6 Mask Appearance 1 Raven 2 Blank and white 3 Crying visage 4 Laughing visage 5 Skull 6 Butterfly Implements of Mercy 3rd-level Way of Mercy feature You gain proficiency in the Insight or Medicine skill (your choice), and you gain proficiency with the herbalism kit and the poisoner’s kit. Hands of Healing 3rd-level Way of Mercy feature Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can


©2020 Wizards of the Coast LLC 3 replace one of the unarmed strikes with a use of this feature without spending its ki cost. Hands of Harm 3rd-level Way of Mercy feature You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die. If the creature is incapacitated or poisoned, the creature instead takes necrotic damage equal to three rolls of your Martial Arts die instead. You can use this feature only once on each of your turns. Noxious Aura 6th-level Way of Mercy feature As a bonus action, you spend 1 ki point to turn your ki into an aura of toxic miasma. The aura extends 5 feet from you in every direction, but not through total cover. It lasts for 1 minute, until you’re incapacitated, or you dismiss it (no action required). While your aura is active, ranged attacks have disadvantage against you. Any other creature that starts its turn in the aura must succeed on a Constitution saving throw or become poisoned until the end of your next turn and take poison damage equal to your Wisdom modifier (minimum of 0 damage). Healing Technique 11th-level Way of Mercy feature Your skill in manipulating your ki to heal increases. When you restore hit points to a creature using your Hands of Healing, you can also end one disease or a condition from the following list affecting the target: blinded, deafened, paralyzed, or poisoned. Hand of Mercy 17th-level Way of Mercy feature Your mastery of life energy opens the door to the ultimate respite technique. As an action, you can touch a creature, expend 4 ki points, and force the creature to make a Constitution saving throw (a creature can willingly fail this save). Unless the save succeeds, the creature enters a state of suspended animation for a number of days equal to your monk level or until you end the effect early (no action required). During this time, the creature is paralyzed, has immunity to all damage, and any curse, disease, or poison affecting it is suspended. The creature appears dead to all outward inspection and to spells used to determine the creature’s status. You can have only one creature under the effect of this feature at a time. Rule Tip: You’re a Creature A creature is anything that belongs to one of the creature types listed in the introduction of the Monster Manual. Player characters—including your character— are all creatures, and most of them are humanoids, one of the game’s types. Paladin At 3rd level, a paladin gains the Sacred Oath feature. Here is a playtest option for that feature: the Oath of the Watchers. Oath of the Watchers Paladins who vow the Oath of the Watchers seek to protect the mortal realm from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats. Paladins who follow the Watchers’ oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in battle. Tenets of the Watchers A paladin who assumes the Oath of the Watchers swears to safeguard the mortal realm from otherworldly threats. Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption. Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty. Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.


©2020 Wizards of the Coast LLC 4 Oath Spells 3rd-level Oath of the Watchers feature You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work. Oath of the Watchers Spells Paladin Level Spells 3rd alarm, chromatic orb 5th augury, moonbeam 9th counterspell, nondetection 13th aura of purity, banishment 17th hold monster, hallow Channel Divinity 3rd-level Oath of the Watchers feature You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. Watcher’s Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, all the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws. Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each elemental, fey, fiend, or aberration within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Aura of the Sentinel 7th- and 18th-level Oath of the Watchers feature You emit an aura of alertness while you aren’t incapacitated. When you and any creature of your choice within 10 feet of you rolls initiative, you each gain a bonus to initiative equal to your Charisma modifier (minimum of +1). At 18th level, the range of this aura increases to 30 feet. Vigilant Rebuke 15th-level Oath of the Watchers feature You’ve learned how to magically chastise anyone who dares cast unwanted spells at you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on a saving throw against a spell, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the spellcaster. Mortal Bulwark 20th-level Oath of the Watchers feature You manifest a spark of your deity’s power in defense of your sacred oath. As a bonus action, you gain the following benefits for 1 minute: • You gain truesight in a 120-foot radius. • You have advantage on attack rolls against elementals, fey, fiends, and aberrations. • When you hit a creature with an attack and deal damage to it, you can also force it to make a Charisma saving throw. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours. Once you use this bonus action, you can’t use it again until you finish a long rest. Warlock At 1st level, a warlock gains the Otherworldly Patron feature. Here is a playtest option for that feature: the Noble Genie. The Noble Genie You made a pact with one of the rarest of geniekind, a noble genie. Such entities are rulers of vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations but are all arrogant collectors of creatures, knowledge, and treasure. A genie values their collection and will protect that which they claim ownership over. Through your connection to the noble, you can leverage their


©2020 Wizards of the Coast LLC 5 influence and extend their ownership of things in the multiverse. Expanded Spell List 1st-level Noble Genie feature The Noble Genie lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Noble Genie Expanded Spells Spell Level Spells 1st fog cloud, sleep 2nd enlarge/reduce, phantasmal force 3rd create food and water, protection from energy 4th polymorph, phantasmal killer 5th Bigby’s hand, creation Collector’s Vessel 1st-level Noble Genie feature Your patron gives you a magical vessel with which you can bind a creature to you and to your patron’s menagerie. The vessel is a Tiny object, and it is a spellcasting focus for you. You decide what the object is, or you can determine what it is randomly by rolling on the Collector’s Vessel table. Collector’s Vessel d6 Vessel 1 Oil lamp 2 Urn 3 Ring with a compartment 4 Stoppered bottle 5 Hollow statuette 6 Ornate lantern If you lose your vessel, you can perform a 1- hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous vessel. The vessel vanishes in a flare of elemental power when you die. As an action while you are holding the vessel, you target a willing creature you can see within 100 feet of you and create a tether of wispy elemental material that links the target to you. The tether lasts for 1 hour, until you use this feature to create another tether, until the bound target is reduced to 0 hit points, or until the target ends its turn more than 100 feet from you. While you are tethered to a creature, you gain the following benefits: • You gain a bonus to your Wisdom (Perception) checks equal to your Charisma modifier (minimum of +1). • When you can cast a spell, you can deliver the spell from your space or the bound creature’s space. You can create the tether a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. Collector’s Vessel and Pact Boons When you create a tether with your Collector’s Vessel, the tether takes on a form that reflects your patron’s type of geniekind: swirling mist and wind for a djinni, sand and flecks of rock or gems for a dao, smoke and embers for an efreeti, and foamy water for a marid. When you gain the Pact Boon feature at 3rd level, if you choose a boon that grants you a physical object, your vessel transforms into that object. For example, a warlock whose patron is a noble efreeti and chooses the Pact of the Tome might find their bottle transformed into an elaborate scroll made of a red dragon’s wing, with brass and iron rolling rods. Elemental Resistance 6th-level Noble Genie feature Your patron grants you protection from an element. Whenever you finish a long rest, you gain resistance to acid, cold, fire, or lightning damage (your choice) until the end of your next long rest. While the tether of your Collector’s Vessel is active, the tethered creature gains resistance to the damage type you chose. Protective Wish 10th-level Noble Genie feature You’re now able to use your Collector’s Vessel to wish for protection for yourself or your tethered creature. If you or the tethered creature is hit by an attack, you can use your reaction to teleport, swapping places with the creature and switching which one of you is hit by the attack.


©2020 Wizards of the Coast LLC 6 Genie’s Entertainment 10th-level Noble Genie feature As an action, you attempt to send a creature you can see within 90 feet to your patron’s court. The target must succeed on a Charisma saving throw against your warlock spell save DC or be magically drawn into your vessel and teleported to your patron’s court in the Elemental Planes. While there, the target is stunned and your patron marvels at the target with amusement but brings no harm to it. The target can repeat the saving throw at the end of each of its turns, reappearing in the space it left or in the nearest unoccupied space if that space is occupied on a success. Once you use this feature, you can’t use it again until you finish a long rest. If the target remains in your patron’s court for 1 minute, the genie sends the target back at the end of its turn as if it successfully saved, and you regain the use of this feature. Collector’s Call 14th-level Noble Genie feature In exchange for extending your patron’s influence over the multiverse, you can call on more of their power. As an action, you can implore your patron for aid by making a Charisma (Persuasion) check against your warlock spell save DC. If the check succeeds, you can choose one of the following effects: • A creature you can see within 60 feet of you regains 8d6 hit points and ends one disease or condition afflicting it: blinded, charmed, deafened, frightened, paralyzed, or poisoned. • A creature you can see within 60 feet of you has disadvantage on attack rolls and saving throws until the start of your next turn. • You cast the legend lore spell without material components. Whether the check succeeds or fails, you can’t use this feature again until you finish a long rest. Alternatively, you can regain the use of this feature by sacrificing nonmagical treasure worth at least 500 gp to your patron. This sacrifice requires the treasure to be within 10 feet of you for at least 1 minute, at the end of which you use an action to teleport the treasure to your patron’s realm, provided you have the vessel of your Collector’s Vessel in hand.


©2020 Wizards of the Coast LLC 1 UNEARTHED ARCANA 2020 Subclasses, Part 2 This document provides subclass options for the bard, cleric, and sorcerer. This Is Playtest Material The material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by full game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. Bard At 3rd level, a bard gains the Bardic College feature. Here is a playtest option for that feature: the College of Creation. College of Creation Bards believe the multiverse was given existence through word and sound, esoteric harmonies that continue to resound through existence: the Song of Creation. The bards of this college draw on this ancient power through performances of dance, music, or song to bring into being what they need most. Members of this college might have developed their powers during experiences on other worlds or planes of existence. Those who have seen the commonalities of multiple realities might have learned how to tap into truths most mortals glimpse only for a moment. Alternatively, the bard might find themselves out of step with their own home plane, reality, or time, their connections to elsewhere allowing them to manipulate the space around them. Regardless of where a bard draws their powers from, other performers might be drawn to them, either to learn their secrets or to put an end to their dangerous manipulation of the Song of Creation. Note of Potential 3rd-level College of Creation feature You can manipulate the Song of Creation to summon a floating musical note of possibility: Whenever you give a creature a Bardic Inspiration die, you can create a Note of Potential. The note orbits within 5 feet of the creature. The note is a Tiny object that is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. A creature with a note can use it in the following ways. Note of Destruction. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll, the creature can expend the note to create a burst of sound. Each other creature within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die. Note of Protection. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the creature can expend the note to gain temporary hit points equal to the number rolled on the Bardic Inspiration die + your Charisma modifier, provided the creature doesn't already have temporary hit points. Note of Ingenuity. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can expend the note to roll the Bardic Inspiration die again and choose which roll to use. Animating Performance 6th-level College of Creation feature Your mastery over the Song of Creation allows you to magically bring items to life. As an action, you can target a Large or smaller nonmagical item you can see within 30 feet of you and animate it. The animate item uses the Dancing Item stat block and is under your control for 1 hour or until it is reduced to 0 hit points. In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.


©2020 Wizards of the Coast LLC 2 When you use your Bardic Inspiration feature, you can command which action your animated item takes as part of the same bonus action. Once you animate an item with this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher to use this feature. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate. Dancing Item Large or smaller construct, neutral Armor Class 16 (natural armor) Hit Points equal the dancing item’s Constitution modifier + your Charisma modifier + five times your level in this class Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 4 (−4) 10 (+0) 6 (−2) Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned, frightened Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak Endless Waltz. Immediately after the item makes a slam attack, it can take the Dodge action as a bonus action. Immutable Form. The item is immune to any spell or effect that would alter its form. Actions (Requires Your Bonus Action) Force-Empowered Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + your Charisma modifier force damage. Performance of Creation 14th-level College of Creation feature Your performance can manipulate the magic of creation, briefly transforming the world around you. As an action, you can create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can’t be more than 20 times your bard level and must be Large or smaller. Tiny glimmering, intangible notes float around it, and a creature can faintly hear music when touching it. For examples of items you can create, see the Armor, Weapons, Adventuring Gear, Tools, and Mounts and Vehicles tables in chapter 5, “Equipment,” of the Player’s Handbook. The created item disappears at the end of your next turn, unless you use your action to maintain it. Each time you use your action in this way, the item’s duration is extended to the end of your next turn, up to a maximum of 1 minute. If you maintain the item for the full minute, it continues to exist for a number of hours equal to your bard level. Once you create an item with this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 5th level or higher to use this feature. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes. Cleric At 1st level, a cleric gains the Divine Domain feature. Here is a playtest option for that feature: the Unity Domain. Unity Domain A sense of oneness shines at the heart of healthy communities, whether bound together by friendship, blood, faith, or some other uniting force. The gods of unity deepen such bonds and delight in their strength. Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and turn aside malign influences. Unity Deities Deity Pantheon Angharradh Elven Athena Greek Berronar Truesilver Dwarven Boldrei Eberron Cyrrollalee Halfling Eldath Forgotten Realms Gaerdal Ironhand Gnomish Heimdall Norse Paladine Dragonlance Rao Greyhawk


©2020 Wizards of the Coast LLC 3 Domain Spells 1st-level Unity Domain feature You gain domain spells at the cleric levels listed in the Unity Domain Spells table. See the Divine Domain class feature for how domain spells work. Unity Domain Spells Cleric Level Spells 1st heroism, shield of faith 3rd aid, warding bond 5th beacon of hope, sending 7th aura of purity, guardian of faith 9th greater restoration, Rary’s telepathic bond Emboldening Bond 1st-level Unity Domain feature You can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. The bond lasts for 1 hour or until you use this feature again. You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again. Channel Divinity: Shared Burden 2nd-level Unity Domain feature You can use your Channel Divinity to protect your allies through the strength of your shared bonds. When a creature you can see within 30 feet of you takes damage, you can use your reaction to choose a number of other willing creatures you can see, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). Distribute the damage taken between the original target and the chosen creatures. Each creature must take at least 1 damage. Apply any damage resistance or vulnerability of the creatures involved after you distribute the damage. Protective Bond 6th-level Unity Domain feature The bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage. This resistance lasts until the end of the current turn. Potent Spellcasting 8th-level Unity Domain feature You add your Wisdom modifier to the damage you deal with any cleric cantrip. Rule Tip: Divine Strike vs. Potent Spellcasting The Divine Domains in the Player’s Handbook each give a cleric one of two features at 8th level: either Divine Strike or Potent Spellcasting. If the clerics of a domain typically rely on weapon use, those clerics get Divine Strike. Other clerics get Potent Spellcasting. Enduring Unity 17th-level Unity Domain feature The bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other. Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point: • The creature has advantage on attack rolls, ability checks, and saving throws • The creature gains resistance to all damage • As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.


©2020 Wizards of the Coast LLC 4 Sorcerer At 1st level, a sorcerer gains the Sorcerous Origin feature. Here is a playtest option for that feature: the Clockwork Soul. Clockwork Soul A plane of utmost order, Mechanus is a realm overseen by a godlike entity called Primus, whose actions are inscrutable and calculations, vast. You, or someone from your lineage, might have become entangled in one of the machinations of the leader of the modrons. Perhaps you were exposed to an artifact created by Primus, or your ancestor took part in the Great Modron March in some way. The power of Mechanus can seem strange and alien to others, but for you it is part of a vast and glorious system that others can’t comprehend. At your option, you can pick from or roll on the Manifestations of Mechanus table to create a way your connection to the plane manifests while you are casting a spell. Manifestations of Mechanus d6 Manifestation 1 Large, spectral cogwheels appear hovering behind you. 2 The hands of a clock appear in your eyes. 3 Your skin glows with a golden, metallic sheen. 4 Your features become unnaturally angular, like geometric objects. 5 Your spellcasting focus takes the form of a miniature Spawning Stone or other creation of Primus. 6 The ringing of a clock can be heard by you and those affected by your magic. Clockwork Magic 1st-level Clockwork Soul feature You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class. Clockwork Spells Sorcerer Level Spells 1st alarm, protection from evil and good 3rd find traps, heat metal 5th counterspell, glyph of warding 7th arcane eye, Otiluke’s resilient sphere 9th animate objects, wall of force Restore Balance 1st-level Clockwork Soul feature Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. Bulwark of Law 6th-level Clockwork Soul feature You can imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can use its reaction to spend a number of those dice, roll them, and reduce the damage taken by the total of the spent dice. Trance of Order 14th-level Clockwork Soul feature You gain the ability to enter a state of clockwork consciousness as a bonus action. For the next minute, attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a d20 roll of 9 or lower as a 10. Once you use this action, you can’t use it again until you finish a long rest or until you expend 5 sorcery points to use it again.


©2020 Wizards of the Coast LLC 5 Clockwork Cavalcade 18th-level Clockwork Soul feature You summon spirits of order to restore balance around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, work fast and efficiently, and create the following effects within the cube before vanishing: • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube. • Any damaged objects entirely in the cube are repaired. • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube. Once you use this action, you can’t use it again until you finish a long rest or until you expend 7 sorcery points to use it again.


©2020 Wizards of the Coast LLC 1 UNEARTHED ARCANA 2020 Subclasses, Part 3 This document provides playtest options for the artificer, druid, and ranger. This Is Playtest Material The material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by full game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. Artificer At 3rd level, an artificer gains the Artificer Specialist feature. Here is a playtest option for that feature: the Armorer. Armorer An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer’s magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities. Tools of the Trade 3rd-level Armorer feature You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice. Armorer Spells 3rd-level Armorer feature You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Armorer Spells Artificer Level Spell 3rd magic missile, shield 5th mirror image, shatter 9th hypnotic pattern, lightning bolt 13th fire shield, greater invisibility 17th passwall, wall of force Design Note: Subclass Spells Some subclasses add spells to a character’s list of available spells. If the character is a member of a class, such as the cleric, that prepares spells, the additional spells are a mix of ones that the character should always have prepared (because of story or rules reasons) and ones adopted from another class (expanding the character’s options beyond the class’s normal limits). If the character knows their spells, rather than preparing them, the spells are almost always adopted from another class. Whether or not a class prepares or knows their spells, the spells on the list are selected (with rare exceptions) from the Player’s Handbook, the only book a player is expected to have. Power Armor 3rd-level Armorer feature Your metallurgical pursuits have led to you making armor a conduit for your artificer magic. As an action, you can turn a suit of heavy armor you are wearing into power armor, provided you have smith’s tools in hand. You gain the following benefits while wearing the power armor: • If the armor normally has a Strength requirement, the power armor lacks this requirement for you. • You can use the power armor as a spellcasting focus for your artificer spells. • The power armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing. The armor continues to be power armor until you doff it, you don another suit of armor, or you die.


©2020 Wizards of the Coast LLC 2 Armor Model 3rd-level Armorer feature You can customize your power armor. When you do so, choose one of the following armor models: guardian or infiltrator. The model you choose gives you special benefits while you wear it. Each model includes a special weapon. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can change your power armor’s model whenever you finish a short or long rest, provided you have smith’s tools in hand. Guardian. You design your armor to be in the frontline of conflict. It has the following features: Thunder Gauntlets. Your armored fists each count as a simple melee weapon, and each deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else. Defensive Field. You gain a bonus action that you can use on each of your turns to gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. Infiltrator. You customize your armor for subtle undertakings. It has the following features: Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target. Powered Steps. Your walking speed increases by 5 feet. Second Skin. The armor’s weight is negligible, and it becomes formfitting and wearable under clothing. If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the power armor doesn’t. Rule Tip: Bonus Actions If you gain the ability to take a bonus action, remember that you can take it only on your turn, and you can’t take more than one bonus action on that turn. For more information, see the “Bonus Actions” section on page 189 of the Player’s Handbook. Extra Attack 5th-level Armorer feature You can attack twice, rather than once, whenever you take the Attack action on your turn. Armor Modifications 9th-level Armorer feature You learn how to use your artificer infusions to specially modify the armor enhanced by your Power Armor feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your power armor. Perfected Armor 15th-level Armorer feature Your power armor gains additional benefits based on its model, as shown below. Guardian. Tinkering with your armor's energy system leads you to discover a powerful pulling force. When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to succeed on a Strength saving throw against your spell save DC or be pulled up to 30 feet toward you to an unoccupied space. If you pull the target to space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction. You can use this reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest. Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with light until the start of your next turn. The glimmering creature sheds dim light in a 5 foot radius, and the next attack roll against it by a creature other than you has advantage. If that attack hits, it deals an extra 1d6 lightning damage.


©2020 Wizards of the Coast LLC 3 Artificer Infusions When you choose your artificer infusions, you have access to the following options. Armor of Magical Strength Prerequisite: 10th-level artificer Item: A suit of armor (requires attunement) While wearing this armor, a creature can use its Intelligence modifier in place of its Strength modifier when making Strength checks and Strength saving throws. The armor has 4 charges. As a reaction when it would be knocked prone, the wearer can expend 1 charge to not be knocked prone. The armor regains 1d4 expended charges daily at dawn. Armor of Tools Item: A suit of armor As an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool. Helm of Awareness Prerequisite: 10th-level artificer Item: A helmet (requires attunement) While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated. Mind Sharpener Item: A suit of armor or robes The infused item can send a jolt to the wearer to refocus their mind. While wearing this infused item, whenever the creature fails a Constitution saving throw to maintain concentration on a spell, it can use its reaction to succeed instead. Spell-Refueling Ring Prerequisite: 6th-level artificer Item: A ring (requires attunement) While wearing this ring, the creature can recover one expended spell slot as an action. The maximum level of the recovered slot is equal to the number of magic items the wearer is currently attuned to. Once used, the ring can’t be used again until the next dawn. Druid At 2nd level, a druid gains the Druid Circle feature. Here is a playtest option for that feature: the Circle of the Stars. Circle of the Stars An ancient lineage, the Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos. Many druids of this circle keep detailed records of the stars and their effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples—any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm. Star Map 2nd-level Circle of the Stars feature You've created a star map as part of your study of the heavens. The map is a Tiny object and can serve as a spellcasting focus for your druid spells. You decide what form the object takes, or you can determine what it is by rolling on the Star Map table. Star Map d6 Map Form 1 A scroll of living wood that aligns with heavenly bodies 2 A stone tablet with fine holes drilled through it 3 A speckled owlbear hide, tooled with raised marks 4 A collection of maps bound in an ebony cover


©2020 Wizards of the Coast LLC 4 5 A crystal that projects starry patterns when placed before a light 6 Tempered glass disks that align to depict constellations If you lose your map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map. You can cast the augury and guiding bolt spells without expending a spell slot and without preparing the spell, provided you use the star map as the spellcasting focus. You can cast a spell from the map in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. Starry Form 2nd-level Circle of the Stars feature You gain the ability to harness constellations’ power to alter your form. As an action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body takes on a luminous, starlike quality; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10- foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes or until you’re incapacitated. Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form: Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + half your level in this class. Archer. A constellation of an archer appears on you. You gain a bonus action that you can use to make a ranged spell attack, hurling a luminous arrow that targets a creature you can see within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier. Dragon. A constellation of a wise, ancient dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10. Rule Tip: Round Down Whenever you end up with a fraction in the game, round down, even if the fraction is one-half or greater, unless a rule explicitly tells you to round up. Cosmic Omen 6th-level Circle of the Stars feature You learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your star map for omens. When you do so, roll a d6. You gain one of the following possible omens based on whether you rolled an even number or an odd number on the d6: Weal (even). Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total. Woe (odd). Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total. You can use this reaction a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. Full of Stars 10th-level Circle of the Stars feature While your Starry Form feature is active, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage. Rule Tip: Resistance When you have resistance to a damage type, that damage is halved against you. Here’s the order that you apply modifiers to a type of damage: (1) any relevant damage immunity, (2) any addition or subtraction to the damage, (3) a relevant damage resistance, and then (4) a relevant damage vulnerability.


©2020 Wizards of the Coast LLC 5 Star Flare 14th-level Circle of the Stars feature Your connection to the cosmos allows you to conjure brilliant starlight. As an action, you conjure a burst of light in a 30-foot-radius sphere centered on a point you can see within 120 feet of you. You can immediately teleport each willing creature in the sphere to an unoccupied space within 30 feet of it. Each creature remaining in the sphere must succeed on a Constitution saving throw against your spell save DC or take 4d10 radiant damage and be blinded until the end of your next turn. Once you have used this action, you can’t use it again until you finish a long rest or until you expend a spell slot of 5th level or higher to use it again. Ranger At 3rd level, a ranger gains the Ranger Archetype feature. Here is a playtest option for that feature: the Fey Wanderer. Fey Wanderer As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts. Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. Feywild Gifts d6 Gift 1 Illusory butterflies flutter around you while you take a short or long rest. 2 Fresh, seasonal flowers sprout from your hair each dawn. 3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. 4 Your shadow dances while no one is looking directly at it. 5 Delicate horns or antlers sprout from your head. 6 Your skin and hair change color to match the season at each dawn. Fey Wanderer Magic 3rd-level Fey Wanderer feature You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Fey Wanderer Spells Ranger Level Spell 3rd charm person 5th misty step 9th dispel magic 13th banishment 17th mislead Cunning Will 3rd-level Fey Wanderer feature Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened. In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. Dreadful Strikes 3rd-level Fey Wanderer feature You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you’re currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn. When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack. Blessings of the Courts 7th-level Fey Wanderer feature You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving


©2020 Wizards of the Coast LLC 6 throw against your spell save DC or be frightened of you until the end of your next turn. In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier. Beguiling Twist 11th-level Fey Wanderer feature You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects: • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. • The creature takes 3d10 psychic damage. Misty Presence 15th-level Fey Wanderer feature You can magically remove yourself from one creature’s perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days. Once you’ve used this bonus action, you can’t use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.


©2019 Wizards of the Coast LLC 1 UNEARTHED ARCANA 2020 Spells and Magic Tattoos This document provides a magical miscellany: new spells and a new type of magic item, magic tattoos. Most of the spells focus on an alternative style of summoning: conjuring forth a spirit that assumes a physical form you customize to suit the situation. This Is Playtest Material The material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by full game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book. Spells The new spells appear on these spell lists. Bard Spells 3rd Level Summon fey spirit (conjuration) Druid Spells 2nd Level Summon bestial spirit (conjuration) 3rd Level Summon fey spirit (conjuration) 4th Level Summon elemental spirit (conjuration) Cleric Spells 3rd Level Spirit shroud (necromancy) 5th Level Summon celestial spirit (conjuration) 6th Level Otherworldly form (transmutation) Paladin Spells 3rd Level Spirit shroud (necromancy) 5th Level Summon celestial spirit (conjuration) Ranger Spells 2nd Level Summon bestial spirit (conjuration) Sorcerer Spells 1st Level Acid stream (evocation) 3rd Level Summon fey spirit (conjuration) Summon shadow spirit (conjuration) 4th Level Summon aberrant spirit (conjuration) Summon elemental spirit (conjuration) 6th Level Otherworldly Form (transmutation) Warlock Spells 3rd Level Spirit shroud (necromancy) Summon fey spirit (conjuration) Summon shadow spirit (conjuration) Summon undead spirit (necromancy) 4th Level Summon aberrant spirit (conjuration) 6th Level Otherworldly form (transmutation) Summon fiendish spirit (conjuration)


©2020 Wizards of the Coast LLC 2 Wizard Spells 1st Level Acid stream (evocation) 3rd Level Spirit shroud (necromancy) Summon fey spirit (conjuration) Summon shadow spirit (conjuration) Summon undead spirit (necromancy) 4th Level Summon aberrant spirit (conjuration) Summon elemental spirit (conjuration) 6th Level Otherworldly form (transmutation) Summon fiendish spirit (conjuration) Spell Descriptions The spells are presented in alphabetical order. Acid Stream 1st-level evocation Casting Time: 1 action Range: Self (30-foot line) Components: V, S, M (a bit of rotten food) Duration: Concentration, up to 1 minute A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at start of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Otherworldly Form 6th-level transmutation Casting Time: 1 action Range: Self Components: V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp) Duration: Concentration, up to 1 minute Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends: • You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes). • You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes). • Spectral wings appear on your back, giving you a flying speed of 40 feet. • You have a +2 bonus to AC. • All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls. • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. Spirit Shroud 3rd-level necromancy Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable, and they are good or evil (your choice). Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant if the spirits are good and necrotic if they are evil. Any creature that takes this damage can’t regain hit points until the start of your next turn. In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d8 for each slot level above 3rd.


Click to View FlipBook Version