(ENG) D&D 5a Ed. - Codex - Unearthed Arcana - Flip eBook Pages 1-50 (2024)

version: 1.4

Contents 3 3 3 4 6 8 9 9 10 11 11 17 26 32 36 36 36 37 37 38 38 39 40 41 42 42 43 44 45 45 46 47 48 48 49 50 51 51 52 52 53 53 54 55 55 56 58 58 58 59 60 60 60 61 62 62 63 64 65 66 67 68 68 69 70 71 72 74 74 75 76 77 77 77 78 80 81 83 84 89 96 100 102 109 109 109 110 Part 1: Races and Subraces Races.......................................................................................................................... Changeling .......................................................................................................................... Minotaur .......................................................................................................................... Shifter .......................................................................................................................... Warforged .......................................................................................................................... Subraces.......................................................................................................................... Revenant.......................................................................................................................... Tiefling Variants .......................................................................................................................... Part 2: Classes Artificer .......................................................................................................................... Mystic .......................................................................................................................... Revised Ranger .......................................................................................................................... Spell-less Ranger variant.......................................................................................................................... Part 3: Sub-Classes Barbarian Primal Paths.......................................................................................................................... Path of the Ancestral Guardian .......................................................................................................................... Path of the Storm Herald .......................................................................................................................... Path of the Zealot.......................................................................................................................... Bard Colleges.......................................................................................................................... College of Glamour .......................................................................................................................... College of Satire .......................................................................................................................... College of Swords .......................................................................................................................... College of Whispers .......................................................................................................................... Cleric Divine Domains.......................................................................................................................... Forge Domain .......................................................................................................................... Grave Domain .......................................................................................................................... Protection Domain .......................................................................................................................... Druid Circles.......................................................................................................................... Circle of Dreams .......................................................................................................................... Circle of the Shepherd .......................................................................................................................... Circle of Twilight.......................................................................................................................... Fighter Martial Archetypes.......................................................................................................................... Arcane Archer .......................................................................................................................... Cavalier .......................................................................................................................... Knight.......................................................................................................................... Monster Hunter .......................................................................................................................... Samurai .......................................................................................................................... Scout.......................................................................................................................... Sharpshooter .......................................................................................................................... Monastic Traditions.......................................................................................................................... Way of the Kensei .......................................................................................................................... Way of Tranquility .......................................................................................................................... Paladin Oaths.......................................................................................................................... Oath of Conquest.......................................................................................................................... Oath of Treachery .......................................................................................................................... Ranger Archetypes.......................................................................................................................... Deep Stalker .......................................................................................................................... Horizon Walker .......................................................................................................................... Primeval Guardian.......................................................................................................................... Roguish Archetypes.......................................................................................................................... Inquisitive .......................................................................................................................... Scout.......................................................................................................................... Swashbuckler .......................................................................................................................... Sorcerous Origins.......................................................................................................................... Favored Soul .......................................................................................................................... Phoenix Sorcery .......................................................................................................................... Sea Sorcery .......................................................................................................................... Shadow .......................................................................................................................... Stone Sorcery .......................................................................................................................... Storm .......................................................................................................................... Warlock Patrons.......................................................................................................................... The Hexblade .......................................................................................................................... The Raven Queen.......................................................................................................................... The Seeker .......................................................................................................................... The Undying Light.......................................................................................................................... Eldritch Invocations .......................................................................................................................... Wizard Traditions.......................................................................................................................... Artificer .......................................................................................................................... Lore Mastery .......................................................................................................................... Theurgy .......................................................................................................................... Part 4: Extras Action points .......................................................................................................................... Dragonmarks .......................................................................................................................... Feats .......................................................................................................................... Fighting Styles .......................................................................................................................... Spells .......................................................................................................................... Wild Shape Forms .......................................................................................................................... Prestige Classes and Rune Magic .......................................................................................................................... When Armies Clash .......................................................................................................................... Mass Combat.......................................................................................................................... Variant Rules .......................................................................................................................... Modern Magic .......................................................................................................................... Appendix Changelog .......................................................................................................................... Articles information .......................................................................................................................... Credits .......................................................................................................................... 2 CONTENTS

Part 1: Races Changeling Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other creatures’ guises makes them consummate spies and criminals. Personality Changelings are commonly harmless, passive people and are uninterested in politics and social affairs. Due to their capricious ways of life many people have come to distrust the changelings which has led to them becoming social recluses or more commonly has pushed them to create fake identities to escape persecution. Having no culture of their own the changeling slip into other's societies and blend in. Rather than creating their own art and achievements the Changeling are happy with claiming other societies' as their own. This nomadic lifestyle has led the changeling to become exceptionally adaptable people. Changeling will not simply shapeshift into a new person but rather create a new whole one. Most changeling will set up a handful of personas so if one is compromised they can disappear and switch to one of their others. Their personas that they create are incredibly realistic and have their own personality traits, backgrounds and network of friends. The changeling can be evasive and will often try to avoid confrontation or anything that will draw attention to themselves. Description Changelings can look like anyone at any given time though they do have a true form. Their natural look can be scary to some due to their lack of detail and distinctive features. Their skin tone is always pale, the darkest tone some have is a light grey. They have large white eyes but have no pupils and are circled by thick black rings. Their noses are small and subtle with no detail. The changeling's body structures are slender, even more so than elves and border on being frail. Their hair colour is most commonly a light shade of silver followed by platinum and blonde. In rarer cases their hair can be pale shades of green, pink and blue. Also similar to elves the changeling lack body and facial hair. Changeling Names Changeling names are usually monosyllabic and seem to other races more like nicknames than proper names. In fact, changelings collect names and may go by entirely different names in different social circles. They make no distinction between male and female names. Male and Female Names: Bin, Dox, Fie, Hars, Jin, Lam, Nit, Ot, Paik, Ruz, Sim, Toox, Yug. Changeling Traits Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other creatures’ guises makes them consummate spies and criminals. As a changeling, you have the following racial traits. Ability Score Increase. Your Dexterity and Charisma scores increase by 1. Size. Changelings are built much like humans, but a little leaner. Your size is Medium. Speed. Your base walking speed is 30 feet. Duplicity. You gain proficiency in the Deception skill. Shapechanger. As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance. Languages. You can speak, read, and write Common and two other languages of your choice. 3 RACES | CHANGELING

Minotaur (Krynn) In the world of Krynn, the setting of the Dragonlance saga, minotaurs live in an honor‐based society where strength determines power in both the gladiatorial arenas and in daily life. At home on both land and sea, the minotaurs of Krynn are ferocious sea raiders who rank as the ablest and most dangerous sailors in the world. Arrogant Conquerors Minotaurs embrace the notion that the weak should perish and that the strong must rule—and that they themselves are the strongest and most powerful race on Krynn. They believe their destiny is to rule the world, and that their dominion will be one of conquest and military might. To that end, all minotaurs are trained in weapons, armor, and tactics from a young age. The minotaurs’ arrogance stems from a combination of strength, cunning, and intellect—three virtues they hold dear, and which they deem the foundation of their greatness. They believe that this combination of traits is what sets them apart from their rivals. Trial by Combat Minotaur society is built on the principle that might makes right, and that considerations of justice are unnecessary. The minotaurs are led by an emperor served by a council of eight minotaurs called the Supreme Circle. All posts within the government, including the emperor’s, are won by the strongest and cleverest minotaurs, as proved by combat in the Circus. The Circus is the only means by which a minotaur can rise in society. It is a grand, annual display of single combat in which minotaurs battle each other for supremacy. Minotaur youths must prove themselves in the Circus to earn their passage to adulthood. Participation in the Circus is yet another reason why minotaurs look down on other folk. To the minotaurs, death and glory in battle are a natural process. Combat is the key to ensuring that the strong survive, and that the weak are set aside before they can undermine their superiors’ grand schemes of conquest. Honor above All For all their cruelty, minotaurs are bound by a powerful sense of honor. Each victory brings greater honor to both individual minotaurs and their families. Defeat invokes a stain that only death can fully wash away. Honor demands that minotaurs keep their word once it is offered, and each minotaur remains faithful to friends and clan above all else. Minotaurs rarely befriend folk of other races, as they all too often encounter them only in battle. If a minotaur does strike up a friendship, it is typically with other creatures that display the minotaurs’ virtues and love of battle. To such friends, a minotaur becomes an ally whose support will never waver. Sea Reavers In the world of Krynn, the minotaurs rule a chain of islands dominated by the isles of Mithas and Kothas. Bound by the sea on all sides, the minotaurs focused their tenacity, strength, and cunning to become some of the most skilled and ferocious mariners in the world. They range across the water in their ships, raiding and pillaging as they wish. Minotaurs sometimes engage in trade, but they much prefer to take what they want by force. After all, as the strongest of all folk, they deserve the treasures and goods that lesser creatures have gathered. 4 RACES | MINOTAUR

Minotaur Names Minotaur clan names originate with a great hero whose descendants take on that name as their own, doing their best to live up to the ideals of their ancestor. On Krynn, clan names are always preceded by the prefix “es‐” for minotaurs from lands controlled by the island of Mithas, or “de‐” for minotaurs from areas under the sway of Kothas. Male Names: Beliminorgath, Cinmac, Dastrun, Edder, Galdar, Ganthirogani, Hecariverani, Kyris, Tosher, Zurgas Female Names: Ayasha, Calina, Fliara, Helati, Keeli, Kyri, Mogara, Sekra, Tariki, Telia Clan Names: Athak, Bregan, Entragath, Kaziganthi, Lagrangli, Mascun, Orilg, Sumarr, Teskos, Zhakan Minotaur Traits Your minotaur character possesses a number of traits that reflect the power and superiority of your kind. Ability Score Increase. Your Strength score increases by 1. Conqueror’s Virtue. From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1. Age. Minotaurs enter adulthood at around the age of 17 and can live up to 150 years. Alignment. Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil. Size. Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself. Goring Rush. When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action. Hammering Horns. When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone. Labyrinthine Recall. You can perfectly recall any path you have traveled. Sea Reaver. You gain proficiency with navigator’s tools and vehicles (water). Languages. You can speak, read, and write Common. Minotaur Bonds When creating a minotaur character rooted in Krynn (or in any campaign that draws on the backstory presented here), you can use the following table of bonds to help flesh out your character. Use this table in addition to or in place of your background’s bond or a bond of your creation. d6 Bond 1 My opponent in the Circus for my trial of adulthood was chosen years ago. Though we sparred only once, I fell deeply in love. Rather than fight my beloved to the death, I fled from home and have been branded a coward. 2 I’m the last of my clan. If I die without achieving great deeds, the hero who is my clan’s patron will be forgotten. 3 I was part of a raiding party that was defeated and enslaved. I’ve escaped and sworn revenge. 4 I never shared my people’s love of violence. I’m part of a conspiracy to topple the emperor’s violent regime. 5 I claim that I am an exile from my people, but in truth I have been sent to serve as a spy. I’m expected to leave secret messages telling my folk of villages and towns that are ripe targets for conquest. 6 I’m the last survivor of a ship wrecked in a storm. Occasionally, the spirits of my shipmates appear in my dreams and ask me to complete tasks they left unfinished in life. Minotaurs in Your Campaign We chose the minotaurs of Krynn as the model for our depiction of this race for a very specific reason. Tying them to the sea and a distinct culture helps give minotaurs more flavor than serving as just another big, brutish monster race. After all, we already have half‐ orcs in the Player’s Handbook and the goliath in our Elemental Evil Player’s Companion. As an added bonus, these minotaurs are Medium (as opposed to Large for the monstrous version) and are thus much easier to balance against the Player’s Handbook races. Casting minotaurs as conquest‐minded, honorable pirates gives them a distinct flavor while providing many roleplaying hooks for players. When adding a new race to your own campaign, it’s always a good idea to think about its culture, its relationship to other folk, and how the two can combine to give it a unique place in your world. Creating a table of bonds such as the one provided for minotaurs can be a good place to start. Casting minotaurs as mariners has some interesting implications for a setting. The Labyrinthine Recall ability makes minotaurs perfect sailors, as they can travel the seas with little fear of becoming lost or losing their way. A minotaur navigator is an unmatched master of the sea. When adapting races to your campaign, look for similar hooks that might be buried in special abilities or elements of a creature’s story that you might otherwise overlook. Remember that the story we provide is only a starting point. Modifying this minotaur to move it away from its roots in Krynn is as easy as swapping the proficiencies provided by Sea Reaver for some other option that better reflects your setting. As a guideline, consider swapping the tool proficiencies for proficiency in any one skill, for proficiency with thieves’ tools, or for proficiency with two tools other than thieves’ tools. 5 RACES | MINOTAUR

Shifter Shifters, sometimes called “the weretouched,” are descended from humans and natural lycanthropes, now nearly extinct on Khorvaire. Shifters cannot fully change shape but can take on animalistic features—a state they call shifting. Shifters have evolved into a unique race that breeds true. They have a distinct culture with its own traditions and identity Personality Shifters commonly have chaotic personalities and experience extremes in their emotions. They are often temperamental and are liable to change moods in swift and dramatic fashion. Shifters find it difficult to control their emotions, especially in stressful situations. Some have learnt to control their emotions however, it is obvious to others that they're finding it difficult to do so. The shifter mind-set is built up around the idea of being self-sufficient and being able to conjure inner strength in times of need rather than relying on one's allies. Shifters can seem overly cautious or constantly ready for future events. A common saying among shifters is "preparing for the journey yet to come" which reflects how they believe the world can change instantly and how important it is to be prepared to avoid the danger that those changes can bring. Shifters believe that the reward for independence is freedom and thus they feel uncomfortable around those who attempt to impose their will and beliefs upon others. It is also common for a shifter to feel restricted in a human settlement with its rules and law enforcement. Due to their predator instincts shifters can't help acting or thinking like animals and think in terms of hunting and prey. Like wolves longtooth shifters feel the urge to form packs with companions whether they be family or even a group consisting of no other shifters. They make useful companions as they work well in teams, capable of coordinating attacks and will come to the rescue of any of its pack members. Razorclaw shifters are more independent, self-reliant and adaptable than their longtooth cousins. They're just as loyal to their group as longtooth shifters however, they expect their companions to be just as self-reliant and capable as they are. Razorclaw shifters strive to carry their own weight within their groups. Shifters are accustomed to distrust and don't expect better treatment from the other races though, some try to earn trust with their companions through good deeds. Most shifters are neutral and are concerned more with their survival than ethics and morals. Description Shifters resemble humans but with more animal like features. Their bodies are physically fit and lithe, they tend to move around in an animal like manner, crouching, springing and leaping. Like cats they have wide flat noses with large eyes, pointed ears and claw-like nails on both their toes and fingers. Their hair is thick and worn long and some have long sideburns to match. Longtooth shifters claim that werewolves are their ancestors and have canine features while the razorclaw shifters claim weretigers to be their ancestors and display feline features. 6 RACES | SHIFTER

Shifter Names Shifters use the same names as humans, often ones that sound rustic to city-dwellers. Shifter Traits Shifters are descended from humans and lycanthropes. Although they cannot fully change to animal form, they can take on animalistic features by a process they call shifting. As a shifter, you have the following racial traits. Ability Score Increase. Your Dexterity score increases by 1. Size. Shifters are about the same size as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Shifting. On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your shifter subrace, described below. You must finish a short or long rest before you can shift again. Languages. You can speak, read, and write Common and Sylvan. Subraces Several subraces of shifter exist, each with its own animalistic features. Choose one of the options below. Beasthide As a beasthide shifter, you are especially tough and persistent in battle. Ability Score Increase. Your Constitution score increases by 1. Shifting Feature. While shifting, you gain a +1 bonus to AC. Cliffwalk Your cliffwalk heritage grants you the agility of a mountain goat. Ability Score Increase. Your Dexterity score increases by 1. Shifting Feature. While shifting, you gain a climb speed of 30 feet. Longstride Longstride shifters are fleet and elusive. Ability Score Increase. Your Dexterity score increases by 1. Shifting Feature. While shifting, you can use the Dash action as a bonus action. Longtooth As a longtooth shifter, you are a ferocious combatant. Ability Score Increase. Your Strength score increases by 1. Shifting Feature. While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled. Razorclaw As a razorclaw shifter, you make swift, slashing strikes in battle. Ability Score Increase. Your Dexterity score increases by 1. Shifting Feature. While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage. Wildhunt Your wildhunt heritage makes you a consummate tracker and survivor. Ability Score Increase. Your Wisdom score increases by 1. Shifting Feature. While shifting, you gain advantage on all Wisdom-based checks and saving throws. 7 RACES | SHIFTER

Warforged The warforged were made as the ideal soldiers to serve in the devastating Last War. Although they are constructs, they have much in common with living creatures, including emotions and social bonds, and perhaps even souls. Personality Warforged can have unique personality traits though, being constructs, they are restricted in some ways. They experience anger, pain, fear and hatred like their human creators; not all warforged are incredibly reserved and pensive, hiding an array of emotions behind their metallic face. Their faces were not designed to display facial expressions and so it can seem like they are distant to the conversation. Despite their lack of physical facial expressions they're not completely without them as their eyes tend to brighten when experiencing strong or specific emotions. Some warforged are incredibly naive and lack introspection; however, many others are the opposite and question their existence, wonder if they have souls and ask what becomes of them in the after life. The more intelligent warforged create complex philosophies about what they perceive and learn. Though warforged can show loyalty to religions and organisations, typically they become loyal to a small group of comrades. Warforged often have little life experience as they spent most of their time assigned to one specific duty, usually soldiering. If there is one interest all warforged share it is the love of working and many create endless lists of goals and chores. They take pride in their work and work incredibly hard which makes them dislike idleness and failure. Warforged can excel at most tasks having a single-minded efficiency, especially in combat related roles. War and military conditioning create the foundation of warforged personalities, they understand duty, the chain of command and conflict. Due to their bodies more closely resembling males than females, most warforged prefer to be called "he" than "it". Some warforged adopt female names though most of their names are straightforward and are related to their job, abilities or rank. Many warforged simply accept the nicknames given to them by their comrades while others seek to earn more meaningful names that best describe them. Description The warforged are made of stone, metal and wood fibres. The core of a warforged is a skeletal frame made of metal and stone with wood fibres acting as a muscular system. Covering the warforged is an outer shell of metal and stone plates. An internal network of tubes run through the warforged's body, these tubes are filled with a blood like fluid that is designed to lubricate and nourish their systems. Their hands have only two thick fingers and a thumb whilst their feet only have two broad toes. The warforged's face loosely resembles their human creators though they have a toothless jaw, heavy brow line and are lacking noses and hair. Each warforged has a ghulra engraved upon their foreheads. Each of these runes are unique to the warforged giving them a sense of individuality. The warforged have a sexless form and are considered to be mono-gender. The warforged are able to be repaired and modified by artificers or even themselves giving them an endless possibility to their appearances. Warforged Names Warforged do not name themselves and only recently have begun to understand the need of other races to have names for everything. Many accept whatever names others see fit to give them, and warforged traveling with humans often are referred to by nicknames. Some warforged, however, have come to see having a name as a defining moment of their new existence, and thus search long and hard for the perfect name to attach to themselves. Warforged Traits As a warforged, you have the following racial traits. Ability Score Increase. Your Strength and Constitution scores increase by 1. Size. Warforged are generally broader and heavier than humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Composite Plating. Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class. Living Construct. Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. Languages. You can speak, read, and write Common and one other language of your choice. 8 RACES | WARFORGED

Subraces Subrace: Revenant Having met a cruel and undeserved end, you have returned to the realm of the living. As a revenant, you thirst for revenge against those who wronged you in life, or seek to complete a final, critical task you left unfinished. The revenant subrace can be applied to any race that has a subrace, and replaces that race’s existing subrace options. Alternatively, you can apply this new subrace to a race without subrace options using the modification options provided below. Your DM might also allow you to take this subrace for a slain character. In that case, your character rises from the dead with its original subrace replaced (or with the necessary modifications made to its base traits), filled with a determination to seek vengeance or complete its mission. Racial Adjustments For races that don’t have subrace options, taking on the revenant subrace means making changes to your character’s base traits, as follows. (This playtest article provides options only for human and dragonborn characters. Because halfelves and half-orcs have no subrace options, they shouldn’t be used with these revenant subrace rules.) Human Revenant. If you want to play a human revenant, modify the human’s Ability Score Increase trait to the following: Two different ability scores of your choice increase by 1. If you use the variant human traits, remove the Skills trait and the Feat trait. Dragonborn Revenant. If you want to play a dragonborn revenant, modify the dragonborn’s Ability Score Increase trait to the following: Your Strength score increases by 1, and your Charisma score increases by 1. Additionally, your Draconic Ancestry trait uses necrotic damage as its damage type, replacing the damage type that applies to your breath weapon and your damage resistance. Tiefling Revenant. If you use one of the two tiefling variants presented below, you can use any of those subraces to make a tiefling revenant, replacing the subrace options with the revenant subrace options. Ability Score Increase Your Constitution score increases by 1. Relentless Nature Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. When your goal is complete, you finally find rest. You die and cannot be restored to life. 9 SUBRACES | REVENANT

Tiefling Variants As presented in the Player’s Handbook, all members of the tiefling race share some manner of diabolic origin. The following option allows you to instead create a tiefling with a demonic tie. All tieflings gain the following traits from the standard tiefling race of the Player’s Handbook: Age Alignment Size Speed Darkvision Additionally, the following traits are modified from the Player’s Handbook: Ability Score Increase. Your Charisma score increases by 2. Languages. You can speak, read, and write Common. Subraces This variant introduces new subraces for the tiefling. Each subrace offers traits in addition to the ones noted above. The race presented in the Player’s Handbook is the infernal tiefling, which is summarized here for ease of reference. Infernal Tiefling An infernal tiefling draws upon the power of the Nine Hells and its diabolic masters. These tieflings have the following additional features. Ability Score Increase. Your Intelligence score increases by 1. Hellish Resistance. As described in the Player’s Handbook. Infernal Legacy. As described in the Player’s Handbook. Languages. You can speak, read, and write Infernal. Abyssal Tiefling All abyssal tieflings trace their bloodline to the demons of the Abyss. These tieflings have the following additional features. Ability Score Increase. Your Constitution score increases by 1. Abyssal Arcana. Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1stlevel spell. At 5th level, you can cast a 2nd-level spell. You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot. At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result. Abyssal Arcana Spells d6 1st Level 3rd Level 5th Level 1 Dancing lights Burning hands Alter self 2 True strike Charm person Darkness 3 Light Magic missile Invisibility 4 Message Cure wounds Levitate 5 Spare the dying Tasha’s hideous laughter Mirror image 6 Prestidigitation Thunderwave Spider climb Abyssal Fortitude. Your hit point maximum increases by half your level (minimum 1). Languages. You can speak, read, and write Abyssal. 10 SUBRACES | TIEFLING VARIANTS

Part 2: Classes Artificer A gnome sits hunched over a workbench, carefully using needle and thread to wave runes into a leather satchel. The bag shudders as she completes her work, and a sudden, loud pop echoes through the room as a portal to an extradimensional space springs to being in the bag’s interior. She beams with pride at her newly crafted bag of holding. A troll growls in hunger as it looms over a dwarf, who slides a long, metal tube from a holster at his belt. With a thunderous roar, a gout of flame erupts from the tube, and the troll’s growls turn into shrieks of panic as it turns to flee. An elf scrambles up the castle’s wall, Baron von Hendriks’ men close behind her. As she clambers over the battlements, she reaches into her satchel, pulls out three vials, mixes their contents into a small leather bag, and flings it at her pursuers. The bag bursts at their feet, trapping them in a thick, black glue as she makes her escape. Makers of magic-infused objects, artificers are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation. Artificers, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, useful items. Cunning Inventors Every artificer is defined by a specific craft. Artificers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Some artificers are engineers, students of invention and warfare who craft deadly firearms that they can augment with magic. Other artificers are alchemists. Using their knowledge of magic and various exotic ingredients, they create potions and draughts to aid them on their adventures. Alchemy and engineering are the two most common areas of study for artificers, but others do exist. All artificers are united by their curiosity and inventive nature. To an artificer, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Artificers value novelty and discovery. This penchant pushes them to seek a life of adventure. A hidden ruin might hold a forgotten magic item or a beautifully crafted mirror perfect for magical enhancement. Artificers win respect and renown among their kind by uncovering new lore or inventing new methods of creation. Intense Rivalries The artificers’ drive to invent and expand their knowledge creates an intense drive to uncover new magic discoveries. An artificer who hears news of a newly discovered magic item must act fast to get it before any rivals do. Good-aligned artificers recover items on adventures or offer gold or wondrous items to those who possess items they are keen to own. Evil ones have no problem committing crimes to claim what they want. Almost every artificer has at least one rival, someone whom they seek to outdo at every turn. By the same token, artificers with similar philosophies and theories band together into loose guilds. They share their discoveries and work together to verify their theories and keep ahead of their rivals. 11 CLASSES | ARTIFICER

The Artificer Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 1st +2 Artificer Specialist, Magic Item Analysis — — — — — 2nd +2 Tool Expertise, Wondrous Invention — — — — — 3rd +2 Artificer Specialist feature, Spellcasting 3 2 — — — 4th +2 Ability Score Improvement, Infuse Magic 4 3 — — — 5th +3 Superior Attunement, Wondrous Invention 4 3 — — — 6th +3 Mechanical Servant 4 3 — — — 7th +3 — 5 4 2 — — 8th +3 Ability Score Improvement 6 4 2 — — 9th +4 Artificer Specialist feature 6 4 2 — — 10th +4 Wondrous Invention 7 4 3 — — 11th +4 — 8 4 3 — — 12th +4 Ability Score Improvement 8 4 3 — — 13th +5 — 9 4 3 2 — 14th +5 Artificer Specialist feature 10 4 3 2 — 15th +5 Superior Attunement, Wondrous Invention 10 4 3 2 — 16th +5 Ability Score Improvement 11 4 3 3 — 17th +6 Artificer Specialist feature 11 4 3 3 — 18th +6 Ability Score Improvement 11 4 3 3 — 19th +6 — 12 4 3 3 1 20th +6 Soul of Artifice, Wondrous Invention 13 4 3 3 1 Creating an Artificer When creating an artificer character, think about your character’s background and drive for adventure. Does the character have a rival? What is the character’s relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to. Quick Build You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background. Class Features As an artificer, you gain the following class features. Hit Points Hit Dice: 1d8 per artificer level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st Proficiencies Armor: Light and medium armor Weapons: Simple weapons Tools: Thieves’ tools, two other tools of your choice Saving Throws: Constitution, Intelligence Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a handaxe and a light hammer or (b) any two simple weapons a light crossbow and 20 bolts (a) scale mail or (b) studded leather armor thieves’ tools and a dungeoneer’s pack Artificer Specialist At 1st level, you choose the type of Artificer Specialist you are: Alchemist or Gunsmith, both of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th level. 12 CLASSES | ARTIFICER

Magic Item Analysis Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature. Tool Expertise Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class. Wondrous Invention At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below. Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up. You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide. 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones 5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets 10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack 15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing 20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying Spellcasting As part of your study of magic, you gain the ability to cast spells at 3rd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items. Spell Slots The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher You know three 1st-level spells of your choice from the artificer spell list (which appears at the end of this document). The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table. Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on the Artificer table. Spellcasting Ability Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, “Equipment,” in the Player’s Handbook for various arcane focus options. Infuse Magic Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature. Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item. When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier. Ability Score Improvement When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Superior Attunement At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items. 13 CLASSES | ARTIFICER

Mechanical Servant At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level. Select a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications: It is a construct instead of a beast. It can’t be charmed. It is immune to poison damage and the poisoned condition. It gains darkvision with a range of 60 feet if it doesn’t have it already. It understands the languages you can speak when you create it, but it can’t speak. If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials. Soul of Artifice At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to. Artificer Specialists Artificers pursue a variety of specializations. The two most common ones, alchemy and engineering, are presented here. Alchemist An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down. Alchemist’s Satchel At 1st level, you craft an Alchemist’s Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials. If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials. Alchemical Formula At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels. To use any of these options, your Alchemist’s Satchel must be within reach. If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier. Alchemical Fire. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6). Alchemical Acid. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6). 14 CLASSES | ARTIFICER

Healing Draught. As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). Smoke Stick. As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. Swift Step Draught. As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. Tanglefoot Bag. As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. Thunderstone. As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. Gunsmith A master of engineering, you forge a firearm powered by a combination of science and magic. Master Smith When you choose this specialization at 1st level, you gain proficiency with smith’s tools, and you learn the mending cantrip. Thunder Cannon At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease. You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as a bonus action. If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials. Arcane Magazine At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials. 15 CLASSES | ARTIFICER

Thunder Monger At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit. This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6). Blast Wave Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you. This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6). Piercing Round Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a pecial attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class. Explosive Round Starting at 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30- foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage. Artificer Spell List Artificer Spell List 1st Level Alarm Cure wounds Disguise self Expeditious retreat False life Jump Longstrider Sanctuary Shield of faith 2nd Level Aid Alter self Alter self Arcane lock Blur Continual flame Darkvision Enhance ability Enlarge/reduce Invisibility Lesser restoration Levitate Magic weapon Protection from poison Rope trick See invisibility See invisibility Spider climb 3rd Level Blink Fly Gaseous form Glyph of warding Haste Protection from energy Revivify Water breathing Water walk 4th Level 4th Level Arcane eye Death ward Fabricate Freedom of movement Leomund’s secret chest Mordenkainen’s faithful hound Mordenkainen’s private sanctum Otiluke’s resilient sphere Stone shape Stoneskin 16 CLASSES | ARTIFICER

Mystic Psionics Psionics is a source of power that originates from within a creature’s mind, allowing it to augment its physical abilities and affect the minds of others. Psionic abilities are called psionic disciplines, since each one consists of rigid mental exercises needed to place a creature in the correct mindset to wield psionic power. A discipline offers a number of abilities, but some of them require additional energy and expertise to create their effects. Psionic talents are akin to disciplines, but they require no psi energy and can be used at will. They are almost an innate part of the mystic. In addition, a creature skilled in the use of psionics can exert its psychic focus on a psionic discipline. This effect allows a creature to gain a constant benefit from the discipline. Otherworldly Power Not every D&D world features psionic power to the same extent. Psionics indirectly originates from the Far Realm, a dimension outside the bounds of the known multiverse. The Far Realm has its own alien laws of physics and magic. When its influence extends to a world, the Far Realm invariably spawns horrific monsters and madness as it bends reality to its own rules. As the laws of reality twist and turn, individual minds can be awakened to the cosmic underpinnings that dictate the form and nature of reality. The tumult caused by the Far Realm creates echoes that can disturb and awaken minds that would otherwise slumber. Such awakened creatures look on the world in the same way that creatures existing in three dimensions might look on a two-dimensional realm. They see possibilities, options, and connections that are unfathomable to those with a more limited view of reality. In worlds that are relatively stable and hew close to the archetypal D&D setting presented in the core rulebooks, psionics is rare—or might not exist at all. The cosmic bindings that define the multiverse are strong in such places, making it unlikely that an individual mind can perceive the possibilities offered by psionics. Mystics in such worlds might be so scarce that a mystic never meets another practitioner of the psionic arts. Characters might unlock their psionic potential by random chance, and ancient tomes, journals, and other accounts of mystics might serve as the only guide to mastering this form of power. Psionics is more common in worlds where the bounds of reality have been twisted and warped. The realm of Athas in the Dark Sun campaign setting is the prime example of a world where psionics is common. The gods are absent, magic has been twisted into an ecological scourge, and the common threads that bind many worlds of D&D have been sundered. By contrast, the world of Eberron is a setting where the bounds of reality have been tested but not fully broken. Psionics is not as pervasive in Eberron as in Athas, but the influence of the otherworldly realm of Xoriat makes it a known and studied art. Psionics and Magic Psionics and magic are two distinct forces. In general, an effect that affects a spell has no effect on a psionic effect. There is one important exception to this rule. A psionic effect that reproduces a spell is treated as magic. A psionic effect reproduces a spell when it allows a psionic creature or character to cast a spell. In this case, psionic energy taps into magic and manipulates it to cast the spell. For example, the mind flayer as presented in the Monster Manual has the Innate Spellcasting (Psionics) feature. This feature allows the mind flayer to cast a set of spells using psionic energy. These spells can be countered with dispel magic and similar effects. 17 CLASSES | MYSTIC

The Mystic Level Proficiency Bonus Features Talents Known Disciplines Known Psi Points Psi Limit 1st +2 Psionics, Mystic Order 1 2 4 2 2nd +2 Mystical Recovery 1 3 6 2 3rd +2 Mystic Order feature 2 3 14 3 4th +2 Ability Score Improvement, Strength of Mind 2 3 17 3 5th +3 — 2 4 27 5 6th +3 Mystic Order feature 2 4 32 5 7th +3 — 2 5 38 6 8th +3 Ability Score Improvement, Mystic Order feature 2 5 44 6 9th +4 — 2 6 57 7 10th +4 Consumptive Power 3 6 64 7 Mystic A mystic draws on the power of psionics—the energy of the mind—to create powerful effects. Class Features As a mystic, you gain the following class features. Hit Points Hit Dice: 1d8 per mystic level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per mystic level after 1st Proficiencies Armor: Light armor, medium armor Weapons: Simple weapons Tools: None Saving Throws: Intelligence, Wisdom Skills: Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a spear or (b) a mace (a) leather armor or (b) scale mail (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a scholar’s pack or (b) an explorer’s pack Psionics As a student of psionics, you can master and use psionic disciplines and talents. Psionic Talents A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice (see the talent options later in this class description). You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the Mystic table. Psionic Disciplines A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. Such disciplines are divided into two categories: lesser disciplines and greater disciplines. A mystic masters only a few disciplines at a time. At 1st level, you know two lesser disciplines of your choice (see the discipline options later in this class description). You learn additional disciplines of your choice at higher levels, as shown in the Disciplines Known column of the Mystic table. You must be at least 5th level to learn a greater discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice. You can replace a lesser discipline with a greater discipline, but only if you are at least 5th level. Psi Points You have an internal reservoir of energy that can be devoted to the psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum after you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum. 18 CLASSES | MYSTIC

Psi Limit Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have. Psychic Focus You can focus psychic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a psychic focus benefit. You can have only one psychic focus benefit at a time. Psionic Ability Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one. Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier Discipline attack modifier = your proficiency bonus + your Intelligence modifier Mystic Order At 1st level, you choose a Mystic Order: the Order of the Awakened or the Order of the Immortal, both detailed at the end of the class description. Each order specializes in a particular approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 8th level. Mystical Recovery Starting at 2nd level, you draw vigor from the psi energy you use to power psionic disciplines associated with your Mystic Order. Whenever you spend psi points on a psionic discipline of your order, you regain hit points equal to your Intelligence modifier if your current hit point total equals half your hit point maximum or less. Ability Score Improvement When you reach 4th level, and again at 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Strength of Mind Even the simplest psionic techniques require a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest. 19 CLASSES | MYSTIC

Consumptive Power At 10th level, you gain the ability to sacrifice your health in exchange for psychic power. As a bonus action, you regain up to 5 psi points. For each point you choose to regain this way, your current hit points and hit point maximum are both reduced by 1 for each level you have in this class. This reduction can’t be lessened in any way. Once you use this feature, you can’t use it again until you finish a long rest, and the reduction to your hit point maximum lasts until you finish a long rest. Mystic Orders Psionics is a mysterious form of power within most D&D worlds. Secretive orders study its origins and applications, while pushing the boundaries of what psychic power can achieve. Each mystic order pursues a specific goal for psionic power. That goal shapes how the members of an order understand psionics and determines the disciplines they master. Order of the Awakened Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a perfect state of being —focused on pure intellect and mental energy. The Awakened are skilled at bending minds and unleashing devastating psychic attacks, and are able to read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns. Mind Mastery At 1st level, you gain the mind meld and thought spear psionic talents (these are in addition to the talents you gain in the Mystic table). If you already have either one, you can pick any other talent to replace it. Awakened Expertise Starting at 1st level, your focused mental training grants you extended knowledge. You gain proficiency in two skills of your choice. In addition, choose one skill you are proficient in. Your proficiency bonus is doubled for any ability check you make that uses that skill. Psionic Investigation At 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object, regardless of how long ago it was last handled. You also learn of any events that have occurred within 20 feet of the object within the past 24 hours. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. Psychic Surge Starting at 6th level, you overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your focus immediately ends, and you can’t use it again until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus. Potent Psionics At 8th level, you can add your Intelligence modifier to the damage you deal with any psionic talent. 20 CLASSES | MYSTIC

Order of the Immortal The Order of the Immortal strives to achieve physical perfection by augmenting the body’s natural strength with psychic power. This order’s goal is for its members to achieve immortality by overcoming the effects of aging through rigorous discipline and psionic perfection. To members of this order, psionic energy is a tool to augment, control, and perfect the physical body. Members of this order who take up the adventuring life are skilled warriors. Their psionic abilities allow them to shrug off injuries and hazards, while focusing their strength and speed in combat. Martial Order At 1st level, you gain proficiency with martial weapons, heavy armor, and shields. Psionic Resilience At 3rd level, you learn to use psionic energy to speed up your natural healing. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier, provided that you have at least 1 hit point. Surge of Health Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends, and you can’t use it again until you finish a short or long rest. You can’t use this ability if you can’t use your psychic focus. Cutting Resonance At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to the target. When you reach 14th level, this extra damage increases to 2d8. Psionic Disciplines Psionic disciplines are the heart of a mystic’s craft. They are the mental exercises and psychic formulae used to forge inner will into tangible effects. Disciplines were each discovered by different orders and tend to reflect their creators’ ethos and specialties. However, a mystic may learn any discipline regardless of its associated order. Using a Discipline Each discipline has a number of ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points needed to use its effect options. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on. The following sections go into more detail on using a discipline. Psychic Focus The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus. Effect Options and Psi Points A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit. If you don’t have enough psi points left, or the cost is above your psi limit, you can’t use the option. Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit. Each option notes specific information about its effect, including the action required to use it (if any), its range, and whether it requires concentration. If an option doesn’t state that it is used as an action, a bonus action, or a reaction, using it requires no action. Components Disciplines don’t require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind. Duration An option in a discipline specifies how long its effect lasts. Instantaneous. If no duration is specified, the effect of an option is instantaneous. Concentration. Some effect options require concentration. This requirement is noted with a “C” after the option’s psi point cost. Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. Targets and Areas of Effect Psionic disciplines use the same rules as spells for determining targets and areas of effect. See chapter 10, “Spellcasting,” of the Player’s Handbook. Saving Throws and Attack Rolls If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability. Some disciplines require you to make an attack roll to determine whether the discipline’s effect hits its target. The attack roll uses your psionic ability. Combining Psionic Effects The effects of different psionic disciplines add together while the durations of those disciplines overlap. Likewise, different options from a single psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn’t combine with itself if that option is used multiple times. Instead, the most potent effect—usually dependent on how many psi points were used to create the effect—applies while the durations of the effects overlap. 21 CLASSES | MYSTIC

Psionics and magic are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule (see “Psionics and Magic” earlier, as well as “Combining Magical Effects” in chapter 10, “Spellcasting,” of the Player’s Handbook). Discipline Descriptions The following disciplines are presented in alphabetical order. Psionic Disciplines Discipline Rank Order Adaptive Body Greater Immortal Body of Wind Greater Immortal Celerity Lesser Immortal Conquering Mind Lesser Awakened Intellect Fortress Lesser Awakened Iron Durability Lesser Immortal Mind Over Emotion Greater Awakened Mind Vault Lesser Awakened Psionic Restoration Lesser Awakened Psionic Weapon Lesser Immortal Adaptive Body Greater discipline (immortal) You can alter your body to withstand punishing environments. Psychic Focus. While focused on this discipline, you don’t need to eat, sleep, or breathe. Energy Adaptation (5, C). As an action, you touch a creature and give it resistance to acid, cold, fire, lightning, or thunder damage for up to 1 hour. Energy Immunity (7, C). As an action, you touch a creature and give it immunity to acid, cold, fire, lightning, or thunder damage for up to 1 hour. Body of Wind Greater discipline (immortal) You and your possessions take on a gaseous quality, allowing you to move like a howling gale, squeeze through small spaces, and escape danger. You move with the lightest steps using this discipline. Psychic Focus. While focused on this discipline, you take no falling damage and ignore difficult terrain. Wind Step (1–7). As your move, you can fly up to 20 feet for each psi point you spend. You must land at the end of this movement, otherwise you fall, unless you have some means of staying aloft. Wind Form (5, C). As an action, you gain a flying speed of 60 feet for 10 minutes. Misty Form (7, C). As an action, your body becomes mistlike. In this form, you gain resistance to bludgeoning, piercing, and slashing damage. You can pass through openings that are no more than an inch wide. This benefit lasts for up to 1 hour. Celerity Lesser discipline (immortal) You channel psionic power into your body, honing your reflexes and agility to an incredible degree. In your eyes, the world seems to slow down while you continue to move as normal. Psychic Focus. While focused on this discipline, your speed increases by 5 feet, and you have advantage on initiative checks. If you are surprised, you can spend 1 psi point to no longer be surprised. Seize the Initiative (1–5). When you roll initiative, you can use your reaction to give yourself or one creature you can see within 60 feet of you a +2 bonus to initiative for each psi point you spend. Surge of Speed (2). As a bonus action, you increase your speed by 30 feet until the end of your turn. In addition, you don’t provoke opportunity attacks this turn. Surge of Action (5). As a bonus action, you can gain an additional action this turn. That action can be used only to take the Attack (one attack only), Dash, Disengage, Hide, or Use an Object action. Conquering Mind Lesser discipline (awakened) By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own. Psychic Focus. While focused on this discipline, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, Performance, or Persuasion. You can change the chosen skill each time you apply your focus to this discipline. Exacting Query (2). As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw (it succeeds automatically if it is immune to being charmed). On a failed save, the target truthfully answers one brief question you ask it as part of this action, provided that it understands the question. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. Occluded Mind (2). As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw (it succeeds automatically if it is immune to being charmed). On a failed save, the target believes one statement of your choice for the next 5 minutes, provided that it understands the statement. The statement can be up to ten words long, and must describe you or a creature or object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. Broken Will (5). As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw. On a failed save, the target is charmed until the end of its next turn, during which you choose its movement and action. On a successful save, the target is unaffected, and you can’t use this ability on that creature again until you finish a long rest. 22 CLASSES | MYSTIC

Psychic Grip (7, C). As an action, you target a creature you can see. The target must make an Intelligence saving throw. On a failed save, you overload the creature with psychic energy. The target is paralyzed for 1 minute, but at the end of each of its turns it can make another Intelligence saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, despite being paralyzed. Intellect Fortress Lesser discipline (awakened) You forge an indomitable wall of psionic energy around your mind—one that allows you to launch reflexive counterattacks against your opponents. Psychic Focus. While focused on this discipline, you gain resistance to psychic damage. Psychic Backlash (1). As a reaction, you can impose disadvantage on one attack roll made against you if you can see the attacker. If the attack still hits you, the attacker takes psychic damage equal to half your mystic level (rounded up). Psychic Parry (1–3). As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +2 bonus to that saving throw for each psi point you spend. You can use this ability after rolling the die but before applying the result. Psychic Redoubt (5, C). As an action, you create a field of protective psychic energy. For the next 10 minutes, you and creatures of your choice gain the following benefits while within 30 feet of you: resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws. Iron Durability Lesser discipline (immortal) This discipline grants you unmatched toughness and resilience on the battlefield. Psychic Focus. While focused on this discipline, you gain a +1 bonus to AC. Psionic Recovery (2). As an action, you can spend up to two Hit Dice. Roll each die, add your Constitution modifier to it, and regain hit points equal to the total. Iron Hide (1–3). As a reaction when you are attacked, you gain a +2 bonus to AC for each psi point you spend. You spend these points after learning the attack’s result but before applying its effects. Mind Over Emotion Greater discipline (awakened) You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm. Psychic Focus. While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum bonus of +1). Charming Presence (1–7). As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point you spend on this ability; the total is how many hit points worth of creatures this spell can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximum, ignoring unconscious creatures or creatures immune to this effect. Each creature affected by this ability is charmed by you for 10 minutes. While charmed, it regards you as a friendly acquaintance. A creature engaged in combat is immune to this effect. Revolting Presence (5, C). As an action, you exert an aura of repulsive power. Up to five creatures of your choice that you can see within 30 feet of you must each make an Intelligence saving throw. On a failed save, a target is frightened of you for 10 minutes. While frightened, it takes psychic damage equal to twice your mystic level if it doesn’t end its turn at least 10 feet farther away from you than it was at the start of that turn. It can then make another Intelligence saving throw at the end of the turn. On a success, this effect ends. Invoke Awe (7, C). As an action, you exert an aura that inspires awe and adulation in others. Up to five creatures of your choice that you can see within 60 feet of you must each make an Intelligence saving throw. On a failed save, the target is charmed by you for 10 minutes. While charmed, it obeys all your orders to the best of its ability and without risking its life. The target will only harm creatures that it has seen harm you since it first came under the effect of this ability. At the end of each of its turns it can make another Intelligence saving throw. On a success, this effect ends. 23 CLASSES | MYSTIC

Mind Vault Lesser discipline (awakened) Your mind forms a light but useful link to other living things within hundreds of miles. This link allows you to draw on the knowledge of others in the following ways. Psychic Focus. While focused on this discipline, you gain proficiency with one skill, weapon, shield, armor, or tool of your choice. Each time you focus on this discipline, you can choose a different skill, weapon, shield, armor, or tool. Borrow Expertise (2). As a bonus action, you gain advantage on one skill check or saving throw of your choice that you make before the end of your next turn. You must opt to gain the advantage before rolling. Borrow Language (5). As an action, you gain the ability to speak, read, and understand one language for 8 hours. You can use this ability multiple times to gain its benefits with several languages. Borrow Lore (7). As an action, name one specific location in your mind. You learn a summary of the important lore regarding that place. At the DM’s option, you also learn up to three secrets about it, such as the location of traps, passwords, or where treasure is hidden within it Psionic Restoration Lesser discipline (awakened) You wield psionic energy to cure wounds and restore health to yourself and others. Psychic Focus. While focused on this discipline, you can use a bonus action to touch a living creature that has 0 hit points and automatically stabilize it. Mend Wounds (1–7). As an action, you can restore hit points to a creature you touch. The creature regains 3 hit points per psi point you spend. Restore Health (3). As an action, you can touch a creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Restore Vigor (7). As an action, you can touch a creature and choose one of the following: remove any reductions to one of its ability scores or remove one effect that reduces its hit point maximum. Psionic Weapon Lesser discipline (immortal) You channel psionic energy to lend devastating power to your attacks. Psychic Focus. While focused on this discipline, you charge one nonmagical weapon you carry, or one of your fists, with psionic energy. Attacks you make with it are considered magical and have a +1 bonus to attack rolls and damage rolls. Ethereal Weapon (1). As a bonus action, you can momentarily transform a weapon you hold into psionic energy. The next attack you make with this weapon requires no attack roll. Instead, the target must make a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers any additional effects. On a successful save, the target takes half damage from the attack, but suffers no additional effects that would normally be imposed on a hit. Lethal Strike (1–5). When you hit a target with a melee weapon attack, you can increase the damage to that target. The target takes an extra 1d10 psychic damage for each psi point you spend. Augmented Weapon (5, C). As a bonus action, you touch one nonmagical weapon and infuse it with psionic energy. For up to 10 minutes, it is a magic weapon with a +3 bonus to attack rolls and damage rolls. Third Eye Lesser discipline (awakened) This discipline can open a third eye within your mind, opening your doors of perception. Psychic Focus. While focused on this discipline, you have blindsight with a radius of 30 feet. Tremorsense (1, C). As a bonus action, you gain tremorsense with a radius of 30 feet for up to 1 minute. Unwavering Eye (1, C). As a bonus action, you gain advantage on Wisdom checks for up to 1 minute. Truesight (5, C). As a bonus action, you gain truesight with a radius of 30 feet for up to 1 minute. 24 CLASSES | MYSTIC

Psionic Talents A psionic talent is a psychic ability that requires psionic aptitude but doesn’t drain a mystic’s psionic energy. Talents are similar to disciplines and use the same rules, but with three important exceptions: You can never use your psychic focus on a talent. Talents don’t require you to spend psi points to use them. Talents aren’t linked to psionic orders. Beacon Psionic talent As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it as a bonus action. Blade Meld Psionic talent As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead. Light Step Psionic talent As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the next time you stand up, you need to spend no more than 10 feet of movement to do so. Mind Meld Psionic talent As a bonus action, you can communicate telepathically with one creature you can see within 120 feet of you. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn. You can’t communicate with an unwilling creature. Mind Thrust Psionic talent As an action, you blast psychic energy at one creature that you can see within 5 feet of you. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage. If the target takes any of this damage, you can push it up to 10 feet away from you. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Thought Spear Psionic talent As an action, you psychically strike one creature that you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Night Eyes Psionic talent As an action, you grant yourself darkvision with a range of 30 feet. This benefit lasts for 1 hour. 25 CLASSES | MYSTIC

Revised Ranger The Ranger Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Favored Enemy, Natural Explorer — — — — — — 2nd +2 Fighting Style, Spellcasting 2 2 — — — — 3rd +2 Primeval Awareness, Ranger Conclave 3 3 — — — — 4th +2 Ability Score Improvement 3 3 — — — — 5th +3 Ranger Conclave feature 4 4 2 — — — 6th +3 Greater Favored Enemy 4 4 2 — — — 7th +3 Ranger Conclave feature 5 4 3 — — — 8th +3 Ability Score Improvement, Fleet of Foot 5 4 3 — — — 9th +4 ─ 6 4 3 2 — — 10th +4 Hide in Plain Sight 6 4 3 2 — — 11th +4 Ranger Conclave feature 7 4 3 3 — — 12th +4 Ability Score Improvement 7 4 3 3 — — 13th +5 ─ 8 4 3 3 1 — 14th +5 Vanish 8 4 3 3 1 — 15th +5 Ranger Conclave feature 9 4 3 3 2 — 16th +5 Ability Score Improvement 9 4 3 3 2 — 17th +6 ─ 10 4 3 3 3 1 18th +6 Feral Senses 10 4 3 3 3 1 19th +6 Ability Score Improvement 11 4 3 3 3 2 20th +6 Foe Slayer 11 4 3 3 3 2 Class Features As a ranger, you gain the following class features. Hit Points Hit Dice: 1d10 per ranger level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Dexterity Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or (b) leather armor (a) scale mail or (b) leather armor (a) two shortswords or (b) two simple melee weapons (a) a dungeoneer’s pack or (b) an explorer’s pack A longbow and a quiver of 20 arrows Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. 26 CLASSES | REVISED RANGER

Natural Explorer You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: You ignore difficult terrain. You have advantage on initiative rolls. On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. Spell Slots The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd level spell slot available, you can cast animal friendship using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. 27 CLASSES | REVISED RANGER

Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Primeval Awareness Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes. Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group. Ranger Conclave At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Greater Favored Enemy At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy. Fleet of Foot Fleet of Foot Beginning at 8th level, you can use the Dash action as a bonus action on your turn. Hide in Plain Sight Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected. Vanish Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. Feral Senses At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. Foe Slayer At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. Ranger Conclaves Across the wilds, rangers come together to form conclaves— loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it. Beast Conclave Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic. Animal Companion At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world. 28 CLASSES | REVISED RANGER

Keeping Track of Proficiency When you gain your animal companion at 3rd level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your companion’s proficiency bonus improves as well, and is applied to the following areas: Armor Class, skills, saving throws, attack bonus, and damage rolls. Why No Multiattack? Multiattack is a useful design tool that keeps monsters simple for the DM. It provides a boost in offense, but that boost is meant to make a beast threatening for one battle—a notion that doesn’t mesh well with a beast intended to fight with the party, rather than against it. Project Multiattack across an entire adventure, and an animal companion runs the risk of outclassing the fighters and barbarians in the party. So in story terms, your animal companion has traded in some of its ferocity (in the form of Multiattack) for better awareness and the ability to fight more effectively in concert with you. Expanding Companion Options Depending on the nature of your campaign, the DM might choose to expand the options for your animal companion. As a rule of thumb, a beast can serve as an animal companion if it is Medium or smaller, has 15 or fewer hit points, and cannot deal more than 8 damage with a single attack. In general, that applies to creatures with a challenge rating of 1/4 or less, but there are exceptions. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time. If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion. Companion’s Bond Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace. Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.” 29 CLASSES | REVISED RANGER

Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features. d6 Trait 1 I’m dauntless in the face of adversity. 2 Threaten my friends, threaten me. 3 I stay on alert so others can rest. 4 People see an animal and underestimate me. I use that to my advantage. 5 I have a knack for showing up in the nick of time. 6 I put my friends’ needs before my own in all things. d6 Flaw 1 If there’s food left unattended, I’ll eat it. 2 I growl at strangers, and all people except my ranger are strangers to me. 3 Any time is a good time for a belly rub. 4 I’m deathly afraid of water. 5 My idea of hello is a flurry of licks to the face. 6 I jump on creatures to tell them how much I love them. Coordinated Attack Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack. Beast’s Defense At 7th level, while your companion can see you, it has advantage on all saving throws. Storm of Claws and Fangs At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. Superior Beast’s Defense At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it. Hunter Conclave Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. Hunter’s Prey At 3rd level, you gain one of the following features of your choice. Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Defensive Tactics At 7th level, you gain one of the following features of your choice. Escape the Horde. Opportunity attacks against you are made with disadvantage. Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. Steel Will. You have advantage on saving throws against being frightened. Multiattack At 11th level, you gain one of the following features of your choice. Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Whirlwind Attack. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target. 30 CLASSES | REVISED RANGER

Superior Hunter’s Defense At 15th level, you gain one of the following features of your choice. Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail. Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Deep Stalker Conclave Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Deep Stalker Conclave strive to uncover and defeat such threats before they can reach the surface. Underdark Scout At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed, and if you use the Attack action, you can make one additional attack. You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision. Deep Stalker Magic At 3rd level, you gain darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a deep stalker spell, it counts as a ranger spell for you but doesn’t count against the number of ranger spells you know. Deep Stalker Spells Ranger Level Spells 3rd disguise self 5th rope trick 9th glyph of warding 13th greater invisibility 17th seeming Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Iron Mind At 7th level, you gain proficiency in Wisdom saving throws. Stalker’s Flurry Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack. Stalker’s Dodge At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined. 31 CLASSES | REVISED RANGER

Spell-less Ranger Variant Spell-less Ranger Level Proficiency Bonus Features Maneuvers 1st +2 Favored Enemy, Natural Explorer — 2nd +2 Combat Superiority, Fighting Style 2 3rd +2 Poultices, Ranger Archetype 2 4th +2 Ability Score Improvement 2 5th +3 Extra Attack 3 6th +3 Favored Enemy and Natural Explorer Improvements 3 7th +3 Ranger Archetype Feature 3 8th +3 Ability Score Improvement, Land's Stride 3 9th +4 Natural Antivenom 4 10th +4 Natural Explorer Improvement, Hide in Plain Sight 4 11th +4 Ranger Archetype Feature 4 12th +4 Ability Score Improvement 4 13th +5 Call Natural Allies 5 14th +5 Favored Enemy Improvement, Vanish 5 15th +5 Ranger Archetype Feature 5 16th +5 Ability Score Improvement 5 17th +6 Relentless 6 18th +6 Feral Senses 6 19th +6 Ability Score Improvement 6 20th +6 Foe Slayer 6 Class Features As a Spell-less Ranger, you gain the following class features Hit Points Hit Dice: 1d10 per spell-less ranger level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per spell-less ranger level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons,martial weapons Tools: None Saving Throws: Strength, Dexterity Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or (b) leather armor (a) two shortswords or(b) two simple melee weapons (a) two shortswords or(b) two simple melee weapons (a) a dungeoneer's pack or (b) an explorer's pack A longbow and a quiver of 20 Arrows Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. 32 CLASSES | SPELL-LESS RANGER

Natural Explorer You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn't slow your group's travel. Your group can't become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level. Combat Superiority At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice. Maneuvers. You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one. Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 9th level and one more at 17th level. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Poultices At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency. If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up). Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the c1ass description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. 33 CLASSES | SPELL-LESS RANGER

Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Land's Stride Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. Natural Antivenom Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points. Hide in Plain Sight Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. Call Natural Allies Starting at 13th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups: One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower Four beasts of challenge rating 1/2 or lower Eight beasts of challenge rating 1/4 or lower These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics. After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call. Vanish Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. Relentless Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. Feral Senses At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened. Foe Slayer At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. Ranger Archetypes The Ideal of the Ranger has two classic expressions: the Hunter and the Beast Master Hunter Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of ores to towering giants and terrifying dragons. Hunter's Prey At 3rd level, you gain one of the following features of your choice. Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra ld8 damage if it's below its hit point maximum. You can deal this extra damageonly once per turn. 34 CLASSES | SPELL-LESS RANGER

Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Defensive Tactics At 7th level, you gain one of the following features of your choice. Escape the Horde. Opportunity attacks against you are made with disadvantage. Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. Steel Will. You have advantage on saving throws against being frightened. Multiattack At 11th level, you gain one of the following features of your choice. Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roIl for each target. Superior Hunter's Defense At 15th level, you gain one of the following features of your choice. Evasion. You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. Beast Master The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with all animal as its companion and friend. Ranger's Companion At 3rd levei, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a chaIlenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. lf the beast dies, you can obtain another one by spending 8 hours magicaIly bonding with another beast that isn't hostile to you and that meets the requirements. Exceptional Training Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn. Bestial Fury When you command the beast to take the Attack action, the beast can attack twice or take the Multiattack action if it has that action. Beastly Coordination Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack’s damage against it. 35 CLASSES | SPELL-LESS RANGER

Part 3: Sub-classes Barbarian Paths At 3rd level, a barbarian gains the Primal Path feature. Here are three new options for that feature: the Path of the Ancestral Guardian, the Path of the Storm Herald, and the Path of the Zealot. Path of the Ancestral Guardian Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid. Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits’ help, they can hinder their foes even as they strike powerful blows against them. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals. Ancestral Protectors Starting when you choose this path at 3rd level, spectral warriors appear when you rage. These warriors distract a foe you designate and hinder its attempts to evade you. While you’re raging, you can use a bonus action on your turn to choose one creature you can see within 5 feet of you. Until the start of your next turn or until your rage ends, the chosen creature has disadvantage on any attack roll that doesn’t target you, and if the creature takes the Disengage action within 5 feet of you, its speed is halved until the end of its turn. Ancestral Shield Beginning at 6th level, the guardian spirits that aid you can provide protection for your allies. If you are raging and an ally you can see within 30 feet of you takes bludgeoning, piercing, or slashing damage, you can use your reaction to transfer your resistance to those damage types to the ally. The resistance applies to the incoming damage. Until the start of your next turn, the ally keeps the resistance and you lack it, unless you also have it from a source other than Rage. Consult the Spirits At 10th level, you gain the ability to consult with your ancestral spirits. Right before you make an Intelligence or a Wisdom check, you can give yourself advantage on the check. You can use this feature three times, and you regain expended uses when you finish a long rest. Vengeful Ancestors At 14th level, your ancestral spirits grow powerful enough to strike your foes. When you or an ally you can see within 30 feet of you is damaged by a melee attack while you’re raging, you can use your reaction to cause the attacker to take 2d8 force damage from the spirits. 36 SUB-CLASSES | BARBARIAN PATHS

Path of the Storm Herald Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts. Storm of Fury When you select this path at 3rd level, choose one of the following options: desert, sea, or tundra. The environment you choose shapes the nature of the storm you conjure when you rage. While raging, you emanate an aura in a 10-foot radius. The effects of this aura depend on your chosen environment. Desert. Any enemy that ends its turn in your aura takes fire damage equal to 2 + your barbarian level divided by 4. Sea. At the end of each of your turns, you can choose a creature in your aura, other than yourself. The target must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. The target takes 2d6 lightning damage on a failed save, and half as much damage on a successful one. This damage increases to 3d6 at 10th level and to 4d6 at 15th level. Tundra. Any enemy that ends its turn in your aura takes cold damage equal to 2 + your barbarian level divided by 4. Storm Soul At 6th level, your link to the power of the storm grants you additional abilities based on the environment you chose at 3rd level. Desert. You gain resistance to fire damage and don’t suffer the effects of extreme heat. Sea. You gain resistance to lightning damage and can breathe underwater. Tundra. You gain resistance to cold damage and don’t suffer the effects of extreme cold. Shield of the Storm At 10th level, you learn to use your mastery of the storm to protect your allies. While you are raging, allies within your aura gain the benefits of your Storm Soul feature. Raging Storm At 14th level, the power of the storm you channel grows mightier. Desert. The ground around you becomes like shifting sand. Any enemy that attempts to move more than 5 feet per turn on the ground while in your aura must make a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature’s speed drops to 0 until the start of its next turn. Sea. Roaring winds tear through the area around you. Any creature in your aura that you hit with an attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. Tundra. The air around you coldly slows your foes. The area within your aura is difficult terrain for your enemies. Path of the Zealot Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots— warriors who channel their rage into powerful displays of divine power. A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good. Divine Fury Starting when you choose this path at 3rd level, you can channel divine fury when you start to rage. If you do so, you become cloaked in an aura of divine power until the rage ends. At the end of each of your turns for that duration, each creature within 5 feet of you takes damage equal to 1d6 + half your barbarian level. The damage is necrotic or radiant; you choose the type of damage when you gain this feature. Warrior of the Gods At 3rd level, your soul is marked for endless battle. If a spell would have the sole effect of restoring you to life (but not undeath), the caster does not need material components to cast the spell on you. Zealous Focus At 6th level, the divine power that fuels your rage can shield you from harm. If you fail a saving throw while raging, you can instead succeed on that saving throw as a reaction. However, doing so immediately ends your rage, and you can’t rage again until you finish a short or long rest. Zealous Presence At 10th level, you learn to channel divine power to inspire zealotry in others. As an action, you howl in fury and unleash a battle cry infused with divine energy. Every ally within 60 feet of you gains advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest. Rage Beyond Death Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows. While raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends. 37 SUB-CLASSES | BARBARIAN PATHS

Bard Colleges At 3rd level, a bard gains the Bard College feature. Here are new options for that feature: the College of Glamour, the College of Satire, the College of Swords and the College of Whispers. College of Glamour The College of Glamour is open to those bards who mastered their craft in the vibrant, deadly realm of the Feywild. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. The bards of this college are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, abusing their magic to turn their hosts into thralls. Mantle of Inspiration When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that enthralls your allies with vigor and speed. As a bonus action, you can expend a use of Bardic Inspiration to grant yourself a wondrous, otherworldly appearance. When you do so, choose a number of allies you can see and who can see you within 60 feet of you, up to a number of them equal to your Charisma modifier (minimum of one). Each target gains 2d6 temporary hit points. When a target gains these temporary hit points, it can also use its reaction to move up to its speed toward you, without provoking opportunity attacks. It must take the shortest, safest path to you. The number of temporary hit points increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level. Enthralling Performance Starting at 3rd level, you can charge your performance with seductive fey magic. If you perform for at least 10 minutes, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number of them equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its save against this effect, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest. Mantle of Majesty At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you take on an appearance of unearthly beauty for 1 minute. During this time, you can cast command as a bonus action on each of your turns, without using a spell slot. This effect lasts for 1 minute, and any creature charmed by you automatically fails its saving throw against the spell. Once you use this feature, you can’t use it again until you finish a long rest. Unbreakable Majesty At 14th level, you gain an otherworldly aspect to your appearance that makes you look more fierce and lovely. In addition, through this feature, you can cast sanctuary on yourself. If a creature fails its saving throw against the spell, you also gain advantage on all Charisma checks against the creature for 1 minute, and it has disadvantage on any saving throw it makes against your spells on your next turn. Once you cast sanctuary using this feature, you can’t do so again until you finish a short or long rest. 38 SUB-CLASSES | BARD COLLEGES

College of Satire Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king’s royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds. Whether telling the ribald tale of a brawny stable hand’s affair with an aged duch*ess or a mocking satire of a paladin of Helm’s cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh. While jesters are masters of puns, jokes, and verbal barbs, they are much more than just comic relief. They are expected to mock and provoke, taking advantage of how even the most powerful folk are expected by tradition to endure a jester’s barbs with good humor. This expectation allows a jester to serve as a critic or a voice of reason when others are too intimidated to speak the truth. For the duch*ess with a taste for strapping young laborers, such tales might serve to warn the targets of her affections and force her to change her ways for lack of willing partners. Striking back at the jester only ruins her already damaged reputation, and might provide the best evidence that the jester’s satires have hit their mark. But if she is kind and generous to her conquests, the jokes and stories cast her as a kind of folk hero, while drawing even more potential partners to her. Jesters are loyal to only one cause: the pursuit and propagation of the truth. They use their comedy and innocuous appearance to break down social barriers and expose corruption, incompetence, and stupidity among the rich and powerful. Whether revealing a con artist’s treachery or exposing a baron’s plans for war as driven by greed and bloodlust, a jester serves as the conscience of a realm. Jesters adventure to safeguard the common folk and to undermine the plans of the rich, powerful, and arrogant. Their magic bolsters allies’ spirits while casting doubt into foes’ minds. Among bards, jesters are unmatched acrobats, and their ability to tumble, dodge, leap, and climb makes them slippery opponents in battle. Bonus Proficiencies When you join the College of Satire at 3rd level, you gain proficiency with thieves’ tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves’ tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have. Tumbling Fool At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn: You gain the benefits of taking the Dash and Disengage actions. You gain a climbing speed equal to your current speed. You take half damage from falling. Fool’s Insight At 6th level, your ability to gather stories and lore gains a supernatural edge. You can cast detect thoughts up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest. If a creature resists your attempt to probe deeper and succeeds at its saving throw against your detect thoughts, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke. Fool’s Luck Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success. At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one. If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll. 39 SUB-CLASSES | BARD COLLEGES

College of Swords Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right. Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust them. Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most performer troupes. With their weapon skills as their greatest asset, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers. Bonus Proficiencies When you join the College of Blades at 3rd level, you gain proficiency with medium armor and with scimitars. Fighting Style The College of Blades emphasizes mastery with weapons, granting you access to the two-weapon fighting option for the Fighting Style class feature. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Blade Flourish At 3rd level, you learn to conduct impressive displays of skill with your weapons. When you use the Attack action on your turn and attack with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of the following flourishes. Defensive Flourish. You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn. Trick Shooter’s Flourish. This favorite trick of knife throwers allows you to expend one use of Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll. Unnerving Flourish. Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Bardic Inspiration, and instead leave the creature at 1 hit point. The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus equal to the roll of your Bardic Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect. Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Battle Magic At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action. 40 SUB-CLASSES | BARD COLLEGES

College of Whispers Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards’ reputation to acquire wealth and power. For this reason, these bards rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better infiltrate and exploit royal courts and other settings of power. Venomous Blades When you join the College of Whispers at 3rd level, you gain the ability to magically make your weapon attacks toxic for a moment. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 poison damage to that target. You can do so only once per round on your turn. The additional damage increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level. Venomous Words At 3rd level, you learn to infuse innocentseeming words with an insidious magic. A creature that hears you speak can become plunged into fear and paranoia. If you speak to a humanoid alone for at least 10 minutes, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened for the next hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. While frightened in this way, the target is paranoid and tries to avoid the company of others, including its allies. The target seeks out what it considers the safest, most secret place available to it and hides there. If the target succeeds on its save, the target has no hint that you tried to frighten it. Once you use this feature, you can’t use it again until you finish a short rest or long rest. Mantle of Whispers At 6th level, you gain the ability to adopt a creature’s persona. When you slay a creature with an attack or a spell or a creature dies within 5 feet of you, you can magically capture its shadow using your reaction. You can capture only the shadow of a creature that is your creature type, such as humanoid, and your size (you can capture a Small or Medium shadow if you’re Small), and you can have only one shadow captured at a time. After you capture a creature’s shadow, you can use your magic to weave it into a disguise that allows you to take on its appearance and gain access to its surface memories. As an action, you take on the creature’s appearance for 1 hour or until you end this effect as a bonus action. During that hour, you gain access to all information that the creature would freely share with a casual acquaintance. Information includes general details on its background and personal life, but does not include secrets. The information is enough that you can pass yourself off as the creature by drawing on its memories. Another creature can see through this disguise by making a Wisdom (Insight) check opposed by your Charisma (Deception) check, though you gain a +5 bonus to your check. The disguise and the knowledge it grants disappears when this ability’s duration ends. Shadow Lore At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears. As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret. While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend. When the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can’t use it again until you finish a long rest. 41 SUB-CLASSES | BARD COLLEGES

Divine Domains At 1st level, a cleric gains the Divine Domain feature. Here are new domain options for that feature: Forge, Grave, and Protection. Forge Domain The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can transform from a lump of ore to a beautifully wrought object. Clerics of these deities quest to search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu. Forge Domain Spells Forge Domain Spells Cleric Level Spells 1st searing smite, shield 3rd heat metal, magic weapon 5th elemental weapon, protection from energy 7th fabricate, wall of fire 9th animate objects, creation Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with heavy armor. Blessing of the Forge At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest. Channel Divinity: Artisan’s Blessing Starting at 2nd level, you can use your Channel Divinity to create simple items. Starting at the beginning of a short rest, you conduct a ritual to your deity that grants you the ability to craft a finished item that is at least part metal. The item is completed at the end of the rest. The object can be worth no more than 100 gp, and as part of this ritual you must expend metals, such as coins or other finished items, with a value equal to the item you want to make. The item can be an exact duplicate of a nonmagical item, such as a copy of a key, if you possess the original during your short rest. Soul of the Forge Starting at 6th level, your mastery of the forge grants you a number of special abilities: You gain a +1 bonus to AC while you are wearing medium or heavy armor. You gain resistance to fire damage. When you hit a construct with an attack, you deal additional force damage to it equal to your cleric level. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8. Saint of Forge and Fire At 17th level, your affinity for fire and metal becomes more powerful due to your deity’s blessing. You gain immunity to fire damage, and while you’re wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. 42 SUB-CLASSES | CLERIC DOMAINS

Grave Domain Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse’s workings. To resist death, or to desecrate the dead’s rest, is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. These deities teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. Their magic also allows them to stave off a creature’s death, though they refuse to use such magic to extend a creature’s lifespan beyond its mortal limits. Grave Domain Spells Cleric Level Spells 1st bane, false life 3rd gentle repose, ray of enfeeblement 5th revivify, vampiric touch 7th blight, death ward 9th antilife shell, raise dead Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with heavy armor. Circle of Mortality At 1st level, you gain the ability to manipulate the line between life and death. When you cast a spell that restores hit points to a living creature currently at 0, treat any dice rolled to determine the spell’s healing as having rolled their maximum result. In addition, if you have the spare the dying cantrip, you can cast it as a bonus action. Eyes of the Grave Starting at 1st level, you gain an innate sense of creatures whose existence is an insult to the natural cycle of life. If you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area. This detection extends up to 1 mile in all directions. You learn the number of undead and their distance and direction from you. In addition, you learn the creature type of the undead in that area that has the highest challenge rating. Once you use this feature, you can’t use it again until you finish a long rest. Channel Divinity: Path to the Grave Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination. As an action, you touch a creature. The next time that creature takes damage from a spell or an attack from you or an ally, it is vulnerable to that spell or attack’s damage. If the source of damage has multiple damage types, the creature is vulnerable to all of them. The vulnerability applies only to the first time that source inflicts damage, and then ends. If the creature has resistance or is immune to the damage, it instead loses its resistance or immunity against that spell or attack when it first applies damage. Sentinel at Death’s Door Starting at 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. Once you use this feature, you can’t use it again until you finish a short or long rest. Divine Strike At 8th level, 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 necrotic damage. When you reach 14th level, the extra damage increases to 2d8. Keeper of Souls At 17th level, you gain the ability to manipulate the boundary between life and death. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature as long as you aren’t incapacitated, but no more than once per round. 43 SUB-CLASSES | CLERIC DOMAINS

Protection Domain The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin. Protection Domain Spells Cleric Level Spells 1st compelled duel, protection from evil and good 3rd aid, protection from poison 5th protection from energy, slow 7th guardian of faith, Otiluke’s resilient sphere 9th antilife shell, wall of force Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with heavy armor. Shield of the Faithful Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target. Channel Divinity: Radiant Defense Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level. Blessed Healer Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell’s level. Divine Strike At 8th level, 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. Indomitable Defense At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action. 44 SUB-CLASSES | CLERIC DOMAINS

Druid Circles At 2nd level, a druid gains the Druid Circle feature. Here are new options for that feature: Circle of Dreams, Circle of the Shepherd, and Circle of Twilight. Circle of Dreams Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with merriment and light. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places. Balm of the Summer Court At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that lends relief to weary feet and respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level. As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent, and its speed increases by 5 feet per die spent. The speed increase lasts for 1 minute. You regain the expended dice when you finish a long rest. Hearth of Moonlight and Shadow At 6th level, home is wherever you set up camp. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to ward your campsite from intruders. At the start of the rest, you create an area with a 30-foot radius. Within this area, you and your allies gain a +5 bonus to Wisdom (Perception) checks to detect creatures, and any light from open flames (campfire, torches, and the like) is not visible outside the area. These effects end when the rest finishes or when you leave the area. Hidden Paths At 10th level, you can use the hidden, unpredictable magical pathways that some fey use to traverse space in a blink of an eye. On your turn, you can teleport up to 30 feet to a spot you can see. Each foot of this teleportation costs 1 foot of your movement. You can also use this feature to teleport someone else. As an action, you can teleport a willing ally you touch up to 30 feet to a point you can see. Once you use either option—teleporting yourself or an ally —you can’t use that option again until 1d4 rounds have passed. Purifying Light At 14th level, the favor of the Summer Court allows you to end spells that hamper you and your allies. When you cast a spell with a spell slot and it restores hit points to you or an ally this turn, you can simultaneously target the healed creature with dispel magic, using a spell slot with a level equal to the slot used to cast the healing spell. You can use this feature three times, and you regain expended uses of it when you finish a long rest. If the healing spell targets more than one creature, you can use this feature on more than one at the same time, expending one use of it per creature. 45 SUB-CLASSES | DRUID CIRCLES

Circle of the Shepherd Druids of the Circle of the Shepherd commune with the spirits of beasts. While these druids recognize that all living things play a role in the natural world, they focus on protecting animals. Shepherds, as they are known, see beasts as their charges. They ward off monsters that threaten natural creatures, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on habitats and paths needed for animal migrations. Many of these druids are happiest far from cities and towns, content to spend their days in the company of wild animals. Spirit Bond Starting at 2nd level, you gain the ability to call forth animal spirits and use them to influence the world around you. As a bonus action, you magically summon a Medium spirit to an unoccupied space you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around it, it doesn’t occupy its space, it is immobile, and it counts as neither a creature nor an object. The nature of the aura depends on the type of spirit you choose to summon: Bear. The bear spirit grants you and your allies its might and endurance. You and your allies who are in the aura when the spirit appears each gain temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura. Hawk. The hawk spirit is a consummate hunter, marking your enemies with its keen sight. You and your allies gain advantage on ranged attack rolls against targets in the spirit’s aura. Wolf. The wolf spirit lends you and your allies its precise senses, while your magic works to benefit the members of your pack. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each of your allies in the aura also regains hit points equal to your druid level. The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest. Beast Speech At 2nd level, you gain the ability to converse with beasts. Beasts can understand your speech, and you gain the ability to decipher their noises and motions into recognizable words and phrases. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability does not grant you any special friendship with beasts, though you can combine this ability with gifts and other favors to curry favor with them as you would any other nonplayer character. Mighty Summoner At 6th level, you gain the ability to conjure forth powerful animals. Any beast summoned or created by your spells gains two benefits. Its hit point maximum increases by 2 per Hit Die, and the damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. Guardian Spirit At 10th level, you gain the services of a spirit that watches over you and protects you from harm. Whenever you finish a long rest, you gain the benefits of a death ward spell. The spell’s duration is extended to 24 hours. 46 SUB-CLASSES | DRUID CIRCLES

Faithful Summons Starting at 14th level, the bestial spirits you commune with protect you when you are vulnerable. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it was cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1hour. Once you use this feature, you can’t use it again until you finish a long rest. Circle of Twilight The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate. These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life. Harvest’s Scythe Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level. When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell’s damage, or 5 hit points per die if at least one of the slain creatures was undead. You regain the expended dice when you finish a long rest. Speech Beyond the Grave At 6th level, you gain the ability to reach beyond death’s veil in search of knowledge. Using this feature, you can cast speak with dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don’t share a language or it is not intelligent enough to speak. Once you use this feature, you can’t use it again until you finish a short or long rest. Watcher at the Threshold At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren’t incapacitated, any ally within 30 feet of you has advantage on death saving throws. Paths of the Dead At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast etherealness. Once the spell ends, you can’t cast it with this feature again until you finish a short or long rest. 47 SUB-CLASSES | DRUID CIRCLES

Martial Archetypes At 3rd level, a fighters gains the Martial Archetype feature. Here are new options for that feature: Arcane Archer, Cavalier, Knight, Monster Hunter, Samurai, Scout and Sharpshooter Arcane Archer An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, Arcane Archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery. Arcane Arrow When you choose this archetype at 3rd level, you learn to channel magic into your attacks with a longbow or shortbow. Create Magic Arrow. As a bonus action on your turn, you can create one magic arrow in your hand. The arrow lasts until the end of the turn or until it hits or misses a target. You can fire the arrow from a shortbow or longbow. The arrow is a magic weapon that deals an additional 2d6 force damage on a hit. You have two uses of this feature, and you regain all expended uses of it when you finish a short or long rest. Arcane Shot. When you gain this feature, you learn two Arcane Shot options of your choice (see the Arcane Shots section below). Whenever you create a magic arrow with this feature, you can apply the benefits of one of your Arcane Shot options to that arrow. You gain an additional Arcane Shot option of your choice at 7th, 10th, 15th, and 18th level. Archer’s Lore At 3rd level, you learn a few skills relating to the typical duties of an Arcane Archer. You learn to understand magical theory and develop survival skills for wandering the wilds. You gain proficiency in two of the following skills of your choice: Arcana, Athletics, Nature, Perception, Stealth, and Survival. Conjure Arrows At 7th level, you learn a minor but useful magical trick. As an action, you can conjure 20 nonmagical arrows. The arrows appear in your hand or in a container, such as a quiver, on your body. The arrows remain for 10 minutes or until you use this feature again; they then vanish. Ever-Ready Arrow Starting at 15th level, you can conjure forth a magic-infused arrow more often than before. One minute after expending your last remaining use of Arcane Arrow, you regain one use of it. Deadly Arrow At 18th level, your Arcane Arrow’s bonus damage increases to 4d6 force damage. Arcane Shots The Arcane Arrow feature lets you choose Arcane Shot options at certain levels. The options are presented here in alphabetical order. These are all magical effects. Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits the target, the target can’t attack the chosen ally or include that ally in a harmful area of effect until the end of your next turn. The target ignores this effect if it is immune to the charmed condition. This effect also ends if the chosen ally deals any damage to the target. Brute Bane Arrow. You weave necromantic magic into your arrow. If a creature is hit by the arrow, any bludgeoning, piercing, or slashing damage dealt by the creature’s attacks is halved until the end of your next turn. Bursting Arrow. You imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d6 force damage. Defending Arrow. You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this arrow suffers disadvantage on the next attack roll it makes before the end of your next turn. 48 SUB-CLASSES | MARTIAL ARCHETYPES

Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, thorny brambles that wrap around the target. The target hit by the arrow takes a – 10 penalty to speed, and it takes 2d6 slashing damage if it moves 1 foot or more without teleporting. The target or any creature that can touch it can use its action to try to remove the brambles, which requires a successful DC 10 Strength check. Otherwise, the brambles last for 1 minute. Piercing Arrow. You use transmutation magic to transform your arrow into an ethereal dart that passes through its targets. When you attack with this arrow, it fires forward in a line that is 1 foot wide and 30 feet long. You make a separate attack using your Arcane Arrow against each creature in that line. Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it, using the Arcane Arrow. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. The attack automatically misses if the target is out of the weapon’s range or if there is no path large enough for the arrow to travel to the target. If the arrow hits its target, you know it, but you don’t learn the target’s location unless it’s within your line of sight. Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe’s vision with grasping shadows. Until the end of your next turn, the target hit by the arrow can’t see more than 30 feet away. Cavalier The archetypal Cavalier excels at mounted combat. Usually born to nobility and raised in a royal court, a Cavalier is equally at home leading a cavalry charge or exchanging witty repartee at a state dinner. Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Animal Handling, Insight, Performance, or Persuasion. You can choose to gain one tool proficiency in place of one skill proficiency. Born to the Saddle At 3rd level, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount, you always land on your feet if you are capable of taking actions. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. Combat Superiority At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. Using Superiority Dice. You can expend superiority dice to gain a number of different benefits: When you make a check to influence or control a creature you are riding, you can expend one superiority die to add it to the check. You apply this bonus after making the check but before learning if it was successful. When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied. When you make an attack with a lance while mounted, you can expend one superiority die to add it to your damage roll. In addition, the target of the attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. If either you or your mount is hit by an attack while you are mounted, you can expend one superiority die as a reaction, adding the number rolled to your or your mount’s AC. If the attack still hits, you or your mount take half damage from it. Ferocious Charger At 7th level, you gain additional benefits when you use superiority dice to increase your damage when you attack with a lance. You can expend up to two superiority dice on the attack, adding both to the damage roll. If you spend two dice, the target has disadvantage on its Strength saving throw to avoid being knocked prone. Improved Combat Superiority At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. Relentless Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. 49 SUB-CLASSES | MARTIAL ARCHETYPES

Knight The Knight is a colossus on the battlefield who can shrug off attacks and protect allies from harm. Knights fight from the saddle when they can, and in combat they are expected to seek out and lock down the mightiest of the enemy’s forces. On adventures, they are the armored bulwark that strives to keep the rest of the party safe. Born to the Saddle Starting at 3rd level, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren’t incapacitated and you fall less than 10 feet. Implacable Mark At 3rd level, you excel at foiling attacks and protecting your allies by menacing your foes. When you hit a creature with a melee weapon attack, the target is marked by you until the end of your next turn. A creature ignores this effect if the creature can’t be frightened. The marked target has disadvantage on any attack roll against a creature other than you or someone else who marked it. If a target marked by you is within 5 feet of you on its turn and it moves at least 1 foot or makes an attack that suffers disadvantage from this feature, you can make one melee weapon attack against it using your reaction. This attack roll has advantage, and if it hits, the attack’s weapon deals extra damage to the target equal to your fighter level. You can make this special attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. You can make this attack three times, and you regain all expended uses of it when you finish a short or long rest. Noble Cavalry At 7th level, you gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Persuasion, or Religion. Alternatively, you learn one language of your choice. Hold the Line At 10th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack’s weapon deals extra damage to the target equal to half your fighter level, and the target’s speed is reduced to 0 until the end of this turn. Rapid Strike Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action. Defender’s Blade At 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. In addition, you gain a +1 bonus to AC while wearing heavy armor. 50 SUB-CLASSES | MARTIAL ARCHETYPES


(ENG) D&D 5a Ed. - Codex - Unearthed Arcana - Flip eBook Pages 1-50 (2024)

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