D&D Character Creation Compendium Vol 2 - Classes - Flip eBook Pages 51-100 (2024)

RANGER ARC H ETYPES 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 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. 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 1 1th 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 roll for each target. 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 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. B EAST MASTER The Beast Master archetype embodies an extraordinary friendship between the ranger and a special beast. RANGER'S COMPANION At 3rd level, 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 challenge 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 the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. The beast obeys your commands as best as it can. It takes its turn on your initiative. 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, 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 don't issue a command, the beast takes the Dodge action. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast 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. If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a 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. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. BESTIAL FURY Starting at 1 1th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action. SHARE SPELLS Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you. !'ART I G LASSES

PARr 1 ClA'iSt� 91 ROGUE Signaling for her companions to wait, a halfiing creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open. A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target-a notorious slaver-passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin's blade cuts his throat before he can make a sound. Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard's belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape. Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party. SKILL AND PRECISION Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities. A SHADY LIVING Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves' guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as

Proficiency Sneak Level Bonus Attack Features 1 st +2 1d6 Expertise, Sneak Attack, Thieves' Cant 2nd +2 1d6 Cunning Action 3rd +2 2d6 Roguish Archetype 4th +2 2d6 Abil ity Score Improvement 5th +3 3d6 U ncan ny Dodge 6th +3 3d6 Expertise 7th +3 4d6 Evasion 8th +3 4d6 Abil ity Score I mprovement 9th +4 Sd6 Roguish Archetype feature 1 0th +4 Sd6 Abil ity Score I mprovement 11th +4 6d6 Reliable Talent 1 2th +4 6d6 Abi lity Score Improvement 1 3th +5 7d6 Roguish Archetype feature 14th +S 7d6 Bli ndsense 1 5th +5 8d6 Slippery Mind 1 6th +5 8d6 Ability Score I mprovement 1 7th +6 9d6 Roguish Archetype feature 18th +6 9d6 Elusive 1 9th +6 10d6 Abil ity Score I mprovement 20th +6 10d6 Stroke of Luck locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats-and wererats-haunt the sewers. As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure. CREATING A ROGUE As you create your rogue character, consider the character's relationship to the law. Do you have a criminal past-or present? Are you on the run from the law or from an angry thieves' guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal? What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend-another member of your adventuring party-who showed you new possibilities for earning a living and employing your particular talents. QUICK BUILD You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at Investigation or plan to take up the Arcane Trickster archetype. Choose Charisma instead if you plan to emphasize deception and social interaction. Second, choose the charlatan background. C LASS FEATURES As a rogue, you have the following class features. HIT POINTS Hit Dice: ld8 per rogue level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: ld8 (or 5) + your Constitution modifier per rogue level after 1st PROFICIENCIES Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Thieves' tools Saving Throws: Dexterity, Intelligence Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth PART 1 CLA 'iE

EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) a rapier or (b) a shortsword (a) a shortbow and quiver of 20 arrows or (b) a shortsword (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack Leather armor, two daggers, and thieves' tools EXPERTISE At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. SNEAK ATTACK Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. THIEVES' CANT During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the PAR r 1 ClASSFS people in an area are easy marks or will provide a safe house for thieves on the run. CUNNING ACTION Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. ROGUISH ARCHETYPE At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. ABILITY SCORE I MPROVEMENT ----- When you reach 4th level, and again at 8th, 10th, 1 2th, 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. UNCANNY D ODGE Starting at 5th level, 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. EVASION Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm 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. RELIABLE TALENT By 1 1th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. BLIND SENSE Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. SLIPPERY MIND By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. ELU SIVE Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

STROKE OF LUCK At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest. ROGUISH ARCH ETYPES Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focusnot necessarily an indication of your chosen profession, but a description of your preferred techniques. THIEF You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ. FAST HANDS Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action. SECOND- STORY WORK When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. SUPREME SNEAK Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. USE MAGIC DEVICE By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. THIEF'S REFLEXES When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised. ASSASSIN You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. BONUS PROFICIENCIES When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit. ASSASSINATE Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. INFILTRATION EXPERTISE Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and officiallooking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. IMPOSTOR At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. DEATH STRIKE Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. ARCANE TRIC KSTER Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers. PART I CLAS SES 97

g8 SPELLCASTING When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard can trip of your choice at 10th level. Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard 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 charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot. Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your I ntelligence modifier Spell attack modifier = your proficiency bonus + your I ntell igence modifier MAGE HAND LEGERDEMAIN Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: • You can stow one object the hand is holding in a container worn or carried by another creature. • You can retrieve an object in a container worn or carried by another creature. • You can use thieves' tools to pick locks and disarm traps at range. PART I I G LASSES ARCANE TR I CKSTER SPELLCASTING Rogue Cantrips Spells -Spell Slots per Spell LevelLevel Known Known 1 st 2nd 3rd 3rd 3 3 2 4th 3 4 3 5th 3 4 3 6th 3 4 3 7th 3 5 4 2 8th 3 6 4 2 9th 3 6 4 2 1 0th 4 7 4 3 llth 4 8 4 3 1 2th 4 8 4 3 1 3th 4 9 4 3 2 1 4th 4 10 4 3 2 1 5th 4 10 4 3 2 1 6th 4 11 4 3 3 1 7th 4 11 4 3 3 1 8th 4 11 4 3 3 1 9th 4 12 4 3 3 20th 4 13 4 3 3 You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. 4th In addition, you can use the bonus action granted by your Cunning Action to control the hand. MAGICAL AMBUSH Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. VERSATILE TRICKSTER At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn. SPELL THIEF At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed. Once you use this feature, you can't use it again until you finish a long rest.

SO RCERER Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air. Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning. Crouching behind a stalagmite, a halfiing points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can't study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer. RAW MAGIC Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways. The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can't name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby's birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power. UNEXPLAINED POWERS Sorcerers are rare in the world, and it's unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn't like to stay quiet. A sorcerer's magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn't called on. qq

rvu Proficiency Sorcery Cantrips Level Bonus Points Features Known 1 st +2 2nd +2 3 rd +2 4th +2 5th +3 6th +3 7th +3 8th +3 9th +4 1 0th +4 11th +4 1 2th +4 1 3th +5 1 4th +5 1 5th +5 1 6th +5 1 7th +6 1 8th +6 1 9th +6 +6 Spellcasting, Sorcerous Origin 2 Font of M agic 3 Meta magic 4 Abil ity Score Improvement 5 6 Sorcerous Origin feature 7 8 Abil ity Score Improvement 9 10 Meta magic 11 12 Abil ity Score Improvement 13 14 Sorcerous Origin feature 15 16 Ability Score Improvement 17 M etamagic 18 Sorcerous Origi n feature 19 Ability Score Improvement 20 Sorcerous Restoration Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know. C REATING A SORC ERER The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you'll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well? How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you've been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power PARf I C I A'iSE� 4 4 4 5 5 5 5 5 5 6 6 6 6 6 6 6 6 6 6 6 Spells -Spell Slots per Spell LevelKnown 1 st 2nd 3rd 4th 5th 6th 7th 8th 2 2 3 3 4 4 2 5 4 3 6 4 3 2 7 4 3 3 8 4 3 3 9 4 3 3 2 10 4 3 3 3 11 4 3 3 3 2 12 4 3 3 3 2 12 4 3 3 3 2 13 4 3 3 3 2 13 4 3 3 3 2 14 4 3 3 3 2 14 4 3 3 3 2 15 4 3 3 3 2 15 4 3 3 3 3 15 4 3 3 3 3 2 15 4 3 3 3 3 2 2 links you to a powerful individual in the world-the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power. QUICK BUILD You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile. C LASS FEATURES As a sorcerer, you gain the following class features. HIT POINTS Hit Dice: 1d6 per sorcerer level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st PROFICIENCIES Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Constitution, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a component pouch or (b) an arcane focus • (a) a dungeoneer's pack or (b) an explorer's pack • Two daggers SPELLCASTING An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list. CANTRIPS At 1st level, you know four can trips of your choice from the sorcerer spell list. You learn additional sorcerer can trips of your choice at higher levels, as shown in the Can trips Known column of the Sorcerer table. SPELL SLOTS The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer 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 burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. SPELLS KNOWN OF l sT LEVEL AND HIGHER You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd 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 sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. SPELLCASTING ABILITY Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + you r Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier SPELLCASTING Focus You can use an arcane focus (see chapter 5, "Equipment") as a spellcasting focus for your sorcerer spells. SORCEROUS ORIGIN Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. FONT OF MAGIC At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. SORCERY POINTS You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. FLEXIBLE CASTING You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. CREATI NG SPELL S LOTS Spell Slot Sorcery Level Point Cost l st 2 2nd 3 3rd 5 4th 6 5th 7 Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. METAMAGIC At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. P\Rf I C lASSE'i 0

102 CAREFUL SPELL When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. DISTANT SPELL When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. EMPOWERED SPELL When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. EXTENDED SPELL When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. HEIGHTENED SPELL When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. QUICKENED SPELL When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. SUBTLE SPELL When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. TwINNED SPELL When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are. 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. !''I.Rf I ClA�SES SORCEROUS RESTORATION At 20th level, you regain 4 expended sorcery points whenever you finish a short rest. SORCEROUS ORIGINS Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic. DRACONIC BLOODLINE Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circ*mstance. DRAGON ANCESTOR At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. DRACONIC ANCESTRY Dragon Damage Type Black Acid Blue Lightning Brass Fire Bronze Lightning Copper Acid Gold Fire Green Poison Red Fire Si lver Cold Wh ite Cold You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. DRACONIC RESILIENCE As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. ELEMENTAL AFFINITY Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

DRAGON WINGS At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. DRACONIC PRESENCE Beginning at 1 8th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. WILD MAGIC Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet. WILD MAGIC SURGE Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. TIDES OF CHAOS Starting at 1 st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature. BEND LUCK Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur. CONTROLLED CHAOS At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number. SPELL BOMBARDMENT Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

�T WI LD MAG IC SURGE �, dlOO Effect dlOO Effect 01-02 Roll on this table at the start of each of your turns for 45-46 You cast levitate on yourself. the next min ute, ignoring this result on subsequent 47-48 A un icorn control led by the DM appears in a space rolls. within 5 feet of you, then disappears l minute later. 03-04 For the next min ute, you can see any invisible creature 49-50 You can't speak for the next min ute. Whenever you • if you have line of sight to it. try, pink bubbles float out of your mouth. 0 5-06 A modron chosen and controlled by the DM appears 51-52 A spectral shield hovers near you for the next min ute, in an u noccupied space within S feet of you, then granting you a +2 bonus to AC and immunity to magic disappears l minute later. missile. 07-08 You cast.fireball as a 3rd-level spell centered on 53-54 You are immune to being i ntoxicated by alcohol for yourself. the next Sd6 days. 09-10 You cast magic missile as a 5th-level spel l. 55-56 Your hair falls out but grows back within 24 hours. 1 1 -1 2 Roll a dlO. Your height changes by a number of inches 57-58 For the next minute, any flammable object you touch equal to the roll. If the roll is odd, you shrink. If the that isn't being worn or carried by another creature roll is even, you grow. bursts i nto flame. 1 3-14 You cast confusion centered on yourself. 59-60 You regain your lowest-level expended spel l slot. 1 5-1 6 For the next minute, you regain S hit points at the 61-62 For the next min ute, you must shout when you speak. sta rt of each of your turns. 63-64 You cast fog cloud centered on yourself. 1 7-1 8 You grow a long beard made offeathers that remains 65-66 Up to three creatures you choose within 30 feet of you until you sneeze, at which point the feathers explode take 4dl0 lightning damage. out from your face. 67-68 You are frightened by the nearest creature until the 1 9-20 You cast grease centered on you rself. end of your next turn. 21 -22 Creatures have disadvantage on savi ng throws agai nst 69-70 Each creature with in 30 feet of you becomes i nvisible the next spell you cast in the next minute that i nvolves for the next minute. The invisibility ends on a creature a saving th row. when it attacks or casts a spel l. 23-24 Your skin turns a vibrant shade of blue. A remove curse 71 -72 You gain resistance to all damage for the next minute. spell can end this effect. 73-74 A random creature with in 60 feet of you becomes 25-26 An eye appears on your forehead for the next min ute. poisoned for l d4 hours. During that time, you have advantage on Wisdom 75-76 You glow with bright light in a 30-foot radius for the (Perception) checks that rely on sight. next minute. Any creature that ends its turn within S 27-28 For the next minute, all your spells with a casting time feet of you is bli nded until the end of its next turn. of l action have a casting time of l bonus action. 77-78 You cast polymorph on yourself. If you fail the saving 29-30 You teleport up to 60 feet to an u noccupied space of th row, you turn into a sheep for the spell's duration. your choice that you can see. 79-80 Ill usory butterflies and flower petals flutter in the air 31-32 You are transported to the Astral Plane until the with in 10 feet of you for the next mi nute. end of your next turn, after which time you return 81 -82 You can take one additional action immediately. to the space you previously occupied or the nearest 83-84 Each creature within 30 feet of you takes ldlO necrotic unoccupied space if that space is occupied. damage. You regain hit points equal to the sum of the 33-34 Maximize the damage of the next damaging spell you necrotic damage dealt. cast within the next minute. 85-86 You cast mirror image. 35-36 Roll a dlO. Your age changes by a number of years 87-88 You cast fly on a random creature within 60 feet of you. equal to the roll. If the roll is odd, you get younger 89-90 You become invisible for the next min ute. During that (minimum l yea r old). If the roll is even, you get older. time, other creatures can't hear you. The invisibility 37-38 ld6 fl umphs controlled by the DM appear in ends if you attack or cast a spell. unoccupied spaces within 60 feet of you and are 91-92 If you die within the next min ute, you immediately frightened of you. They vanish after l min ute. come back to life as if by the reincarnate spell. 39-40 You regain 2dl0 hit points. 93-94 Your size increases by one size category for the next 41 -42 You turn into a potted plant u ntil the start of your mi nute. next turn. While a plant, you are incapacitated and 95-96 You and all creatures with in 30 feet of you gain have vulnerabil ity to all damage. If you drop to 0 hit vulnerability to piercing damage for the next min ute. points, you r pot breaks, and your form reverts. 97-98 You are surrou nded by faint, ethereal music for the 43-44 For the next minute, you can teleport up to 20 feet as next minute. a bonus action on each of your turns. 99-00 You regain all expended sorcery points. �� --L � ro �

WARLOCK With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic. Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world. Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power. SWORN AND BEHOLDEN A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity-beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron's behalf. The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons. DELVERS I NTO SEC RETS Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of I'\ 1 1 r' LA5 ES 10)

!Ot Proficiency Level Bonus Features 1 st +2 Otherworldly Patron, Pact Magic 2nd +2 Eldritch Invocations 3rd +2 Pact Boon 4th +2 Abil ity Score Improvement 5th +3 6th +3 Otherworldly Patron feature 7th +3 8th +3 Abil ity Score Improvement 9th +4 1 0th +4 Otherworldly Patron feature 11th +4 Mystic Arcanum (6th level) 1 2th +4 Abil ity Score Improvement 1 3th +5 Mystic Arcanum (7th level) 1 4th +5 Otherworldly Patron feature 1 5th +5 Mystic Arcan um (8th level) 1 6th +5 Abil ity Score Improvement 1 7th +6 Mystic Arcanum (9th level) 1 8th +6 +6 forbidden lore, a brilliant but crazed student's mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void. Once a pact is made, a warlock's thirst for knowledge and power can't be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn't intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure. C REATING A WARLO CK As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you? Work with your DM to determine how big a part your pact will play in your character's adventuring career. P\ Rf I CIA Sf Cantrips Spells Spell Slot Invocations Known Known Slots Level Known 2 2 1 st 2 3 2 1 st 2 2 4 2 2nd 2 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4 5 2 2nd 2 6 2 3rd 3 7 2 3rd 3 8 2 4th 4 9 2 4th 4 10 2 5th 5 10 2 5th 5 11 3 5th 5 11 3 5th 6 12 3 5th 6 12 3 5th 6 13 3 5th 7 13 3 5th 7 14 4 5th 7 14 4 5th 8 15 4 5th 8 15 4 5th 8 Your patron's demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures. What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron's plans? Do you know other servants of your patron? How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron's voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds-messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries. QUICK BUILD You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt. CLASS FEATURES As a warlock, you gain the following class features. HIT POINTS Hit Dice: 1d8 per warlock level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st

Armor: Light armor Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon • (a) a component pouch or (b) an arcane focus (a) a scholar's pack or (b) a dungeoneer's pack Leather armor, any simple weapon, and two daggers OTH ERWORLDLY PATRON At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. PACT MAGIC Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list. CANTRIPS You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. SPELL SLOTS The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of these spell slots are the same level. To cast one of your warlock spells of 1st through 5th level, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell. SPELLS KNOWN OF lST LEVEL AND HIGHER At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. SPELLCASTING ABILITY Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier SPELLCASTING Focus You can use an arcane focus (see chapter 5, "Equipment") as a spellcasting focus for your warlock spells. ELDRITCH INVOCATIONS In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. PACT BOON At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. PACT OF THE CHAIN You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction. PACT OF THE BLADE You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. PART l I <..LASSF 10�

ro8 Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. PACT OF THE TOME Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. ABILITY SCORE I MPROVEMENT When you reach 4th level, and again at 8th, 1 2th, 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. MYSTIC ARCANUM At 1 1th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest. ELDRITCH MASTER At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. PART l C L\SSES YOUR PACT BOON Each Pact Boon option produces a special creatu re or an object that reflects your patron's nature. Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One's nature is i nscrutable, any familiar form is suitable for it. Pact of the Blade. If your patron is the Arch fey, your weapon might be a slender blade wrapped in leafy vi nes. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye. Pact of the Tome. Your Book of Shadows might be a fi ne, gi lt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conju ration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lu natic driven mad by contact with the Great Old One, holding scraps of spells that on ly your own burgeoning insanity al lows you to understand and cast. OTHE RWORLDLY PATRONS The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence-not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals. THE ARC HFEY Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags. EXPANDED SPELL LIST The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ARCH FEY EXPANDED SPELLS Spell Level Spells l st faerie fire, sleep 2nd calm emotions, phantasmal force 3rd blink, plant growth 4th dominate beast, greater invisibility 5th dominate person, seeming

FEY PRESENCE Starting at 1 st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest. MISTY ESCAPE Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest. BEGUILING DEFENSES Beginning at 1 0th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage. DARK DELIRIUM Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again. THE FIEND You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belia!; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths. EXPANDED SPELL LIST The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. FI END EXPANDED SPE LLS Spell Level Spells l st burning hands, command 2nd blindness/deafness, scorching ray 3rd fireball, stinking cloud 4th fire shield, wall of fire 5th flame strike, hallow DARK ONE'S BLESSING Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). DARK ONE'S OWN LUCK Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest. FIENDISH RESILIENCE Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. HURL THROUGH HELL Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can't use it again until you finish a long rest. THE GREAT OLD ONE Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. PART I I ( LA S ES O<)

!TO EXPANDED SPELL LIST The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. G R EAT OLD ONE EXPAN DED SPELLS Spell Level Spells 1 st dissonant whispers, Tasha's hideous laughter 2nd detect thoughts, phantasmal force 3rd clairvoyance, sending 4th dominate beast, Evard's black tentacles 5th dominate person, telekinesis AWAKENED MIND Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. ENTROPIC WARD At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest. THOUGHT SHIELD Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. CREATE THRALL At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. ELDRITC H INVOCATIONS I f a n eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. AGONIZING BLAST Prerequisite: eldritch blast cantrip When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. PART I C'l!\SSE<; ARMOR OF SHADOWS You can cast mage armor on yourself at will, without expending a spell slot or material components. ASCENDANT STEP Prerequisite: 9th level You can cast levitate on yourself at will, without expending a spell slot or material components. BEAST SPEECH You can cast speak with animals at will, without expending a spell slot. BEGUILING INFLUENCE You gain proficiency in the Deception and Persuasion skills. BEWITCHING WHISPERS Prerequisite: 7th level You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest. BOOK OF ANCIENT SECRETS Prerequisite: Pact of the Tome feature You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. CHAINS OF CARCERI Prerequisite: 15th level, Pact of the Chain feature You can cast hold monster at will-targeting a celestial, fiend, or elemental-without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again. DEVIL'S SIGHT You can see normally in darkness, both magical and nonmagical, to a distance of 1 20 feet. DREADFUL WORD Prerequisite: 7th level You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest. ELDRITCH SIGHT You can cast detect magic at will, without expending a spell slot.

ELDRITCH SPEAR Prerequisite: eldritch blast cantrip When you cast eldritch blast, its range is 300 feet. EYES OF THE RUNE KEEPER You can read all writing. FIENDISH VIGOR You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components. GAZE OF Two MINDS You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. LIFEDRINKER Prerequisite: 12th level, Pact of the Blade feature When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). MASK OF MANY FACES You can cast disguise self at will, without expending a spell slot. MASTER OF MYRIAD FORMS Prerequisite: 15th level You can cast alter self at will, without expending a spell slot. MINIONS OF CHAOS Prerequisite: 9th level You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest. MIRE THE MIND Prerequisite: 5th level You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest. MISTY VISIONS You can cast silent image at will, without expending a spell slot or material components. ONE WITH SHADOWS Prerequisite: 5th level When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. OTHERWORLDLY LEAP Prerequisite: 9th level You can castjump on yourself at will, without expending a spell slot or material components. REPELLING BLAST Prerequisite: eldritch blast cantrip When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. SCULPTOR OF FLESH Prerequisite: 7th level You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest. SIGN OF ILL OMEN Prerequisite: 5th level You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest. THIEF OF FIVE FATES You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest. THI RSTING BLADE Prerequisite: 5th level, Pact of the Blade feature You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. VISIONS OF DISTANT REALMS Prerequisite: 15th level You can cast arcane eye at will, without expending a spell slot. VOICE OF THE CHAIN MASTER Prerequisite: Pact of the Chain feature You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. WHISPERS OF THE GRAVE Prerequisite: 9th level You can cast speak with dead at will, without expending a spell slot. WITCH SIGHT Prerequisite: 15th level You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. PART 1 < 1 S'>ES II

112 P/\RT 1 Cl \SS ES WIZARD Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers. Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left. Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds. SCHOLARS OF THE ARCANE Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study. Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.

r ' TH E WIZARD Proficiency Level Bonus Features 1 st +2 Spellcasting, Arcane Recovery 2nd +2 Arcane Tradition 3rd +2 4th +2 Abil ity Score Improvement 5th +3 6th +3 Arcane Tradition feature 7th +3 8th +3 Abil ity Score Improvement 9th +4 1 0th +4 Arcane Tradition feature l lth +4 1 2th +4 Abil ity Score Improvement 1 3th +5 1 4th +5 Arcane Tradition feature 1 5th +5 1 6th +5 Abi lity Score Improvement 1 7th +6 1 8th +6 Spell Mastery 1 9th +6 Abil ity Score Improvement 20th +6 Signature Spell THE LURE OF KNOWLEDGE Wizards' lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination. But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age. CREATING A WIZARD Creating a wizard character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic? What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other wizard? Perhaps you're simply eager to put your newfound magical skills to the test in the face of danger. Cantrips -Spell Slots per Spell LevelKnown 1 st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 4 4 4 4 4 5 5 5 5 5 5 5 5 2 3 4 2 4 3 4 3 2 4 3 3 4 3 3 4 3 3 2 4 3 3 3 4 3 3 3 2 4 3 3 3 2 4 3 3 3 2 4 3 3 3 2 4 3 3 3 2 4 3 3 3 2 4 3 3 3 2 4 3 3 3 2 4 3 3 3 3 4 3 3 3 3 2 4 3 3 3 3 2 2 QUICK BUILD You can make a wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you plan to join the School of Enchantment, make Charisma your next-best score. Second, choose the sage background. Third, choose the mage hand, light, and ray of Frost can trips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic missile, and sleep. C LASS FEATURES As a wizard, you gain the following class features. HIT POINTS Hit Dice: 1d6 per wizard level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st PROFICIENCIES Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion PART I I C. l ASSE.S

EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) a quarterstaff or (b) a dagger (a) a component pouch or (b) an arcane focus (a) a scholar's pack or (b) an explorer's pack • A spellbook SPELLCASTING As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. CANTRIPS At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Can trips Known column of the Wizard table. YOUR SPELLBOOK The spel ls that you add to your spellbook as you gai n levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might fi nd other spells during your adventures. You cou ld discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. Copying a Spell into the Book. When you find a wizard spell of l st level or higher, you can add it to your spell book if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copyi ng that spell into your spell book i nvolves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spell book using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell j ust like your other spells. Replacing the Book. You can copy a spell from your own spell book i nto another book-for example, if you want to make a backup copy of your spell book. This is just like copying a new spell i nto your spell book, but faster and easier, si nce you understand your own notation and already know how to cast the spell. You need spend only l hour and 10 gp for each level of the copied spel l. If you lose your spell book, you can use the same procedure to transcribe the spells that you have prepared into a new spell book. Filling out the remai nder of your spell book requires you to fi nd new spells to do so, as normal. For this reason , many wizards keep backup spellbooks in a safe place. The Book's Appearance. Your spellbook is a unique compilation of spel ls, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a fi nely bound gi lt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. R 1 l"� E SPELLBOOK At 1 st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spell book is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. PREPARING AND CASTING SPELLS The Wizard table shows how many spell slots you have to cast your wizard spells of 1 st 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. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1 st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1 st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. SPELLCASTING ABILITY Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your I ntell igence modifier Spell attack modifier = your proficiency bonus + your I ntell igence modifier RITUAL CASTING You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. SPELLCASTING Focus You can use an arcane focus (see chapter 5, "Equipment") as a spellcasting focus for your wizard spells. LEARNING SPELLS OF lST LEVEL AND HIGHER Each time you gain a wizard level, you can add two wizard spells of your choice to your spell book for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the "Your Spellbook" sidebar).

ARCANE RECOVERY You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. ARCANE TRADITION When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 1 2th, 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. SPELL MASTERY At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels. SIGNATURE SPELLS When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal. ARCANE TRADITIONS The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study. The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques. S CHOOL OF ABJURATION The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed. ABJURATION SAVANT Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved. ARCANE WARD Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest. PROJECTED WARD Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage. I MPROVED ABJURATION Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check. PAK! I CI ASSl'S

ll6 SPELL RESISTANCE Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells. SCHOOL OF C ONJURATION As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant. CONJURATION SAVANT Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved. M INOR CONJURATION Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical PART I C. LASSFS object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage. BENIGN TRANSPOSITION Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher. FOCUSED CONJURATION Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage. DURABLE SUMMONS Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points. SCHOOL OF D IVINATION The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight. DIVINATION SAVANT Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved. PORTENT Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. EXPERT DIVINATION Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level. THE THIRD EYE Starting at 10th level, you can use your action to increase your powers of perception. When you do so,

choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest. Darkvision. You gain darkvision out to a range of 60 feet, as described in chapter 8, "Adventuring." Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you. Greater Comprehension. You can read any language. See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight. GREATER PORTENT Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two. SCHOOL OF ENCHANTMENT As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between. ENCHANTMENT SAVANT Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved. HYPNOTIC GAZE Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest. INSTINCTIVE CHARM Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest. You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect. SPLIT ENCHANTMENT Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature. ALTER MEMORIES At 14th level, you gain the ability to make a creature unaware of your magical i nfiuence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell. SCHOOL OF EVOC ATION You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. EVOCATION SAVANT Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. SCULPT SPELLS Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. POTENT CANTRIP Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip. EMPOWERED EVOCATION Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast. P\R, C lA-;SES 1 · 7

0VERCHANNEL Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. SCHOOL OF ILLUSION You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists-including many gnome wizards-are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain. ILLUSION SAVANT Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved. IMPROVED MINOR ILLUSION When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard can trip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. MALLEABLE ILLUSIONS Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion. ILLUSORY SELF Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can't use it again until you finish a short or long rest. ILLUSORY REALITY By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can't deal damage or otherwise directly harm anyone. SCHOOL OF NECROMANCY The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies. NECROMANCY SAVANT Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved. GRIM HARVEST At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

UNDEAD THRALLS At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits: The creature's hit point maximum is increased by an amount equal to your wizard level. • The creature adds your proficiency bonus to its weapon damage rolls. INURED TO UNDEATH Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects. COMMAND UNDEAD Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free. S CHOOL OF TRANSMUTATION You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge. Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds. TRANSMUTATION SAVANT Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved. MINOR ALCHEMY Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance. TRANSMUTER'S STONE Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options: • Darkvision out to a range of 60 feet, as described in chapter 8, "Adventuring" An increase to speed of 10 feet while the creature is unencumbered • Proficiency in Constitution saving throws • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit) Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter's stone, the previous one ceases to function. SHAPECHANGER At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower. Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot. MASTER TRANSMUTER Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest. Major Transformation. You can transmute one nonmagical object-no larger than a 5-foot cube-into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it. Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points. Restore Life. You cast the raise dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook. Restore Youth. You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan. f'\R1 I Cl ASSES Jlq

Xanathar’s Guide to Everything

CHAPTER 1 CHARACTER OPTIONS H E MAI N FIGURES I N ANY D&D CAMPAIGN a re the cha racters c reate d by the players. The heroics, folly, righteous ness, and potential villainy of your cha racters are at the heart of the story. This cha pte r provides a variety of new options for the m, focusing on additiona l subclasses for each of the classes in the Player's Handbook. Each class offers a character-de fining choice at 1st, 2nd, or 3rd level that unlocks a series of special features, not available to the class as a whole. That choice is called a subclass. Each class has a collective term that describes its subclasses; in the fighter, for instance, the subclasses are called martial archetypes, a nd in the paladin, they're sacred oaths. The table below identifies SUBC LASSES Class Subclass Level Available Barbarian Path of the Ancestral Guardian 3rd Barbarian Path of the Storm Herald 3rd Barbarian Path of the Zealot 3rd Bard College of Glamour 3rd Bard College of Swords 3rd Bard College of Whispers 3rd Cleric Forge Domain 1st Cleric Grave Domain 1st Druid Circle of Dreams 2nd Druid Circle of the Shepherd 2nd Fighter Arcane Archer 3rd Fighter Cavalier 3rd Fighter Samurai 3rd Monk Way of the Drunken Master 3rd Monk Way of the Kensei 3rd Monk Way of the Sun Soul 3rd Paladin Oath of Co nquest 3rd Paladin O ath of Redemption 3rd Ranger Gloom Stalker 3rd Ranger Horizon Wal ker 3rd Ranger Monster Slayer 3rd Rogue Inquisitive 3rd Rogue Mastermind 3rd Rogue Scout 3rd Rogue Swashbuckler 3rd Sorcerer Divine Soul 1st Sorcerer Shadow Magic 1st Sorcerer Storm Sorcery 1st Warlock The Celestial 1st Wa rlock The Hexblade 1st Wizard War Magic 2nd I ; each of the subclasses in this book. In addition, the section for druids presents details on how the Wild Shape feature works, and the warlock receives a collection of new choices for the class's Eldritch Invocations feature. Each of the class presentations leads off with advice on how to add depth a nd detail to your characte r's pe rsonality. You can use the tables in these sections as a source of inspiration, or roll a die to randomly determine a result if desired. Following the subclasses, the section called "This Is Your Life" presents a series of tables for adding deta il to your character's backstory. The chapter concludes with a selection of feats for the races in the Player's Handbook, offering ways to delve deeper into a character's racial identity. Description Calls on the spirits of honored ancestors to protect others Filled with a rage that channels the primal magic of the st orm Fueled by a religious zeal that visits destruction on foes Wields the beguiling, glorious magic of the Feywild Entertains and slays with daring feats of weapon prowess Plants fea r and doubt in the minds of others Clad in heavy armor, serves a god of the forge or c reation Opposes the blight of undeath Mends wounds, guards the weary, and strides through dreams Summons nature s pirits to bolster friends and harry foes Imbues arrows with spectacular magical effects Defends allies and knocks down enemies, often on horseback Combines resilience with courtly elegance and mighty strikes Co nfounds foes t hrough a martial arts tradition inspired by the swaying o f a drunkard Channels ki through a set of mastered weapons Tra nsforms ki into bursts of fire and searing bolts of light Strikes terror in enemies and crushes the forces of chaos Offers redemption to the wo rthy and destruction to those who refuse mercy or righteousness Unafraid of the dark, relentlessly stalks and ambushes foes Finds po rtals to other worlds and channels planar magic Hunts down creatures of the night and wielders of grim magic Roots out secrets, akin to a masterful detective A master tactician, man ipulates others Combines stealth with a knack for s urvival Delivers deadly strikes with speed and panache Harnesses magic bestowed by a god or other divine source Wields the grim magic of the Shadowfell Crackles with the power of the storm Forges a pact with a being from celestial realms Serves a shadowy e ntity t hat bestows dread curses Mixes evocation and abjuration magic to dominate the battlefield

BARBARIAN I HAVE WITNESSED THE INDOMITABLE PERFORMANCE OF barbarians on the.field of battle, and it makes me wonder what force lies at the heart of their rage. -Seret, archwizard The anger felt by a normal person resembles the rage of a barbarian in the same way that a gentle breeze is akin to a furious thunderstorm. The barbarian's driving force comes from a place that transcends mere emotion, making its manifestation a ll the more terrible. Whether the impetus for the fury comes entirely from within or from forging a Link with a s pirit animal, a raging barbarian becomes able to perform supernatural feats of strength a nd endurance. The outburst is tempora ry, but while it lasts, it ta kes over body a nd mind, driving the barbarian on despite peril and injury, until the last enemy falls. It can be tempting to play a barbarian character that is a straightforward application of the classic archetype- a brute, and us ually a dimwitted one at that, who rushes in where others fear to tread. But not all the barbarians in the world are cut from that cloth, so you can certainly put your own spin on things. Eithe r way, conside r adding some f:lourishes to make your barbaria n stand out from a ll others; see the following sections for some ideas. PERSONAL TOTEMS Barbarians tend to travel light, carrying little in the way of personal e ffects or other unnecessary gear. The few possessions they do ca rry often include sma ll items that have special significance. A personal totem is significant because it has a mystical origin or is tied to an important moment in the character's life- perhaps a remembrance from the barbarian's past or a ha rbinge r of what lies ahead. A personal totem of this sort might be associated with a barbarian's spirit a nimal, or might actually be the totem object for the a nimal, but such a connection is not essential. One who has a bear totem spirit, for instance, could still carry a n eagle's feather as a personal totem. Consider creating one or more personal totems for your character- objects that hold a specia l link to your character's past or future. Think about how a totem might affect your cha racter's actions. Cli1\ PTER 1 1 CHARACTER OPTIONS P ERSO N AL TOTEMS d6 Totem A tuft of fur from a solitary wolf that you befriended during a hunt 2 Three eagle feathers given to you by a wise sha3 4 5 6 man, who told you they would play a role in determining your fate A necklace made from the claws of a young cave bear that you slew singlehandedly as a child A small leather pouch holding three stones that represent your ancestors A few small bones from the first beast you killed, tied together with colored wool An egg-sized stone in the shape of your spirit animal that appeared one day in your belt pouch TATTOOS The members of ma ny barbarian clans decorate their bodies with tattoos, each of which represents a significant moment in the life of the bearer or the bearer's a ncestors, or which symbolizes a feeling or an attitude. As with personal totems, a ba rba ria n's ta ttoos might or might not be re lated to an a nimal s pirit. Each tattoo a barbaria n displays contributes to that individual's identity. If your character wears tattoos, what do they look like, and what do they represent? TATTOOS d6 Tattoo The wings of an eagle are spread wide across your upper back. 2 Etched on the backs of your hands are the paws of a cave bear. 3 The symbols of your clan are dis played in viny patterns along your arms. 4 The antlers of an elk are inked across your back. 5 Images of your s pirit animal are tattooed along your weapon arm and hand. 6 The eyes of a wolf are marked on your back to help you see and ward off evil spirits. SUPERSTITIONS Barba rians vary widely in how they understand life. Some follow gods and look for guidance from those deities in the cycles of nature a nd the a nimals they encounter. These barbarians believe that spirits inhabit the plants and a nimals of the world, a nd the barbarians look to them for ome ns a nd power. Other barba rians trust only in the blood that runs in their veins a nd the steel they hold in their ha nds. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate.

LEFT T O RI G HT: Z E AL OT, STORM 11E RAL O, ANO A N C.ESTRAL GUARD IAN Both of these attitudes can give rise to superstitions. These beliefs are often passed down within a family or shared among the members of a clan or a hunting group. If your barbarian character has a ny superstitions, were they ingrained in you by your family, or are they the result of personal experience? SUPERSTITIO N S d6 2 3 4 5 6 Superstition If you disturb the bones of the dead, you inherit all the troubles that plagued them in life. Never trust a wizard. They're all devils in disguise, especially the friendly ones. Dwarves have lost t heir spirits, and are almost like the undead. That's why they live underground. Magical things bring trouble. Never sleep with a magic object within ten feet of you. When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body. If an elf looks you in the eyes, she's trying to read your thoughts. PRIMAL PATHS At 3rd level, a barbarian gains the Primal Path feature. The following options are available to a barbarian, in addition to those offe red in the Player's Handbook: the Path of the Ancestral Guardian, the Path of the Storm Herald, and the Path of the Zealot. So G"-'utors c,rt f to fl' t..11Ao J,i). tlA• fro'r•c,tio"' tlAi"'~ to ..... c,kt w-or• f'ofl' \ot{ort '10"'- t..1trt \oor"'? Uk• IAot..1 w-G"''1 f to fl/ 11Ac.t'1 c. tot o{ tlA· rcr•c.tio"' tlA'"'Y ~"'· ti_o.,.. 0 rt J,is~.,..sti"'Y 0 PATH OF THE ANCESTRAL GUARDIAN Some barbarians ha il from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbaria n contacts the spirit world and calls on these guardian s pirits for aid. Barbarians who draw on their ancestral guardians can bette r fight to protect their tribes and their allies. 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 sagas of victories against terrible monsters and other fearsome rivals. PATH OF THE A N CESTRAL GUA RDIAN FEATURES Barbarian Level 3rd 6th 10th 14th Feature Ancestral Protectors Spirit Shield (2d8) Consult the Spirits, Spirit Shield (3d8) Vengeful Ancestors, Spirit Shield (4d8) CHAPTER 1 I CHARACTER OPTIONS

ANCESTRAL PROTECTORS Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the sta rt of your next turn, that target has disadvantage on a ny attack roll that isn't against you, and when the target hits a creature othe r than you with a n attack, that creature has resistance to the da mage dealt by the attack. The effect on the target e nds early if your rage ends. SPIRIT SHIELD Beginn ing at 6th level, the guardia n spirits that a id you can provide supernatural protection to those you defe nd. If you a re raging a nd a nother creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. Whe n you reach certa in levels in this class, you can reduce the damage by more: by 3d6 at 10th level a nd by 4d6 at 14th level. CONSULT THE SPIRITS At 10th level, you gain the a bility to cons ult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spe ll slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly s ummons one of your a ncestra l spirits to the chosen location. Wisdom is your spellcasting ability for these spells. After you cast e ither spell in thjs way, you can't use this feature again until you finish a s hort or long rest. VENGEFUL ANCESTORS At 14th level, your ancestra l spirits grow powerful enough to reta liate. When you use your Spirit Shield to reduce the damage of a n attack, the attacker takes an amount of force damage equa l to the damage that your Spirit Shield prevents. PATH OF THE STORM HERALD All barba rians ha rbor a fury within. Their rage gra nts them s uperior stre ngth, durability, and speed. Ba rba ria ns who follow the Path of the Storm Herald learn to transform tha t rage into a mantle of primal magic, which swirls around them. When in a fury, a barbaria n of this path taps into the forces of nature to create powerful magical effects. Storm heralds a re typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their cra ft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts. PATH OF THE STORM HERALD FEAT URES Barbaria n Level Feature 3rd Storm Aura 6th Storm Soul 10th Shielding Storm 14th Raging Storm CHAPTER 1 I CHARACTER OPTIONS l{ov.. !.."'ow o"'' o{ t~• ~r«;t lo•"'-•{its o{ li~i"'~ "'""'J..•rrv.."'J..? fVo w«.l~•r. "{)o"' t w-HS t~il "'-f {or w-t. STORM AURA Starting at 3rd level, you ema nate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction , but not through total cover. Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depe nds on tha t chosen environment, as ta il d below. You can cha nge your environment choice whenever you gain a level in this class. If your aura's effects require a saving throw, the DC equa ls 8 + your proficiency bonus + your Constitution modifier. Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certa in levels in this class, increasi ng to 3 a t 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. Sea. When this effect is activated , you can choose one other creature you ca n see in your aura. The target must ma ke a Dexte rity saving throw. The target takes l d6 lightning da mage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, a nd 4d6 a t 20th level. Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to s uffering. The temporary hit points increase when you reach certa in levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. STORM SOUL At 6th level, the storm gra nts you benefits even when your aura isn't active. The bene fits are based on the environment you chose for your Storm Aura. Desert. You gain resistance to fire damage, a nd you don't s uffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by a nyone else a nd set it on fire. Sea. You gain resistance to lightning damage, and you can breathe underwater. You a lso gain a swimming s peed of 30 feet. Tundra. You gain resistance to cold damage, a nd you don't suffe r the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube. SHIELDING STORM At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.

RAGING STORM At 14th level, the power of the storm you c hanne l grows mightier, lashing out at your foes. T he effect is based on the environment you chose for your Storm Aura. Desert. Immed iate ly after a c reatu re in your aura nits you with a n a ttack, you can use your reaction to for ce that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level. Sea. When you hit a creature in your a ura with an a ttack, you can use your reaction to force that creature to make a Strength saving throw. On a fa iled save, the creature is knocked prone, as if struck by a wave. Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it. PATH OF THE ZEALOT Some deities inspire their followers to pitch themselves into a ferocious battle fury. T hese barbarians are zealots- warriors who channe l 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 a re a ll prime examples. In gene ral, the gods who inspire zealots a re deities of combat, destruction, and violence. Not all are evil, but few are good. PATH OF THE ZEALOT FEATURES Barbarian Level Feature 3rd Divine Fury, Warrior of the Gods 6th Fanatical Focus 10th Zealous Presence 14th Rage beyond Death DIVINE FURY Starting when you choose this path at 3rd level, you can cha nnel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equa l to 1d6 + h alf your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature. WARRIOR OF THE Goos At 3rd level, your soul is marked for e ndless battle. If a spell, s uch as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need mate ria l components to cast the spell on you. FANATICAL Focus Starting at 6th level, the divine power that fuels your rage can protect you. If you fa il a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use th is ability only once per rage. ZEALOUS PRESENCE At 10th level, you learn to channel divine power to ins pire zealotry in others. As a bonus action, you un leash a battle cry infused with divine energy. Up to te n other creatures of your choice within 60 feet of you that can hear you gain 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 a llows you to shrug off fatal blows. While you're raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you s uffe r 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, and you die then only if you still have 0 hit points. CHAPTER 1 I CHARACTER OPTIONS

BARD MUSIC IS THE FRU IT OF THE DJVINE TREE THAT V IBRATES with the Words of Creation. But the question I ask you is, can a bard go to the root of this tree? Can one tap into the source of that power? Ah. then what manner of music they would bring to this world! - fletcher Danairia, master bard Bards bring levity dur ing grave times; they impart wisdom to offset ignorance; and they make the ridiculous seem subl ime. Bards are preser vers of ancient history, their songs and tales perpetuating the memory of great events down through time-knowledge so important that it is memor ized and passed along as oral history, to survive even w hen no written record remains. It is also the bard's role to chronicle smaller and more contemporary events- the stories of today's heroes, including their feats of valor as well as their less than impressive failures. Of course, the world has many people who can carry a tune or tell a good story, and there's much more to any adventuring bard than a glib tongue and a melodious voice. Yet what truly sets bards apart from other s- and from one another-are the style and substance of their performances. To grab and hold the attention of an audience, bards are typically flamboyant and outgoing when they perform. The most famous of them are essentially the D& D world's equivalent of pop stars. If you're playing a bard, consider using one of your favor ite musicians as a role model for your character. You can add some unique aspects to your bard character by considering the suggestions that follow. DEFINING WORK Every successful bard is renowned for at least one piece of performance art, typically a song or a poem that is popular with everyone who hears it. These performances are spoken about for years by those w ho view them, and some spectators have had their lives forever changed because of the experience. If your character is just starting out, your ultimate defining work is likely in the future. But in order to m ake any sort of living at your profession, chances are you already have a piece or two in your repertoire that have proven to be audience pleasers. CHAPTC'.R l I CHARACTER OPTIONS DEFINING WOR KS d6 Defi ning Work "The Three Flambinis," a ribald song concerning mistaken identities and unfettered desire 2 "Waltz of the Myconids," an upbeat tune that children in particular enjoy 3 "Asmodeus's Golden Arse," a dramatic poem you claim was inspired by your personal visit to Avernus 4 5 6 "The Pirates of Luskan," your firsthand account of being kidnapped by sea reavers as a child "A Hoop, Two Pigeons, and a Hell Hound," a subtle parody of an incompetent noble "A Fool in the Abyss," a comedic poem about a jester's travels among demons INSTRUMENT In a bard's quest for the ultimate performance and the highest acclaim, one's instrument is at least as important as one's vocal ability. The instrument's quality of m anufacture is a critical factor, of course; the best ones m ake the best music, and some bards are continually on the lookout for an improvem ent. Perhaps just as important, though, is the instrument's own entertainment value; those that ar e bizarrely constructed or made of exotic mater ials are likely to leave a lasting impression on an audience. You might have an "off the rack" instrument, perhaps because it's all you can afford right now. Or, if your first instrument was gifted to you, it might be of a more elaborate sor t. Are you satisfied with the instrument you have, or do you aspire to replace it with something truly distinctive? INSTRUMENTS d6 Instrume nt l A masterfully crafted halfling fiddle 2 A mithral horn made by elves 3 A zither made with drow s pider silk 4 An orcish drum 5 A wooden bullywug croak box 6 A t inker's harp of gnomish design EMBARRASSMENT Almost every bard has suffered at least one bad experience in front of an audience, and chances are you're no exception. No one becomes famous right away, after all; perhaps you had a few small difficulties early in your career, or maybe it took you a while to restore your reputation after one agonizing night when the fates conspired to bring about your theatrical ruin.

LEFT TO RIGHT. B11Ros OF THE COLLEGES OF G1.11MOUR, SwoRDS, 11ND WHISPERS T he ways that a performance can go w rong are as varied as the fish in the sea. No m atter what sort of disaster might occur, however, a bard has the courage and the confidence to rebound from it- either pressing on w ith the show (if possible) or promising to com e back tomorrow w ith a new performance that's guaranteed to please. EMBARRASSMENTS d6 Embarrassment The time when your comedic song, "Big Tom's Hijinks"-which, by the way, you thought was brilliant-did not go over well with Big Tom 2 The matinee performance when a circus's owlbear got loose and terrorized the crowd 3 When your o pening song was your enthusiastic but universally hated rendition of "Song of the Froghemoth" 4 The first and last public performance of"Mirt, Man about Town" 5 The time on stage when your wig caught fire and you threw it down-which set fire to the stage 6 When you sat o n your lute by mistake during the final stanza of "Starlight Serenade" A BARD'S MUSE Naturally, every bard has a repertoire of songs and stories. Some bards are generalists w ho can draw from a wide range of topics for each performance, and w ho take pride in their versatility. Others adopt a more personal approach to their art, driven by their attachment to a muse- a particular concept that inspires much of what those bards do in front of an audience. A bard who follows a muse generally does so to gain a deeper understanding of w hat that muse represents and how to best convey that understanding to other s through per formance. If your bard character has a m use, it could be one of the three described here, or one of your own devising. Nature. You feel a k inship w ith the natural world, and its beauty and mystery inspire you. For you, a tree is deeply symbolic, its roots delving into the dark unknown to draw forth the power of the earth, while its branches reach toward the sun to nourish their flowers and fruit. Nature is the ancient witness who has seen every k ingdom rise and fall, even those whose names have been forgotten and wait to be rediscovered. The gods of nature share their secrets with druids and sages, opening their hearts and minds to new ways of seeing, and as with those individuals, you find that your creativity blossoms while you wander in an open field of waving grass or walk i~ si lent reverence through a grove of ancient oaks. Love. You are on a quest to identify the essence of true love. Though you do not disdain the superficial love of flesh and form, the deeper form of love that ca n inspire thousands or bring joy to one's every moment is what you are interested in. Love of this sort takes on m any forms, and you can see its presence everyw herefrom the sparkling of a beautiful gem to the song of a simple fisher thanking the sea for its bounty. You are on the trail of love, that most precious and mysterious of emotions, and your search fi lls your stories and your songs with vital ity and passion. CHAPTER I I CHARACTER OPTIONS

Confiict. Drama embodies conflict, a nd the best stories have conflict as a key element. From the morning-after tale of a tave rn brawl to the saga of a n epic battle, from a love r's spat to a rift between powerful dynasties, conflict is what inspires ta le-te llers like you to create your best work. Conflict can bring out the best in some people , causing their heroic na ture to shine forth a nd transform the world, but it can cause others to gravitate toward da rkness a nd fa ll unde r the sway of evil. You strive to experience or witness a ll forms of conflict, great a nd small, s o as to study this eternal aspect of life and immorta lize it in your words a nd music. BARD COLLEGES At 3rd level, a ba rd gains the Ba rd College feature. The following options are availa ble to a bard, in addition to those offered in the Player's Handbook : the College of Gla mour, the College of Swords, and the College of Whis pe rs. COLLEGE OF GLAMOUR The College of Gla mour is the home of bards who maste red the ir craft in the vibra nt realm of the Feywild or under the tutelage of someone who dwelled the re. Tutored by satyrs, eladrin, a nd other fey, these ba rds learn to use their magic to delight and captivate othe rs. The ba rds of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. Thes e ba rds a re so eloquent that a speech or song that one of them performs can cause captors to release the ba rd unharmed and can luU a furious dragon into complacency. The same magic that allows them to quell beasts can a lso bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thra lls. Heroic ba rds of this college instead use this power to gladde n the downtrodden a nd undermine oppressors. COLLEGE OF GLAMOUR FEATURES Bard Level Feature 3rd Mantle of Inspiration, Enthralling Performance 6th M antle of Majesty 14th Unbreakable Majesty M ANTLE OF I NSPIRATION When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed. As a bonus action, you can expend one use of your Ba rdic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see a nd that can s ee you within 60 feet of you, up to a number equa l to your Cha risma modifier (minimum of one). Each of them gains 5 tempora ry hit points. Whe n a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level. CHAPTER 1 I CHARACTER OPTIONS ENTHRALLING PERFORMANCE S tarting at 3r9 level, you can cha rge your performa nce with seductive, fey magic. If you perform for at least 1 minute, you can attempt to ins pire 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 a ll of it, up to a number equa l to your Cha risma modifier (minimum of one). Each target must s ucceed on a Wis dom s aving throw against your spell save DC or be cha rmed by you. While charmed in this way, the ta rget idolizes you, it speaks glowingly of you to a nyone who ta lks to it, and it hinders anyone who opposes you, a lthough it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target a fter 1 hour, if it ta kes any damage, if you attack it, or if it witnesses you attacking or damaging a ny of its a llies. If a ta rget succeeds on its saving throw, the ta rget has no hint that you tried to cha rm it. Once you use this feature, you can't use it again until you finish a s hort or long rest. M ANTL E OF MAJESTY At 6th leve l, you gain the ability to cloak yourself in a fey magic that ma kes others wa nt to serve you. As a bonus action , you cast command, without expending a spell slot, and you take on a n appeara nce of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot. Any creature charmed by you automa tically fails its saving throw aga inst the command you cast with this feature. Once you use this feature , you can't use it again until you finish a long rest. UNBREAKABLE M AJ ESTY At 14th level, your appeara nce permanently gains an otherworldly aspect that makes you look more lovely a nd fierce. In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save , it can't attack you on this turn , and it must choose a new ta rget for its attack or the attack is wasted. On a successful s ave, it can attack you

on this turn, but it has disadva ntage on a ny saving throw it makes against your spells on your next turn. Once you assume this majestic presence, you can't do so again until you finish a s hort or long rest. COLLEGE OF SWORDS ~~~~~~~~~~~ Bards of the College of Swords are called blades, a nd they entertain through da ring feats of weapon prowess. Blades perform stunts s uch as sword swallowing, knife throwing and juggling, a nd mock combats. Though they use their weapons to entertai n, they a re a lso highly trained a nd s killed 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 assassi nation, robbery, a nd blackmail. Othe r blades strike at the wicked, bringing justice to bear against the cruel a nd powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few e ntertainers fully trust a blade in the ir ranks. Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A bla de caught stealing or e ngaging in vigila nte justice is too great a liability for most troupes. With their weapon skills a nd magic, these blades either take up work as e nforcers for thieves' guilds or strike out on the ir own as adventurers. COLLEGE OF SWORDS FEATURES Bard Level 3rd 6th 14th Feature Bonus Proficiencies, Fighting Style, Blade Flourish Extra Attack Master's Flourish BONUS PROFICIENCIES When you join the College of S words at 3rd level, you gain proficie ncy with medium armor and the scimita r. If you're proficient with a simple or martia l me lee weapon, you can use it as a spellcasting focus for your ba rd s pells. FIGHTING STYLE At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a F ighting S tyle option more tha n once, even if something in the game lets you choose again. Dueling. When you a re 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 twoweapon fighting, you can add your a bility modifier to the damage of the second attack. BLADE FLOURISH At 3rd level, you learn to perform impressive displays of martial prowess and sp eed. Whenever you take the Attack action on your turn, your walking s peed increases by 10 feet until the e nd of the turn, and if a weapon a ttack that you make as part of this action hits a creature, you can use one of the following Blade F lourish options of your choice. You can use only one Blade Flouris h option per turn. Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the ta rget you hit. The damage equa ls the numbe r you roll on the Ba rdic Inspiration die . You a lso add the number rolJed to your AC until the start of your next turn. Slashing Flourish. You can expend one use of your Bardic Ins piration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see w ithin 5 feet of you. The damage equa ls.the number you roll on the Bardic Inspir ation die . Mobile Flourish. You can expe nd one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you bit. The damage equals th e number you roll on the Bardic Inspira tion die. You can a lso push the ta rget up to 5 feet away from you, plus a number of feet equa l to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target. EXTRA ATTACK Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. CHAPTER l I CHARACTER OPTI ONS

MASTER'S FLOURISH Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 a nd use it instead of expending a Bardic Inspiration die. COLLEGE OF WHISPERS Most folk are happy to welcome a ba rd into their midst. Bards of the College of Whispers use this to the ir advantage. They appear to be li ke other ba rds, s haring news, singing songs, a nd telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These ba rds use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. Many other ba rds hate the College of Whispers, viewing it as a parasite that uses a bard's reputation to acquire wealth a nd power. For this reason, members of this college rarely reveal their true nature. They typicalJy claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts a nd other settings of power. COLLEGE OF WHISPERS FEATURES Bard Level 3rd 6th 14th Feature Psychic Blades, Words of Terror Mantle of Whispers Shadow Lore PSYCHIC BLADES When you join the College of Whispers at 3rd level, you gain the ability to ma ke your weapon attacks magically toxic to a creature's mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Ins piration to dea l a n extra 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, a nd 8d6 at 15th level. WORDS OF TERROR At 3rd level, you learn to infuse innocent-seeming words with a n insidious magic that can inspire terror. If you speak to a humanoid a lone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the ta rget must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. CHAPTER 1 J CHARACTER O PTIONS If the target succeeds on its saving throw, 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 or long rest. MANTLE OF WHISPERS At 6th level, you gain the ability to adopt a huma noid's persona. When a huma noid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finis h a long rest. You can use the s hadow as a n action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy a nd a'live. This disguise lasts for 1 hour or until you end it as a bonus action. While you're in the disguise, you gain access to a ll information that the humanoid would freely share with a casua l acquainta nce. Such information includes general details on its background a nd personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Cha risma (Deception) check. You gain a +5 bonus to your check. Once you capture a s hadow with this feature , you can't capture a nother one with it until you finish a s hort or long rest. SHADOW LORE At 14th level, you gain the ability to weave dark magic into your words a nd 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 ii it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling a nd has no effect. On a failed saving throw, the target is cha rmed by you for the next 8 hours or until you or your a llies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it. The cha rmed 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.

CLERIC TO BECOME A CLERJC IS TO BECOME A MESSENGER OF the gods. The power the divine offers is great, but it always comes with tremendous responsibility. -Riggby the pa triar ch Almost a ll the folk in the world who revere a deity live their lives without ever being directly touched by a divine being. As such, they can never know what it feels like to be a cleric- someone who is not only a devout wors hiper, but who has a lso been invested with a meas ure of a de ity's power. The question has long been debated : Does a mortal become a cleric as a consequence of deep devotion to one's deity, thereby attracting the god's favor? Or is it the de ity who sees the potential in a pe rson a nd calls that individual into service? Ultimately, perhaps, the answer does n't matter. However clerics come into being, the world needs clerics as much as clerics a nd deities need each other. If you're playing a cleric character, the following sections offer ways to add some detail to that cha racter's history and personality. TEMPLE Most clerics start their lives of service as priests in a n order, then later realize that they have been blessed by their god with the qualities needed to become a cleric. To prepare for this new duty, candida tes typically receive instruction from a cleric of a temple or another place of study devoted to their deity. Some temples are cut off from the world so that their occupants can focus on devotions, while other temples open their doors to minister to a nd heal the masses. What is noteworthy about the temple you studied at? TEMPLES d6 Temple Your temple is said to be the o ldest su rviving structure built to honor your god. 2 Acolytes of several like-minded deities all received instruction together in your temple. 3 You come from a temple famed for the brewery it operates. Some say you smell like o ne of its ales. 4 Your temple is a fortress and a proving ground t hat 5 6 tra ins warrior-priests. Your temple is a peaceful, humble place, filled with vegetable gardens and simple priests. You served in a temple in the Ou ter Planes. KEEPSAKE Many clerics have items a mong their personal gear that symbolize their fa ith, remind them of their vows, or otherwise help to keep them on their chosen paths. Even though s uch a n item is not imbued with divine power, it is vitally importa nt to its owner because of what it represents. KEEPSAKES d6 Keepsake 1 The finger bone of a saint 2 A metal-bound book that tells how to hunt and destroy infernal creatures 3 A pig's whistle that reminds you of your humble and beloved mentor 4 A braid of hair woven from the tail of a unicorn 5 A scroll that describes how best to rid the world of necromancers 6 A runes tone said to be blessed by your god SECRET No mortal soul is entirely free of second thoughts or doubt. Even a cleric must grapple with dark desires or the forbidden attr action of turning against the teachings of one's deity. If you haven't considered this aspect of your character yet, see the table entries for some possibilities, or use them for inspiration. Your deep, dark secret might involve something you did (or a re doing), or it could be rooted in the way you feel about the world and your role in it. SECRETS d6 Secret 2 3 4 5 6 An imp offers you counsel. You try to ignore the creattJre, but sometimes its advice is helpful. You believe that, in the final analysis, the gods are nothing more than ultrapowerful mortal creatures. You acknowledge the power of the gods, but you think that most events are dictated by pure chance. Even though you can work divine magic, yo u have never tru ly felt the presence of a divine essence within yourself. You are plagued by nightmares that you believe are sent by your god as punishment for some unknown transgression. In times of despair, you feel that you are but a plaything of the gods, and you resent their remoteness. CHAPTER I I CHARACTER OPTTONS

CL.ER IC. OF THE F ORGE SERVING A PA NTHEON , PHILOSOPH Y, OR FORCE The typical cleric is an ordained servant of a particular god and chooses a Divine Domain associated with that deity. The cleric's magic flows from the god or the god's sacred realm, and often the cleric bears a holy symbol that represents that divinity. Some clerics, especially in a world like Eberron, serve a whole pantheon, rather than a single deity. In certain campaigns, a cleric might instead serve a cosmic force, such as life or death, or a philosophy or concept, such as love, peace, or one of the nine alignments. Chapter 1 of the Dungeon Master's Guide explores options like these, in the section "Gods ofYour World." Talk with your DM about the divine options available in your campaign, whether they're gods, pantheons, philosophies, or cosmic forces. Whatever being or thing your cleric ends up serving, choose a Divine Domain that is appropriate for it, and if it doesn't have a holy symbol, work with your DM to design one. The cleric's class features often refer to your deity. If you are devoted to a pantheon, cosmic force, or philosophy, your cleric features still work for you as written. Think of the references to a god as references to the divine thing you serve that gives you your magic. CHAPTER 1 I CH ARACTER OPTIONS DIVINE DOMAINS At 1st level, a cleric gains the Divine Domain featu re. The following domain options are available to a cleric, in addition to those offered in the Player's Handbook: Forge and Grave. FORGE DOMAIN The gods of the forge are patrons of a rtisans 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 a nd hard work, eve n the most intractable metal can be transformed from a lump of ore to a beautifu lly wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by ores, and uncover rare and wondrous materia ls 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, Ona tar, Morad in, Hephaestus, and Goibhn iu. FORGE DOMAIN FEATURES Cleric Level Feature 1st Domain Spells, Bonus Proficiencies, Blessing of the Forge 2nd Channel Divinity: Artisan's Blessing 6th Soul of the Forge 8th Divine Strike (1 d8) 14th Divine Strike (2d8) 17th Saint of Forge and Fire DOMAIN SPELLS You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Divine Domain class feature for how domain spells work. FORGE DOMAIN SPELLS Cleric Level Spells 1st identify, searing smite 3rd heat metal, magic weapon 5th elemental weapon, protection from energy 7th fabricate, wall of fire 9th animate objects, creation

BONUS PROFI CIENCI ES When you choose this doma in at 1st level, you gain proficiency with heavy armor a nd smith's tools. BLESSING OF THE F ORGE At 1st leve l, you gain the ability to imbue magic into a weapon or a rmor. At the e nd of a long rest, you can touch one nonmagical object that is a suit of a rmor or a simple or ma rtia l weapon. Until the e nd of your next long rest or until you die, the object becomes a magic item, gra nting a +1 bonus to AC if it's a rmor or a +1 bonus to attack a nd damage rolls if it's a weapon. Once you use this feature, you can't use it again until you finis h a long rest. C H ANNEL D IVINITY: A RTISAN'S BLESSI NG Starting at 2nd level, you can use your Channel Divinity to c reate simple items. You conduct a n hour-long ritua l tha t cra fts a nonmagica l item that must include some meta l: a simple or martia l weapon, a s uit of a rmor, ten pieces of a mmunition, a set of tools, or a nother metal object (see chapte r 5, "Equipment," in the Player's Handbook for exam ples of these items). The creation is completed at the e nd of the hour, coalescing in a n unoccupied space of your choice on a s urface with in 5 feet of you. T he thing you c reate can be something tha t is worth no more than 100 gp. As part of this ritua l, you must lay out metal, which can include coins, with a value equa l to the creation. The metal irretrieva bly coa lesces and tra nsforms into the creation at the ritual's end, magically forming even nonme tal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains me ta l, such as a key, if you possess the origina l during the ritual. SOU L OF THE FORGE Sta rting at 6th level, your maste ry of the forge grants you s pecial a bilities: • You gain resista nce to fi re da mage. • While wearing heavy a rmor, you gai n a +1 bonus to AC. DIVI NE S T R IK E 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 whe n you hit a creature with a weapon attack, you can cause the attack to deal a n extra 1d8 fire damage to the target. Whe n you reach 14th level, the extra da mage increases to 2d8 . C LERIC. OF T HE GRl\VE SAI NT O F F ORGE AND FIRE At 17th level, your blessed affinity with fire a nd metal becomes more powerful: • You gain immunity to fire damage. • While wearing heavy a rmor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical a ttacks. GRAVE DOMAIN Gods of the grave watch over the line between life and death. To these deities, death and the a fterlife a re a foundationa l pa rt of the multiverse. To desecrate the peace of the dead is a n abomina tion. De ities of the grave include Ke lemvor, WeeJas, the a ncestra l s pirits of the Undying Court, Hades, Anubis, and Osiris. Followe rs of these de ities seek to put wandering spirits to rest, destroy the undead , a nd ease the suffering of the dying. The ir magic a lso a llows them to stave off death for a time, particula rly for a person who still has some great work to accomplis h in the world. This is a delay of death, not a denial of it, for death will eventua lly get its due. CHAl"TER I I CHARACTER OPTIONS

G RAVE DOMAI N FEATURES Cleric Level Feature 1st Domain Spells, Circle of Mortality, Eyes of the Grave 2nd Channel Divinity: Path to the Grave 6th Sentinel at Death's Door 8th Potent Spellcasting 17th Keeper of Souls DOMAIN SPELLS You gain domain spells at the cleric levels listed in the Grave D omain Spells table. See the Divine Domain class feature for how domain spells work. GRAVE DO MA I N SPELLS Cleric Level Spe lls 1st bane, false life 3rd gentle repose, ray of enfeeblement 5th revivify, vampiric touch 7th blight, death ward 9th antilife shell, raise dead CHAPTER 1 I CHARACTER OPTIONS CIRCLE OF MORTALITY At 1st level, you gain the ability to manipulate the line betw een life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. In addition, you learn the spare the dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it ~ a bonus action. EYES OF THE GRAVE At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. CHANNEL DIVINITY: PATH TO THE GRAVE Starting at 2nd level , you can use your Channel D ivinity to mark another creature's life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends. SENTINEL AT DEATH 'S DOOR At 6th level, you gain the abi lity to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. POTENT SPELLCASTING Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric can trip. KEEPER OF SOULS Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of H it Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again unti l the start of your next turn.

DRUID EVEN IN DEATH, EACH CREATURE PLAYS ITS PART IN maintainingthe Great Balance. But now an imbalance grows, a force that seeks to hold sway over nature. This is the destructive behavior of the mortal races. The farther away from nature their actions take them, the more corrupting their influence becomes. As druids, we seek mainly to protect and educate, to preserve the Great Balance, but there are times when we must rise up against danger and eradicate it. -Safhran, archdruid Druids are the caretakers of the natural world, and it is said that in time a druid becomes the voice of nature, s peaking the truth that is too subtle for the general populace to hear. Many who become druids find that they natura lly gravitate toward nature; its forces, cycles, and movements fill their minds and spirits with wonder and insight. Many sages and wise folk have studied nature, writing volumes about its mystery and power, but druids are a special kind of being: at some point, they begin to embody these natural forces, producing magical phenomena that link them to the spirit of nature and the flow of life. Because of their strange and mysterious power, druids are often revered, s hunned, or considered dange rous by the people a round them. Your d ruid character might be a true worshiper of nature, one who has a lways scorned civilization and found solace in the wild. Or your character could be a child of the city who now strives to bring the civilized world into harmony with the wilderness. You can use the sections that follow to flesh out your druid, regardless of how your character came to the profession. TREASURED ITEM Some druids carry one or more items that are sacred to them or have deep personal significance. S uch items are not necessarily magical, but every one is a n object whose meaning connects the druid's mind and heart to a profound concept or spiritual outlook. When you decide what your character's treasured item is, think about giving it an origin story: how did you come by the item, and why is it important to you? TREASURED ITEMS d6 Item A twig from the meeting tree that stands in the center of your village 2 A vial of water from the source of a sacred river 3 Special herbs tied together in a bundle 4 5 6 A small bronze bowl engraved with animal images A rattle made from a dried gourd and holly berries A miniature golden sickle handed down to you by your mentor GUIDING ASPECT Many druids feel a strong link to a specific aspect of the natural world, such as a body of water, an animal, a type of tree, or some other sort of plant. You ide ntify with your chosen aspect; by its behavior or its very nature, it sets an example that you seek to emulate. GUIDING ASPECTS d6 Guiding Aspect Yew trees remind you of renewing your mind and spirit, letting the old die and the new spring forth. 2 Oak trees represent strength and vitality. Meditating under an oak fills your body and mind with resolve and fortitude. 3 The river's endless flow reminds you of the great span of the world. You seek to act with the longterm interests of nature in mind. 4 The sea is a constant, churning cauldron of power and chaos. It reminds you that accepting change is necessary to sustain yourself in the world. 5 The birds in the sky are evidence that even the smallest creatures can survive if they remain above the fray. 6 As demonstrated by the actions of the wolf, an individual's strength is nothing compared to the powet of the pack. MENTOR It's not unusual for would-be druids to seek out (or be sought out by) instructors or elders who teach them the basics of their magical arts. Most druids who learn from a mentor begin their training at a young age, and the mentor has a vital role in shaping a stude nt's attitudes a nd beliefs. If your character received training from someone else, who or what was that individual, and what was the nature of your relationship? Did your mentor imbue you with a particular outlook or otherwise influence your approach to achieving the goals of your chosen path? CHAPTER I f CHARACTER OPTIONS

DRU ID OF THE CIRC:LE OF 0REl\MS MENTORS d6 Mentor Your mentor was a wise treant who taught you to think in terms of years and decades rather than days or months. 2 You were tutored by a dryad who watched over a slumbering portal to the Abyss. During your training, you were tasked with watching for hidden threats to the world. 3 Your tutor always interacted with you in the form of a falcon. You never saw the tutor's humanoid form. 4 You were one of several youngsters who were mentored by an old druid, until one of your fellow pupils betrayed your group and killed your master. 5 Your mentor has appeared to you only in visions. You have yet to meet this person, and you are not sure such a person exists in mortal form. 6 Your mentor was a werebear who taught you to treat all living things with equal regard . DRUID CIRCLES At 2nd level, a druid gains the Druid Circle feature. The following options are available to a druid, in addition to those offered in the Player's Handbook: the Circle of Dreams and the Circle of the Shepherd. CHAPTER l I CHARACTER OPTIONS CIRCLE OF DREAMS Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild a nd its dreamlike realms. The druids' guardians hip of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest. CIRCLE OF DREAMS FEATURES Druid level Feature 2nd Balm of the Summer Court 6th Hearth of Moonlight and Shadow 10th 14th Hidden Paths Walker in Dreams 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 offers 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 one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid leve l 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. You regain all expended dice when you finish a Jong rest. HEARTH OF MOONLIGHT AND SHADOW At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere. While within the sphere, you and your a llies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open Hames in the sphere (a campfire, torches, or the like) isn't visible outside it. The sphere vanishes at the end of the rest or when you leave the sphere. HIDDEN PATHS Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport

one willing creature you touch up to 30 feet to an unoccupied s pace you can see. You can use this feature a number of times equal to your Wis dom modifie r (minimum of once), a nd you regain a ll expended uses of it when you fi nish a long r est. WALKER IN D REAMS At 14th level, the magic of the Feywild grants you the ability to travel me nta lly or physically through dreamlands. W hen you finis h a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or te/eportation circle. T his use of teleportation circle is specia l. Ra ther tha n opening a portal to a perma nent tele porta tion circle, it opens a porta l to the last location where you finished a long rest on your c urre nt plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted. Once you use this feature, you can't use it again until you finis h a long rest. CIRCLE O F THE SHEPHERD Druids of the Circle of the Shepherd commune with the spirits of nature, especially the s pirits of beasts and the fey, and call to those spirits for aid. These druids recognize tha t all living things play a role in the natura l world, yet they foc us on protecting a nimals and fey creatures that have difficulty defe nding themselves. S hepherds, as they are known, see such creatures as the ir cha rges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, a nd prevent civilization from encroaching on rare animal habitats a nd on sites sacre d to the fey. Many of these druids a re happiest far from cities and towns, conte nt to s pe nd the ir days in the company of a nima ls a nd the fey cr eatures of the wilds. Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safegua rd their charges better. Wherever these druids go, the s pirits of the wilde rness a re with them. CIRCLE OF THE SHEPHERD FEATURES Druid Level 2nd 6th 10th 14th Feature Speech of the Woods, Spirit Totem Mighty Summoner Guardian Spirit Faithful Summons SPEECH OF THE WOODS At 2nd level, you gain the ability to converse with beasts a od many fey. You learn to speak, read, a nd write Sylvan. In addition, beasts can understand your speech, and you gain the a bility to deciphe r their noises a nd motions. 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 rece nt past. This ability doesn't grant you friendship with beasts, though you can DRUID OF THE CIRC.LE OF THE SHEPHERD combine this ability with gifts to curry favor with them as you would with a ny nonplayer character. SPIRIT TOTEM Starting at 2nd level, you can call forth nature spirits to influe nce the world around you. As a bonus action, you can magically summon a n incorporeal spirit to a point you can see within 60 feet of you. The spirit creates a n aura in a 30-foot radius a round that point. It counts as neither a creature nor an object, though it has the spectra l a ppearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see. The s pirit persists for 1 minute or until you're incapacitated. Once you use this fea ture , you can't use it again until you finish a s hort or long rest. The effect of.the s pirit's a ura depends on the type of spirit you summon from the options below. Bear Spirit. T he bear s pirit grants you and your allies its might a nd endura nce. Each creature of your choice in the a ura when the spirit appears gains temporary hit points equal to 5 +your druid level. In addition, you a nd your allies gain advantage on Strength checks and Strength saving throws while in the aura. Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. Whe n a creature makes an attack roll against a target in the spirit's aura, you cao use your reaction to grant advantage to that attack roll. In addition, you and your a !Ues have advantage on Wisdom (Perception) checks while in the aura. CHAPTER l I CHARACTER OPTlONS

Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your a llies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hjt points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level. MIGHTY SUMMONER Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits: The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has. • The damage from its natural weapons is considered magical for the purpose of overcoming immuruty a nd resistance to nonmagical attacks and damage. GUARDIAN SPIRIT Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a numbe r of hit points equal to half your druid level. FAITHFUL SUMMONS Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you a re reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using 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 a nd attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required). Once you use this feature, you can't use it again until you finish a long rest. LEARNING BEAST SHAPES The Wild Shape feature in the Player's Handbook lets you transform into a beast that you've seen. That rule gives you a tremendous amount of flexibility, making it easy to amass an array of beast form options for yourself, but you must abide by the limitations in the Beast Shapes table in that book. When you gain Wild Shape as a 2nd-level druid, you might wonder which beasts you've a lready seen. The following tables organize beasts from the Monster Manual according to the beasts' most likely environments. Consider the environment your druid grew up in, then consult the appropriate table for a list of an imals that your druid has probably seen by 2nd level. These tables can also help you and your DM determine which animals you might see on your travels. In addition, the tables include each beast's challenge rating and note whether a beast has a flying or swimming speed. This information will help you determine whether you qualify to assume that beast's form. CHAPTER I I CHARACTER OPTIONS l{ l co...-(J. t...-r" i"to lOw<(t~i"~ (lH, l c.10...-()..._'l, B(cc,...-u (v(r;t~i"~ 4u is '"f (rior to w<(, The tables include all the individua l beasts that are eligible for Wild Shape (up to a challenge rating of 1) or the Circle Forms feature of the Circle of the Moon (up to a cha llenge rating of 6). A RCTIC CR Beast 0 Owl 1/8 Blood hawk 1/4 Giant owl Brown bear 2 Polar bear 2 Saber-toothed tiger 6 Mammoth COAST CR Beast 0 Crab 0 Eagle 1/8 Blood hawk 1/8 Giant crab 1/8 Poisonous snake 1/8 Stirge 1/4 Giant lizard 1/4 Giant wolf spider 1/4 Pteranodon Giant eagle Giant toad 2 Plesiosaurus DESERT CR Beast 0 Cat 0 Hyena 0 jackal 0 Scorpion 0 Vulture 1/8 Camel 1/8 Flying snake 1/8 Mule 1/8 Poisonous snake 1/8 Stirge 1/4 Constrictor snake 1/4 Giant lizard 1/4 Giant poisonous snake 1/4 Giant wolf spider Giant hyena Giant spider Giant toad Giant vulture Lion 2 Giant constrictor snake 3 Giant scorpion Fly/Swim Fly Fly Fly Swim Fly/Swim Swim Fly Fly Swim Swim Fly Fly Fly Swim Swim Fly/Swim Fly Fly Swim Fly Swim Swim Swim Fly Swim

FOREST GRASSLAND CR Beast Fly/Swim CR Beast Fly/Swim 0 Baboon 0 Cat 0 Badger 0 Deer 0 Cat 0 Eagle Fly 0 Deer 0 Goat 0 Hyena 0 Hyena 0 Owl Fly 0 jackal 1/8 Blood hawk Fly 0 Vulture Fly 1/8 Flying snake Fly 1/8 Blood hawk Fly 1/8 Giant rat 1/8 Flying snake Fly 1/8 Giant weasel 1/8 Giant weasel 1/8 Poisonous snake Swim 1/8 Poisonous snake Swim 1/8 Mastiff 1/8 Stirge Fly 1/8 Stirge Fly 1/4 Axe beak 1/4 Boar 1/4 Boar 1/4 Constrictor snake Swim 1/4 Elk 1/4 El k 1/4 Giant poisonous snake Swim 1/4 Giant badger 1/4 Giant wolf spider 1/4 Giant bat Fly 1/4 Panther (leopard) 1/4 Giant frog Swim 1/4 Pteranodon Fly 1/4 Giant lizard 1/4 Riding horse 1/4 Giant owl Fly 1/4 Wolf 1/4 Giant poisonous snake Swim 1/2 Giant goat 1/4 Giant wolf spider 1/2 Giant wasp Fly 1/4 Panthe r Giant e~g e Fly 1/4 Wolf Giant hyena 1/ 2 Ape Giant vulture Fly 1/2 Black bear Lion 1/2 Giant wasp Fly Tiger Brown bear 2 Allosaurus Dire wolf 2 Giant boar Giant hyena 2 Giant elk Giant spider 2 Rhinoceros Giant toad Swim 3 Ankylosaurus ,j l Tiger 4 Elephant 2 Giant boar s Triceratops 2 Giant constrictor snake Swim 2 Giant elk CHAPTER I I CH \RACTER OPTCONS

HILL SWAMP CR Beast Fly/Swim CR Beast Fly/Swim 0 Baboon 0 Rat 0 Eagle Fly 0 Raven Fly 0 Goat 1/8 Giant rat 0 Hyena 1/8 Poisonous snake Swim 0 Raven Fly 1/8 Stirge Fly 0 Vulture Fly 1/4 Constrictor snake Swim 1/8 Blood hawk Fly 1/4 Giant frog Swim 1/8 Giant weasel 1/4 Giant lizard 1/8 Mastiff 1/4 Giant poisonous snake Swim 1/8 Mule 1/2 Crocodile Swim 1/8 Poisonous snake Swim Giant spider 1/8 Stirge Fly Giant toad Swim 1/4 Axe beak 2 Giant constrictor snake Swim 1/4 Boar 5 Giant crocodile Swim 1/4 Elk 1/4 Giant owl Fly UNDERDAR K 1/4 Giant wolf spider CR Beast Fly/Swim 1/4 Panther (cougar) 0 Giant fire beetle 1/4 Wolf 1/8 Giant rat 1/2 Giant goat 1/8 Stirge Fly Brown bear 1/4 Giant bat Fly Dire wolf 1/4 Giant centipede Giant eagle Fly 1/4 Giant lizard Giant hyena 1/4 Giant poisonous snake Swim Lion Giant spider 2 Giant boar Giant toad Swim 2 Giant elk 2 Giant constrictor snake Swim 2 Polar bear (cave bear) Swim MOUNTAIN CR Beast Fly/Swim UNDERWATER 0 Eagle Fly CR Beast Fly/Swim 0 Goat 0 Quipper Swim 1/8 Blood hawk Fly 1/4 Constrictor snake Swim 1/8 Stirge Fly 1/2 Giant sea horse Swim 1/4 Pteranodon Fly 1/2 Reef shark Swim 1/2 Giant goat Giant octopus Swim l Giant eagle Fly 2 Giant constrictor snake Swim l Lion 2 Hunter shark Swim 2 Giant elk 2 Plesiosaurus Swim 2 Saber-toothed tiger 3 Ki ller whale Swim 5 Giant shark Swim CHAPTER 1 I CHARACTER OPTIONS

FIGHTER LET ME KNOW WHEN YOU'RE ALL DONE TALKING. -Tordek Of all the adventurers in the worlds of D&D, the fighter is perhaps the greatest paradox. On the one ha nd, a singular feature of the class is that no two fighters ply their craft in quite the same way; their weapons, armor, and tactics differ across a vast spectrum. On the other hand , regardless of the tools and methods one uses, at the heart of every fighter's motivation lies the same basic truth: it is better to wound than to be wounded. Although some adventuring fighters risk their lives fighting for glory or treasure, others are primarily concerned with the welfare of others. They put more value on the well-being of the society, the village, or the group than on their own safety. Even if there's gold in the offing, the true reward for most fighters comes from sending enemies to their doom. The sections below offer ways to add a little depth a nd a few personal touches to your fighter character. HERALDIC SIGN ------- Fighters typically do battle for a cause. Some fight on behalf of kingdoms besieged by monsters, while others quest only for personal glory. In either case, a fighter often displays a heraldic sign that represents that cause, either adopting the symbol of a nation or a royal line, or creating a crest to represent one's self-interest. Your character could be affiliated with a n organization or a cause, and thus might already travel under a banner of some sort. If that's not the case, consider devising a heraldic sign that symbolizes an aspect of your nature or speaks to what you see as your purpose in the world. ~ticlu G\f\A sto\f\tS .,.c;'1 br•c;k ""'1 bo\f\<11 bl.At 1worA1 wil( \f\<v•r !iii.Art .... <-c;l (o\f\~ c;l \ 1tc;'1 r•c;l('1 \,i1~\,i c;"'A 11Aoot Aow"' c;t HERALDIC SIGNS d6 Sign A rampant golden dragon on a green field, representing valor and a quest for wealth 2 The fist of a storm giant clutching lightning before a storm cloud, symbolizing wrath and power 3 Crossed greatswords in front of a castle gate, signifying the defense of a city or kingdom 4 A skull with a dagger through it, representing the s doom you bring to your enemies A phoenix in a ring of fire, an expression of an indomitable spirit 6 Three drops of blood beneath a horizontal sword blade on a black background, symbolizing three foes you have sworn to kill INSTRUCTOR Some fighters a re natural-born combatants who have a talent for surviving in battle. Others learned the basics of their combat prowess in their formative years from spending time in a military or some other martial organization, when they were taught by the leaders of the group. A third type of fighter comes from the ranks of those who received one-on-one instruction from an accomplished veteran of the cra ft. That instructor was, or perhaps still is, well versed in a certain aspect of combat that relates to the student's background. If you decide that your character had an individual instructor, what is that person's specialty? Do you emulate your instructor in how you fight, or did you take the instructor's teachings and adapt them to your own purposes? INSTRUCTORS d6 Instructor Gladiator. Your instructor was a slave who fought for freedom in the arena, or one who willingly chose the gladiator's life to earn money and fame. 2 Milit~ry. Your trainer served with a group of soldiers and knows much about working as a team. 3 City Watch. Crowd control and peacekeeping are your instructor's specialties. 4 Tribal Warrior. Your instructor grew up in a tribe, where fighting for one's life was practically an everyday occurrence. s 6 Street Fighter. Your trainer excels at urban combat, combining close-quarters work with silence and efficiency. Weapon Master. Your mentor helped you to become one with your chosen weapon, by imparting highly specialized knowledge of how to wield it most effectively. CHAPTER I I CHARACTER OPTIONS

Arrows c;r< H11< worst; ~''1 ~o """'-'~ {c;rt~<r t~c;"' ''1' rc;;s. ~c;t s w~; t stc;; i"'~oors c;l( t~< t i""<. Bui~u, t~< s4; is totc;l(; ov<rrc;tt~. SIGNATURE STYLE Many fighters distinguish themselves from their peers by adopting and perfecting a particula r style or method of waging combat. Although this style might be a natural outgrowth of a fighter's personality, that's not a lways the case- someone's approach to the world in general does not necessarily dictate how that person operates when lives a re on the li ne. Do you have a combat style that mirrors your outlook on life, or is something else inside you unleashed whe n weapons are drawn? SIGNATURE STYLES d6 Style Elegant. You move with precise grace and total control, never using mo re energy than you need. 2 Brutal. Your attacks rain down like ha mmer blows, meant to splinter bone or send blood flying. 3 Cunning. You dart in to attack at just the right mo - ment and us e small-scale tactics to tilt t he odds in 4 5 6 your favor. Effortless. You ra re ly pers pire or d isplay anything other than a stoic expression in ba ttl e. Energetic. You sing and laugh d uring combat as your spirit soars. You are happiest when you have a foe in front of you and a weapon in hand. Sinister. Yo u scowl and s neer while fighti ng, and you enjoy mocking your foes as you defeat them. MARTIAL ARCHETYPES At 3rd level, a fighter gains the Ma rtia l Archetype feature. The following options a re available to a fighter, in addition to those offered in the Player's Handbook : the Arcane Archer, the Cavalier, and the S amura i. ARCANE ARCHER An Arcane Archer studies a unique elven method of a rchery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused a rrows to defeat monsters a nd invade rs before they can reach elven settlements. Over the centuries, the methods of these elf a rchers have been learned by members of other races who can a lso ba lance arcane aptitude with a rche ry. CHAPTER 1 I CHARACTER OPTIONS A RCANE ARCHER FEATURES Fighter Level 3rd 7th 10th 15th Feature Arcane Arche r Lore, Arcane Shot (2 options) Curvi ng Shot, Magic Arrow, Arcane Shot (3 options) Arcane Shot (4 options) Ever-Ready Shot, Arcane Shot (5 opt ions) 18th Arcane Shot (6 ? Ptions, improved shots) A RCANE A RCH ER LORE At 3rd level, you learn magical theory or some of the secrets of nature-typical for practitioners of this e lven martia l tradition. You choose to gain proficie ncy in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip. A RCANE SHOT At 3rd level, you learn to unleash s pecia l magical effects with some of your shots. When you gain this feature , you learn two Arcane Shot options of your choice (see "Arcane S hot Options" below). Once per turn when you fire a magic a rrow from a shortbow or longbow as pa rt of the Attack action, you can a pply one of your Arcane Shot options to that a rrow. You decide to use the option when the a rrow hits a creature, unless the option doesn't involve a n attack roll. You have two uses of this ability, and you regain all expended uses of it when you fi nish a short or long rest. You gain an additiona l Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, a nd 18th level. Each option a lso improves when you become an 18th-level fighter. M AGIC ARROW At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical a rrow from a shortbow or longbow, you ca n ma ke it magical for the purpose of overcoming resistance and immunity to nonmagical attacks a nd damage. The magic fades from the a rrow immediately after it hits or misses its target. CURVING SHOT At 7th level, you learn how to direct a n erra nt arrow toward a new target. When you ma ke a n attack roll with a magic arrow a nd miss, you can use a bonus action to reroll the a ttack roll against a differe nt target within 60 feet of the origina l ta rget. E VER-RE ADY S H OT S ta rting at 15th level, your magica l a rchery is available whenever battle sta rts. If you roll initiative a nd have no uses of Arcane S hot rema in ing, you regain one use of it. A RCANE S H OT 0PT10N S The Arcane S hot feature lets you choose options for it at certa in levels. The options are presented here in alphabetical order. They ar e all magical effects, and each one is associated with one of the schools of magic. If a n option requires a saving throw, your Arcane Shot save DC equa ls 8 + your proficiency bonus + your Intell igence modifie r.


D&D Character Creation Compendium Vol 2 - Classes - Flip eBook Pages 51-100 (2024)

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