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Compendium

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7 categories

Classes

17 of 17 entries

Artificer

Hit Die

d8

Proficiencies

Constitution, Intelligence, Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Spellcasting Ability

Intelligence

Skill Choices

2

Armor

light armor, medium armor, shields

Weapons

simple weapons

Tools

Thieves' tools, tinker's tools, one type of artisan's tools of your choice

Wealth

5d4x10

Class Progression

Level 1

Features

Starting Artificer

Optional

Yes

Description

As a 1st-level Artificer, you begin play with 8 + your Constitution modifier hit points.

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

• Armor: light armor, medium armor, shields

• Weapons: simple weapons

• Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice

• Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Slight of Hand

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

• any two simple weapons of your choice

• a light crossbow and 20 bolts

• your choice of studded leather armor or scale mail

• thieve's tool and a dungeoneer's pack

If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 x 10 gp to buy your equipment.

Source: Eberron: Rising from the Last War p. 54, Tasha's Cauldron of Everything p. 10

Features

Multiclass Artificer

Optional

Yes

Description

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose artificer as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an artificer.

Proficiencies Gained. If artificer isn't your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves' tools, tinker's tools.

Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.

Source: Eberron: Rising from the Last War p. 54, Tasha's Cauldron of Everything p. 10

Features

Optional Rule: Firearm Proficiency

Optional

Yes

Description

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in Chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

Source: Eberron: Rising from the Last War p. 54, Player's Handbook, p. 163, Tasha's Cauldron of Everything p. 10

Features

Magical Tinkering

Description

At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.

• The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.

• A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Source: Eberron: Rising from the Last War p. 55, Tasha's Cauldron of Everything p. 11

Spell Slots

2, 2

Features

Spellcasting

Description

You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

The Magic of Artifice

As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool. For example, if you cast cure wounds using alchemist's supplies, you could be quickly producing a salve. If you cast it using tinker's tools, you might have a miniature mechanical spider that binds wounds. The effect of the spell is the same either way.

Such details don't limit you in any way or provide you with any benefit beyond the spell's effects. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.

Cantrips (0-Level Spells)

You know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, 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 artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-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 artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Source: Eberron: Rising from the Last War p. 55, Tasha's Cauldron of Everything p. 11

Level 2

Spell Slots

2, 2

Features

Infuse Item

Description

At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

Infusions Known

When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Source: Eberron: Rising from the Last War p. 56, Tasha's Cauldron of Everything p. 12

Level 3

Spell Slots

2, 3

Features

Artificer Specialist

Description

At 3rd level, you choose the type of specialist you are: Alchemist, Armorer, Artillerist, or Battle Smith, each of which is detailed after the class's description. Your choice grants you features at 5th level and again at 9th and 15th level.

Source: Eberron: Rising from the Last War p. 57, Tasha's Cauldron of Everything p. 13

Artificer Specialist: Alchemist

Optional

Yes

Description

An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.

Source: Eberron: Rising from the Last War p. 58, Tasha's Cauldron of Everything p. 14

Tool Proficiency (Alchemist)

Optional

Yes

Description

When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Source: Eberron: Rising from the Last War p. 58, Tasha's Cauldron of Everything p. 14

Alchemist Spells (Alchemist)

Optional

Yes

Description

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

3rd — healing word, ray of sickness

5th — flaming sphere, Melf's acid arrow

9th — gaseous form, mass healing word

13th — blight, death ward

17th — cloudkill, raise dead

Source: Eberron: Rising from the Last War p. 58, Tasha's Cauldron of Everything p. 14

Experimental Elixir (Alchemist)

Optional

Yes

Description

Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.

Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.

d6 | Effect

1 | Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.

2 | Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.

3 | Resilience. The drinker gains a +1 bonus to AC for 10 minutes.

4 | Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.

5 | Flight. The drinker gains a flying speed of 10 feet for 10 minutes.

6 | Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

Source: Eberron: Rising from the Last War p. 58, Tasha's Cauldron of Everything p. 14

Artificer Specialist: Armorer

Optional

Yes

Description

An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.

Source: Tasha's Cauldron of Everything p. 15

Tools of the Trade (Armorer)

Optional

Yes

Description

When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Source: Tasha's Cauldron of Everything p. 15

Armorer Spells (Armorer)

Optional

Yes

Description

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

3rd — magic missile, thunderwave

5th — mirror image, shatter

9th — hypnotic pattern, lightning bolt

13th — fire shield, greater invisibility

17th — passwall, wall of force

Source: Tasha's Cauldron of Everything p. 15

Arcane Armor (Armorer)

Optional

Yes

Description

Beginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your artificer magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.

You gain the following benefits while wearing this armor:

• If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.

• You can use the arcane armor as a spellcasting focus for your artificer spells.

• The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.

• You can doff or don the armor as an action.

The armor continues to be Arcane Armor until you don another suit of armor or you die.

Source: Tasha's Cauldron of Everything p. 15

Armor Model (Armorer)

Optional

Yes

Description

At 3rd level, you can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.

Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.

Guardian. You design your armor to be in the front line of conflict. It has the following features:

Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.

Defensive Field. As a bonus action you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Infiltrator. You customize your armor for subtle undertakings. It has the following features:

Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.

Powered Steps. Your walking speed increases by 5 feet.

Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.

Source: Tasha's Cauldron of Everything p. 16

Artificer Specialist: Artillerist

Optional

Yes

Description

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars of many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. The world-hopping gnome artificer Vi has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."

Source: Eberron: Rising from the Last War p. 58, Tasha's Cauldron of Everything p. 17

Tool Proficiency (Artillerist)

Optional

Yes

Description

When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Source: Eberron: Rising from the Last War p. 59, Tasha's Cauldron of Everything p. 17

Artillerist Spells (Artillerist)

Optional

Yes

Description

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

3rd — shield, thunderwave

5th — scorching ray, shatter

9th — fireball, wind wall

13th — ice storm, wall of fire

17th — cone of cold, wall of force

Source: Eberron: Rising from the Last War p. 59, Tasha's Cauldron of Everything p. 17

Eldritch Cannon (Artillerist)

Optional

Yes

Description

At 3rd level, you've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.

Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present.

The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

Flamethrower: The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

Force Ballista: Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.

Protector: The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Source: Eberron: Rising from the Last War p. 59, Tasha's Cauldron of Everything p. 17

Artificer Specialist: Battle Smith

Optional

Yes

Description

Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.

In the world of Eberron, Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.

Source: Eberron: Rising from the Last War p. 61, Tasha's Cauldron of Everything p. 18

Tool Proficiency (Battle Smith)

Optional

Yes

Description

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Source: Eberron: Rising from the Last War p. 59, Tasha's Cauldron of Everything p. 19

Battle Smith Spells (Battle Smith)

Optional

Yes

Description

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

3rd — heroism, shield

5th — branding smite, warding bond

9th — aura of vitality, conjure barrage

13th — aura of purity, fire shield

17th — banishing smite, mass cure wounds

Source: Eberron: Rising from the Last War p. 59, Tasha's Cauldron of Everything p. 19

Battle Ready (Battle Smith)

Optional

Yes

Description

When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:

• You gain proficiency with martial weapons.

• When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Source: Eberron: Rising from the Last War p. 59, Tasha's Cauldron of Everything p. 19

Steel Defender (Battle Smith)

Optional

Yes

Description

By 3rd level, your tinkering has borne you a companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

Source: Eberron: Rising from the Last War p. 59, Tasha's Cauldron of Everything p. 19

Resource

Defensive Field

Value

2

Resets

Long rest

Features

The Right Tool for the Job

Description

At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Source: Eberron: Rising from the Last War p. 57, Tasha's Cauldron of Everything p. 13

Level 4

Spell Slots

2, 3

Features

Ability Score Improvement

Description

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.

If your DM allows the use of feats, you may instead take a feat.

Source: Eberron: Rising from the Last War p. 57, Tasha's Cauldron of Everything p. 13

Level 5

Spell Slots

2, 4, 2

Features

Alchemical Savant (Alchemist)

Optional

Yes

Description

At 5th level, you've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Source: Eberron: Rising from the Last War p. 58, Tasha's Cauldron of Everything p. 15

Extra Attack (Armorer)

Optional

Yes

Description

At 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Source: Tasha's Cauldron of Everything p. 16

Arcane Firearm (Artillerist)

Optional

Yes

Description

At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Source: Eberron: Rising from the Last War p. 60, Tasha's Cauldron of Everything p. 18

Extra Attack (Battle Smith)

Optional

Yes

Description

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Source: Eberron: Rising from the Last War p. 61, Tasha's Cauldron of Everything p. 20

Resource

Defensive Field

Value

3

Resets

Long rest

Level 6

Spell Slots

2, 4, 2

Features

Tool Expertise

Description

Starting at 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

Source: Eberron: Rising from the Last War p. 57, Tasha's Cauldron of Everything p. 13

Level 7

Spell Slots

2, 4, 3

Features

Flash of Genius

Description

Starting at 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Source: Eberron: Rising from the Last War p. 57, Tasha's Cauldron of Everything p. 13

Level 8

Spell Slots

2, 4, 3

Features

Ability Score Improvement

Description

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Source: Eberron: Rising from the Last War p. 57, Tasha's Cauldron of Everything p. 13

Level 9

Spell Slots

2, 4, 3, 2

Features

Restorative Reagents (Alchemist)

Optional

Yes

Description

Starting at 9th level, you can incorporate restorative reagents into some of your works:

• Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).

• You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Source: Eberron: Rising from the Last War p. 59, Tasha's Cauldron of Everything p. 15

Armor Modifications (Armorer)

Optional

Yes

Description

Starting at 9th level, you learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.

Source: Tasha's Cauldron of Everything p. 17

Explosive Cannon (Artillerist)

Optional

Yes

Description

Starting at 9th level, every eldritch cannon you create is more destructive:

• The cannon's damage rolls all increase by 1d8.

• As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

Source: Eberron: Rising from the Last War p. 60, Tasha's Cauldron of Everything p. 18

Arcane Jolt (Battle Smith)

Optional

Yes

Description

At 9th level, you've learned new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:

• The target takes an extra 2d6 force damage.

• Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Source: Eberron: Rising from the Last War p. 61, Tasha's Cauldron of Everything p. 20

Resource

Defensive Field

Value

4

Resets

Long rest

Level 10

Spell Slots

3, 4, 3, 2

Features

Magic Item Adept

Description

When you reach 10th level, you've achieved a profound understanding of how to use and make magic items:

• You can attune to up to four magic items at once.

• If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Source: Eberron: Rising from the Last War p. 57, Tasha's Cauldron of Everything p. 13

Level 11

Spell Slots

3, 4, 3, 3

Features

Spell-Storing Item

Description

At 11th level, you can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).

While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Source: Eberron: Rising from the Last War p. 58, Tasha's Cauldron of Everything p. 13

Level 12

Spell Slots

3, 4, 3, 3

Features

Ability Score Improvement

Description

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Source: Eberron: Rising from the Last War p. 57, Tasha's Cauldron of Everything p. 13

Level 13

Spell Slots

3, 4, 3, 3, 1

Resource

Defensive Field

Value

5

Resets

Long rest

Level 14

Spell Slots

4, 4, 3, 3, 1

Features

Magic Item Savant

Description

At 14th level, your skill with magic items deepens:

• You can attune to up to five magic items at once.

• You ignore all class, race, spell, and level requirements on attuning to or using a magic item.

Source: Eberron: Rising from the Last War p. 58, Tasha's Cauldron of Everything p. 14

Level 15

Spell Slots

4, 4, 3, 3, 2

Features

Chemical Mastery (Alchemist)

Optional

Yes

Description

By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

• You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.

• You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.

Source: Eberron: Rising from the Last War p. 59, Tasha's Cauldron of Everything p. 15

Perfected Armor (Armorer)

Optional

Yes

Description

At 15th level, your Arcane Armor gains additional benefits based on its model, as shown below.

Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space.

You can use this reaction a number of times equal to your proficiency bonus and you regain all expended uses of it when you finish a long rest.

Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius,and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.

Source: Tasha's Cauldron of Everything p. 17

Fortified Position (Artillerist)

Optional

Yes

Description

Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannon:

• You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.

• You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.

Source: Eberron: Rising from the Last War p. 60, Tasha's Cauldron of Everything p. 18

Improved Defender (Battle Smith)

Optional

Yes

Description

At 15th level, your Arcane Jolt and steel defender become more powerful:

• The extra damage and the healing of your Arcane Jolt both increase to 4d6.

• Your steel defender gains a +2 bonus to Armor Class.

• Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.

Source: Eberron: Rising from the Last War p. 61, Tasha's Cauldron of Everything p. 20

Resource

Perfected Armor

Value

5

Resets

Long rest

Level 16

Spell Slots

4, 4, 3, 3, 2

Features

Ability Score Improvement

Description

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Source: Eberron: Rising from the Last War p. 57, Tasha's Cauldron of Everything p. 13

Level 17

Spell Slots

4, 4, 3, 3, 3, 1

Resource

Defensive Field

Value

6

Resets

Long rest

Perfected Armor

Value

6

Resets

Long rest

Level 18

Spell Slots

4, 4, 3, 3, 3, 1

Features

Magic Item Master

Description

Starting at 18th level, you can now attune to up to six magic items at once.

Source: Eberron: Rising from the Last War p. 58, Tasha's Cauldron of Everything p. 14

Level 19

Spell Slots

4, 4, 3, 3, 3, 2

Features

Ability Score Improvement

Description

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Source: Eberron: Rising from the Last War p. 57, Tasha's Cauldron of Everything p. 13

Level 20

Spell Slots

4, 4, 3, 3, 3, 2

Features

Soul of Artifice

Description

At 20th level, you have developed a mystical connection to your magic items, which you can draw on for protection:

• You gain a +1 bonus to all saving throws per magic item you are currently attuned to.

• If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.

Source: Eberron: Rising from the Last War p. 58, Tasha's Cauldron of Everything p. 14

Barbarian

Hit Die

d12

Proficiencies

Strength, Constitution, Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

Skill Choices

2

Armor

light armor, medium armor, shields

Weapons

simple weapons, martial weapons

Tools

none

Wealth

2d4x10

Class Progression

Level 1

Features

Starting Barbarian

Optional

Yes

Description

As a 1st-level Barbarian, you begin play with 12+your Constitution modifier hit points.

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

• Armor: light armor, medium armor, shields

• Weapons: simple weapons, martial weapons

• Tools: none

• Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

You begin play with the following equipment, in addition to any equipment provided by your background.

• (a) a greataxe or (b) any martial melee weapon

• (a) two handaxes or (b) any simple weapon

• An explorer's pack and four javelins

Alternatively, you may start with 2d4x10 gp and choose your own equipment.

Source: Player's Handbook p. 48

Features

Multiclass Barbarian

Optional

Yes

Description

To multiclass as a Barbarian, you must meet the following prerequisites:

• Strength 13

You gain the following proficiencies:

• shields, simple weapons, martial weapons

Source: Player's Handbook p. 163

Features

Rage

Description

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor.

• You have advantage on Strength checks and Strength saving throws.

• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian. At 1st level, you have a +2 bonus to damage. Your bonus increases to +3 at 9th level and to +4 at 16th.

• You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Source: Player's Handbook p. 48

Resource

Rage

Value

2

Resets

Long rest

Features

Unarmored Defense

Description

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier+your Constitution modifier. You can use a shield and still gain this benefit.

Source: Player's Handbook p. 48

Special

unarmored defense constitution

Level 2

Features

Reckless Attack

Description

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Source: Player's Handbook p. 48

Features

Danger Sense

Description

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Source: Player's Handbook p. 48

Level 3

Resource

Rage

Value

3

Resets

Long rest

Features

Primal Path

Description

At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Beast, Path of the Ancestral Guardian, Path of the Battlerager, Path of the Berserker, Path of the Storm Herald, Path of the Totem Warrior, Path of Wild Magic, the Path of the Zealot, or Path of the Giant.

Source: Player's Handbook p. 48

Features

Primal Path: Path of the Berserker

Optional

Yes

Description

For some barbarians, rage is a means to an end — that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Source: Player's Handbook p. 49

Features

Frenzy (Path of the Berserker)

Optional

Yes

Description

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Exhaustion:

Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.

Level — Effect:

1 —Disadvantage on ability checks

2 —Speed halved

3 —Disadvantage on attack rolls and saving throws

4 —Hit point maximum halved

5 —Speed reduced to 0

6 —Death

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.

A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.

An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.

Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.

Source: Player's Handbook p. 49

Features

Primal Path: Path of the Totem Warrior

Optional

Yes

Description

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Source: Player's Handbook p. 50

Features

Spirit Seeker (Path of the Totem Warrior)

Optional

Yes

Description

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.

Source: Player's Handbook p. 50

Features

Totem Spirit (Path of the Totem Warrior)

Optional

Yes

Description

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or b ones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Source: Player's Handbook p. 50

Features

Totem Spirit: Bear

Optional

Yes

Description

While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Source: Player's Handbook p. 50

Features

Totem Spirit: Eagle

Optional

Yes

Description

While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

Source: Player's Handbook p. 50

Features

Totem Spirit: Wolf

Optional

Yes

Description

While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Source: Player's Handbook p. 50

Features

Primal Path: Path of the Ancestral Guardian

Optional

Yes

Description

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits, who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid.

Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits' help, they can hinder their foes even as they strike powerful blows against them. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals.

Source: Xanathar's Guide to Everything p. 9

Features

Ancestral Protectors (Path of the Ancestral Guardian)

Optional

Yes

Description

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 start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

Source: Xanathar's Guide to Everything p. 10

Features

Primal Path: Path of the Storm Herald

Optional

Yes

Description

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform their rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.

Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in elite lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts.

Source: Xanathar's Guide to Everything p. 10

Features

Storm Aura (Path of the Storm Herald)

Optional

Yes

Description

Starting at 3rd level, you emanate 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 depends on that chosen environment, as detailed below. You can change your environment choice whatever you gain a level in this class.

if your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Desert: When this affect is activated, all other creatures your aura take 2 fire damage each. The damage increases when you reach certain levels in his class, increasing to 3 at 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 can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage 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, and 4d6 at 20th level.

Tundra: When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits try to inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Source: Xanathar's Guide to Everything p. 10

Features

Primal Path: Path of the Zealot

Optional

Yes

Description

Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power.

A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.

Source: Xanathar's Guide to Everything p. 11

Features

Divine Fury (Path of the Zealot)

Optional

Yes

Description

Starting when you choose this path at 3rd level, you can channel 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 equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

Source: Xanathar's Guide to Everything p. 11

Features

Warrior of the Gods (Path of the Zealot)

Optional

Yes

Description

At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

Source: Xanathar's Guide to Everything p. 11

Features

Primal Path: Path of the Battlerager

Optional

Yes

Description

Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.

Source: Sword Coast Adventurer's Guide p. 121

Features

Restriction: Dwarves Only (Path of the Battlerager)

Optional

Yes

Description

Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.

Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms.

Source: Sword Coast Adventurer's Guide p. 121

Features

Battlerager Armor (Path of the Battlerager)

Optional

Yes

Description

When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.

When you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.

Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.

Source: Sword Coast Adventurer's Guide p. 121

Features

Variant: Spirit Seeker (Tree Ghost Tribe) (Path of the Totem Warrior)

Optional

Yes

Description

Yours is a path that seeks attunement with the natural world, giving you a kinship with plants. At 3rd level when you adopt this path, you gain the ability to cast the speak with plants spell, but only as a ritual, as described in chapter 10.

Source: Sword Coast Adventurer's Guide p. 120

Features

Totem Spirit: Elk

Optional

Yes

Description

While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.

Source: Sword Coast Adventurer's Guide p. 141

Features

Totem Spirit: Tiger

Optional

Yes

Description

While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.

Source: Sword Coast Adventurer's Guide p. 122

Features

Primal Path: Path of the Giant

Optional

Yes

Description

Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size, taking on forms that evoke the glory of giants. Some barbarians look like oversized versions of themselves, perhaps with a hint of elemental energy flaring in their eyes and around their weapons. Others transform more dramatically, taking on the appearance of an actual giant or a form similar to an Elemental, wreathed in fire, frost, or lightning.

Source: Bigby Presents: Glory of the Giants p. 11

Features

Giant Power (Path of the Giant)

Optional

Yes

Description

When you choose this path at 3rd level, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn a cantrip of your choice: either druidcraft or thaumaturgy. Wisdom is your spellcasting ability for this spell.

Source: Bigby Presents: Glory of the Giants p. 11

Features

Giant's Havoc (Path of the Giant)

Optional

Yes

Description

Also at 3rd level, your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:

Crushing Throw. When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack's damage roll.

Giant Stature. Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn't enough room for you to increase your size, your size doesn't change.

Source: Bigby Presents: Glory of the Giants p. 11

Features

Primal Knowledge

Description

When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

Source: Tasha's Cauldron of Everything p. 24

Features

Primal Path: Path of the Beast

Optional

Yes

Description

Barbarians who walk the Path of Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.

Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.

d4 | Origin

1 | One of your parents is a lycanthrope, and you've inherited some of their curse.

2 | You are descended from an archdruid and inherited the ability to partially change shape.

3 | A fey spirit gifted you with the ability to adopt different bestial aspects.

4 | An ancient animal spirit dwells within you, allowing you to walk this path.

Source: Tasha's Cauldron of Everything p. 24

Features

Form of the Beast (Path of the Beast)

Optional

Yes

Description

At 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until your rage ends, you manifest a natural melee weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon's form each time you rage:

Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

Claws. Each of your hands transform into claws, which you can use as a weapon if it's empty. It deal 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Source: Tasha's Cauldron of Everything p. 24

Features

Primal Path: Path of Wild Magic

Optional

Yes

Description

Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.

Source: Tasha's Cauldron of Everything p. 25

Features

Magical Awareness (Path of Wild Magic)

Optional

Yes

Description

At 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Tasha's Cauldron of Everything p. 25

Resource

Magical Awareness

Value

2

Resets

Long rest

Features

Wild Surge (Path of Wild Magic)

Optional

Yes

Description

Starting at 3rd level, the magical energy rolling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

d8 | Effect

1 | Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.

2 | You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

3 | An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.

4 | Magic infuses one weapon of your choice you are holding. Until your rage ends, the weapon's damage type changes to force and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.

5 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.

6 | Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.

7 | Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.

8 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Source: Tasha's Cauldron of Everything p. 25

Features

Primal Path: Path of the Juggernaut

Optional

Yes

Description

Barbarians who follow the Path of the Juggernaut stand so resolutely that none can deter them, and they swing their weapons with such force that all who stand against them are flung aside. In might and in spirit, juggernauts are immovable object and unstoppable force all at once.

Juggernaut barbarians can be found all over Tal'Dorei, and are common among the goliath warriors of the Rivermaw herd that wanders the Dividing Plains. Some dwarves and humanoid survivalists of the Cliffkeep Mountains adopt this fighting style as an extension of their rugged determinism. And a number of stalwart juggernauts hail from the jungles of the Rifenmist Peninsula, having cast off the oppressive yoke of the Iron Authority.

Source: Tal'Dorei Campaign Setting: Reborn p. 165

Features

Thunderous Blows (Path of the Juggernaut)

Optional

Yes

Description

Starting when you choose this path at 3rd level, your rage instills you with the strength to shove and smash your way through your foes, making any battlefield your domain. When you hit a creature with a melee attack while you're raging, you can push that creature up to 5 feet away from you in a direction of your choice. A creature that is Huge or larger makes a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a success, the creature is not pushed.

Starting at 10th level, you can push a creature up to 10 feet when you hit it with a melee attack while you're raging.

Source: Tal'Dorei Campaign Setting: Reborn p. 165

Features

Spirit of the Mountain (Path of the Juggernaut)

Optional

Yes

Description

At 3rd level, you harness your fury to anchor your feet to the ground, becoming a bulwark of strength. While you are raging, you can't be knocked prone or moved along the ground against your will.

Source: Tal'Dorei Campaign Setting: Reborn p. 166

Level 4

Features

Ability Score Improvement

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 49

Level 5

Features

Extra Attack

Description

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Source: Player's Handbook p. 49

Features

Fast Movement

Description

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Source: Player's Handbook p. 49

Modifier

speed +10

Category

bonus

Resource

Magical Awareness

Value

3

Resets

Long rest

Level 6

Resource

Rage

Value

4

Resets

Long rest

Features

Mindless Rage (Path of the Berserker)

Optional

Yes

Description

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Source: Player's Handbook p. 49

Features

Aspect of the Beast (Path of the Totem Warrior)

Optional

Yes

Description

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

Source: Player's Handbook p. 50

Features

Aspect of the Beast: Bear

Optional

Yes

Description

You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Source: Player's Handbook p. 50

Features

Aspect of the Beast: Eagle

Optional

Yes

Description

You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

Source: Player's Handbook p. 50

Features

Aspect of the Beast: Wolf

Optional

Yes

Description

You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Source: Player's Handbook p. 50

Features

Spirit Shield (Path of the Ancestral Guardian)

Optional

Yes

Description

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

Source: Xanathar's Guide to Everything p. 10

Features

Storm Soul (Path of the Storm Herald)

Optional

Yes

Description

At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.

Desert: You gain resistance to fire damage, and you don't suffer 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 anyone else and set it on fire.

Sea: You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

Tundra: You gain resistance to cold damage, and you don't suffer 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.

Source: Xanathar's Guide to Everything p. 10

Features

Fanatical Focus (Path of the Zealot)

Optional

Yes

Description

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

Source: Xanathar's Guide to Everything p. 11

Features

Reckless Abandon (Path of the Battlerager)

Optional

Yes

Description

Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left at the end of your rage.

Source: Sword Coast Adventurer's Guide p. 121

Features

Aspect of the Beast: Elk

Optional

Yes

Description

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated (see chapter 8 in the Player's Handbook for more information about travel pace). The elk spirit helps you roam far and fast.

Source: Sword Coast Adventurer's Guide p. 122

Features

Aspect of the Beast: Tiger

Optional

Yes

Description

You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.

Source: Sword Coast Adventurer's Guide p. 122

Features

Elemental Cleaver (Path of the Giant)

Optional

Yes

Description

Starting at 6th level, your bond with the elemental might of giants grows, and you learn to infuse weapons with primordial energy.

When you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon's damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon's benefits are suppressed while a creature other than you wields it.

While raging and holding the infused weapon, you can use a bonus action to change the infused weapon's current damage type to another one from the damage type options above.

Source: Bigby Presents: Glory of the Giants p. 11

Features

Bestial Soul (Path of the Beast)

Optional

Yes

Description

Starting at 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:

• You gain a swimming speed equal to your walking speed, and you can breathe underwater.

• You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

• When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.

Source: Tasha's Cauldron of Everything p. 25

Features

Bolstering Magic (Path of Wild Magic)

Optional

Yes

Description

At 6th level, You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

• For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.

• Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.

You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Tasha's Cauldron of Everything p. 26

Resource

Bolstering Magic

Value

3

Resets

Long rest

Features

Demolishing Might (Path of the Juggernaut)

Optional

Yes

Description

Starting at 6th level, your melee weapon attacks deal an extra 1d8 damage to constructs, and deal double damage to objects and structures.

Source: Tal'Dorei Campaign Setting: Reborn p. 166

Features

Resolute Stance (Path of the Juggernaut)

Optional

Yes

Description

Also at 6th level, you can temporarily refocus your combat ability to make yourself a bulwark of defense. At the start of your turn (no action required), you can assume a defensive stance that lasts until the start of your next turn. While in this stance, you can't be grappled, attack rolls against you have disadvantage, and your weapon attacks are made with disadvantage.

Source: Tal'Dorei Campaign Setting: Reborn p. 166

Level 7

Features

Feral Instinct

Description

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Source: Player's Handbook p. 49

Features

Instinctive Pounce

Description

At 7th level and as a part of the bonus action you take to enter your rage, you can move up to half your speed.

Source: Tasha's Cauldron of Everything p. 24

Level 8

Features

Ability Score Improvement (2nd)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 49

Level 9

Features

Brutal Critical

Description

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Source: Player's Handbook p. 49

Resource

Magical Awareness

Value

4

Resets

Long rest

Bolstering Magic

Value

4

Resets

Long rest

Level 10

Features

Intimidating Presence (Path of the Berserker)

Optional

Yes

Description

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Source: Player's Handbook p. 49

Features

Spirit Walker (Path of the Totem Warrior)

Optional

Yes

Description

At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Source: Player's Handbook p. 50

Features

Consult the Spirits (Path of the Ancestral Guardian)

Optional

Yes

Description

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.

Source: Xanathar's Guide to Everything p. 10

Resource

Consult Spirits

Value

1

Resets

Short rest

Features

Shielding Storm (Path of the Storm Herald)

Optional

Yes

Description

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.

Source: Xanathar's Guide to Everything p. 10

Features

Zealous Presence (Path of the Zealot)

Optional

Yes

Description

At 10th level, you learn to channel divine power to inspire zealotry in others. As an action, you unleash a battle cry infused with divine energy. Up to 10 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.

Source: Xanathar's Guide to Everything p. 11

Resource

Zealous Presence

Value

1

Resets

Long rest

Features

Battlerager Charge (Path of the Battlerager)

Optional

Yes

Description

Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.

Source: Sword Coast Adventurer's Guide p. 121

Features

Mighty Impel (Path of the Giant)

Optional

Yes

Description

At 10th level, your connection to giant strength allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.

If, at the end of this movement, the thrown creature isn't on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.

Source: Bigby Presents: Glory of the Giants p. 11

Features

Primal Knowledge

Description

When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

Source: Tasha's Cauldron of Everything p. 24

Features

Infectious Fury (Path of the Beast)

Optional

Yes

Description

At 10th level, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

• The target must use its reaction to make a melee attack against another creature of your choice that you can see.

• Target takes 2d12 psychic damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Tasha's Cauldron of Everything p. 25

Resource

Infectious Fury

Value

4

Resets

Long rest

Features

Unstable Backlash (Path of Wild Magic)

Optional

Yes

Description

At 10th level, When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

Source: Tasha's Cauldron of Everything p. 26

Features

Hurricane Strike (Path of the Juggernaut)

Optional

Yes

Description

Starting at 10th level, your blows can hurl foes through the air and into the attacks of your allies. As a reaction when you push a creature at least 5 feet, you can then leap into an unoccupied space next to the creature. If you do so, the creature must succeed on a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be knocked prone. This leap costs no movement and does not provoke opportunity attacks.

Additionally, whenever you push a creature into a space within 5 feet of one of your allies, the ally can use its reaction to make a melee weapon attack against that creature.

Source: Tal'Dorei Campaign Setting: Reborn p. 166

Level 11

Features

Relentless Rage

Description

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Source: Player's Handbook p. 49

Level 12

Features

Ability Score Improvement (3rd)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 49

Resource

Rage

Value

5

Resets

Long rest

Level 14

Features

Retaliation (Path of the Berserker)

Optional

Yes

Description

Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature.

Source: Player's Handbook p. 50

Features

Totemic Attunement (Path of the Totem Warrior)

Optional

Yes

Description

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

Source: Player's Handbook p. 50

Features

Totemic Attunement: Bear

Optional

Yes

Description

While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

Source: Player's Handbook p. 50

Features

Totemic Attunement: Eagle

Optional

Yes

Description

While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Source: Player's Handbook p. 50

Features

Totemic Attunement: Wolf

Optional

Yes

Description

While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

Source: Player's Handbook p. 50

Features

Vengeful Ancestors (Path of the Ancestral Guardian)

Optional

Yes

Description

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.

Source: Xanathar's Guide to Everything p. 10

Features

Raging Storm (Path of the Storm Herald)

Optional

Yes

Description

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.

Desert: Immediately after a creature in your aura hits you with an attack, you can use your reaction to force 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 aura with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed 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.

Source: Xanathar's Guide to Everything p. 11

Features

Rage Beyond Death (Path of the Zealot)

Optional

Yes

Description

Beginning at 14th level, the divine power that fuels your rage allows 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 suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points..

Source: Xanathar's Guide to Everything p. 11

Features

Spiked Retribution (Path of the Battlerager)

Optional

Yes

Description

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.

Source: Sword Coast Adventurer's Guide p. 121

Features

Totemic Attunement: Elk

Optional

Yes

Description

While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + you proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.

Source: Sword Coast Adventurer's Guide p. 122

Features

Totemic Attunement: Tiger

Optional

Yes

Description

While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller creature right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

Source: Sword Coast Adventurer's Guide p. 122

Features

Demiurgic Colossus (Path of the Giant)

Optional

Yes

Description

The primordial power of your rage intensifies. When you rage, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you can use your Mighty Impel to move creatures that are Large or smaller.

In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.

Source: Bigby Presents: Glory of the Giants p. 11

Features

Call the Hunt (Path of the Beast)

Optional

Yes

Description

Starting at 14th level, the beast within grows so powerful that you can spread its ferocity to your allies. When you enter your rage, you can choose a number of willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Tasha's Cauldron of Everything p. 25

Resource

Call the Hunt

Value

5

Resets

Long rest

Features

Controlled Surge (Path of Wild Magic)

Optional

Yes

Description

At 14th level, Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Source: Tasha's Cauldron of Everything p. 26

Features

Unstoppable (Path of the Juggernaut)

Optional

Yes

Description

At 14th level, your fury in battle makes you unstoppable. While you're raging, your speed cannot be reduced, and you are immune to the frightened, paralyzed, prone, and stunned conditions.

If you are frightened, paralyzed, or stunned, you can still use a bonus action to enter a rage (even if you can't otherwise take actions). You aren't affected by any of these conditions while you're raging.

Source: Tal'Dorei Campaign Setting: Reborn p. 166

Level 15

Features

Persistent Rage

Description

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Source: Player's Handbook p. 49

Level 16

Features

Ability Score Improvement (4th)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 49

Level 17

Resource

Rage

Value

6

Resets

Long rest

Resource

Magical Awareness

Value

6

Resets

Long rest

Bolstering Magic

Value

6

Resets

Long rest

Infectious Fury

Value

6

Resets

Long rest

Level 18

Features

Indomitable Might

Description

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Source: Player's Handbook p. 49

Level 19

Features

Ability Score Improvement (5th)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 49

Level 20

Features

Primal Champion

Description

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Source: Player's Handbook p. 49

Modifier

strength +4

Category

ability score

constitution +4

Category

ability score

Level 13

Resource

Infectious Fury

Value

5

Resets

Long rest

Resource

Magical Awareness

Value

5

Resets

Long rest

Bolstering Magic

Value

5

Resets

Long rest

Bard

Hit Die

d8

Proficiencies

Dexterity, Charisma, Acrobatics, Animal Handling, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Sleight of Hand, Stealth, Survival

Spellcasting Ability

Charisma

Skill Choices

3

Armor

light armor

Weapons

simple weapons, hand crossbows, longswords, rapiers, shortswords

Tools

three musical instruments of your choice

Wealth

5d4x10

Class Progression

Level 1

Features

Starting Bard

Optional

Yes

Description

As a 1st-level Bard, you begin play with 8+your Constitution modifier hit points.

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

• Armor: light armor

• Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords

• Tools: three musical instruments of your choice

• Skills: Choose any three

You begin play with the following equipment, in addition to any equipment provided by your background.

• (a) a rapier, (b) a longsword, or (c) any simple weapon

• (a) a diplomat's pack or (b) an entertainer's pack

• (a) a lute or (b) any other musical instrument

• Leather armor and a dagger

Alternatively, you may start with 5d4x10 gp and choose your own equipment.

Source: Player's Handbook p. 51

Features

Multiclass Bard

Optional

Yes

Description

To multiclass as a Bard, you must meet the following prerequisites:

• Charisma 13

You gain the following proficiencies:

• light armor, one skill of your choice, one musical instrument of your choice

Source: Player's Handbook p. 163

Spell Slots

2, 2

Features

Spellcasting

Description

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.

Cantrips:

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.

Spell Slots:

The Bard table shows how many spell slots you have to cast your bard 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher:

You know four 1st-level spells of your choice from the bard spell list.

You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. 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 bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability:

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. 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 bard 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

Ritual Casting:

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus:

You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.

Source: Player's Handbook p. 52

Features

Bardic Inspiration

Description

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Source: Player's Handbook p. 53

Features

Additional Bard Spells

Description

The spells in the following list expand the bard spell list in the Player's Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. Each spell is in the Player's Handbook, unless it has an asterisk (a spell in chapter 3). Xanathar's Guide to Everything also offers more spells.

1st Level: Color spray, Command

2nd Level: Aid, Enlarge/reduce, Mirror image

3rd Level: Intellect fortress*, Mass healing word, Slow

4th Level: Phantasmal killer

5th Level: Rary's telepathic bond (ritual)

6th Level: Heroes' feast

7th Level: Dream of the blue veil*, Prismatic spray

8th Level: Antipathy/sympathy

9th Level: Prismatic wall

Source: Tasha's Cauldron of Everything p. 27

Level 2

Spell Slots

2, 3

Features

Jack of All Trades

Description

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Source: Player's Handbook p. 54

Special

jack of all trades

Features

Song of Rest

Description

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Source: Player's Handbook p. 54

Features

Magical Inspiration

Description

At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Source: Tasha's Cauldron of Everything p. 27

Level 3

Spell Slots

2, 4, 2

Features

Expertise

Description

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

Source: Player's Handbook p. 54

Features

Bard College

Description

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Creation, College of Eloquence, College of Glamour, College of Lore, College of Spirits, College of Swords, College of Valor, or the College of Whispers, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.

Source: Player's Handbook p. 54

Features

Bard College: College of Lore

Optional

Yes

Description

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.

The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

Source: Player's Handbook p. 54

Features

Cutting Words (College of Lore)

Optional

Yes

Description

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

Source: Player's Handbook p. 54

Features

Bonus Proficiencies (College of Lore)

Optional

Yes

Description

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

Source: Player's Handbook p. 54

Features

Bard College: College of Valor

Optional

Yes

Description

Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events first hand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.

Source: Player's Handbook p. 55

Features

Bonus Proficiencies (College of Valor)

Optional

Yes

Description

When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Source: Player's Handbook p. 55

Features

Combat Inspiration (College of Valor)

Optional

Yes

Description

Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Source: Player's Handbook p. 55

Features

Bard College: College of Glamour

Optional

Yes

Description

The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.

The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. The bards of this college are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, abusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.

Source: Xanathar's Guide to Everything p. 14

Features

Mantle of Inspiration (College of Glamour)

Optional

Yes

Description

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 a use of Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of allies you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When 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.

Source: Xanathar's Guide to Everything p. 14

Features

Enthralling Performance (College of Glamour)

Optional

Yes

Description

Starting at 3rd level, you can charge your performance with seductive, fey magic.

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its save against this effect, the target has no hint that you tried to charm it.

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

Source: Xanathar's Guide to Everything p. 14

Resource

Enthralling Performance

Value

1

Resets

Short rest

Features

Bard College: College of Swords

Optional

Yes

Description

Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.

Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.

Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.

Source: Xanathar's Guide to Everything p. 15

Features

Bonus Proficiencies (College of Swords)

Optional

Yes

Description

When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.

If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

Source: Xanathar's Guide to Everything p. 15

Features

Fighting Style (College of Swords)

Optional

Yes

Description

At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.

Source: Xanathar's Guide to Everything p. 15

Features

Fighting Style: Dueling (College of Swords)

Optional

Yes

Description

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Source: Xanathar's Guide to Everything p. 15

Special

fighting style dueling

Features

Fighting Style: Two-Weapon Fighting (College of Swords)

Optional

Yes

Description

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Source: Xanathar's Guide to Everything p. 15

Features

Blade Flourish (College of Swords)

Optional

Yes

Description

At 3rd level, you learn to perform impressive displays of martial prowess and speed.

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

Defensive Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn..

Slashing Flourish: You can expend one use of your Bardic Inspiration 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 within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.

Mobile Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal 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.

Source: Xanathar's Guide to Everything p. 15

Features

Bard College: College of Whispers

Optional

Yes

Description

Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.

Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards' reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.

Source: Xanathar's Guide to Everything p. 16

Features

Psychic Blades (College of Whispers)

Optional

Yes

Description

When you join the College of Whispers at 3rd level, you gain the ability to magically make your weapon attacks toxic to a creature's mind.

When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 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, and 8d6 at 15th level.

Source: Xanathar's Guide to Everything p. 16

Features

Words of Terror (College of Whispers)

Optional

Yes

Description

At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.

If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for one hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.

If the target succeeds on its save, the target has no hint that you tried to frighten it.

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

Source: Xanathar's Guide to Everything p. 16

Resource

Words of Terror

Value

1

Resets

Short rest

Features

Bard College: College of Spirits

Optional

Yes

Description

Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Using occult trappings, these bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn't always entirely under their control.

Source: Van Richten's Guide to Ravenloft p. 28

Features

Guiding Whispers (College of Spirits)

Optional

Yes

Description

Starting at 3rd level, you can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn't count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.

Source: Van Richten's Guide to Ravenloft p. 28

Spiritual Focus (College of Spirits)

Optional

Yes

Description

Beginning at 3rd level, you employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.

Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.

Source: Van Richten's Guide to Ravenloft p. 28

Tales from Beyond (College of Spirits)

Optional

Yes

Description

At 3rd level, you reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale's effect or you finish a short or long rest.

You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale's effect. Once you do so, you can't bestow the tale's effect again until you roll it again.

You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale.

If the tale requires a saving throw, the DC equals your spell save DC.

Bardic Insp. Die | Tale Told Through You

1 | Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die.

2 | Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.

3 | Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.

4 | Tale of the Runaway. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction.

5 | Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.

6 | Tale of the Traveler. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target's walking speed increases by 10 feet and it gains a +1 bonus to its AC.

7 | Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn.

8 | Tale of the Phantom. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature's next turn.

9 | Tale of the Brute. Each creature of the target's choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.

10 | Tale of the Dragon. The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.

11 | Tale of the Angel. The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.

12 | Tale of the Mind-Bender. You evoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn.

Source: Van Richten's Guide to Ravenloft p. 28

Features

Bard College: College of Creation

Optional

Yes

Description

Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson: "Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance."

Dwarves and gnomes often encourage their bards to become students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat—the greatest of dragons—as two of the song's first singers.

Source: Tasha's Cauldron of Everything p. 28

Features

Mote of Potential (College of Creation)

Optional

Yes

Description

At 3rd level, whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.

When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:

Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.

Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.

Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).

Source: Tasha's Cauldron of Everything p. 28

Performance of Creation (College of Creation)

Optional

Yes

Description

Also at 3rd level, As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the Player's Handbook.

Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.

The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).

Source: Tasha's Cauldron of Everything p. 28

Features

Bard College: College of Eloquence

Optional

Yes

Description

Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.

Source: Mythic Odysseys of Theros p. 28, Tasha's Cauldron of Everything p. 29

Features

Silver Tongue (College of Eloquence)

Optional

Yes

Description

At 3rd level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Source: Mythic Odysseys of Theros p. 28, Tasha's Cauldron of Everything p. 30

Features

Unsettling Words (College of Eloquence)

Optional

Yes

Description

Also at 3rd level, you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

Source: Mythic Odysseys of Theros p. 28, Tasha's Cauldron of Everything p. 30

Features

Bard College: College of Tragedy

Optional

Yes

Description

Not all grand stories conclude in triumphant victory. Many tales end with death and despair, and bards of the College of Tragedy know that sorrow and pathos are emotions just as potent as joy and delight. These bards specialize in the power of tragic storytelling, weaving words and spells together to dramatic and devastating effect.

Source: Tal'Dorei Campaign Setting: Reborn p. 167

Features

Poetry in Misery (College of Tragedy)

Optional

Yes

Description

When you join the College of Tragedy at 3rd level, you learn to harness the beauty in failure, finding inspiration in even the direst twists of fate. Whenever you or an ally within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to soliloquize and regain one expended use of your Bardic Inspiration feature.

Source: Tal'Dorei Campaign Setting: Reborn p. 167

Features

Sorrowful Fate (College of Tragedy)

Optional

Yes

Description

Starting at 3rd level, you exploit a foe's peril to instill deep feelings of sorrow and doom. When you or an ally you can see forces a creature to make a saving throw, you can expend one use of your Bardic Inspiration to change the type of saving throw to a Charisma save instead.

If the target fails this save, roll a Bardic Inspiration die. The target takes psychic damage equal to the result, and is plagued with regret for 1 minute. If the target is reduced to 0 hit points during this time and can speak, they are magically compelled to utter darkly poetic final words before succumbing to their injuries.

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

Source: Tal'Dorei Campaign Setting: Reborn p. 167

Level 4

Spell Slots

3, 4, 3

Features

Ability Score Improvement

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 54

Features

Bardic Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:

• Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.

• Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.

Source: Tasha's Cauldron of Everything p. 28

Level 5

Spell Slots

3, 4, 3, 2

Features

Font of Inspiration

Description

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Source: Player's Handbook p. 54

Level 6

Spell Slots

3, 4, 3, 3

Features

Countercharm

Description

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Source: Player's Handbook p. 54

Features

Additional Magical Secrets (College of Lore)

Optional

Yes

Description

At 6th level, you learn two spells of your choice from any classes. A spell you choose must be of a level you can cast, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.

Source: Player's Handbook p. 55

Features

Extra Attack (College of Valor)

Optional

Yes

Description

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Source: Player's Handbook p. 55

Features

Mantle of Majesty (College of Glamour)

Optional

Yes

Description

At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance 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 automatically fails its saving throw against the command you cast with this feature.

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

Source: Xanathar's Guide to Everything p. 14

Resource

Mantle of Majesty

Value

1

Resets

Long rest

Features

Extra Attack (College of Swords)

Optional

Yes

Description

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Source: Xanathar's Guide to Everything p. 15

Features

Mantle of Whispers (College of Whispers)

Optional

Yes

Description

At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid 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 finish a long rest.

You can use the shadow as an 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 and alive. 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 all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and 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 but succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check, You gain a +5 bonus to your check.

Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.

Source: Xanathar's Guide to Everything p. 16

Resource

Mantle of Whispers

Value

1

Resets

Short rest

Features

Spirit Session (College of Spirits)

Optional

Yes

Description

Starting at 6th level, spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.

The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must be of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn't count against the number of bard spells you know.

Once you perform the ritual, you can't do so again until you start a long rest, and you know the chosen spell until you start a long rest.

Source: Van Richten's Guide to Ravenloft p. 29

Resource

Spirit Session

Value

1

Resets

Long rest

Features

Animating Performance (College of Creation)

Optional

Yes

Description

At 6th level, as an action, you can animate one Large or smaller nonmagical item within 30 feet of you that isn't being worn or carried. The animate item uses the Dancing Item stat block, which uses your proficiency bonus (PB). The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.

In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge.

When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.

Once you animate an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.

Source: Tasha's Cauldron of Everything p. 29

Features

Unfailing Inspiration (College of Eloquence)

Optional

Yes

Description

At 6th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.

Source: Mythic Odysseys of Theros p. 28, Tasha's Cauldron of Everything p. 30

Features

Universal Speech (College of Eloquence)

Optional

Yes

Description

Also at 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.

Source: Mythic Odysseys of Theros p. 28, Tasha's Cauldron of Everything p. 30

Features

Tale of Hubris (College of Tragedy)

Optional

Yes

Description

At 6th level, you learn to weave a magical narrative that draws out the fatal arrogance of your foes. When a creature scores a critical hit against you or an ally within 60 feet of you that you can see, you can use your reaction and expend one use of your Bardic Inspiration to target the attacking creature and evoke the story of their downfall. For 1 minute or until the target suffers a critical hit, any weapon attack against the target scores a critical hit on a roll of 18–20.

At 14th level, the critical hit range of this feature increases to 17–20.

Source: Tal'Dorei Campaign Setting: Reborn p. 167

Features

Impending Misfortune (College of Tragedy)

Optional

Yes

Description

Also at 6th level, your words can twist the power of fate to create triumph from the promise of future despair. When you make an attack roll or a saving throw, you can gain a +10 bonus to the roll, but the next attack roll or saving throw you make takes a −10 penalty. If not used, this penalty disappears when you finish a short or long rest.

You can't use this feature again until you finish a short or long rest, or until you are reduced to 0 hit points.

Source: Tal'Dorei Campaign Setting: Reborn p. 167

Level 7

Spell Slots

3, 4, 3, 3, 1

Level 8

Spell Slots

3, 4, 3, 3, 2

Features

Ability Score Improvement (2nd)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 54

Features

Bardic Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:

• Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.

• Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.

Source: Tasha's Cauldron of Everything p. 28

Level 9

Spell Slots

3, 4, 3, 3, 3, 1

Level 10

Spell Slots

4, 4, 3, 3, 3, 2

Features

Magical Secrets

Description

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any class at 14th level and again at 18th level.

Source: Player's Handbook p. 54

Level 11

Spell Slots

4, 4, 3, 3, 3, 2, 1

Level 12

Spell Slots

4, 4, 3, 3, 3, 2, 1

Features

Ability Score Improvement (3rd)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 54

Features

Bardic Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:

• Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.

• Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.

Source: Tasha's Cauldron of Everything p. 28

Level 13

Spell Slots

4, 4, 3, 3, 3, 2, 1, 1

Level 14

Spell Slots

4, 4, 3, 3, 3, 2, 1, 1

Features

Peerless Skill (College of Lore)

Optional

Yes

Description

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

Source: Player's Handbook p. 55

Features

Battle Magic (College of Valor)

Optional

Yes

Description

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.

Source: Player's Handbook p. 55

Features

Unbreakable Majesty (College of Glamour)

Optional

Yes

Description

At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and 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 target for its attack or the attack is wasted. On a successful save, it can attack you on this turn but it has disadvantage on any 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 short or long rest.

Source: Xanathar's Guide to Everything p. 14

Resource

Unbreakable Majesty

Value

1

Resets

Long rest

Features

Master's Flourish (College of Swords)

Optional

Yes

Description

Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.

Source: Xanathar's Guide to Everything p. 15

Features

Shadow Lore (College of Whispers)

Optional

Yes

Description

At 14th level, you gain the ability to weave dark magic into your words and tap into a creature's deepest fears.

As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.

If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack 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 charmed 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.

Source: Xanathar's Guide to Everything p. 16

Resource

Shadow Lore

Value

1

Resets

Long rest

Features

Mystical Connection (College of Spirits)

Optional

Yes

Description

At 14th level, you now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Source: Van Richten's Guide to Ravenloft p. 29

Features

Creative Crescendo (College of Creation)

Optional

Yes

Description

Starting at 14th level, When you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be Small or Tiny.

You are no longer limited by gp value when creating items with Performance of Creation.

Source: Tasha's Cauldron of Everything p. 29

Features

Infectious Inspiration (College of Eloquence)

Optional

Yes

Description

Starting at 14th level, when you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.

You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Source: Mythic Odysseys of Theros p. 28, Tasha's Cauldron of Everything p. 30

Features

Nimbus of Pathos (College of Tragedy)

Optional

Yes

Description

Upon reaching 14th level, you can touch a willing creature as an action and empower it with tragic heroism. For 1 minute, the creature is surrounded by mournful music and ghostly singing, granting it the following benefits and drawbacks:

• The creature has a +4 bonus to AC.

• It has advantage on attack rolls and saving throws.

• When the creature hits a target with a weapon attack or spell attack, that target takes an extra 1d10 radiant damage.

• Any weapon attack against the creature scores a critical hit on a roll of 18–20.

When this effect ends, the creature immediately drops to 0 hit points and is dying. Once you use this feature, you can't use it again until you finish a long rest.

Source: Tal'Dorei Campaign Setting: Reborn p. 168

Level 15

Spell Slots

4, 4, 3, 3, 3, 2, 1, 1, 1

Level 16

Spell Slots

4, 4, 3, 3, 3, 2, 1, 1, 1

Features

Ability Score Improvement (4th)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 54

Features

Bardic Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:

• Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.

• Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.

Source: Tasha's Cauldron of Everything p. 28

Level 17

Spell Slots

4, 4, 3, 3, 3, 2, 1, 1, 1, 1

Level 18

Spell Slots

4, 4, 3, 3, 3, 3, 1, 1, 1, 1

Level 19

Spell Slots

4, 4, 3, 3, 3, 3, 2, 1, 1, 1

Features

Ability Score Improvement (5th)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 54

Features

Bardic Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:

• Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.

• Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.

Source: Tasha's Cauldron of Everything p. 28

Level 20

Spell Slots

4, 4, 3, 3, 3, 3, 2, 2, 1, 1

Features

Superior Inspiration

Description

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Source: Player's Handbook p. 54

Blood Hunter

Hit Die

d10

Proficiencies

Dexterity, Intelligence, Acrobatics, Arcana, Athletics, History, Insight, Investigation, Religion, Survival

Spellcasting Ability

Intelligence

Skill Choices

3

Armor

Light armor, medium armor, shields

Weapons

Simple weapons, martial weapons

Tools

Alchemist's supplies

Class Progression

Level 1

Features

Starting Blood Hunter

Optional

Yes

Description

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

• (a) a martial weapon or (b) two simple weapons

• a light crossbow and 20 bolts

• (a) studded leather armor or (b) scale mail armor

• an explorer's pack and alchemist's supplies

Features

Multiclass Blood Hunter

Optional

Yes

Description

Blood Hunter Multiclassing Prerequisites:

Ability Score Minimum: As a multiclass character, you must have at least a Strength score or Dexterity score of 13 and an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a blood hunter.

Proficiencies Gained: If blood hunter isn't your initial class, you gain the following proficiencies when you take your first level as a blood hunter: light armor, medium armor, shields, simple weapons, martial weapons, and alchemist's supplies.

Multiclassing with Warlock: If your blood hunter is part of the Order of the Profane Soul and also has warlock levels, add one-third of your blood hunter levels (rounded down) to your warlock level and consult the warlock progression table in the Player's Handbook for total spell slots, cantrips known, and spell slot level. You should consider aligning your Otherworldly Patron feature between both classes, but your DM might allow you to have two different patrons at their discretion.

Features

Variant Hemocraft Ability Score

Optional

Yes

Description

As a blood hunter, you use your Intelligence modifier for some of your class and subclass features. However, with your DM's permission, you can choose to instead use your Wisdom modifier for all your blood hunter features that use your Intelligence modifier by default.

Features

Hunter's Bane

Description

Beginning at 1st level,you have survived the Hunter's Bane, a dangerous, long-guarded ritual that alters your life's blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.

The Hunter's Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Hemocraft save DC = 8 + your proficiency bonus + your Hemocraft modifier (your choice between Intelligence or Wisdom)

Features

Blood Maledict

Description

Also at 1st level, you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one blood curse of your choice, detailed in the "Blood Curses" section at the end of the class description (Added as spells in the Blood Curses spell list). You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.

Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can't be reduced in any way. An amplified curse gains an additional effect, noted in the curse's description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at 6th level, three times starting at 13th level, and four times starting at 17th level.

Your hemocraft die starts at 1d4, then becomes 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

Resource

Blood Maledict

Value

1

Resets

Short rest

Level 2

Features

Fighting Style

Description

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a fighting style more than once, even if you later get to choose again.

Features

Fighting Style: Archery

Optional

Yes

Description

You gain a +2 bonus to attack rolls you make with ranged weapons.

Source: Player's Handbook, p. 72

Special

fighting style archery

Features

Fighting Style: Dueling

Optional

Yes

Description

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Source: Player's Handbook, p. 72

Special

fighting style dueling

Features

Fighting Style: Great Weapon Fighting

Optional

Yes

Description

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Source: Player's Handbook, p. 72

Features

Fighting Style: Two-Weapon Fighting

Optional

Yes

Description

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Source: Player's Handbook, p. 72

Features

Crimson Rite

Description

Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you're holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can't be reduced in any way.

While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can't gain the benefit of your rite.

You choose one rite from the crimson rites below when you first gain this feature. You learn an additional crimson rite at 7th level, and again at 14th level.

Rite of the Flame. The extra damage dealt by your rite is fire damage.

Rite of the Frozen. The extra damage dealt by your rite is cold damage.

Rite of the Storm. The extra damage dealt by your rite is lightning damage.

Rite of the Dead. The extra damage dealt by your rite is necrotic damage. (Prerequisite: 14th level)

Rite of the Oracle. The extra damage dealt by your rite is psychic damage. (Prerequisite: 14th level)

Rite of the Roar. The extra damage dealt by your rite is thunder damage. (Prerequisite: 14th level)

Level 3

Features

Blood Hunter Order

Description

At 3rd level, you commit to an order of blood hunters whose philosophy will guide you throughout your life: the Order of the Ghostslayer, the Order of the Lycan, the Order of the Mutant, or the Order of the Profane Soul, each of which is detailed at the end of the class description. Your choice grants you features at 7th level and again at 11th, 15th, and 18th level.

Features

Blood Hunter Order: Order of the Ghostslayer

Optional

Yes

Description

The Order of the Ghostslayer is the oldest of the blood hunter orders, its members having originally rediscovered the secrets of hemocraft and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mystery of the transition from life, and the unholy power that can cause the dead to rise once more. These zealous blood hunters make it their life's work to destroy the scourge of undeath wherever it is found, tuning their abilities to engage undead creatures and those who manipulate the necromancy that creates them.

Features

Rite of the Dawn (Ghostslayer)

Optional

Yes

Description

When you join this order at 3rd level, you learn the Rite of the Dawn as part of your Crimson Rite feature. When you activate the Rite of the Dawn, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

• Your weapon sheds bright light out to a radius of 20 feet.

• You have resistance to necrotic damage.

• When you hit an undead creature with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite.

Features

Curse Specialist (Ghostslayer)

Optional

Yes

Description

Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.

Features

Blood Hunter Order: Order of the Profane Soul

Optional

Yes

Description

Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance. So the blood hunters who founded this order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price.

Features

Otherworldly Patron (Profane Soul)

Optional

Yes

Description

When you reach 3rd level, you strike a bargain with an otherworldly being of your choice:

• The Archfey, the Fiend, or the Great Old One, detailed in the Player's Handbook

• The Undying, from Sword Coast Adventurer's Guide

• The Celestial or the Hexblade, from Xanathar's Guide to Everything

• The Fathomless or the Genie, from Tasha's Cauldron of Everything

• The Undead, from Van Richten's Guide to Ravenloft

The choice you make augments some of your subclass features, as noted below.

Spell Slots

2, 1

Optional

Yes

Features

Pact Magic (Profane Soul)

Optional

Yes

Description

Also at 3rd level, you augment your combat techniques with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 of the Player's Handbook for the warlock spell list.

Cantrips:

You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots:

The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher:

At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Profane Soul Spellcasting 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 13th 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:

Your chosen Hemocraft ability (Intelligence or Wisdom) is your spellcasting ability for your warlock spells, so you use your Hemocraft ability whenever a spell refers to your spellcasting ability. In addition, you use your Hemocraft 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 Hemocraft modifier.

Spell attack modifier = your proficiency bonus + your Hemocraft modifier.

Features

Rite Focus (Profane Soul)

Optional

Yes

Description

Starting at 3rd level, your weapon becomes a conduit for the power of your pact with your chosen patron. While you have an active crimson rite, you can use your weapon as a spellcasting focus for your warlock spells, and you gain a specific benefit based on your chosen pact.

The Archfey. When you damage a creature with a weapon for which you have an active crimson rite, that creature glows with faint light until the end of your next turn. For the duration, the creature gains no benefit from any cover or from being invisible.

The Celestial. As a bonus action, you expend one use of your Blood Maledict feature to heal one creature you can see within 60 feet of you. That creature regains a number of hit points equal to one roll of your hemocraft die + your Hemocraft modifier (minimum of +1).

The Fathomless. You can breathe underwater. Additionally, once per turn when you damage a creature with a weapon for which you have an active crimson rite, you can reduce that creature's speed by 10 feet until the start of your next turn.

The Fiend. While using the Rite of the Flame, if you roll a 1 or 2 on a damage die when you roll the extra damage from the rite, you can reroll the die and choose which roll to use.

The Genie. As a bonus action, you expend a use of your Blood Maledict feature to give yourself a flying speed of 30 feet, which lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round).

The Great Old One. When you score a critical hit against a creature, that creature and any other creatures of your choice within 10 feet of it are frightened of you until the end of your next turn.

The Hexblade. When you successfully target a creature with a blood curse, the next time you hit that creature with an attack while the curse is in effect, the attack deals additional damage equal to your proficiency modifier.

The Undead. When you take necrotic damage, you can use your reaction to halve that damage. In addition, your appearance changes to reflect some aspect of your patron while you have any crimson rite active.

The Undying. When you reduce a hostile creature of at least mild threat (DM's discretion) to 0 hit points, you regain a number of hit points equal to one roll of your hemocraft die.

Spell Slots

2, 1

Optional

Yes

Features

Blood Hunter Order: Order of the Mutant

Optional

Yes

Description

The process of undertaking the Hunter's Bane ritual is a painful, scarring, and sometimes fatal experience. Those who survive are irrevocably changed—and not always for the better. Over generations of experimentation, a splinter order of blood hunters honed the way in which hemocraft alters the body, using corrupted alchemy and toxic elixirs to alter their blood even further. Over time, they have modified their capabilities in battle, becoming something beyond what they once were. Calling themselves the Order of the Mutant, these blood hunters now specialize in assessing the strengths and weaknesses of their foes, altering their biology to be best prepared for any conflict.

Features

Mutagencraft (Mutant)

Optional

Yes

Description

When you choose this archetype at 3rd level, you learn to master forbidden alchemical formulas—known as mutagens—that can temporarily alter your mental and physical abilities.

As a bonus action, you consume a mutagen, whose effects and side effects last until you finish a short or long rest unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush all mutagens from your system, ending their effects and side effects.

Mutagens are designed for the specific biology of the character who concocted them, and your mutagens have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.

Resource

Mutagencraft

Value

1

Resets

Short rest

Features

Formulas (Mutant)

Optional

Yes

Description

The number of mutagens you can concoct when you finish a rest, and the number of formulas you know, increases as you gain levels in the blood hunter class, as shown on the Mutagencraft table above. Additionally, when you learn a new mutagen formula, you can replace one formula you already know with a new mutagen formula. You choose four mutagen formulas to learn from the options detailed at the end of this subclass description (Added as spells in the Mutagens spell list), and you can concoct one mutagen when you finish a short or long rest.

Features

Blood Hunter Order: Order of the Lycan

Optional

Yes

Description

The ancient curse of lycanthropy is feared by nearly all peoples and cultures, passed through blood and seeding a host with the savage strength and hunger for violence of a wicked beast. The Order of the Lycan is a proud group of blood hunters who undergo "the Taming"—the ceremonial infliction of lycanthropy by a senior member of the order, for those who do not already carry the curse before seeking this path. These hunters then use the magic of their blood to harness the power of the monster they harbor, without losing themselves to it. Using intense will and secret blood magic rituals, members of the Order of the Lycan learn to control and unleash their hybrid forms for short periods of time. Enhanced physical prowess, unnatural resilience, and razor-sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to their own hunger.

Features

Heightened Senses (Lycan)

Optional

Yes

Description

When you choose this archetype at 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Features

Hybrid Transformation (Lycan)

Optional

Yes

Description

Also at 3rd level, you learn to control the lycanthropic curse that courses through your veins. As a bonus action, you transform into a special hybrid form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.

This feature replaces the rules for lycanthropy in the Monster Manual. Once you use this feature, you must finish a short or long rest before you can use it again.

While you are transformed, you gain the following benefits and drawbacks:

Feral Might: You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.

Resilient Hide: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.

Predatory Strikes

You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level.

Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.

Bloodlust

If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you're concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian's Rage feature), you automatically fail this saving throw.

If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.

Resource

Hybrid Transformation

Value

1

Resets

Short rest

Level 4

Features

Ability Score Improvement

Description

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Spell Slots

2, 1

Optional

Yes

Level 5

Features

Extra Attack

Description

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action.

Spell Slots

2, 1

Optional

Yes

Level 6

Spell Slots

2, 2

Optional

Yes

Features

Brand of Castigation

Description

At 6th level, when you damage a creature with a weapon for which you have an active crimson rite, you can channel hemocraft magic to sear an arcane brand into that creature (no action required). You always know the direction to the branded creature as long as it's on the same plane as you. Further, each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature takes psychic damage equal to your Hemocraft modifier (minimum of 1).

Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with dispel magic, and is treated as a spell with a level equal to half your blood hunter level (maximum 9th level).

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

Resource

Brand of Castigation

Value

1

Resets

Short rest

Resource

Blood Maledict

Value

2

Resets

Short rest

Level 7

Features

Additional Crimson Rite

Description

You learn an additional Cimson Rite of your choice at 7th level.

Rite of the Flame. The extra damage dealt by your rite is fire damage.

Rite of the Frozen. The extra damage dealt by your rite is cold damage.

Rite of the Storm. The extra damage dealt by your rite is lightning damage.

Features

Aether Walk (Ghostslayer)

Optional

Yes

Description

Upon reaching 7th level, at the start of your turn, you can magically step into the veil between the planes as long as you aren't incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object.

This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Aether Walk twice between rests starting at 15th level.

Resource

Aether Walk

Value

1

Resets

Short rest

Features

Mystic Frenzy (Profane Soul)

Optional

Yes

Description

Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.

Revealed Arcana (Profane Soul)

Optional

Yes

Description

At 7th level, your patron grants you the use of a distinctive spell based on your pact. You cast this spell using any pact magic spell slot, and can't do so again until you finish a long rest.

The Archfey. You can cast blur.

The Celestial. You can cast lesser restoration.

The Fathomless. You can cast gust of wind.

The Fiend. You can cast scorching ray.

The Genie. You can cast phantasmal force.

The Great Old One. You can cast detect thoughts.

The Hexblade. You can cast branding smite.

The Undead. You can cast blindness/deafness.

The Undying. You can cast silence.

Resource

Revealed Arcana

Value

1

Resets

Long rest

Features

Strange Metabolism (Mutant)

Optional

Yes

Description

When you reach 7th level, your body begins to adapt to toxins and venoms, ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition.

Additionally, you can trigger a burst of adrenaline that lets you temporarily resist the negative effects of a mutagen. As a bonus action, you can ignore the negative side effect of one mutagen affecting you for 1 minute. Once you do so, you can't do so again until you finish a long rest.

Resource

Strange Metabolism

Value

1

Resets

Long rest

Features

Stalker's Prowess (Lycan)

Optional

Yes

Description

At 7th level, your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance. Your hybrid form also gains the following additional benefit.

Improved Predatory Strikes: You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you have an active crimson rite on your unarmed strike while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Modifier

speed +10

Category

bonus

Spell Slots

2, 2

Optional

Yes

Level 8

Features

Ability Score Improvement

Description

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Spell Slots

2, 2

Optional

Yes

Level 9

Features

Grim Psychometry

Description

When you reach 9th level, you gain a supernatural talent for discerning the secrets surrounding mysterious relics or places touched by evil. Whenever you make an Intelligence (History) check to recall information about the sinister or tragic history of an object you are touching or your current location, you have advantage on the check. At the DM's discretion, a suitably high roll might cause your character to experience brief visions of the past connected to the object or location.

Spell Slots

2, 2

Optional

Yes

Level 10

Spell Slots

3, 0, 2

Optional

Yes

Features

Dark Augmentation

Description

Starting at 10th level, the magic of hemocraft suffuses your body to permanently reinforce your resilience. Your speed increases by 5 feet, and you have a bonus to Strength, Dexterity, and Constitution saving throws equal to your Hemocraft modifier (minimum of +1).

Level 11

Features

Brand of Sundering (Ghostslayer)

Optional

Yes

Description

Starting at 11th level, your Brand of Castigation exposes a fragment of your foe's essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a branded creature has the Incorporeal Movement trait or a similar feature, it can't move through creatures or objects while branded.

Features

Brand of the Sapping Scar (Profane Soul)

Optional

Yes

Description

Upon reaching 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your warlock spells.

Features

Brand of Axiom (Mutant)

Optional

Yes

Description

At 11th level, your mutagenic hemocraft lets your Brand of Castigation reveal a foe's true nature. Any illusion or invisibility in effect on a creature when you brand it ends, and the creature can't benefit from invisibility or illusion effects while branded by you. If a creature branded by you is in an alternative form (by way of the polymorph spell, the Change Shape action or Shapechanger trait, the Wild Shape feature, and similar effects), it must succeed on a Wisdom saving throw or revert to its true form and be stunned until the end of your next turn. Whenever a branded creature attempts to alter its form, it must succeed on a Wisdom saving throw or have the attempt fail, and it is stunned until the end of your next turn.

Features

Advanced Transformation (Lycan)

Optional

Yes

Description

At 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. Your hybrid form also gains the following additional benefit.

Lycan Regeneration: At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in hybrid form, you gain these hit points before you must make the saving throw for your bloodlust.

Resource

Hybrid Transformation

Value

2

Resets

Short rest

Spell Slots

3, 0, 2

Optional

Yes

Level 12

Features

Ability Score Improvement

Description

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Spell Slots

3, 0, 2

Optional

Yes

Level 13

Resource

Blood Maledict

Value

3

Resets

Short rest

Spell Slots

3, 0, 0, 2

Optional

Yes

Features

Brand of Tethering

Description

Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Hemocraft modifier (minimum of 2). Additionally, a branded creature can't take the Dash action, and if it attempts to teleport or to leave its current plane by any means, it takes 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the attempt to teleport or leave the plane fails.

Level 14

Features

Additional Crimson Rite

Description

Choose a Crimson Rite to learn at 14th level.

Rite of the Flame. The extra damage dealt by your rite is fire damage.

Rite of the Frozen. The extra damage dealt by your rite is cold damage.

Rite of the Storm. The extra damage dealt by your rite is lightning damage.

Rite of the Dead. The extra damage dealt by your rite is necrotic damage. (Prerequisite: 14th level)

Rite of the Oracle. The extra damage dealt by your rite is psychic damage. (Prerequisite: 14th level)

Rite of the Roar. The extra damage dealt by your rite is thunder damage. (Prerequisite: 14th level)

Features

Hardened Soul

Description

When you reach 14th level, you have advantage on saving throws against being charmed and frightened.

Resource

Blood Maledict

Value

3

Resets

Short rest

Spell Slots

3, 0, 0, 2

Optional

Yes

Level 15

Features

Curse of the Exorcist (Ghostslayer)

Optional

Yes

Description

At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies—and to punish those responsible for it. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn't count against your number of blood curses known.

Resource

Aether Walk

Value

2

Resets

Short rest

Features

Unsealed Arcana (Profane Soul)

Optional

Yes

Description

At 15th level, your patron grants you the use of an additional spell based on your pact. You cast this spell without expending a spell slot, and can't do so again until you finish a long rest.

The Archfey. You can cast slow.

The Celestial. You can cast revivify.

The Fathomless. You can cast lightning bolt.

The Fiend. You can cast fireball.

The Genie. You can cast protection from energy.

The Great Old One. You can cast haste.

The Hexblade. You can cast blink.

The Undead. You can cast speak with dead.

The Undying. You can cast bestow curse.

Features

Blood Curse of Corrosion (Mutant)

Optional

Yes

Description

Starting at 15th level, your blood curse can infuse a creature's body with terrible toxins. You gain the Blood Curse of Corrosion for your Blood Maledict feature. This doesn't count against your number of blood curses known.

Features

Brand of the Voracious (Lycan)

Optional

Yes

Description

Starting at 15th level, you have advantage on the saving throw for your bloodlust while in hybrid form. Additionally, your Brand of Castigation can now bind a foe to your hunter's ferocity. While in your hybrid form, you have advantage on attack rolls against a creature branded by you.

Spell Slots

3, 0, 0, 2

Optional

Yes

Level 16

Features

Ability Score Improvement

Description

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Spell Slots

3, 0, 0, 2

Optional

Yes

Level 17

Resource

Blood Maledict

Value

4

Resets

Short rest

Spell Slots

3, 0, 0, 2

Optional

Yes

Level 18

Features

Rite Revival (Ghostslayer)

Optional

Yes

Description

Upon reaching 18th level, you learn to protect your fading life by absorbing your blood rite. When you are reduced to 0 hit points while you have an active crimson rite, but don't die outright, the rite ends and you drop to 1 hit point instead. If you have multiple rites active, you choose which one ends.

Features

Blood Curse of the Souleater (Profane Soul)

Optional

Yes

Description

Starting at 18th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Soul Eater for your Blood Maledict feature. This doesn't count against your number of blood curses known.

Features

Exalted Mutation (Mutant)

Optional

Yes

Description

At 18th level, your body has adapted to produce mutagens naturally in a moment of need. As a bonus action, choose one mutagen currently affecting you. Its effects and side effects end, and you can immediately have a mutagen you know the formula for take effect in its place.

You can use this feature a number of times equal to your Hemocraft modifier (minimum of once). You regain all expended uses when you finish a long rest.

Features

Hybrid Transformation Mastery (Lycan)

Optional

Yes

Description

At 18th level, you have mastered your inner predator. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert to your normal form, fall unconscious, or die.

You also gain the Blood Curse of the Howl for your Blood Maledict feature. This doesn't count against your number of blood curses known.

Spell Slots

3, 0, 0, 2

Optional

Yes

Level 19

Features

Ability Score Improvement

Description

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Spell Slots

3, 0, 0, 0, 2

Optional

Yes

Level 20

Features

Sanguine Mastery

Description

Upon reaching 20th level, your mastery of blood magic reaches its height, mitigating your sacrifice and empowering your expertise. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can reroll the die and use either roll.

Additionally, whenever you score a critical hit with a weapon for which you have an active crimson rite, you regain one expended use of your Blood Maledict feature.

Cleric

Hit Die

d8

Proficiencies

Wisdom, Charisma, History, Insight, Medicine, Persuasion, Religion

Spellcasting Ability

Wisdom

Skill Choices

2

Armor

light armor, medium armor, shields

Weapons

simple weapons

Tools

none

Wealth

5d4x10

Class Progression

Level 1

Features

Starting Cleric

Optional

Yes

Description

As a 1st-level Cleric, you begin play with 8+your Constitution modifier hit points.

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

• Armor: light armor, medium armor, shields

• Weapons: simple weapons

• Tools: none

• Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

You begin play with the following equipment, in addition to any equipment provided by your background.

• (a) a mace or (b) a warhammer (if proficient)

• (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)

• (a) a light crossbow and 20 bolts or (b) any simple weapon

• (a) a priest's pack or (b) an explorer's pack

• A shield and a holy symbol

Alternatively, you may start with 5d4x10 gp and choose your own equipment.

Source: Player's Handbook p. 58

Features

Multiclass Cleric

Optional

Yes

Description

To multiclass as a Cleric, you must meet the following prerequisites:

• Wisdom 13

You gain the following proficiencies:

• light armor, medium armor, shields

Source: Player's Handbook p. 163

Spell Slots

3, 2

Features

Spellcasting

Description

As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.

Cantrips:

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 4th level and another at 10th level.

Preparing and Casting Spells:

The Cleric table shows how many spell slots you have to cast your cleric 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.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier+your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 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 cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability:

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting:

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus:

You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.

Source: Player's Handbook p. 58

Features

Divine Domain

Description

Choose one domain related to your deity: Arcana, Death, Forge, Grave, Knowledge, Life, Light, Nature, Order, Peace, Tempest, Trickery, Twilight, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells:

Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Source: Player's Handbook p. 58

Features

Divine Domain: Knowledge Domain

Optional

Yes

Description

The gods of knowledge — including Oghma, Boccob, Gilean, Aureon, and Thoth — value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

Knowledge Domain Spells:

At each indicated cleric level, you add the listed spells to your spells prepared.

1st — command, identify

3rd — augury, suggestion

5th — nondetection, speak with dead

7th — arcane eye, confusion

9th — legend lore, scrying

Source: Player's Handbook p. 59

Features

Blessings of Knowledge (Knowledge Domain)

Optional

Yes

Description

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Source: Player's Handbook p. 59

Features

Divine Domain: Life Domain

Optional

Yes

Description

The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).

Life Domain Spells:

At each indicated cleric level, you add the listed spells to your spells prepared.

1st — bless, cure wounds

3rd — lesser restoration, spiritual weapon

5th — beacon of hope, revivify

7th — death ward, guardian of faith

9th — mass cure wounds, raise dead

Source: Player's Handbook p. 60

Features

Bonus Proficiency (Life Domain)

Optional

Yes

Description

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Source: Player's Handbook p. 60

Features

Disciple of Life (Life Domain)

Optional

Yes

Description

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+the spell's level.

Source: Player's Handbook p. 60

Features

Divine Domain: Light Domain

Optional

Yes

Description

Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.

Light Domain Spells:

At each indicated cleric level, you add the listed spells to your spells prepared.

1st — burning hands, faerie fire

3rd — flaming sphere, scorching ray

5th — daylight, fireball

7th — guardian of faith, wall of fire

9th — flame strike, scrying

Source: Player's Handbook p. 60

Features

Bonus Cantrip (Light Domain)

Optional

Yes

Description

When you choose this domain at 1st level, you gain the light cantrip if you don't already know it. This cantrip doesn't count against the number of cleric cantrips you know.

Source: Player's Handbook p. 61

Features

Warding Flare (Light Domain)

Optional

Yes

Description

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Source: Player's Handbook p. 61

Features

Divine Domain: Nature Domain

Optional

Yes

Description

Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.

Nature Domain Spells:

At each indicated cleric level, you add the listed spells to your spells prepared.

1st — animal friendship, speak with animals

3rd — barkskin, spike growth

5th — plant growth, wind wall

7th — dominate beast, grasping vine

9th — insect plague, tree stride

Source: Player's Handbook p. 61

Features

Acolyte of Nature (Nature Domain)

Optional

Yes

Description

At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. This cantrip counts as a cleric cantrip for you, but it doesn't count against the number of cleric cantrips you know.

Source: Player's Handbook p. 62

Features

Bonus Proficiency (Nature Domain)

Optional

Yes

Description

Also at 1st level, you gain proficiency with heavy armor.

Source: Player's Handbook p. 62

Features

Divine Domain: Tempest Domain

Optional

Yes

Description

Gods whose portfolios include the Tempest domain — including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor — govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.

Tempest Domain Spells:

At each indicated cleric level, you add the listed spells to your spells prepared.

1st — fog cloud, thunderwave

3rd — gust of wind, shatter

5th — call lightning, sleet storm

7th — control water, ice storm

9th — destructive wave, insect plague

Source: Player's Handbook p. 62

Features

Bonus Proficiencies (Tempest Domain)

Optional

Yes

Description

At 1st level, you gain proficiency with martial weapons and heavy armor.

Source: Player's Handbook p. 62

Features

Wrath of the Storm (Tempest Domain)

Optional

Yes

Description

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Source: Player's Handbook p. 62

Features

Divine Domain: Trickery Domain

Optional

Yes

Description

Gods of trickery — such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki — are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.

Trickery Domain Spells:

At each indicated cleric level, you add the listed spells to your spells prepared.

1st — charm person, disguise self

3rd — mirror image, pass without trace

5th — blink, dispel magic

7th — dimension door, polymorph

9th — dominate person, modify memory

Source: Player's Handbook p. 62

Features

Blessing of the Trickster (Trickery Domain)

Optional

Yes

Description

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Source: Player's Handbook p. 63

Features

Divine Domain: War Domain

Optional

Yes

Description

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

War Domain Spells:

At each indicated cleric level, add the listed spells to your spells prepared.

1st — divine favor, shield of faith

3rd — magic weapon, spiritual weapon

5th — crusader's mantle, spirit guardians

7th — freedom of movement, stoneskin

9th — flame strike, hold monster

Source: Player's Handbook p. 63

Features

Bonus Proficiencies (War Domain)

Optional

Yes

Description

At 1st level, you gain proficiency with martial weapons and heavy armor.

Source: Player's Handbook p. 63

Features

War Priest (War Domain)

Optional

Yes

Description

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Source: Player's Handbook p. 63

Features

Divine Domain: Death Domain

Optional

Yes

Description

The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and WeeJas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and He!).

Death Domain Spells:

At each indicated cleric level, add the listed spells to your spells prepared

1st — false life, ray of sickness

3rd — blindness/deafness, ray of enfeeblement

5th — animate dead, vampiric touch

7th — blight, death ward

9th — antilife shell, cloudkill

Source: Dungeon Master's Guide p. 96

Features

Bonus Proficiency (Death Domain)

Optional

Yes

Description

When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.

Source: Dungeon Master's Guide p. 96

Features

Reaper (Death Domain)

Optional

Yes

Description

At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Source: Dungeon Master's Guide p. 96

Features

Divine Domain: Forge Domain

Optional

Yes

Description

The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can transform from a lump of ore to a beautifully wrought object. Clerics of these deities quest to search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

Forge Domain Spells

1st — identify, searing smite

3rd — heat metal, magic weapon

5th — elemental weapon, protection from energy

7th — fabricate, wall of fire

9th — animate objects, creation

Source: Xanathar's Guide to Everything p. 18

Features

Bonus Proficiency (Forge Domain)

Optional

Yes

Description

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.

Source: Xanathar's Guide to Everything p. 19

Features

Blessing of the Forge (Forge Domain)

Optional

Yes

Description

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

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

Source: Xanathar's Guide to Everything p. 19

Features

Divine Domain: Grave Domain

Optional

Yes

Description

Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse's workings. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.

Grave Domain Spells

1st — bane, false life

3rd — gentle repose, ray of enfeeblement

5th — revivify, vampiric touch

7th — blight, death ward

9th — antilife shell, raise dead

Source: Xanathar's Guide to Everything p. 19

Features

Circle of Mortality (Grave Domain)

Optional

Yes

Description

At 1st level, you gain the ability to manipulate the line between 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 as a bonus action.

Source: Xanathar's Guide to Everything p. 20

Features

Eyes of the Grave (Grave Domain)

Optional

Yes

Description

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.

Source: Xanathar's Guide to Everything p. 20

Features

Divine Domain: Arcana Domain

Optional

Yes

Description

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.

The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.

Arcana Domain Spells:

At each indicated cleric level, add the listed spells to your spells prepared

1st — detect magic, magic missile

3rd — magic weapon, Nystul's magic aura

5th — dispel magic, magic circle

7th — arcane eye, Leomund's secret chest

9th — planar binding, teleportation circle

Source: Sword Coast Adventurer's Guide p. 125

Features

Arcane Initiate (Arcana Domain)

Optional

Yes

Description

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.

Source: Sword Coast Adventurer's Guide p. 125

Proficiencies

Arcana

Features

Additional Cleric Spells

Description

The spells in the following list expand the cleric spell list in the Player's Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. Each spell is in the Player's Handbook, unless it has an asterisk (a spell in chapter 3). Xanathar's Guide to Everything also offers more spells.

3rd Level: Aura of vitality, Spirit shroud *

4th Level: Aura of life, Aura of purity

5th Level: Summon celestial *

6th Level: Sunbeam

8th Level: Sunburst

9th Level: Power word heal

Source: Tasha's Cauldron of Everything p. 30

Features

Divine Domain: Order Domain

Optional

Yes

Description

The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table.

Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.

Example Deity | Pantheon

Aureon | Eberron

Bane | Forgotten Realms

Majere | Dragonlance

Pholtus | Greyhawk

Tyr | Forgotten Realms

Wee Jas | Greyhawk

Source: Guildmasters' Guide to Ravnica p. 25, Tasha's Cauldron of Everything p. 31

Domain Spells (Order Domain)

Optional

Yes

Description

You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.

1st — command, heroism

3rd — hold person, zone of truth

5th — mass healing word, slow

7th — compulsion, locate creature

9th — commune, dominate person

Source: Guildmasters' Guide to Ravnica p. 25, Tasha's Cauldron of Everything p. 31

Bonus Proficiencies (Order Domain)

Optional

Yes

Description

When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

Source: Guildmasters' Guide to Ravnica p. 25, Tasha's Cauldron of Everything p. 32

Voice of Authority (Order Domain)

Optional

Yes

Description

Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.

Source: Guildmasters' Guide to Ravnica p. 25, Tasha's Cauldron of Everything p. 32

Features

Divine Domain: Peace Domain

Optional

Yes

Description

The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.

Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.

Example Deity | Pantheon

Angharradh | Elven

Berronar Truesilver | Dwarven

Boldrei | Eberron

Cyrrollalee | Halfling

Eldath | Forgotten Realms

Gaerdal Ironhand | Gnomish

Paladine | Dragonlance

Rao | Greyhawk

Source: Tasha's Cauldron of Everything p. 32

Domain Spells (Peace Domain)

Optional

Yes

Description

You gain domain spells at the cleric levels listed in the Peace Domain Spells table. See the Divine Domain class feature for how domain spells work.

1st — heroism, sanctuary

3rd — aid, warding bond

5th — beacon of hope, sending

7th — aura of purity, Otiluke's resilient sphere

9th — greater restoration, Rary's telepathic bond

Source: Tasha's Cauldron of Everything p. 33

Implement of Peace (Peace Domain)

Optional

Yes

Description

You gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

Source: Tasha's Cauldron of Everything p. 33

Emboldening Bond (Peace Domain)

Optional

Yes

Description

You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Tasha's Cauldron of Everything p. 33

Resource

Emboldening Bond

Value

2

Resets

Long rest

Features

Divine Domain: Twilight Domain

Optional

Yes

Description

The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.

Clerics who serve these deities—examples of which appear on the Twilight Deities table—bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.

Example Deity | Pantheon

Boldrei | Eberron

Celestian | Greyhawk

Dol Arrah | Eberron

Helm | Forgotten Realms

Ilmater | Forgotten Realms

Mishakal | Dragonlance

Selûne | Forgotten Realms

Yondalla | Halfling

Source: Tasha's Cauldron of Everything p. 34

Features

Domain Spells (Twilight Domain)

Optional

Yes

Description

You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain spells work.

1st — faerie fire, sleep

3rd — moonbeam, see invisibility

5th — aura of vitality, Leomund's tiny hut

7th — aura of life, greater invisibility

9th — circle of power, mislead

Source: Tasha's Cauldron of Everything p. 34

Features

Bonus Proficiencies (Twilight Domain)

Optional

Yes

Description

You gain proficiency with martial weapons and heavy armor.

Source: Tasha's Cauldron of Everything p. 34

Features

Eyes of Night (Twilight Domain)

Optional

Yes

Description

Starting at 1st level, you can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Source: Tasha's Cauldron of Everything p. 34

Features

Vigilant Blessing (Twilight Domain)

Optional

Yes

Description

The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Source: Tasha's Cauldron of Everything p. 35

Features

Divine Domain: Blood Domain

Optional

Yes

Description

Developed in Wildemount by the Claret Orders, the Blood Domain centers around the understanding of the natural life force as it exists within the body, and the divine conduit it can become. Those who take up this domain understand that the power of blood is the power of sacrifice, the balance of life and death, and the spirit's anchor within the mortal shell.

Gods who grant the power of the Blood Domain, including the Ruiner and the Matron of Ravens, direct their followers to tap into the connection between body and soul, exploit the hidden reserves of will within one's own vitality, and corrupt the bodies of others through the secret rites of hemocraft. Clerics of good gods use hemocraft to fill their self-sacrifice with purpose and power, while clerics with fewer morals use the blood of others to achieve their own malevolent ends.

Blood Domain Spells

1 — false life, sleep

3 — hold person, ray of enfeeblement

5 — haste, slow

7 — blight, stoneskin

9 — dominate person, hold monster

Source: Tal'Dorei Campaign Setting: Reborn p. 168

Features

Bonus Proficiencies (Blood Domain)

Optional

Yes

Description

When you choose this domain at 1st level, you gain proficiency with martial weapons.

Source: Tal'Dorei Campaign Setting: Reborn p. 169

Bloodletting Focus (Blood Domain)

Optional

Yes

Description

Starting at 1st level, your divine magic draws the blood from magically inflicted wounds, worsening the agony of your foes. When you cast a damage-dealing spell of 1st level or higher whose duration is instantaneous, any creature with blood that takes damage from the spell takes extra necrotic damage equal to 2 + the spell's level.

Source: Tal'Dorei Campaign Setting: Reborn p. 169

Features

Divine Domain: Moon Domain

Optional

Yes

Description

Since the Founding, all mortal creatures have looked to the skies and sensed the power and mystery carried by Catha and Ruidus, the two moons of Exandria. The Moonweaver herself is said to guide her worshipers from within the pale glow of Catha, revealing hidden paths and granting inspired dreams to those who pray to that moon. Distant, dark Ruidus is often regarded with awe and apprehension, considered a portent for fell deeds and bad luck.

Clerics of the Moon Domain draw on their divine connection to the moons to wield light and shadow, invoke good fortune and ill favor, and reveal or conceal as they see fit. Most Moon clerics worship the Moonweaver herself, but her followers are as varied as the stars in the sky. Some seek to protect the vulnerable and do good in the world, while others meddle with impunity and distort the truth for selfish gain. Other Moon clerics worship not the gods but the moons themselves, especially those with an innate connection to the lunar cycles through lycanthropy.

Moon Domain Spells

1 — faerie fire, silent image

3 — invisibility, moonbeam

5 — hypnotic pattern, major image

7 — greater invisibility, hallucinatory terrain

9 — dream, passwall

Source: Tal'Dorei Campaign Setting: Reborn p. 169

Features

Clarity of Catha (Moon Domain)

Optional

Yes

Description

When you choose this domain at 1st level, you learn to shine light upon the mind's most dire moments, shielding those you protect. When a creature within 30 feet of you that you can see makes a Wisdom saving throw, you can use your reaction to grant that creature advantage on the save.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Source: Tal'Dorei Campaign Setting: Reborn p. 170

Level 2

Spell Slots

3, 3

Features

Channel Divinity

Description

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Source: Player's Handbook p. 58

Resource

Channel Divinity

Value

1

Resets

Short rest

Features

Channel Divinity: Turn Undead

Description

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Source: Player's Handbook p. 59

Features

Channel Divinity: Knowledge of the Ages (Knowledge Domain)

Optional

Yes

Description

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Source: Player's Handbook p. 59

Features

Channel Divinity: Preserve Life (Life Domain)

Optional

Yes

Description

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Source: Player's Handbook p. 60

Features

Channel Divinity: Radiance of the Dawn (Light Domain)

Optional

Yes

Description

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Source: Player's Handbook p. 61

Features

Channel Divinity: Charm Animals and Plants (Nature Domain)

Optional

Yes

Description

Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Source: Player's Handbook p. 62

Features

Channel Divinity: Destructive Wrath (Tempest Domain)

Optional

Yes

Description

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Source: Player's Handbook p. 62

Features

Channel Divinity: Invoke Duplicity (Trickery Domain)

Optional

Yes

Description

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Source: Player's Handbook p. 63

Features

Channel Divinity: Guided Strike (War Domain)

Optional

Yes

Description

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Source: Player's Handbook p. 63

Features

Channel Divinity: Touch of Death (Death Domain)

Optional

Yes

Description

Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch.

When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5+twice his or her cleric level.

Source: Dungeon Master's Guide p. 97

Features

Channel Divinity: Artisan's Blessing (Forge Domain)

Optional

Yes

Description

Starting at 2nd level, you can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools. or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation.

The ritual can create an exact duplicate of a nonmagical item that contains metal, such as a copy of a key, if you possess the original during the ritual.

Source: Xanathar's Guide to Everything p. 19

Features

Channel Divinity: Path to the Grave (Grave Domain)

Optional

Yes

Description

Starting at 2nd level, you can use your Channel Divinity 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 the attack's damage, and then the curse ends.

Source: Xanathar's Guide to Everything p. 20

Features

Channel Divinity: Arcane Abjuration (Arcana Domain)

Optional

Yes

Description

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.

As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold:

Cleric level — Banishes Creature of CR:

5th — 1/2 or lower

8th — 1 or lower

11th — 2 or lower

14th — 3 or lower

17th — 4 or lower

Source: Sword Coast Adventurer's Guide p. 125

Features

Harness Divine Power

Description

At 2nd level, You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Source: Tasha's Cauldron of Everything p. 30

Resource

Harness Divine Power

Value

1

Resets

Long rest

Features

Channel Divinity: Order's Demand (Order Domain)

Optional

Yes

Description

Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

Source: Guildmasters' Guide to Ravnica p. 25, Tasha's Cauldron of Everything p. 32

Features

Channel Divinity: Balm of Peace (Peace Domain)

Optional

Yes

Description

Starting at 2nd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

Source: Tasha's Cauldron of Everything p. 33

Features

Channel Divinity: Twilight Sanctuary (Twilight Domain)

Optional

Yes

Description

At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

• You grant it temporary hit points equal to 1d6 plus your cleric level.

• You end one effect on it causing it to be charmed or frightened.

Source: Tasha's Cauldron of Everything p. 35

Features

Channel Divinity: Crimson Bond (Blood Domain)

Optional

Yes

Description

Starting at 2nd level, you can use your Channel Divinity to form a supernatural bond with a creature you can see, or with a creature for which you possess a blood sample. This bond lasts for 1 hour or until your concentration is broken (as if concentrating on a spell).

While the bond is in effect, you can use an action to learn the target's approximate distance and direction from you, as well as its current hit points and any conditions affecting it, as long as the target is within 10 miles of you. Alternatively, you can use your action to attempt to connect with the target's senses. You take 2d6 necrotic damage and the target makes a Constitution saving throw against your spell save DC. On a successful save, the bond ends. On a failure, you can choose to either see or hear through the target's senses for a number of minutes equal to your Wisdom modifier (minimum 1 minute). During this time, you are blinded or deafened (respectively) with regard to your own senses. When the connection ends, the bond is lost.

Regardless of the outcome, the target feels a wave of unease pass over it when it makes this save.

Source: Tal'Dorei Campaign Setting: Reborn p. 169

Features

Channel Divinity: Blessing of the Full Moon (Moon Domain)

Optional

Yes

Description

Starting at 2nd level, you can use your Channel Divinity to infuse your allies with bestial power. As an action, you instill a willing creature of your choice within 30 feet of you that you can see with one of the following blessings of your choice:

Blessing of the Watchful Moon. For 1 hour, the blessed creature's speed increases by 10 feet, and it has advantage on Wisdom (Perception or Survival) checks involving smell or made to track a creature.

Blessing of the Blood-Drenched Moon. For 10 minutes, the blessed creature has advantage on attack rolls against a target if at least one of the blessed creature's allies is within 5 feet of the target and the ally isn't incapacitated.

Source: Tal'Dorei Campaign Setting: Reborn p. 170

Level 3

Spell Slots

3, 4, 2

Level 4

Spell Slots

4, 4, 3

Features

Ability Score Improvement

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 59

Features

Cantrip Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.

Source: Tasha's Cauldron of Everything p. 31

Level 5

Spell Slots

4, 4, 3, 2

Features

Destroy Undead

Description

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold

At 5th level, you destroy undead of CR 1/2 or lower; at 8th level, CR 1 or lower; at 11th level, CR 2 or lower; at 14th level, CR 3 or lower; and at 17th level, CR 4 or lower.

Source: Player's Handbook p. 59

Resource

Emboldening Bond

Value

3

Resets

Long rest

Level 6

Spell Slots

4, 4, 3, 3

Resource

Channel Divinity

Value

2

Resets

Short rest

Features

Channel Divinity: Read Thoughts (Knowledge Domain)

Optional

Yes

Description

At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

Source: Player's Handbook p. 59

Features

Blessed Healer (Life Domain)

Optional

Yes

Description

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2+the spell's level.

Source: Player's Handbook p. 60

Features

Improved Flare (Light Domain)

Optional

Yes

Description

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Source: Player's Handbook p. 61

Features

Dampen Elements (Nature Domain)

Optional

Yes

Description

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Source: Player's Handbook p. 62

Features

Thunderbolt Strike (Tempest Domain)

Optional

Yes

Description

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Source: Player's Handbook p. 62

Features

Channel Divinity: Cloak of Shadows (Trickery Domain)

Optional

Yes

Description

Starting at 6th level, you can use your Channel Divinity to vanish.

As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

Source: Player's Handbook p. 63

Features

Channel Divinity: War God's Blessing (War Domain)

Optional

Yes

Description

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Source: Player's Handbook p. 63

Features

Inescapable Destruction (Death Domain)

Optional

Yes

Description

Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage.

Source: Dungeon Master's Guide p. 97

Features

Soul of the Forge (Forge Domain)

Optional

Yes

Description

Starting at 6th level, your mastery of the forge grants you special abilities:

• You gain resistance to fire damage.

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

Source: Xanathar's Guide to Everything p. 19

Features

Sentinel at Death's Door (Grave Domain)

Optional

Yes

Description

At 6th level, you gain the ability 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.

Source: Xanathar's Guide to Everything p. 20

Features

Spell Breaker (Arcana Domain)

Optional

Yes

Description

Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

Source: Sword Coast Adventurer's Guide p. 126

Features

Embodiment of the Law (Order Domain)

Optional

Yes

Description

At 6th level, you become remarkably adept at channeling magical energy to compel others.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Source: Guildmasters' Guide to Ravnica p. 25, Tasha's Cauldron of Everything p. 32

Features

Protective Bond (Peace Domain)

Optional

Yes

Description

At 6th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

Source: Tasha's Cauldron of Everything p. 33

Resource

Harness Divine Power

Value

2

Resets

Long rest

Features

Steps of Night (Twilight Domain)

Optional

Yes

Description

At 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Tasha's Cauldron of Everything p. 35

Resource

Steps of Night

Value

3

Resets

Long rest

Features

Channel Divinity: Blood Puppet (Blood Domain)

Optional

Yes

Description

Starting at 6th level, you can use your Channel Divinity to briefly control a creature's actions— whether that creature is living or dead. As an action, you target a Large or smaller creature or corpse within 60 feet of you that has blood. A creature you target must succeed on a Wisdom saving throw against your spell save DC or become charmed by you. An unconscious creature automatically fails its saving throw, and isn't incapacitated while you control its actions. A corpse targeted by this effect gains a semblance of life that you control.

On the affected creature or animated corpse's turn, you can command it (no action required) to move up to half its speed and use its action to do one of the following:

• Interact with an object

• Make a single attack

• Do nothing

An animated corpse or an unconscious creature takes its turn immediately after yours, but can't move or take actions unless you command it to do so. Its statistics are the same as when it was alive or conscious.

An affected living creature makes a new saving throw at the end of each of its turns, ending the effect on itself on a success. For any target, your control lasts for 1 minute or until your concentration is broken (as if concentrating on a spell).

At 17th level, you can use this feature to target a Huge or smaller creature or corpse.

Source: Tal'Dorei Campaign Setting: Reborn p. 169

Sanguine Recall (Blood Domain)

Optional

Yes

Description

At 6th level, you can sacrifice a portion of your own vitality to recover expended spell slots as an action. The spell slots can have a combined level equal to or less than half your cleric level (rounded up), and none of the slots can be 6th level or higher. You take 1d8 necrotic damage for each spell slot level recovered, which can't be reduced in any way. You can't use this feature again until you finish a long rest.

For example, if you're an 8th-level cleric, you can recover up to four levels of spell slots—a single 4th-level slot, two 2nd-level slots, a 3rd-level slot and a 1st-level slot, or four 1st-level slots. You then take 4d8 necrotic damage.

Source: Tal'Dorei Campaign Setting: Reborn p. 169

Features

Channel Divinity: Mind of Two Moons (Moon Domain)

Optional

Yes

Description

Starting at 6th level, you can use your Channel Divinity to invoke the twofold arcana of Exandria's moons. By expending one use of Channel Divinity, you can cast a second concentration spell while already concentrating on a first spell, as long as both spells are on your list of Moon Domain spells. If you need to make a Constitution saving throw to maintain your concentration on both spells, you make the save with disadvantage. On a failure, you lose concentration on both spells.

Source: Tal'Dorei Campaign Setting: Reborn p. 170

Level 7

Spell Slots

4, 4, 3, 3, 1

Level 8

Spell Slots

4, 4, 3, 3, 2

Features

Ability Score Improvement (2nd)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 59

Features

Potent Spellcasting (Knowledge Domain)

Optional

Yes

Description

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Source: Player's Handbook p. 60

Features

Divine Strike (Life Domain)

Optional

Yes

Description

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Source: Player's Handbook p. 60

Features

Potent Spellcasting (Light Domain)

Optional

Yes

Description

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Source: Player's Handbook p. 61

Features

Divine Strike (Nature Domain)

Optional

Yes

Description

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Source: Player's Handbook p. 62

Features

Divine Strike (Tempest Domain)

Optional

Yes

Description

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Source: Player's Handbook p. 62

Features

Divine Strike (Trickery Domain)

Optional

Yes

Description

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Source: Player's Handbook p. 63

Features

Divine Strike (War Domain)

Optional

Yes

Description

At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

Source: Player's Handbook p. 63

Features

Divine Strike (Death Domain)

Optional

Yes

Description

At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

Source: Dungeon Master's Guide p. 97

Features

Divine Strike (Forge Domain)

Optional

Yes

Description

At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Source: Xanathar's Guide to Everything p. 19

Features

Potent Spellcasting (Grave Domain)

Optional

Yes

Description

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Source: Xanathar's Guide to Everything p. 20

Features

Potent Spellcasting (Arcana Domain)

Optional

Yes

Description

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Source: Sword Coast Adventurer's Guide p. 126

Features

Cantrip Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.

Source: Tasha's Cauldron of Everything p. 31

Blessed Strikes (replaces the Divine Strike or Potent Spellcasting feature)

Optional

Yes

Description

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Source: Tasha's Cauldron of Everything p. 31

Features

Divine Strike (Order Domain)

Optional

Yes

Description

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Source: Guildmasters' Guide to Ravnica p. 25, Tasha's Cauldron of Everything p. 32

Features

Potent Spellcasting (Peace Domain)

Optional

Yes

Description

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Source: Tasha's Cauldron of Everything p. 33

Features

Divine Strike (Twilight Domain)

Optional

Yes

Description

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Source: Tasha's Cauldron of Everything p. 35

Features

Divine Strike (Blood Domain)

Optional

Yes

Description

At 8th level, you gain the ability to cause the physical wounds you deal out to bleed profusely. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Source: Tal'Dorei Campaign Setting: Reborn p. 169

Features

Empowered Cantrips (Moon Domain)

Optional

Yes

Description

Starting at 8th level, your cleric cantrips deal extra damage equal to your Wisdom modifier (minimum of 1).

Source: Tal'Dorei Campaign Setting: Reborn p. 171

Level 9

Spell Slots

4, 4, 3, 3, 3, 1

Resource

Emboldening Bond

Value

4

Resets

Long rest

Resource

Steps of Night

Value

4

Resets

Long rest

Level 10

Spell Slots

5, 4, 3, 3, 3, 2

Features

Divine Intervention

Description

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Source: Player's Handbook p. 59

Level 11

Spell Slots

5, 4, 3, 3, 3, 2, 1

Level 12

Spell Slots

5, 4, 3, 3, 3, 2, 1

Features

Ability Score Improvement (3rd)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 59

Features

Cantrip Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.

Source: Tasha's Cauldron of Everything p. 31

Level 13

Spell Slots

5, 4, 3, 3, 3, 2, 1, 1

Resource

Emboldening Bond

Value

5

Resets

Long rest

Resource

Steps of Night

Value

5

Resets

Long rest

Level 14

Spell Slots

5, 4, 3, 3, 3, 2, 1, 1

Level 15

Spell Slots

5, 4, 3, 3, 3, 2, 1, 1, 1

Level 16

Spell Slots

5, 4, 3, 3, 3, 2, 1, 1, 1

Features

Ability Score Improvement (4th)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 59

Features

Cantrip Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.

Source: Tasha's Cauldron of Everything p. 31

Level 17

Spell Slots

5, 4, 3, 3, 3, 2, 1, 1, 1, 1

Features

Visions of the Past (Knowledge Domain)

Optional

Yes

Description

Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

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

Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

Source: Player's Handbook p. 60

Features

Supreme Healing (Life Domain)

Optional

Yes

Description

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Source: Player's Handbook p. 60

Features

Corona of Light (Light Domain)

Optional

Yes

Description

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Source: Player's Handbook p. 61

Features

Master of Nature (Nature Domain)

Optional

Yes

Description

At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

Source: Player's Handbook p. 62

Features

Stormborn (Tempest Domain)

Optional

Yes

Description

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

Source: Player's Handbook p. 62

Features

Improved Duplicity (Trickery Domain)

Optional

Yes

Description

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

Source: Player's Handbook p. 63

Features

Avatar of Battle (War Domain)

Optional

Yes

Description

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Source: Player's Handbook p. 63

Features

Improved Reaper (Death Domain)

Optional

Yes

Description

Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.

Source: Dungeon Master's Guide p. 97

Features

Saint of Forge and Fire (Forge Domain)

Optional

Yes

Description

At 17th level, your blessed affinity with fire and metal becomes more powerful:

• You gain immunity to fire damage.

• While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Source: Xanathar's Guide to Everything p. 19

Features

Keeper of Souls (Grave Domain)

Optional

Yes

Description

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 Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.

Source: Xanathar's Guide to Everything p. 20

Features

Arcane Mastery (Arcana Domain)

Optional

Yes

Description

At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

Source: Sword Coast Adventurer's Guide p. 126

Features

Order's Wrath (Order Domain)

Optional

Yes

Description

Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

Source: Guildmasters' Guide to Ravnica p. 25, Tasha's Cauldron of Everything p. 32

Features

Expansive Bond (Peace Domain)

Optional

Yes

Description

Starting at 17th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.

Source: Tasha's Cauldron of Everything p. 33

Resource

Emboldening Bond

Value

6

Resets

Long rest

Features

Twilight Shroud (Twilight Domain)

Optional

Yes

Description

By 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.

Source: Tasha's Cauldron of Everything p. 35

Resource

Steps of Night

Value

6

Resets

Long rest

Features

Vascular Corruption Aura (Blood Domain)

Optional

Yes

Description

At 17th level, you can use your action to emit a deathly aura of necrotic energy that causes the veins of nearby foes to burst and bleed. For 1 minute, any hostile creature with blood that moves within 30 feet of you for the first time on a turn or starts its turn there takes 3d6 necrotic damage. If a hostile creature with blood regains hit points while in the aura, it regains only half as many hit points as expected.

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

Source: Tal'Dorei Campaign Setting: Reborn p. 169

Features

Eclipse of Ill Omen (Moon Domain)

Optional

Yes

Description

At 17th level, you can call upon the vermillion moon Ruidus to flare in the sky above you, eclipsing all other light. Its power surrounds you even where the sky can't be seen, and even on other planes. As a bonus action, you can manifest an area of reddish, dim light in a 60-foot radius around you. In addition to the normal effects of dim light, creatures in the area make saving throws with disadvantage. When you create this eclipse, you can choose any number of creatures that are unaffected by it.

This eclipse lasts while you concentrate (as if concentrating on a spell) for up to 1 minute. Concentrating on this feature counts as concentrating on a Moon Domain spell for the purpose of your Mind of Two Moons feature.

Additionally, once per turn when you deal radiant damage to any creatures in this area of dim light, you can curse one of those creatures until the eclipse ends (no action required). A creature cursed in this way has its speed halved and can't regain hit points.

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

Source: Tal'Dorei Campaign Setting: Reborn p. 171

Level 18

Spell Slots

5, 4, 3, 3, 3, 3, 1, 1, 1, 1

Resource

Channel Divinity

Value

3

Resets

Short rest

Resource

Harness Divine Power

Value

3

Resets

Long rest

Level 19

Spell Slots

5, 4, 3, 3, 3, 3, 2, 1, 1, 1

Features

Ability Score Improvement (5th)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 59

Features

Cantrip Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.

Source: Tasha's Cauldron of Everything p. 31

Level 20

Spell Slots

5, 4, 3, 3, 3, 3, 2, 2, 1, 1

Druid

Hit Die

d8

Proficiencies

Intelligence, Wisdom, Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival

Spellcasting Ability

Wisdom

Skill Choices

2

Armor

light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

Weapons

clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

Tools

herbalism kit

Wealth

2d4x10

Class Progression

Level 1

Features

Starting Druid

Optional

Yes

Description

As a 1st-level Druid, you begin play with 8+your Constitution modifier hit points.

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

• Armor: light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

• Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

• Tools: herbalism kit

• Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

You begin play with the following equipment, in addition to any equipment provided by your background.

• (a) a wooden shield or (b) any simple weapon

• (a) a scimitar or (b) any simple melee weapon

• Leather armor, an explorer's pack, and a druidic focus

Alternatively, you may start with 2d4x10 gp and choose your own equipment.

Source: Player's Handbook p. 64

Features

Multiclass Druid

Optional

Yes

Description

To multiclass as a Druid, you must meet the following prerequisites:

• Wisdom 13

You gain the following proficiencies:

• light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

Source: Player's Handbook p. 163

Spell Slots

2, 2

Features

Druidic

Description

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Source: Player's Handbook p. 66

Features

Spellcasting

Description

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.

Cantrips:

At 1st level, you know two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 4th level and another at 10th level.

Preparing and Casting Spells:

The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid 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 druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier+your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability:

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting:

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus:

You can use a druidic focus (found in chapter 5) as a spellcasting focus for your druid spells.

Source: Player's Handbook p. 66

Features

Additional Druid Spells

Description

The spells in the following list expand the druid spell list in the Player's Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. Each spell is in the Player's Handbook, unless it has an asterisk (a spell in chapter 3). Xanathar's Guide to Everything also offers more spells.

1st Level: Protection from evil and good

2nd Level: Augury (ritual), Continual flame, Enlarge/reduce, Summon beast *

3rd Level: Aura of vitality, Elemental weapon, Revivify, Summon fey *

4th Level: Divination (ritual), Fire shield, Summon elemental *

5th Level: Cone of cold

6th Level: Flesh to stone

7th Level: Symbol

8th Level: Incendiary cloud

Source: Tasha's Cauldron of Everything p. 35

Level 2

Spell Slots

2, 3

Features

Wild Shape

Description

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table (Player's Handbook p. 66).

At 2nd level, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. At 4th level, you can transform into any beast that has a challenge rating of 1/2 or lower that doesn't have a flying speed. At 8th level, you can transform into any beast that has a challenge rating of 1 or lower.

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply.

• Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

• When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

• You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.

• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.

• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Source: Player's Handbook p. 66

Resource

Wild Shape

Value

2

Resets

Short rest

Features

Druid Circle

Description

At 2nd level, you choose to identify with a circle of druids: the Circle of Dreams, Circle of the Land, Circle of the Moon, Circle of the Shepherd, Circle of Stars, Circle of Spores, or the Circle of Wildfire, 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.

Source: Player's Handbook p. 67

Features

Druid Circle: Circle of the Land

Optional

Yes

Description

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.

Source: Player's Handbook p. 68

Features

Bonus Cantrip (Circle of the Land)

Optional

Yes

Description

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn't count against the number of druid cantrips you know.

Source: Player's Handbook p. 68

Features

Natural Recovery (Circle of the Land)

Optional

Yes

Description

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Source: Player's Handbook p. 68

Resource

Natural Recovery

Value

1

Resets

Long rest

Features

Druid Circle: Circle of the Moon

Optional

Yes

Description

Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.

Source: Player's Handbook p. 69

Features

Combat Wild Shape (Circle of the Moon)

Optional

Yes

Description

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Source: Player's Handbook p. 69

Features

Circle Forms (Circle of the Moon)

Optional

Yes

Description

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Source: Player's Handbook p. 69

Features

Druid Circle: Circle of Dreams

Optional

Yes

Description

Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with 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 blend together and where the weary can find rest.

Source: Xanathar's Guide to Everything p. 22

Features

Balm of the Summer Court (Circle of Dreams)

Optional

Yes

Description

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 level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

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

Source: Xanathar's Guide to Everything p. 22

Resource

Balm of Summer

Value

2

Resets

Long rest

Features

Druid Circle: Circle of the Shepherd

Optional

Yes

Description

Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures 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 safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.

Source: Xanathar's Guide to Everything p. 23

Features

Speech of the Woods (Circle of the Shepherd)

Optional

Yes

Description

At 2nd level, you gain the ability to converse with beasts and many fey.

You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and 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 recent past. This ability doesn't grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Source: Xanathar's Guide to Everything p. 23

Features

Spirit Totem (Circle of the Shepherd)

Optional

Yes

Description

Starting at 2nd level, you gain the ability to call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance 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 spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest.

The effect of the spirit's aura depends on the type of spirit you summon from the options below.

Bear Spirit: The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

Hawk Spirit: The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.

Unicorn Spirit: The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell with a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Source: Xanathar's Guide to Everything p. 23

Resource

Spirit Totem

Value

1

Resets

Short rest

Features

Wild Companion

Description

You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Source: Tasha's Cauldron of Everything p. 35

Features

Druid Circle: Circle of Spores

Optional

Yes

Description

Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.

These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.

Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

Source: Guildmasters' Guide to Ravnica p. 26, Tasha's Cauldron of Everything p. 36

Circle Spells (Circle of Spores)

Optional

Yes

Description

Your symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

2nd — chill touch

3rd — blindness/deafness, gentle repose

5th — animate dead, gaseous form

7th — blight, confusion

9th — cloudkill, contagion

Source: Guildmasters' Guide to Ravnica p. 26, Tasha's Cauldron of Everything p. 36

Halo of Spores (Circle of Spores)

Optional

Yes

Description

Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Source: Guildmasters' Guide to Ravnica p. 26, Tasha's Cauldron of Everything p. 36

Symbiotic Entity (Circle of Spores)

Optional

Yes

Description

At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

• When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.

• Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

Source: Guildmasters' Guide to Ravnica p. 26, Tasha's Cauldron of Everything p. 37

Features

Druid Circle: Circle of Stars

Optional

Yes

Description

The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.

Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples— any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.

Source: Tasha's Cauldron of Everything p. 38

Features

Star Map (Circle of Stars)

Optional

Yes

Description

At 2nd level, you've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.

While holding this map, you have these benefits:

• You know the guidance cantrip.

• You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.

• You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.

d6 | Map Form

1 | A scroll covered with depictions of constellations

2 | A stone tablet with fine holes drilled through it

3 | A speckled owlbear hide, tooled with raised marks

4 | A collection of maps bound in an ebony cover

5 | A crystal that projects starry patterns when placed before a light

6 | Glass disks that depict constellations

Source: Tasha's Cauldron of Everything p. 38

Features

Starry Form (Circle of Stars)

Optional

Yes

Description

Also at 2nd level, as a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.

While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.

Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.

Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

Source: Tasha's Cauldron of Everything p. 38

Features

Druid Circle: Circle of Wildfire

Optional

Yes

Description

Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.

Source: Tasha's Cauldron of Everything p. 39

Features

Circle Spells (Circle of Wildfire)

Optional

Yes

Description

You have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

2nd — burning hands, cure wounds

3rd — flaming sphere, scorching ray

5th — plant growth, revivify

7th — aura of life, fire shield

9th — flame strike, mass cure wounds

Source: Tasha's Cauldron of Everything p. 39

Features

Summon Wildfire Spirit (Circle of Wildfire)

Optional

Yes

Description

Starting at 2nd level, you can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.

The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.

The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

Source: Tasha's Cauldron of Everything p. 40

Features

Druid Circle: Circle of the Blighted

Optional

Yes

Description

Those who channel the magic of life and nature often find themselves drawn to a particular shrine or natural site, binding their body and spirit to these places of power. Such druids draw vitality from their chosen location, protecting it with their lives—but not all succeed in defending these sacred realms.

Whether through the subtle corruption of vile magics, the tainted presence of an ancient terror, or a terrible mistake unleashed by druids themselves, a land can become cursed with magic that warps any druid bound to that land. Twisted by their connection to an unhallowed territory, these guardians come to embody the defiled nature they serve, exalting the natural process of decay and using it to further their goals—or sometimes to seek a means to end the curse that plagues them.

Source: Tal'Dorei Campaign Setting: Reborn p. 171

Features

Defile Ground (Circle of the Blighted)

Optional

Yes

Description

Starting at 2nd level when you choose this circle, you can use a bonus action to corrupt a patch of land or an area of water in a 10-foot radius centered on a point within 60 feet of you. This corruption lasts for 1 minute. The corrupted area is difficult terrain for creatures that are hostile to you. Additionally, when a creature in the area takes damage from an attack or spell for the first time on a turn, it takes an extra 1d4 necrotic damage. You can move this patch of corruption up to 30 feet as a bonus action. Flying creatures are unaffected by the corruption.

Starting at 10th level, the area of your defiled ground increases to a 20-foot radius. Additionally, the extra damage dealt by your defiled ground increases to 1d6 when you reach 10th level in this class, and 1d8 at 14th level.

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

Source: Tal'Dorei Campaign Setting: Reborn p. 172

Features

Blighted Shape (Circle of the Blighted)

Optional

Yes

Description

Also at 2nd level, your physical form begins to show effects of the corruption you wield, tracing blackened veins across your skin, producing gnarled, bony protrusions, or other eerie phenomena. You gain proficiency in the Charisma (Intimidation) skill.

Additionally, while you are transformed by you Wild Shape feature, you gain a +2 bonus to AC as gnarled spines protrude from your body. Your beast form also gains darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if it already has that sense.

Source: Tal'Dorei Campaign Setting: Reborn p. 172

Proficiencies

Intimidation

Level 3

Spell Slots

2, 4, 2

Features

Circle Spells (Circle of the Land)

Optional

Yes

Description

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Source: Player's Handbook p. 68

Features

Circle of the Land: Arctic

Optional

Yes

Description

At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don't count against the number of spells you prepare each day.

3rd — hold person, spike growth

5th — sleet storm, slow

7th — freedom of movement, ice storm

9th — commune with nature, cone of cold

Source: Player's Handbook p. 68

Features

Circle of the Land: Coast

Optional

Yes

Description

At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don't count against the number of spells you prepare each day.

3rd— mirror image, misty step

5th — water breathing, water walk

7th — control water, freedom of movement

9th — conjure elemental, scrying

Source: Player's Handbook p. 68

Features

Circle of the Land: Desert

Optional

Yes

Description

At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don't count against the number of spells you prepare each day.

3rd — blur, silence

5th — create food and water, protection from energy

7th — blight, hallucinatory terrain

9th — insect plague, wall of stone

Source: Player's Handbook p. 68

Features

Circle of the Land: Forest

Optional

Yes

Description

At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don't count against the number of spells you prepare each day.

3rd — barkskin, spider climb

5th — call lightning, plant growth

7th — divination, freedom of movement

9th — commune with nature, tree stride

Source: Player's Handbook p. 68

Features

Circle of the Land: Grassland

Optional

Yes

Description

At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don't count against the number of spells you prepare each day.

3rd — invisibility, pass without trace

5th — daylight, haste

7th — divination, freedom of movement

9th — dream, insect plague

Source: Player's Handbook p. 68

Features

Circle of the Land: Mountain

Optional

Yes

Description

At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don't count against the number of spells you prepare each day.

3rd — spider climb, spike growth

5th — lightning bolt, meld into stone

7th — stone shape, stoneskin

9th — passwall, wall of stone

Source: Player's Handbook p. 68

Features

Circle of the Land: Swamp

Optional

Yes

Description

At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don't count against the number of spells you prepare each day.

3rd — darkness, Melf's acid arrow

5th — water walk, stinking cloud

7th — freedom of movement, locate creature

9th — insect plague, scrying

Source: Player's Handbook p. 68

Features

Circle of the Land: Underdark

Optional

Yes

Description

At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don't count against the number of spells you prepare each day.

3rd — spider climb, web

5th — gaseous form, stinking cloud

7th — greater invisibility, stone shape

9th — cloudkill, insect plague

Source: Player's Handbook p. 68

Resource

Balm of Summer

Value

3

Resets

Long rest

Level 4

Spell Slots

3, 4, 3

Features

Ability Score Improvement

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 67

Resource

Balm of Summer

Value

4

Resets

Long rest

Features

Cantrip Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.

Source: Tasha's Cauldron of Everything p. 36

Level 5

Spell Slots

3, 4, 3, 2

Resource

Balm of Summer

Value

5

Resets

Long rest

Level 6

Spell Slots

3, 4, 3, 3

Features

Land's Stride (Circle of the Land)

Optional

Yes

Description

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Source: Player's Handbook p. 69

Features

Primal Strike (Circle of the Moon)

Optional

Yes

Description

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Source: Player's Handbook p. 69

Features

Hearth of Moonlight and Shadow (Circle of Dreams)

Optional

Yes

Description

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 allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames 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.

Source: Xanathar's Guide to Everything p. 22

Resource

Balm of Summer

Value

6

Resets

Long rest

Features

Mighty Summoner (Circle of the Shepherd)

Optional

Yes

Description

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 immunity and resistance to nonmagical attacks and damage.

Source: Xanathar's Guide to Everything p. 24

Features

Fungal Infestation (Circle of Spores)

Optional

Yes

Description

At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Source: Guildmasters' Guide to Ravnica p. 26, Tasha's Cauldron of Everything p. 37

Features

Cosmic Omen (Circle of Stars)

Optional

Yes

Description

Starting at 6th level, whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:

Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.

Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Tasha's Cauldron of Everything p. 39

Resource

Cosmic Omen

Value

3

Resets

Long rest

Features

Enhanced Bond (Circle of Wildfire)

Optional

Yes

Description

By 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

Source: Tasha's Cauldron of Everything p. 40

Features

Call of the Shadowseeds (Circle of the Blighted)

Optional

Yes

Description

At 6th level, you learn to summon the feral children of the forest from the life force of your enemies. When a creature that is not undead or a construct takes damage within the area of your Defile Ground feature, you can use your reaction to summon a blighted sapling in an unoccupied space within 5 feet of the creature. You can direct the sapling to make an attack against any creature within 5 feet of it as a part of this reaction. The sapling then acts on your initiative, obeying your verbal commands.

The blighted sapling remains in your service until it's reduced to 0 hit points, until the end of your next long rest, or until you summon another sapling, at which point it crumbles into foul-smelling mulch. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

The sapling uses the statistics below. Its features scale based on your level and proficiency bonus (PB).

Source: Tal'Dorei Campaign Setting: Reborn p. 172

Level 7

Spell Slots

3, 4, 3, 3, 1

Resource

Balm of Summer

Value

7

Resets

Long rest

Level 8

Spell Slots

3, 4, 3, 3, 2

Features

Ability Score Improvement (2nd)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 67

Resource

Balm of Summer

Value

8

Resets

Long rest

Features

Cantrip Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.

Source: Tasha's Cauldron of Everything p. 36

Level 9

Spell Slots

3, 4, 3, 3, 3, 1

Resource

Balm of Summer

Value

9

Resets

Long rest

Resource

Cosmic Omen

Value

4

Resets

Long rest

Level 10

Spell Slots

4, 4, 3, 3, 3, 2

Features

Nature's Ward (Circle of the Land)

Optional

Yes

Description

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Source: Player's Handbook p. 69

Features

Elemental Wild Shape (Circle of the Moon)

Optional

Yes

Description

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Source: Player's Handbook p. 69

Features

Hidden Paths (Circle of Dreams)

Optional

Yes

Description

At 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a 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 space you can see.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Source: Xanathar's Guide to Everything p. 22

Resource

Balm of Summer

Value

10

Resets

Long rest

Features

Guardian Spirit (Circle of the Shepherd)

Optional

Yes

Description

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 number of hit points equal to half your druid level.

Source: Xanathar's Guide to Everything p. 24

Features

Spreading Spores (Circle of Spores)

Optional

Yes

Description

At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.

While the cube of spores persists, you can't use your Halo of Spores reaction.

Source: Guildmasters' Guide to Ravnica p. 26, Tasha's Cauldron of Everything p. 37

Features

Twinkling Constellations (Circle of Stars)

Optional

Yes

Description

By 10th level, the constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.

Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

Source: Tasha's Cauldron of Everything p. 39

Features

Cauterizing Flames (Circle of Wildfire)

Optional

Yes

Description

At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Tasha's Cauldron of Everything p. 40

Resource

Cauterizing Flames

Value

4

Resets

Long rest

Features

Foul Conjuration (Circle of the Blighted)

Optional

Yes

Description

Starting at 10th level, the creatures you conjure are malformed and bloated with toxins. Any beast, fey, or plant (including your blighted sapling) summoned or created by your spells or class features gains the following traits:

Blighted Resilience. The creature has immunity to necrotic and poison damage and to the poisoned condition.

Toxic Demise. When the creature is reduced to 0 hit points, it explodes in a burst of toxic mulch or fetid viscera. Each creature within 5 feet of the exploding creature must succeed on a Constitution saving throw against your spell save DC or take necrotic damage based on the creature's challenge rating (see the table below). As an action, you can also cause a summoned creature to explode, immediately killing it.

Toxic Demise Damage

Creature CR | Damage

1/4 or lower | 1d4 necrotic damage

1/2 | 1d6 necrotic damage

1 or higher | A number of d8s of necrotic damage equal to the creature's challenge rating

No challenge rating | A number of d6s of necrotic damage equal to your proficiency bonus

Source: Tal'Dorei Campaign Setting: Reborn p. 172

Level 11

Spell Slots

4, 4, 3, 3, 3, 2, 1

Resource

Balm of Summer

Value

11

Resets

Long rest

Level 12

Spell Slots

4, 4, 3, 3, 3, 2, 1

Features

Ability Score Improvement (3rd)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 67

Resource

Balm of Summer

Value

12

Resets

Long rest

Features

Cantrip Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.

Source: Tasha's Cauldron of Everything p. 36

Level 13

Spell Slots

4, 4, 3, 3, 3, 2, 1, 1

Resource

Balm of Summer

Value

13

Resets

Long rest

Resource

Cosmic Omen

Value

5

Resets

Long rest

Resource

Cauterizing Flames

Value

5

Resets

Long rest

Level 14

Spell Slots

4, 4, 3, 3, 3, 2, 1, 1

Features

Nature's Sanctuary (Circle of the Land)

Optional

Yes

Description

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Source: Player's Handbook p. 69

Features

Thousand Forms (Circle of the Moon)

Optional

Yes

Description

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.

Source: Player's Handbook p. 69

Features

Walker in Dreams (Circle of Dreams)

Optional

Yes

Description

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finish a short or long 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 teleportation circle.

This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current 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 finish a long rest.

Source: Xanathar's Guide to Everything p. 23

Resource

Balm of Summer

Value

14

Resets

Long rest

Features

Faithful Summons (Circle of the Shepherd)

Optional

Yes

Description

Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 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.

Source: Xanathar's Guide to Everything p. 24

Resource

Faithful Summons

Value

1

Resets

Long rest

Features

Fungal Body (Circle of Spores)

Optional

Yes

Description

At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.

Source: Guildmasters' Guide to Ravnica p. 26, Tasha's Cauldron of Everything p. 38

Features

Full of Stars (Circle of Stars)

Optional

Yes

Description

At 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.

Source: Tasha's Cauldron of Everything p. 39

Features

Blazing Revival (Circle of Wildfire)

Optional

Yes

Description

At 14th level, the bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.

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

Source: Tasha's Cauldron of Everything p. 40

Resource

Blazing Revival

Value

1

Resets

Long rest

Features

Incarnation of Corruption (Circle of the Blighted)

Optional

Yes

Description

At 14th level, your physical form begins to take on the tainted traits of the land you are bonded to. Your skin grows ashen, and your eyes darken or turn completely white. Spines and jagged spurs emerge from your body, granting you resistance to necrotic damage and a +2 bonus to AC.

Additionally, whenever you start your turn within the radius of the corruption created by your Defile Ground feature, you can use a bonus action to gain temporary hit points equal to your proficiency bonus.

Source: Tal'Dorei Campaign Setting: Reborn p. 173

Modifier

ac +2

Category

bonus

Level 15

Spell Slots

4, 4, 3, 3, 3, 2, 1, 1, 1

Resource

Balm of Summer

Value

15

Resets

Long rest

Level 16

Spell Slots

4, 4, 3, 3, 3, 2, 1, 1, 1

Features

Ability Score Improvement (4th)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 67

Resource

Balm of Summer

Value

16

Resets

Long rest

Features

Cantrip Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.

Source: Tasha's Cauldron of Everything p. 36

Level 17

Spell Slots

4, 4, 3, 3, 3, 2, 1, 1, 1, 1

Resource

Balm of Summer

Value

17

Resets

Long rest

Resource

Cosmic Omen

Value

6

Resets

Long rest

Resource

Cauterizing Flames

Value

6

Resets

Long rest

Level 18

Spell Slots

4, 4, 3, 3, 3, 3, 1, 1, 1, 1

Features

Timeless Body

Description

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Source: Player's Handbook p. 67

Features

Beast Spells

Description

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.

Source: Player's Handbook p. 67

Resource

Balm of Summer

Value

18

Resets

Long rest

Level 19

Spell Slots

4, 4, 3, 3, 3, 3, 2, 1, 1, 1

Features

Ability Score Improvement (5th)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 67

Resource

Balm of Summer

Value

19

Resets

Long rest

Features

Cantrip Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.

Source: Tasha's Cauldron of Everything p. 36

Level 20

Spell Slots

4, 4, 3, 3, 3, 3, 2, 2, 1, 1

Features

Archdruid

Description

At 20th level, you can use your Wild Shape an unlimited number of times.

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

Source: Player's Handbook p. 67

Resource

Balm of Summer

Value

20

Resets

Long rest

Expert Sidekick

Hit Die

d10

Proficiencies

Acrobatics, Animal Handling, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Sleight of Hand, Stealth, Survival

Skill Choices

5

Armor

light

Weapons

none

Tools

none

Class Progression

Level 1

Features

Starting Expert Sidekick

Optional

Yes

Description

The Expert is a master of certain tasks or knowledge, favoring cunning over brawn. It might be a scout, a musician, a librarian, a clever street kid, a wily merchant, or a burglar.

To gain the Expert class, a creature must have at least one language in its stat block that it can speak.

A sidekick gains the following class features as it gains levels, as summarized on the Expert table.

Source: Tasha's Cauldron of Everything p. 142

Features

Bonus Proficiencies

Description

At 1st level, the sidekick gains proficiency in one saving throw of your choice: Dexterity, Intelligence, or Charisma.

In addition, the sidekick gains proficiency in five skills of your choice, and it gains proficiency with light armor. If it is a humanoid or has a simple or martial weapon in its stat block, it also gains proficiency with all simple weapons and with two tools of your choice.

Source: Tasha's Cauldron of Everything p. 143

Features

Helpful

Description

The sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action.

Source: Tasha's Cauldron of Everything p. 143

Level 2

Features

Cunning Action

Description

Starting at 2nd level, the sidekick's agility or quick thinking allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.

Source: Tasha's Cauldron of Everything p. 143

Level 3

Features

Expertise

Description

At 3rd level, choose two of the sidekick's skill proficiencies. The sidekick's proficiency bonus is doubled for any ability check it makes that uses any of the chosen proficiencies.

At 15th level, choose two more of the sidekick's skill proficiencies to gain this benefit.

Source: Tasha's Cauldron of Everything p. 143

Level 4

Features

Ability Score Improvement

Description

At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

Source: Tasha's Cauldron of Everything p. 144

Level 6

Features

Coordinated Strike

Description

At 6th level, the sidekick is adept at fighting in concert with a companion. When the sidekick uses its Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from the sidekick, and the sidekick can deal an extra 2d6 damage to it the next time the sidekick hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.

Source: Tasha's Cauldron of Everything p. 144

Level 7

Features

Evasion

Description

Beginning at 7th level, because of extraordinary good luck, the sidekick is skilled at avoiding danger. When the sidekick is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it failed. The sidekick doesn't benefit from this feature while incapacitated.

Source: Tasha's Cauldron of Everything p. 144

Level 8

Features

Ability Score Improvement

Description

At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

Source: Tasha's Cauldron of Everything p. 144

Level 10

Features

Ability Score Improvement

Description

At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

Source: Tasha's Cauldron of Everything p. 144

Level 11

Features

Inspiring Help

Description

Starting at 11th level, When the sidekick takes the Help action, the creature who receives the help also gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target.

At 20th level, the bonus increases to 2d6.

Source: Tasha's Cauldron of Everything p. 144

Level 12

Features

Ability Score Improvement

Description

At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

Source: Tasha's Cauldron of Everything p. 144

Level 14

Features

Reliable Talent

Description

By 14th level, the sidekick has refined its skills to an exceptional degree. Whenever the sidekick makes an ability check that includes its whole proficiency bonus, it can treat a d20 roll of 9 or lower as a 10.

Source: Tasha's Cauldron of Everything p. 144

Level 16

Features

Ability Score Improvement

Description

At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

Source: Tasha's Cauldron of Everything p. 144

Level 18

Features

Sharp Mind

Description

At 18th level, the sidekick gains proficiency in one of the following saving throws of your choice: Intelligence, Wisdom, or Charisma.

Source: Tasha's Cauldron of Everything p. 144

Level 19

Features

Ability Score Improvement

Description

At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

Source: Tasha's Cauldron of Everything p. 144

Fighter

Hit Die

d10

Proficiencies

Strength, Constitution, Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival

Spellcasting Ability

Intelligence

Skill Choices

2

Armor

light armor, medium armor, heavy armor, shields

Weapons

simple weapons, martial weapons

Tools

none

Wealth

5d4x10

Class Progression

Level 1

Features

Starting Fighter

Optional

Yes

Description

As a 1st-level Fighter, you begin play with 10+your Constitution modifier hit points.

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

• Armor: light armor, medium armor, heavy armor, shields

• Weapons: simple weapons, martial weapons

• Tools: none

• Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

You begin play with the following equipment, in addition to any equipment provided by your background.

• (a) chain mail or (b) leather, longbow, and 20 arrows

• (a) a martial weapon and a shield or (b) two martial weapons

• (a) a light crossbow and 20 bolts or (b) two handaxes

• (a) a dungeoneer's pack or (b) an explorer's pack

Alternatively, you may start with 5d4x10 gp and choose your own equipment.

Source: Player's Handbook p. 70

Features

Multiclass Fighter

Optional

Yes

Description

To multiclass as a Fighter, you must meet the following prerequisites:

• Strength 13 or Dexterity 13

You gain the following proficiencies:

• light armor, medium armor, shields, simple weapons, martial weapons

Source: Player's Handbook p. 163

Features

Second Wind

Description

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Source: Player's Handbook p. 72

Resource

Second Wind

Value

1

Resets

Short rest

Features

Fighting Style

Description

You adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Blind Fighting, Defense, Dueling, Great Weapon Fighting, Interception, Protection, Superior Technique, Thrown Weapon Fighting, Two-Weapon Fighting, or Unarmed Fighting. You can't take a Fighting Style option more than once, even if you later get to choose again.

Source: Player's Handbook p. 72

Features

Fighting Style: Archery

Optional

Yes

Description

You gain a +2 bonus to attack rolls you make with ranged weapons.

Source: Player's Handbook p. 72

Special

fighting style archery

Features

Fighting Style: Defense

Optional

Yes

Description

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

Source: Player's Handbook p. 72

Special

fighting style defense

Features

Fighting Style: Dueling

Optional

Yes

Description

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Source: Player's Handbook p. 72

Special

fighting style dueling

Features

Fighting Style: Great Weapon Fighting

Optional

Yes

Description

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Source: Player's Handbook p. 72

Features

Fighting Style: Protection

Optional

Yes

Description

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Source: Player's Handbook p. 72

Features

Fighting Style: Two-Weapon Fighting

Optional

Yes

Description

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Source: Player's Handbook p. 72

Features

Fighting Style: Blind Fighting

Optional

Yes

Description

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Source: Tasha's Cauldron of Everything p. 41

Fighting Style: Interception

Optional

Yes

Description

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Source: Tasha's Cauldron of Everything p. 41

Fighting Style: Superior Technique

Optional

Yes

Description

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Source: Tasha's Cauldron of Everything p. 41

Fighting Style: Thrown Weapon Fighting

Optional

Yes

Description

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Source: Tasha's Cauldron of Everything p. 42

Fighting Style: Unarmed Fighting

Optional

Yes

Description

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Source: Tasha's Cauldron of Everything p. 42

Level 2

Features

Action Surge

Description

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Source: Player's Handbook p. 72

Resource

Action Surge

Value

1

Resets

Short rest

Level 3

Spell Slots

2, 2

Optional

Yes

Features

Martial Archetype

Description

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Arcane Archer, Battle Master, Cavalier, Champion, Echo Knight, Eldritch Knight, Psi Warrior, Purple Dragon Knight, Rune Knight, or Samurai, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Source: Player's Handbook p. 72

Features

Martial Archetype: Battle Master

Optional

Yes

Description

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

Source: Player's Handbook p. 73

Features

Student of War (Battle Master)

Optional

Yes

Description

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Source: Player's Handbook p. 73

Features

Combat Superiority (Battle Master)

Optional

Yes

Description

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers: You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. (Added as spells in the Maneuvers spell list)

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

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

Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Source: Player's Handbook p. 73

Resource

Superiority Die

Value

4

Resets

Short rest

Features

Martial Archetype: Champion

Optional

Yes

Description

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Source: Player's Handbook p. 72

Features

Improved Critical (Champion)

Optional

Yes

Description

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Source: Player's Handbook p. 72

Features

Martial Archetype: Eldritch Knight

Optional

Yes

Description

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Source: Player's Handbook p. 74

Features

Spellcasting (Eldritch Knight)

Optional

Yes

Description

When you reach 3rd level, you augment your martial prowess with 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 two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots: The Eldritch Knight 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield 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 abjuration and evocation spells on the wizard spell list unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation 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 abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through 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 Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Source: Player's Handbook p. 75

Features

Weapon Bond (Eldritch Knight)

Optional

Yes

Description

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Source: Player's Handbook p. 75

Features

Martial Archetype: Arcane Archer

Optional

Yes

Description

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their 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 arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Source: Xanathar's Guide to Everything p. 28

Features

Arcane Archer's Lore (Arcane Archer)

Optional

Yes

Description

At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or druidcraft cantrip.

Source: Xanathar's Guide to Everything p. 28

Features

Arcane Shot (Arcane Archer)

Optional

Yes

Description

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see the “Arcane Shot Options” below).

Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

Source: Xanathar's Guide to Everything p. 28

Features

Martial Archetype: Cavalier

Optional

Yes

Description

The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Drawn to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

Source: Xanathar's Guide to Everything p. 30

Features

Bonus Proficiency (Cavalier)

Optional

Yes

Description

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Source: Xanathar's Guide to Everything p. 30

Features

Born to the Saddle (Cavalier)

Optional

Yes

Description

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Source: Xanathar's Guide to Everything p. 30

Features

Unwavering Mark (Cavalier)

Optional

Yes

Description

Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Source: Xanathar's Guide to Everything p. 30

Features

Martial Archetype: Samurai

Optional

Yes

Description

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.

Source: Xanathar's Guide to Everything p. 31

Features

Bonus Proficiency (Samurai)

Optional

Yes

Description

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Source: Xanathar's Guide to Everything p. 31

Features

Fighting Spirit (Samurai)

Optional

Yes

Description

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of your current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

Source: Xanathar's Guide to Everything p. 31

Resource

Fighting Spirit

Value

3

Resets

Long rest

Features

Martial Archetype: Purple Dragon Knight

Optional

Yes

Description

Purple Dragon Knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond the kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers.

A Purple Dragon Knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.

A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.

Source: Sword Coast Adventurer's Guide p. 128

Features

Restriction: Knighthood (Purple Dragon Knight)

Optional

Yes

Description

Purple Dragon Knights are tied to a specific order of Cormyrean knighthood.

Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than the Purple Dragon Knights.

Source: Sword Coast Adventurer's Guide p. 128

Features

Rallying Cry (Purple Dragon Knight)

Optional

Yes

Description

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

Source: Sword Coast Adventurer's Guide p. 128

Features

Martial Archetype: Echo Knight

Optional

Yes

Description

A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.

Source: Explorer's Guide to Wildemount p. 183

Manifest Echo (Echo Knight)

Optional

Yes

Description

You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

You can use the echo in the following ways:

• As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.

• When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.

• When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.

Source: Explorer's Guide to Wildemount p. 183

Unleash Incarnation (Echo Knight)

Optional

Yes

Description

You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Source: Explorer's Guide to Wildemount p. 183

Features

Martial Archetype: Psi Warrior

Optional

Yes

Description

Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.

As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.

Source: Tasha's Cauldron of Everything p. 42

Features

Psionic Power (Psi Warrior)

Optional

Yes

Description

Beginning at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.

Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.

Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Source: Tasha's Cauldron of Everything p. 43

Resource

Psionic Energy

Value

4

Resets

Long rest

Features

Martial Archetype: Rune Knight

Optional

Yes

Description

Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.

Source: Tasha's Cauldron of Everything p. 44

Features

Bonus Proficiency (Rune Knight)

Optional

Yes

Description

You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.

Source: Tasha's Cauldron of Everything p. 44

Features

Rune Carver (Rune Knight)

Optional

Yes

Description

You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.

Fighter Level | Number of Runes

3rd | 2

7th | 3

10th | 4

15th | 5

Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.

Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Frost Rune. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.

In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.

In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Hill Rune (7th Level or Higher). This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.

In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Source: Tasha's Cauldron of Everything p. 44

Features

Giant's Might (Rune Knight)

Optional

Yes

Description

You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:

• If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.

• You have advantage on Strength checks and Strength saving throws.

• Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Source: Tasha's Cauldron of Everything p. 45

Resource

Giant's Might

Value

2

Resets

Long rest

Features

Martial Archetype: Gunslinger

Optional

Yes

Description

Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or polearm tactics. Whether the duelist of infantry martial weapons were seemingly perfected long ago, and the true challenge is to master them.

However, some minds couldn't stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.

This archetype focuses on the ability to design, craft and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.

Should this path of powder, fire and metal call to you, keep your wits about you, hold onto your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.

Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 1

Features

Firearm Proficiency (Gunslinger)

Optional

Yes

Description

Starting from when you choose this archetype at 3rd level, you gain proficiency in firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2

Features

Gunsmith (Gunslinger)

Optional

Yes

Description

Upon choosing this archetype at 3rd level, you gain proficiency in Tinker's Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM's discretion). Some extremely intricate and experimental features are only available through crafting.

Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2

Features

Firearm Properties

Optional

Yes

Description

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of their property. These properties replace the optional ones presented in the DM guide. Firearms are ranged weapons.

RELOAD. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

MISFIRE. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than weapon's Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker's Tools check (DC equal to 8 + Misfire score). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm.

SCATTER. An attack is made against each creature within a 30 ft. cone. These attacks are simultaneous. If an affected creature is adjacent to you, they suffer double damage on a hit. This attack cannot be affected by any of your shot features.

EXPLOSIVE. Upon a hit, everything within 5 ft. of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2

Features

Adept Marksman (Gunslinger)

Optional

Yes

Description

When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.

Trick Shots: You learn two trick shots of your choice. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a trick shot, you can also replace one trick shot you know with a different one. (Added as spells in the Trick Shots spell list)

Grit: You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM's discretion). You gain all expended grit points after a short or long rest.

Saving Throws: Some of your trick shots require your targets to make a saving throw to resist the trick shot's effect. The saving throw DC is calculated as follows:

Trick Shot save DC = 8 + your proficiency bonus + Dexterity Modifier

Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2

Level 4

Spell Slots

2, 3

Optional

Yes

Features

Ability Score Improvement

Description

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 72

Features

Martial Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

• Replace a fighting style you know with another fighting style available to fighters.

• If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

Source: Tasha's Cauldron of Everything p. 42

Level 5

Spell Slots

2, 3

Optional

Yes

Features

Extra Attack

Description

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Source: Player's Handbook p. 72

Resource

Psionic Energy

Value

6

Resets

Long rest

Resource

Giant's Might

Value

3

Resets

Long rest

Level 6

Spell Slots

2, 3

Optional

Yes

Features

Ability Score Improvement (2nd)

Description

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 72

Features

Martial Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

• Replace a fighting style you know with another fighting style available to fighters.

• If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

Source: Tasha's Cauldron of Everything p. 42

Level 7

Spell Slots

2, 4, 2

Optional

Yes

Features

Know Your Enemy (Battle Master)

Optional

Yes

Description

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice.

• Strength score

• Dexterity score

• Constitution score

• Armor Class

• Current hit points

• Total class levels (if any)

• Fighter class levels (if any)

Source: Player's Handbook p. 73

Features

Additional Maneuvers (Battle Master)

Optional

Yes

Description

You learn two additional Combat Superiority maneuvers.

Source: Player's Handbook p. 74

Resource

Superiority Die

Value

5

Resets

Short rest

Features

Remarkable Athlete (Champion)

Optional

Yes

Description

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Source: Player's Handbook p. 72

Features

War Magic (Eldritch Knight)

Optional

Yes

Description

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Source: Player's Handbook p. 75

Features

Magic Arrow (Arcane Archer)

Optional

Yes

Description

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

Source: Xanathar's Guide to Everything p. 28

Features

Curving Shot (Arcane Archer)

Optional

Yes

Description

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Source: Xanathar's Guide to Everything p. 28

Features

Arcane Shot Option (Arcane Archer)

Optional

Yes

Description

You gain an additional Arcane Shot option.

Source: Xanathar's Guide to Everything p. 28

Features

Warding Maneuver (Cavalier)

Optional

Yes

Description

At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Source: Xanathar's Guide to Everything p. 30

Features

Elegant Courtier (Samurai)

Optional

Yes

Description

Starting at 7th level, your discipline and attention to detail allow you to excel in social situation. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Source: Xanathar's Guide to Everything p. 31

Proficiencies

wisdom

Features

Royal Envoy (Purple Dragon Knight)

Optional

Yes

Description

A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.

At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

Source: Sword Coast Adventurer's Guide p. 128

Proficiencies

Persuasion

Modifier

Persuasion+%0

Category

skills

Features

Echo Avatar (Echo Knight)

Optional

Yes

Description

You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

Source: Explorer's Guide to Wildemount p. 183

Features

Telekinetic Adept (Psi Warrior)

Optional

Yes

Description

By 7th level, you have mastered new ways to use your telekinetic abilities, detailed below.

Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.

Source: Tasha's Cauldron of Everything p. 43

Features

Runic Shield (Rune Knight)

Optional

Yes

Description

At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Tasha's Cauldron of Everything p. 45

Resource

Runic Shield

Value

3

Resets

Long rest

Features

Quickdraw (Gunslinger)

Optional

Yes

Description

When you reach 7th level, you add your proficiency to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn

Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2

Modifier

Initiative + Proficiency Bonus

Category

Bonus

Level 8

Spell Slots

2, 4, 2

Optional

Yes

Features

Ability Score Improvement (3rd)

Description

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 72

Features

Martial Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

• Replace a fighting style you know with another fighting style available to fighters.

• If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

Source: Tasha's Cauldron of Everything p. 42

Level 9

Spell Slots

2, 4, 2

Optional

Yes

Features

Indomitable

Description

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Source: Player's Handbook p. 72

Resource

Indomitable

Value

1

Resets

Long rest

Resource

Psionic Energy

Value

8

Resets

Long rest

Resource

Giant's Might

Value

4

Resets

Long rest

Runic Shield

Value

4

Resets

Long rest

Level 10

Spell Slots

3, 4, 3

Optional

Yes

Features

Improved Combat Superiority (Battle Master)

Optional

Yes

Description

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

Source: Player's Handbook p. 74

Features

Additional Maneuvers (Battle Master)

Optional

Yes

Description

You learn two additional Combat Superiority maneuvers.

Source: Player's Handbook p. 73

Features

Additional Fighting Style (Champion)

Optional

Yes

Description

At 10th level, you can choose a second option from the Fighting Style class feature.

Source: Player's Handbook p. 73

Features

Fighting Style: Archery

Optional

Yes

Description

You gain a +2 bonus to attack rolls you make with ranged weapons.

Source: Player's Handbook p. 72

Special

fighting style archery

Features

Fighting Style: Defense

Optional

Yes

Description

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

Source: Player's Handbook p. 72

Special

fighting style defense

Features

Fighting Style: Dueling

Optional

Yes

Description

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Source: Player's Handbook p. 72

Special

fighting style dueling

Features

Fighting Style: Great Weapon Fighting

Optional

Yes

Description

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Source: Player's Handbook p. 72

Features

Fighting Style: Protection

Optional

Yes

Description

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Source: Player's Handbook p. 72

Features

Fighting Style: Two-Weapon Fighting

Optional

Yes

Description

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Source: Player's Handbook p. 72

Features

Fighting Style: Blind Fighting

Optional

Yes

Description

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Source: Tasha's Cauldron of Everything p. 41

Fighting Style: Interception

Optional

Yes

Description

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Source: Tasha's Cauldron of Everything p. 41

Fighting Style: Superior Technique

Optional

Yes

Description

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Source: Tasha's Cauldron of Everything p. 41

Fighting Style: Thrown Weapon Fighting

Optional

Yes

Description

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Source: Tasha's Cauldron of Everything p. 42

Fighting Style: Unarmed Fighting

Optional

Yes

Description

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Source: Tasha's Cauldron of Everything p. 42

Features

Eldritch Strike (Eldritch Knight)

Optional

Yes

Description

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Source: Player's Handbook p. 75

Features

Arcane Shot Option (Arcane Archer)

Optional

Yes

Description

You gain an additional Arcane Shot option.

Source: Xanathar's Guide to Everything p. 28

Features

Hold the Line (Cavalier)

Optional

Yes

Description

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

Source: Xanathar's Guide to Everything p. 30

Features

Tireless Spirit (Samurai)

Optional

Yes

Description

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

Source: Xanathar's Guide to Everything p. 31

Features

Inspiring Surge (Purple Dragon Knight)

Optional

Yes

Description

Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.

Source: Sword Coast Adventurer's Guide p. 128

Features

Shadow Martyr (Echo Knight)

Optional

Yes

Description

You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.

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

Source: Explorer's Guide to Wildemount p. 183

Features

Guarded Mind (Psi Warrior)

Optional

Yes

Description

At 10th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.

Source: Tasha's Cauldron of Everything p. 43

Features

Great Stature (Rune Knight)

Optional

Yes

Description

By 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.

Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.

Source: Tasha's Cauldron of Everything p. 46

Features

Rapid Repair (Gunslinger)

Optional

Yes

Description

Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.

Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2

Features

Hemorrhaging Critical (Gunslinger)

Optional

Yes

Description

Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.

Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2

Level 11

Spell Slots

3, 4, 3

Optional

Yes

Level 12

Spell Slots

3, 4, 3

Optional

Yes

Features

Ability Score Improvement (4th)

Description

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 72

Features

Martial Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

• Replace a fighting style you know with another fighting style available to fighters.

• If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

Source: Tasha's Cauldron of Everything p. 42

Level 13

Spell Slots

3, 4, 3, 2

Optional

Yes

Resource

Indomitable

Value

2

Resets

Short rest

Resource

Psionic Energy

Value

10

Resets

Long rest

Resource

Giant's Might

Value

5

Resets

Long rest

Runic Shield

Value

5

Resets

Long rest

Level 14

Spell Slots

3, 4, 3, 2

Optional

Yes

Features

Ability Score Improvement (5th)

Description

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 72

Features

Martial Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

• Replace a fighting style you know with another fighting style available to fighters.

• If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

Source: Tasha's Cauldron of Everything p. 42

Level 15

Spell Slots

3, 4, 3, 2

Optional

Yes

Features

Relentless (Battle Master)

Optional

Yes

Description

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Source: Player's Handbook p. 74

Features

Additional Maneuvers (Battle Master)

Optional

Yes

Description

You learn two additional Combat Superiority maneuvers.

Source: Player's Handbook p. 73

Resource

Superiority Die

Value

6

Resets

Short rest

Features

Superior Critical (Champion)

Optional

Yes

Description

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Source: Player's Handbook p. 73

Features

Arcane Charge (Eldritch Knight)

Optional

Yes

Description

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Source: Player's Handbook p. 75

Features

Arcane Shot Option (Arcane Archer)

Optional

Yes

Description

You gain an additional Arcane Shot option.

Source: Xanathar's Guide to Everything p. 28

Features

Ever-Ready Shot (Arcane Archer)

Optional

Yes

Description

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

Source: Xanathar's Guide to Everything p. 28

Features

Ferocious Charger (Cavalier)

Optional

Yes

Description

Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC * + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

Source: Xanathar's Guide to Everything p. 31

Features

Rapid Strike (Samurai)

Optional

Yes

Description

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on the attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Source: Xanathar's Guide to Everything p. 31

Features

Bulwark (Purple Dragon Knight)

Optional

Yes

Description

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

Source: Sword Coast Adventurer's Guide p. 128

Features

Reclaim Potential (Echo Knight)

Optional

Yes

Description

You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Source: Explorer's Guide to Wildemount p. 184

Features

Bulwark of Force (Psi Warrior)

Optional

Yes

Description

Starting at 15th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.

Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.

Source: Tasha's Cauldron of Everything p. 44

Features

Master of Runes (Rune Knight)

Optional

Yes

Description

Starting at 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

Source: Tasha's Cauldron of Everything p. 46

Features

Lightning Reload (Gunslinger)

Optional

Yes

Description

Starting at 15th level, you can reload any firearm as a bonus action.

Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2

Level 16

Spell Slots

3, 4, 3, 3

Optional

Yes

Features

Ability Score Improvement (7th)

Description

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 72

Features

Martial Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

• Replace a fighting style you know with another fighting style available to fighters.

• If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

Source: Tasha's Cauldron of Everything p. 42

Level 17

Spell Slots

3, 4, 3, 3

Optional

Yes

Resource

Action Surge

Value

2

Resets

Short rest

Indomitable

Value

3

Resets

Short rest

Resource

Psionic Energy

Value

12

Resets

Long rest

Resource

Giant's Might

Value

6

Resets

Long rest

Runic Shield

Value

6

Resets

Long rest

Level 18

Spell Slots

3, 4, 3, 3

Optional

Yes

Features

Survivor (Champion)

Optional

Yes

Description

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Source: Player's Handbook p. 73

Features

Improved War Magic (Eldritch Knight)

Optional

Yes

Description

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Source: Player's Handbook p. 75

Features

Arcane Shot Option (Arcane Archer)

Optional

Yes

Description

You gain an additional Arcane Shot option.

Source: Xanathar's Guide to Everything p. 28

Features

Vigilant Defender (Cavalier)

Optional

Yes

Description

Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make opportunity attacks, and you can't use it on the same turn that you take your normal reaction.

Source: Xanathar's Guide to Everything p. 31

Features

Strength Before Death (Samurai)

Optional

Yes

Description

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three deaths saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

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

Source: Xanathar's Guide to Everything p. 31

Features

Legion of One (Echo Knight)

Optional

Yes

Description

You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.

In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.

Source: Explorer's Guide to Wildemount p. 184

Features

Telekinetic Master (Psi Warrior)

Optional

Yes

Description

At 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.

Source: Tasha's Cauldron of Everything p. 44

Features

Runic Juggernaut (Rune Knight)

Optional

Yes

Description

At 18th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.

Source: Tasha's Cauldron of Everything p. 46

Features

Vicious Intent (Gunslinger)

Optional

Yes

Description

At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll with a firearm.

Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2

Level 19

Spell Slots

3, 4, 3, 3, 1

Optional

Yes

Features

Ability Score Improvement (8th)

Description

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 72

Features

Martial Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

• Replace a fighting style you know with another fighting style available to fighters.

• If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

Source: Tasha's Cauldron of Everything p. 42

Level 20

Spell Slots

3, 4, 3, 3, 1

Optional

Yes

Monk

Hit Die

d8

Proficiencies

Strength, Dexterity, Acrobatics, Athletics, History, Insight, Religion, Stealth

Skill Choices

2

Armor

none

Weapons

simple weapons, shortswords

Tools

any one type of artisan's tools or any one musical instrument of your choice

Wealth

5d4

Class Progression

Level 1

Features

Starting Monk

Optional

Yes

Description

As a 1st-level Monk, you begin play with 8+your Constitution modifier hit points.

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

• Armor: none

• Weapons: simple weapons, shortswords

• Tools: any one type of artisan's tools or any one musical instrument of your choice

• Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

You begin play with the following equipment, in addition to any equipment provided by your background.

• (a) a shortsword or (b) any simple weapon

• (a) a dungeoneer's pack or (b) an explorer's pack

• 10 darts

Alternatively, you may start with 5d4 gp and choose your own equipment.

Source: Player's Handbook p. 76

Features

Multiclass Monk

Optional

Yes

Description

To multiclass as a Monk, you must meet the following prerequisites:

• Dexterity 13 and Wisdom 13

You gain the following proficiencies:

• simple weapons, shortswords

Source: Player's Handbook p. 163

Features

Unarmored Defense

Description

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier+your Wisdom modifier.

Source: Player's Handbook p. 78

Special

unarmored defense wisdom

Features

Martial Arts

Description

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.

• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

• You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels — to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

• When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in chapter 5.

Source: Player's Handbook p. 78

Level 2

Features

Ki

Description

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You have a number of Ki points equal to your monk level.

You can spend these points to fuel various ki features.

You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Source: Player's Handbook p. 78

Resource

Ki

Value

2

Resets

Short rest

Features

Flurry of Blows

Description

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Source: Player's Handbook p. 78

Features

Patient Defense

Description

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Source: Player's Handbook p. 78

Features

Step of the Wind

Description

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Source: Player's Handbook p. 78

Features

Unarmored Movement

Description

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels — to 15 ft. at 6th level, to 20 ft. at 10th level, to 25 ft. at 14th level, and to 30 ft. at 18th level.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Source: Player's Handbook p. 78

Modifier

speed +10

Category

bonus

Features

Dedicated Weapon

Description

You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

The chosen weapon must meet these criteria:

• The weapon must be a simple or martial weapon.

• You must be proficient with it.

• It must lack the heavy and special properties.

Source: Tasha's Cauldron of Everything p. 48

Level 3

Resource

Ki

Value

3

Resets

Short rest

Features

Deflect Missiles

Description

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier+your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Source: Player's Handbook p. 78

Features

Monastic Tradition

Description

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Astral Self, the Way of the Drunken Master, the Way of the Four Elements, the Way of the Kensei, the Way of the Long Death, the Way of Mercy, the Way of the Open Hand, the Way of Shadow, or the Way of the Sun Soul, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Source: Player's Handbook p. 78

Features

Monastic Tradition: Way of Shadow

Optional

Yes

Description

Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.

Source: Player's Handbook p. 80

Features

Shadow Arts (Way of Shadow)

Optional

Yes

Description

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.

Source: Player's Handbook p. 80

Features

Monastic Tradition: Way of the Four Elements

Optional

Yes

Description

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.

Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

Source: Player's Handbook p. 80

Features

Disciple of the Elements (Way of the Four Elements)

Optional

Yes

Description

When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.

You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the "Elemental Disciplines" section below (added as spells in the Monk (Way of the Four Elements) spell list). You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level. At 5th level, you may spend up to 3 ki points; this increases to 4 ki points at 9th level, 5 at 13th level, and 6 at 17th level.

Source: Player's Handbook p. 80

Features

Monastic Tradition: Way of the Open Hand

Optional

Yes

Description

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

Source: Player's Handbook p. 79

Features

Open Hand Technique (Way of the Open Hand)

Optional

Yes

Description

Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target.

• It must succeed on a Dexterity saving throw or be knocked prone.

• It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

• It can't take reactions until the end of your next turn.

Source: Player's Handbook p. 79

Features

Monastic Tradition: Way of the Drunken Master

Optional

Yes

Description

The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant but proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.

Source: Xanathar's Guide to Everything p. 33

Features

Drunken Technique (Way of the Drunken Master)

Optional

Yes

Description

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Source: Xanathar's Guide to Everything p. 34

Features

Bonus Proficiencies (Way of the Drunken Master)

Optional

Yes

Description

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.

Source: Xanathar's Guide to Everything p. 34

Features

Monastic Tradition: Way of the Kensei

Optional

Yes

Description

Monks of the Way of Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.

Source: Xanathar's Guide to Everything p. 34

Features

Path of the Kensei (Way of the Kensei)

Optional

Yes

Description

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction on the deft strokes of calligraphy or painting.

You gain the following benefits:

Kensei Weapons: Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above.

Agile Parry: If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.

Kensei Shot: You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.

Way of the Brush: You gain proficiency with your choice of calligrapher's supplies or painter's supplies.

Source: Xanathar's Guide to Everything p. 34

Features

Monastic Tradition: Way of the Sun Soul

Optional

Yes

Description

Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

Source: Sword Coast Adventurer's Guide p. 131, Xanathar's Guide to Everything p. 35

Features

Radiant Sun Bolt (Way of the Sun Soul)

Optional

Yes

Description

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. The special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Source: Sword Coast Adventurer's Guide p. 131, Xanathar's Guide to Everything p. 35

Features

Monastic Tradition: Way of the Long Death

Optional

Yes

Description

Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.

Source: Sword Coast Adventurer's Guide p. 130

Features

Touch of Death (Way of the Long Death)

Optional

Yes

Description

Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier+your monk level (minimum of 1 temporary hit point).

Source: Sword Coast Adventurer's Guide p. 130

Features

Monastic Tradition: Way of the Ascendant Dragon

Optional

Yes

Description

The dragon god Bahamut is known to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Way of the Ascendant Dragon in this guise. The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.

As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within yourself. The Ascendant Dragon Origin table offers a number of possibilities.

d6 | Origin

1 | You honed your abilities by aligning your spirit with a dragon's world-altering power.

2 | A dragon personally took an active role in shaping your inner energy.

3 | You studied at a monastery that traces its teachings back centuries or more to a single dragon's instruction, or one that is devoted to a dragon god.

4 | You spent long stretches meditating in the region around an ancient dragon's lair, absorbing that lair's ambient magic.

5 | You found a scroll written in Draconic that contained inspiring new techniques.

6 | After a dream featuring a five-handed dragonborn, you awoke with the mystical breath of dragons.

Source: Fizban's Treasury of Dragons p. 13

Features

Draconic Disciple (Way of the Ascendant Dragon)

Optional

Yes

Description

Beginning at 3rd level, you can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon's breath. You gain the following benefits:

Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can't use it again until you finish a long rest.

Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.

Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.

Source: Fizban's Treasury of Dragons p. 13

Features

Breath of the Dragon (Way of the Ascendant Dragon)

Optional

Yes

Description

At 3rd level, you can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.

Source: Fizban's Treasury of Dragons p. 13

Features

Ki-Fueled Attack

Description

If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

Source: Tasha's Cauldron of Everything p. 48

Features

Monastic Tradition: Way of Mercy

Optional

Yes

Description

Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.

Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.

The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.

Source: Tasha's Cauldron of Everything p. 49

Features

Implements of Mercy (Way of Mercy)

Optional

Yes

Description

You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.

You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.

d6 | Mask Appearance

1 | Raven

2 | Blank and white

3 | Crying visage

4 | Laughing visage

5 | Skull

6 | Butterfly

Source: Tasha's Cauldron of Everything p. 49

Proficiencies

insight, medicine

Features

Hand of Healing (Way of Mercy)

Optional

Yes

Description

Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

Source: Tasha's Cauldron of Everything p. 49

Features

Hand of Harm (Way of Mercy)

Optional

Yes

Description

You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

Source: Tasha's Cauldron of Everything p. 50

Features

Monastic Tradition: Way of the Astral Self

Optional

Yes

Description

A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.

Source: Tasha's Cauldron of Everything p. 50

Features

Arms of the Astral Self (Way of the Astral Self)

Optional

Yes

Description

Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.

For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.

While the spectral arms are present, you gain the following benefits:

• You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.

• You can use the spectral arms to make unarmed strikes.

• When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.

• The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.

Source: Tasha's Cauldron of Everything p. 50

Features

Monastic Tradition: Way of the Cobalt Soul

Optional

Yes

Description

Driven by the pursuit of knowledge and its scholars' worship of the Knowing Mentor, the Library of the Cobalt Soul is one of the best-respected and most heavily guarded repositories of tomes, history, and information in all Exandria. People from all lands come to the library to seek knowledge, and those particularly dedicated to the virtues of truth often pledge their minds and bodies to the Cobalt Soul's cause. To become a member of the Cobalt Soul is to give oneself over to a quest dedicated to unveiling life's mysteries, bringing light to the secrets of concealed evil, and guarding the most powerful and dangerous of truths from those whose unwholesome thirst for knowledge might bring death and suffering to others.

The monks of the Cobalt Soul are the embodiment of the maxim: "Know your enemy." Through tireless research, they steel themselves against the unrelenting tides of evil. Through rigorous training, they learn to break through their foes' mental and physical defenses. Then, once the fight is done, they record their findings for future generations of monks to study.

Source: Tal'Dorei Campaign Setting: Reborn p. 173

Features

Extract Aspects (Way of the Cobalt Soul)

Optional

Yes

Description

Starting at 3rd level, you can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it's within your reach. This benefit lasts until you finish a short or long rest.

Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.

Source: Tal'Dorei Campaign Setting: Reborn p. 173

Level 4

Resource

Ki

Value

4

Resets

Short rest

Features

Ability Score Improvement

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 78

Features

Slow Fall

Description

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Source: Player's Handbook p. 78

Features

Quickened Healing

Description

As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

Source: Tasha's Cauldron of Everything p. 49

Level 5

Resource

Ki

Value

5

Resets

Short rest

Features

Extra Attack

Description

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Source: Player's Handbook p. 79

Features

Stunning Strike

Description

Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Source: Player's Handbook p. 79

Features

Focused Aim

Description

When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

Source: Tasha's Cauldron of Everything p. 49

Level 6

Resource

Ki

Value

6

Resets

Short rest

Features

Ki-Empowered Strikes

Description

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Source: Player's Handbook p. 79

Features

Shadow Step (Way of Shadow)

Optional

Yes

Description

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Source: Player's Handbook p. 80

Features

Additional Elemental Discipline (Way of the Four Elements)

Optional

Yes

Description

At 6th level, you learn an additional elemental discipline of your choice.

Source: Player's Handbook p. 80

Features

Wholeness of Body (Way of the Open Hand)

Optional

Yes

Description

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

Source: Player's Handbook p. 79

Resource

Wholeness of Body

Value

1

Resets

Long rest

Features

Tipsy Sway (Way of the Drunken Master)

Optional

Yes

Description

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

Leap to Your Feet: When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Redirect Attack: When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Source: Xanathar's Guide to Everything p. 34

Features

One with the Blade (Way of the Kensei)

Optional

Yes

Description

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

Magic Kensei Weapons: Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deft Strike: When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

Source: Xanathar's Guide to Everything p. 34

Features

Searing Arc Strike (Way of the Sun Soul)

Optional

Yes

Description

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action.

You can spend additional ki points to cast burning hands as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Source: Sword Coast Adventurer's Guide p. 131, Xanathar's Guide to Everything p. 35

Features

Hour of Reaping (Way of the Long Death)

Optional

Yes

Description

At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Source: Sword Coast Adventurer's Guide p. 130

Features

Wings Unfurled (Way of the Ascendant Dragon)

Optional

Yes

Description

Starting at 6th level, when you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Fizban's Treasury of Dragons p. 13

Features

Physician's Touch (Way of Mercy)

Optional

Yes

Description

At 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.

When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

Source: Tasha's Cauldron of Everything p. 50

Features

Visage of the Astral Self (Way of the Astral Self)

Optional

Yes

Description

Starting at 6th level, you can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.

The spectral visage covers your face like a helmet or mask. You determine its appearance.

While the spectral visage is present, you gain the following benefits.

Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.

Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

Source: Tasha's Cauldron of Everything p. 50

Features

Extort Truth (Way of the Cobalt Soul)

Optional

Yes

Description

Starting at 6th level, you can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if it succeeded or failed on its saving throw.

An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.

If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit.

Source: Tal'Dorei Campaign Setting: Reborn p. 174

Features

Mystical Erudition (Way of the Cobalt Soul)

Optional

Yes

Description

Also by 6th level, you have extensively studied the history and lore within the archives of the Cobalt Soul. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.

You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list) at 11th and 17th level.

Source: Tal'Dorei Campaign Setting: Reborn p. 174

Level 7

Resource

Ki

Value

7

Resets

Short rest

Features

Evasion

Description

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball 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.

Source: Player's Handbook p. 79

Features

Stillness of Mind

Description

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Source: Player's Handbook p. 79

Level 8

Resource

Ki

Value

8

Resets

Short rest

Features

Ability Score Improvement (2nd)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 78

Level 9

Resource

Ki

Value

9

Resets

Short rest

Level 10

Resource

Ki

Value

10

Resets

Short rest

Features

Purity of Body

Description

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Source: Player's Handbook p. 79

Level 11

Resource

Ki

Value

11

Resets

Short rest

Features

Cloak of Shadows (Way of Shadow)

Optional

Yes

Description

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Source: Player's Handbook p. 80

Features

Additional Elemental Discipline (Way of the Four Elements)

Optional

Yes

Description

At 11th level, you learn an additional elemental discipline of your choice.

Source: Player's Handbook p. 80

Features

Tranquility (Way of the Open Hand)

Optional

Yes

Description

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier+your proficiency bonus.

Source: Player's Handbook p. 80

Features

Drunkard's Luck (Way of the Drunken Master)

Optional

Yes

Description

Starting at 11th level, you always seem to get a lucky bounce at just the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.

Source: Xanathar's Guide to Everything p. 34

Features

Sharpen the Blade (Way of the Kensei)

Optional

Yes

Description

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

Source: Xanathar's Guide to Everything p. 35

Features

Searing Sunburst (Way of the Sun Soul)

Optional

Yes

Description

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

Source: Sword Coast Adventurer's Guide p. 131, Xanathar's Guide to Everything p. 35

Features

Mastery of Death (Way of the Long Death)

Optional

Yes

Description

Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

Source: Sword Coast Adventurer's Guide p. 131

Features

Aspect of the Wyrm (Way of the Ascendant Dragon)

Optional

Yes

Description

Starting at 11th level, the power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:

Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.

Once you create this aura, you can't create it again until you finish a long rest, unless you expend 3 ki points to create it again.

Source: Fizban's Treasury of Dragons p. 14

Features

Flurry of Healing and Harm (Way of Mercy)

Optional

Yes

Description

By 11th level, you can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending ki points for the healing.

In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn.

Source: Tasha's Cauldron of Everything p. 50

Features

Body of the Astral Self (Way of the Astral Self)

Optional

Yes

Description

At 11th level, when you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.

While the spectral body is present, you gain the following benefits.

Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1).

Empowered Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.

Source: Tasha's Cauldron of Everything p. 51

Features

Mind of Mercury (Way of the Cobalt Soul)

Optional

Yes

Description

Starting at 11th level, you've honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you've already taken your reaction, you may spend 1 ki point to take an additional reaction. You can use only one reaction per triggering effect.

Source: Tal'Dorei Campaign Setting: Reborn p. 174

Level 12

Resource

Ki

Value

12

Resets

Short rest

Features

Ability Score Improvement (3rd)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 78

Level 13

Resource

Ki

Value

13

Resets

Short rest

Features

Tongue of the Sun and Moon

Description

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Source: Player's Handbook p. 79

Level 14

Resource

Ki

Value

14

Resets

Short rest

Features

Diamond Soul

Description

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Source: Player's Handbook p. 79

Proficiencies

constitution, intelligence, wisdom, charisma

Level 15

Resource

Ki

Value

15

Resets

Short rest

Features

Timeless Body

Description

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Source: Player's Handbook p. 79

Level 16

Resource

Ki

Value

16

Resets

Short rest

Features

Ability Score Improvement (4th)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 78

Level 17

Resource

Ki

Value

17

Resets

Short rest

Features

Opportunist (Way of Shadow)

Optional

Yes

Description

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Source: Player's Handbook p. 80

Features

Additional Elemental Discipline (Way of the Four Elements)

Optional

Yes

Description

At 17th level, you learn an additional elemental discipline of your choice.

Source: Player's Handbook p. 80

Features

Quivering Palm (Way of the Open Hand)

Optional

Yes

Description

At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Source: Player's Handbook p. 80

Features

Intoxicated Frenzy (Way of the Drunken Master)

Optional

Yes

Description

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

Source: Xanathar's Guide to Everything p. 34

Features

Unerring Accuracy (Way of the Kensei)

Optional

Yes

Description

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

Source: Xanathar's Guide to Everything p. 35

Features

Sun Shield (Way of the Sun Soul)

Optional

Yes

Description

At 17th level, you become wreathed in a magical, luminous aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.

Source: Sword Coast Adventurer's Guide p. 131, Xanathar's Guide to Everything p. 35

Features

Touch of the Long Death (Way of the Long Death)

Optional

Yes

Description

Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.

Source: Sword Coast Adventurer's Guide p. 131

Features

Ascendant Aspect (Way of the Ascendant Dragon)

Optional

Yes

Description

At 17th level, your draconic spirit reaches its peak. You gain the following benefits:

Augment Breath. When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

Blindsight. You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice).

Source: Fizban's Treasury of Dragons p. 14

Features

Hand of Ultimate Mercy (Way of Mercy)

Optional

Yes

Description

At 17th level, your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.

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

Source: Tasha's Cauldron of Everything p. 50

Resource

Hand of Ultimate Mercy

Value

1

Resets

Long rest

Features

Awakened Astral Self (Way of the Astral Self)

Optional

Yes

Description

By 17th level, your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.

While your astral self is awakened, you gain the following benefits.

Armor of the Spirit. You gain a +2 bonus to Armor Class.

Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.

Source: Tasha's Cauldron of Everything p. 51

Features

Debilitating Barrage (Way of the Cobalt Soul)

Optional

Yes

Description

Upon reaching 17th level, you've gained the knowledge to manipulate a creature's ki to undermine their fortitude. When you hit a creature with an unarmed strike, you can spend 3 ki points to cause the creature to gain vulnerability to one damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type.

If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours.

Source: Tal'Dorei Campaign Setting: Reborn p. 174

Level 18

Resource

Ki

Value

18

Resets

Short rest

Features

Empty Body

Description

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.

Source: Player's Handbook p. 79

Level 19

Resource

Ki

Value

19

Resets

Short rest

Features

Ability Score Improvement (5th)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 78

Level 20

Resource

Ki

Value

20

Resets

Short rest

Features

Perfect Self

Description

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Source: Player's Handbook p. 79

Paladin

Hit Die

d10

Proficiencies

Wisdom, Charisma, Athletics, Insight, Intimidation, Medicine, Persuasion, Religion

Spellcasting Ability

Charisma

Skill Choices

2

Armor

light armor, medium armor, heavy armor, shields

Weapons

simple weapons, martial weapons

Tools

none

Wealth

5d4x10

Class Progression

Level 1

Features

Starting Paladin

Optional

Yes

Description

As a 1st-level Paladin, you begin play with 10+your Constitution modifier hit points.

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

• Armor: light armor, medium armor, heavy armor, shields

• Weapons: simple weapons, martial weapons

• Tools: none

• Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

You begin play with the following equipment, in addition to any equipment provided by your background.

• (a) a martial weapon and a shield or (b) two martial weapons

• (a) five javelins or (b) any simple melee weapon

• (a) a priest's pack or (b) an explorer's pack

• Chain mail and a holy symbol

Alternatively, you may start with 5d4x10 gp and choose your own equipment.

Source: Player's Handbook p. 82

Features

Multiclass Paladin

Optional

Yes

Description

To multiclass as a Paladin, you must meet the following prerequisites:

• Strength 13 and Charisma 13

You gain the following proficiencies:

• light armor, medium armor, shields, simple weapons, martial weapons

Source: Player's Handbook p. 163

Features

Divine Sense

Description

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Source: Player's Handbook p. 84

Features

Lay on Hands

Description

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Source: Player's Handbook p. 84

Resource

Lay on Hands

Value

5

Resets

Long rest

Level 2

Spell Slots

0,2

Resource

Lay on Hands

Value

10

Resets

Long rest

Features

Spellcasting

Description

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.

Preparing and Casting Spells:

The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, 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 paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier+half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-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 paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability:

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. 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 paladin 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 a holy symbol (found in chapter 5) as a spellcasting focus for your paladin spells.

Source: Player's Handbook p. 84

Features

Divine Smite

Description

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Source: Player's Handbook p. 85

Features

Fighting Style

Description

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options: Blessed Warrior, Blind Fighting, Defense, Dueling, Great Weapon Fighting, Interception, or Protection. You can't take a Fighting Style option more than once, even if you later get to choose again.

Source: Player's Handbook p. 84

Features

Fighting Style: Defense

Optional

Yes

Description

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

Source: Player's Handbook p. 84

Special

fighting style defense

Features

Fighting Style: Dueling

Optional

Yes

Description

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Source: Player's Handbook p. 84

Special

fighting style dueling

Features

Fighting Style: Great Weapon Fighting

Optional

Yes

Description

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Source: Player's Handbook p. 84

Features

Fighting Style: Protection

Optional

Yes

Description

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Source: Player's Handbook p. 84

Features

Additional Paladin Spells

Description

The spells in the following list expand the paladin spell list in the Player's Handbook. The list is organized by spell level, not character level. Each spell is in the Player's Handbook, unless it has an asterisk (a spell in chapter 3). Xanathar's Guide to Everything also offers more spells.

2nd Level: Gentle repose, Prayer of healing, Warding bond

3rd Level: Spirit shroud *

5th Level: Summon celestial *

Source: Tasha's Cauldron of Everything p. 52

Fighting Style: Blessed Warrior

Optional

Yes

Description

You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them.

Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

Source: Tasha's Cauldron of Everything p. 52

Fighting Style: Blind Fighting

Optional

Yes

Description

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Source: Tasha's Cauldron of Everything p. 52

Fighting Style: Interception

Optional

Yes

Description

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Source: Tasha's Cauldron of Everything p. 52

Level 3

Spell Slots

0,3

Resource

Lay on Hands

Value

15

Resets

Long rest

Features

Divine Health

Description

By 3rd level, the divine magic flowing through you makes you immune to disease.

Source: Player's Handbook p. 85

Features

Sacred Oath

Description

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of the Ancients, the Oath of Conquest, the Oath of the Crown, the Oath of Devotion, the Oath of Glory, the Oathbreaker, the Oath of Redemption, the Oath of Vengeance, or the Oath of Watchers, all detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells:

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Source: Player's Handbook p. 85

Features

Channel Divinity

Description

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Source: Player's Handbook p. 85

Resource

Channel Divinity

Value

1

Resets

Short rest

Features

Sacred Oath: Oath of Devotion

Optional

Yes

Description

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels — the perfect servants of good — as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

Tenets of Devotion:

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Honesty: Don't lie or cheat. Let your word be your promise.

Courage: Never fear to act, though caution is wise.

Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath Spells:

You gain oath spells at the paladin levels listed.

3rd — protection from evil and good, sanctuary

5th — lesser restoration, zone of truth

9th — beacon of hope, dispel magic

13th — freedom of movement, guardian of faith

17th — commune, flame strike

Source: Player's Handbook p. 85

Features

Channel Divinity: Sacred Weapon (Oath of Devotion)

Optional

Yes

Description

As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Source: Player's Handbook p. 86

Features

Channel Divinity: Turn the Unholy (Oath of Devotion)

Optional

Yes

Description

As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Source: Player's Handbook p. 86

Features

Sacred Oath: Oath of the Ancients

Optional

Yes

Description

The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things — leaves, antlers, or flowers — to reflect their commitment to preserving life and light in the world.

Tenets of the Ancients:

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Kindle the Light: Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.

Shelter the Light: Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.

Preserve Your Own Light: Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.

Be the Light: Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

Oath Spells:

You gain oath spells at the paladin levels listed.

3rd — ensnaring strike, speak with animals

5th — moonbeam, misty step

9th — plant growth, protection from energy

13th — ice storm, stoneskin

17th — commune with nature, tree stride

Source: Player's Handbook p. 86

Features

Channel Divinity: Nature's Wrath (Oath of the Ancients)

Optional

Yes

Description

You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

Source: Player's Handbook p. 87

Features

Channel Divinity: Turn the Faithless (Oath of the Ancients)

Optional

Yes

Description

You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Source: Player's Handbook p. 87

Features

Sacred Oath: Oath of Vengeance

Optional

Yes

Description

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice.

Tenets of Vengeance:

The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

Fight the Greater Evil: Faced with a choice of fighting my sworn foes or combating a lesser evil. I choose the greater evil.

No Mercy for the Wicked: Ordinary foes might win my mercy, but my sworn enemies do not.

By Any Means Necessary: My qualms can't get in the way of exterminating my foes.

Restitution: If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

Oath Spells:

You gain oath spells at the paladin levels listed.

3rd — bane, hunter's mark

5th — hold person, misty step

9th — haste, protection from energy

13th — banishment, dimension door

17th — hold monster, scrying

Source: Player's Handbook p. 87

Features

Channel Divinity: Abjure Enemy (Oath of Vengeance)

Optional

Yes

Description

As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

Source: Player's Handbook p. 88

Features

Channel Divinity: Vow of Enmity (Oath of Vengeance)

Optional

Yes

Description

As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Source: Player's Handbook p. 88

Features

Sacred Oath: Oathbreaker

Optional

Yes

Description

An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains.

A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features.

Oathbreaker Spells:

An Oathbreaker paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed.

3rd — hellish rebuke, inflict wounds

5th — crown of madness, darkness

9th — animate dead, bestow curse

13th — blight, confusion

17th — contagion, dominate person

Source: Dungeon Master's Guide p. 97

Features

Channel Divinity: Control Undead (Oathbreaker)

Optional

Yes

Description

As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.

Source: Dungeon Master's Guide p. 97

Features

Channel Divinity: Dreadful Aspect (Oathbreaker)

Optional

Yes

Description

As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.

Source: Dungeon Master's Guide p. 97

Features

Sacred Oath: Oath of Conquest

Optional

Yes

Description

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

Tenets of Conquest: A paladin who takes this oath has the tenets of conquest seared on the upper arm.

Douse the Flame of Hope: It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.

Rule with an Iron Fist: Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.

Strength Above All: You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

Oath Spells You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

3rd — armor of Agathys, command

5th — hold person, spiritual weapon

9th — bestow curse, fear

13th — dominate beast, stoneskin

17th — cloudkill, dominate person.

Source: Xanathar's Guide to Everything p. 37

Features

Channel Divinity: Conquering Presence (Oath of Conquest)

Optional

Yes

Description

You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Source: Xanathar's Guide to Everything p. 38

Features

Channel Divinity: Guided Strike (Oath of Conquest)

Optional

Yes

Description

You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Source: Xanathar's Guide to Everything p. 38

Features

Sacred Oath: Oath of Redemption

Optional

Yes

Description

The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.

While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.

Tenets of Redemption:

The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.

Peace: Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.

Innocence: All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.

Patience: Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.

Wisdom: Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.

Redemption Spells:

You gain oath spells at the paladin levels listed.

3rd — sanctuary, sleep

5th —calm emotions, hold person

9th — counterspell, hypnotic pattern

13th — Otiluke's resilient sphere, stoneskin

17th — hold monster, wall of force

Source: Xanathar's Guide to Everything p. 38

Features

Channel Divinity: Emissary of Peace (Oath of Redemption)

Optional

Yes

Description

You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to the next Charisma (Persuasion) check you make within the next 10 minutes.

Source: Xanathar's Guide to Everything p. 39

Features

Channel Divinity: Rebuke the Violent (Oath of Redemption)

Optional

Yes

Description

You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful Save, it takes half as much damage.

Source: Xanathar's Guide to Everything p. 39

Features

Sacred Oath: Oath of the Crown

Optional

Yes

Description

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order's ranks.

Tenets of the Crown:

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

Law: The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

Loyalty: Your word is your bond. Without loyalty, oaths and laws are meaningless.

Courage: You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?

Responsibility: You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

Oath Spells:

You gain oath spells at the paladin levels listed.

3rd — command, compelled duel

5th — warding bond, zone of truth

9th — aura of vitality, spirit guardians

13th — banishment, guardian of faith

17th — circle of power, geas

Source: Sword Coast Adventurer's Guide p. 132

Features

Channel Divinity: Champion Challenge (Oath of the Crown)

Optional

Yes

Description

As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Source: Sword Coast Adventurer's Guide p. 133

Features

Channel Divinity: Turn the Tide (Oath of the Crown)

Optional

Yes

Description

As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

Source: Sword Coast Adventurer's Guide p. 133

Features

Harness Divine Power

Description

At 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Source: Tasha's Cauldron of Everything p. 52

Resource

Harness Divine Power

Value

1

Resets

Long rest

Features

Sacred Oath: Oath of Glory

Optional

Yes

Description

Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.

Tenets of Glory

The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.

Actions over Words. Strive to be known by glorious deeds, not words.

Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you.

Hone the Body. Like raw stone, your body must be worked so its potential can be realized.

Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.

Source: Mythic Odysseys of Theros p. 29, Tasha's Cauldron of Everything p. 53

Oath Spells (Oath of Glory)

Optional

Yes

Description

You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.

3rd — guiding bolt, heroism

5th — enhance ability, magic weapon

9th — haste, protection from energy

13th — compulsion, freedom of movement

17th — commune, flame strike

Source: Mythic Odysseys of Theros p. 29, Tasha's Cauldron of Everything p. 53

Features

Channel Divinity: Peerless Athlete (Oath of Glory)

Optional

Yes

Description

As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).

Source: Mythic Odysseys of Theros p. 29, Tasha's Cauldron of Everything p. 54

Features

Channel Divinity: Inspiring Smite (Oath of Glory)

Optional

Yes

Description

Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.

Source: Mythic Odysseys of Theros p. 29, Tasha's Cauldron of Everything p. 54

Features

Sacred Oath: Oath of the Watchers

Optional

Yes

Description

The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.

Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.

Tenets of the Watchers

A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.

Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.

Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.

Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.

Source: Tasha's Cauldron of Everything p. 54

Oath Spells (Oath of the Watchers)

Optional

Yes

Description

You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work.

3rd — alarm, detect magic

5th — moonbeam, see invisibility

9th — counterspell, nondetection

13th — aura of purity, banishment

17th — hold monster, scrying

Source: Tasha's Cauldron of Everything p. 55

Features

Channel Divinity: Watcher's Will (Oath of the Watchers)

Optional

Yes

Description

You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

Source: Tasha's Cauldron of Everything p. 55

Features

Channel Divinity: Abjure the Extraplanar (Oath of the Watchers)

Optional

Yes

Description

You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action.

Source: Tasha's Cauldron of Everything p. 55

Features

Sacred Oath: Oath of the Open Sea

Optional

Yes

Description

The Oath of the Open Sea calls to seafaring warriors, swashbuckling sailors, and traveling guardians who seek the thrill of a limitless horizon. Driven to search for adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny liberty to likeminded travelers, rooting out tyranny and corruption wherever it is found.

Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities such as the Wildmother or the Stormlord who influence safe passage. At the same time, they answer the call to hunt the monstrous creatures that too often bloody the waters with wanton violence and ill intent, and which terrorize the folk of the sea and shore.

Tenets of the Open Sea

Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Open Sea, freedom is the highest calling, and a gift to be granted to all.

No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.

Trust the Skies. The guidance of a strong breeze. The rumbling warnings of a coming storm. Nature is a source of portent and council that should be heeded.

Adapt Like the Water. The waters of the ocean can shift around any obstacle—or become the most impassable obstacle of all. They carve away the land to reveal the secrets of the past, or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge.

Explore the Uncharted. The world is filled with mystery. Through the pursuit of enigmatic ends, one can uncover those who hide their foul deeds, and find the path to becoming something great.

Source: Tal'Dorei Campaign Setting: Reborn p. 174

Oath Spells (Oath of the Open Sea)

Optional

Yes

Description

You gain oath spells at the paladin levels listed in the Oath of the Open Sea Spells Spells marked with an asterisk are new spells described at the end of this section.

3rd — create or destroy water, expeditious retreat

5th — augury, misty step

9th — call lightning, freedom of the waves*

13th — control water, freedom of movement

17th — commune with nature, freedom of the winds*

Source: Tal'Dorei Campaign Setting: Reborn p. 175

Features

Channel Divinity: Marine Layer (Oath of the Open Sea)

Description

As an action, you channel the sea to create a thick cloud of fog that surrounds you for 20 feet in all directions. The fog moves with you, remaining centered on you and making its area heavily obscured. You and each creature within 5 feet of you instead treat the area as lightly obscured. This fog lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required).

Source: Tal'Dorei Campaign Setting: Reborn p. 175

Features

Channel Divinity: Fury of the Tides (Oath of the Open Sea)

Description

As a bonus action, you channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Charisma modifier.

Source: Tal'Dorei Campaign Setting: Reborn p. 175

Level 4

Spell Slots

0,3

Resource

Lay on Hands

Value

20

Resets

Long rest

Features

Ability Score Improvement

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 85

Features

Martial Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

Source: Tasha's Cauldron of Everything p. 52

Level 5

Spell Slots

0,4,2

Resource

Lay on Hands

Value

25

Resets

Long rest

Features

Extra Attack

Description

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Source: Player's Handbook p. 85

Level 6

Spell Slots

0,4,2

Resource

Lay on Hands

Value

30

Resets

Long rest

Features

Aura of Protection

Description

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Source: Player's Handbook p. 85

Level 7

Spell Slots

0,4,3

Resource

Lay on Hands

Value

35

Resets

Long rest

Features

Aura of Devotion (Oath of Devotion)

Optional

Yes

Description

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Source: Player's Handbook p. 86

Features

Aura of Warding (Oath of the Ancients)

Optional

Yes

Description

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.

Source: Player's Handbook p. 87

Features

Relentless Avenger (Oath of Vengeance)

Optional

Yes

Description

By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Source: Player's Handbook p. 88

Features

Aura of Hate (Oathbreaker)

Optional

Yes

Description

Starting at 7th level, the paladin, as well as any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

At 18th level, the range of this aura increases to 30 feet.

Source: Dungeon Master's Guide p. 97

Features

Aura of Conquest (Oath of Conquest)

Optional

Yes

Description

Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura includes your space, extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

At 18th level, the range of this aura increases to 30 feet.

Source: Xanathar's Guide to Everything p. 38

Features

Aura of the Guardian (Oath of Redemption)

Optional

Yes

Description

Starting at 7th level, you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way

At 18th level, the range of this aura increases to 30 feet.

Source: Xanathar's Guide to Everything p. 39

Features

Divine Allegiance (Oath of the Crown)

Optional

Yes

Description

Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

Source: Sword Coast Adventurer's Guide p. 133

Resource

Harness Divine Power

Value

2

Resets

Long rest

Features

Aura of Alacrity (Oath of Glory)

Optional

Yes

Description

By 7th level, you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.

When you reach 18th level in this class, the range of the aura increases to 10 feet.

Source: Mythic Odysseys of Theros p. 29, Tasha's Cauldron of Everything p. 54

Features

Aura of the Sentinel (Oath of the Watchers)

Optional

Yes

Description

By 7th level, you emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.

At 18th level, the range of this aura increases to 30 feet.

Source: Tasha's Cauldron of Everything p. 55

Features

Aura of Liberation (Oath of the Open Sea)

Optional

Yes

Description

Starting at 7th level, you fill nearby creatures with the energy of movement. While you're not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.

When you reach 18th level in this class, the aura affects creatures within 30 feet of you.

Source: Tal'Dorei Campaign Setting: Reborn p. 176

Level 8

Spell Slots

0,4,3

Resource

Lay on Hands

Value

40

Resets

Long rest

Features

Ability Score Improvement (2nd)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 85

Features

Martial Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

Source: Tasha's Cauldron of Everything p. 52

Level 9

Spell Slots

0,4,3,2

Resource

Lay on Hands

Value

45

Resets

Long rest

Level 10

Spell Slots

0,4,3,2

Resource

Lay on Hands

Value

50

Resets

Long rest

Features

Aura of Courage

Description

Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Source: Player's Handbook p. 85

Level 11

Spell Slots

0,4,3,3

Resource

Lay on Hands

Value

55

Resets

Long rest

Features

Improved Divine Smite

Description

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Source: Player's Handbook p. 85

Level 12

Spell Slots

0,4,3,3

Resource

Lay on Hands

Value

60

Resets

Long rest

Features

Ability Score Improvement (3rd)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 85

Features

Martial Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

Source: Tasha's Cauldron of Everything p. 52

Level 13

Spell Slots

0,4,3,3,1

Resource

Lay on Hands

Value

65

Resets

Long rest

Level 14

Spell Slots

0,4,3,3,1

Resource

Lay on Hands

Value

70

Resets

Long rest

Features

Cleansing Touch

Description

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Source: Player's Handbook p. 85

Level 15

Spell Slots

0, 4, 3, 3, 2

Resource

Lay on Hands

Value

75

Resets

Long rest

Features

Purity of Spirit (Oath of Devotion)

Optional

Yes

Description

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Source: Player's Handbook p. 86

Features

Undying Sentinel (Oath of the Ancients)

Optional

Yes

Description

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

Source: Player's Handbook p. 87

Resource

Undying Sentinel

Value

1

Resets

Long rest

Features

Soul of Vengeance (Oath of Vengeance)

Optional

Yes

Description

Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Source: Player's Handbook p. 88

Features

Supernatural Resistance (Oathbreaker)

Optional

Yes

Description

At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Source: Dungeon Master's Guide p. 97

Features

Scornful Rebuke (Oath of Conquest)

Optional

Yes

Description

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated.

Source: Xanathar's Guide to Everything p. 38

Features

Protective Spirit (Oath of Redemption)

Optional

Yes

Description

Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.

Source: Xanathar's Guide to Everything p. 39

Features

Unyielding Spirit (Oath of the Crown)

Optional

Yes

Description

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Source: Sword Coast Adventurer's Guide p. 133

Resource

Harness Divine Power

Value

3

Resets

Long rest

Features

Glorious Defense (Oath of Glory)

Optional

Yes

Description

Starting at 15th level, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Source: Mythic Odysseys of Theros p. 29, Tasha's Cauldron of Everything p. 54

Features

Vigilant Rebuke (Oath of the Watchers)

Optional

Yes

Description

Starting at 15th level, You've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.

Source: Tasha's Cauldron of Everything p. 55

Features

Stormy Waters (Oath of the Open Sea)

Optional

Yes

Description

At 15th level, you can call on the force of crashing waters as a reaction whenever a creature moves into or out of your reach. The creature takes 1d12 bludgeoning damage and must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Source: Tal'Dorei Campaign Setting: Reborn p. 176

Level 16

Spell Slots

0, 4, 3, 3, 2

Resource

Lay on Hands

Value

80

Resets

Long rest

Features

Ability Score Improvement (4th)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 85

Features

Martial Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

Source: Tasha's Cauldron of Everything p. 52

Level 17

Spell Slots

0, 4, 3, 3, 3, 1

Resource

Lay on Hands

Value

85

Resets

Long rest

Level 18

Spell Slots

0, 4, 3, 3, 3, 1

Resource

Lay on Hands

Value

90

Resets

Long rest

Level 19

Spell Slots

0, 4, 3, 3, 3, 2

Resource

Lay on Hands

Value

95

Resets

Long rest

Features

Ability Score Improvement (5th)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 85

Features

Martial Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

Source: Tasha's Cauldron of Everything p. 52

Level 20

Spell Slots

0, 4, 3, 3, 3, 2

Resource

Lay on Hands

Value

100

Resets

Long rest

Features

Holy Nimbus (Oath of Devotion)

Optional

Yes

Description

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

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

Source: Player's Handbook p. 86

Resource

Holy Nimbus

Value

1

Resets

Long rest

Features

Elder Champion (Oath of the Ancients)

Optional

Yes

Description

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

• At the start of each of your turns, you regain 10 hit points.

• Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.

• Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

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

Source: Player's Handbook p. 87

Resource

Elder Champion

Value

1

Resets

Long rest

Features

Avenging Angel (Oath of Vengeance)

Optional

Yes

Description

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

• Wings sprout from your back and grant you a flying speed of 60 feet.

• You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

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

Source: Player's Handbook p. 88

Resource

Avenging Angel

Value

1

Resets

Long rest

Features

Dread Lord (Oathbreaker)

Optional

Yes

Description

At 20th-level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 +the paladin's Charisma modifier.

After activating the aura, the paladin can't do so again until he or she finishes a long rest.

Source: Dungeon Master's Guide p. 97

Resource

Dread Lord

Value

1

Resets

Long rest

Features

Invincible Conqueror (Oath of Conquest)

Optional

Yes

Description

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

• You have resistance to all damage.

• When you take the Attack action on your turn, you can make one additional attack as part of that action.

• Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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

Source: Xanathar's Guide to Everything p. 38

Resource

Invincible Conqueror

Value

1

Resets

Long rest

Features

Emissary of Redemption (Oath of Redemption)

Optional

Yes

Description

At 20th level, you become an avatar of peace, which gives you two benefits:

• You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).

• Whenever a creature damages you, it takes radiant damage equal to half the amount you take from the attack.

If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.

Source: Xanathar's Guide to Everything p. 39

Resource

Emissary of Redemption

Value

1

Resets

Long rest

Features

Exalted Champion (Oath of the Crown)

Optional

Yes

Description

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

• Your allies have advantage on death saving throws while within 30 feet of you.

• You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

Source: Sword Coast Adventurer's Guide p. 133

Resource

Exalted Champion

Value

1

Resets

Long rest

Features

Living Legend (Oath of Glory)

Optional

Yes

Description

At 20th level, you can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

• You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.

• Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.

• If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Source: Mythic Odysseys of Theros p. 29, Tasha's Cauldron of Everything p. 54

Features

Mortal Bulwark (Oath of the Watchers)

Optional

Yes

Description

At 20th level, you manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:

• You gain truesight with a range of 120 feet.

• You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.

• When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Source: Tasha's Cauldron of Everything p. 55

Features

Mythic Swashbuckler (Oath of the Open Sea)

Optional

Yes

Description

At 20th level, you learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea to gain the following benefits for 1 minute:

• You have advantage on Strength (Athletics) checks and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it is doubled.

• If you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have advantage on attack rolls against that creature.

• You can take the Dash or Disengage action as a bonus action.

• You have advantage on Dexterity checks and Dexterity saving throws against effects you can see.

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

Source: Tal'Dorei Campaign Setting: Reborn p. 176

Ranger

Hit Die

d10

Proficiencies

Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival

Spellcasting Ability

Wisdom

Skill Choices

3

Armor

light armor, medium armor, shields

Weapons

simple weapons, martial weapons

Tools

none

Wealth

5d4x10

Class Progression

Level 1

Features

Starting Ranger

Optional

Yes

Description

As a 1st-level Ranger, you begin play with 10+your Constitution modifier hit points.

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

• Armor: light armor, medium armor, shields

• Weapons: simple weapons, martial weapons

• Tools: none

• Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

You begin play with the following equipment, in addition to any equipment provided by your background.

• (a) scale mail or (b) leather armor

• (a) two shortswords or (b) two simple melee weapons

• (a) a dungeoneer's pack or (b) an explorer's pack

• A longbow and a quiver of 20 arrows

Alternatively, you may start with 5d4x10 gp and choose your own equipment.

Source: Player's Handbook p. 89

Features

Multiclass Ranger

Optional

Yes

Description

To multiclass as a Ranger, you must meet the following prerequisites:

• Dexterity 13 and Wisdom 13

You gain the following proficiencies:

• light armor, medium armor, shields, simple weapons, martial weapons; choose one skill from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Source: Player's Handbook p. 163

Features

Favored Enemy

Description

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Source: Player's Handbook p. 91

Features

Natural Explorer

Description

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

• Difficult terrain doesn't slow your group's travel.

• Your group can't become lost except by magical means.

• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

• If you are traveling alone, you can move stealthily at a normal pace.

• When you forage, you find twice as much food as you normally would.

• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You choose additional favored terrain types at 6th and 10th level.

Source: Player's Handbook p. 91

Features

Deft Explorer (replaces the Natural Explorer feature)

Optional

Yes

Description

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.

Canny (1st Level): Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice.

Roving (6th Level): Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless (10th Level): As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Source: Tasha's Cauldron of Everything p. 56

Favored Foe (replaces the Favored Enemy feature and works with the Foe Slayer feature)

Optional

Yes

Description

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Source: Tasha's Cauldron of Everything p. 56

Level 2

Spell Slots

0, 2

Features

Spellcasting

Description

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

Spell Slots:

The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher:

You know two 1st-level spells of your choice from the ranger spell list.

You learn an additional ranger spell of your choice at each odd numbered level thereafter. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability:

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Source: Player's Handbook p. 91

Features

Fighting Style

Description

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Blind Fighting, Defense, Druidic Warrior, Dueling, Thrown Weapon Fighting, or Two-Weapon Fighting. You can't take a Fighting Style option more than once, even if you later get to choose again.

Source: Player's Handbook p. 91

Features

Fighting Style: Archery

Optional

Yes

Description

You gain a +2 bonus to attack rolls you make with ranged weapons.

Source: Player's Handbook p. 91

Special

fighting style archery

Features

Fighting Style: Defense

Optional

Yes

Description

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

Source: Player's Handbook p. 91

Special

fighting style defense

Features

Fighting Style: Dueling

Optional

Yes

Description

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Source: Player's Handbook p. 91

Special

fighting style dueling

Features

Fighting Style: Two-Weapon Fighting

Optional

Yes

Description

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Source: Player's Handbook p. 91

Features

Additional Ranger Spells

Description

The spells in the following list expand the ranger spell list in the Player's Handbook. The list is organized by spell level, not character level. Each spell is in the Player's Handbook, unless it has an asterisk (a spell in chapter 3). Xanathar's Guide to Everything also offers more spells.

1st Level: Entangle, Searing smite

2nd Level: Aid, Enhance ability, Gust of wind, Magic weapon, Summon beast *

3rd Level: Elemental weapon, Meld into stone, Revivify, Summon fey *

4th Level: Dominate beast, Summon elemental *

5th Level: Greater restoration

Source: Tasha's Cauldron of Everything p. 57

Fighting Style: Blind Fighting

Optional

Yes

Description

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Source: Tasha's Cauldron of Everything p. 57

Fighting Style: Druidic Warrior

Optional

Yes

Description

You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

Source: Tasha's Cauldron of Everything p. 57

Fighting Style: Thrown Weapon Fighting

Optional

Yes

Description

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Source: Tasha's Cauldron of Everything p. 57

Spellcasting Focus

Description

You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Source: Tasha's Cauldron of Everything p. 57

Level 3

Spell Slots

0,3

Features

Primeval Awareness

Description

Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.

Source: Player's Handbook p. 92

Features

Ranger Archetype

Description

At 3rd level, you choose an archetype that you strive to emulate: Beast Master, Fey Wanderer, Gloom Stalker, Swarmkeeper, Horizon Walker, Hunter, or Monster Slayer, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Source: Player's Handbook p. 92

Features

Ranger Archetype: Beast Master

Optional

Yes

Description

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

Source: Player's Handbook p. 93

Features

Ranger's Companion (Beast Master)

Optional

Yes

Description

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. 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, the beast can spend Hit Dice during a short rest.

The beast obeys your commands as best as it can. It takes its turn on your initiative. 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. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. 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.

Source: Player's Handbook p. 93

Features

Ranger Archetype: Hunter

Optional

Yes

Description

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 orcs to towering giants and terrifying dragons.

Source: Player's Handbook p. 93

Features

Hunter's Prey (Hunter)

Optional

Yes

Description

At 3rd level, you gain one of the following features of your choice: Colossus Slayer, Giant Killer, or Horde Breaker. Add your selected Hunter's Prey option as a feat.

Source: Player's Handbook p. 93

Features

Hunter's Prey: Colossus Slayer

Optional

Yes

Description

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.

Source: Player's Handbook p. 93

Features

Hunter's Prey: Giant Killer

Optional

Yes

Description

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.

Source: Player's Handbook p. 93

Features

Hunter's Prey: Horde Breaker

Optional

Yes

Description

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.

Source: Player's Handbook p. 93

Features

Ranger Archetype: Gloom Stalker

Optional

Yes

Description

Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.

Source: Xanathar's Guide to Everything p. 41

Features

Gloom Stalker Magic (Gloom Stalker)

Optional

Yes

Description

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

3rd — disguise self

5th — rope trick

9th — fear

13th — greater invisibility

17th — seeming

Source: Xanathar's Guide to Everything p. 42

Features

Dread Ambusher (Gloom Stalker)

Optional

Yes

Description

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Source: Xanathar's Guide to Everything p. 42

Features

Umbral Sight (Gloom Stalker)

Optional

Yes

Description

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Source: Xanathar's Guide to Everything p. 42

Features

Ranger Archetype: Horizon Walker

Optional

Yes

Description

Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.

Source: Xanathar's Guide to Everything p. 42

Features

Horizon Walker Magic (Horizon Walker)

Optional

Yes

Description

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.

3rd — protection from evil and good

5th — misty step

9th — haste

13th — banishment

17th — teleportation circle

Source: Xanathar's Guide to Everything p. 42

Features

Detect Portal (Horizon Walker)

Optional

Yes

Description

At 3rd level, you gain the ability to magically sense the presence of planar portals. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

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

See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

Source: Xanathar's Guide to Everything p. 42

Features

Planar Warrior (Horizon Walker)

Optional

Yes

Description

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

Source: Xanathar's Guide to Everything p. 42

Features

Ranger Archetype: Monster Slayer

Optional

Yes

Description

You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

Source: Xanathar's Guide to Everything p. 43

Features

Monster Slayer Magic (Monster Slayer)

Optional

Yes

Description

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know.

3rd — protection from evil and good

5th — zone of truth

9th — magic circle

13th — banishment

17th — hold monster

Source: Xanathar's Guide to Everything p. 43

Features

Hunter's Sense (Monster Slayer)

Optional

Yes

Description

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

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.

Source: Xanathar's Guide to Everything p. 43

Features

Slayer's Prey (Monster Slayer)

Optional

Yes

Description

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Source: Xanathar's Guide to Everything p. 43

Features

Ranger Archetype: Drakewarden

Optional

Yes

Description

Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.

Consider the source of the draconic spirit you have bonded with. The Drakewarden Origin table offers examples.

d6 | Origin

1 | You studied a dragon's scale or claw, or a trinket from a dragon's hoard, creating your bond through that token's lingering draconic magic.

2 | A secret order of rangers who collect and guard draconic lore taught you their ways.

3 | A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone.

4 | You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power.

5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud.

6 | You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.

Source: Fizban's Treasury of Dragons p. 15

Features

Draconic Gift (Drakewarden)

Optional

Yes

Description

At 3rd level, the bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:

Thaumaturgy. You learn the thaumaturgy cantrip, which is a ranger spell for you.

Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.

Source: Fizban's Treasury of Dragons p. 15

Features

Drake Companion (Drakewarden)

Optional

Yes

Description

At 3rd level, as an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.

The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.

In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.

The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

Source: Fizban's Treasury of Dragons p. 15

Features

Primal Awareness (replaces the Primeval Awareness feature)

Optional

Yes

Description

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

3rd — speak with animals

5th — beast sense

9th — speak with plants

13th — locate creature

17th — commune with nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Source: Tasha's Cauldron of Everything p. 57

Primal Companion (Beast Master, replaces the Ranger's Companion feature)

Optional

Yes

Description

You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

Source: Tasha's Cauldron of Everything p. 61

Features

Ranger Archetype: Fey Wanderer

Optional

Yes

Description

A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

Source: Tasha's Cauldron of Everything p. 58

Features

Dreadful Strikes (Fey Wanderer)

Optional

Yes

Description

At 3rd level, You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.

Source: Tasha's Cauldron of Everything p. 58

Features

Fey Wanderer Magic (Fey Wanderer)

Optional

Yes

Description

You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

3rd — charm person

5th — misty step

9th — dispel magic

13th — dimension door

17th — mislead

You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.

d6 | Gift

1 | Illusory butterflies flutter around you while you take a short or long rest.

2 | Fresh, seasonal flowers sprout from your hair each dawn.

3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.

4 | Your shadow dances while no one is looking directly at it.

5 | Horns or antlers sprout from your head.

6 | Your skin and hair change color to match the season at each dawn.

Source: Tasha's Cauldron of Everything p. 58

Features

Otherworldly Glamour (Fey Wanderer)

Optional

Yes

Description

Beginning at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Source: Tasha's Cauldron of Everything p. 59

Features

Ranger Archetype: Swarmkeeper

Optional

Yes

Description

Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

Source: Tasha's Cauldron of Everything p. 59

Features

Gathered Swarm (Swarmkeeper)

Optional

Yes

Description

At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you're alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.

d4 | Appearance

1 | Swarming insects

2 | Miniature twig blights

3 | Fluttering birds

4 | Playful pixies

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

• The attack's target takes 1d6 piercing damage from the swarm.

• The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.

• You are moved by the swarm 5 feet horizontally in a direction of your choice.

Source: Tasha's Cauldron of Everything p. 60

Features

Swarmkeeper Magic (Swarmkeeper)

Optional

Yes

Description

At 3rd level, you learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spells for you, but doesn't count against the number of ranger spells you know.

3rd — faerie fire, mage hand

5th — web

9th — gaseous form

13th — arcane eye

17th — insect plague

Source: Tasha's Cauldron of Everything p. 60

Level 4

Spell Slots

0,3

Features

Ability Score Improvement

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 92

Features

Martial Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

Source: Tasha's Cauldron of Everything p. 57

Level 5

Spell Slots

0, 4, 2

Features

Extra Attack

Description

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Source: Player's Handbook p. 92

Level 6

Spell Slots

0, 4, 2

Level 7

Spell Slots

0, 4, 3

Features

Exceptional Training (Beast Master)

Optional

Yes

Description

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, 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.

Source: Player's Handbook p. 93

Features

Defensive Tactics (Hunter)

Optional

Yes

Description

At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will. Add your selected Defensive Tactic as a feat.

Source: Player's Handbook p. 93

Features

Defensive Tactics: Escape the Horde

Optional

Yes

Description

Opportunity attacks against you are made with disadvantage.

Source: Player's Handbook p. 93

Features

Defensive Tactics: Multiattack Defense

Optional

Yes

Description

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.

Source: Player's Handbook p. 93

Features

Defensive Tactics: Steel Will

Optional

Yes

Description

You have advantage on saving throws against being frightened.

Source: Player's Handbook p. 93

Features

Iron Mind (Gloom Stalker)

Optional

Yes

Description

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Source: Xanathar's Guide to Everything p. 42

Proficiencies

Wisdom

Features

Ethereal Step (Horizon Walker)

Optional

Yes

Description

At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest.

Source: Xanathar's Guide to Everything p. 43

Resource

Ethereal Step

Value

1

Resets

Short rest

Features

Supernatural Defense (Monster Slayer)

Optional

Yes

Description

At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

Source: Xanathar's Guide to Everything p. 43

Features

Bond of Fang and Scale (Drakewarden)

Optional

Yes

Description

Beginning at 7th level, the bond you share with your drake intensifies, protecting you and stoking the drake's fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.

In addition, while your drake is summoned, you and the drake gain the following benefits:

Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can't use the flying speed of this feature.

Magic Fang. The drake's Bite attack deals an extra 1d6 damage of the type chosen for the drake's Draconic Essence.

Resistance. You gain resistance to the damage type chosen for the drake's Draconic Essence.

Source: Fizban's Treasury of Dragons p. 16

Features

Beguiling Twist (Fey Wanderer)

Optional

Yes

Description

At 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Source: Tasha's Cauldron of Everything p. 59

Features

Writhing Tide (Swarmkeeper)

Optional

Yes

Description

Beginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Tasha's Cauldron of Everything p. 60

Resource

Writhing Tide

Value

3

Resets

Long rest

Level 8

Spell Slots

0, 4, 3

Features

Ability Score Improvement (2nd)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 92

Features

Land's Stride

Description

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Source: Player's Handbook p. 92

Features

Martial Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

Source: Tasha's Cauldron of Everything p. 57

Level 9

Spell Slots

0, 4, 3, 2

Resource

Writhing Tide

Value

4

Resets

Long rest

Level 10

Spell Slots

0, 4, 3, 2

Features

Hide in Plain Sight

Description

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Source: Player's Handbook p. 92

Features

Nature's Veil (replaces the Hide in Plain Sight feature)

Optional

Yes

Description

You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Tasha's Cauldron of Everything p. 57

Level 11

Spell Slots

0, 4, 3, 3

Features

Bestial Fury (Beast Master)

Optional

Yes

Description

Starting at 11th 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.

Source: Player's Handbook p. 93

Features

Multiattack (Hunter)

Optional

Yes

Description

At 11th level, you gain one of the following features of your choice: Volley or Whirlwind Attack. Add your selected Multiattack option as a feat.

Source: Player's Handbook p. 93

Features

Multiattack: Volley

Optional

Yes

Description

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.

Source: Player's Handbook p. 93

Features

Multiattack: Whirlwind Attack

Optional

Yes

Description

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.

Source: Player's Handbook p. 93

Features

Stalker's Flurry (Gloom Stalker)

Optional

Yes

Description

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action

Source: Xanathar's Guide to Everything p. 42

Features

Distant Strike (Horizon Walker)

Optional

Yes

Description

At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Source: Xanathar's Guide to Everything p. 43

Features

Magic-User's Nemesis (Monster Slayer)

Optional

Yes

Description

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against you spell save DC, or its spell or teleport fails and is wasted.

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

Source: Xanathar's Guide to Everything p. 43

Resource

Magic-User's Nemesis

Value

1

Resets

Short rest

Features

Drake's Breath (Drakewarden)

Optional

Yes

Description

Starting at 11th level, as an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn't have to match your drake's Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one.

This damage increases to 10d6 when you reach 15th level in this class.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Source: Fizban's Treasury of Dragons p. 16

Features

Fey Reinforcements (Fey Wanderer)

Optional

Yes

Description

At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey (a spell in chapter 3). It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Source: Tasha's Cauldron of Everything p. 59

Features

Mighty Swarm (Swarmkeeper)

Optional

Yes

Description

Starting at 11th level, your Gathered Swarm grows mightier in the following ways:

• The damage of Gathered Swarm increases to 1d8.

• If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.

• When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

Source: Tasha's Cauldron of Everything p. 60

Level 12

Spell Slots

0, 4, 3, 3

Features

Ability Score Improvement (3rd)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 92

Features

Martial Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

Source: Tasha's Cauldron of Everything p. 57

Level 13

Spell Slots

0, 4, 3, 3, 1

Resource

Writhing Tide

Value

5

Resets

Long rest

Level 14

Spell Slots

0, 4, 3, 3, 1

Features

Vanish

Description

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Source: Player's Handbook p. 92

Level 15

Spell Slots

0, 4, 3, 3, 2

Features

Share Spells (Beast Master)

Optional

Yes

Description

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.

Source: Player's Handbook p. 93

Features

Superior Hunter's Defense (Hunter)

Optional

Yes

Description

At 15th level, you gain one of the following features of your choice: Evasion, Stand Against the Tide, or Uncanny Dodge. Add your selected Superior Hunter's Defense as a feat.

Source: Player's Handbook p. 93

Features

Superior Hunter's Defense: Evasion

Optional

Yes

Description

You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Source: Player's Handbook p. 93

Features

Superior Hunter's Defense: Stand Against the Tide

Optional

Yes

Description

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.

Source: Player's Handbook p. 93

Features

Superior Hunter's Defense: Uncanny Dodge

Optional

Yes

Description

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.

Source: Player's Handbook p. 93

Features

Shadowy Dodge (Gloom Stalker)

Optional

Yes

Description

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Source: Xanathar's Guide to Everything p. 42

Features

Spectral Defense (Horizon Walker)

Optional

Yes

Description

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.

Source: Xanathar's Guide to Everything p. 43

Features

Slayer's Counter (Monster Slayer)

Optional

Yes

Description

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.

Source: Xanathar's Guide to Everything p. 43

Features

Perfected Bond (Drakewarden)

Optional

Yes

Description

Beginning at 15th level, your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:

Empowered Bite. The drake's Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).

Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale.

Reflexive Resistance. When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Fizban's Treasury of Dragons p. 16

Features

Misty Wanderer (Fey Wanderer)

Optional

Yes

Description

Starting at 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

Source: Tasha's Cauldron of Everything p. 59

Features

Swarming Dispersal (Swarmkeeper)

Optional

Yes

Description

Beginning at 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Tasha's Cauldron of Everything p. 60

Resource

Swarming Dispersal

Value

5

Resets

Long rest

Level 16

Spell Slots

0, 4, 3, 3, 2

Features

Ability Score Improvement (4th)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 92

Features

Martial Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

Source: Tasha's Cauldron of Everything p. 57

Level 17

Spell Slots

0, 4, 3, 3, 3, 1

Resource

Writhing Tide

Value

6

Resets

Long rest

Swarming Dispersal

Value

6

Resets

Long rest

Level 18

Spell Slots

0, 4, 3, 3, 3, 1

Features

Feral Senses

Description

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Source: Player's Handbook p. 92

Level 19

Spell Slots

0, 4, 3, 3, 3, 2

Features

Ability Score Improvement (5th)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 92

Features

Martial Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

Source: Tasha's Cauldron of Everything p. 57

Level 20

Spell Slots

0, 4, 3, 3, 3, 2

Features

Foe Slayer

Description

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Source: Player's Handbook p. 92

Rogue

Hit Die

d8

Proficiencies

Dexterity, Intelligence, Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth

Spellcasting Ability

Intelligence

Skill Choices

4

Armor

light armor

Weapons

simple weapons, hand crossbows, longswords, rapiers, shortswords

Tools

thieves' tools

Wealth

4d4x10

Class Progression

Level 1

Features

Starting Rogue

Optional

Yes

Description

As a 1st-level Rogue, you begin play with 8+your Constitution modifier hit points.

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

• Armor: light armor

• Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords

• Tools: thieves' tools

• Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth

You begin play with the following equipment, in addition to any equipment provided 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

Alternatively, you may start with 4d4x10 gp and choose your own equipment.

Source: Player's Handbook p. 94

Features

Multiclass Rogue

Optional

Yes

Description

To multiclass as a Rogue, you must meet the following prerequisites:

• Dexterity 13

You gain the following proficiencies:

• light armor, thieves' tools; choose one skill from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth

Source: Player's Handbook p. 163

Features

Expertise

Description

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.

Source: Player's Handbook p. 96

Features

Sneak Attack

Description

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 by 1d6 every odd level you gain in this class, to a maximum of 10d6 at 19th level.

Source: Player's Handbook p. 96

Features

Thieves' Cant

Description

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 people in an area are easy marks or will provide a safe house for thieves on the run.

Source: Player's Handbook p. 96

Level 2

Features

Cunning Action

Description

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.

Source: Player's Handbook p. 96

Level 3

Spell Slots

3, 2

Optional

Yes

Features

Roguish Archetype

Description

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Arcane Trickster, Assassin, Inquisitive, Mastermind, Phantom, Scout, Soulknife, Swashbuckler, or Thief, 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.

Source: Player's Handbook p. 96

Features

Roguish Archetype: Arcane Trickster

Optional

Yes

Description

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.

Source: Player's Handbook p. 97

Features

Spellcasting (Arcane Trickster)

Optional

Yes

Description

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 cantrip 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 unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

You learn one additional spell at 4th, 7th, 8th, 10th, 11th, 13th, 14th, 16th, 19th, and 20th level. 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 Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Source: Player's Handbook p. 98

Features

Mage Hand Legerdemain (Arcane Trickster)

Optional

Yes

Description

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.

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.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Source: Player's Handbook p. 98

Features

Roguish Archetype: Assassin

Optional

Yes

Description

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.

Source: Player's Handbook p. 97

Features

Bonus Proficiencies (Assassin)

Optional

Yes

Description

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

Source: Player's Handbook p. 97

Features

Assassinate (Assassin)

Optional

Yes

Description

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.

Source: Player's Handbook p. 97

Features

Roguish Archetype: Thief

Optional

Yes

Description

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.

Source: Player's Handbook p. 97

Features

Fast Hands (Thief)

Optional

Yes

Description

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.

Source: Player's Handbook p. 97

Features

Second-Story Work (Thief)

Optional

Yes

Description

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.

Source: Player's Handbook p. 97

Features

Roguish Archetype: Inquisitive

Optional

Yes

Description

As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.

Source: Xanathar's Guide to Everything p. 45

Features

Ear for Deceit (Inquisitive)

Optional

Yes

Description

When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to sense if a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Source: Xanathar's Guide to Everything p. 45

Features

Eye for Detail (Inquisitive)

Optional

Yes

Description

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover and decipher clues.

Source: Xanathar's Guide to Everything p. 46

Features

Insightful Fighting (Inquisitive)

Optional

Yes

Description

At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that creature even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

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

Source: Xanathar's Guide to Everything p. 46

Features

Roguish Archetype: Mastermind

Optional

Yes

Description

Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

Source: Sword Coast Adventurer's Guide p. 135, Xanathar's Guide to Everything p. 46

Features

Master of Intrigue (Mastermind)

Optional

Yes

Description

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Source: Sword Coast Adventurer's Guide p. 135, Xanathar's Guide to Everything p. 46

Features

Master of Tactics (Mastermind)

Optional

Yes

Description

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Source: Sword Coast Adventurer's Guide p. 135, Xanathar's Guide to Everything p. 46

Features

Roguish Archetype: Scout

Optional

Yes

Description

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Scouts assume as they range the world.

Source: Xanathar's Guide to Everything p. 47

Features

Skirmisher (Scout)

Optional

Yes

Description

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

Source: Xanathar's Guide to Everything p. 47

Features

Survivalist (Scout)

Optional

Yes

Description

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Source: Xanathar's Guide to Everything p. 47

Proficiencies

nature, survival

Modifier

Nature+%0

Category

skills

survival + prof

Category

skills

Features

Roguish Archetype: Swashbuckler

Optional

Yes

Description

You focus your training on the art of the blade, relying on speed, elegance, and charisma in equal parts. While other warriors are brutes clad in heavy armor, your method of fighting looks more like performance. Duelists and pirates typically belong to this archetype.

A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

Source: Sword Coast Adventurer's Guide p. 135, Xanathar's Guide to Everything p. 47

Features

Fancy Footwork (Swashbuckler)

Optional

Yes

Description

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn.

Source: Sword Coast Adventurer's Guide p. 135, Xanathar's Guide to Everything p. 47

Features

Rakish Audacity (Swashbuckler)

Optional

Yes

Description

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Source: Sword Coast Adventurer's Guide p. 136, Xanathar's Guide to Everything p. 47

Features

Steady Aim

Description

At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Source: Tasha's Cauldron of Everything p. 62

Features

Roguish Archetype: Phantom

Optional

Yes

Description

Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.

Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom works as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.

How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a god of death?

Source: Tasha's Cauldron of Everything p. 62

Features

Whispers of the Dead (Phantom)

Optional

Yes

Description

At 3rd level, echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

Source: Tasha's Cauldron of Everything p. 62

Features

Wails from the Grave (Phantom)

Optional

Yes

Description

Starting at 3rd level, as you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Tasha's Cauldron of Everything p. 62

Resource

Wails from the Grave

Value

2

Resets

Long rest

Features

Roguish Archetype: Soulknife

Optional

Yes

Description

Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.

Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.

As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psionic adepts and spent years learning how to manifest your power.

Source: Tasha's Cauldron of Everything p. 63

Features

Psionic Power (Soulknife)

Optional

Yes

Description

At 3rd level, you harbor a wellspring of psionic power within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.

Psi-Bolstered Knack. When your non-psionic training fails you, you can tap into your psionic power to help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.

Psychic Whispers. You can establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.

The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.

Source: Tasha's Cauldron of Everything p. 64

Resource

Psionic Energy

Value

4

Resets

Long rest

Features

Psychic Blades (Soulknife)

Optional

Yes

Description

Starting at 3rd level, you can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

Source: Tasha's Cauldron of Everything p. 64

Level 4

Spell Slots

3, 3

Optional

Yes

Features

Ability Score Improvement

Description

When you reach 4th level, and again at 8th, 10th, 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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 96

Level 5

Spell Slots

3, 3

Optional

Yes

Features

Uncanny Dodge

Description

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.

Source: Player's Handbook p. 96

Resource

Wails from the Grave

Value

3

Resets

Long rest

Resource

Psionic Energy

Value

6

Resets

Long rest

Level 6

Spell Slots

3, 3

Optional

Yes

Level 7

Spell Slots

3, 4, 2

Optional

Yes

Features

Evasion

Description

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.

Source: Player's Handbook p. 96

Level 8

Spell Slots

3, 4, 2

Optional

Yes

Features

Ability Score Improvement (2nd)

Description

When you reach 4th level, and again at 8th, 10th, 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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 96

Level 9

Spell Slots

3, 4, 2

Optional

Yes

Features

Magical Ambush (Arcane Trickster)

Optional

Yes

Description

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.

Source: Player's Handbook p. 98

Features

Infiltration Expertise (Assassin)

Optional

Yes

Description

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 official-looking 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.

Source: Player's Handbook p. 97

Features

Supreme Sneak (Thief)

Optional

Yes

Description

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.

Source: Player's Handbook p. 97

Features

Steady Eye (Inquisitive)

Optional

Yes

Description

Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

Source: Xanathar's Guide to Everything p. 46

Features

Insightful Manipulator (Mastermind)

Optional

Yes

Description

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

• Intelligence score

• Wisdom score

• Charisma score

• Class levels (if any)

At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

Source: Sword Coast Adventurer's Guide p. 135, Xanathar's Guide to Everything p. 46

Features

Superior Mobility (Scout)

Optional

Yes

Description

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Source: Xanathar's Guide to Everything p. 47

Modifier

speed + 10

Category

bonus

Features

Panache (Swashbuckler)

Optional

Yes

Description

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Source: Sword Coast Adventurer's Guide p. 136, Xanathar's Guide to Everything p. 47

Features

Tokens of the Departed (Phantom)

Optional

Yes

Description

Beginning at 9th level, when a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it.

You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.

You can use soul trinkets in the following ways:

• While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.

• When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.

• As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.

Source: Tasha's Cauldron of Everything p. 63

Resource

Wails from the Grave

Value

4

Resets

Long rest

Features

Soul Blades (Soulknife)

Optional

Yes

Description

Beginning at 9th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:

Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.

Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.

Source: Tasha's Cauldron of Everything p. 65

Resource

Psionic Energy

Value

8

Resets

Long rest

Level 10

Spell Slots

4, 4, 3

Optional

Yes

Features

Ability Score Improvement (3rd)

Description

When you reach 4th level, and again at 8th, 10th, 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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 96

Level 11

Spell Slots

4, 4, 3

Optional

Yes

Features

Reliable Talent

Description

By 11th 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.

Source: Player's Handbook p. 96

Level 12

Spell Slots

4, 4, 3

Optional

Yes

Features

Ability Score Improvement (4th)

Description

When you reach 4th level, and again at 8th, 10th, 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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 96

Level 13

Spell Slots

4, 4, 3, 2

Optional

Yes

Features

Versatile Trickster (Arcane Trickster)

Optional

Yes

Description

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.

Source: Player's Handbook p. 98

Features

Imposter (Assassin)

Optional

Yes

Description

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.

Source: Player's Handbook p. 97

Features

Use Magic Device (Thief)

Optional

Yes

Description

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.

Source: Player's Handbook p. 97

Features

Unerring Eye (Inquisitive)

Optional

Yes

Description

Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Source: Xanathar's Guide to Everything p. 46

Features

Misdirection (Mastermind)

Optional

Yes

Description

Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

Source: Sword Coast Adventurer's Guide p. 135, Xanathar's Guide to Everything p. 46

Features

Ambush Master (Scout)

Optional

Yes

Description

Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Source: Xanathar's Guide to Everything p. 47

Features

Elegant Maneuver (Swashbuckler)

Optional

Yes

Description

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Source: Sword Coast Adventurer's Guide p. 136, Xanathar's Guide to Everything p. 47

Features

Ghost Walk (Phantom)

Optional

Yes

Description

At 13th level, you can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.

Source: Tasha's Cauldron of Everything p. 63

Resource

Wails from the Grave

Value

5

Resets

Long rest

Features

Psychic Veil (Soulknife)

Optional

Yes

Description

At 13th level, you can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.

Source: Tasha's Cauldron of Everything p. 65

Resource

Psionic Energy

Value

10

Resets

Long rest

Level 14

Spell Slots

4, 4, 3, 2

Optional

Yes

Features

Blindsense

Description

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.

Source: Player's Handbook p. 96

Level 15

Spell Slots

4, 4, 3, 2

Optional

Yes

Features

Slippery Mind

Description

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Source: Player's Handbook p. 96

Proficiencies

wisdom

Level 16

Spell Slots

4, 4, 3, 3

Optional

Yes

Features

Ability Score Improvement (5th)

Description

When you reach 4th level, and again at 8th, 10th, 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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 96

Level 17

Spell Slots

4, 4, 3, 3

Optional

Yes

Features

Spell Thief (Arcane Trickster)

Optional

Yes

Description

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.

Source: Player's Handbook p. 98

Resource

Spell Thief

Value

1

Resets

Long rest

Features

Death Strike (Assassin)

Optional

Yes

Description

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.

Source: Player's Handbook p. 97

Features

Thief's Reflexes (Thief)

Optional

Yes

Description

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.

Source: Player's Handbook p. 97

Features

Eye for Weakness (Inquisitive)

Optional

Yes

Description

At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.

Source: Xanathar's Guide to Everything p. 46

Features

Soul of Deceit (Mastermind)

Optional

Yes

Description

Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can't be compelled to tell the truth by magic.

Source: Sword Coast Adventurer's Guide p. 135, Xanathar's Guide to Everything p. 46

Features

Sudden Strike (Scout)

Optional

Yes

Description

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.

Source: Xanathar's Guide to Everything p. 47

Features

Master Duelist (Swashbuckler)

Optional

Yes

Description

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.

Source: Sword Coast Adventurer's Guide p. 136, Xanathar's Guide to Everything p. 47

Resource

Master Duelist

Value

1

Resets

Short rest

Features

Death's Friend (Phantom)

Optional

Yes

Description

Starting at 17th level, Your association with death has become so close that you gain the following benefits:

• When you use your Wails from the Grave, you can deal the necrotic damage to both the first and the second creature.

• At the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you.

Source: Tasha's Cauldron of Everything p. 63

Resource

Wails from the Grave

Value

6

Resets

Long rest

Features

Rend Mind (Soulknife)

Optional

Yes

Description

Starting at 17th level, you can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.

Source: Tasha's Cauldron of Everything p. 65

Resource

Psionic Energy

Value

12

Resets

Long rest

Level 18

Spell Slots

4, 4, 3, 3

Optional

Yes

Features

Elusive

Description

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.

Source: Player's Handbook p. 96

Level 19

Spell Slots

4, 4, 3, 3, 1

Optional

Yes

Features

Ability Score Improvement (6th)

Description

When you reach 4th level, and again at 8th, 10th, 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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 96

Level 20

Spell Slots

4, 4, 3, 3, 1

Optional

Yes

Features

Stroke of Luck

Description

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.

Source: Player's Handbook p. 97

Resource

Stroke of Luck

Value

1

Resets

Short rest

Sorcerer

Hit Die

d6

Proficiencies

Constitution, Charisma, Arcana, Deception, Insight, Intimidation, Persuasion, Religion

Spellcasting Ability

Charisma

Skill Choices

2

Armor

none

Weapons

daggers, darts, slings, quarterstaffs, light crossbows

Tools

none

Wealth

3d4x10

Class Progression

Level 1

Features

Starting Sorcerer

Optional

Yes

Description

As a 1st-level Sorcerer, you begin play with 6+your Constitution modifier hit points.

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

• Armor: none

• Weapons: daggers, darts, slings, quarterstaffs, light crossbows

• Tools: none

• Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

You begin play with the following equipment, in addition to any equipment provided 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

Alternatively, you may start with 3d4x10 gp and choose your own equipment.

Source: Player's Handbook p. 99

Features

Multiclass Sorcerer

Optional

Yes

Description

To multiclass as a Sorcerer, you must meet the following prerequisites:

• Charisma 13

You gain the following proficiencies:

• none

Source: Player's Handbook p. 163

Spell Slots

4, 2

Features

Spellcasting

Description

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 cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

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 1st Level and Higher:

You know two 1st-level spells of your choice from the sorcerer spell list.

You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. 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 + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Source: Player's Handbook p. 101

Features

Sorcerous Origin

Description

Choose a sorcerous origin, which describes the source of your innate magical power: Aberrant Mind, Clockwork Soul, Divine Soul, Draconic Bloodline, Shadow Magic, Storm Sorcery, or Wild Magic, all 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.

Source: Player's Handbook p. 101

Features

Sorcerous Origin: Draconic Bloodline

Optional

Yes

Description

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 circumstance.

Source: Player's Handbook p. 102

Features

Dragon Ancestor (Draconic Bloodline)

Optional

Yes

Description

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

Silver | Cold

White | 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.

Source: Player's Handbook p. 102

Features

Draconic Resilience (Draconic Bloodline)

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Modifier

unarmored armor class +3

Category

bonus

hp +1

Category

bonus

Features

Sorcerous Origin: Wild Magic

Optional

Yes

Description

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Source: Player's Handbook p. 103

Features

Wild Magic Surge (Wild Magic)

Optional

Yes

Description

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.

Wild Magic Surge

d100 — Effect

01-02 — Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

03-04 — For the next minute, you can see any invisible creature if you have line of sight to it.

05-06 — A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

07-08 — You cast fireball as a 3rd-level spell centered on yourself.

09-10 — You cast magic missile as a 5th-level spell.

11-12 — Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

13-14 — You cast confusion centered on yourself.

15-16 — For the next minute, you regain 5 hit points at the start of each of your turns.

17-18 — You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

19-20 — You cast grease centered on yourself.

21-22 — Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

23-24 — Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.

25-26 — An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27-28 — For the next minute, all your spells with a casting time feet of 1 action have a casting time of 1 bonus action.

29-30 — You teleport up to 60 feet to an unoccupied space of your choice that you can see.

31-32 — You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

33-34 — Maximize the damage of the next damaging spell you cast within the next minute.

35-36 — Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

37-38 — 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

39-40 — You regain 2d10 hit points.

41-42 — You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

43-44 — For the next minute, you can teleport up to 20 feet as next minute. a bonus action on each of your turns.

45-46 — You cast levitate on yourself.

47-48 — A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

49-50 — You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

51-52 — A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

53-54 — You are immune to being intoxicated by alcohol for the next 5d6 days.

55-56 — Your hair falls out but grows back within 24 hours.

57-58 — For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.

59-60 — You regain your lowest-level expended spell slot.

61-62 — For the next minute, you must shout when you speak.

63-64 — You cast fog cloud centered on yourself.

65-66 — Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

67-68 — You are frightened by the nearest creature until the end of your next turn.

69-70 — Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

71-72 — You gain resistance to all damage for the next minute.

73-74 — A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75-76 — You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

79-80 — Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

77-78 — You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.

81-82 — You can take one additional action immediately.

83-84 — Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

85-86 — You cast mirror image.

87-88 — You cast fly on a random creature within 60 feet of you.

89-90 — You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.

91-92 — If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93-94 — Your size increases by one size category for the next minute.

95-96 — You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

97-98 — You are surrounded by faint, ethereal music for the next minute.

99-100 — You regain all expended sorcery points.

Source: Player's Handbook p. 103

Features

Tides of Chaos (Wild Magic)

Optional

Yes

Description

Starting at 1st 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.

Source: Player's Handbook p. 103

Resource

Tides of Chaos

Value

1

Resets

Long rest

Features

Sorcerous Origin: Divine Soul

Optional

Yes

Description

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with a natural magnetism, is seen as a threat to some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.

In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Source: Xanathar's Guide to Everything p. 50

Features

Divine Magic (Divine Soul)

Optional

Yes

Description

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Affinity — Spell

Good — cure wounds

Evil — inflict wounds

Law — bless

Chaos — bane

Neutrality — protection from evil and good

Source: Xanathar's Guide to Everything p. 50

Features

Favored by the Gods (Divine Soul)

Optional

Yes

Description

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.

Source: Xanathar's Guide to Everything p. 50

Resource

Favored by Gods

Value

1

Resets

Short rest

Features

Sorcerous Origin: Shadow Magic

Optional

Yes

Description

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the following table to create a unique quirk for your character.

d6 | Quirk

1 | You are always icy cold to the touch.

2 | When you are asleep, you don't appear to breathe (though you must still breathe to survive).

3 | You don't seem to bleed, even when badly injured.

4 | Your heart beats once per minute. This event sometimes surprises you.

5 | You have trouble remembering that living creatures and corpses should be treated differently.

6 | You blinked. Once. Last week.

Source: Xanathar's Guide to Everything p. 50

Features

Eyes of the Dark (Shadow Magic)

Optional

Yes

Description

Starting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Source: Xanathar's Guide to Everything p. 51

Features

Strength of the Grave (Shadow Magic)

Optional

Yes

Description

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5+the damage taken). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Source: Xanathar's Guide to Everything p. 51

Resource

Strength of the Grave

Value

1

Resets

Long rest

Features

Sorcerous Origin: Storm Sorcery

Optional

Yes

Description

Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn Whatever the case, the magic of the storm permeates your being.

Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.

Source: Sword Coast Adventurer's Guide p. 137, Xanathar's Guide to Everything p. 51

Features

Wind Speaker (Storm Sorcery)

Optional

Yes

Description

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.)

Source: Sword Coast Adventurer's Guide p. 137, Xanathar's Guide to Everything p. 52

Features

Tempestuous Magic (Storm Sorcery)

Optional

Yes

Description

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Source: Sword Coast Adventurer's Guide p. 137, Xanathar's Guide to Everything p. 52

Features

Additional Sorcerer Spells

Description

The spells in the following list expand the sorcerer spell list in the Player's Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. Each spell is in the Player's Handbook, unless it has an asterisk (a spell in chapter 3). Xanathar's Guide to Everything also offers more spells.

Cantrip (0 Level): Booming blade*, Green-flame blade*, Lightning lure*, Mind sliver*, Sword burst*

1st Level: Grease, Tasha's caustic brew *

2nd Level: Flame blade, Flaming sphere, Magic weapon, Tasha's mind whip *

3rd Level: Intellect fortress *, Vampiric touch

4th Level: Fire shield

5th Level: Bigby's hand

6th Level: Flesh to stone, Otiluke's freezing sphere, Tasha's otherworldly guise *

7th Level: Dream of the blue veil *

8th Level: Demiplane

9th Level: Blade of disaster *

Source: Tasha's Cauldron of Everything p. 65

Features

Sorcerous Origin: Aberrant Mind

Optional

Yes

Description

An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.

d6 | Origin

1 | You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it.

2 | A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you.

3 | You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind.

4 | You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus.

5 | As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary.

6 | Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin!

Source: Tasha's Cauldron of Everything p. 66

Features

Psionic Spells (Aberrant Mind)

Optional

Yes

Description

You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

1st — arms of Hadar, dissonant whispers, mind sliver

3rd — calm emotions, detect thoughts

5th — hunger of Hadar, sending

7th — Evard's black tentacles, summon aberration (a spell in chapter 3)

9th — Rary's telepathic bond, telekinesis

Source: Tasha's Cauldron of Everything p. 67

Features

Telepathic Speech (Aberrant Mind)

Optional

Yes

Description

At 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Source: Tasha's Cauldron of Everything p. 67

Features

Sorcerous Origin: Clockwork Soul

Optional

Yes

Description

The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

Source: Tasha's Cauldron of Everything p. 68

Features

Clockwork Magic (Clockwork Soul)

Optional

Yes

Description

You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

1st — alarm, protection from evil and good

3rd — aid, lesser restoration

5th — dispel magic, protection from energy

7th — freedom of movement, summon construct (a spell in chapter 3)

9th — greater restoration, wall of force

In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

d6 | Manifestation

1 | Spectral cogwheels hover behind you.

2 | The hands of a clock appear in your eyes.

3 | Your skin glows with a brassy sheen.

4 | Floating equations and geometric objects overlay your body.

5 | Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism.

6 | The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.

Source: Tasha's Cauldron of Everything p. 68

Features

Restore Balance (Clockwork Soul)

Optional

Yes

Description

Starting when you choose this origin at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Tasha's Cauldron of Everything p. 69

Resource

Restore Balance

Value

2

Resets

Long rest

Features

Sorcerous Origin: Lunar Magic

Optional

Yes

Description

On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world's three moons. On the world of Toril, the god Selûne uses the light of the moon to battle darkness. On Eberron, scholars of the Draconic Prophecy decipher ancient secrets from the waxing and waning of that world's twelve moons.

You or someone from your lineage has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells—perhaps making your pupils glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.

Source: Dragonlance: Shadow of the Dragon Queen p. 34

Features

Lunar Embodiment (Lunar Magic)

Optional

Yes

Description

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Lunar Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Sorcerer Level | Full Moon Spells | New Moon Spells | Crescent Moon Spells

1st | shield | ray of sickness | color spray

3rd | lesser restoration | blindness/deafness | alter self

5th | dispel magic | vampiric touch | phantom steed

7th | death ward | confusion | hallucinatory terrain

9th | Rary's telepathic bond | hold monster | mislead

Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Source: Dragonlance: Shadow of the Dragon Queen p. 34

Resource

Lunar Embodiment

Value

1

Resets

Long rest

Features

Moon Fire (Lunar Magic)

Optional

Yes

Description

Also at 1st level, you can call down the radiant light of the moon on command. You learn the sacred flame spell, which doesn't count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.

Source: Dragonlance: Shadow of the Dragon Queen p. 34

Features

Sorcerous Origin: Runechild

Optional

Yes

Description

The mysterious weave and flow of magic is feared by many folk across Exandria. But while some spellcasters must study the essence and nature of magic in the hope of learning to harness it, sorcerers possess an innate talent to sculpt and wield the errant strands of power that shape the world. For some sorcerers, the body becomes a conduit for this power, which is collected and stored in the form of natural runes—and which sees a sorcerer named as a Runechild.

The talents of a Runechild are rare, and sorcerers with this origin are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets of their runes can help understand the mysteries of magic. Others sometimes seek to enslave Runechild sorcerers, using their bodies as tortured spell batteries for diabolic pursuits. Runechild sorcerers were subjugated throughout the Age of Arcanum, and many of their contemporaries now search for ways to hide their essence—a task that isn't easy given the revealing nature of their gifts.

Source: Tal'Dorei Campaign Setting: Reborn p. 177

Features

Essence Runes (Runechild)

Optional

Yes

Description

At 1st level, your body begins to express your innate magic as runes traced out across your skin. You start with 1 essence rune, and gain an additional rune whenever you gain a level in this class. These runes can manifest anywhere on your body, though the first usually manifests on the forehead. Your essence runes remain invisible when inert.

At the end of a turn during which you spent one or more sorcery points, a number of your essence runes equal to the number of sorcery points you spent begin to glow with stored energy, becoming charged runes. You use these charged runes to power your Runechild subclass features. Also, as a bonus action, you may spend a sorcery point to convert two essence runes into two charged runes.

If you have 5 or more charged runes, you emit bright light in a 5-foot radius and dim light for an additional 5 feet.

If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune. Any charged runes also revert to inert essence runes after you finish a long rest.

Source: Tal'Dorei Campaign Setting: Reborn p. 176

Runic Magic (Runechild)

Optional

Yes

Description

Beginning at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Runic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

When you gain a level in this class, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or transmutation spell from the sorcerer, warlock, or wizard spell list.

Sorcerer Level — Spells

1st — longstrider, protection from evil and good

3rd — lesser restoration, protection from poison

5th — glyph of warding, magic circle

7th — death ward, freedom of movement

9th — greater restoration, telekinesis

Source: Tal'Dorei Campaign Setting: Reborn p. 177

Glyph of Aegis (Runechild)

Optional

Yes

Description

Starting at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks. Whenever you take damage, you can expend any number of charged runes as a reaction. Roll a number of d6s equal to the number of runes you expended, and reduce the damage by the total.

When you reach 6th level, you can touch a creature as an action and expend up to 3 charged runes to transfer your protective power to it for up to 1 hour. The next time that creature takes damage within the next hour, it rolls 1d6 per charged rune spent and reduces the damage by the total. You can't transfer this power to a creature already under the effect of Glyph of Aegis.

Your Glyph of Aegis die becomes a d8 at 14th level.

Source: Tal'Dorei Campaign Setting: Reborn p. 177

Level 2

Spell Slots

4, 3

Features

Font of Magic

Description

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 a number of sorcery points equal to your sorcerer level. You can never have more sorcery points than your sorcerer 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. Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots:

You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. It costs 2 sorcery points to create a 1st level spell slot, 3 to create a 2nd level slot, 5 for a 3rd level slot, 6 for a 4th level slot, or 7 for a 5th level slot. 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.

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.

Source: Player's Handbook p. 101

Resource

Sorcery Points

Value

2

Resets

Long rest

Level 3

Spell Slots

4, 4, 2

Resource

Sorcery Points

Value

3

Resets

Long rest

Features

Metamagic

Description

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.

Source: Player's Handbook p. 101

Features

Metamagic: Careful Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Metamagic: Distant Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Metamagic: Empowered Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Metamagic: Extended Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Metamagic: Heightened Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Metamagic: Quickened Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Metamagic: Subtle Spell

Optional

Yes

Description

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Source: Player's Handbook p. 102

Features

Metamagic: Twinned Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Metamagic: Seeking Spell

Optional

Yes

Description

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

Source: Tasha's Cauldron of Everything p. 66

Metamagic: Transmuted Spell

Optional

Yes

Description

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Source: Tasha's Cauldron of Everything p. 66

Level 4

Spell Slots

5, 4, 3

Resource

Sorcery Points

Value

4

Resets

Long rest

Features

Ability Score Improvement

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 102

Features

Sorcerous Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you following in new ways:

• Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.

• Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.

Source: Tasha's Cauldron of Everything p. 66

Level 5

Spell Slots

5, 4, 3, 2

Resource

Sorcery Points

Value

5

Resets

Long rest

Features

Magical Guidance

Description

At 5th level, you can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Source: Tasha's Cauldron of Everything p. 66

Resource

Restore Balance

Value

3

Resets

Long rest

Level 6

Spell Slots

5, 4, 3, 3

Resource

Sorcery Points

Value

6

Resets

Long rest

Features

Elemental Affinity (Draconic Bloodline)

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Bend Luck (Wild Magic)

Optional

Yes

Description

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.

Source: Player's Handbook p. 103

Features

Empowered Healing (Divine Soul)

Optional

Yes

Description

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you roll dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Source: Xanathar's Guide to Everything p. 50

Features

Hound of Ill Omen (Shadow Magic)

Optional

Yes

Description

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics with the following changes:

• The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.

• It appears with a number of temporary hit points equal to half your sorcerer level.

• It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.

• At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound makes opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet if the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Source: Xanathar's Guide to Everything p. 51

Features

Heart of the Storm (Storm Sorcery)

Optional

Yes

Description

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Source: Sword Coast Adventurer's Guide p. 137, Xanathar's Guide to Everything p. 52

Features

Storm Guide (Storm Sorcery)

Optional

Yes

Description

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot radius centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.

Source: Sword Coast Adventurer's Guide p. 137, Xanathar's Guide to Everything p. 52

Features

Psionic Sorcery (Aberrant Mind)

Optional

Yes

Description

Beginning at 6th level, when you cast any of the spells gained from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Source: Tasha's Cauldron of Everything p. 68

Features

Psychic Defenses (Aberrant Mind)

Optional

Yes

Description

At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Source: Tasha's Cauldron of Everything p. 68

Features

Bastion of Law (Clockwork Soul)

Optional

Yes

Description

Starting at 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

Source: Tasha's Cauldron of Everything p. 69

Features

Lunar Boons (Lunar Magic)

Optional

Yes

Description

At 6th level, the current phase of your Lunar Embodiment can affect your Metamagic feature. Each Lunar Embodiment phase is associated with certain schools of magic, as shown here:

Full Moon. Abjuration and divination spells

New Moon. Enchantment and necromancy spells

Crescent Moon. Illusion and transmutation spells

Whenever you use Metamagic on a spell of a school of magic associated with your current Lunar Embodiment phase, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Dragonlance: Shadow of the Dragon Queen p. 34

Features

Waxing And Waning (Lunar Magic)

Optional

Yes

Description

Also at 6th level, you gain greater control over the phases of your lunar magic. As a bonus action, you can spend 1 sorcery point to change your current Lunar Embodiment phase to a different one.

You can now cast one 1st-level spell from each lunar phase of the Lunar Spells table once without expending a spell slot, provided your current phase is the same as the lunar phase spell. Once you cast a lunar phase spell in this way, you can't do so again until you finish a long rest.

Source: Dragonlance: Shadow of the Dragon Queen p. 35

Resource

Waxing And Waning

Value

1

Resets

Long rest

Features

Sigilic Augmentation (Runechild)

Optional

Yes

Description

At 6th level, you can channel your runes to temporarily bolster your physical capabilities. When you make a Strength, Dexterity, or Constitution ability check, you can expend a charged rune as a reaction to gain advantage on the roll.

In addition, when you are forced to make a Strength, Dexterity, or Constitution saving throw, you can use your reaction and expend a charged rune to gain advantage on the saving throw. Once you use this feature in this way, you can't use it in this way again until you complete a long rest.

Source: Tal'Dorei Campaign Setting: Reborn p. 178

Manifest Inscriptions (Runechild)

Optional

Yes

Description

Also at 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you expend one charged rune to reveal hidden or invisible arcane traps, marks, runes, wards, sensors, or glyphs within 60 feet of you. They glow with dim light in a 5-foot radius for 1 minute.

You have advantage on Intelligence (Arcana) checks to discern the nature of any magic revealed in this way for the duration. If the glyphs you reveal mean something in a language you can't read, you can understand them while they are glowing as if you knew that language.

Source: Tal'Dorei Campaign Setting: Reborn p. 178

Level 7

Spell Slots

5, 4, 3, 3, 1

Resource

Sorcery Points

Value

7

Resets

Long rest

Level 8

Spell Slots

5, 4, 3, 3, 2

Resource

Sorcery Points

Value

8

Resets

Long rest

Features

Ability Score Improvement (2nd)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 102

Features

Sorcerous Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you following in new ways:

• Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.

• Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.

Source: Tasha's Cauldron of Everything p. 66

Level 9

Spell Slots

5, 4, 3, 3, 3, 1

Resource

Sorcery Points

Value

9

Resets

Long rest

Resource

Restore Balance

Value

4

Resets

Long rest

Level 10

Spell Slots

6, 4, 3, 3, 3, 2

Resource

Sorcery Points

Value

10

Resets

Long rest

Features

Metamagic Option (3rd)

Description

At 10th level, you learn an additional metamagic option.

Source: Player's Handbook p. 101

Features

Metamagic: Careful Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Metamagic: Distant Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Metamagic: Empowered Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Metamagic: Extended Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Metamagic: Heightened Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Metamagic: Quickened Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Metamagic: Subtle Spell

Optional

Yes

Description

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Source: Player's Handbook p. 102

Features

Metamagic: Twinned Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Metamagic: Seeking Spell

Optional

Yes

Description

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

Source: Tasha's Cauldron of Everything p. 66

Metamagic: Transmuted Spell

Optional

Yes

Description

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Source: Tasha's Cauldron of Everything p. 66

Level 11

Spell Slots

6, 4, 3, 3, 3, 2, 1

Resource

Sorcery Points

Value

11

Resets

Long rest

Level 12

Spell Slots

6, 4, 3, 3, 3, 2, 1

Resource

Sorcery Points

Value

12

Resets

Long rest

Features

Ability Score Improvement (3rd)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 102

Features

Sorcerous Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you following in new ways:

• Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.

• Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.

Source: Tasha's Cauldron of Everything p. 66

Level 13

Spell Slots

6, 4, 3, 3, 3, 2, 1, 1

Resource

Sorcery Points

Value

13

Resets

Long rest

Resource

Restore Balance

Value

5

Resets

Long rest

Level 14

Spell Slots

6, 4, 3, 3, 3, 2, 1, 1

Resource

Sorcery Points

Value

14

Resets

Long rest

Features

Dragon Wings (Draconic Bloodline)

Optional

Yes

Description

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.

Source: Player's Handbook p. 103

Features

Controlled Chaos (Wild Magic)

Optional

Yes

Description

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.

Source: Player's Handbook p. 103

Features

Otherworldly Wings (Divine Soul)

Optional

Yes

Description

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Source: Xanathar's Guide to Everything p. 50

Features

Shadow Walk (Shadow Magic)

Optional

Yes

Description

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Source: Xanathar's Guide to Everything p. 51

Features

Storm's Fury (Storm Sorcery)

Optional

Yes

Description

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Source: Sword Coast Adventurer's Guide p. 137, Xanathar's Guide to Everything p. 52

Features

Revelation in Flesh (Aberrant Mind)

Optional

Yes

Description

Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

• You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.

• You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.

• You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.

• Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Source: Tasha's Cauldron of Everything p. 68

Features

Trance of Order (Clockwork Soul)

Optional

Yes

Description

At 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Source: Tasha's Cauldron of Everything p. 69

Features

Lunar Empowerment (Lunar Magic)

Optional

Yes

Description

Starting at 14th level, the power of a lunar phase saturates your being. While you are in a Lunar Embodiment phase, you also gain the following benefit associated with that phase:

Full Moon: You can use a bonus action to shed bright light in a 10-foot radius and dim light for an additional 10 feet or to douse the light. In addition, you and creatures of your choice have advantage on Intelligence (Investigation) and Wisdom (Perception) checks while within the bright light you shed.

New Moon: You have advantage on Dexterity (Stealth) checks. In addition, while you are entirely in darkness, attack rolls have disadvantage against you.

Crescent Moon: You have resistance to necrotic and radiant damage.

Source: Dragonlance: Shadow of the Dragon Queen p. 35

Features

Runic Torrent (Runechild)

Optional

Yes

Description

Upon reaching 14th level, you can channel runic energy to overpower even the staunchest defenses. When you cast a spell, you can expend 2 charged runes to cause the spell to deal force damage instead of its usual damage types. Additionally, all creatures targeted by the spell or within the spell's area must succeed on a Strength saving throw against your spell save DC or be knocked prone or pushed up to 15 feet away from the spell's point of origin (your choice).

Once you use this feature, you can't do so again until you complete a short or long rest.

Source: Tal'Dorei Campaign Setting: Reborn p. 178

Level 15

Spell Slots

6, 4, 3, 3, 3, 2, 1, 1, 1

Resource

Sorcery Points

Value

15

Resets

Long rest

Level 16

Spell Slots

6, 4, 3, 3, 3, 2, 1, 1, 1

Resource

Sorcery Points

Value

16

Resets

Long rest

Features

Ability Score Improvement (4th)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 102

Features

Sorcerous Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you following in new ways:

• Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.

• Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.

Source: Tasha's Cauldron of Everything p. 66

Level 17

Spell Slots

6, 4, 3, 3, 3, 2, 1, 1, 1, 1

Resource

Sorcery Points

Value

17

Resets

Long rest

Features

Metamagic Option (4th)

Description

At 17th level, you learn an additional metamagic option.

Source: Player's Handbook p. 101

Features

Metamagic: Careful Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Metamagic: Distant Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Metamagic: Empowered Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Metamagic: Extended Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Metamagic: Heightened Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Metamagic: Quickened Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Metamagic: Subtle Spell

Optional

Yes

Description

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Source: Player's Handbook p. 102

Features

Metamagic: Twinned Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 102

Features

Metamagic: Seeking Spell

Optional

Yes

Description

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

Source: Tasha's Cauldron of Everything p. 66

Metamagic: Transmuted Spell

Optional

Yes

Description

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Source: Tasha's Cauldron of Everything p. 66

Level 18

Spell Slots

6, 4, 3, 3, 3, 3, 1, 1, 1, 1

Resource

Sorcery Points

Value

18

Resets

Long rest

Features

Draconic Presence (Draconic Bloodline)

Optional

Yes

Description

Beginning at 18th 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.

Source: Player's Handbook p. 103

Features

Spell Bombardment (Wild Magic)

Optional

Yes

Description

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.

Source: Player's Handbook p. 103

Features

Unearthly Recovery (Divine Soul)

Optional

Yes

Description

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

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

Source: Xanathar's Guide to Everything p. 50

Resource

Unearthly Recovery

Value

1

Resets

Long rest

Features

Umbral Form (Shadow Magic)

Optional

Yes

Description

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Source: Xanathar's Guide to Everything p. 51

Features

Wind Soul (Storm Sorcery)

Optional

Yes

Description

At 18th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

Source: Sword Coast Adventurer's Guide p. 137, Xanathar's Guide to Everything p. 52

Resource

Wind Soul

Value

1

Resets

Short rest

Features

Warping Implosion (Aberrant Mind)

Optional

Yes

Description

At 18th level, you can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Source: Tasha's Cauldron of Everything p. 68

Features

Clockwork Cavalcade (Clockwork Soul)

Optional

Yes

Description

Beginning at 18th level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:

• The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.

• Any damaged objects entirely in the cube are repaired.

• Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

Once you use this action, you can't use it again until you finish a long rest or until you expend 7 sorcery points to use it again.

Source: Tasha's Cauldron of Everything p. 69

Features

Lunar Phenomenon (Lunar Magic)

Optional

Yes

Description

At 18th level and as a bonus action, you can tap into a special power of your current Lunar Embodiment phase. Alternatively, as part of the bonus action you take to change your lunar phase using the Waxing and Waning feature, you can immediately use the power of the lunar phase you are entering:

Full Moon. You radiate moonlight for a moment. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn. In addition, one creature of your choice in that area regains 3d8 hit points.

New Moon. You momentarily emanate gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC or take 3d10 necrotic damage and have its speed reduced to 0 until the end of its next turn. In addition, you become invisible until the end of your next turn, or until immediately after you make an attack roll or cast a spell.

Crescent Moon. You can magically teleport to an unoccupied space you can see within 60 feet of yourself. You can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice that you can see within 5 feet of your destination space. In addition, you and that creature gain resistance to all damage until the start of your next turn.

Once you use a phase's bonus action, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Source: Dragonlance: Shadow of the Dragon Queen p. 35

Resource

Lunar Phenomenon

Value

1

Resets

Long rest

Features

Arcane Exemplar (Runechild)

Optional

Yes

Description

Starting at 18th level, you can use a bonus action and expend a charged rune to become a being of pure magical energy. While in your exemplar form, you gain the following benefits:

• You have a flying speed of 60 feet.

• Creatures have disadvantage on saving throws against your sorcerer spells.

• You have resistance to damage dealt by spells.

• Whenever you cast a spell of 1st level or higher, you regain hit points equal to the spell's level.

Your exemplar form lasts until the end of your turn. However, you can expend a charged rune at the end of your turn (no action required) to extend the duration until the end of your next turn. When your exemplar form ends, you are stunned until the end of your next turn.

Once you use this feature, you can't use it again until you complete a long rest.

Source: Tal'Dorei Campaign Setting: Reborn p. 178

Level 19

Spell Slots

6, 4, 3, 3, 3, 3, 2, 1, 1, 1

Resource

Sorcery Points

Value

19

Resets

Long rest

Features

Ability Score Improvement (5th)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 102

Features

Sorcerous Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you following in new ways:

• Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.

• Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.

Source: Tasha's Cauldron of Everything p. 66

Level 20

Spell Slots

6, 4, 3, 3, 3, 3, 2, 2, 1, 1

Resource

Sorcery Points

Value

20

Resets

Long rest

Features

Sorcerous Restoration

Description

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

Source: Player's Handbook p. 102

Spellcaster Sidekick

Hit Die

d10

Proficiencies

Arcana, History, Insight, Investigation, Medicine, Performance, Persuasion, and Religion

Skill Choices

2

Armor

light

Weapons

none

Tools

none

Class Progression

Level 1

Features

Starting Spellcaster Sidekick

Optional

Yes

Description

A sidekick who becomes a Spellcaster walks the paths of magic. The sidekick might be a hedge wizard, a priest, a soothsayer, a magical performer, or a person with magic in their veins.

To gain the Spellcaster class, a creature must have at least one language in its stat block that it can speak.

A sidekick gains the following class features as it gains levels in this class, as summarized on the Spellcaster table.

Source: Tasha's Cauldron of Everything p. 144

Features

Bonus Proficiencies

Description

When the sidekick joins this class, the sidekick gains proficiency in one saving throw of your choice: Wisdom, Intelligence, or Charisma.

In addition, the sidekick gains proficiency in two skills of your choice from the following list: Arcana, History, Insight, Investigation, Medicine, Performance, Persuasion, and Religion

The sidekick gains proficiency with light armor, and if it is a humanoid or has a simple or martial weapon in its stat block, it also gains proficiency with all simple weapons.

Source: Tasha's Cauldron of Everything p. 144

Features

Spellcasting

Description

At 1st level, the sidekick gains the ability to cast spells. (If the creature already has the Spellcasting trait, this feature replaces that trait.) Choose the Spellcaster's role: Mage, Healer, or Prodigy. This choice determines the spell list and spellcasting ability used by the sidekick, as shown on the Spellcasting table.

Role | Spell List | Ability

Mage | Wizard | Intelligence

Healer | Cleric and Druid | Wisdom

Prodigy | Bard and Warlock | Charisma

Spell Slots. The Spellcaster table shows how many spell slots the sidekick has to cast its spellcaster spells of 1st level and higher. To cast one of these spells, the sidekick must expend a slot of the spell's level or higher. The spellcaster regains all expended spell slots when it finishes a long rest.

Spells Known. The sidekick knows two cantrips and one 1st-level spell of your choice from its spell list. Here are recommendations for a 1st-level spellcaster of each role:

Mage: mage hand, ray of frost, thunder wave

Healer: cure wounds, guidance, sacred flame

Prodigy: eldritch blast, healing word, light

The Cantrips Known and Spells Known columns of the Spellcaster table shows when the sidekick learns more spells of your choice. Each of the spells in the Spells Known column must be of a level for which the sidekick has spell slots, as shown on the table. For instance, when the sidekick reaches 5th level in this class, it can learn one new spell of 1st or 2nd level.

Additionally, when the sidekick gains a level in this class, you can choose one of the spells it knows from this class and replace it with another spell from its spell list. The new spell must be a cantrip or of a level for which the sidekick has spell slots.

Spellcasting Ability. The sidekick's spellcasting ability for these spells depends on the choice you made on the Spellcasting table.

The sidekick uses its spellcasting ability whenever a spell refers to that ability. In addition, it uses its spellcasting ability modifier when setting the saving throw DC for a spell it casts and when making an attack roll with one.

Spell save DC = 8 + sidekick's proficiency bonus + spellcasting ability modifier

Spell attack modifier= sidekick's proficiency bonus+ spellcasting ability modifier

Spellcasting Focus. The sidekick can use a focus for its spells depending on the choice you made on the Spellcasting table. A Mage can use an arcane focus, a Healer can use a holy symbol, and a Prodigy can use an arcane focus or a musical instrument.

Source: Tasha's Cauldron of Everything p. 144

Spell Slots

2, 2

Level 2

Spell Slots

2, 2

Level 3

Spell Slots

2, 3

Level 4

Features

Ability Score Improvement

Description

When you reach 4th level, and again at 8th, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

Source: Tasha's Cauldron of Everything p. 146

Spell Slots

3, 3

Level 5

Spell Slots

3, 4, 2

Level 6

Features

Potent Cantrips

Description

Starting at 6th level, the sidekick can add its spellcasting ability modifier to the damage it deals with any cantrip.

Source: Tasha's Cauldron of Everything p. 146

Spell Slots

3, 4, 2

Level 7

Spell Slots

3, 4, 3

Level 8

Features

Ability Score Improvement

Description

When you reach 4th level, and again at 8th, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

Source: Tasha's Cauldron of Everything p. 146

Spell Slots

3, 4, 3

Level 9

Spell Slots

3, 4, 3, 2

Level 10

Spell Slots

4, 4, 3, 2

Level 11

Spell Slots

4, 4, 3, 3

Level 12

Features

Ability Score Improvement

Description

When you reach 4th level, and again at 8th, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

Source: Tasha's Cauldron of Everything p. 146

Spell Slots

4, 4, 3, 3

Level 13

Spell Slots

4, 4, 3, 3, 1

Level 14

Features

Empowered Spells

Description

At 14th level, choose one school of magic. Whenever the sidekick casts a spell of that school by expending a spell slot, the sidekick can add its spellcasting ability modifier to the spell's damage roll or healing roll, if any.

Source: Tasha's Cauldron of Everything p. 146

Spell Slots

4, 4, 3, 3, 1

Level 15

Spell Slots

4, 4, 3, 3, 2

Level 16

Features

Ability Score Improvement

Description

When you reach 4th level, and again at 8th, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

Source: Tasha's Cauldron of Everything p. 146

Spell Slots

4, 4, 3, 3, 2

Level 17

Spell Slots

4, 4, 3, 3, 3, 1

Level 18

Spell Slots

4, 4, 3, 3, 3, 1

Features

Ability Score Improvement

Description

When you reach 4th level, and again at 8th, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

Source: Tasha's Cauldron of Everything p. 146

Level 19

Spell Slots

4, 4, 3, 3, 3, 2

Level 20

Features

Focused Casting

Description

At 20th level, Taking damage can't break the sidekick's concentration on a spell.

Source: Tasha's Cauldron of Everything p. 146

Spell Slots

4, 4, 3, 3, 3, 2

Warlock

Hit Die

d8

Proficiencies

Wisdom, Charisma, Arcana, Deception, History, Intimidation, Investigation, Nature, Religion

Spellcasting Ability

Charisma

Skill Choices

2

Armor

light armor

Weapons

simple weapons

Tools

none

Wealth

4d4x10

Class Progression

Level 1

Features

Starting Warlock

Optional

Yes

Description

As a 1st-level Warlock, you begin play with 8+your Constitution modifier hit points.

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

• Armor: light armor

• Weapons: simple weapons

• Tools: none

• Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

You begin play with the following equipment, in addition to any equipment provided 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

Alternatively, you may start with 4d4x10 gp and choose your own equipment.

Source: Player's Handbook p. 105

Features

Multiclass Warlock

Optional

Yes

Description

To multiclass as a Warlock, you must meet the following prerequisites:

• Charisma 13

You gain the following proficiencies:

• light armor, simple weapons

Source: Player's Handbook p. 163

Spell Slots

2, 1

Features

Pact Magic

Description

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 an additional warlock cantrip of your choice at 4th level, and another at 10th level.

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 your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended 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 1st Level and Higher:

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

You learn an additional warlock spell at 2nd through 9th level, and at every odd level thereafter. 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 (found in chapter 5) as a spellcasting focus for your warlock spells.

Source: Player's Handbook p. 107

Features

Otherworldly Patron

Description

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Celestial, the Fathomless, the Fiend, the Genie, the Great Old One, the Hexblade, the Undead, or the Undying, 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.

Source: Player's Handbook p. 107

Features

Otherworldly Patron: The Archfey

Optional

Yes

Description

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.

1st — faerie fire, sleep

2nd — calm emotions, phantasmal force

3rd — blink, plant growth

4th — dominate beast, greater invisibility

5th — dominate person, seeming

Source: Player's Handbook p. 108

Features

Fey Presence (The Archfey)

Optional

Yes

Description

Starting at 1st 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.

Source: Player's Handbook p. 109

Resource

Fey Presence

Value

1

Resets

Short rest

Features

Otherworldly Patron: The Fiend

Optional

Yes

Description

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 Belial; 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.

1st — burning hands, command

2nd — blindness/deafness, scorching ray

3rd — fireball, stinking cloud

4th — fire shield, wall of fire

5th — flame strike, hallow

Source: Player's Handbook p. 109

Features

Dark One's Blessing (The Fiend)

Optional

Yes

Description

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).

Source: Player's Handbook p. 109

Features

Otherworldly Patron: The Great Old One

Optional

Yes

Description

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.

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.

1st — 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

Source: Player's Handbook p. 109

Features

Awakened Mind (The Great Old One)

Optional

Yes

Description

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with 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.

Source: Player's Handbook p. 110

Features

Otherworldly Patron: The Celestial

Optional

Yes

Description

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, or unicorn or to another entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.

Expanded Spell List:

The Celestial 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.

1st — cure wounds, guiding bolt

2nd — flaming sphere, lesser restoration

3rd — daylight, revivify

4th — guardian of faith, wall of fire

5th — flame strike, greater restoration.

Source: Xanathar's Guide to Everything p. 54

Features

Bonus Cantrips (The Celestial)

Optional

Yes

Description

At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Source: Xanathar's Guide to Everything p. 54

Features

Healing Light (The Celestial)

Optional

Yes

Description

At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Source: Xanathar's Guide to Everything p. 54

Features

Otherworldly Patron: The Hexblade

Optional

Yes

Description

You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, several of which have spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

Expanded Spell List:

The Hexblade 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.

1st — shield, wrathful smite

2nd — blur, branding smite

3rd — blink, elemental weapon

4th — phantasmal killer, staggering smite

5th — Banishing smite, cone of cold

Source: Xanathar's Guide to Everything p. 55

Features

Hexblade's Curse (Hexblade)

Optional

Yes

Description

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

• You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

• Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

• If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.

You can't use this feature again until you finish a short or long rest.

Source: Xanathar's Guide to Everything p. 55

Features

Hex Warrior (Hexblade)

Optional

Yes

Description

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Source: Xanathar's Guide to Everything p. 55

Features

Otherworldly Patron: The Undying

Optional

Yes

Description

Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.

In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.

Expanded Spell List:

The Undying 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.

1st — false life, ray of sickness

2nd — blindness/deafness, silence

3rd — feign death, speak with dead

4th — aura of life, death ward

5th — contagion, legend lore

Source: Sword Coast Adventurer's Guide p. 139

Features

Among the Dead (The Undying)

Optional

Yes

Description

Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.

Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

Source: Sword Coast Adventurer's Guide p. 139

Features

Otherworldly Patron: The Undead

Optional

Yes

Description

You've made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.

Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.

Source: Van Richten's Guide to Ravenloft p. 30

Features

Expanded Spell List (The Undead)

Optional

Yes

Description

The Undead 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.

1st — bane, false life

2nd — blindness/deafness, phantasmal force

3rd — phantom steed, speak with dead

4th — death ward, greater invisibility

5th — antilife shell, cloudkill

Source: Van Richten's Guide to Ravenloft p. 30

Features

Form of Dread (The Undead)

Optional

Yes

Description

At 1st level, you manifest an aspect of your patron's dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

• You gain temporary hit points equal to 1d10 + your warlock level.

• Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.

• You are immune to the frightened condition.

You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.

Source: Van Richten's Guide to Ravenloft p. 30

Resource

Form of Dread

Value

2

Resets

Long rest

Features

Additional Warlock Spells

Description

The spells in the following list expand the warlock spell list in the Player's Handbook. The list is organized by spell level, not character level. Each spell is in the Player's Handbook, unless it has an asterisk (a spell in chapter 3). Xanathar's Guide to Everything also offers more spells.

Cantrip (0 Level): Booming blade *, Green-flame blade *, Lightning lure *, Mind sliver *, Sword burst *

3rd Level: Intellect fortress *, Spirit shroud *, Summon fey *, Summon shadowspawn *, Summon undead *

4th Level: Summon aberration *

5th Level: Mislead, Planar binding, Teleportation circle

6th Level: Summon fiend *, Tasha's otherworldly guise *

7th Level: Dream of the blue veil *

9th Level: Blade of disaster *, Gate, Weird

Source: Tasha's Cauldron of Everything p. 70

Features

Otherworldly Patron: The Fathomless

Optional

Yes

Description

You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?

Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.

Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.

Source: Tasha's Cauldron of Everything p. 72

Features

Expanded Spell List (The Fathomless)

Optional

Yes

Description

The Fathomless 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.

1st — create or destroy water, thunderwave

2nd — gust of wind, silence

3rd — lightning bolt, sleet storm

4th — control water, summon elemental (water only; a spell in chapter 3)

5th — Bigby's hand (appears as a tentacle), cone of cold

Source: Tasha's Cauldron of Everything p. 72

Features

Tentacle of the Deeps (The Fathomless)

Optional

Yes

Description

You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.

You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Tasha's Cauldron of Everything p. 72

Resource

Tentacle of the Deeps

Value

2

Resets

Long rest

Features

Gift of the Sea (The Fathomless)

Optional

Yes

Description

You gain a swimming speed of 40 feet, and you can breathe underwater.

Source: Tasha's Cauldron of Everything p. 72

Features

Otherworldly Patron: The Genie

Optional

Yes

Description

You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach

You choose your patron's kind or determine it randomly, using the Genie Kind table.

Genie Kind

d4 | Kind | Element

1 | Dao | Earth

2 | Djinni | Air

3 | Efreeti | Fire

4 | Marid | Water

Source: Tasha's Cauldron of Everything p. 73

Features

Expanded Spell List (The Genie)

Optional

Yes

Description

The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: dao, djinni, efreeti, or marid.

Spell Level — Genie Spells — Dao Spells — Djinni Spells — Efreeti Spells — Marid Spells

1st — detect evil and good — sanctuary — thunderwave — burning hands — fog cloud

2nd — phantasmal force — spike growth — gust of wind — scorching ray — blur

3rd — create food and water — meld into stone — wind wall — fireball — sleet storm

4th — phantasmal killer — stone shape — greater invisibility — fire shield — control water

5th — creation — wall of stone — seeming — flame strike — cone of cold

9th — wish

Source: Tasha's Cauldron of Everything p. 73

Features

Genie's Vessel (The Genie)

Optional

Yes

Description

Starting at 1st level, your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.

d6 | Vessel

1 | Oil lamp

2 | Urn

3 | Ring with a compartment

4 | Stoppered bottle

5 | Hollow statuette

6 | Ornate lantern

While you are touching the vessel, you can use it in the following ways:

Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.

Genie's Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.

If the vessel is destroyed or you lose it, 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 the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

Source: Tasha's Cauldron of Everything p. 73

Resource

Bottled Respite

Value

1

Resets

Long rest

Level 2

Spell Slots

2, 2

Features

Eldritch Invocations

Description

In your study of occult lore, you have unearthed eldritch invocations (added as spells in the Eldritch Invocation spell list), 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. You gain an additional invocation at 5th, 7th, 9th, 12th, 15th, and 18th warlock level. A level prerequisite refers to your level in this class.

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.

Level | Invocations Known

2 | 2

3 | 2

4 | 2

5 | 3

6 | 3

7 | 4

8 | 4

9 | 5

10 | 5

11 | 5

12 | 6

13 | 6

14 | 6

15 | 7

16 | 7

17 | 7

18 | 8

19 | 8

20 | 8

Source: Player's Handbook p. 107

Level 3

Spell Slots

2, 0, 2

Features

Pact Boon

Description

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, Pact of the Blade, Pact of the Talisman, or Pact of the Tome.

Source: Player's Handbook p. 107

Features

Pact Boon: Pact of the Blade

Optional

Yes

Description

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.

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.

Source: Player's Handbook p. 107

Features

Pact Boon: Pact of the Chain

Optional

Yes

Description

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 with its reaction.

Source: Player's Handbook p. 107

Features

Pact Boon: Pact of the Tome

Optional

Yes

Description

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.

Source: Player's Handbook p. 108

Features

Pact Boon: Pact of the Talisman

Optional

Yes

Description

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

Source: Tasha's Cauldron of Everything p. 70

Level 4

Spell Slots

3, 0, 2

Features

Ability Score Improvement

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 108

Features

Eldritch Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:

• Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.

• Replace the option you chose for the Pact Boon feature with one of that feature's other options.

• If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.

If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.

Source: Tasha's Cauldron of Everything p. 70

Level 5

Spell Slots

3, 0, 0, 2

Features

Additional Invocation

Description

At 5th level, you learn an additional Eldritch Invocation.

Source: Player's Handbook p. 107

Resource

Form of Dread

Value

3

Resets

Long rest

Resource

Tentacle of the Deeps

Value

3

Resets

Long rest

Level 6

Spell Slots

3, 0, 0, 2

Features

Misty Escape (The Archfey)

Optional

Yes

Description

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.

Source: Player's Handbook p. 109

Resource

Misty Escape

Value

1

Resets

Short rest

Features

Dark One's Own Luck (The Fiend)

Optional

Yes

Description

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

Source: Player's Handbook p. 109

Resource

Dark One's Luck

Value

1

Resets

Short rest

Features

Entropic Ward (The Great Old One)

Optional

Yes

Description

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.

Source: Player's Handbook p. 110

Resource

Entropic Ward

Value

1

Resets

Short rest

Features

Radiant Soul (The Celestial)

Optional

Yes

Description

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Source: Xanathar's Guide to Everything p. 55

Features

Accursed Specter (Hexblade)

Optional

Yes

Description

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to attack equal to your Charisma modifier (minimum of +0).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Source: Xanathar's Guide to Everything p. 56

Resource

Accursed Specter

Value

1

Resets

Long rest

Features

Defy Death (The Undying)

Optional

Yes

Description

Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.

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

Source: Sword Coast Adventurer's Guide p. 140

Resource

Defy Death

Value

1

Resets

Long rest

Features

Grave Touched (The Undead)

Optional

Yes

Description

Starting at 6th level, your patron's powers have a profound effect on your body and magic. You don't need to eat, drink, or breathe.

In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.

Source: Van Richten's Guide to Ravenloft p. 30

Features

Oceanic Soul Soul (The Fathomless)

Optional

Yes

Description

At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

Source: Tasha's Cauldron of Everything p. 73

Features

Guardian Coil (The Fathomless)

Optional

Yes

Description

At 6th level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

Source: Tasha's Cauldron of Everything p. 73

Features

Elemental Gift (The Genie)

Optional

Yes

Description

Starting at 6th level, you begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Tasha's Cauldron of Everything p. 75

Resource

Elemental Gift

Value

3

Resets

Long rest

Level 7

Spell Slots

3, 0, 0, 0, 2

Features

Additional Invocation

Description

At 7th level, you learn an additional Eldritch Invocation.

Source: Player's Handbook p. 107

Level 8

Spell Slots

3, 0, 0, 0, 2

Features

Ability Score Improvement (2nd)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 108

Features

Eldritch Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:

• Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.

• Replace the option you chose for the Pact Boon feature with one of that feature's other options.

• If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.

If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.

Source: Tasha's Cauldron of Everything p. 70

Level 9

Spell Slots

3, 0, 0, 0, 0, 2

Features

Additional Invocation

Description

At 9th level, you learn an additional Eldritch Invocation.

Source: Player's Handbook p. 107

Resource

Form of Dread

Value

4

Resets

Long rest

Resource

Tentacle of the Deeps

Value

4

Resets

Long rest

Resource

Elemental Gift

Value

4

Resets

Long rest

Level 10

Spell Slots

4, 0, 0, 0, 0, 2

Features

Beguiling Defenses (The Archfey)

Optional

Yes

Description

Beginning at 10th 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.

Source: Player's Handbook p. 109

Features

Fiendish Resilience (The Fiend)

Optional

Yes

Description

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.

Source: Player's Handbook p. 109

Features

Thought Shield (The Great Old One)

Optional

Yes

Description

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.

Source: Player's Handbook p. 110

Features

Celestial Resilience (The Celestial)

Optional

Yes

Description

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

Source: Xanathar's Guide to Everything p. 55

Features

Armor of Hexes (Hexblade)

Optional

Yes

Description

At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Source: Xanathar's Guide to Everything p. 56

Features

Undying Nature (The Undying)

Optional

Yes

Description

Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Source: Sword Coast Adventurer's Guide p. 140

Features

Necrotic Husk (The Undead)

Optional

Yes

Description

By 10th level, your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.

In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can't do so again until you finish 1d4 long rests.

Source: Van Richten's Guide to Ravenloft p. 31

Features

Grasping Tentacles (The Fathomless)

Optional

Yes

Description

Starting at 10th level, You learn the spell Evard's black tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.

Source: Tasha's Cauldron of Everything p. 73

Resource

Grasping Tentacles

Value

1

Resets

Long rest

Features

Sanctuary Vessel (The Genie)

Optional

Yes

Description

Beginning at 10th level, When you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.

As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or the vessel is destroyed.

In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.

Source: Tasha's Cauldron of Everything p. 75

Level 11

Spell Slots

4, 0, 0, 0, 0, 3

Features

Mystic Arcanum

Description

At 11th 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.

Source: Player's Handbook p. 108

Level 12

Spell Slots

4, 0, 0, 0, 0, 3

Features

Ability Score Improvement (3rd)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 108

Features

Additional Invocation

Description

At 12th level, you learn an additional Eldritch Invocation.

Source: Player's Handbook p. 107

Features

Eldritch Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:

• Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.

• Replace the option you chose for the Pact Boon feature with one of that feature's other options.

• If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.

If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.

Source: Tasha's Cauldron of Everything p. 70

Level 13

Spell Slots

4, 0, 0, 0, 0, 3

Resource

Form of Dread

Value

5

Resets

Long rest

Resource

Tentacle of the Deeps

Value

5

Resets

Long rest

Resource

Elemental Gift

Value

5

Resets

Long rest

Level 14

Spell Slots

4, 0, 0, 0, 0, 3

Features

Dark Delirium (The Archfey)

Optional

Yes

Description

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.

Source: Player's Handbook p. 109

Resource

Dark Delirium

Value

1

Resets

Short rest

Features

Hurl Through Hell (The Fiend)

Optional

Yes

Description

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.

Source: Player's Handbook p. 109

Resource

Hurl Through Hell

Value

1

Resets

Long rest

Features

Create Thrall (The Great Old One)

Optional

Yes

Description

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.

Source: Player's Handbook p. 110

Features

Searing Vengeance (The Celestial)

Optional

Yes

Description

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up, if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.

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

Source: Xanathar's Guide to Everything p. 55

Resource

Searing Vengeance

Value

1

Resets

Long rest

Features

Master of Hexes (Hexblade)

Optional

Yes

Description

Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature

Source: Xanathar's Guide to Everything p. 56

Features

Indestructible Life (The Undying)

Optional

Yes

Description

When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.

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

Source: Sword Coast Adventurer's Guide p. 140

Resource

Indestructible Life

Value

1

Resets

Short rest

Features

Spirit Projection (The Undead)

Optional

Yes

Description

At 14th level, your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.

Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit's space (your choice).

While projecting your spirit, you gain the following benefits:

• Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.

• When you cast a spell of the conjuration or necromancy school, the spell doesn't require verbal or somatic components or material components that lack a gold cost.

• You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

• While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.

Once you use this feature, you can't do so again until you finish a long rest.

Source: Van Richten's Guide to Ravenloft p. 31

Resource

Spirit Projection

Value

1

Resets

Long rest

Features

Fathomless Plunge (The Fathomless)

Optional

Yes

Description

Starting at 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.

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

Source: Tasha's Cauldron of Everything p. 73

Resource

Fathomless Plunge

Value

1

Resets

Short rest

Features

Limited Wish (The Genie)

Optional

Yes

Description

Starting at 14th level, you entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.

Once you use this feature, you can't use it again until you finish 1d4 long rests.

Source: Tasha's Cauldron of Everything p. 75

Level 15

Spell Slots

4, 0, 0, 0, 0, 3

Features

Additional Invocation

Description

At 15th level, you learn an additional Eldritch Invocation.

Source: Player's Handbook p. 107

Level 16

Spell Slots

4, 0, 0, 0, 0, 3

Features

Ability Score Improvement (4th)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 108

Features

Eldritch Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:

• Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.

• Replace the option you chose for the Pact Boon feature with one of that feature's other options.

• If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.

If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.

Source: Tasha's Cauldron of Everything p. 70

Level 17

Spell Slots

4, 0, 0, 0, 0, 4

Resource

Form of Dread

Value

6

Resets

Long rest

Resource

Tentacle of the Deeps

Value

6

Resets

Long rest

Resource

Elemental Gift

Value

6

Resets

Long rest

Level 18

Spell Slots

4, 0, 0, 0, 0, 4

Features

Additional Invocation

Description

At 18th level, you learn an additional Eldritch Invocation.

Source: Player's Handbook p. 107

Level 19

Spell Slots

4, 0, 0, 0, 0, 4

Features

Ability Score Improvement (5th)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 108

Features

Eldritch Versatility

Description

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:

• Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.

• Replace the option you chose for the Pact Boon feature with one of that feature's other options.

• If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.

If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.

Source: Tasha's Cauldron of Everything p. 70

Level 20

Spell Slots

4, 0, 0, 0, 0, 4

Features

Eldritch Master

Description

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.

Source: Player's Handbook p. 108

Resource

Eldritch Master

Value

1

Resets

Long rest

Warrior Sidekick

Hit Die

d10

Proficiencies

Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Skill Choices

2

Armor

light, medium, heavy

Weapons

none

Tools

none

Class Progression

Level 1

Features

Starting Warrior Sidekick

Description

A Warrior sidekick grows in martial prowess as it fights by your side. It might be a soldier, a town guard, a battle-trained beast, or any other creature honed for combat.

A sidekick gains the following class features as it gains levels in this class, as summarized on the Warrior table.

Source: Tasha's Cauldron of Everything p. 146

Features

Bonus Proficiencies

Description

At 1st level, the sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution.

In addition, the sidekick gains proficiency in two skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

The sidekick gains proficiency with all armor, and if it is a humanoid or has a simple or martial weapon in its stat block, it gains proficiency with shields and all simple and martial weapons.

Source: Tasha's Cauldron of Everything p. 146

Features

Martial Role

Description

Each warrior focuses on offense or defense in their training. Choose one of the following options:

Attacker. The sidekick gains a +2 bonus to all attack rolls.

Defender. The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the sidekick, provided the sidekick can see the attacker.

Source: Tasha's Cauldron of Everything p. 146

Level 2

Features

Second Wind

Description

Starting at 2nd level, the sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.

The sidekick can use this feature twice between rests starting at 20th level.

Source: Tasha's Cauldron of Everything p. 146

Level 3

Features

Improved Critical

Description

Starting at 3rd level, the sidekick's attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Source: Tasha's Cauldron of Everything p. 146

Level 4

Features

Ability Score Improvement

Description

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

Source: Tasha's Cauldron of Everything p. 146

Level 6

Features

Extra Attack

Description

Beginning at 6th level, the sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn.

The number of attacks increases to three when the sidekick reaches 15th level.

If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both.

Source: Tasha's Cauldron of Everything p. 147

Level 7

Features

Battle Readiness

Description

After the sidekick reaches 7th level, it has advantage on initiative rolls.

Source: Tasha's Cauldron of Everything p. 147

Level 8

Features

Ability Score Improvement

Description

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

Source: Tasha's Cauldron of Everything p. 146

Level 10

Features

Improved Defense

Description

At 10th level, the sidekick's Armor Class increases by 1.

Source: Tasha's Cauldron of Everything p. 147

Modifier

ac +1

Category

bonus

Level 11

Features

Indomitable

Description

Starting at 11th level, the sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can't use the feature again unless it finishes a long rest.

The sidekick can use this feature twice between long rests starting at 18th level.

Source: Tasha's Cauldron of Everything p. 147

Level 12

Features

Ability Score Improvement

Description

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

Source: Tasha's Cauldron of Everything p. 146

Level 14

Features

Ability Score Improvement

Description

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

Source: Tasha's Cauldron of Everything p. 146

Level 16

Features

Ability Score Improvement

Description

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

Source: Tasha's Cauldron of Everything p. 146

Level 19

Features

Ability Score Improvement

Description

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

Source: Tasha's Cauldron of Everything p. 146

Wizard

Hit Die

d6

Proficiencies

Intelligence, Wisdom, Arcana, History, Insight, Investigation, Medicine, Religion

Spellcasting Ability

Intelligence

Skill Choices

2

Armor

none

Weapons

daggers, darts, slings, quarterstaffs, light crossbows

Tools

none

Wealth

4d4x10

Class Progression

Level 1

Features

Starting Wizard

Optional

Yes

Description

As a 1st-level Wizard, you begin play with 6+your Constitution modifier hit points.

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

• Armor: none

• Weapons: daggers, darts, slings, quarterstaffs, light crossbows

• Tools: none

• Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

You begin play with the following equipment, in addition to any equipment provided 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

Alternatively, you may start with 4d4x10 gp and choose your own equipment.

Source: Player's Handbook p. 112

Features

Multiclass Wizard

Optional

Yes

Description

To multiclass as a Wizard, you must meet the following prerequisites:

• Intelligence 13

You gain the following proficiencies:

• none

Source: Player's Handbook p. 163

Spell Slots

3, 2

Features

Spellcasting

Description

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 an additional wizard cantrip of your choice at 4th level, and another at 10th level.

Spellbook:

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.

Preparing and Casting Spells:

The Wizard 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.

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 1st 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 1st-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 Intelligence modifier

Spell attack modifier = your proficiency bonus + your intelligence 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 (found in chapter 5) as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher:

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. 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.

Source: Player's Handbook p. 114

Features

Spellbook

Description

The spells of 1st level and higher that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. You might find other spells during your adventures. You could 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 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves 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 spellbook 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 just like your other spells.

Replacing the Book:

You can copy a spell from your own spellbook into another book — for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find 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 spells, 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 finely bound gilt-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.

Source: Player's Handbook p. 114

Features

Arcane Recovery

Description

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.

Source: Player's Handbook p. 115

Resource

Arcane Recovery

Value

1

Resets

Long rest

Features

Additional Wizard Spells

Description

The spells in the following list expand the wizard spell list in the Player's Handbook. The list is organized by spell level, not character level. A spell's school of magic is noted, and if a spell can be cast as a ritual, the ritual tag appears after the spell's name. Each spell is in the Player's Handbook, unless it has an asterisk (a spell in chapter 3). Xanathar's Guide to Everything also offers more spells.

Cantrip (0 Level): Booming blade * (evoc.), Green-flame blade * (evoc.), Lightning lure * (evoc.), Mind sliver * (ench.), Sword burst * (conj.)

1st Level: Tasha's caustic brew * (evoc.)

2nd Level: Augury (divin., ritual), Enhance ability (trans.), Tasha's mind whip * (ench.)

3rd Level: Intellect fortress * (abjur.), Speak with dead (necro.), Spirit shroud * (necro.), Summon fey * (conj.), Summon shadowspawn * (conj.), Summon undead * (conj.)

4th Level: Divination (divin., ritual), Summon aberration * (conj.), Summon construct * (conj.), Summon elemental * (conj.)

6th Level: Summon fiend * (conj.), Tasha's otherworldly guise * (trans.)

7th Level: Dream of the blue veil * (conj.)

9th Level: Blade of disaster * (conj.)

Source: Tasha's Cauldron of Everything p. 75

Level 2

Spell Slots

3, 3

Features

Arcane Tradition

Description

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of twelve schools: Abjuration, Bladesinging, Chronurgy, Conjuration, Divination, Enchantment, Evocation, Graviturgy, Illusion, Necromancy, Order of Scribes, Transmutation, or War, 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.

Source: Player's Handbook p. 115

Features

Arcane Tradition: School of Abjuration

Optional

Yes

Description

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.

Source: Player's Handbook p. 115

Features

Abjuration Savant (School of Abjuration)

Optional

Yes

Description

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.

Source: Player's Handbook p. 115

Features

Arcane Ward (School of Abjuration)

Optional

Yes

Description

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 hit points 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.

Source: Player's Handbook p. 115

Resource

Arcane Ward

Value

1

Resets

Long rest

Features

Arcane Tradition: School of Conjuration

Optional

Yes

Description

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.

Source: Player's Handbook p. 116

Features

Conjuration Savant (School of Conjuration)

Optional

Yes

Description

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.

Source: Player's Handbook p. 116

Features

Minor Conjuration (School of Conjuration)

Optional

Yes

Description

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 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.

Source: Player's Handbook p. 116

Features

Arcane Tradition: School of Divination

Optional

Yes

Description

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.

Source: Player's Handbook p. 116

Features

Divination Savant (School of Divination)

Optional

Yes

Description

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.

Source: Player's Handbook p. 116

Features

Portent (School of Divination)

Optional

Yes

Description

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.

Source: Player's Handbook p. 116

Resource

Portents

Value

2

Resets

Long rest

Features

Arcane Tradition: School of Enchantment

Optional

Yes

Description

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.

Source: Player's Handbook p. 117

Features

Enchantment Savant (School of Enchantment)

Optional

Yes

Description

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.

Source: Player's Handbook p. 117

Features

Hypnotic Gaze (School of Enchantment)

Optional

Yes

Description

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.

Source: Player's Handbook p. 117

Resource

Hypnotic Gaze

Value

1

Resets

Long rest

Features

Arcane Tradition: School of Evocation

Optional

Yes

Description

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.

Source: Player's Handbook p. 117

Features

Evocation Savant (School of Evocation)

Optional

Yes

Description

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.

Source: Player's Handbook p. 117

Features

Sculpt Spells (School of Evocation)

Optional

Yes

Description

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.

Source: Player's Handbook p. 117

Features

Arcane Tradition: School of Illusion

Optional

Yes

Description

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.

Source: Player's Handbook p. 118

Features

Illusion Savant (School of Illusion)

Optional

Yes

Description

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.

Source: Player's Handbook p. 118

Features

Improved Minor Illusion (School of Illusion)

Optional

Yes

Description

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 cantrip 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.

Source: Player's Handbook p. 118

Features

Arcane Tradition: School of Necromancy

Optional

Yes

Description

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.

Source: Player's Handbook p. 118

Features

Necromancy Savant (School of Necromancy)

Optional

Yes

Description

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.

Source: Player's Handbook p. 118

Features

Grim Harvest (School of Necromancy)

Optional

Yes

Description

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.

Source: Player's Handbook p. 118

Features

Arcane Tradition: School of Transmutation

Optional

Yes

Description

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.

Source: Player's Handbook p. 119

Features

Transmutation Savant (School of Transmutation)

Optional

Yes

Description

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.

Source: Player's Handbook p. 119

Features

Minor Alchemy (School of Transmutation)

Optional

Yes

Description

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.

Source: Player's Handbook p. 119

Features

Arcane Tradition: War Magic

Optional

Yes

Description

A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells, while also providing methods for a wizard to bolster their own defenses.

Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any flimsy piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.

In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty fireball if I die before I can cast it?"

Source: Xanathar's Guide to Everything p. 59

Features

Arcane Deflection (War Magic)

Optional

Yes

Description

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or fail a Constitution saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can't cast spells other than cantrips until the end of your next turn.

Source: Xanathar's Guide to Everything p. 59

Features

Tactical Wit (War Magic)

Optional

Yes

Description

Starting at 2nd level, your ability to quickly assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Source: Xanathar's Guide to Everything p. 60

Features

Arcane Tradition: Chronurgy Magic

Optional

Yes

Description

Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.

Source: Explorer's Guide to Wildemount p. 184

Chronal Shift (Chronurgy Magic)

Optional

Yes

Description

You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

You can use this ability twice, and you regain any expended uses when you finish a long rest.

Source: Explorer's Guide to Wildemount p. 184

Temporal Awareness (Chronurgy Magic)

Optional

Yes

Description

You can add your Intelligence modifier to your initiative rolls.

Source: Explorer's Guide to Wildemount p. 184

Features

Arcane Tradition: Graviturgy Magic

Optional

Yes

Description

Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.

Source: Explorer's Guide to Wildemount p. 185

Adjust Density (Graviturgy Magic)

Optional

Yes

Description

As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).

While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.

Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.

Source: Explorer's Guide to Wildemount p. 185

Features

Arcane Tradition: Bladesinging

Optional

Yes

Description

Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.

In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

Source: Sword Coast Adventurer's Guide p. 141, Tasha's Cauldron of Everything p. 76

Features

Training in War and Song (Bladesinging)

Optional

Yes

Description

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance skill if you don't already have it.

Source: Sword Coast Adventurer's Guide p. 142, Tasha's Cauldron of Everything p. 76

Proficiencies

Performance

Features

Bladesong (Bladesinging)

Optional

Yes

Description

Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).

While your bladesong is active, you gain the following benefits:

• You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).

• Your walking speed increases by 10 feet.

• You have advantage on Dexterity (Acrobatics) checks.

• You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Source: Sword Coast Adventurer's Guide p. 142, Tasha's Cauldron of Everything p. 76

Resource

Bladesong

Value

2

Resets

Long rest

Features

Arcane Tradition: Order of Scribes

Optional

Yes

Description

Magic of the book—that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see a wizard traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.

Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value their spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!

Source: Tasha's Cauldron of Everything p. 77

Features

Wizardly Quill (Order of Scribes)

Optional

Yes

Description

Starting at 2nd level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:

• The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.

• The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.

• You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.

This quill disappears if you create another one or if you die.

Source: Tasha's Cauldron of Everything p. 77

Features

Awakened Spellbook (Order of Scribes)

Optional

Yes

Description

At 2nd level, using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.

While you are holding the book, it grants you the following benefits:

• You can use the book as a spellcasting focus for your wizard spells.

• When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.

• When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.

If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

Source: Tasha's Cauldron of Everything p. 77

Features

Arcane Tradition: Blood Magic

Optional

Yes

Description

Considered taboo by many societies and magic practitioners, the use of blood magic—also known as hemocraft—is a rare art that harnesses the latent powers of a creature's vitality to fuel and amplify the caster's own capabilities, while manipulating and weakening the bodies of enemies from the inside. Some of the more macabre mages seeking to empower their arcane pursuits turn to hemocraft as a means of bolstering their spells, giving their own life's blood to reach new heights of frightening magical prowess.

The secrets of hemocraft and other forms of blood magic were once the sole purview of the mysterious Claret Orders. In recent years, however, these secrets have begun to spread beyond the order's members and into the hands of less scrupulous mages. Blood magic has a bad reputation in Tal'Dorei, even though its powers can be used for much more than evil.

Source: Tal'Dorei Campaign Setting: Reborn p. 178

Features

Blood Channeling (Blood Magic)

Optional

Yes

Description

When you choose this arcane tradition at 2nd level, you are able to use your own depleted life essence to channel your magical abilities. Whenever your current hit points are below your hit point maximum, you can use your own body as an arcane focus.

In addition, when casting a wizard spell that requires a costly material component, you can forego the component by taking 1d10 necrotic damage per 50 gp of the cost of the component (minimum 1d10). This damage can't be reduced in any way. If this damage reduces you to 0 hit points, the spell fails but the spell slot is not expended.

Source: Tal'Dorei Campaign Setting: Reborn p. 178

Features

Sanguine Burst (Blood Magic)

Optional

Yes

Description

Also at 2nd level, you learn how to weave your life force into a spell you cast, boosting its intensity at the cost of your vitality. Whenever you roll damage for a spell you've cast of 1st level or higher, you can choose to take necrotic damage equal to the spell's level to reroll a number of the damage dice up to your Intelligence modifier (minimum one). This damage can't be reduced in any way, and you must use the new rolls.

Source: Tal'Dorei Campaign Setting: Reborn p. 179

Level 3

Spell Slots

3, 4, 2

Features

Cantrip Formulas

Description

Beginning at 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

Source: Tasha's Cauldron of Everything p. 75

Level 4

Spell Slots

4, 4, 3

Features

Ability Score Improvement

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 115

Level 5

Spell Slots

4, 4, 3, 2

Resource

Bladesong

Value

3

Resets

Long rest

Level 6

Spell Slots

4, 4, 3, 3

Features

Projected Ward (School of Abjuration)

Optional

Yes

Description

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.

Source: Player's Handbook p. 115

Features

Benign Transposition (School of Conjuration)

Optional

Yes

Description

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.

Source: Player's Handbook p. 116

Resource

Benign Transposition

Value

1

Resets

Long rest

Features

Expert Divination (School of Divination)

Optional

Yes

Description

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.

Source: Player's Handbook p. 116

Features

Instinctive Charm (School of Enchantment)

Optional

Yes

Description

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.

Source: Player's Handbook p. 117

Features

Potent Cantrip (School of Evocation)

Optional

Yes

Description

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.

Source: Player's Handbook p. 117

Features

Malleable Illusions (School of Illusion)

Optional

Yes

Description

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.

Source: Player's Handbook p. 118

Features

Undead Thralls (School of Necromancy)

Optional

Yes

Description

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.

Source: Player's Handbook p. 119

Features

Transmuter's Stone (School of Transmutation)

Optional

Yes

Description

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

• 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.

Source: Player's Handbook p. 119

Features

Power Surge (War Magic)

Optional

Yes

Description

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

Source: Xanathar's Guide to Everything p. 60

Features

Momentary Stasis (Chronurgy Magic)

Optional

Yes

Description

As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Source: Explorer's Guide to Wildemount p. 184

Features

Gravity Well (Graviturgy Magic)

Optional

Yes

Description

You've learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.

Source: Explorer's Guide to Wildemount p. 185

Features

Extra Attack (Bladesinging)

Optional

Yes

Description

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Source: Sword Coast Adventurer's Guide p. 142, Tasha's Cauldron of Everything p. 77

Features

Manifest Mind (Order of Scribes)

Optional

Yes

Description

At 6th level, you can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral construct, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).

Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.

The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts dispel magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.

Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.

Source: Tasha's Cauldron of Everything p. 78

Features

Bond of Mutual Suffering (Blood Magic)

Optional

Yes

Description

At 6th level, when a creature you can see hits you with an attack, you can use your reaction to bind your vitality to the attacker and force them to share your pain. The attacker takes damage equal to the damage you took.

This feature cannot be used against constructs or undead. You can use this feature once. You must finish a short or long rest before you can use it again.

At 14th level, you can use this feature twice between rests.

Source: Tal'Dorei Campaign Setting: Reborn p. 179

Level 7

Spell Slots

4, 4, 3, 3, 1

Level 8

Spell Slots

4, 4, 3, 3, 2

Features

Ability Score Improvement (2nd)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 115

Level 9

Spell Slots

4, 4, 3, 3, 3, 1

Resource

Bladesong

Value

4

Resets

Long rest

Level 10

Spell Slots

5, 4, 3, 3, 3, 2

Features

Improved Abjuration (School of Abjuration)

Optional

Yes

Description

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.

Source: Player's Handbook p. 115

Features

Focused Conjuration (School of Conjuration)

Optional

Yes

Description

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

Source: Player's Handbook p. 116

Features

The Third Eye (School of Divination)

Optional

Yes

Description

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.

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.

Source: Player's Handbook p. 116

Resource

Third Eye

Value

1

Resets

Short rest

Features

Split Enchantment (School of Enchantment)

Optional

Yes

Description

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.

Source: Player's Handbook p. 117

Features

Empowered Evocation (School of Evocation)

Optional

Yes

Description

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

Source: Player's Handbook p. 117

Features

Illusory Step (School of Illusion)

Optional

Yes

Description

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.

Source: Player's Handbook p. 118

Resource

Illusory Step

Value

1

Resets

Short rest

Features

Inured to Undeath (School of Necromancy)

Optional

Yes

Description

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.

Source: Player's Handbook p. 119

Features

Shapechanger (School of Transmutation)

Optional

Yes

Description

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.

Source: Player's Handbook p. 119

Resource

Shapechanger

Value

1

Resets

Short rest

Features

Durable Magic (War Magic)

Optional

Yes

Description

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

Source: Xanathar's Guide to Everything p. 60

Features

Arcane Abeyance (Chronurgy Magic)

Optional

Yes

Description

When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.

A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.

Once you create a bead with this feature, you can't do so again until you finish a short or long rest.

Source: Explorer's Guide to Wildemount p. 184

Features

Violent Attraction (Graviturgy Magic)

Optional

Yes

Description

When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.

Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Source: Explorer's Guide to Wildemount p. 185

Features

Song of Defense (Bladesinging)

Optional

Yes

Description

Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell's slot level.

Source: Sword Coast Adventurer's Guide p. 142, Tasha's Cauldron of Everything p. 77

Features

Master Scrivener (Order of Scribes)

Optional

Yes

Description

Starting at 10th level, when you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.

The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.

You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.

Source: Tasha's Cauldron of Everything p. 78

Features

Glyph of Hemorrhaging (Blood Magic)

Optional

Yes

Description

Starting at 10th level, when you damage a creature with a spell, you can choose to curse that creature for 1 minute. While cursed in this way, whenever the creature is hit by an attack, it takes an extra 1d6 necrotic damage. At the end of each of the creature's turns, it can make a Constitution saving throw against your spell save DC, ending the curse on a success.

This feature cannot be used against creatures that are undead or constructs. Once you use this feature, you can't use it again until you finish a short or long rest.

Source: Tal'Dorei Campaign Setting: Reborn p. 179

Level 11

Spell Slots

5, 4, 3, 3, 3, 2, 1

Level 12

Spell Slots

5, 4, 3, 3, 3, 2, 1

Features

Ability Score Improvement (3rd)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 115

Level 13

Spell Slots

5, 4, 3, 3, 3, 2, 1, 1

Resource

Bladesong

Value

5

Resets

Long rest

Level 14

Spell Slots

5, 4, 3, 3, 3, 2, 1, 1

Features

Spell Resistance (School of Abjuration)

Optional

Yes

Description

Starting at 14th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

Source: Player's Handbook p. 116

Features

Durable Summons (School of Conjuration)

Optional

Yes

Description

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.

Source: Player's Handbook p. 116

Features

Greater Portent (School of Divination)

Optional

Yes

Description

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.

Source: Player's Handbook p. 117

Resource

Portents

Value

3

Resets

Long rest

Features

Alter Memories (School of Enchantment)

Optional

Yes

Description

At 14th level, you gain the ability to make a creature unaware of your magical influence 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.

Source: Player's Handbook p. 117

Features

Overchannel (School of Evocation)

Optional

Yes

Description

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.

Source: Player's Handbook p. 118

Features

Illusory Reality (School of Illusion)

Optional

Yes

Description

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.

Source: Player's Handbook p. 118

Features

Command Undead (School of Necromancy)

Optional

Yes

Description

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.

Source: Player's Handbook p. 119

Features

Master Transmuter (School of Transmutation)

Optional

Yes

Description

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.

Source: Player's Handbook p. 119

Features

Deflecting Shroud (War Magic)

Optional

Yes

Description

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.

Source: Xanathar's Guide to Everything p. 60

Features

Convergent Future (Chronurgy Magic)

Optional

Yes

Description

You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.

Source: Explorer's Guide to Wildemount p. 185

Features

Event Horizon (Graviturgy Magic)

Optional

Yes

Description

As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.

Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.

Source: Explorer's Guide to Wildemount p. 185

Features

Song of Victory (Bladesinging)

Optional

Yes

Description

Starting at 14th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.

Source: Sword Coast Adventurer's Guide p. 142, Tasha's Cauldron of Everything p. 77

Features

One with the Word (Order of Scribes)

Optional

Yes

Description

At 14th level, your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.

Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hit points.

Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spell book.

Once you use this reaction, you can't do so again until you finish a long rest.

Source: Tasha's Cauldron of Everything p. 78

Resource

One with the Word

Value

1

Resets

Long rest

Features

Thicker than Water (Blood Magic)

Optional

Yes

Description

Upon reaching 14th level, the blood that flows through your veins is empowered with arcane vigor that mends wounds and helps preserve your life. Whenever a spell or magical effect causes you to regain hit points, you regain an additional number of hit points equal to your proficiency bonus.

In addition, while you are concentrating on a spell, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Source: Tal'Dorei Campaign Setting: Reborn p. 179

Level 15

Spell Slots

5, 4, 3, 3, 3, 2, 1, 1, 1

Level 16

Spell Slots

5, 4, 3, 3, 3, 2, 1, 1, 1

Features

Ability Score Improvement (4th)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 115

Level 17

Spell Slots

5, 4, 3, 3, 3, 2, 1, 1, 1, 1

Resource

Bladesong

Value

6

Resets

Long rest

Level 18

Spell Slots

5, 4, 3, 3, 3, 3, 1, 1, 1, 1

Features

Spell Mastery

Optional

Yes

Description

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.

Source: Player's Handbook p. 115

Level 19

Spell Slots

5, 4, 3, 3, 3, 3, 2, 1, 1, 1

Features

Ability Score Improvement (5th)

Description

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.

If your DM uses the optional Feats, you can instead take a feat.

Source: Player's Handbook p. 115

Level 20

Spell Slots

5, 4, 3, 3, 3, 3, 2, 2, 1, 1

Features

Signature Spell

Optional

Yes

Description

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.

Source: Player's Handbook p. 115