DnD PHB 2024 All in One
Introduction
- Adds and updates content to align with the DnD 2024 Player’s Handbook rules (and other sources), including Backgrounds, Classes, Feats, Items, Races, Rules, Spells and more.
- Some rules are modified with Homebrew rules to enhance the gameplay experience.
- This mod is focused on reducing the inconvenience of having to download and set up PHB 2024 related mods individually. It does not consider compatibility issues with other mods.
- The original or latest version of this document can be found at the link below.
- https://github.com/yoonmoonsick/dnd2024/blob/master/README.md
- Detailed changes can be found below.
- https://github.com/yoonmoonsick/dnd2024/commits/master/
개요
- DnD 2024 플레이어 핸드북 규칙(및 기타 출처)에 맞게 출신 배경, 직업, 재주, 아이템, 종족, 규칙, 주문 등 다양한 콘텐츠를 추가하고 업데이트합니다.
- 일부 규칙은 게임 플레이 경험을 향상시키기 위해 홈브루 규칙으로 수정되었습니다.
- 이 모드는 PHB 2024 관련 모드를 개별적으로 다운로드하고 설정해야 하는 번거로움을 줄이는 데 중점을 두고 있습니다. 다른 모드와의 호환성 문제는 고려하지 않습니다.
- 이 문서의 원본 또는 최신 버전은 아래 링크에서 확인할 수 있습니다.
- https://github.com/yoonmoonsick/dnd2024/blob/master/README.md
- 자세한 변경 내용은 아래에서 확인할 수 있습니다.
- https://github.com/yoonmoonsick/dnd2024/commits/master/
Bug Report Guidelines
Following these guidelines will help me focus more efficiently on bug fixes. Reports that do not adhere to the following may be deleted without a separate response.
- For bug reports, please use either Nexus Mods or GitHub.
- Do not report bugs that occur in conjunction with other mods. My mod is not developed with compatibility with other mods in mind.
- Do not report crashes that occur during respeccing or leveling up as bugs unless the same issue occurs in a new game.
- Do not submit duplicate reports for issues that have already been reported. Please check bug reports marked as New issue, Being looked at, or Needs more info, and add your experience as a comment to the existing report.
- Please create a separate report for each bug.
- Please write “good” bug reports. A good bug report should meet the following requirements:
- Title: Clearly and concisely summarize the bug in one sentence.
- Reproduction Steps: Describe the process of how the bug occurs in detail, step by step.
- Expected vs. Actual Results: Clearly compare and explain the expected outcome versus the actual outcome when the bug occurs.
- Environment: Include all relevant information about the environment where the bug occurred (e.g., location, class, character, level, etc.).
버그 리포트 안내 사항
다음 지침을 준수하시면 버그 수정에 더 효율적으로 집중할 수 있습니다. 아래 지침을 따르지 않는 보고서는 별도의 통보 없이 삭제될 수 있습니다.
- 버그 리포트는 넥서스 모드 또는 깃헙을 이용바랍니다.
- 다른 모드와 함께 발생하는 버그는 제보하지 마십시오. 제 모드는 다른 모드와의 호환성을 전제로 개발되지 않았습니다.
- 리스펙 또는 레벨업 시 발생하는 크래시는 새 게임에서 동일한 현상이 발생하지 않는 이상 버그로 제보하지 마십시오.
- 이미 제보된 내용은 중복으로 제보하지 마십시오. New issue, Being looked at, Needs more info 등으로 표시된 버그 리포트를 확인하신 후, 해당 리포트에 여러분의 경험을 댓글로 추가해 주시기 바랍니다.
- 각각의 버그를 개별 보고서로 작성해 주십시오.
- “좋은” 버그 리포트를 작성해 주십시오. 좋은 버그 리포트는 다음 요건을 충족해야 합니다.
- 제목: 버그를 명확하고 간결하게 한 문장으로 요약해 주십시오.
- 재현 단계: 버그가 발생하는 과정을 상세하게, 단계별로 설명해 주십시오.
- 예상 결과 vs. 실제 결과: 버그 발생 시 예상했던 결과와 실제로 나타난 결과를 명확하게 비교하여 설명해 주십시오.
- 환경: 버그가 발생한 환경에 대한 모든 관련 정보(예: 장소, 직업, 캐릭터, 레벨 등)를 포함해 주십시오.
Conflict Mods
This mod may have potential conflicts with the mods listed below. If any of the following mods are active when the game starts, the DnD PHB 2024 All in One will be disabled.
- 5eSpells
- DnD Expanded
- featsextra modio version
- Mystra’s Spells
- One DND Backgrounds - PHB 2024
- OneDnD_SpellListAdditions
Background
An origin feat has been added to each background.
If you choose a newly added background, you gain a spell that can be used once per day to grant inspiration.
Updated Backgrounds
- Acolyte (Feat: Magic Initiate: Cleric)
- Charlatan (Feat: Charlatan’s Trick, Homebrew)
- Criminal (Feat: Alert)
- Entertainer (Feat: Performer)
- Folk Hero (Feat: Tough)
- Guild Artisan (Feat: Skilled)
- Haunted One (Feat: Alert)
- Noble (Feat: Skilled)
- Outlander (Feat: Tough)
- Sage (Feat: Magic Initiate: Wizard)
- Soldier (Feat: Savage Attacker)
- Urchin (Feat: Savage Attacker)
New Backgrounds
- Amnesiac (Feat: Memory Starved)
- Crimson Aspirant (Feat: Crimson Ritualist)
- Crossroads Gambler (Feat: Fate Gambler)
- Cultist (Feat: Cult Initiate)
- Druskenvald Dweller (Feat: Tough)
- Experiment (Feat: Altered)
- Farmer (Feat: Tough)
- Ghostlight Passenger (Feat: Ghostlight Medium)
- Guard (Feat: Alert)
- Guide (Feat: Magic Initiate: Druid)
- Hermit (Feat: Healer)
- Merchant (Feat: Lucky)
- Night Stalker (Feat: Hunter of Hunters)
- Reflected Wanderer (Feat: Unreflected)
- Rest Warden (Feat: Grave Keeper)
- Reveler (Feat: Reveling Fool)
- Sailor (Feat: Tavern Brawler)
- Scholar of the Forbidden (Feat: Dread Speech)
- Scribe (Feat: Skilled)
- Wayfarer (Feat: Lucky)
- Wicker Weaver (Feat: Charm Twister)
Races
Aarakocra

Choose Aarakocra from the list of Versatile passives available to Humans.
Sequestered in high mountains and atop tall trees, the aarakocra—sometimes called birdfolk—evoke both fear and wonder. Many aarakocra are not even native to the Material Plane. They hail from a world beyond: the boundless vistas of the Elemental Plane of Air. They are immigrants, refugees, scouts, and explorers, with their outposts serving as footholds in a world both strange and alien.
- Level 1
- As a descendant of the Aarakocra, you gain the ability to fly. You can use this flying speed only while not wearing medium or heavy armor. Your base walking speed becomes 25ft per turn, and your body is considered light in weight.
Aasimar

Choose Aasimar from the list of Versatile passives available to Humans.
Aasimar are mortals who carry a spark of the Upper Planes within their souls. Whether descended from an angelic being or infused with celestial power, they can fan that spark to bring light, healing, and heavenly fury.
Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and have features that hint at their celestial heritage, such as metallic freckles, luminous eyes, a halo, or the skin color of an angel (silver, opalescent green, or coppery red). These features start subtle and become obvious when the aasimar learns to reveal their full celestial nature.
- Level 1
- You have Resistance to Necrotic and Radiant damage, Darkvision, can cast the Light cantrip, use Healing Hands.
- Level 3
- You Can transform with Celestial Revelation as a Bonus Action.
Dragonborn
- Level 1: Darkvision
- Level 1: Breath Weapon
- When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character Levels 5 (2d10), 11 (3d10), and 17 (4d10). You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
- Level 5: Draconic Flight
- You can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can’t use it again until you finish a Long Rest.
- Level 5: Draconic Warding
- You can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Draconic Ancestry. Once you use this trait, you can’t do so again until you finish a long rest.
Drow
- Level 1: Keen Senses
- You have proficiency in the Insight, Perception, or Survival skill.
Dwarf
- Level 1: Speed: 30 feet
- Level 1: Superior Darkvision
Elf
- Level 1: Keen Senses
- You have proficiency in the Insight, Perception, or Survival skill.
High Elf
- Level 1: Wizard Cantrip
- Level 3: Faerie Fire
- Level 5: Misty Step
Wood Elf
- Level 1: Your Speed increases to 35 feet
- Level 3: Longstrider
- Level 5: Barkskin
Githyanki
- Tag: Aberration, Humanoid
- Level 1: Psychic Resilience: You have resistance to psychic damage.
Gnome
Goliath
Choose Goliath from the list of Versatile passives available to Humans.
Towering over most folk, goliaths are distant descendants of giants. Each goliath bears the favors of the first giants—favors that manifest in various supernatural boons, including the ability to quickly grow and temporarily approach the height of goliaths’ gigantic kin.
Goliaths have physical characteristics that are reminiscent of the giants in their family lines. For example, some goliaths look like stone giants, while others resemble fire giants. Whatever giants they count as kin, goliaths have forged their own path in the multiverse—unencumbered by the internecine conflicts that have ravaged giantkind for ages—and seek heights above those reached by their ancestors.
- Level 1: Speed: 35 feet
- Level 1: Giant Ancestry
- You are descended from Giants. Choose one of the following benefits—a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:
- Cloud’s Jaunt. As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.
- Fire’s Burn. When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.
- Frost’s Chill. When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.
- Hill’s Tumble. When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.
- Stone’s Endurance. When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.
- Storm’s Thunder. When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.
- Level 5: Large Form: You can change your size to Large as a Bonus Action if you’re in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest.
Half-Elf
- Level 1: Resourceful
- You gain Heroic Inspiration whenever you finish a Long Rest.
- Level 1: Gain racial spells corresponding to your elven bloodline.
Half-Orc
- Level 1: Superior Darkvision
- Level 1: Adrenaline Rush
- You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.
Halfling
Human
- Level 1: Resourceful
- You gain Heroic Inspiration whenever you finish a Long Rest.
- Level 1: Versatile
- You gain an Origin feat of your choice: Alert, Healer, Lucky, Magic Initiate, Performer, Savage Attacker, Skilled, Tavern Brawler, Tough
Tiefling
Asmodeus Tiefling
- Level 1: Thaumaturgy, Resistance to Poison, Poison Spray
- Level 3: Ray of Sickness
- Level 5: Hold Person
Mephistopheles Tiefling
- Level 1: Thaumaturgy, Resistance to Necrotic, Chill Touch
- Level 3: False Life
- Level 5: Ray of Enfeeblement
Zariel Tiefling
- Level 1: Thaumaturgy, Resistance to Fire, Fire Bolt
- Level 3: Hellish Rebuke
- Level 5: Darkness
Class
Artificer

A Magical Crafter and an Inventor of Wonders. Masters of invention, Artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions.
- Level 1: Spell casting (1/2 Caster)
- Level 2: Replicate Magic Item
- You have learned arcane plans that you use to make magic items. As you gain levels in the Artificer class, you learn plans for more magic items. At 6th and 10th level, you can replicate more rare magic items. Non-consumable magic items grant permanent effects to you, while consumables are recreated after each long rest.
- Level 6: Expanded Replication
- You have learned arcane plans that you use to make magic items.
- Level 7: Flash of Genius
- When you or a creature you can see within 30 feet of you fails a saving throw, you can use your Reaction to add a bonus to the roll, potentially turning it into a success. The bonus equals your Intelligence modifier. You can use this Reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
- Level 10: Expanded Replication
- You have learned arcane plans that you use to make magic items.
- Level 11: Spell-Storing Item
- You can store one 1st- to 3rd-level artificer spell into a weapon or spellcasting focus that a humanoid creature can wear. A creature holding this item can use an action to cast the stored spell. Only one such spell-storing item can be held by a creature at a time. You can use this ability a number of times equal to your Intelligence modifier (minimum of once), and you regain all uses after a long rest.
Alchemist

An Alchemist is an expert at combining reagents to produce magical effects. Alchemists use their creations to give life and to leech it away.
- Subclass Spells (Always prepared)
- Level 3: Healing Word, Ray of Sickness
- Level 5: Flaming Sphere, Melf’s Acid Arrow
- Level 9: Stinking Cloud, Mass Healing Word
- Level 3: Experimental Potion
- You can create two Potions, each with a randomly determined effect. Any Potions remaining after a long rest disappear, and Potions can be consumed by yourself or given to others as a bonus action. Additionally, you can use a spell slot to create an additional Potion as a magic action, in which case you choose the effect directly. The number of Potions you can create after a long rest increases as you reach certain artificer levels: 3 at level 5, 4 at level 9, and 5 at level 12.
- Level 5: Alchemical Savant
- When you cast a Alchemist spell, you add your Intelligence modifier (minimum +1) to the roll that restores hit points or deals acid, fire, necrotic, or poison damage.
- Level 9: Restorative Reagents: Fortify
- A creature who drinks an Potion you create gains 15 temporary hit points.
- Level 9: Restorative Reagents: Restore
- You always have the Lesser Restoration spell prepared and can cast it without expending a spell slot. You can use this ability a number of times equal to your Intelligence modifier (minimum of once), and all uses are restored after a long rest.
- Level 11: Chemical Matery
- Alchemical Eruption: When you cast an Artificer spell that deals Acid, Fire, Necrotic, or Poison damage to a target, you can also deal 1d6 Force damage to that target.
- Chemical Resistance: You gain resistance to Acid damage and Poison damage.
Armorer

An Artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the Artificer’s magic, unleash potent attacks, and generate a formidable defense.
- Subclass Spells (Always prepared)
- Level 3: Magic Missile, Thunderwave
- Level 5: Mirror Image, Shatter
- Level 9: Hypnotic Pattern, Lightning Bolt
- Level 3: Arcane Armor
- Customize your Arcane Armor by choosing one of three models: Dreadnaught, Guardian, or Infiltrator. Each model grants you unique benefits while you wear the armor. In addition, every model includes a special weapon that allows you to use your Intelligence modifier for attack and damage rolls. You can change the armor’s model whenever you finish a short or long rest.
- Armor Model: Dreadnaught
- Dreadnaught is an armor model designed to make you a powerful force in battle, featuring an Armor Flail weapon with reach that deals 1d10 bludgeoning damage plus your ability modifier, the ability to enlarge your armor for 1 minute to increase your reach and size as a bonus action, and the option to push or pull smaller creatures up to 10 feet when you hit them with the flail.
- When you reach 11th level as an artificer, your Armor Flail deals 2d6 bludgeoning damage. Additionally, when you use your Giant Stature, your reach increases by 10 feet, and you gain a flying speed equal to your walking speed.
- Armor Model: Guardian
- Guardian is an armor model designed for frontline combat, featuring Thunder Gauntlets that deal 1d8 thunder damage plus your ability modifier and cause hit creatures to have disadvantage on attacks against others, and a Defensive Field that lets you gain temporary hit points as a bonus action when you are bloodied, which are lost if you remove the armor.
- When you reach 11th level as an artificer, your Thunder Gauntlets deal 1d10 thunder damage. When a creature enters your reach, you can use your reaction to make an attack against it with your Thunder Gauntlets.
- Armor Model: Infiltrator
- Infiltrator is an armor model designed for stealth, featuring a Lightning Launcher that deals 1d6 lightning damage plus your ability modifier and can be thrown long distances, and dealing damage using this weapon, they gain Lightning Charges., increased speed by 5 feet, and advantage on Dexterity (Stealth) checks.
- When you reach 11th level as an artificer, your Lightning Launcher deals 2d6 lightning damage. A creature that takes damage from this weapon has disadvantage on its next attack roll.
- Level 5: Extra Attack
- Level 9: Armor Replication
- You learn an additional plan for your Replicate Magic Item feature, which is an armor plan.
- Level 11: Perfected Armor
- Your Arcane Armor gains additional benefits based on its model.
Artillerist

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.
- Subclass Spells (Always prepared)
- Level 3: Shield, Thunderwave
- Level 5: Scorching Ray, Shatter
- Level 9: Fireball, Slow
- Level 3: Eldritch Cannon
- You can create a Eldritch Cannon. You can have only one cannon at a time and must finish a Long Rest or expend a spell slot to create another.
- Arcane Refueling
- Creates an Eldritch Cannon resource that allows you to summon an additional Eldritch Cannon by expending a spell slot.
- Flamethrower
- Breathes fire in a 15-foot cone. Targets must make a Dexterity save, taking 2d8 fire damage on a fail (half on success).
- Force Ballista
- Makes a ranged spell attack. On hit, deals 2d8 force damage and pushes a creature 5 feet.
- Protector
- Grants itself and nearby allies (within 10 feet) temporary hit points equal to 1d8 + Intelligence modifier.
- Level 5: Arcane Firearm
- You can turn your spellcasting focus into an arcane firearm by carving magical sigils into it. When you cast an Artificer spell, you add 1d8 to one of the spell’s damage rolls.
- Level 9: Explosive Cannon
- Your cannon’s damage rolls increase by 1d8. You can use a Reaction to make it explode. Creatures within 20 feet must make a Dexterity save or take 3d10 force damage (half on success).
- You can detonate your Eldritch Cannon.
- Level 11: Fortified Position
- You can have up to two cannons at once.
Battle Smith

A Battle Smith is a combination of protector and medic, an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a Steel Defender, a protective companion of their own creation.
- Subclass Spells (Always prepared)
- Level 3: Heroism, Sheild
- Level 5: Branding Smite, Warding Bond
- Level 9: Aura of Vitality, Conjure Barrage
- Level 3: Arcane Empowerment
- When you make an attack with a weapon, you can use your Intelligence modifier instead of your Strength or Dexterity modifier for the attack and damage rolls.
- Level 3: Steel Defender
- You create a Steel Defender, a mechanical companion.
- Deflect Attack
- Impose Disadvantage on an attack against your allies when you are within 10ft.
- Level 5: Extra Attack
- Level 9: Arcane Jolt
- You and your Steel Defender share Arcane Jolt, allowing you to unleash destructive power and healing ability.
- Destructive Energy
- When you hit a target with an attack roll using a weapon, or when your Steel Defender hits a target, you can channel magical energy through the strike, causing the target to take an extra 2d6 force damage.
- Restorative Energy
- You or your Steel Defender can restore 2d6 hit points to one creature.
- Level 11: Improved Defender
- Your Arcane Jolt and Steel Defender become more powerful. The extra damage and healing from Arcane Jolt both increase to 3d6. Additionally, whenever your Steel Defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 plus your Intelligence modifier.
Barbarian

- Level 1: Rage
- You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. Take a Bonus Action to extend your Rage.
- Level 2: Reckless Attack
- You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.
- Level 7: Feral Instinct
- Your instincts are so honed that you have Advantage on Initiative rolls (+5). Take to enter your Rage, you can Move up to half your Speed.
- Level 9: Brutal Strike
- Forceful Blow: When hit the target, it takes an extra 1d10 damage and be pushed 15 feet straight away from you. Then you can move without provoking Opportunity Attacks.
- Hamstring Blow: When hit the he target, it takes an extra 1d10 damage and it’s speed is reduced by 15 feet until the start of your next turn.
- Level 11: Relentless Rage
- Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don’t die outright, your Hit Points instead change to a number equal to twice your Barbarian Level.
- Level 12: Persistent Rage
- Your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor.
Path of the Berserker

- Level 3: Frenzy
- If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.
Path of the Wild Heart

- Level 3: Rage of the Wilds
- Your Rage taps into the primal power of animals. Whenever you activate your Rage, you gain one of the follwing options of your choice.
Path of the World Tree

Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree’s magic for vitality and as a means of dimensional travel.
- Level 3: Vitality of the Tree
- Your Rage taps into the life force of the World Tree. You gain the following benefits.
- Level 3: Vitality Surge
- When you activate your Rage, you gain a number of Temporary Hit Points equal to your Barbarian Level.
- Level 3: Life-Giving Force
- At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Damage bonus, and add them together.
- Level 6: Branches of the Tree
- Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or be pulled it closer to the caster. After the target pulled, you can reduce its Speed to 0 until the end of the current turn.
- Level 10: Battering Roots
- During your turn, your reach is doubled with any Melee weapon, as tendrils of the World Tree extend from you. When you hit with such a weapon on your turn, you can activate the Push and Topple mastery property in addition to a different mastery property you’re using with that weapon.
Path of the Zealot

Barbarians who walk the Path of the Zealot receive boons from a god or pantheon. These Barbarians experience their Rage as an ecstatic episode of divine union that infuses them with power. They are often allies to the priests and other followers of their god or pantheon.
- Level 3: Divine Fury
- You can channel divine power into your strikes. On each of your turns while your Rage is active, the first creature you hit with a weapon or an Unarmed Strike takes extra damage equal to 1d6 plus half your Barbarian Level (round down). The extra damage is Necrotic or Radiant; you choose the type each time you deal the damage.
- Level 3: Warrior of the Gods
- A divine entity helps ensure you can continue the fight. You have a pool of four d12s that you can spend to heal yourself. As a Bonus Action, you can expend dice from the pool, roll them, and regain a number of Hit Points equal to the roll’s total. Your pool regains all expended dice when you finish a Long Rest. The pool’s maximum number of dice increases by one when you reach Barbarian Levels 6 (5 dice), 12 (6 dice), and 17 (7 dice).
- Level 6: Fanatical Focus
- Once per active Rage, if you fail a saving throw, you can reroll it with a bonus equal to your Rage Damage bonus, and you must use the new roll.
- Level 10: Zealous Presence
- As a Bonus Action, you unleash a battle cry infused with divine energy. Creatures within 60 feet of you gain Advantage on attack rolls and saving throws for 2 turns. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.
Bard

- Level 1: Bardic Inspiration
- Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- Level 5: Font of Inspiration
- You can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
- Level 10: Magical Secrets
- You’ve learned secrets from various magical traditions. Whenever you reach a Bard Level (including this Level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you (see a class’s section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.
College of Dance

Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow through the motions of the smallest creatures. These Bards practice a way of being in harmony with the whirling cosmos that emphasizes agility, speed, and grace.
- Level 3: Dazzling Footwork
- While you aren’t wearing armor or wielding a Shield, you gain the following benefits. You have Advantage on Performance check.
- Level 3: Unarmored Defense
- Your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
- Level 3: Agile Strikes
- When you expend a use of your Bardic Inspiration as part of an action, a Bonus Action, or a Reaction, you can make one Unarmed Strike as part of that action, Bonus Action, or Reaction.
- Level 3: Bardic Damage
- You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier, instead of the strike’s normal damage. This roll doesn’t expend the die.
- Level 6: Inspiring Movement
- When an enemy you can see ends its turn within 5 feet of you, you can take a Reaction and expend one use of your Bardic Inspiration to move up to half your Speed. Then one ally of your choice within 30 feet of you can also move up to half their Speed using their Reaction. None of this feature’s movement provokes Opportunity Attacks.
- Level 6: Extra Attack (Homebrew)
- Level 6: Tandem Footwork
- When you roll Initiative, you can expend one use of your Bardic Inspiration if you don’t have the Incapacitated condition. When you do so, roll your Bardic Inspiration die; you and each ally within 30 feet of you who can see or hear you gains a bonus to Initiative equal to the number rolled.
- Level 12: Leading Evasion
- 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. You can’t use this feature if you have the Incapacitated condition.
College of the Moon

The College of the Moon, rooted in the ancient druidic circles of the Moonshae Isles, empowers its Bards to chronicle island stories. These Bards use Fey magic and moonwell power to aid allies, protect nature, and create works based on Moonshae myths like fairy pranks, the Beast, and moonwell mysteries.
- Level 3: Moonshae Folktales
- As a Magic action, you can invoke the power of a folktale, imbuing yourself with primal magic until you use this feature again. When you use this feature, choose which of the following folktales you invoke; your choice gives you certain benefits while this magic is active.
- Tale of Life
- When you invoke the Tale of Life, you tap into the essence of vitality and the thriving earth. This allows you to enhance your healing magic. Once per turn, when you restore Hit Points to a creature with a spell, you can expend one of your Bardic Inspiration dice. When you do, roll that Bardic Inspiration die, and add the result to the number of Hit Points restored by your spell.
- Tale of Gloam
- When you invoke the Tale of Gloam, you channel the power of mystery and secrets. This enhances your ability to support allies while remaining elusive. When you use your Bonus Action to give a creature a Bardic Inspiration die, you can also take the Disengage or Hide action as part of that same Bonus Action.
- Tale of Mirth
- When you invoke the Tale of Mirth, you embody merriment and fey trickery. This allows you to subtly undermine your enemies’ successes. When an enemy you can see within 60 feet of you succeeds on a saving throw, you can use your Reaction to expend one of your Bardic Inspiration dice. That creature must then roll the Bardic Inspiration die and subtract the result from their saving throw’s total, potentially causing the save to fail.
- Level 3: Primal Lorist
- Nature’s Cantrip: You also learn one cantrip of your choice from the Druid spell list. Skilled in the Wilds: You gain proficiency in one of the following skills, reflecting your enhanced connection to the natural world or its inhabitants: Animal Handling, Insight, Medicine, Nature, Perception, or Survival.
- Level 6: Blessing of the Moonwells
- You always have Moonbeam prepared. While you are casting Moonbeam, you can choose another creature you can see within 60 feet to regain Hit Points.
- Level 12: Bolstered Folktales
- When you use your Tale of Life or Tale of Mirth, you restore one expended Bardic Inspiration die. Additionally, when you use your Tale of Gloam, you can teleport up to 30 feet to an unoccupied space you can see as part of the same bonus action.
College of Glamour

- Level 3: Beguiling Magic
- You always have the Charm Person and Mirror Image spells prepared. Additionally, immediately after casting an Enchantment or Illusion spell using a spell slot, you can expend one use of your Bardic Inspiration to force a creature you can see within 60 feet to make a Wisdom saving throw against your spell save DC. On a failed save, the target is Charmed or Frightened (your choice) for 1 minute.
- Level 12: Unbreakable Majesty
- You can assume a magically majestic presence for 1 minute. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a Charisma saving throw against your spell save DC, or the attack misses instead.
College of Lore

- Level 6: Magical Discoveries
- You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class’s section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table. You always have the chosen spells prepared, and whenever you gain a Bard Level, you can replace one of the spells with another spell that meets these requirements.
- Level 12: Peerless Skill
- You restore 1 Bardic Inspiration at the start of your turn in combat.
College of Sword

- Level 3: Blade Flourish
- 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.
- Level 6: Extra Attack
- You can attack twice instead of once whenever you take the Attack action on your turn.
- Level 6: Weapon Mastery
- Level 12: Master’s Flourish
- Whenever you use a Blade Flourish option, you regain 1 Bardic Inspiration per turn.
College of Valor

- Level 6: Extra Attack
- You can attack twice instead of once whenever you take the Attack action on your turn. In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.
- Level 6: Weapon Mastery
- Level 12: Battle Magic
- After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.
Cleric

- Level 1: Divine Order
- You have dedicated yourself to one of the following sacred roles of your choice.
- Protector: Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.
- Thaumaturge: You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you +3 bonus to your Arcana and Religion checks.
- Level 2: Channel Divinity
- You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach Level 6.
- Level 2: Divine Spark
- You point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage. You roll an additional d8 when you reach Levels 5 (2d8) and 10 (3d8).
- Level 7: Blessed Strikes
- Divine power infuses you in battle. You gain one of the following options of your choice.
- Divine Strike: Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).
- Potent Spellcasting: Add your Wisdom modifier to the damage you deal with any Cleric cantrip.
- Level 12: Improved Blessed Strikes
- The option you chose for Blessed Strikes grows more powerful.
- Divine Strike. The extra damage of your Divine Strike increases to 2d8.
- Potent Spellcasting. When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting 10 Temporary Hit Points.
Arcana Domain

Magic suffuses the multiverse, fueling both destruction and creation. Clerics with this domain view magical knowledge not as power to be used for personal gain, but as a gift they have a responsibility to share. Gods associated with the Arcana Domain intimately know the secrets and potential of magic. These gods are often connected to knowledge, as learning and arcane power tend to go hand-in-hand, or to secrecy or ultimate power.
- Domain Spells (Always prepared)
- Level 3: Magic Missile, Chromatic Orb, Magic Weapon, Mirror Image
- Level 5: Counterspell, Haste
- Level 7: Dimension Door, Banishment
- Level 9: Bigby’s Hand, Planar Binding
- Level 3: Arcane Initiate
- 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.
- Level 3: Modify Magic
- You can use your Channel Divinity to alter your spells as you cast them. When you cast a spell, you can expend one use of your Channel Divinity to change it.
- Fortifying Spell
- One target of the spell gains a number of Temporary Hit Points equal to 2d8 plus your Cleric level.
- Tenacious Spell
- When you cast a spell that forces a creature to make a saving throw, choose one target of the spell you can see. Roll 1d6 and apply the number rolled as a penalty to that target’s saving throw.
- Level 6: Dispelling Recovery
- 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.
- Level 6, 8, 10, 12: Arcane Mastery
- You choose a spell from the wizard spell list. 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.
Death Domain

- Domain Spells (Always prepared)
- Level 9: Enervation, Danse Macabre
- Level 3: Reaper
- The same object cannot be selected as an additional target.
Knowledge Domain

- Domain Spells (Always prepared)
- Level 3: Command, Sleep, Calm Emotions, Mind Spike
- Level 5: Counter Spell, Slow
- Level 7: Confusion, Banishment
- Level 9: Telekinesis, Synaptic Static
- Level 3: Mind Magic
- You can expend one use of Channel Divinity to cast a prepared spell from the Knowledge Domain Spells table without using a spell slot.
Life Domain

- Domain Spells (Always prepared)
- Level 3: Bless, Cure Wounds, Aid, Lesser Restoration
- Level 5: Mass Healing Word, Revivify
- Level 7: Death Ward
- Level 9: Greater Restoration, Mass Cure Wounds
- Level 3: Disciple of Life
- When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot’s level.
- Level 3: Preserve Life
- As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.
- Level 6: Blessed Healer
- The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot’s level.
Light Domain

- Domain Spells (Always prepared)
- Level 3: Burning Hands, Faerie Fire, Scorching Ray, See Invisibility
- Level 5: Daylight, Fireball
- Level 7: Arcane Eye, Wall of Fire
- Level 9: Flame Strike
- Level 3: Warding Flare
- When a creature that you can see within 30 feet of yourself makes an attack roll, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses. 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.
- Level 6: Improved Warding Flare
- You regain all expended uses of your Warding Flare when you finish a Short or Long Rest. In addition, whenever you use Warding Flare, you can give the target of the triggering attack a number of Temporary Hit Points equal to 2d6 plus your Wisdom modifier.
Trickery Domain

- Domain Spells (Always prepared)
- Level 3: Charm Person, Disguise Self, Invisibility, Pass without Trace
- Level 5: Hypnotic Pattern, Fear
- Level 7: Confusion, Dimension Door
- Level 9: Dominate Person, Seeming
- Level 2: Invoke Duplicity
- No concentration required. As a Bonus Action, you can expend one use of your Channel Divinity to create an illusion of yourself. You can move or resummon it for 1 minute.
- Level 3: Blessing of the Trickster
- No concentration required. You can target yourself.
- Level 6: Trickster’s Transposition
- Whenever you take the Bonus Action to create or move the illusion of your Invoke Duplicity, you can teleport, swapping places with the illusion.
War Domain

- Domain Spells (Always prepared)
- Level 3: Guiding Bolt, Shield of Faith, Magic Weapon, Spiritual Weapon
- Level 5: Crusader’s Mantle, Spirit Guardians
- Level 7: Fire Shield, Freedom of Movement
- Level 9: Hold Monster, Steel Wind Strike
- Level 3: Guided Strike
- When you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit.
- Level 3: Improved Guided Strike
- When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature’s attack roll, you must take a Reaction to do so.
- Level 3: War Priest
- As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.
- Level 6: War God’s Blessing
- You can expend a use of your Channel Divinity to cast Shield of Faith or Spiritual Weapon rather than expending a spell slot. When you cast either spell in this way, the spell doesn’t require Concentration.
Druid

- Level 1: Primal Order
- You have dedicated yourself to one of the following sacred roles of your choice.
- Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.
- Magician. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you +3 bonus to your Arcana and Religion checks.
- Level 2: Wild Shape
- The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach Druid Level 6.
- Level 2: Wild Companion
- You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can cast the Find Familiar spell once per short rest.
- Level 5: Wild Resurgence
- Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).
- Level 7: Elemental Fury
- The might of the elements flows through you. You gain one of the following options of your choice.
- Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip.
- Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).
- Level 12: Improved Elemental Fury
- The option you chose for Elemental Fury grows more powerful, as detailed below.
- Potent Spellcasting. When you cast a Druid cantrip with a range of 10 feet or greater, the spell’s range increases by 300 feet.
- Primal Strike. The extra damage of your Primal Strike increases to 2d8.
Circle of the Dream

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 blur together and where the weary can find rest.
- Circle Spells (Always prepared)
- Level 3: Charm Person, Sleep
- Level 3: Misty Step, Pass Without Trace
- Level 5: Summon Fey, Mass Healing Word
- Level 7: Confusion, Dimension Door
- Level 9: Conjure Elemental, Mass Cure Wounds
- Level 3: Balm of the Summer Court
- 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 60 feet of you and spend a number of those dice. 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 hit point per die spent. You regain all expended dice when you finish a long rest.
- Level 6: Hearth of Moonlight and Shadow
- Home can be wherever you are. You can invoke the shadowy power of the Gloaming Court to help guard your respite. You and your allies gain the effect of a short rest, and until your next long rest, you gain a +5 bonus to Stealth and Perception checks.
- Level 10: Hidden Paths
- Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 30 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 90 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.
Circle of the Land

- Circle of the Land Spells
- Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. You have the spells listed for your Druid Level and lower prepared.
- Arid Land
- Level 1: Fire Bolt, Burning Hands
- Level 3: Blur
- Level 5: Fireball
- Level 7: Blight
- Level 9: Wall of Stone
- Polar Land
- Level 1: Ray of Frost, Fog Cloud
- Level 3: Hold Person
- Level 5: Sleet Storm
- Level 7: Ice Storm
- Level 9: Cone of Cold
- Temperate Land
- Level 1: Shocking Grasp, Sleep
- Level 3: Misty Step
- Level 5: Lightning Bolt
- Level 7: Freedom of Movement
- Level 9: Mass Cure Wounds
- Tropical Land
- Level 1: Acid Splash, Ray of Sickness
- Level 3: Web
- Level 5: Stinking Cloud
- Level 7: Polymorph
- Level 9: Insect Plague
- Level 3: Land’s Aid
- As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid Levels 10 (3d6).
- Level 10: Nature’s Ward
- You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature.
- Arid Land: Fire
- Polar Land: Cold
- Temperate Land: Lightning
- Tropical Land: Poison
Circle of the Moon

- Circle Spells (Always prepared)
- Level 3: Starry Wisp, Cure Wounds
- Level 3: Moonbeam
- Level 5: Call Lightning
- Level 7: Fount of Moonlight
- Level 9: Mass Cure Wounds
- Level 6: Improved Circle Forms
- While in a Wild Shape form, You can add your Wisdom modifier to your Constitution saving throws.
- Level 10: Moonlight Step
- YMoonlightStepChargeu magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Circle of the Sea

Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature’s wrath, seeking vengeance against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.
- Circle Spells (Always prepared)
- Level 3: Ray of Frost, Fog Cloud, Thunderwave
- Level 3: Gust of Wind, Shatter
- Level 5: Lightning Bolt, Sleet Storm
- Level 7: Ice Storm, Storm Sphere
- Level 9: Conjure Elemental, Hold Monster
- Level 3: Wrath of the Sea
- As a Bonus Action, you can expend a use of your Wild Shape to manifest a 10-foot Emanation that takes the form of ocean spray that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the Incapacitated condition.
- When you manifest the Emanation and as a Bonus Action on your subsequent turns, you can choose another creature you can see in the Emanation. The target must succeed on a Constitution saving throw against your spell save DC or take Cold damage and, if the creature is Large or smaller, be pushed up to 15 feet away from you. To determine this damage, roll a number of d6s equal to your proficiency bonus.
- Level 6: Aquatic Affinity
- The size of the Emanation created by your Wrath of the Sea increases to 20 feet. In addition, if a target of the damage succeeds on a saving throw, it takes half damage.
- Level 10: Stormborn
- Your Wrath of the Sea confers two more benefits while active, as detailed below.
- Flight: You gain a Fly Speed equal to your Speed.
- Resistance: You have Resistance to Cold, Lightning, and Thunder damage.
Circle of the Star

- Level 3: Starry Form
- 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, you can treat a roll of 9 or lower on the d20 as a 10.
Fighter

- Level 1: Second Wind
- You can use this feature twice. You regain one expended use when you finish a short rest, and you regain all expended uses when you finish a long rest. When you reach Fighter Level 4, you gain 1 additional use of this feature. At Level 10, you gain 4 uses.
- Level 2: Tactical Mind
- You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success.
- Level 5: Tactical Shift
- Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
- Level 9: Indomitable
- If you fail a saving throw, add a bonus equal to your Fighter Level. You can’t use this feature again until you finish a Long Rest.
Battle Master

- Level 3: Combat Superiority
- You can use only one maneuver per attack.
- Ambush
- You can expend one Superiority Die to gain a +5 bonus to your next initiative roll.
- Bait and Switch
- Expend one Superiority Die to swap positions with a creature within 5 feet of you. Then, grant either that creature or yourself a +5 bonus to AC until the start of your next turn.
- Lunging Attack
- You take the Dash action. Then, charge forward and attack the first enemy in your way.
- Evasive Footwork
- As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.
- Parry
- When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).
- Precision Attack
- When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.
- Level 3: Student of War
- You gain proficiency in one skill of your choice from the skills available to Fighters.
- Level 7: Know You Enemy
- As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself.
- Level 12: Relentless Superiority
- Once per turn, you regain expended a Superiority Die.
Champion

- Level 3: Remarkable Athlete
- Immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
- Once per turn, by expending 2 meters of your movement speed, you can jump up to your maximum jump distance.
- Level 7: Additional Fighting Style
- You gain another Fighting Style feat of your choice.
- Level 10: Heroic Warrior
- During combat, you can give yourself Heroic Inspiration whenever you start your turn. You can expend it to reroll any die immediately after rolling it, and you must use the new roll.
- Level 12: Superior Critical
- Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.
Eldritch Knight

Eldritch Knights and Arcane Tricksters now learn their spells from the wizard spell list, without restriction by school of magic.
- Level 3: War Bond
- You can have up to two bonded weapons.
- Level 7: War Magic
- When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.
- Level 12: Arcane Charge
- When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see.
Psi Warrior

Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force.
- Level 3: Psionic Power
- You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel powers you have from this subclass. The Psi Warrior Energy Dice table shows the die size and number of these dice you have when you reach certain Fighter Level. You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.
- Psi Warror Energy Dice
- Fighter Level: 3, Size: D6, Number: 4
- Fighter Level: 5, Size: D8, Number: 6
- Fighter Level: 9, Size: D8, Number: 8
- Fighter Level: 11, Size: D10, Number: 8
- Protective Field
- When you or another creature you can see within 30 feet of you takes damage, you can take a 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 yourself 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 a Magic action, choose one target you can see within 30 feet of yourself; the target must be a loose object that is Large or smaller or one willing creature other than you. You transport the target up to 30 feet to an unoccupied space you can see. Alternatively, if the target is a Tiny object, you can transport it to or from your hand. 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 (no action required) to restore your use of it.
- Level 7: Telekinetic Adept
- You have mastered new ways to use your telekinetic abilities, detailed below.
- Psi-Powered Leap. As a Bonus Action, you gain a Fly Speed equal to twice your 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 (no action required) to restore your use of it.
- Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus). On a failed save, you can give the target the Prone condition or transport it up to 10 feet horizontally.
- Level 10: Guarded Mind
- You have Resistance to Psychic damage. Moreover, if you start your turn with the Charmed or Frightened condition, you can expend a Psionic Energy Die (no action required) and end every effect on yourself giving you those conditions.
- Level 12: Bulwark of Force
- You can shield yourself and others with telekinetic force. As a Bonus Action, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures has +2 bonus to AC and Dexterity saving throws for 1 minute or until you have the Incapacitated condition. Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
Purple Dragon Knight

The Purple Dragon Knights are paragons of valor and leadership who ally themselves with amethyst dragons. These knights strive to protect the innocent and inspire their fellow adventurers to champion the causes of justice and freedom.
Although the Purple Dragons were originally founded in Cormyr, new recruits are now drawn from any realm where chivalry thrives, including the Silver Marches, Damara, and Chessenta.
- Level 3: Rallying Cry
- 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.
- Level 3: Knightly Envoy
- You gain Expertise in the Persuasion skill. You gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
- Level 3: Purple Dragon Companion
- You are bonded with an amethyst dragon hatchling that serves as your purple dragon companion and uses the Purple Dragon Companion stat block. The purple dragon is Friendly to you and your allies and obeys your commands.
- Level 7: Dragon Knight
- Your Purple Dragon Companion grows mightier, and you can mount your Purple Dragon Companion to fly.
- Level 10: Rallying Surge
- When you use your Action Surge feature, you can choose three creatures within 30 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.
- Level 12: Bulwark
- You can extend the benefit of your Indomitable feature to an ally.
Rune Knight

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.
- Level 3: Rune Carver
- You can use magic runes to enhance your gear. You learn two runes of your choice. When you reach certain levels in this class, you learn additional runes (Fighter Level 7 and 10).
- Cloud Rune
- You have advantage on Sleight of Hand checks and Deception checks.
- When you are hit by an attack roll, you can use your reaction to invoke the rune. For the next 2 turns, the attacker targets the nearest creature other than you.
- Fire Rune
- You have advantage on Athletics checks and Perception checks.
- When you hit a creature with a weapon attack, you can invoke the rune to deal an extra 2d6 fire damage and force the target to make a Strength saving throw. On a failed save, the target is restrained for 1 minute and 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, ending the effect on a success.
- Frost Rune
- You have advantage on Animal Handling checks and Intimidation checks.
- You can use a bonus action to invoke the rune and gain +2 to AC, Strength and Constitution ability checks, and saving throws for 10 minutes.
- Stone Rune
- You have advantage on Insight checks. You have darkvision up to 120 feet.
- As a bonus action, you can invoke the rune to target one creature within 30 feet.The target must make a Constitution saving throw or be petrified and incapacitated with a speed of 0 for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Hill Rune (Fighter Level 7)
- You have advantage on saving throws against poison and resistance to poison damage.
- As a bonus action, you can invoke the rune to gain resistance to bludgeoning, piercing, and slashing damage for 1 minute.
- Storm Rune (Fighter Level 7)
- As a bonus action, you can invoke the rune to enter a prophetic state for 1 minute or until you become incapacitated. While in this state, when you or a creature you can see within 60 feet makes an attack roll or a saving throw, you can use your reaction to grant advantage or disadvantage on that roll.
- You have advantage on Arcana checks. You can’t be surprised.
- Level 3: Giant’s Might
- You can cast Enlarge on yourself up to twice, regaining all uses after a long rest. At fighter level 5, you gain 1 additional use, and at level 9, you have a total of 4 uses.
- Level 7: Runic Shield
- When a creature you can see within 60 feet is hit by an attack roll, you can use this reaction to impose disadvantage. You can do this three times, and you regain all uses after a long rest. At Fighter level 9, you gain 1 additional use.
- Level 10: Great Stature
- The extra damage you deal with your Giant’s Might feature increases to 1d8.
- Level 12: Master of Runes
- You can invoke each rune from your Rune Carver feature twice instead of once, regaining all uses after a short or long rest.
Monk

- Level 1: Bonus Unarmed Strike
- You can make an Unarmed Strike as a Bonus Action.
- Level 1: Martial Arts Die
- You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk Levels, as shown in the Martial Arts column of the Monk Features table.
- Level 1: Dexterous Attacks
- You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons.
- Level 2: Monk’s Focus
- Flurry of Blows. You can expend 1 Ki-Point to make two Unarmed Strikes as a Bonus Action.
- Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Ki-Point to take both the Disengage and the Dodge actions as a Bonus Action.
- Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Ki-Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
- Level 3: Deflect Attacks
- When a melee attack roll hits you and deals bludgeoning, piercing, or slashing damage, you can use your reaction to reduce the damage you take. The amount reduced equals 1d10 + your Dexterity modifier + your Monk level. Additionally, you can spend 1 Ki point to redirect some of the attack’s force. The attacking creature must succeed on a Dexterity saving throw or take damage equal to your Martial Arts die + your Dexterity modifier.
- Level 10: Heightened Focus
- Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.
- Flurry of Blows. You can expend 1 Ki-Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.
- Patient Defense. When you expend a Ki-Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.
- Level 12: Disciplined Survivor
- Your physical and mental discipline grant you proficiency in all saving throws.
Warrior of Mercy

Warriors of Mercy manipulate the life force of others. These Monks are wandering physicians, but they bring a swift end to their enemies. They often wear masks, presenting themselves as faceless bringers of life and death.
- Level 3: Hand of Harm
- Once per turn when you hit a creature with an Unarmed Strike and deal damage, you can expend 1 Ki-Point to deal extra Necrotic damage equal to one roll of your Martial Arts die plus your Wisdom modifier.
- Level 3: Hand of Healing
- As a Bonus action, you can expend 1 Ki-Point to touch a creature and restore a number of Hit Points equal to a roll of your Martial Arts die plus your Wisdom modifier.
- Level 3: Implements of Mercy
- You gain proficiency in the Insight and Medicine skills and proficiency with the Herbalism Kit.
- Level 6: Physician’s Touch
- Your Hand of Harm and Hand of Healing improve, as detailed below. Hand of Harm. When you use Hand of Harm on a creature, you can also give that creature the Poisoned condition until the end of your next turn. Hand of Healing. When you use Hand of Healing, you can also end one of the following conditions on the creature you heal: Blinded, Paralyzed, Poisoned, or Stunned.
- Level 11: Flurry of Healing and Harm
- When you use Flurry of Blows, you can replace each of the Unarmed Strikes with a use of Hand of Healing without expending Ki-Points for the healing. In addition, when you make an Unarmed Strike with Flurry of Blows and deal damage, you can use Hand of Harm with that strike without expending a Ki-Point for Hand of Harm. You can still use Hand of Harm only once per turn. You can use these benefits a total number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Warrior of Shadow

- Level 3: Darkness
- You can expend 1 Ki-Point to cast the Darkness spell without spell components. You can see within the spell’s area when you cast it with this feature. While the spell persists, you can move its area of Darkness to a space within 60 feet of yourself at the start of each of your turns.
- Level 3: Darkvision
- Level 11: Improved Shadow Step
- You can draw on your Shadowfell connection to empower your teleportation. When you use your Shadow Step, you can expend 1 Ki-Point to remove the requirement that you must start and end in Dim Light or Darkness for that use of the feature. As part of this Bonus Action, you can make an Unarmed Strike immediately after you teleport.
Warrior of the Elements

- Level 3: Elemental Attunement
- You can expend 1 Ki Point to imbue yourself with elemental energy. The energy lasts for 10 minutes. You gain the following benefits while this feature is active.
- Reach
- When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.
- Elemental Strikes
- Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type.
- When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet away from you, as elemental energy swirls around it.
- Level 6: Elemental Burst
- You can expend 2 Ki Points to cause elemental energy to burst in a 12-foot-radius Sphere centered on a point within 60 feet of yourself. Choose a damage type: Acid, Cold, Fire, Lightning, or Thunder. Each creature in the Sphere must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage.
- Level 11: Stride of the Elements
- While your Elemental Attunement is active, you also have a Fly Speed equal to your Speed.
Way of the Kensei

Monks of the Way of the 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.
- Level 3: Kensei Weapons
- You gain proficiency with daggers, sickles, rapiers, scimitars, shortswords, longswords, shortbows, and longbows.
- Level 3: Agile Parry
- If you make a melee attack with a kensei weapon on your turn, you gain a +2 bonus to AC until the start of your next turn, while holding the weapon and not incapacitated.
- Level 3: Kensei’s Shot
- As a bonus action, you can deal an extra 1d4 damage with ranged kensei weapon attacks until the end of the turn.
- Level 6: Magic Kensei Weapons
- Your attacks made with kensei weapons ignore both magical and nonmagical resistance.
- Level 6: 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.
- Level 11: Sharpen the Blade
- As a bonus action, you can expend up to 3 ki points to grant a kensei weapon you touch a bonus to attack and damage rolls equal to the number of ki points spent. This bonus lasts for 1 minute.
Paladin

- Level 1: Spell Casting
- Level 1: Lay On Hands
- As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature.
- Level 1: Channel Oath
- You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin Level 6 and 11.
- Level 5: Faithful Steed
- You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.
- You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
- Level 9: Abjure Enemy
- As a Magic action, you can expend one use of this class’s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage.
- Level 11: Radiant Strikes
- Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.
- Level 12: Aura Expansion: Your Aura of Protection is now a 30-foot Emanation.
Oath of Conquest

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.
- Oath Spells (Always prepared)
- Level 3: Armor of Agathys, Command
- Level 5: Hold person, Spiritual weapon
- Level 9: Bestow curse, Fear
- Level 3: Conquering Presence
- You can use your Channel Oath to exude a terrifying presence. You force each creature of your choice that you can see within 30 ft 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.
- Level 3: Guided Strike
- When you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit.
- Level 7: Aura of Conquest
- When a creature is affected by your Aura of Conquest, it must succeed on a Wisdom saving throw or become frightened of you until the end of its next turn. A creature that is frightened while within the aura takes psychic damage equal to half your paladin level at the start of its turn.
Oath of Devotion

- Level 3: Holy Rebuke
- HolyRebuke now applies to both the target and the caster.
- Level 3: Sacred Weapon
- When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.
Oath of the Ancients

- Level 3: Healing Radiance
- Level 3: Nature’s Wrath
- As a Magic action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of yourself must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Level 7: Aura of Warding
- Ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have Resistance to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.
Oath of Glory

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.
- Oath Spells (Always prepared)
- Level 3: Guiding Bolt, Heroism
- Level 5: Enhance Ability, Magic Weapon
- Level 9: Haste, Protection from Energy
- Level 3: Inspiring Smite
- Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and distribute Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Hit Points equals 2d8 plus your Paladin Level, divided among the chosen creatures however you like.
- Level 3: Peerless Athlete
- As a Bonus Action, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal).
- Level 7: Aura of Alacrity
- Your Speed increases by 10 feet. In addition, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn there, the ally’s Speed increases by 10 feet until the end of their next turn.
Oath of the Noble Genies

Paladins who take the Oath of the Noble Genies draw their power from the four elemental genie types: dao (earth), djinn (air), efreet (fire), and marids (water). They channel this elemental energy to unleash powerful and dazzling displays of elemental might.
- Oath Spells (Always prepared)
- Level 3: Chromatic Orb, Thunderous Smite
- Level 5: Mirror Image, Phantasmal Force
- Level 9: Fly, Faseous Form
- Level 3: Elemental Smite
- Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity to invoke one effect.
- Dao’s Crush
- The target is Restrained.
- Djinni’s Escape
- You teleport to an unoccupied space you can see within 30 feet and take on a mist-like form until the end of your next turn.
- Efreeti’s Fury
- The target takes an extra 2d4 Fire damage.
- Marid’s Surge
- The target and creatures in a 10-foot emanation from you must make a Strength saving throw against your spell save DC. On a failed save, the creature is pushed 15 feet straight away from you and becomes Prone.
- Level 3: Genie’s Splendor
- When you’re not wearing Medium or Heavy armor, you gain a bonus to your AC equal to your Charisma modifier (minimum of +1).
- Level 7: Aura of Elemental Shielding
- Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You and your allies have Resistance to that damage type while in your Aura.
Oath of Vengeance

- Level 3: Inquisitors Might
- Level 3: Vow of Enmity
- When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again. If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).
Ranger

- Level 1: Spell Casting
- You can now learn all Ranger spells and prepare them for use.
- Level 1: Favored Enemy
- You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. When you reach Ranger Level 5, you gain 1 additional use of this feature. At Level 9, you gain 4 uses.
- Level 2: Deft Explorer
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Level 6: Roving
- Your Speed increases by 10 feet while you aren’t wearing Heavy armor.
- Level 9: Deft Explorer
- Choose Two of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Level 10: Tireless
- As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- Level 12: Precise Hunter
- You have Advantage on attack rolls against the creature currently marked by your Hunter’s Mark.
Fey Wanderer

Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force.
- Subclass Spells (Always prepared)
- Level 3: Charm Person
- Level 5: Misty Step
- Level 9: Summon Fey
- Level 3: Dreadful Strikes
- You can augment your weapon strikes with mind-scarring magic drawn from the murky 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 Ranger Level 11.
- Level 3: Otherworldly Glamour
- Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). You also gain proficiency in one of these skills of your choice: Deception, Performance, or Persuasion.
- Level 7: Beguiling Twist
- You have Advantage on saving throws to avoid or end the Charmed or Frightened condition. In addition, whenever a creature you can see within 90 feet of you succeeds on a saving throw to avoid or end the Charmed or Frightened condition, you can take a Reaction to force that creature to make a Wisdom save against your spell save DC. On a failed save, the target is Frightened for 1 minute.
- Level 11: Fey Reinforcements
- You can cast Summon Fey without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration.
Gloom Stalker

- Level 3: Dread Ambusher
- Ambusher’s Leap
- At the start of your first turn of each combat, your Speed increases by 10 feet until the end of that turn.
- Dreadful Strike
- When you attack a creature and hit it with a weapon, you can deal an extra 2d6 Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Short Rest.
- Initiative Bonus
- When you roll Initiative, you can add your Wisdom modifier to the roll.
- Level 3: Umbral Sight
- You gain Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness.
- Level 11: Stalker’s Flurry
- The Psychic damage of your Dreadful Strike becomes 2d8. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, the target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.
Hunter

- Level 3: Hunter’s Prey
- You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
- Level 7: Defensive Tactics
- You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
Swarmkeeper

- Level 3: Gathered Swarm
- You can replace the swarm you are interacting with after each long rest.
Winter Walker

Forged in the howling winds and endless snows of Icewind Dale, Winter Walkers are rangers who have embraced the unforgiving cold and made it their ally. These hunters become one with the tundra, their breath forming frost and their gaze as piercing as a shard of ice. Over time, they take on an otherworldly aspect, embodying the very blizzards they walk through.
More than just survivalists, Winter Walkers are experts in the strange and supernatural phenomena that haunt the Far North. They study the ancient, latent magics of shattered Netherese ruins, track elusive creatures such as yetis and crag cats, and prepare for threats rising from the Underdark’s frozen tunnels. Their magic is as cold and cruel as the land they defend.
- Subclass Spells (Always prepared)
- Level 3: Ice Knife
- Level 5: Rime’s Binding Ice
- Level 9: Remove Curse
- Level 3: Frigid Explorer
- You have Resistance to Cold Damage.
- Level 3: Polar Strike
- When you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d4 Cold damage.
- Level 3: Hunter’s Rime
- Ice rimes you and your prey, protecting you and slowing them. When you cast Hunter’s Mark, you gain Temporary Hit Points equal to 1d10 plus your Ranger level. Additionally, while a creature is marked by your Hunter’s Mark, it can’t take the Disengage action.
- Level 7: Fortifying Soul
- You choose a creature. The chosen creature gains temporary hit points equal to 1d10 plus your Ranger level and becomes immune to the Frightened condition for 1 minute. You can use this a number of times equal to your Wisdom modifier (minimum once), regaining all uses after a Long Rest.
- Level 11: Chilling Retribution
- When a creature hits you with an attack roll, you can use a Reaction to force it to make a Wisdom saving throw against your spell save DC; on a failed save, it is Frightened until the end of it’s next turn. You can use this a number of times equal to your Wisdom modifier (minimum once), regaining all uses after a Long Rest.
Rogue

- Level 3: Steady Aim
- As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
- Level 5: Cunning Strike
- When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect.
- Poison (Cost: 1d6)
- You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
- Trip (Cost: 1d6)
- If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6)
- Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
- Level 7: Reliable Talent
- Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
- Level 11: Improved Cunning Strike
- You always benefit from the effect of “Withdraw” from Cunning Strike without spending any damage dice.
- Level 12: Slippery Mind
- Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Arcane Trickster

Arcane Tricksters now learn their spells from the wizard spell list, without restriction by school of magic.
- Level 6: Magical Ambush
- Level 11: Spell Thief
- You can cast Counterspell once per long rest.
Assassin

- Level 3: Assassinate
- Initiative
- You have +5 Bonus on Initiative rolls.
- Surprising Strikes
- During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon’s type equal to your Rogue level.
- Level 3: Assassin’s Tools
- You gain a Disguise Self and Brew Poison.

- Level 6: Roving Aim
- Your Speed isn’t reduced to 0 by using Steady Aim.
- Level 11: Death Strike
- You can gain the bonus Sneak Attack damage from Surprising Strikes on every turn, not just the first turn.
Scion of the Three

A Scion of the Three draws power from a group of malevolent gods known as the Dead Three: Bane, deity of tyranny; Bhaal, deity of violence and murder; and Myrkul, deity of death. While some Rogues of this subclass pledge themselves ardently to those three macabre gods, others find themselves thrust on this path by a curse. Either way, a scion’s power manifests as various occult gifts, as well as an uncanny talent for striking and terrifying foes. Scions of the Three are most common in Baldur’s Gate, where the Dead Three have long competed for influence over mortal hearts. Underground cults to Bane, Bhaal, and Myrkul often count Scions of the Three among their most useful agents.
- Level 3: Bloodthirst
- If your Sneak Attack hits a Bloodied creature, the target takes extra damage of the weapon’s type equal to half your Rogue level. Additionally, when you reduce an enemy’s Hit Points to 0, you can use a Reaction to teleport to an unoccupied space you can see within 30 feet of yourself. You can then make one melee attack. You can use this Reaction a number of times equal to your Intelligence modifier (minimum of once), regaining all expended uses when you finish a Long Rest.
- Level 3: Dread Allegiance
- When you choose one of the Dead Three—Bane, Bhaal, or Myrkul—you gain specific benefits based on your patron. You can change your choice of patron when you finish a Long Rest.
- Dread Allegiance: Bane
- You gain Resistance to Psychic damage and learn the Minor Illusion cantrip.
- Dread Allegiance: Bhaal
- You gain Resistance to Poison damage and learn the Blade Ward cantrip.
- Dread Allegiance: Myrkul
- You gain Resistance to Necrotic damage and learn the Chill Touch cantrip.
- Level 6: Strike Fear
- You gain a new Cunning Strike option: Terrify (Cost: 1d6). The target must succeed on a Wisdom saving throw or become Frightened for 1 minute. A Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Level 9: Battle Tyrant
- You have advantage on attack rolls against any creature that is Frightened.
- Level 11: Murderous Intent
- When you roll your Sneak Attack damage, you can treat a roll of a 1 or 2 on the damage die as a 3.
Soulknife

A Soulknife strikes 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. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.
- Level 3: Psionic Power
- Any features in this subclass that use a Soulknife Energy Die use only the dice from this subclass. Some of your powers expend a Soulknife Energy Die, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your Psionic Energy Dice are all expended. You regain one of your expended Soulknife Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.
- Soulknife Energy Dice
- Rogue Level: 3, Size: D6, Number: 4
- Rogue Level: 5, Size: D8, Number: 6
- Rogue Level: 9, Size: D8, Number: 8
- Rogue Level: 11, Size: D10, Number: 8
- Psi-Bolstered Knack
- If you fail an ability check, you can roll one Soulknife Energy Die and add the number rolled to the check, potentially turning failure into success.
- Psychic Blades
- You can manifest shimmering blades of psychic energy, allowing you to make a melee or ranged attack with a psychic blade by using your reaction.
- Level 6: Soul Blades
- Homing Strikes
- If you make an attack roll and miss the target, you can roll one Soulknife Energy Die and add the number rolled to the attack roll.
- Psychic Teleportation
- As a Bonus Action, you manifest a Psychic Blade, expend one Soulknife Energy Die, and throw the blade at an unoccupied space you can see up to 60 feet away. You then teleport to that space, and the blade vanishes.
- Level 11: Rend Mind
- You unlock the Stun option for Cunning Strike.
Thief

- Level 3: Fast Hands
- You gain expertise in Sleight of Hand and have advantage on your Sleight of Hand checks. Additionally, you do not critically fail on skill checks in which you are proficient.
- You can use a Bonus Action to throw daggers, light hammers, potions, or grenades. Throw attack rolls use Dexterity instead of Strength.
- Level 3: Second-Story Work
- You’ve mastered the art of falling and gain Resistance to Falling damage.
- Your Jump distance is increased by 3m.
- Once per turn, by expending 2 meters of your movement speed, you can jump up to your maximum jump distance.
- Level 6: Supreme Sneak
- Once per turn, you can try to hide without any action point or bonus action point.
- Level 11: Thief’s Reflexes
Sorcerer

- Level 1: Innate Sorcery
- As a Bonus Action, you can unleash the magic for 1 minute, during which you gain the following benefits:
- The spell save DC of your Sorcerer spells increases by 1.
- You have Advantage on the attack rolls of Sorcerer spells you cast.
- You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
- Level 2: Metamagic
- You gain two Metamagic options. You use the chosen options to temporarily modify spells you cast. Whenever you gain a Sorcerer Level, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Sorcerer Level 10.
- Distant Spell (1 Sorcery Point)
- When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.
- Empowered Spell (1 Sorcery Point)
- 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), and you must use the new rolls. You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.
- Extended Spell (1 Sorcery Point)
- When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration. If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.
- Heightened Spell (2 Sorcery Points)
- When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.
- Quickened Spell (2 Sorcery Points)
- When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a Level 1+ spell on the current turn, nor can you cast a Level 1+ spell on this turn after modifying a spell in this way.
- Seeking Spell (1 Sorcery Point)
- If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.
- Twinned Spell (1 Sorcery Point)
- When you cast a spell, such as Charm Person, that can be cast with a higher-Level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective Level by 1.
- Level 5: Sorcerous Restoration
- You can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer Level. Once you use this feature, you can’t do so again until you finish a Long Rest.
- Level 7: Sorcery Incarnate
- If you have no uses of Innate Sorcery left, you can spend 2 Sorcery Points to regain one charge.
Aberrant Sorcery

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. Will this power shine from you as a hopeful beacon to others? Or will you be a terror to those who feel the stab of your mind?
Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm’s warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole’s psionic power is yours. However you acquired this power, your mind is aflame with it.
- Subclass Spells (Always prepared)
- Level 3: Arms of Hadar
- Level 3: Calm Emotions, Detect Thoughts
- Level 5: Hunger of Hadar
- Level 7: Evard’s Black Tentacles, Summon Aberration
- Level 9: Telekinesis
- Level 3: Psionic Sorcery
- When you cast any Level 1+ spell 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 or have a cost specified in it.
- Level 6: Psychic Defenses
- You have Resistance to Psychic damage, and you have Advantage on saving throws to avoid or end the Charmed or Frightened condition.
- Level 11: Revelation in Flesh
- You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 Sorcery Point or more to magically alter your body for 10 minutes. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends.
- Glistening Flight. You gain a Fly Speed equal to your Speed, and you can hover. As you fly, your skin glistens with mucus or otherworldly light.
- See the Invisible. You can see any Invisible creature within 60 feet of yourself that isn’t behind Total Cover. Your eyes also turn black or become writhing sensory tendrils.
- Wormlike Movement. 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, and you can spend 5 feet of movement to escape from nonmagical restraints or the Grappled condition.
Clockwork Sorcery

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 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’s part of a vast and glorious system.
- Subclass Spells (Always prepared)
- Level 3: Protection from Evil and Good
- Level 3: Aid, Lesser Restoration
- Level 5: Counter Spell, Protection from Energy
- Level 7: Freedom of Movement, Summon Construct
- Level 9: Greater Restoration, Wall of Force
- Level 3: Restore Balance
- Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from being affected by Advantage and Disadvantage. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- Level 6: Bastion of Law
- You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As a Magic 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 yourself. 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. The ward lasts until you finish a Long Rest or until you use this feature again.
- Level 11: Trance of Order
- You gain the ability to align your consciousness with 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 a D20 Test, you can treat a roll of 9 or lower on the d20 as a 10. Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.
Draconic Sorcery

- Subclass Spells (Always prepared)
- Level 3: Chromatic Orb, Command
- Level 3: Dragon’s Breath
- Level 5: Fear, Fly
- Level 7: Arcane Eye
- Level 9: Summon Dragon
- Level 3: Draconic Resilience
- While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
- Level 6: Elemental Affinity: Resistance
- You gain Resistance to that damage type associated with your draconic ancestry.
Wildmagic Sorcery

- Subclass Spells (Always prepared)
- Level 3: Magic Missile, Entangle
- Level 3: Enlarge/Reduce, Misty Step
- Level 5: Blink, Counterspell
- Level 7: Polymorph, Dimension Door
- Level 9: Telekinesis, Wall of Stone
- Level 3: Wild Magic Surge
- Level 3: Tides of Chaos
- Once you do so, you must cast a Sorcerer spell with a spell slot or finish a Long Rest before you can use this feature again (This feature is only enabled in turn-based mode).
Spellfire Sorcery

Your innate power stems from the source of magic itself: the Weave. This connection manifests as a rare ability known as spellfire, and you surge with radiant bursts of this raw magic. Your talent with spellfire allows you to heal allies, sear enemies, and absorb powerful spells.
- Subclass Spells (Always prepared)
- Level 3: Cure Wounds, Guiding Bolt, Lesser Restoration, Scorching Ray
- Level 5: Aura of Vitality, Counterspell
- Level 7: Fire Shield, Wall of Fire
- Level 9: Greater Restoration, Flame Strike
- Level 3: Spellfire Burst
- When you cast a spell of 1st level or higher on your turn, you can spend Sorcery Points to unleash one of the following effects. You can do so only once per turn.
- Bolstering Flames
- You or one creature you can see within 30 feet gains Temporary Hit Points equal to 1d4 + your Charisma modifier.
- Radiant Fire
- One creature you can see within 30 feet must make a Dexterity saving throw against your spell save DC. On a failed save, they take 1d6 Fire or Radiant damage (your choice).
- Level 6: Absorb Spells
- Whenever a target fails the saving throw against a Counterspell you cast, you regain 1d4 Sorcery Points.
- Level 11: Honed Spellfire
- Your Spellfire Burst improves
- Bolstering Flames
- You add your Sorcerer level to the Temporary Hit Points gained.
- Radiant Fire
- The damage increases from 1d6 to 3d6.
Storm Sorcery

- Subclass Spells (Always prepared)
- Level 3: Thunderwave, Create or Destroy Water
- Level 3: Gust of Wind, Shatter
- Level 5: Sleet Storm, Call Lightning
- Level 7: Ice Storm, Storm Sphere
- Level 9: Desctructive Wave, Cone of Cold
- Level 3: Tempestuous Magic
Warlock

- Level 2: Magical Cunning
- You regain expended a Pact Magic spell slots. Once you use this feature, you can’t do so again until you finish a Long Rest.
Eldritch Invocations
- Required Warlock Level 1
- Armor Of Shadows
- Don’t need to cast the spell to get benefit.
- Beast Speech:
- Don’t need to cast the spell to get benefit.
- Beguiling Influence
- Eldritch Mind
- You have Advantage on Constitution saving throws that you make to maintain Concentration.
- Pact of the Blade
- Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.
- Pact of The Chain
- Pact of the Tome
- You always have the Hex spell prepared. You can cast Hex without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. (Homebrew)
- Required Warlock Level 2
- Book of Ancient Secrets
- The spell power Level is equal to the Level of the opened Warlock spell slot.
- Eldritch Spear
- The range of your Eldritch Blast increases by half.
- Otherworldly Leap
- You can cast Jump on yourself without expending a spell slot.
- Required Warlock Level 5
- Investment of the Chain Master
- When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, your familiar gains Extra Attack trait. Also it gains additional Hit Points, Saving throw, Armor Class and Damage bonus equal to your Charisma Modifier.
- Thirsting Blade
- You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.
- Gift of the Depths
- You can cast Animate Dead, Haste, and Call Lightning once per Long Rest.
- Ascendant Step
- You can cast Fly on yourself without expending a spell slot.
- Eldritch Smite
- Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per Level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.
- One with Shadows
- While you’re in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.
- Required Warlock Level 9
- Gift of theProtectors
- When any creature you selected is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead.
- Lifedrinker
- Once per turn when you hit a creature with your weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you regain 1d8 + Constitution Modifier.
- Required Warlock Level 12
- Devouring Blade
- The Extra Attack of your invocation confers two extra attacks rather than one.
Archfey Patron

- Subclass Spells (Always prepared)
- Level 3: Faerie Fire, Sleep
- Level 3: Calm Emotions, Misty Step, Phantasmal Force
- Level 5: Blink, Plant Growth
- Level 7: Dominate Beast, Greater Invisibility
- Level 9: Dominate Person, Seeming
- Level 3: Steps of the Fey

- Your patron grants you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. In addition, whenever you cast that spell, you can choose one of the following additional effects.
- Refreshing Step: Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains 1d10 Temporary Hit Points.
- Taunting Step: Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.
- Level 6: Steps of the Fey:
- Disappearing Step: You have the Invisible condition until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell.
- Dreadful Step: Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.
Celestial Patron

Your pact draws on the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or another heavenly entity. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience a hint of the holy light that illuminates the multiverse.
- Subclass Spells (Always prepared)
- Level 3: Cure Wounds, Guiding Bolt, Light, Sacred Flame
- Level 3: Aid, Lesser Restoration
- Level 5: Daylight, Revivify
- Level 7: Guardian of Faith, Wall of Fire
- Level 9: Greater Restoration
- Level 3: Healing Light
- You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Warlock Level. As a Bonus Action, you can heal yourself or one creature you can see within 60 feet of yourself, expending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend, and restore a number of Hit Points equal to the roll’s total. Your pool regains all expended dice when you finish a Long Rest.
- Level 6: Radiant Soul
- You have Resistance to Radiant damage. Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell’s damage against one of the spell’s targets.
- Level 10: Celestial Resilience
- You and nearby allies gain 15 Temporary Hit Points.
Fiend Patron

- Subclass Spells (Always prepared)
- Level 3: Burning Hands, Command
- Level 3: Scorching Ray
- Level 5: Fireball, Stinking Cloud
- Level 7: Fire Shield, Wall of Fire
- Level 9: Insect Plague
- Level 3: Dark One’s Blessing
- When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock Level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.
Great Old One Patron

- Subclass Spells (Always prepared)
- Level 3: Tasha’s Hideous Laughter
- Level 3: Detect Thoughts, Phantasmal Force
- Level 5: Clairvoyance, Hunger of Hadar
- Level 7: Confusion, Summon Aberration
- Level 9: Modify Memory, Telekinesis
- Level 3: Psychic Spells
- When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an Enchantment or Illusion, you can do so without Verbal or Somatic components.
- Level 6: Clairvoyant Combatant
- You can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has Disadvantage on attack rolls against you, and you have Advantage on attack rolls against that creature for the duration of the bond.
- Level 10: Eldritch Hex
- Your alien patron grants you a powerful curse. You always have the Eldritch Hex spell prepared. And the target also has Disadvantage on saving throws of all ability for the duration of the spell.
Hexblade
- Subclass Spells (Always prepared)
- Level 3: Hex, Wrathful Smite
- Level 3: Arcane VIgor, Magic Weapon
- Level 5: Conjure Barrage, Counterspell
- Level 7: Freedom of Movement, Staggering Smite
- Level 9: Steel Wind Strike
Wizard

- Level 12: Spell Mastery
- You gain two Level 1 spell slots and one Level 2 spell slot. Intelligence cap becomes 22 and Intelligence increases by 2.
Divination School

- Level 6: Expert Divination
- Casting Divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination spell using a level 2+ spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the slot you expended and can’t be higher than level 5.
Evocation School

- Level 3: Potent Cantrip
- Level 6: Sculpt Spells
Illusion School

- Level 3: Improved Illusions
- You can cast Illusion spells without providing Verbal components, and if an Illusion spell you cast has a range of 10+ feet, the range increases by 60 feet. You also know the Minor Illusion cantrip. If you already know it, you learn a different Wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. You can create both a sound and an image with a single casting of Minor Illusion, and you can cast it as a Bonus Action.
- Level 6: Phantasmal Creatures
- You always have the Summon Beast and Summon Fey spells prepared. you can change its school to Illusion, which causes the summoned creature to appear spectral. You can cast the Illusion version of each spell without expending a spell slot. Once you cast either spell without a spell slot, you must finish a Long Rest before you can cast the spell in that way again.
Bladesinging School

- Level 3: Bladesong
- You can invoke the Bladesong a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- While the Bladesong is active, you gain the following benefits.
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1), and your Speed increases by 10 feet.
- Whenever you attack with a weapon with which you have proficiency, you can use your Intelligence modifier for the attack and damage rolls instead of using Strength or Dexterity.
- When you make a Constitution saving throw to maintain Concentration, you can add your Intelligence modifier to the total.
- Level 6: Extra Attack
- 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.
- Level 12: Song of Victory
- After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.

Risk is in a Gunslinger’s blood. They are bold renegades, bucking tradition and forging a new path with dangerous and inelegant firearms. Gunslingers are infamous for surviving by their wits and relying on split-second timing and a considerable amount of luck to survive.
- Level 1: Quick Draw
- You have Advantage on Initiative rolls.
- Level 2: Critical Shot
- Your attack rolls with Ranged weapons can score a Critical Hit on a roll of 19 or 20 on the d20.
- Level 2: Risk
- You can perform incredible feats of daring fueled by special dice called Risk Dice.
- Risk Dice
- Gunslinger Level: 2, Size: D8, Number: 2
- Gunslinger Level: 3, Size: D8, Number: 3
- Gunslinger Level: 4, Size: D8, Number: 4
- Gunslinger Level: 6, Size: D8, Number: 5
- Gunslinger Level: 10, Size: D10, Number: 5
- Bite the Bullet
- As a Bonus Action, you can expend one Risk Die to gain Temporary Hit Points equal to the number rolled on the die plus your Gunslinger level.
- Blindfire
- You can take a Bonus Action and expend one Risk Die to gain Blindsight with a range of 30 feet until the end of the current turn.
- Dodge Roll
- You can expend one Risk Die as a Bonus Action to move up to 15 feet and reload any Ranged weapon you are holding. This movement doesn’t provoke Opportunity Attacks and is unaffected by Difficult Terrain.
- Grazing Shot
- When you miss with a ranged attack roll using a weapon, you can expend one Risk Die to deal damage to that creature. You can only use this maneuver once per turn.
- Maverick Spirit
- When you fail an Intelligence, Wisdom, or Charisma ability check or saving throw, you can expend one Risk Die to add it to the roll, potentially turning it into a success. You can only use this maneuver once per turn.
- Skin of Your Teeth
- When a creature you can see hits you with an attack roll, you can take a Reaction and expend one Risk Die to dodge out of harm’s way. Roll the die and add the number rolled to your AC against this attack, potentially causing it to miss.
- Level 5: Gut Shot
- Whenever you score a Critical Hit against a Large or smaller creature with a ranged attack using a weapon, the projectile lodges itself in the target. For 1 minute, its Speed is halved and it has Disadvantage on attack rolls.
- Level 9: Improved Critical Shot
- Your attack rolls with Ranged weapons can score a Critical Hit on a roll of 18 or 20 on the d20.
- Level 11: Overkill
- When you deal damage with a Ranged weapon, the target takes an extra 1d8 damage of the weapon’s type.
Deadeye

A well-placed bullet is more powerful than a sword, arrow, or spell. Indeed, you believe that every violent conflict should sound like a single loud crack followed by a long silence. Such shots demand perfection, even at range, for when they are done right, they are as deadly for the target as they are stupendous for the audience.
- Level 3: Eagle Eye
- Once per turn when you miss with a ranged attack roll, you can expend one Risk Die and add it to the attack roll, potentially causing the attack to hit.
- Level 3: Sharpshooter’s Stance
- You don’t have disadvantage on ranged weapon attacks against prone creatures. When you have the Prone condition, you can right yourself and thereby end the condition with only 5 feet of movement.
- Level 6: Concealed Position
- You can take the Hide action as a bonus action. If you make an attack roll while hidden and the roll misses, making the attack roll doesn’t reveal your location.
- Level 10: Reposition
- As a Reaction, you can move up to half your Speed and disengage.
High Roller

Fortune is a fickle thing—unless you’re a High Roller. These Gunslingers are master card sharps and dice throwers that mix their love of risk with their talent for gunplay. High Rollers push their luck until it runs out, then push harder. Why settle for a win when you could bet it all and win big?
- Level 3: Poker Face
- You gain proficiency with in one of the following skills of your choice: Deception, Insight, or Perception.
- Level 3: Liar’s Dice
- When you make a damage roll with a ranged weapon, you can expend one Risk Die as a bonus action. Roll a d20. On an 11 or higher, the damage of your next ranged weapon attack is doubled. On a 10 or lower, it’s halved.
- Level 6: Risky Business
- Once per turn when you make an attack roll against an enemy and the roll doesn’t have Disadvantage, you can choose to make the roll with Disadvantage. When you do, you regain one expended Risk Die.
- Level 10: Risk Taker
- You can use your Maverick Spirit and Skin of Your Teeth maneuvers without expending a Risk Die.
Secret Agent

Knowledge is power. The best way to defeat your enemies is by stealing what they know and replacing it with misinformation. To that end, you have been trained in the ways of covert warfare, giving you a broad range of abilities to complement your fearsome gunnery skills.
- Level 3: Operative Training
- You learn the Concealed Shot and Disguise Self. You gain proficiency in two of these skills of your choice: Deception, Investigation, Persuasion, Sleight of Hand, or Stealth.
- Level 3: Parting Shot
- When you take the Dash, Disengage, or Dodge action on your turn, you can expend one Risk Die to make a ranged attack using a weapon as a Bonus Action. Add the Risk Die to the damage roll on a hit.
- Level 6: Fieldcraft
- Whenever you make a Deception or Persuasion check, you can treat a d20 roll of 9 or lower as a 10.
- Level 10: Exit Strategy
- When you take damage, you can take a Reaction and expend one Risk Die to evade further harm. You have the Invisible condition until the start of your next turn.
Spellslinger

Magic and guns aren’t so different—arcane power is like gunpowder, a spell is like a bullet, and you are like a gun, directing your spells with precision at unfortunate targets. Spellslingers mix the disciplines of gunplay and spellcasting, sometimes loading arcane charges with your shots and firing bullets enhanced with lighting, frost, or flame.
- Level 3: Bang, You’re Dead!
- You learn the Finger Guns. When you hit a target with a Finger Guns attack, you can expend one Risk Die as a Bonus Action and add it to the damage roll.
- Level 6: Spellshot
- When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.
- Level 6: Antimagic Shot
- When you score a Critical Hit and the target is affected by your Gut Shot feature, it also impedes the target’s ability to cast spells. While the projectile is lodged in the target, it can’t cast spells or take the Magic action. Additionally, the target has Disadvantage on Constitution saving throws it makes to maintain Concentration.
- Level 10: Inured to Magic
- When you fail a saving throw against a spell or magical effect, you can take a Reaction to roll 1d6 and add it to the roll, potentially turning the failure into a success.
Trick Shot

Accuracy means different things to different people. For you, true accuracy isn’t necessarily in hitting a target on the first shot, but might include hitting the mark after the bullet bounces around a dozen times. Your attacks are just as dangerous if they miss, or even after hitting their mark, as others’ are while they’re still in the air.
- Level 3: Creative Trajectory
- Your ranged weapon attacks are not penalized for High Ground Rules.
- Level 3: Ricochet
- You can take a bonus action and expend one Risk Die. Shoot a foe and strike up to two additional targets within 30 feet.
- Level 6: Gun Spinning
- When you make a Performance check or a Sleight of Hand check, you can roll a Risk Die and add it to the ability check without expending it.
- Level 6: Speed Loader
- On your turn, you can reload a weapon with the Reload property without taking an action or Bonus Action.
- Level 10: Deft Deflection
- You can shoot projectiles out of the air. When an ally within 30 feet of you is hit by an ranged weapon attack, you can take a Reaction and expend one Risk Die to grant that ally the benefit of the Skin of Your Teeth maneuver against that attack.
White Hat

Some Gunslingers live by a code and expect others to do the same. These Gunslingers, known as White Hats, sometimes serve as officers of the law but never hesitate to do what’s right when the law says otherwise. Despite their affinity for deadly weapons, White Hats prefer to keep their friends safe and subdue their enemies nonviolently—a preference their enemies don’t often oblige.
- Level 3: Lay Down the Law
- You can take a Bonus Action and expend one Risk Die to keep an eye out for dangers that threaten your companions. Choose an ally that you can see within 60 feet of you. That ally gains Temporary Hit Points equal to the number rolled on the Risk Die. Until the start of your next turn, if the ally is hit by an attack, you can take a Reaction to make a ranged attack using a weapon against the attacker.
- Level 3: Steely-Eyed Aura
- An aura of stoic confidence radiates from you in a 10-foot Emanantion. You and allies within the Emanantion have Advantage on saving throws made to avoid or end the Frightened condition. The aura is inactive while you have the Incapacitated condition.
- Level 6: Reach for the Skies
- When you score a Critical Hit against a creature, the target must succeed on a Wisdom saving throw or have the Frightened for 1 minute.
- Level 10: Long Arm of the Law
- Once per turn, when you hit a Large or smaller creature with a ranged weapon attack, you can hobble the target. The creature can’t move on its next turn.

The archdevils who rule the Seven Cities of Hell scheme endlessly. Each eternally plots to bring the others to heel—to ascend to the Throne of Hell, unite the Seven Cities and every infernal being living there, and lead an inexhaustible army of devils across the timescape until all worlds burn.
These archdevils’ elite operatives are the illriggers. Knights, assassins, mages, and terror-commandos of Hell, illriggers command the battlefield, disrupt enemy factions, and carry out their archdevil’s infernal will.
- Level 1: Baleful Interdict
- You gain the ability to censure creatures with the power of Hell. Once on your turn, you can place a magical seal on a creature within 30 feet of you. You can either place this seal when you hit that target with a weapon attack (no action required), or you can use a bonus action to place this seal on a target you can see within range.
- You can only place a limited number of seals before resting, and you regain all seals when you finish a short or long rest. The number of seals you can place increases as you gain illrigger levels.
- If an interdicted creature dies, you can use a bonus action on your turn to move all seals placed on them to a new creature you can see within 30 feet of them.
- Burning Seals
- You can burn a seal you placed on them to deal 1d6 fire or necrotic damage (your choice) to that creature per seal burned. You deal this damage immediately after the triggering damage. Burning a seal doesn’t require an action from you, but you can’t do so while incapacitated. Once a seal is burned, it immediately vanishes.
- Once you reach 5th level in this class, your connection to your archdevil strengthens. Each burned seal deals an extra 1d6 damage, for a total of 2d6. The damage of each seal increases again by 1d6 when you reach 10th level for a total of 3d6.
- Level 2: Combat Mastery
- Your archdevil grants you uncanny skill in a certain form of combat. Choose one of the following illrigger combat masteries:
- Bravado
- While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
- Brutal
- Once per turn, when you hit a creature who is no more than one size larger than you with an attack you make with a melee weapon you are wielding with two hands, you can move the target 15 feet horizontally. You gain movement speed equal to the distance you push the creature.
- Inexorable
- You gain a +2 bonus to saving throws for each hostile creature within 10 feet of you, to a maximum bonus of +6.
- Lies
- When you attack with a any weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
- Lissome
- When you hit a creature with a melee weapon attack, you can move without provoking opportunity attacks.
- Unfettered
- When you use your Baleful Interdict to place or burn a seal, its range is 60 feet instead of 30 feet. When you gain the Infernal Conduit feature at 6th level, its range is 30 feet instead of touch. In addition, making a ranged attack while within 5 feet of a hostile creature does not impose disadvantage on the attack roll.
- Level 2: Interdiction
- You can infuse your seals with hellish magical power, enhancing their effects.
- Abating Seal
- When a creature you can see damages you or an ally within 30 feet of you, you can expend a seal as a reaction to reduce the damage taken by the target by an amount equal to 1d10 + half of your illrigger level (rounded down).
- Bedevil
- When you burn a seal on an interdicted creature, you can activate this boon (no action required). The target must subtract a number equal to your proficiency bonus from the result of the next saving throw they make before the end of their next turn.
- Soul Eater
- When you burn a seal on an interdicted creature, you can activate this boon (no action required) to regain hit points equal to your illrigger level.
- Styx’s Apathy
- When you burn a seal on an interdicted creature, you can use your reaction to flood the target with an otherworldly chill. Until the end of the target’s next turn, they can’t take reactions.
- Swift Retribution (Passive)
- When an interdicted creature provokes an opportunity attack from you, you can make that attack without using your reaction, provided you’re not incapacitated. Once you benefit from this boon, you can’t do so again until the start of your next turn.
- Level 3: Invoke Hell
- Your diabolic connection allows you to channel infernal energy to empower magical effects. Your chosen diabolic contract grants you two Invoke Hell options and describes how to use each.
- You can use this feature twice. You regain one expended use when you finish a short rest, and you regain all expended uses when you finish a long rest. When you reach Illrigger Level 11, you gain 1 additional use of this feature. - Some Invoke Hell effects require a saving throw. When you use such an effect, the DC equals your interdict save DC.
- Level 5: Extra Attack
- Level 6: Infernal Conduit
- You can strengthen your allies at the cost of yourself—or drain your enemy’s life force for your own gain. You have a pool of Infernal Conduit dice, which are d10s. The number of Infernal Conduit dice in your pool increase as you gain illrigger levels, as shown in the Infernal Conduit Dice column of the Illrigger table.
- As an action, you can touch another creature and spend one or more dice from your pool. The target must make a Constitution saving throw against your interdict save DC. A creature can willingly fail this saving throw. Roll the spent dice and choose one of the following effects:
- Invigorate
- On a failed save, the target regains hit points equal to the total you rolled, and you take necrotic damage equal to that total. On a successful save, the target regains half as many hit points, and you take necrotic damage equal to that total. Save or fail, this necrotic damage can’t be reduced in any way, and if this damage reduces you to 0 hit points, you fall unconscious and are stabilized.
- Devour
- On a failed save, the target takes necrotic damage equal to the total you rolled, and you regain hit points equal to that total. On a successful save, the target takes half as much damage, and you regain hit points equal to the damage the target took. Save or fail, or if the target chose to fail their saving throw against this effect, the necrotic damage can’t be reduced in any way. When you reach 11th level in this class, the target also gains a level of exhaustion on a failed save against this effect. This level of exhaustion can be reduced as normal, and a creature can’t suffer more than three levels of exhaustion combined from all illriggers’ Infernal Conduit features.
- You regain any spent Infernal Conduit dice when you finish a short rest.
- Level 7: Interdiction
- You can infuse your seals with hellish magical power, enhancing their effects.
- Acheron’s Chain
- When you use a bonus action to place or move a seal on a Large or smaller creature, you can activate this boon (no action required). You conjure infernal chains to grasp the target, forcing them to make a Strength saving throw. On a failed save, you can cause them to be restrained until the end of your next turn (escape DC equal to your interdict save DC).
- Conflagrant Channel
- You can expend a seal as a bonus action to teleport up to 60 feet to an unoccupied space you can see.
- Shadow Shroud
- You can expend a seal as a bonus action to weave a mantle of semisolid shadows around yourself or a creature you touch. The target gains a +2 bonus to AC for 1 minute.
- Unleash Hell
- When you burn one or more seals on an interdicted creature, you can use your reaction to unleash an explosion of hellish energy around them. Each creature of your choice within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes the same amount and type of damage as the seals dealt to the interdicted creature. On a successful save, a creature takes half as much damage.
- Vengeful Shot
- When a creature makes a ranged attack against you or an ally you can see within 30 feet of you, you can expend a seal as a reaction to make a ranged weapon attack against the attacker. If your attack hits, it deals extra damage equal to half your illrigger level (rounded down).
- Level 10: Blood Price
- You can strengthen your defenses at the cost of your vitality. Whenever you fail a saving throw, you can spend one of your Hit Dice, rolling it and adding the number rolled to the result of the save.
- Level 11: Terrorizing Force
- Your attacks are empowered with devastating might. When you gain this feature, choose a damage type: cold, fire, necrotic, or poison. When you hit with a weapon attack, you deal an extra 1d8 damage of the chosen type.
- Level 12: Interdiction
- You can infuse your seals with hellish magical power, enhancing their effects.
- Dis’s Onslaught
- Each time you use a bonus action to place or move a seal, you can make one weapon attack as part of the same bonus action.
- Flash of Brimstone
- When you place or move a seal, you can activate this boon (no action required) to magically teleport to an unoccupied space you can see within 5 feet of the target.
- Soul’s Doom
- When you use a bonus action to place or move a seal, you can scorch the seals into the target’s soul. For 1 minute, whenever that interdicted creature takes damage, they take extra damage equal to your proficiency bonus.
Architect of Ruin

Architects of Ruin are cool and calculating arcane knights who serve Asmodeus, deploying spells, steel, and subterfuge to win at any cost.
Asmodeus rules Acheron, the City of Fear. His illriggers scour the timescape, collecting secrets and spells designed to deceive and terrify his opponents. The war he fights against the other archdevils is one of deception and information.
His Architects of Ruin work to make Hell’s enemies seem outnumbered and outmaneuvered. These illriggers are skillful spellblades on the battlefield, though some employ tactics such as research, infiltration, and propaganda to play mind games with their quarry. When an Architect of Ruin finally confronts an enemy, the advantage is theirs—they have studied, prepared, and gripped fate within their gauntlet, forcing it to favor them. They hungrily seek the dark arts to arm both themselves and Asmodeus with the impossible.
- Level 3: Spellcasting (1/3 Caster)
- Level 3: Asmodeus’s Blessing
- When Asmodeus accepts you as an Architect of Ruin, he grants you access to his infernal knowledge. You gain proficiency in Arcana, History, Nature, and Religion.
- Level 3: Invoke Hell
- Destructive Spell
- When you deal damage to a creature with an Illrigger spell of 1st level or higher, you can expend a seal (no action required) to maximize the damage.
- Spellblade
- You can use an action to both make a melee weapon attack and cast an illrigger spell you know that has a casting time of one action.
- Level 7: Hellish Versatility
- Once on each of your turns, you can cast one of your illrigger cantrips in place of one of your attacks granted by your Extra Attack feature.
- Level 7: Axiomatic Seals
- Asmodeus’s secrets allow you to infuse your seals with manifest power. When you burn one or more seals to deal damage to a creature, you can activate this boon (no action required) to add your Charisma modifier (minimum of 1) to each seal’s damage roll.
- Level 11: Submit
- When you cast an illrigger spell you know, you can burn two seals on an interdicted creature (no action required) to impose disadvantage on their saving throw against the spell.
Hellspeaker

The charismatic and manipulative Hellspeakers serve Moloch as they slip about the battlefield, coercing enemies into becoming unwitting allies.
Moloch rules Styx, the City of Lies, but his reach extends far beyond it. Hell’s greatest politicians and diplomats rise to prominence through Moloch’s subtle manipulations. They follow him with great loyalty, for they know they are nothing without him—and thus his power echoes through all of Hell.
Moloch’s illriggers are silver-tongued enchanters, lulling his foes to complacency with sorcery and subterfuge until they wake and find themselves under the command of the Order of Desolation. These Hellspeakers train in the art known as the Red Cant or Hell’s Cant. By understanding their enemy and through weaving subtle sorceries into normal speech, Hellspeakers can make their foes feel, think, or do nearly anything to accelerate Hell’s victory.
Across the timescape, Hellspeakers enjoy a reputation as smiling rogues and swashbuckling villains. An asset in any negotiation, Hellspeakers know that in a world of lies, the truth can be as potent a weapon as steel.
- Level 3: Moloch’s Blessing
- When Moloch accepts you as his illrigger, he grants you access to his infernal knowledge. You gain expertise in Persuasion and Deception.
- Level 3: Charm Enemy
- When you use your bonus action to place a seal on a Humanoid, you can attempt to charm them. The target must succeed on a Charisma saving throw or be charmed by you for 1 hour or until you or your companions do anything harmful to them.
- Level 3: Invoke Hell
- Honey-Sweet Blades
- When you make a weapon attack against an interdicted creature, If the attack hits, it becomes a critical hit.
- Turncoat
- You choose a number of enemy creatures up to your proficiency bonus within 60 feet of you who can hear you. Each target must succeed on a Charisma saving throw or be driven into madness for 2 turns.
- Level 7: Red Cant
- When you make a Charisma check, you can expend a seal to treat a d20 roll of 9 or lower as a 10.
- Level 11: Intransigent
- You and your allies within 10 feet of you are immune to the charmed condition while you are conscious.
- Level 11: Let’s Make a Deal
- As a bonus action, you can offer a willing ally within 60 feet a deal. Within the next 10 minutes, they gain advantage on one attack roll or saving throw. After using this effect, there is a 50% chance they receive a blessing, gaining 12 temporary hit points, or a curse, suffering disadvantage on their next attack roll or saving throw.
Painkiller

The heavily armored death troopers of Hell, Painkillers serve Dispater, leading from the front of every major infernal battle.
Dispater rules Dis, the City of War. When Hell invades another world, Dispater’s army does the fighting and dying. His Painkillers are master strategists who lead from the front, inspiring terror and awe in their soldiers. The imperious Painkillers are full of pride and hubris, and they often obsess over their personal appearance.
Though among the most chivalrous of the illriggers, a Painkiller’s gallantry is twisted. They accept and honor challenges to single combat, and swiftly punish any who try to interfere—but if losing, they don’t hesitate to cheat, and if winning, they arrogantly toy with an enemy before finishing them.
In a moment of weakness or desperation, a ruler in another world might see their army facing certain defeat and call on Dispater. Ever eager to sow strife and discord, Dispater often responds to these pleas by sending a Painkiller to lead the desperate ruler’s armies.
- Level 3: Dispater’s Blessing
- When Dispater accepts you as his illrigger, you gain proficiency with heavy armor.
- Level 3: Devastator
- You invoke the authority of Dispater. You choose a number of willing creatures up to your proficiency bonus who you can see within 30 feet of you. Each creature you choose can use a reaction to make a weapon attack or cast a damage-dealing cantrip with a casting time of 1 action.
- Level 3: Invoke Hell
- Grand Strategist
- You can order your allies to follow your formation (no action required). Choose one or more creatures within [1] of you who can hear you, up to a number of creatures equal to your proficiency bonus. Each target gains the effects of Dash and Disengage.
- Punishment
- When a creature damages you with an attack, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes Necrotic damage. On a successful save, the attacker takes half as much damage.
- Level 7: Telekinetic Seal
- When a creature you can see moves within 5 feet of you, you can use your reaction to place a seal on them. When you do, the target must succeed on a Wisdom saving throw or be either pushed back 15 feet.
- Level 11: You Die on My Command!
- When an ally within 30 feet of you who can hear you is killed, you can use your reaction to shout an order at them, causing them to be revived and regain 1 hit point. Once you use this reaction, you can’t do so again until you finish a short or long rest.
Sanguine Knight

The blood-knights of Hell, Sanguine Knights serve Sutekh, Lord of Blood. Their sorceries drain their enemies’ life force, pouring this stolen vitality into infernal rituals to turn the tide of battle.
Sutekh rules Naraka, the City of Blood. Recognized as the greatest sorcerer in hell, he carries the title of High Sanguinary and rules from the Temple of Vitality. He is a master of blood magic, and his inner circle of priests and wizards are the Bloodliches, undead spellcasters whose corporeal forms turned to ash centuries ago and whose bodies are crafted from solid blood.
Sutekh’s illriggers all belong to a cult known as the Chalice of Vitality. Knights of the Chalice drink deeply of their enemies’ essence, draining it to power their magics. Other members of the Order of Desecration fear that the Sanguine Knights seek more than Sutekh’s mere ascension to the Throne of Hell; some whisper that the Chalice secretly schemes to make Sutekh a god. This would, of course, be treason.
- Level 3: Sutekh’s Blessing
- When Sutekh accepts you as his illrigger, he grants you access to his sacrilegious command of blood and life. You gain expertise in the Religion skill.
- Level 3: Exsanguinate
- You can drain enemies to embolden your allies. Whenever you burn one or more seals on a creature, you can choose an ally you can see within 30 feet of you. That ally gains temporary hit points equal to the damage dealt by the seals to the interdicted creature.
- Level 3: Invoke Hell
- Embolden Allies
- As a bonus action, you restore a total number of hit points equal to five times your illrigger level, divided however you choose between yourself and other creatures within 30 feet of you.
- Vitalize
- You can flood your allies with invigorating vivacity (no action required). For 1 minute, each creature of your choice within 30 feet of you gains advantage on all ability checks.
- Level 7: Foul Interchange
- As an action, you choose a creature you can see within 30 feet of you and expend a seal to end one of the following conditions affecting them: blinded, charmed, dazed, frightened, paralyzed, or poisoned. Then, you choose another creature within 60 feet of you, which must succeed on a Constitution saving throw or suffer a random condition until the start of your next turn.
- Level 11: Bloodstroke
- The magic that shields your allies now also saps their enemies’ strength. When an ally who has temporary hit points from your Exsanguinate feature is hit by a melee attack, the attacker takes 11 necrotic damage.
Shadowmaster

Belial rules Gehennom, the City of Darkness. He strives to rule Hell through poison, torture, and assassination. His illriggers strike from the shadows or use deception to earn high-ranking positions close to powerful rulers. Many Shadowmasters run networks of spies and assassins who have no idea of the infernal provenance of their leader.
Shadowmasters are sworn not to reveal their true allegiance, and if need be, they must take their own lives to fulfill this oath. Many Shadowmasters prepare elaborate plans for their own assassination so that, should they risk discovery, their assassination obscures the truth. Of course, these killers never learn they were hired by their deceased target.
- Level 3: Marked for Death
- You are particularly skilled against foes you mark for death. You have advantage on your first attack against an interdicted creature on each of your turns.
- Level 3: Strike from the Dark
- You understand the power of striking from the shadows. Once per turn, when you hit an interdicted creature with a melee weapon attack and you have advantage on the attack roll, you can roll a number of d4s equal to your proficiency bonus and deal extra damage equal to the total you rolled. This damage increases by 1d4 if the target is in dim light or darkness.
- Level 3: Invoke Hell
- Master of Disguise
- As an action, you can cast the disguise self spell without expending a spell slot.
- No Escape
- As a bonus action, you can call upon the shadows to entrap a creature you can see within 30 feet of you. The target must make a Charisma saving throw, with disadvantage if they are in dim light or darkness. On a failed save, the target is slowed. This effect ends if you are incapacitated, die, or if the target moves more than 30 feet away from you.
- Level 7: Veil of Lies
- As a bonus action, you can expend a seal to become invisible for 10 minutes or until you attack or cast a spell.
- Level 11: Umbral Killer
- Shadows enhance your abilities, granting you Devil’s Sight, an additional 10 feet of movement speed, and advantage on Stealth checks. Additionally, when making a Dexterity saving throw to take half damage, you instead take no damage on a success and half damage on a failure.
Feat
Origin Feats
General Feats (Updated)
General Feats (New)
Fighting Styles
Items
- Similar to other changes, the effects of equipment items have been adjusted.
- Fixed known bugs related to certain equipment items.
- Items that previously existed only as dummy data can now be obtained from merchants, treasure chests, and loot during Acts I and III.
Firearms
- Firearms don’t add your ability modifier to damage rolls. If you’re not proficient with firearms, you deal half damage when using them.
- Characters proficient with firearms deal full damage when using them.
- Firearm Proficiency can be obtained through:
- The Artificer or Gunslinger class (including multiclassing).
- The Firearm Specialist Feat.
- You can buy firearms from weapon traders. The kinds of firearms they have will diversify as your party level increases.
- Pistol
- Musket
Updated Items
New Items
- Axe of the Dwarvish Lords
- It can be obtained by killing the Stonemason Kith in Grymforge.
- Blackrazor
- It can be obtained by killing the Death Shepherd on the Rosymorn Monastery Trail.
- Blackstaff
- It can be obtained by Gale upon completing his personal quest at the Stormshore Tabernacle. Alternatively, it can be purchased from Vicar Humbletoes.
- Cape of the Mountebank
- It can be obtained by killing the Dhourn in Underdark.
- Cloak of Arachnida
- It can be obtained by killing a Ettercap in Whispering Depths.
- Cloak of Invisibility
- It can be obtained by killing the Duergar Corpse Disposer in Grymforge.
- Efreeti Chain
- It can be obtained by killing the Animated Armour in the Ancient Forge.
- Energy Bow
- It can be obtained by killing the Merregon Legionnaire in Grymforge.
- Executioner’s Handaxe
- It can be obtained by killing Crusher in Goblin Camp.
- Frost Brand
- It can be obtained by killing Zarys in Zhentarim Basement.
- Holy Avenger
- It can be obtained by killing the Guardian of Faith in Crèche Y’llek.
- Nature’s Mantle
- It can be obtained by killing the Wood Woad in the Decrepit Sanctuary.
- Oathbow
- It can be purchased from A’jak’nir Jeera.
- Shield of the Cavalier
- It can be purchased from Lann Tarv.
- Sword of Answering
- It can be purchased from A’jak’nir Jeera.
- Sword of Kas
- It can be purchased Vicar Humbletoes.
- Sword of Zariel
- It can be purchased Vicar Humbletoes.
- Thunderous Greatclub
- It can be obtained by killing Fist Marcus.
- True Name
- It can be obtained by killing He Who Was in the Shadow-Cursed Lands.
- Vorpal Glaive
- It can be purchased from A’jak’nir Jeera.
- Wave
- It can be obtained by killing the Cursed Kuo-Toa Chief in the Shadow-Cursed Lands.
NPCs
In accordance with the Monster Manual, the enemies listed below have been modified. In addition, other enemies not specifically mentioned are also adjusted to match the players’ increased power.
Stat Adjustment
Progression Adjustment
- Gondians: Gain the actions of the Battle Smith Artificer.
- Gortash: Gain the actions of the Artillerist Artificer.
- Ironhand Gnomes: Gain the actions of the Armorer Artificer.
Rules
Actions
- Attack
- Shove
- Cost changed from Bonus Action to Action Point
- Now allowed as part of Extra Attack
- Trip
- New option to knock a target prone using 1 Action Point
- Can be used with Extra Attack
- Break Free
- Attempt to escape from conditions such as Restrained or Grappled
- Dash
- To prevent exploitation, players can no longer enter combat with a movement advantage derived from using the Dash action before the fight begins.
- Distract

- Dodge

- Jump
- Cost changed from “1 Bonus Action and 3m movement” to “movement equal to jump distance”
- No longer requires a bonus action
- Spell Casting
- You can cast only one spell of 1st level or higher per turn
- Spells cast through magical equipment items are excluded from this rule. Abilities gained from race or class are excluded from this rule (currently under exception processing).
Condition
- Prone
- Surprise
- Wet
- The status is removed when taking cold, fire, or lightning damage.
D20 Tests
- No critical failure on non-attack d20 rolls.
Darkvision
- Darkvision: 60 ft.
- Superior Darkvision: 180 ft.
Ranged Weapon
- When making a ranged weapon attack against a target more than 18m or 15m away, you suffer a penalty to the attack roll. This penalty can be ignored if you have the Sharpshooter feat.
- Crossbows have the Loading property, which can be ignored if you have the Crossbow Expert feat.
Thrown Weapon
- When throwing a weapon at a target more than 9m away, you suffer a penalty to the attack roll. This penalty can be ignored if you have the Throw Fighting Style.
Weapon Mastery Properties
Weapon Mastery properties are only available to characters with a feature that unlocks them, like the Weapon Mastery feature itself. Generally, classes and subclasses that gain Extra Attack, along with Rogues, can use these properties. This includes Barbarians, Rangers, College of Valor Bards, and Bladesinging Wizards. You can also gain these benefits as a Cleric who obtains the Blessed Strike passive at level 7, or by choosing the Weapon Master feat.
- Cleave
- Greataxe, Halberd
- If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
- Graze
- Glaive, Greatsword
- If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll plus proficiency bonus. This damage is the same type dealt by the weapon.
- Nick
- Dagger, Light hammer, Sickle, Scimitar
- When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
- Push
- Greatclub, Pike, Warhammer, Heavy Crossbow
- If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
- Sap
- Mace, Spear, Flail, Longsword, Morningstar, War Pick
- If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
- Slow
- Club, Javelin, Light Crossbow, Longbow
- If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
- Topple
- Quarterstaff, Battleaxe, Maul, Trident
- If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
- Vex
- Handaxe, Shortbow, Rapier, Shortsword, Hand Crossbow
- If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Spells
The appropriate spells have been added to the class spell list, aligning with the PHB’s class spell lists.
Cantrip
Level 1 spells
Level 2 spells
Level 3 spells
Level 4 spells
Level 5 spells
Level 6 spells