TEXT: ©2020 Wizards of the Coast LLC 
  1 
  UNEARTHED ARCANA 2020 
  Subclasses, Part 2 
  This document provides subclass options for the 
  bard, cleric, and sorcerer. 
  This Is Playtest Material 
  The material in this article is presented for playtesting 
  and to spark your imagination. These game mechanics 
  are in draft form, usable in your campaign but not 
  refined by full game design and editing. They aren’t 
  officially part of the game and aren’t permitted in D&D 
  Adventurers League events. 
   If we decide to make this material official, it will be 
  refined based on your feedback, and then it will appear 
  in a D&D book. 
  Bard 
  At 3rd level, a bard gains the Bardic College 
  feature. Here is a playtest option for that feature: 
  the College of Creation. 
  College of Creation 
  Bards believe the multiverse was given existence 
  through word and sound, esoteric harmonies 
  that continue to resound through existence: the 
  Song of Creation. The bards of this college draw 
  on this ancient power through performances of 
  dance, music, or song to bring into being what 
  they need most. 
   Members of this college might have developed 
  their powers during experiences on other worlds 
  or planes of existence. Those who have seen the 
  commonalities of multiple realities might have 
  learned how to tap into truths most mortals 
  glimpse only for a moment. Alternatively, the 
  bard might find themselves out of step with their 
  own home plane, reality, or time, their 
  connections to elsewhere allowing them to 
  manipulate the space around them. Regardless 
  of where a bard draws their powers from, other 
  performers might be drawn to them, either to 
  learn their secrets or to put an end to their 
  dangerous manipulation of the Song of Creation.   
  Note of Potential 
  3rd-level College of Creation feature 
  You can manipulate the Song of Creation to 
  summon a floating musical note of possibility: 
  Whenever you give a creature a Bardic 
  Inspiration die, you can create a Note of 
  Potential. The note orbits within 5 feet of the 
  creature. The note is a Tiny object that is 
  intangible and invulnerable, and it lasts until the 
  Bardic Inspiration die is lost. A creature with a 
  note can use it in the following ways. 
   Note of Destruction. Immediately after the 
  creature rolls the Bardic Inspiration die to add it 
  to an attack roll, the creature can expend the 
  note to create a burst of sound. Each other 
  creature within 5 feet of it must succeed on a 
  Constitution saving throw against your spell 
  save DC or take thunder damage equal to the 
  number rolled on the Bardic Inspiration die. 
   Note of Protection. Immediately after the 
  creature rolls the Bardic Inspiration die and 
  adds it to a saving throw, the creature can 
  expend the note to gain temporary hit points 
  equal to the number rolled on the Bardic 
  Inspiration die + your Charisma modifier, 
  provided the creature doesn't already have 
  temporary hit points. 
   Note of Ingenuity. When the creature rolls the 
  Bardic Inspiration die to add it to an ability 
  check, the creature can expend the note to roll 
  the Bardic Inspiration die again and choose 
  which roll to use. 
  Animating Performance 
  6th-level College of Creation feature 
  Your mastery over the Song of Creation allows 
  you to magically bring items to life. As an action, 
  you can target a Large or smaller nonmagical 
  item you can see within 30 feet of you and 
  animate it. The animate item uses the Dancing 
  Item stat block and is under your control for 1 
  hour or until it is reduced to 0 hit points. 
   In combat, the item shares your initiative 
  count, but it takes its turn immediately after 
  yours. It can move and use its reaction on its 
  own, but the only action it takes on its turn is the 
  Dodge action, unless you take a bonus action on 
  your turn to command it to take one of the 
  actions in its stat block or the Dash, Disengage, 
  Help, Hide, or Search action. 
  
  ©2020 Wizards of the Coast LLC 
  2 
   When you use your Bardic Inspiration feature, 
  you can command which action your animated 
  item takes as part of the same bonus action. 
   Once you animate an item with this feature, 
  you can’t do so again until you finish a long rest 
  or until you expend a spell slot of 3rd level or 
  higher to use this feature. You can have only one 
  item animated by this feature at a time; if you 
  use this action and already have a dancing item 
  from this feature, the first one immediately 
  becomes inanimate. 
  Dancing Item 
  Large or smaller construct, neutral 
   
  Armor Class 16 (natural armor) 
  Hit Points equal the dancing item’s Constitution 
  modifier + your Charisma modifier + five times your 
  level in this class 
  Speed 40 ft. 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 14 (+2) 16 (+3) 
  4 (−4) 10 (+0) 6 (−2) 
   
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned, 
  frightened 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands the languages you speak 
   
  Endless Waltz. Immediately after the item makes a slam 
  attack, it can take the Dodge action as a bonus action. 
  Immutable Form. The item is immune to any spell or 
  effect that would alter its form. 
  Actions (Requires Your Bonus Action) 
  Force-Empowered Slam. Melee Weapon Attack: your 
  spell attack modifier to hit, reach 5 ft., one target you 
  can see. Hit: 1d10 + your Charisma modifier force 
  damage. 
  Performance of Creation 
  14th-level College of Creation feature 
  Your performance can manipulate the magic of 
  creation, briefly transforming the world around 
  you. As an action, you can create one nonmagical 
  item of your choice in an unoccupied space 
  within 10 feet of you. The item must appear on a 
  surface or in a liquid that can support it. The gp 
  value of the item can’t be more than 20 times 
  your bard level and must be Large or smaller. 
  Tiny glimmering, intangible notes float around it, 
  and a creature can faintly hear music when 
  touching it. For examples of items you can 
  create, see the Armor, Weapons, Adventuring 
  Gear, Tools, and Mounts and Vehicles tables in 
  chapter 5, “Equipment,” of the Player’s 
  Handbook. 
   The created item disappears at the end of your 
  next turn, unless you use your action to maintain 
  it. Each time you use your action in this way, the 
  item’s duration is extended to the end of your 
  next turn, up to a maximum of 1 minute. If you 
  maintain the item for the full minute, it 
  continues to exist for a number of hours equal to 
  your bard level. 
   Once you create an item with this feature, you 
  can’t do so again until you finish a long rest or 
  until you expend a spell slot of 5th level or 
  higher to use this feature. You can have only one 
  item created by this feature at a time; if you use 
  this action and already have an item from this 
  feature, the first one immediately vanishes. 
  Cleric 
  At 1st level, a cleric gains the Divine Domain 
  feature. Here is a playtest option for that feature: 
  the Unity Domain. 
  Unity Domain 
  A sense of oneness shines at the heart of healthy 
  communities, whether bound together by 
  friendship, blood, faith, or some other uniting 
  force. The gods of unity deepen such bonds and 
  delight in their strength. 
   Clerics of these gods preside over marriages 
  and other familial bonding customs, but they 
  also nurture the emotional bonds of friendship 
  and camaraderie. Their divine blessings bolster 
  and protect allies in battle through these deep 
  bonds and turn aside malign influences. 
  Unity Deities 
  Deity 
  Pantheon 
  Angharradh 
  Elven 
  Athena 
  Greek 
  Berronar Truesilver 
  Dwarven 
  Boldrei 
  Eberron 
  Cyrrollalee 
  Halfling 
  Eldath 
  Forgotten Realms 
  Gaerdal Ironhand 
  Gnomish 
  Heimdall 
  Norse 
  Paladine 
  Dragonlance 
  Rao 
  Greyhawk 
   
  
  ©2020 Wizards of the Coast LLC 
  3 
  Domain Spells 
  1st-level Unity Domain feature 
  You gain domain spells at the cleric levels listed 
  in the Unity Domain Spells table. See the Divine 
  Domain class feature for how domain spells 
  work. 
  Unity Domain Spells 
  Cleric Level 
  Spells 
  1st 
  heroism, shield of faith 
  3rd 
  aid, warding bond 
  5th 
  beacon of hope, sending 
  7th 
  aura of purity, guardian of faith 
  9th 
  greater restoration, Rary’s telepathic 
  bond 
  Emboldening Bond 
  1st-level Unity Domain feature 
  You can forge an empowering bond between 
  allies. As an action, you can choose two willing 
  creatures you can see within 30 feet of you (this 
  can include yourself) and create a magical bond 
  between them. While either bonded creature is 
  within 30 feet of the other, the creature can roll a 
  d4 and add the number rolled to an attack roll, 
  an ability check, or a saving throw it makes. Each 
  creature can add the d4 no more than once per 
  turn. The bond lasts for 1 hour or until you use 
  this feature again. 
   You can use this feature once, and you regain 
  the ability to do so when you finish a long rest. 
  You can also expend a spell slot to use the 
  feature again. 
  Channel Divinity: Shared Burden 
  2nd-level Unity Domain feature 
  You can use your Channel Divinity to protect 
  your allies through the strength of your shared 
  bonds. 
   When a creature you can see within 30 feet of 
  you takes damage, you can use your reaction to 
  choose a number of other willing creatures you 
  can see, up to a number of creatures equal to 
  your Wisdom modifier (minimum of one 
  creature). Distribute the damage taken between 
  the original target and the chosen creatures. 
  Each creature must take at least 1 damage. Apply 
  any damage resistance or vulnerability of the 
  creatures involved after you distribute the 
  damage. 
  Protective Bond 
  6th-level Unity Domain feature 
  The bond you forge between people shields 
  them from harm. While either creature chosen 
  for your Emboldening Bond feature is within 30 
  feet of the other, the creature can use its reaction 
  to grant resistance to all damage to the other 
  creature when that other creature takes damage. 
  This resistance lasts until the end of the current 
  turn.  
  Potent Spellcasting 
  8th-level Unity Domain feature 
  You add your Wisdom modifier to the damage 
  you deal with any cleric cantrip. 
  Rule Tip: Divine Strike vs. Potent 
  Spellcasting 
  The Divine Domains in the Player’s Handbook each give 
  a cleric one of two features at 8th level: either Divine 
  Strike or Potent Spellcasting. If the clerics of a domain 
  typically rely on weapon use, those clerics get Divine 
  Strike. Other clerics get Potent Spellcasting. 
  Enduring Unity 
  17th-level Unity Domain feature 
  The bonds you create endure across vast 
  distances. Creatures affected by your 
  Emboldening Bond feature gain its benefits, as 
  well as those of your Protective Bond feature, 
  while they are on the same plane of existence as 
  each other.  
   Additionally, when a creature chosen for your 
  Emboldening Bond is reduced to 0 hit points, 
  their bonded partner gains the following 
  benefits for 1 minute, or until the creature 
  regains at least 1 hit point:  
  • The creature has advantage on attack rolls, 
  ability checks, and saving throws  
  • The creature gains resistance to all damage  
  • As an action, the creature can touch their 
  bonded partner to expend and roll any number 
  of Hit Dice. Their bonded partner regains a 
  number of hit points equal to the total rolled. 
   
   
  
  ©2020 Wizards of the Coast LLC 
  4 
  Sorcerer 
  At 1st level, a sorcerer gains the Sorcerous 
  Origin feature. Here is a playtest option for that 
  feature: the Clockwork Soul. 
  Clockwork Soul 
  A plane of utmost order, Mechanus is a realm 
  overseen by a godlike entity called Primus, 
  whose actions are inscrutable and calculations, 
  vast. You, or someone from your lineage, might 
  have become entangled in one of the 
  machinations of the leader of the modrons. 
  Perhaps you were exposed to an artifact created 
  by Primus, or your ancestor took part in the 
  Great Modron March in some way. 
   The power of Mechanus can seem strange and 
  alien to others, but for you it is part of a vast and 
  glorious system that others can’t comprehend. At 
  your option, you can pick from or roll on the 
  Manifestations of Mechanus table to create a way 
  your connection to the plane manifests while 
  you are casting a spell. 
  Manifestations of Mechanus 
  d6 
  Manifestation 
  1 
  Large, spectral cogwheels appear hovering 
  behind you. 
  2 
  The hands of a clock appear in your eyes. 
  3 
  Your skin glows with a golden, metallic sheen. 
  4 
  Your features become unnaturally angular, like 
  geometric objects. 
  5 
  Your spellcasting focus takes the form of a 
  miniature Spawning Stone or other creation of 
  Primus. 
  6 
  The ringing of a clock can be heard by you and 
  those affected by your magic. 
  Clockwork Magic 
  1st-level Clockwork Soul feature 
  You learn additional spells when you reach 
  certain levels in this class, as shown on the 
  Clockwork Spells table. Each spell counts as a 
  sorcerer spell for you, but it doesn’t count 
  against the number of sorcerer spells you know. 
  These spells can’t be replaced when you gain a 
  level in this class. 
  Clockwork Spells 
  Sorcerer 
  Level 
  Spells 
  1st 
  alarm, protection from evil and good 
  3rd 
  find traps, heat metal 
  5th 
  counterspell, glyph of warding 
  7th 
  arcane eye, Otiluke’s resilient sphere 
  9th 
  animate objects, wall of force 
  Restore Balance 
  1st-level Clockwork Soul feature 
  Your connection to the plane of absolute order 
  allows you to equalize chaotic moments. When a 
  creature you can see within 60 feet of you is 
  about to roll a d20 with advantage or 
  disadvantage, you can use your reaction to 
  prevent the roll from being affected by 
  advantage and disadvantage. 
   You can use this feature a number of times 
  equal to your Charisma modifier (minimum of 
  once), and you regain all expended uses when 
  you finish a long rest. 
  Bulwark of Law 
  6th-level Clockwork Soul feature 
  You can imbue a creature with a shimmering 
  shield of order. As an action, you can expend 1 to 
  5 sorcery points to create a magical ward around 
  yourself or another creature you can see within 
  30 feet of you. The ward lasts until you finish a 
  long rest or until you use this feature again. 
   The ward is represented by a number of d8s 
  equal to the number of sorcery points spent to 
  create it. When the warded creature takes 
  damage, it can use its reaction to spend a 
  number of those dice, roll them, and reduce the 
  damage taken by the total of the spent dice. 
  Trance of Order 
  14th-level Clockwork Soul feature 
  You gain the ability to enter a state of clockwork 
  consciousness as a bonus action. For the next 
  minute, attack rolls against you can’t benefit 
  from advantage, and whenever you make an 
  attack roll, an ability check, or a saving throw, 
  you can treat a d20 roll of 9 or lower as a 10. 
   Once you use this action, you can’t use it again 
  until you finish a long rest or until you expend 5 
  sorcery points to use it again. 
  
  ©2020 Wizards of the Coast LLC 
  5 
  Clockwork Cavalcade 
  18th-level Clockwork Soul feature 
  You summon spirits of order to restore balance 
  around you. As an action, you summon the 
  spirits in a 30-foot cube originating from you. 
  The spirits look like modrons or other constructs 
  of your choice. The spirits are intangible and 
  invulnerable, work fast and efficiently, and 
  create the following effects within the cube 
  before vanishing: 
  • The spirits restore up to 100 hit points, 
  divided as you choose among any number of 
  creatures of your choice in the cube. 
  • Any damaged objects entirely in the cube are 
  repaired. 
  • Every spell of 6th level or lower ends on 
  creatures and objects of your choice in the 
  cube. 
   Once you use this action, you can’t use it again 
  until you finish a long rest or until you expend 7 
  sorcery points to use it again. 
  
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