TEXT:  
   
   
   
   
   
   
  
   
  1 
  CREDITS 
  Designer: Kyle Wagner-Totty 
  Editor: Ryan Langr 
  Template: Simple Microsoft Word Template by Laura 
  Hirsbrunner 
  Cover Illustrator: Ripley 
  Interior Illustrators: Roselysium (Scribe headshot), Kyle Wagner-
  Totty (Scribbles) 
  Special Thanks: Charles Krupa, for ideas and help writing 
  subclasses. 
  Playtesters: Kooper Totty, Charles Krupa, Outfoxedraider, Kevin 
  Totty, Aria 
   
  ON THE COVER 
  Currently in the process of taking a break from taking notes, 
  Scribe the kenku wizard draws a stick figure in an empty book to 
  order to clear his mind by candlelight. 
  This beautifully drawn hand is done by Ripley, who did an 
  amazing job helping to contrast the poorly drawn stick figure with 
  the amazingly lit and well-drawn hand.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Disclaimer: Wizards are not always artists, and this one is definitely not one. Expecting well-drawn art from someone whose primary goal is write is like expecting a wizard to 
  various physical activities well. Sure, it can happen, but it is very unlikely.  
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product 
  names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. 
  pp 
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for 
  Dungeon Masters Guild. 
   
  All other original material in this work is copyright 2020 by Kyle Wagner-Totty and published under the Community Content Agreement for Dungeon Masters Guild. 
   
  
   
  2 
   
  TABLE OF CONTENTS  
  Credits .................................................................................... 1 
  Table of Contents.................................................................. 2 
  Subclasses ............................................................................. 3 
  Augmenter ......................................................................................3 
  Path of the Heart Eater ................................................................ 5 
  College of Tragedy ........................................................................ 6 
  Joy Domain ..................................................................................... 7 
  Circle of Seasons ........................................................................... 8 
  Dreadnaught .................................................................................. 9 
  Way of the Serpent ....................................................................... 9 
  Oath of Fate ...................................................................................10 
  Sniper Conclave ........................................................................... 11 
  Time Thief ..................................................................................... 12 
  Dreamer ......................................................................................... 13 
  The Great Beholder .....................................................................14 
  Arcane Saboteur ........................................................................... 15 
   
   
   
  WHO IS SCRIBE? 
  Scribe is a kenku wizard who, through the study of 
  transmutation and magic items, has gained the ability to 
  talk and create. He is currently researching gaining wings 
  as well and wants to share the information he has found 
  with the rest of the kenku race.  
   
  He also discovered the Lost Vaults, which is a vast 
  underground vault filled with magical items from a lost 
  age that  he studies and sells to fund his research. He uses 
  what he has found to help the world and protect it from the 
  more dangerous items he finds there.  
  He also needs to take a break every now and then, so he 
  scribbles and writes in his free time, leading to these 
  footnotes! Scribe is more of a writer than an artist, but that 
  does not stop him from scribbling down to help relax.  
   
   
  
   
  3 
  SUBCLASSES 
  AUGMENTER 
  Artificers are well known for their ability to create and 
  modify magical items. They are able to imbue common 
  things with magic with an understanding that few have. 
  Some artificers decide to take this to the next logical 
  extreme and begin to implant their own bodies with 
  magical properties. These artificers, called Augmenters, 
  can go about this in multiple ways. Sometimes they tattoo 
  themselves with magical ink to gain the magic effects they 
  seek. Sometimes they replace parts of their body with 
  magic devices to achieve their goals. Regardless of how 
  their go about modifying themselves, Augmenters 
  eventually begin to act as magic items themselves.  
   
  MEDICAL UNDERSTANDING 
  When you adopt this specialization at 3rd level, you gain 
  proficiency in the Medicine skill. If you already have this 
  proficiency, you can gain proficiency in another skill or 
  with a tool.  
   
   
  AUGMENTER SPELLS 
  Starting at 3rd level, you always have certain spells 
  prepared after you reach particular levels in this class, as 
  shown on the Augmenter Spells table. These spells count 
  as artificer spells for you, but don’t count against the 
  number of artificer spells you prepare.   
  BODY AUGMENTATION 
  Beginning at 3rd level, you finally finish the first of many 
  body augmentations. Pick 2 body augmentations from the 
  Body Augmentations list. You gain the features from that 
  augmentation. These augmentations can be done in 
  multiple ways to your character; magical tattoos, graphing 
  creature parts onto your body, or replacing body parts with 
  devices and magic items.  
   
   
   
   
  DEFENSIVE REACTION 
  Starting at 5th level, you can draw upon the power of your 
  augments to help protect your body from harm. Whenever 
  you are required to make a saving throw against a spell or 
  magical effect, you can burn the power of one of your 
  augments in order to gain advantage on the saving throw. 
  When you do so, you lose the features granted by that 
  augment for 1 minute. You cannot use Magical 
  Empowerment if you no active augments available.  
   
   
  FURTHER AUGMENTATION 
  At 9th level, you have completed another one of your bodies 
  augmentations.  Pick 1 body augmentations from the Body 
  Augmentations list. You gain the features from that 
  augmentation. 
   
  Additionally, your body has been modified to allow the 
  storage of items. You can store a single item that is 5 
  pounds or less and smaller than your chest inside of your 
  body. You can store and remove this item as a bonus 
  action. 
   
   
  MAGICAL CHARGE 
  At 15th level, you have completed the last of your body 
  augmentations.  Pick 1 body augmentations from the Body 
  Augmentations list. You gain the features from that 
  augmentation. 
   
  Additionally, you have gained the ability to charge magical 
  items using your own body. While holding a magical item 
  that has charges, you can use an action to burn the power 
  of one of your augments to recharge that item. When you 
  do so, you lose the features granted by that augment until 
  the end of your next long rest. The magic item regains 1d4 
  charges. You cannot charge a magic item beyond its max 
  limit of charges. You can only charge a single magical item 
  at a time. You cannot use Magical Charge if you no active 
  augments available.  
   
   
  BODY AUGMENTS 
  EYES OF DARKSIGHT 
  This augment allows you to see better in the dark. You gain 
  dark vision out to 30 feet. If you already have dark vision, 
  your dark vision is extended by an additional 30 feet.  
   
  IRON BREASTPLATE 
  This augment makes your body more resilient. You gain a 
  +1 bonus to your AC. 
   
  QUICKENED LIMBS  
  This augment allows to move faster. Your movement speed 
  increases by 10 feet. You also gain proficiency in the 
  Acrobatics skill.  
   
  BUILT IN FLIPPERS 
  This augment allows you to swim in water with ease. You 
  gain a swim speed equal to your movement speed.  
   
  AUGMENTER FEATURES 
  Artificer  Level 
  Feature 
  3rd 
  Medical Understanding, 
  Augmenter Spells, Body 
  Augmentation 
  5th 
  Defensive Reaction 
  9th 
  Further Augmentation 
  15th 
  Magical Charge 
   
  AUGMENTER SPELLS 
  Artificer  Level 
  Feature 
  3rd 
  jump, longstrider  
  5th 
  alter self, dragon’s breath 
  9th 
  haste, vampiric touch 
  15th 
  freedom of movement, 
  polymorph 
  17th 
  creation, skill empowerment 
   
  
   
  4 
  REINFORCED JOINTS 
  This augment boosts your strength and grip. You gain 
  proficiency in  the Athletics skill.  You also deal a +1 bonus 
  to attack and damage rolls with melee weapons. 
   
  MODIFIED LUNGS 
  This augment modifies your lungs to handle more types of 
  air. You gain water breathing. You also gain advantage on 
  saves related to breathing dangerous elements such has 
  poisonous gases.   
   
  ENHANCED EYES  
  This augment modifies makes your eyes much better at 
  spotting things. You gain advantage on Wisdom 
  (Perception) checks and Intelligence (Investigation) 
  checks.  
   
  ARM CANNON 
  This augment allows you to always have a ranged attack 
  ready at a moment’s notice.  In place of unarmed attack, 
  you can point your arm out and shoot out a tiny bolt of 
  force energy. Dexterity is the modifier for this weapon, and 
  you have proficiency with it. The range of the arm cannon 
  is 30/90. On hit, the creature takes 1d6 + your Dexterity 
  modifier piercing damage. This attack counts as a magical 
  for the purposes of overcoming resistances. 
   
  ARM BLADE 
  This augment allows you to always have a melee attack 
  ready at a moment’s notice.  In place of unarmed attack, 
  you turn your arm into a blade of magical energy. Strength 
  is the modifier for this weapon. On hit, the creature takes 
  1d8 +your strength modifier slashing damage. This blade 
  counts as a magical for the purposes of overcoming 
  resistances. 
   
  FACIAL RECONSTRUCTION 
  This augment grants you the ability to change your face. As 
  a bonus action, you can change the shape and appearance 
  of your face. You can change it to appear similar to another 
  humanoid creature you have seen. You can match their 
  skin tone, hair color, eye color, and facial features. These 
  changes only affect your head.  
   
  SKULL CASING 
  This augment helps to protect your brain from influence. 
  You gain advantage on saving throws against the charmed 
  and frightened, or effects that would modify your 
  memories.  
    
  Additionally, when attacks aimed are aimed at your skull, 
  such as a mind flayers Extract Brain feature, those attacks 
  have disadvantage.  
   
  REINFORCED IMMUNITY  
  This augment makes it hard for foreign substances to 
  enter your body.  You gain resistance to poison damage and 
  have advantage on saving throws against the poisoned 
  condition and diseased.  
   
  IMPROVED VOICE BOX 
  This augment allows you to speak louder and with more 
  languages. You can speak and understand 2 new languages. 
  Additionally, as an action, you can cause your voice to 
  sound up to three times as loud as normal for 1 minute.  
  VEIN INSULATION 
  This augment helps to protect your body from energy 
  attacks. You gain resistance to lighting damage.  
   
  FLEXIBLE JOINTS  
  This augment makes your joints much more bendable. You 
  have advantage on saving throws and checks to avoid 
  being restrained or grappled. You also gain a +1 bonus to 
  Dexterity saving throws. 
   
  METAL FINGERS 
  This augment allows your hands to discharge electricity. 
  You learn the cantrip shocking grasp. You no longer require 
  components to cast the spell and can cast shocking grasp as 
  an opportunity attack.  When you cast the spell, you can 
  add your spellcasting modifier to the damage roll of the 
  spell.  
   
  OPTIMIZED HEALTH 
  This augment makes your body much more receptive to 
  natural healing. Whenever you regain hit points during a 
  short rest, you can double your Constitution modifier 
  when rolling Hit Dice. 
   
   
   
   
   
   
   
   
  
   
  5 
  PATH OF THE HEART EATER 
  Content Warning: consumption of raw animal meat and 
  cannibalism. 
   
  The individual parts of animals and plants have been 
  known to have different powers and purposes over the 
  course of history, from medicinal to spiritual. Your primal 
  connection to nature allows you to tap into the power of 
  creatures and plants through the consumption of flesh. 
  You draw upon their power in your fury, channeling the 
  power of nature and spirit through your body. Perhaps 
  your tribe has a spiritual explanation for the parts of the 
  animals you hunted. Perhaps you were raised by animals 
  yourself and learned what parts were best to consume. 
  Perhaps you had to consume members of your tribe after 
  being trapped in a mountain in winter. Regardless of the 
  reason, you choose to make your connection to the primal 
  forces of nature in a much more physical form than most 
  are comfortable with.  
   
  CONSUME THE FLESH 
  Starting when you chose this path at 3rd level, you are able 
  to consume raw meat without negative side effects, thanks 
  to your experience with doing so and natural constitution. 
  You still suffer from consuming rotting or poisoned food.  
  Your attacks typically include some sort of bite or ripping 
  of flesh with your hands in an attempt to consume a 
  creature. You gain proficiency in unarmed attacks and you 
  deal 1d6 instead of 1 damage with your unarmed attacks.  
  Finally, after consuming a part of the creature, you learn 
  the damage resistances and immunities of that creature. 
   
  FURIOUS CONSUMPTION 
  At 3rd level, you gain the ability to draw upon the power of 
  those who you have consumed in your rage. While you are 
  raging, you can use a bonus action make an unarmed 
  attack, biting or tearing at the creature to gain a part of 
  them. If you are successful, you consume what you gather 
  from them. You gain a benefit based on the type of creature 
  consumed on the Creature Consumption table. You can 
  only have one benefit active at a time, and the benefit is 
  lost after the rage ends. You cannot gain benefits from 
  constructs or elemental creatures from this feature due to 
  the nature of their bodies. 
   
   
  FLESH AND BLOOD 
  Beginning at 6th level, your connection to those who you 
  have consumed is deepened, allowing you to draw upon 
  the features of the creatures you consume. After 
  consuming the flesh of a creature, you learn the languages 
  the creature uses and types of perception the creature has. 
  Once per day after consuming the flesh of a creature, you 
  can use a bonus action to gain the use of one language or 
  type of perception (darkvision, blindsight, etc.) the 
  creature you consumed uses for 1 hour. You cannot gain 
  these benefits from construct or elemental creatures from 
  this feature due to the nature of their bodies. 
   
  OVER THE LIPS, PAST THE GUMS 
  At 10th level, your body has adapted to the consumption of 
  many different types of creatures, allowing you to resist 
  the more harmful effects of your habit. You gain resistance 
  to poison damage, as well as to immunity to the poisoned 
  condition and disease, allowing you to consume the flesh 
  of deadlier creatures such as undead without being harmed
   
   
   
  IRON STOMACH 
  At 14th level, not only has your body has adapted to allow 
  the consumption of creatures otherwise considered 
  inedible, but you can now also retain the power of multiple 
  creatures that have been devoured. You can now gain 
  benefits, languages, and perceptions from construct or 
  elemental creatures. You can also gain up to 2 benefits, 
  languages, and perceptions from creatures consumed 
  when using Furious Consumption and Flesh and Blood. 
   
  PATH OF THE HEART EATER FEATURES 
  Barbarian  Level 
  Feature 
  3rd 
  Consume the Flesh, Furious 
  Consumption 
  6th 
  Flesh and Blood 
  10th 
  Over The Lips, Past The Gums 
  14th 
  Iron Stomach 
   
  CREATURE CONSUMPTION 
  Creature Type 
  Bonus 
  Aberration  
  You gain resistance to psychic 
  damage 
  Beast 
  You deal 1d8 damage with your 
  unarmed attacks instead of 1d6 
  Celestial 
  You gain resistance to radiant 
  damage 
  Construct* 
  You gain +2 AC 
  Dragon 
  Once when you fail a saving 
  throw, you can choose to 
  succeed instead 
  Elemental* 
  You deal an additional 1d8 force 
  damage with melee attacks 
  Fey 
  Your movement speed is 
  increased by 10 feet 
  Fiend 
  You gain resistance cold and fire 
  damage  
  Giant 
  You gain a +2 bonus to melee 
  attack and damage rolls 
  Humanoid 
  Your critical range when rolling 
  attacks against humanoid is 
  increased by +1 
  Monstrosity 
  You gain a +1 bonus to saving 
  throws 
  Ooze 
  You gain resistances to acid 
  damage 
  Plant 
  As long as you don’t use your 
  movement on your turn, you 
  regain an amount of hit points 
  equal to your Constitution 
  modifier at the start of your turns 
  Undead 
  You gain resistance to necrotic 
  damage 
   
   
  
   
  6 
  COLLEGE OF TRAGEDY 
  Conflict is the basis of many great stories, and no conflict 
  is greater than tragedies, at least in the eyes of the College 
  of Tragedy. Tragedy is typically the result of some great 
  loss or horrible event that befalls heroes. Many other bards 
  typically find the College of Tragedy to be too gloomy for 
  most people’s tastes, but tragedy bards would claim they 
  are doing the world a service by making sure the bad is 
  recorded along with the good. Bards of this college look to 
  make sure these cautionary tales are recorded but also gain 
  power from preventing them. 
   
   
  SHARED MISFORTUNE 
  When you join the College of Tragedy at 3rd level, you 
  learn how to bend the fates to those who hurt your 
  allies also share in the misfortune. Whenever an allied 
  creature you can see takes damage from an attack or 
  spell, you can use a reaction to expend a Bardic 
  Inspiration. When you do, the creature who damaged 
  the ally takes 2d6 +  your Charisma modifier necrotic 
  damage.  
  The necrotic damage increases when you reach certain 
  levels in this class, increasing to 3d6 at 5th level, 4d6 at 
  10th level, and 5d6 at 15th level. 
   
  WOE IS ME 
  At 3rd level, you learn to draw inspiration from your 
  own failings. Whenever you roll a 1 for an ability check, 
  attack roll, or saving throw, you regain a use of your 
  Bardic Inspiration. You cannot regain more Bardic 
  Inspirations than your maximum, which is your 
  Charisma Modifier.   
   
  TRAGEDY OF THE COMMONS 
  Starting at 6th level, you gain the ability to possibly 
  recover from your losses. Whenever a creature succeeds 
  on the saving throw against one of your single-target, 
  1st-level spells, or you miss with  a 1st-level spell’s 
  attack roll,  you can roll a d6. On a 6, you recover the 
  spell slot used for the spell. You can only recover spell 
  slots a number of times per day equal to your Charisma 
  modifier 
   
   
   
   
   
   
   
  ALAS, POOR ALLY! 
  Starting at 14th level, you gain the ability to prevent the 
  ultimate tragedy of death from occurring, for a price. 
  Once per day when an allied creature you can see rolls a 
  death save, you can use a reaction to nullify the result. 
  They instead regain half their hit points and are 
  conscious again. You may do this after seeing the result 
  of the roll, but before the effect of the roll is applied. 
  When you use this feature, you suffer 2 points of 
  exhaustion. 
   
   
   
   
   
   
  COLLEGE OF TRAGEDY FEATURES 
  Bard  Level 
  Feature 
  3rd 
  Shared Misfortune, Woe Is Me 
  6th 
  Tragedy of the Commons 
  14th 
  Alas, Poor Ally! 
   
  
   
  7 
  JOY DOMAIN 
  Happiness makes the world go round and none know this 
  better than clerics of the Joy Domain. Their primary goal is 
  to minimize suffering as much as possible and spread joy 
  as much as they can. The divine teach that you would 
  typically do onto others as you would have them do onto 
  you. This doesn’t mean you should not defend yourself, 
  but aim to lift others out of negative influences when you 
  can. Deities of this domain include Lliira, Sune, Rao, 
  Branchala, Olladra, Hestia, Hathor, and Freya.  
   
   
   
  HAPPY MAGIC 
  When you choose this domain at 1st level, you learn a type 
  of magic that can be used to make all sorts of fun effects. 
  You lean the prestidigitation cantrip. 
   
   
  HELPFUL PRAYER 
  At 1st level, you have learned how to be helpful from a 
  distance. You can use the Help action on any creature 
  within 30 feet of you that you can see.  
   
   
  CHANNEL DIVINITY: JUBILATION 
  Starting at 2nd level, you can use your Channel Divinity to 
  spark joy within an ally. 
   
  As an action, you can touch an ally to grant them 
  advantage on Charisma (Persuasion and Performance) 
  checks for 1 hour. Additionally, the creature grains 
  temporary hit points equal to your Cleric level + your 
  Wisdom modifier for 1 hour.  
   
   
  PICK ME UP 
  Starting at 6th level, your magic can be used to help prevent 
  tragic events from happening again. Whenever you use a 
  spell to end a condition on a creature, the creature regains 
  hit points equal to your Wisdom modifier and has 
  advantage on saving throws until the end of their next 
  turn. 
   
   
  THE MORE THE MERRIER 
  At 8th level, you learn that the more you share your helpful 
  magic with others, the better off everyone is. Whenever 
  you cast a spell that affects more than 1 allied creature, you 
  can have the allied creatures affected by the spell gain a +2 
  bonus to their AC for 1 minute.  
   
  Once you use this feature, you can’t use it again until you 
  finish a short or long rest. 
   
   
  CELEBRATION 
  At 17th level, you have mastered the ability to celebrate life 
  to the fullest and can share this happiness with your allies. 
  Once per day as an action, you can radiate a 30-foot-radius 
  aura of happiness for 1 minute. While active, both you and 
  allied creatures inside of this aura are immune to being 
  charmed, stunned, and frightened. Additionally, any 
  hostile creatures who attack or cast spells at an allied 
  creature within the aura suffers disadvantage on their 
  attack roll.   
   
   
   
   
   
   
   
   
  JOY DOMAIN SPELLS 
  Cleric  Level 
  Spells 
  1st 
  healing word, Tasha’s hideous 
  laughter 
  3rd 
  calm emotions, lesser 
  restoration, 
  5th 
  dispel magic, mass healing word 
  7th 
  Otiluke’s resilient sphere, 
  sickening radiance 
  9th 
  circle of power, greater 
  restoration 
   
  JOY DOMAIN FEATURES 
  Cleric  Level 
  Feature 
  1st 
  Happy Magic, Helpful Prayer 
  2nd 
  Channel Divinity: Jubilation 
  6th 
  Pick Me Up 
  8th 
  The More The Merrier 
  17th 
  Celebration 
   
  
   
  8 
  CIRCLE OF SEASONS 
  Druids of the Circle of Seasons draw their power from the 
  changing seasons of the world: Spring, Summer, Fall, and 
  Winter. Season druids understand the natural cycle of the 
  world and tend to be easy going. Druids of this circle tend 
  to wander about experiencing the changes of the seasons 
  rather than stay in one place for long. Eladrin are quite 
  often Season druids due to their changing natures. Circle of 
  Seasons druids are very adaptable to different situations 
  and their abilites reflect this. 
   
  CHANGING OF SEASONS  
  Starting at 2nd level, you lean to be able to change along 
  with the seasons. After a long rest, you can pick one of the 
  following season forms: Spring, Summer, Fall, Winter. You 
  gain different benefits and spells depending on what 
  season you are in.  
   
  Spring. Whenever you cast a 1st-level or higher druid 
  spell that restores hit points, the amount of hit points 
  restored is increased by 1d4. 
   
  Summer. Whenever you cast a 1st -level or higher 
  druid spell that deals damage, the amount of damage is 
  increased by 1d4.  
   
  Fall. Whenever you cast a 1st -level or higher druid 
  spell on an allied creature, you gain a +1d4 bonus to your 
  saving throws until start of your next turn.  
   
  Winter. Whenever you hit a hostile creature with a 1st  
  -level or higher druid spell, they suffer a -1d4 penalty to 
  their attack rolls until the end of their next turn.  
   
  CIRCLE SPELLS 
  While in a season, you gain access to additional spells 
  depending on which season you are in. Once you gain 
  access to one of these spells, you always have it prepared 
  until the season changes, and it doesn’t count against the 
  number of spells you can prepare each day. If you gain 
  access to a spell that doesn’t appear on the druid spell list, 
  the spell is nonetheless a druid spell for you.  
   
   
  EMPOWERED CYCLE 
  At 6th level, your connection to the seasons grows 
  stronger and you gain additional benefits while Wild 
  Shaped depending on which season form you are in.  
   
  Spring. While Wild Shaped, you gain temporary hit 
  points equal to your druid level plus your Wisdom 
  modifier. These temporary hit points last until your Wild 
  Shape ends. 
   
  Summer. Whenever you take damage while Wild 
  Shaped, you can use a reaction to reduce the amount of 
  damage done by an amount equal to your Wisdom 
  modifier.  
   
  Fall. While Wild Shaped, you can Dash as a bonus 
  action.  
   
  Winter. As an action while Wild Shaped, you cause a 
  creature that is within 5 feet of you to suffer disadvantage 
  on their next saving throw until the end of their next turn.  
   
  DEFENSIVE NATURE  
  Starting at 10th level, your body becomes more resilient 
  when you embrace your spells. Whenever you cast a druid 
  spell of 1st level or higher, you gain +2 bonus to AC until 
  the end of your next turn.   
   
   
  SEASON CHANGE 
  Starting at 14th level, you have mastered the ability to adapt 
  more quickly with changes. Once per day as a bonus action, 
  you can change your season form. The change lasts until 
  your next long rest.    
  CIRCLE OF SEASONS 
  Druid Level 
  Feature 
  2nd 
  Changing of Seasons  
  6th 
  Empowered Cycle 
  10th 
  Defensive Nature 
  14th 
  Steel Cascade   
   
  CIRCLE OF SEASON SPELLS: SPRING 
  Druid Level 
  Circle Spells 
  3rd 
  healing spirit, healing word 
  5th 
  aura of vitality, life transference 
  7th 
  aura of life, grasping vine  
  9th 
  awaken, commune with nature   
   
  CIRCLE OF SEASON SPELLS: SUMMER 
  Druid Level 
  Circle Spells 
  3rd 
  Aganazzar’s scorcher, continual 
  flame 
  5th 
  fireball, Melf’s minute meteors 
  7th 
  fire shield, wall of fire 
  9th 
  conjure elemental, immolation 
   CIRCLE OF SEASON SPELLS: FALL 
  Druid Level 
  Circle Spells 
  3rd 
  barkskin,  enlarge/reduce 
  5th 
  haste , life transference 
  7th 
  freedom of movement, stoneskin 
  9th 
  control winds, greater restoration 
   
  CIRCLE OF SEASON SPELLS: WINTER 
  Druid Level 
  Circle Spells 
  3rd 
  gust of wind, Snilloc’s snowball 
  swarm 
  5th 
  dispel magic, slow 
  7th 
  elemental bane, ice storm 
  9th 
  cone of cold,  planar binding 
   
  
   
  9 
  DREADNAUGHT 
  Among those who enter the battlefields, few are as 
  respected and feared as the Dreadnaughts. Dreadnaughts 
  are warriors who exclusively train with weapons of 
  massive size and can wield them as if they were made of 
  paper. Dreadnaughts charge forward in the front lines, 
  swinging their weapon widely and bringing foes down to 
  their knees. There are even legendary dreadnaughts who 
  are rumored to wield more than one massive weapon at a 
  time.   
   
  MASSIVE STEEL 
  Beginning when you choose this archetype at 3rd level, you 
  have begun down the path of wielding giant weapons. 
  Whenever you attack with a two-handed weapon or a 
  versatile weapon held in both hands, you gain a +1d4 
  bonus to the attack roll. Additionally, you are not affected 
  by the heavy condition of weapons. Finally, weapons only 
  weigh half as much for you.  
   
   
  WIDE SWING 
  At 7th level, you have mastered being able to swing a large 
  weapon widely without falling off balance. As an action, 
  make a single melee attack against up to 3 creatures in 
  range. On hit, the creatures take the weapon’s normal 
  damage. 
   
   
  BEATDOWN 
  Starting at 10th level, you realize you can use the weight of 
  the weapon you wield to bring a foe down to ground. As an 
  action, make a melee attack against a creature in range. On 
  a hit, the creature takes the weapon’s normal damage and, 
  if they are your size or smaller, must make a Strength 
  saving throw vs. your original attack roll. On a failed save 
  they are knocked prone. 
   
   
  STEEL CASCADE   
  At 14th level, you realize the ultimate form of the 
  Dreadnaughts and can duel-wield massive weapons. You 
  ignore the two-handed property of weapons. You also treat 
  weapons that have the versatile feature as if you were 
  wielding them in 2 hands even when holding the weapon 
  in one hand. Additionally, you can wield two-handed and 
  versatile weapons as if they were light.  
   
   
   
   
   
   
  WAY OF THE SERPENT 
  Way of the Serpent students look to emulate the fast 
  strikes and reach of snakes with their attacks. Masters of 
  using whips with combat; they use such weapons to 
  restrain foes, move without harm, and even empower their 
  strikes with lethal poisons.    
   
   
  COBRA STRIKES 
  Starting when you choose this tradition at 3rd level, you 
  begin to incorporate whips into your fighting style. You 
  gain proficiency with whips and they count as monk 
  weapons for you. Additionally, when you use Flurry of 
  Blows, you can use the whip instead of your unarmed 
  attack for the attacks. 
   
   
  CONSTRICTION  
  At 6th level you learn how to properly channel ki into the 
  whip to control it. Whenever you hit a creature with a whip 
  attack, you can expend a ki point to have the whip attempt 
  to wrap around the foe. The creature must be Medium or 
  smaller. The damaged creature must make a Strength 
  saving throw or be retrained by the whip.  
  While restrained by the whip, the creature must repeat 
  the Strength saving throw at the end of each of their turns. 
  On a failed save the creature takes 1d8 bludgeoning 
  damage. On a successful save, they are no longer retrained. 
  While restrained, you cannot use the whip and must 
  remain within 10 feet of the restrained creature.  
   
   
  VIPER DODGE 
  Beginning at 11th level, your movements in combat allow 
  you move like a serpent moves through the jungle. 
  Whenever you hit a creature, you can move through the 
  creature’s space provoking attacks of opportunity until the 
  end of your turn.  
   
   
  VENOM INJECTION  
  At 17th  level, your whip can assume the form similar to 
  that of a serpent, fangs and all. You can expend 2 ki points 
  to cause your whip to deal an additional 2d4 poison 
  damage on hit until the end of your turn. Additionally, 
  when a creature is hit with your whip, they must make a 
  Constitution saving throw or be poisoned until the end of 
  their next turn.  
   
   
  DREADNAUGHT 
  Fighter Level 
  Feature 
  3rd 
  Massive Steel  
  7th 
  Wide Swing 
  10th 
  Beatdown 
  14th 
  Steel Cascade   
   
  WAY OF THE SERPENT 
  Monk Level 
  Feature 
  3rd 
  Cobra Strikes  
  6th 
  Constriction 
  11th 
  Viper Dodge 
  17th 
  Venom Injection   
   
  
   
  10 
  OATH OF FATE 
  The Oath of Fate is for those who see the ebb and flow of 
  the strings around them, regardless of what is it called by 
  others: destiny, fate, luck, chance. They understand that 
  these countless choices lead one down the path of their 
  creation. Paladins of this order know we must strive to 
  forge our own path, and relentlessly seek to bring down 
  those who rob others of choice. Tyrants, warlords, corrupt 
  officials and any others who seek to rob the freedom of 
  choice from others are the sworn foes of these Paladins. 
  These Paladins tend to be neutral good, rather than chaotic 
  or lawful. They know that to have a choice, you must 
  sometimes break the rules to do so. Paladins who are of the 
  Oath of Fate tend to follow those who change fates and 
  luck, with Avandra being a common deity for this order. 
  The Raven Queen also a common choice as well, as she 
  weaves fate. 
   
   
  TENETS OF FATE 
  Fate paladins understand that while luck has its place, it is 
  those who make their own luck who succeed in life, and 
  they guide others to do so as well. 
  Boldness. Luck favors the bold. Take your fate into 
  your own hands. 
  Protect Freedom. Strike back against those who would 
  rob you of your freedom and urge others to fight for their 
  own liberty. 
  Help the Downtrodden. Change is inevitable, but it 
  takes the work of the faithful to ensure that change is for 
  the better. 
   
  OATH SPELLS 
  You gain the oath spells at the paladin levels listed in 
  the Oath of Fate Spells table. See the Sacred Oath class 
  feature for how oath spells work.  
   
   
   
   
  CHANNEL DIVINITY 
  At 3rd level, you gain the following Channel Divinity 
  Options. 
  Shift Fates. When you or a friendly creature within 10 
  feet of you is either makes an attack is the target of an 
  attack, you can call upon your deity to try and influence 
  that action. Before the DM has decided the result, you may 
  use your reaction to add or decrease the attack roll by your 
  Charisma modifier. 
  Turn Luck. When you or a friendly creature within 10 
  feet of you rolls a 1 on a saving throw, skill check, or attack 
  roll, you may ask your deity for a second chance. You may 
  re-reroll the dice, keeping the result of the new roll, 
  regardless if it is another natural one or not.  
   
  AURA OF MISFORTUNE 
  Starting at 7th level, whenever a hostile creature within 15 
  feet of you makes a saving throw to end an effect, they 
  suffer disadvantage to the roll due to your deity looking 
  unfavorably on those who oppose you. You must be 
  conscious for this to be in effect. 
   
  At 18th level, the range of this effect is increased to 30 
  feet around you.  
   
  FATE GUIDES YOUR HAND  
  Starting at the 15th level, your deity makes sure your strike 
  happens to find just the right spot you bring down your 
  foes. The critical range for your weapon and spell attacks is 
  increase by +1.  
   
  LUCK BENDER 
  Starting at 20th level, you can attempt to have your deity 
  directly change luck around you. As a reaction when you or 
  an allied creature you can see makes attack roll, saving 
  throw, or ability check, you expend a 3rd level or higher 
  spell slot to ask for deity to act. You ask your deity for a 
  change of fate and roll percentile dice. If you roll a number 
  equal to or lower than your paladin level, your deity 
  intervenes.  
   
  The DM chooses the nature of the intervention; these 
  can a sudden change of dice rolls, paladin/cleric spells, or 
  something that would be of extremely good fortune (DMs 
  choice, imagine something like the lines of a wind blows 
  suddenly and results in a bolder falling on the foe). 
   
   
  lf your deity intervenes, you can't use this feature 
  again until you finish a short or long rest. If your deity fails 
  to intervene, you may try again on your next reaction, 
  subtracting -2 from your roll per failed intervention in 
  that day. 
   
   
   
  OATH OF FATE FEATURES  
  Paladin Level 
  Feature 
  3rd 
  Channel Divinity 
  7th 
  Aura of Misfortune 
  15th 
  Fate Guides Your Hand 
  20th 
  Luck Bender 
   
  OATH OF FATE SPELLS 
  Paladin Level 
  Spells 
  3rd 
  bane, bless 
  5th 
  augury, zone of truth 
  9th 
  remove curse, revivify 
  13th 
  death ward, staggering smite 
  17th 
  circle of power, commune 
   
  
   
  11 
  SNIPER CONCLAVE 
  Rangers are masters of ranged combat, but very few 
  rangers truly excel in the ways of hunting down foes from 
  long range as snipers do. Snipers exclusively hone their 
  ability to hunt down things from a distance down to a 
  science. Known for being able to remain in a single 
  location for extended periods of time and having pinpoint 
  accuracy, snipers are notorious for bringing down targets 
  in a single hit.  
   
  SNIPER CONCLAVE SPELLS 
  You learn an additional spell when you reach certain 
  levels in this class, as shown in the Sniper Conclave 
  Spells table. The spell counts as a ranger spell for you, 
  but it doesn’t count against the number of ranger spells 
  you know.  
   
   
  LONGSHOT SPECIALIST 
  At 3rd level, you have mastered the ability to hunt down 
  targets at longer ranges. Your normal range for ranged 
  weapons is now half of its long range.  
  Additionally, whenever you hit a creature with a 
  ranged weapon attack, you deal an increased amount of 
  damage based on your ranger level and your distance 
  between you and the creature you hit, listed in the 
  Longshot table.  
  Finally, the range for the spell hunter’s mark is 
  doubled for you. 
  EAGLE EYES 
  When you reach 5th level, your eyesight has improved at 
  longer ranges. You now add your damage modifiers to 
  Longshot rolls. 
  Additionally, you gain a +5 bonus to passive 
  Wisdom (Perception). 
   
  COUNTER-SNIPING 
  Starting at 7th level, your understanding of long-range 
  combat allows you to reduce the impact of missiles. 
  Whenever you are hit with a ranged attack or single-
  target spell, you can use a reaction to reduce the 
  amount of damage based on your ranger level and your 
  distance between you and the creature that hit you  as 
  listed in the Longshot table. 
   
  RANGEFINDER 
  At 11th level, your mastery of long-range combat allows 
  you to utilize your abilities at closer ranges as well. You 
  now only require half the normal distances for the 
  Longshot table.  
   
  ENCHANTED SENSES 
  At 15th level, you become acutely aware of your 
  surroundings and can focus on them. Whenever you use 
  your Primeval Awareness to detect creatures around 
  you, every turn you don’t move, you can maintain the 
  concentration for the feature as a bonus action.  
   
   
   
   
   
  SNIPER CONCLAVE FEATURES  
  Ranger Level 
  Feature 
  3rd 
  Longshot Specialist 
  5th 
  Eagle Eyes  
  7th 
  Counter-Sniping 
  11th 
  Rangefinder 
  15th 
  Enchanted Senses 
   
  SNIPER CONCLAVE SPELLS 
  Paladin Level 
  Spells 
  3rd 
  hunter’s mark 
  5th 
  misty step 
  9th 
  haste 
  13th 
  Mordenkainen’s faithful hound 
  17th 
  conjure volley 
   
  LONGSHOT 
  Ranger 
  Level 
  50-100 
  Feet 
  105-150 
  Feet 
  155-200 
  Feet 
  205+ feet 
  3rd 
  1d4 
  1d6 
  1d8 
  1d10 
  5th 
  1d6 
  1d8 
  1d10 
  2d6 
  7th 
  1d8 
  1d10 
  2d6 
  2d8 
  11th 
  1d10 
  2d6 
  2d8 
  2d10 
   
  
   
  12 
  TIME THIEF 
  Perhaps it started when you were a child: odd moments 
  where time seemed to skip ahead or backward a bit for you. 
  You thought you were imagining it. But eventually you 
  realized that it was something that helped you when you 
  needed it. You eventually learned how to control and 
  harness it. You have become a time thief, a rouge that can 
  literally steal moments from time itself. While you may not 
  understand where your power comes from, you do know 
  how to be utilize it for your own gains.  
   
   
  NOT YOUR TIME 
  When you chose this archetype at 3rd level, you finally 
  can control aspects of your ability to influence time and 
  can steal time away from others. Whenever a hostile 
  creature you can see rolls for initiative, you can steal 
  that creature’s initiative roll. You and the chosen 
  creature exchange initiative rolls.  
   
  STOLEN TIME  
  Starting at 3rd level, you learn how to steal moments of 
  time from creature that you sneak up on, adding their 
  time to your own. Whenever you successfully sneak 
  attack a creature, the damaged creature must make a 
  Charisma saving throw (DC = 8 + your proficiency 
  bonus + your Dexterity modifier). On a failed save, the 
  creature is unable to use a bonus action on their next 
  turn and you gain an additional bonus action on your 
  next turn. This additional  bonus action can only be 
  used for Cunning Action, Watch Breaker, Time Echo, or 
  to make an off-hand weapon attack.  
   
  WATCH BREAKER  
  At 9th level, your ability to steal moments of time grants 
  you relative safety from mistakes. As a bonus action at 
  the start of your turn, you can mark your place in time 
  and save your current position. As a reaction when you 
  are targeted for a spell or attack, you can teleport to 
  your marked location. You can only teleport to your 
  previous location if the location is unoccupied. Your 
  marked location lasts for 1 minute or until you mark a 
  new location. 
   
   
   
   
   
  A MOMENT OF YOUR TIME  
  When you reach 13th level, you learn how to harness the 
  ability to speed up time for yourself. Your movement 
  speed is increased by 10 feet. Additionally, whenever 
  you are required to make a saving throw against a spell 
  or effect at the end of your turn, you can choose to 
  make it at the start of your turn instead.   
   
  TIME ECHO 
  At 17th level, your mastery over manipulating short 
  amounts of time allows you to cause a moment of time 
  to be repeated. Once per day, when you deal damage 
  with an attack or spell, you can use a bonus action to 
  cause time to echo back and repeat. Roll 1d4+1. The 
  damaged creature takes the same amount of damage as 
  the original attack or spell after 1d4+1 rounds.  
   
   
   
   
   
   
  TIME THIEF FEATURES 
  Rogue Level 
  Feature 
  3rd 
  Not Your Time, Stolen Time 
  9th 
  Watch Breaker 
  13th 
  A Moment Of Your Time 
  17th 
  Time Echo 
   
  
   
  13 
  DREAMER 
  The Plane of Dreams is an infinite scape of colors and 
  shapes that all unconscious minds wander into when they 
  fall sleep. Some sorcerers are born with the ability to 
  naturally tap into that realm’s powers and manifest 
  dreams and nightmares into reality. While it is unknown as 
  to how these powers come about, beholders seem to have a 
  similar ability relating to their own dreams, leading  to 
  speculation of connections between beholders and dream 
  sorcerers. Theories even provide the possibility of reality 
  being a dream of sort, though this is often dismissed.  
   
  DREAMER SPELLS 
  You learn additional spells when you reach certain 
  levels in this class, as shown in the Dreamer Spells 
  table. The spell counts as sorcerer spells for you, but it 
  doesn’t count against the number of sorcerer spells you 
  know.  
   
   
  DREAM WALKING 
  Starting when you choose this origin at 1st level, you learn 
  to enter a state of semi-lucid dreaming while conscious. 
  When you finish a long rest, choose one of two states; 
  focused or unfocused. You gain different benefits when in 
  each state.  
   
  Focused. While in the focused state, choose two skills 
  you are proficient in. Your proficiency modifier for those 
  skills is doubled.  
   
  Unfocused. While in the unfocused state, you have a -
  3 penalty to all skill checks you do not have proficiency in, 
  but gain a +2 bonus to your spell save DC. 
   
   
   
   
   
   
   
   
   
   
  MATTERBRAINED 
  At 1st level, your ability to reach out into the plane of 
  dreams allows you to manipulate objects around you as if 
  you were lucid dreaming. As an action, you give a Medium 
  or smaller sized nonmagical object that you can see one of 
  the following properties. The effect lasts until dismissed as 
  a bonus action, or for 1 minute. You can use this feature a 
  number of times per day equal to your Charisma modifier.  
   
   
  The object will stick as if glued to the next object 
  it touches. To remove the objects, a creature must 
  succeed on a Strength (Athletics) check equal to 
  your spell save DC.  
   
  The object is now half or twice as heavy 
   
  The object is now as malleable as putty. 
   
  The object now hovers in place if released in the 
  air. Hovering objects cannot support any 
  additional weight and will fall if any weight is 
  applied to them.  
   
  The object can now be played as an instrument. 
   
  The object can now safely be eaten and digested, 
  gaining the same nutritional benefits as sawdust. 
  Ending the effect does not affect matter within 
  your body. 
   
  The object will return safely to your hand or 
  pocket if dropped or thrown at the end of your 
  turn. 
   
  The object will spin in circles if not held onto.  
   
  The object will now act like a sponge. 
   
  The effect lasts until dismissed as a bonus action, or for 1 
  minute. When the effect ends, the object returns to the 
  state it was prior to the effect. You can use this feature a 
  number of equal to your Charisma modifier per long rest. 
   
  SUBCONSCIOUS SAFEGUARD  
  At 6th level, your ability to shift between the Plane of 
  Dreams and reality allows you to gain even more power. 
  While sleeping, you are conscious at all times. 
  Additionally, you gain additional benefits based on what 
  state you are in.  
   
  Focused. While in the focused state, you gain a bonus 
  to your initiative rolls equal to your Charisma modifier and 
  cannot be surprised.  
   
  Unfocused. While in the unfocused state, you gain 
  proficiency in Wisdom and Intelligence saving throws, but 
  suffer a -3 penalty to Strength and Dexterity saving 
  throws.  
   
  DAYDREAMER 
  When you reach 14th level, your ability to sleep and dream 
  quickly allows you to recover faster. You only require half 
  the amount of time to recover for a long rest. Additionally, 
  whenever you take a short rest, you can expend up to 3 Hit 
  Dice and regain a number of sorcery points equal to the 
  number of Hit Dice expended.  
   
  FIXED DREAMS 
  At 18th level, your ability to influence reality with your 
  dreams becomes even harder to dismiss. Whenever you 
  make a concentration check, you can treat a d20 roll of 11 
  or lower as a 12.  
   
  DREAMER FEATURES 
  Sorcerer Level 
  Feature 
  1st 
  Dream Walking, Matterbrained 
  6th 
  Subconscious Safeguard 
  14th 
  Daydreamer  
  18th 
  Fixed Dreams 
   
  DREAMER SPELLS 
  Sorcerer Level 
  Spells 
  1st 
  catapult, sleep 
  3rd 
  heat metal, levitate 
  5th 
  counterspell, dispel magic 
  7th 
  Evard’s black tentacles, fabricate 
  9th 
  animate objects, passwall 
   
  
   
  14 
  THE GREAT BEHOLDER 
  Your patron is an extremely powerful beholder in the Far 
  Realms known as The Great Beholder. The Great Beholder 
  is believed to be the original beholder, the one who 
  dreamed all other beholders into existence. The goals of 
  this creature are relatively unknown, but it is known to 
  reach out to mortals who seek power in forsaken places. 
  The Great Beholder will grant those who listen to its 
  paranoid ramblings the power of beholders. You become 
  the eyes and hears for the Great Beholder in exchange.  
  EXPANDED SPELL LIST 
  The Great Beholder lets you choose from an expanded list 
  of spells when you learn a warlock spell. The following 
  spells are added to the warlock spell list for you. 
   
  BONUS CANTRIPS 
  Starting at 1st level, you learn the ray of frost and message 
  cantrips. They count as warlock cantrips for you, but they 
  don’t count against the number of cantrips known.  
   
   
  BORROWED EYES  
  At 1st level, your sight is enhanced and you can even borrow 
  the eyes of allies. You gain proficiency in Wisdom 
  (Perception) checks. 
  As a bonus action, choose a willing allied creature 
  within 30 feet that you can see. You can see through the 
  chosen creature’s eyes and cast warlock spells as if you 
  were standing in the location of the chosen creature until 
  the end of your turn. Any special vision the creature has is 
  also shared with you when you see through their eyes. You 
  can use this feature a number of times per day equal to 
  your Charisma modifier. 
   
  ENDLESS RAYS  
  At 6th level, you gain the ability to shoot rays similar to 
  that of a beholder. As an action, choose a creature within 
  60 feet that you can see, and roll 1d6. The dice result 
  determines the ray to you shoot as well as the saving throw 
  based on the Endless Rays Table. The save DC for this 
  feature is equal to your spell save DC. You can use this 
  feature a number of times per day equal to your Charisma 
  modifier. You can use this feature with Borrowed Eyes.  
   
  BEHOLDER MOVEMENT 
  Starting at 10th level, your movement becomes more like 
  that a beholder. When you move on your turn, you can 
  levitate off the ground slightly. When you do, you ignore 
  difficult terrain, do not take damage while moving through 
  hazardous terrain, and do not trigger floor-based traps. 
  You also can levitate over bodies of liquid as if they were 
  ground. At the end of your movement, you land back on the 
  ground or fall if there is no ground underneath you.  
   
   
  ANTIMAGIC CONE 
  Beginning at 14th level, you gain the ultimate ability of 
  beholders; the antimagic cone. As an action, you can emit a 
  30-foot cone of antimagic, similar to the antimagic field, 
  from your eyes for 1 minute. At the start of each of your 
  turns, you decide which way the cone faces and whether 
  the cone is active.  
  You can use this feature with Borrowed Eyes. When 
  you do, the direction the chosen creature is facing 
  determines the direction of the antimagic cone.  
  Once you use this feature, you can’t use it again until 
  you finish a long rest.  
   
  THE GREAT BEHOLDER FEATURES 
  Warlock Level 
  Feature 
  1st 
  Bonus Cantrips, Borrowed Eyes, 
  Expanded Spell  
  6th 
  Endless Rays 
  10th 
  Beholder Movement 
  14th 
   Antimagic Cone 
   
  GREAT BEHOLDER EXPANDED SPELLS 
  Warlock Level 
  Spells 
  1st 
  ray of sickness, sleep 
  3rd 
  scorching ray , see invisibility  
  5th 
  slow, tiny servant 
  7th 
  arcane eye, locate creature 
  9th 
  dream, telekinesis 
   
  ENDLESS RAYS 
  Dice 
  result 
  Saving throw 
  Effect 
  1 
  Wisdom 
  On a failed save, the creature is 
  charmed by you for 1 minute. The 
  target can repeat the saving throw 
  at the end of each of its turns, 
  ending the effect on itself on a 
  success. 
  2 
  Constitution  
  On a failed save, the creature is 
  restrained for 1 minute. The target 
  can repeat the saving throw at the 
  end of each of its turns, ending the 
  effect on itself on a success. 
  3 
  Dexterity 
  On a failed save, the creature takes 
  5d8 force damage, or half as much 
  on a successful save.  
  4 
  Wisdom 
  On a failed save, the creature falls 
  asleep and unconscious for 1 
  minute. The target awakens if it 
  takes damage or another creature 
  takes an action to wake it. This ray 
  has no effect on constructs and 
  undead. 
  5 
  Wisdom 
  On a failed save, the creature is 
  frightened of you for 1 minute. The 
  target can repeat the saving throw 
  at the end of each of its turns, 
  ending the effect on itself on a 
  success. 
  6 
  Dexterity 
  On a failed save, the creature takes 
  5d10 necrotic damage, or half as 
  much on a successful save.  
   
  
   
  15 
  ARCANE SABOTEUR 
  Seen by some wizards as an “uncouth” arcane tradition, 
  many nations very much value the abilities and powers of 
  arcane saboteurs. Commonly referred to as “trap mages”, 
  these wizards specialize in the creation of glyphs that can 
  be used to protect an area and prevent pursuers. Arcane 
  Saboteurs are master craft trap crafters and typically have 
  a reputation of being a bit eccentric.  
   
  GLYPH WEAVER 
   
  When you take this arcane tradition at 2nd level, you learn 
  how to quickly craft temporary traps using magic. As an 
  action, you touch a surface to create a trap glyph that lasts 
  for 1 minute. When you do this, choose a 1st-level spell that 
  requires an action to cast, a range longer than touch, and 
  has a target other than self. You cannot use a higher level 
  spell slot than the spell you cast. You create a 5-foot-
  radius circle arcane glyph on the surface that stores this 
  spell and the spell slot is expended. If the space is not big 
  enough to fit the glyph, the glyph fails.  Only 1 glyph can 
  occupy a space at a time. The glyphs are hard to see and 
  require Intelligence (Investigation) check equal to your 
  spell save DC to notice. 
   
  When the glyph is created, you can choose from the 
  following triggers for the spell: 
   
  Timer set to go off after a set number of rounds.  
   
  The glyph is touched. 
   
  A specific word is spoken within 30 feet of the 
  glyph.  
   
  A creature moves to be with 10 feet of the glyph  
   
  When the glyph is triggered, the stored spell is cast. If 
  the spell has a target, it targets the creature that triggered 
  the glyph. If the spell affects an area, the area is centered 
  on that creature. If the trigger is a timer, the creature that 
  is closest to the glyph becomes the target or center of the 
  spell. When the spell is cast, you use your spell attack or 
  spell save DC as normal for the spell. Once the glyph is 
  triggered, or after 1 minute passes after the glyph has been 
  placed, the glyph disappears. You only have a maximum 
  number of glyphs placed out equal to your Intelligence 
  modifier at a time. 
   
  At higher levels, you can place 2nd-level spells in the 
  glyphs at 6th level, 3rd-level spells at 10th level, and 4th-
  level spells at 14th level.  
   
   
  MODIFIED GLYPHS  
  At 6th level, your traps you place have become larger or 
  longer lasting. When you create glyphs with Glyph Weaver, 
  you can choose one of the following bonuses to add: 
   
  The glyph lasts up to a number of minutes equal 
  to your Intelligence modifier.  
   
  The glyph created is a 10-foot-radius circle 
  instead of a 5-foot-radius circle.  
   
  EMPOWERED GLYPHS  
  Starting At 10th level, you can further enhance your glyphs 
  to be harder to spot or more powerful. When you create 
  glyphs with Glyph Weaver, you can choose one of the 
  following bonuses to add: 
   
  Creatures have disadvantage on Intelligence 
  (Investigation) checks to spot your glyph.  
   
  When you cast a spell for the glyph, you can 
  expend a higher-level spell for spell.  
   
   
  TRAP MASTER 
  When you have reached 14th level, you have mastered the 
  use of glyphs as traps. You learn the glyph of warding spell 
  if you have not already. When you cast glyph of warding, the 
  spell only requires half the normal component cost for 
  you. Once per day you can cast glyph of warding without 
  expending a spell slot.  
  Additionally, you can create glyphs from Glyph 
  Weaver to up 30 feet away on surfaces you can see.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ARCANE SABOTEURS FEATURES 
  Sorcerer Level 
  Feature 
  2nd 
  Glyph Weaver 
  6th 
  Modified Glyphs 
  10th 
  Empowered Glyphs 
  14th 
   Trap Master 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Scribe's Miscellaneous Footnotes/Scribe's Miscellaneous Footnotes - Subclasses.pdf