TEXT: Unearthed Arcana Player's Handbook
  New races, classes, feats, spells, and psionics from the Unearthed Arcana articles compiled
  by Kentti
  
  Table Of Contents
  Chapter 1: Races
  Dwarf - page 3
  Elf - page 3
  Halfling - page 4
  Human - page 3
  Dragonborn - page 5
  Gnome - page 5
  Tiefling - page 6
  Minotaur (Krynn) - page 8
  Gith - page 9
  Chapter 2: Classes - page 10
  Artificer - page 10
  Barbarian - page 14
  Bard - page 16
  Cleric - page 19
  Druid - page 21
  Fighter - page 22
  Monk - page 27
  Mystic - page 29
  Paladin - page 35
  Ranger - page 38
  Ranger with No Spells - page 40
  Ranger, Revised - page 41
  Rogue - page 46
  Sorcerer - page 47
  Warlock - page 51
  Wizard - page 56
  Chapter 3: Customization Options - page 58
  Feats - page 58
  Chapter 4: Spells and Psionics - page 64
  Spell Descriptions - page 65
  Psionic Disciplines and Talents - page 69
  
  Chapter 1: Races
  Dwarf
  Revenant Dwarf
  Having met a cruel and undeserved end, you have returned to
  the realm of the living. As a revenant, you thirst for revenge
  against those who wronged you in life, or seek to complete a
  final, critical task you left unfinished.
  Your DM might also allow you to take this subrace for a
  slain character. In that case, your character rises from the
  dead with its original subrace replaced (or with the necessary
  modifications made to its base traits), filled with a
  determination to seek vengeance or complete its mission.
  Ability Score Increase. Your Constitution score increases
  by 1.
  Relentless Nature. Your DM assigns a goal to you—
  typically, one related to your character’s death. The goal must
  be a specific task you can complete, such as slaying an enemy
  or liberating an area and its people. Until you fulfill that goal,
  you gain the following benefits:
  If you are below half your hit point maximum at the start
  of your turn, you regain 1 hit point.
  If you die, you return to life 24 hours after death. If your
  body is destroyed, you reform within 1 mile of the place of
  your death at a spot determined by the DM. If your
  equipment was also destroyed, you do not regain it.
  You know the distance and direction between you and any
  creature involved in your goal, such as a person you seek
  vengeance against or someone you pledged to defend.
  This awareness fails if the creature is on another plane of
  existence.
  When your goal is complete, you finally find rest. You die and
  cannot be restored to life.
  Elf
  Eladrin
  Eladrin are elves native to the Feywild, a realm of
  unpredictability and boundless magic. At your DM’s option,
  you can select eladrin as the subrace for an elf character,
  instead of one of the elf subraces in the Player’s Handbook.
  As creatures of the Feywild, eladrin can be wildly
  unpredictable. They tend toward an alignment of chaotic
  neutral, mixing a love of freedom with benign self-interest.
  Eladrin that embrace good or evil take their beliefs to an
  extreme, serving as great champions of justice or terrifying
  villains.
  The Four Seasons
  Each eladrin has four distinct personality states—one for
  each season—that they shift between when they experience
  powerful emotion.
  Autumn is the season of peace and goodwill, when
  summer’s harvest is shared with all. Eladrin adopt this
  personality when overcome with contentment.
  Winter is the season of dolor, when the vibrant energy of
  the world slumbers. It is a time of sadness and regret,
  entered when eladrin are overcome with sorrow.
  Spring is the season of cheerfulness and unfettered
  celebration, marked by merriment as winter’s sorrow passes.
  Eladrin enter this state when overcome with joy.
  Summer is the season of boldness and aggression, a time
  of unfettered energy. Eladrin enter this state when overcome
  with fury.
  You may create personality traits and flaws for each of your
  seasons, reflecting an eladrin’s tempestuous personality. You
  can roll on the following tables or read them for inspiration.
  To add some chaos to your character, you may roll on these
  tables each time you change seasons.
  Autumn
  d4 Autumn Personality Trait
  1 If someone is in need, you never withhold aid.
  2 You share what you have, with little regard to your own
  needs.
  3 There are no simple meals, only lavish feasts.
  4 You stock up on fine food and drink. You hate going
  without such comforts.
  d4 Autumn Flaw
  1 You trust others without thought.
  2 You give to the point that you leave yourself without
  necessary supplies.
  3 Everyone is your friend, or a potential friend.
  4 You spend excessively on creature comforts.
  Winter
  d4 Winter Personality Trait
  1 The worst case is the most likely case.
  2 You preserve what you have. Better to hunger today
  and have food for tomorrow.
  3 The world is full of dangers. You never let your guard
  drop.
  4 A penny spent is a penny lost forever.
  d4 Winter Flaw
  1 Everything dies eventually. Why bother building
  anything that is meant to last?
  2 Nothing matters to you, and you allow others to guide
  your actions.
  3 Your needs come first. In winter, all must watch out for
  themselves.
  4 You speak only to point out the flaws in others’ plans.
  3
  CHAPTER 1 | RACES
  
  Spring
  d4 Spring Personality Trait
  1 Every day is the greatest day of your life.
  2 You do everything with enthusiasm, even the most
  mundane chores.
  3 You love music and song. You supply a tune yourself if
  no one else can.
  4 You can’t stay still.
  d4 Spring Flaw
  1 You overdrink.
  2 Toil is for drudges. Yours should be a life of leisure.
  3 A pretty face infatuates you in an instant, but your fancy
  passes with equal speed.
  4 Anything worth doing is worth overdoing.
  Summer
  d4 Summer Personality Trait
  1 You believe that direct confrontation is the best way to
  solve problems.
  2 Overwhelming force can solve almost anything. The
  tougher the problem, the more force you apply.
  3 You stand tall and strong so that others can lean on
  you.
  4 You maintain an intimidating front. Better to prevent
  fights with a show of force than be led to harm others.
  d4 Summer Flaw
  1 You are stubborn. Let others change.
  2 The best option is one that is swift, unexpected, and
  overwhelming.
  3 Punch first. Talk later.
  4 Your fury can carry you through anything.
  Eladrin Traits
  The chaotic eladrin are creatures of powerful emotions,
  infused with a power that can align with the magic of the
  seasons.
  Ability Score Increase. Your Intelligence or Charisma
  score increases by 1 (your choice).
  Fey Step. As a bonus action, you can magically teleport up
  to 30 feet to an unoccupied space you can see. Once you use
  this trait, you can’t do so again until you finish a short or long
  rest.
  Shifting Seasons. At the end of each short or long rest,
  you can align yourself with the magic of one season,
  regardless of the season that is dominating your personality.
  Doing so allows you to cast a certain cantrip, as shown in the
  Shifting Seasons Cantrips table. When you align yourself
  with a season’s magic, you lose the cantrip associated with
  the previous season and gain the cantrip associated with the
  new season.
  Your spellcasting ability for these cantrips is Intelligence or
  Charisma, whichever is higher.
  Shifting Seasons Cantrips
  Season
  Cantrip
  Autumn
  Friends
  Winter
  Chill touch
  Spring
  Minor illusion
  Summer
  Fire bolt
  Revenant Elf
  Having met a cruel and undeserved end, you have returned to
  the realm of the living. As a revenant, you thirst for revenge
  against those who wronged you in life, or seek to complete a
  final, critical task you left unfinished.
  Your DM might also allow you to take this subrace for a
  slain character. In that case, your character rises from the
  dead with its original subrace replaced (or with the necessary
  modifications made to its base traits), filled with a
  determination to seek vengeance or complete its mission.
  Ability Score Increase. Your Constitution score increases
  by 1.
  Relentless Nature. Your DM assigns a goal to you—
  typically, one related to your character’s death. The goal must
  be a specific task you can complete, such as slaying an enemy
  or liberating an area and its people. Until you fulfill that goal,
  you gain the following benefits:
  If you are below half your hit point maximum at the start
  of your turn, you regain 1 hit point.
  If you die, you return to life 24 hours after death. If your
  body is destroyed, you reform within 1 mile of the place of
  your death at a spot determined by the DM. If your
  equipment was also destroyed, you do not regain it.
  You know the distance and direction between you and any
  creature involved in your goal, such as a person you seek
  vengeance against or someone you pledged to defend.
  This awareness fails if the creature is on another plane of
  existence.
  When your goal is complete, you finally find rest. You die and
  cannot be restored to life.
  Halfling
  Revenant Halfling
  Having met a cruel and undeserved end, you have returned to
  the realm of the living. As a revenant, you thirst for revenge
  against those who wronged you in life, or seek to complete a
  final, critical task you left unfinished.
  Your DM might also allow you to take this subrace for a
  slain character. In that case, your character rises from the
  dead with its original subrace replaced (or with the necessary
  modifications made to its base traits), filled with a
  determination to seek vengeance or complete its mission.
  Ability Score Increase. Your Constitution score increases
  by 1.
  Relentless Nature. Your DM assigns a goal to you—
  typically, one related to your character’s death. The goal must
  be a specific task you can complete, such as slaying an enemy
  or liberating an area and its people. Until you fulfill that goal,
  you gain the following benefits:
  4
  CHAPTER 1 | RACES
  
  If you are below half your hit point maximum at the start
  of your turn, you regain 1 hit point.
  If you die, you return to life 24 hours after death. If your
  body is destroyed, you reform within 1 mile of the place of
  your death at a spot determined by the DM. If your
  equipment was also destroyed, you do not regain it.
  You know the distance and direction between you and any
  creature involved in your goal, such as a person you seek
  vengeance against or someone you pledged to defend.
  This awareness fails if the creature is on another plane of
  existence.
  When your goal is complete, you finally find rest. You die and
  cannot be restored to life.
  Human
  Revenant Human
  Having met a cruel and undeserved end, you have returned to
  the realm of the living. As a revenant, you thirst for revenge
  against those who wronged you in life, or seek to complete a
  final, critical task you left unfinished.
  Your DM might also allow you to take this subrace for a
  slain character. In that case, your character rises from the
  dead with its original subrace replaced (or with the necessary
  modifications made to its base traits), filled with a
  determination to seek vengeance or complete its mission.
  Human Revenant. If you want to play a human revenant,
  modify the human’s Ability Score Increase trait to the
  following: Two different ability scores of your choice increase
  by 1. If you use the variant human traits, remove the Skills
  trait and the Feat trait.
  Ability Score Increase. Your Constitution score increases
  by 1.
  Relentless Nature. Your DM assigns a goal to you—
  typically, one related to your character’s death. The goal must
  be a specific task you can complete, such as slaying an enemy
  or liberating an area and its people. Until you fulfill that goal,
  you gain the following benefits:
  If you are below half your hit point maximum at the start
  of your turn, you regain 1 hit point.
  If you die, you return to life 24 hours after death. If your
  body is destroyed, you reform within 1 mile of the place of
  your death at a spot determined by the DM. If your
  equipment was also destroyed, you do not regain it.
  You know the distance and direction between you and any
  creature involved in your goal, such as a person you seek
  vengeance against or someone you pledged to defend.
  This awareness fails if the creature is on another plane of
  existence.
  When your goal is complete, you finally find rest. You die and
  cannot be restored to life.
  Dragonborn
  Revenant Dragonborn
  Having met a cruel and undeserved end, you have returned to
  the realm of the living. As a revenant, you thirst for revenge
  against those who wronged you in life, or seek to complete a
  final, critical task you left unfinished.
  Your DM might also allow you to take this subrace for a
  slain character. In that case, your character rises from the
  dead with its original subrace replaced (or with the necessary
  modifications made to its base traits), filled with a
  determination to seek vengeance or complete its mission.
  Dragonborn Revenant. If you want to play a dragonborn
  revenant, modify the dragonborn’s Ability Score Increase trait
  to the following: Your Strength score increases by 1, and your
  Charisma score increases by 1. Additionally, your Draconic
  Ancestry trait uses necrotic damage as its damage type,
  replacing the damage type that applies to your breath weapon
  and your damage resistance.
  Ability Score Increase. Your Constitution score increases
  by 1.
  Relentless Nature. Your DM assigns a goal to you—
  typically, one related to your character’s death. The goal must
  be a specific task you can complete, such as slaying an enemy
  or liberating an area and its people. Until you fulfill that goal,
  you gain the following benefits:
  If you are below half your hit point maximum at the start
  of your turn, you regain 1 hit point.
  If you die, you return to life 24 hours after death. If your
  body is destroyed, you reform within 1 mile of the place of
  your death at a spot determined by the DM. If your
  equipment was also destroyed, you do not regain it.
  You know the distance and direction between you and any
  creature involved in your goal, such as a person you seek
  vengeance against or someone you pledged to defend.
  This awareness fails if the creature is on another plane of
  existence.
  When your goal is complete, you finally find rest. You die and
  cannot be restored to life.
  Gnome
  Revenant Gnome
  Having met a cruel and undeserved end, you have returned to
  the realm of the living. As a revenant, you thirst for revenge
  against those who wronged you in life, or seek to complete a
  final, critical task you left unfinished.
  Your DM might also allow you to take this subrace for a
  slain character. In that case, your character rises from the
  dead with its original subrace replaced (or with the necessary
  modifications made to its base traits), filled with a
  determination to seek vengeance or complete its mission.
  Ability Score Increase. Your Constitution score increases
  by 1.
  Relentless Nature. Your DM assigns a goal to you—
  typically, one related to your character’s death. The goal must
  be a specific task you can complete, such as slaying an enemy
  or liberating an area and its people. Until you fulfill that goal,
  you gain the following benefits:
  If you are below half your hit point maximum at the start
  of your turn, you regain 1 hit point.
  If you die, you return to life 24 hours after death. If your
  body is destroyed, you reform within 1 mile of the place of
  your death at a spot determined by the DM. If your
  equipment was also destroyed, you do not regain it.
  5
  CHAPTER 1 | RACES
  
  You know the distance and direction between you and any
  creature involved in your goal, such as a person you seek
  vengeance against or someone you pledged to defend.
  This awareness fails if the creature is on another plane of
  existence.
  When your goal is complete, you finally find rest. You die and
  cannot be restored to life.
  Tiefling
  As presented in the Player’s Handbook, all members of the
  tiefling race share some manner of diabolic origin. The
  following option allows you to instead create a tiefling with a
  demonic tie.
  All tieflings gain the following traits from the standard
  tiefling race of the Player’s Handbook:
  Age
  Alignment
  Size
  Speed
  Darkvision
  Additionally, the following traits are modified from the
  Player’s Handbook:
  Ability Score Increase. Your Charisma score increases by
  2.
  Languages. You can speak, read, and write Common.
  This variant introduces new subraces for the tiefling. Each
  subrace offers traits in addition to the ones noted above. The
  race presented in the Player’s Handbook is the infernal
  tiefling, which is summarized here for ease of reference.
  Infernal Tiefling
  An infernal tiefling draws upon the power of the Nine Hells
  and its diabolic masters. These tieflings have the following
  additional features.
  Ability Score Increase. Your Intelligence score increases
  by 1.
  Hellish Resistance. As described in the Player’s
  Handbook.
  Infernal Legacy. As described in the Player’s Handbook.
  Languages. You can speak, read, and write Infernal.
  Abyssal Tiefling
  All abyssal tieflings trace their bloodline to the demons of the
  Abyss. These tieflings have the following additional features.
  Ability Score Increase. Your Constitution score increases
  by 1.
  Abyssal Arcana. Each time you finish a long rest, you gain
  the ability to cast cantrips and spells randomly determined
  from a short list. At 1st level, you can cast a cantrip. When
  you reach 3rd level, you can also cast a 1st‑level spell. At 5th
  level, you can cast a 2nd-level spell.
  You can cast a spell gained from this trait only once until
  you complete your next long rest. You can cast a cantrip
  gained from this trait at will, as normal. For 1st-level spells
  whose effect changes if cast using a spell slot of 2nd level or
  higher, you cast the spell as if using a 2nd‑level slot. Spells of
  2nd level are cast as if using a 2nd‑level slot.
  At the end of each long rest, you lose the cantrips and
  spells previously granted by this feature, even if you did not
  cast them. You replace those cantrips and spells by rolling for
  new ones on the Abyssal Arcana Spells table. Roll separately
  for each cantrip and spell. If you roll the same spell or cantrip
  you gained at the end of your previous long rest, roll again
  until you get a different result.
  Abyssal Arcana Spells
  d6 1st Level
  3rd Level
  5th Level
  1 Dancing lights Burning hands
  Alter self
  2 True strike
  Charm person
  Darkness
  3 Light
  Magic missile
  Invisibility
  4 Message
  Cure wounds
  Levitate
  5 Spare the dying Tasha's hideous laughter Mirror image
  6 Prestidigitation Thunderwave
  Spider climb
  Abyssal Fortitude. Your hit point maximum increases by
  half your level (minimum 1).
  Languages. You can speak, read, and write Abyssal.
  Revenant Tiefling
  Having met a cruel and undeserved end, you have returned to
  the realm of the living. As a revenant, you thirst for revenge
  against those who wronged you in life, or seek to complete a
  final, critical task you left unfinished.
  Your DM might also allow you to take this subrace for a
  slain character. In that case, your character rises from the
  dead with its original subrace replaced (or with the necessary
  modifications made to its base traits), filled with a
  determination to seek vengeance or complete its mission.
  Tiefling Revenant. If you use two tiefling variants that
  make use of subraces, Use those rules to make a tiefling
  revenant, replacing the subrace options with the revenant
  subrace options.
  Ability Score Increase. Your Constitution score increases
  by 1.
  Relentless Nature. Your DM assigns a goal to you—
  typically, one related to your character’s death. The goal must
  be a specific task you can complete, such as slaying an enemy
  or liberating an area and its people. Until you fulfill that goal,
  you gain the following benefits:
  If you are below half your hit point maximum at the start
  of your turn, you regain 1 hit point.
  If you die, you return to life 24 hours after death. If your
  body is destroyed, you reform within 1 mile of the place of
  your death at a spot determined by the DM. If your
  equipment was also destroyed, you do not regain it.
  You know the distance and direction between you and any
  creature involved in your goal, such as a person you seek
  vengeance against or someone you pledged to defend.
  This awareness fails if the creature is on another plane of
  existence.
  When your goal is complete, you finally find rest. You die and
  cannot be restored to life.
  6
  CHAPTER 1 | RACES
  
  Asmodeus
  The tieflings connected to Nessus command the power of fire
  and darkness, guided by a keener than normal intellect, as
  befits those linked to Asmodeus himself. Such tieflings use
  the Ability Score Increase and Infernal Legacy traits in the
  Player’s Handbook.
  Baalzebul
  The crumbling realm of Maladomini is ruled by Baalzebul,
  who excels at corrupting those whose minor sins can be
  transformed into acts of damnation. Tieflings linked to this
  layer can corrupt others both physically and psychically.
  Ability Score Increase. Your Charisma score increases by
  2, and your Intelligence score increases by 1.
  Legacy of Maladomini. You know the thaumaturgy
  cantrip. When you reach 3rd level, you can cast the ray of
  sickness spell as a 2nd-level spell once with this trait and
  regain the ability to do so when you finish a long rest. When
  you reach 5th level, you can cast the crown of madness spell
  once with this trait and regain the ability to do so when you
  finish a long rest. Charisma is your spellcasting ability for
  these spells.
  Dispater
  The great city of Dis occupies most of Hell’s second layer. It is
  a place where secrets are uncovered and shared with the
  highest bidder, making tieflings tied to Dispater excellent
  spies and infiltrators.
  Ability Score Increase. Your Charisma score increases by
  2, and your Dexterity score increases by 1.
  Legacy of Dis. You know the thaumaturgy cantrip. When
  you reach 3rd level, you can cast the disguise self spell once
  with this trait and regain the ability to do so when you finish a
  long rest. When you reach 5th level, you can cast the
  invisibility spell once with this trait and regain the ability to
  do so when you finish a long rest. Charisma is your
  spellcasting ability for these spells.
  Fierna
  A master manipulator, Fierna grants tieflings tied to her
  forceful personalities.
  Ability Score Increase. Your Charisma score increases by
  2, and your Wisdom score increases by 1.
  Legacy of Phlegethos. You know the friends cantrip.
  When you reach 3rd level, you can cast the charm person
  spell as a 2nd-level spell once with this trait and regain the
  ability to do so when you finish a long rest. When you reach
  5th level, you can cast the suggestion spell once with this trait
  and regain the ability to do so when you finish a long rest.
  Charisma is your spellcasting ability for these spells.
  Glasya
  Glasya, Hell’s criminal mastermind, grants her tieflings useful
  magic in committing heists.
  Ability Score Increase. Your Charisma score increases by
  2, and your Dexterity score increases by 1.
  Legacy of Malbolge. You know the minor illusion cantrip.
  When you reach 3rd level, you can cast the disguise self spell
  once with this trait and regain the ability to do so when you
  finish a long rest. When you reach 5th level, you can cast the
  invisibility spell once with this trait and regain the ability to
  do so when you finish a long rest. Charisma is your
  spellcasting ability for these spells.
  Levistus
  Frozen Stygia is ruled by Levistus, an archdevil known for
  offering bargains to those who face an inescapable doom.
  Ability Score Increase. Your Charisma score increases by
  2, and your Constitution score increases by 1.
  Legacy of Stygia. You know the ray of frost cantrip. When
  you reach 3rd level, you can cast the armor of Agathys spell as
  a 2nd-level spell once with this trait and regain the ability to
  do so when you finish a long rest. When you reach 5th level,
  you can cast the darkness spell once with this trait and regain
  the ability to do so when you finish a long rest. Charisma is
  your spellcasting ability for these spells.
  Mammon
  The great miser Mammon loves coins above all else. Tieflings
  tied to him excel at gathering and safeguarding wealth.
  Ability Score Increase. Your Charisma score increases by
  2, and your Intelligence score increases by 1.
  Legacy of Minauros. You know the mage hand cantrip.
  When you reach 3rd level, you can cast the Tenser’s floating
  disk spell once with this trait and regain the ability to do so
  when you finish a short or long rest. When you reach 5th
  level, you can cast the arcane lock spell once with this trait,
  requiring no material component, and regain the ability to do
  so when you finish a long rest. Charisma is your spellcasting
  ability for these spells.
  Mephistopheles
  In the frozen realm of Cania, Mephistopheles offers arcane
  power to those who entreat with him. Tieflings linked to this
  place master some arcane magic.
  Ability Score Increase. Your Charisma score increases by
  2, and your Intelligence score increases by 1.
  Legacy of Cania. You know the mage hand cantrip. When
  you reach 3rd level, you can cast the magic missile spell as a
  2nd-level spell once with this trait and regain the ability to do
  so when you finish a long rest. When you reach 5th level, you
  can cast the web spell once with this trait and regain the
  ability to do so when you finish a long rest. Charisma is your
  spellcasting ability for these spells.
  Zariel
  Tieflings with a blood tie to Zariel are stronger than the
  typical tiefling and receive magical abilities that aid them in
  battle.
  Ability Score Increase. Your Charisma score increases by
  2, and your Strength score increases by 1.
  7
  CHAPTER 1 | RACES
  
  Legacy of Avernus. You know the thaumaturgy cantrip.
  When you reach 3rd level, you can cast the searing smite
  spell as a 2nd-level spell once with this trait and regain the
  ability to do so when you finish a long rest. When you reach
  5th level, you can cast the branding smite spell once with this
  trait and regain the ability to do so when you finish a long
  rest. Charisma is your spellcasting ability for these spells.
  Minotaur (Krynn)
  In the world of Krynn, the setting of the Dragonlance saga,
  minotaurs live in an honorbased society where strength
  determines power in both the gladiatorial arenas and in daily
  life. At home on both land and sea, the minotaurs of Krynn
  are ferocious sea raiders who rank as the ablest and most
  dangerous sailors in the world.
  Arrogant Conquerors
  Minotaurs embrace the notion that the weak should perish
  and that the strong must rule—and that they themselves are
  the strongest and most powerful race on Krynn. They believe
  their destiny is to rule the world, and that their dominion will
  be one of conquest and military might. To that end, all
  minotaurs are trained in weapons, armor, and tactics from a
  young age.
  The minotaurs’ arrogance stems from a combination of
  strength, cunning, and intellect— three virtues they hold dear,
  and which they deem the foundation of their greatness. They
  believe that this combination of traits is what sets them apart
  from their rivals.
  Trial by Combat
  Minotaur society is built on the principle that might makes
  right, and that considerations of justice are unnecessary. The
  minotaurs are led by an emperor served by a council of eight
  minotaurs called the Supreme Circle. All posts within the
  government, including the emperor’s, are won by the
  strongest and cleverest minotaurs, as proved by combat in
  the Circus.
  The Circus is the only means by which a minotaur can rise
  in society. It is a grand, annual display of single combat in
  which minotaurs battle each other for supremacy. Minotaur
  youths must prove themselves in the Circus to earn their
  passage to adulthood.
  Participation in the Circus is yet another reason why
  minotaurs look down on other folk. To the minotaurs, death
  and glory in battle are a natural process. Combat is the key to
  ensuring that the strong survive, and that the weak are set
  aside before they can undermine their superiors’ grand
  schemes of conquest.
  Honor above All
  For all their cruelty, minotaurs are bound by a powerful sense
  of honor. Each victory brings greater honor to both individual
  minotaurs and their families. Defeat invokes a stain that only
  death can fully wash away.
  Honor demands that minotaurs keep their word once it is
  offered, and each minotaur remains faithful to friends and
  clan above all else. Minotaurs rarely befriend folk of other
  races, as they all too often encounter them only in battle. If a
  minotaur does strike up a friendship, it is typically with other
  creatures that display the minotaurs’ virtues and love of
  battle. To such friends, a minotaur becomes an ally whose
  support will never waver.
  Sea Reavers
  In the world of Krynn, the minotaurs rule a chain of islands
  dominated by the isles of Mithas and Kothas. Bound by the
  sea on all sides, the minotaurs focused their tenacity,
  strength, and cunning to become some of the most skilled
  and ferocious mariners in the world. They range across the
  water in their ships, raiding and pillaging as they wish.
  Minotaurs sometimes engage in trade, but they much prefer
  to take what they want by force. After all, as the strongest of
  all folk, they deserve the treasures and goods that lesser
  creatures have gathered.
  Minotaur Names
  Minotaur clan names originate with a great hero whose
  descendants take on that name as their own, doing their best
  to live up to the ideals of their ancestor. On Krynn, clan
  names are always preceded by the prefix “es‐” for minotaurs
  from lands controlled by the island of Mithas, or “de‐” for
  minotaurs from areas under the sway of Kothas.
  Male Names: Beliminorgath, Cinmac, Dastrun, Edder,
  Galdar, Ganthirogani, Hecariverani, Kyris, Tosher, Zurgas
  Female Names: Ayasha, Calina, Fliara, Helati, Keeli, Kyri,
  Mogara, Sekra, Tariki, Telia
  Clan Names: Athak, Bregan, Entragath, Kaziganthi,
  Lagrangli, Mascun, Orilg, Sumarr, Teskos, Zhakan
  Minotaur Traits
  Your minotaur character possesses a number of traits that
  reflect the power and superiority of your kind.
  Ability Score Increase. Your Strength score increases by
  1.
  Conqueror’s Virtue. From a young age, you focused on
  one of the three virtues of strength, cunning, or intellect. Your
  choice of your Strength, Intelligence, or Wisdom score
  increases by 1.
  Age. Minotaurs enter adulthood at around the age of 17
  and can live up to 150 years.
  Alignment. Minotaurs believe in a strict code of honor, and
  thus tend toward law. They are loyal to the death and make
  implacable enemies, even as their brutal culture and disdain
  for weakness push them toward evil.
  Size. Minotaurs typically stand well over 6 feet tall and
  weigh an average of 300 pounds. Your size is Medium.
  Speed. Your base walking speed is 30 feet. Horns. You are
  never unarmed. You are proficient with your horns, which are
  a melee weapon that deals 1d10 piercing damage. Your horns
  grant you advantage on all checks made to shove a creature,
  but not to avoid being shoved yourself.
  Goring Rush. When you use the Dash action during your
  turn, you can make a melee attack with your horns as a bonus
  action.
  8
  CHAPTER 1 | RACES
  
  Hammering Horns. When you use the Attack action during
  your turn to make a melee attack, you can attempt to shove a
  creature with your horns as a bonus action. You cannot use
  this shove attempt to knock a creature prone.
  Labyrinthine Recall. You can perfectly recall any path you
  have traveled.
  Sea Reaver. You gain proficiency with navigator’s tools and
  vehicles (water).
  Languages. You can speak, read, and write Common.
  Minotaur Bonds
  When creating a minotaur character rooted in Krynn (or in
  any campaign that draws on the backstory presented here),
  you can use the following table of bonds to help flesh out your
  character. Use this table in addition to or in place of your
  background’s bond or a bond of your creation.
  d6 Bond
  1 My opponent in the Circus for my trial of adulthood
  was chosen years ago. Though we sparred only once, I
  fell deeply in love. Rather than fight my beloved to the
  death, I fled from home and have been branded a
  coward.
  2 I’m the last of my clan. If I die without achieving great
  deeds, the hero who is my clan’s patron will be
  forgotten.
  3 I was part of a raiding party that was defeated and
  enslaved. I’ve escaped and sworn revenge.
  4 I never shared my people’s love of violence. I’m part of
  a conspiracy to topple the emperor’s violent regime.
  5 I claim that I am an exile from my people, but in truth I
  have been sent to serve as a spy. I’m expected to leave
  secret messages telling my folk of villages and towns
  that are ripe targets for conquest.
  6 I’m the last survivor of a ship wrecked in a storm.
  Occasionally, the spirits of my shipmates appear in my
  dreams and ask me to complete tasks they left
  unfinished in life.
  Gith
  At your DM’s option, you can create a gith character, using
  the following rules to create it. See the Monster Manual for
  information on the history of the gith.
  Gith Traits
  Gith feature a number of common traits.
  Ability Score Increase. Your Intelligence score increases
  by 1.
  Age. Gith reach adulthood in their late teens and live for
  about a century.
  Size. Gith are taller and leaner than humans, with most a
  slender 6 feet in height.
  Speed. Your base walking speed is 30 feet.
  Languages. You can speak, read, and write Common and
  Gith.
  Subrace. There are two kinds of gith, githyanki and
  githzerai. Choose one of these subraces.
  Githyanki
  The brutal githyanki are trained from birth as warriors.
  Ability Score Increase. Your Strength score increases by
  2.
  Alignment. Githyanki tend toward lawful evil. They are
  self-centered, violent, and arrogant, yet they remain the
  faithful servants of their lichqueen, Vlaakith. Renegade
  githyanki tend toward chaos as they have forsaken her will.
  Decadent Mastery. You learn one language of your choice,
  and you are proficient with one skill or tool of your choice. In
  the timeless city of Tu’narath, githyanki have bountiful time to
  master odd bits of knowledge.
  Martial Prodigy. You are proficient with light and medium
  armor. Your people are ever ready for war.
  Githyanki Psionics. You know the mage hand cantrip.
  When you reach 3rd level, you can cast jump once with this
  trait, and you regain the ability to do so when you finish a
  long rest. When you reach 5th level, you can cast the misty
  step spell once with this trait, and you regain the ability to do
  so when you finish a long rest.
  Intelligence is your spellcasting ability for these spells. You
  can cast all of them without components.
  Githzerai
  In their fortresses within Limbo, the githzerai hone their
  minds to a razor’s edge.
  Ability Score Increase. Your Wisdom score increases by
  2.
  Alignment. Githzerai tend toward lawful neutral. Their
  rigorous training in psychic abilities requires an implacable
  mental discipline.
  Monastic Training. You gain a +1 bonus to AC while you
  aren’t wearing medium or heavy armor and aren’t using a
  shield. All githzerai receive basic training from monks, and
  the monks among them are unmatched in their defensive
  abilities.
  Githzerai Psionics. You know the mage hand cantrip.
  When you reach 3rd level, you can cast shield once with this
  trait, and you regain the ability to do so when you finish a
  long rest. When you reach 5th level, you can cast the detect
  thoughts spell once with this trait, and you regain the ability
  to do so when you finish a long rest.
  Wisdom is your spellcasting ability for these spells. You can
  cast all of them without components.
  Random Height and Weight
  Subrace
  Base
  Height
  Height
  Modifier
  Base
  Weight
  Weight
  Modifier
  Eladrin
  4'6"
  +2d12
  90 lb.
  x (1d4) lb.
  Githyanki 5'0"
  +2d12
  100 lb.
  x (2d4) lb.
  Githzerai 4'11"
  +2d12
  90 lb.
  x (1d4) lb.
  Height = Base Height + Height Modifier (in inches)
  Weight = Base Weight + Height Modifier (in pounds) ×
  Weight Modifier
  9
  CHAPTER 1 | RACES
  
  Chapter 2: Classes
  Artificer
  A gnome sits hunched over a workbench, carefully using
  needle and thread to wave runes into a leather satchel. The
  bag shudders as she completes her work, and a sudden, loud
  pop echoes through the room as a portal to an
  extradimensional space springs to being in the bag’s interior.
  She beams with pride at her newly crafted bag of holding.
  A troll growls in hunger as it looms over a dwarf, who
  slides a long, metal tube from a holster at his belt. With a
  thunderous roar, a gout of flame erupts from the tube, and the
  troll’s growls turn into shrieks of panic as it turns to flee.
  An elf scrambles up the castle’s wall, Baron von Hendriks’
  men close behind her. As she clambers over the battlements,
  she reaches into her satchel, pulls out three vials, mixes their
  contents into a small leather bag, and flings it at her
  pursuers. The bag bursts at their feet, trapping them in a
  thick, black glue as she makes her escape.
  Makers of magic-infused objects, artificers are defined by
  their inventive nature. Like wizards, they see magic as a
  complex system waiting to be decoded and controlled
  through a combination of thorough study and investigation.
  Artificers, though, focus on creating marvelous new magical
  objects. Spells are often too ephemeral and temporary for
  their tastes. Instead, they seek to craft durable, useful items.
  Cunning Inventors
  Every artificer is defined by a specific craft. Artificers see
  mastering the basic methods of a craft as the first step to true
  progress, the invention of new methods and approaches.
  Some artificers are engineers, students of invention and
  warfare who craft deadly firearms that they can augment with
  magic. Other artificers are alchemists. Using their knowledge
  of magic and various exotic ingredients, they create potions
  and draughts to aid them on their adventures. Alchemy and
  engineering are the two most common areas of study for
  artificers, but others do exist.
  All artificers are united by their curiosity and inventive
  nature. To an artificer, magic is an evolving art with a leading
  edge of discovery and mastery that pushes further ahead with
  each passing year. Artificers value novelty and discovery. This
  penchant pushes them to seek a life of adventure. A hidden
  ruin might hold a forgotten magic item or a beautifully crafted
  mirror perfect for magical enhancement. Artificers win
  respect and renown among their kind by uncovering new lore
  or inventing new methods of creation.
  Intense Rivalries
  The artificers’ drive to invent and expand their knowledge
  creates an intense drive to uncover new magic discoveries.
  An artificer who hears news of a newly discovered magic
  item must act fast to get it before any rivals do. Good-aligned
  artificers recover items on adventures or offer gold or
  wondrous items to those who possess items they are keen to
  own. Evil ones have no problem committing crimes to claim
  what they want.
  Almost every artificer has at least one rival, someone whom
  they seek to outdo at every turn. By the same token, artificers
  with similar philosophies and theories band together into
  loose guilds. They share their discoveries and work together
  to verify their theories and keep ahead of their rivals.
  Creating an Artificer
  When creating an artificer character, think about your
  character’s background and drive for adventure. Does the
  character have a rival? What is the character’s relationship
  with the artisan or artificer who taught the basics of the craft?
  Talk to your DM about the role played by artificers in the
  campaign, and what sort of organizations and NPCs you
  might have ties to.
  Quick Build
  You can make an artificer quickly by following these
  suggestions. First, put your highest ability score in
  Intelligence, followed by Constitution or Dexterity. Second,
  choose the guild artisan background.
  Class Features
  As an artificer, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per artificer level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per artificer level after 1st
  Proficiencies
  Armor: Light armor, medium armor
  Weapons: Simple weapons
  Tools: Thieves' tools, two other tools of your choice
  Saving Throws: Constitution, Intelligence
  Skills: Choose three from Arcana, Deception, History,
  Investigation, Medicine, Nature, Religion, and Sleight of
  Hand
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a handaxe and a light hammer or (b) any two simple
  weapons
  A light crossbow and 20 bolts
  (a) scale mail or (b) studded leather armor
  Thieves' tools and a dungeoneer's pack
  Artificer Specialist
  At 1st level, you choose the type of Artificer Specialist you
  are: Alchemist or Gunsmith, both of which are detailed at the
  end of the class description. Your choice grants you features
  at 1st level and again at 3rd, 9th, 14th, and 17th level.
  10
  CHAPTER 2 | CLASSES
  
  The Artificer
  Level
  Proficiency Bonus
  Features
  Spells Known
  1st 2nd 3rd 4th
  1st
  +2
  Artificer Specialist, Magic Item Analysis
  —
  —
  —
  —
  —
  2nd
  +2
  Tool Expertise, Wondrous Invention
  —
  —
  —
  —
  —
  3rd
  +2
  Artificer Specialist feature, Spellcasting
  3
  2
  —
  —
  —
  4th
  +2
  Ability Score Improvement, Infuse Magic
  4
  3
  —
  —
  —
  5th
  +3
  Superior Attunement, Wondrous Invention
  4
  3
  —
  —
  —
  6th
  +3
  Mechanical Servant
  4
  3
  —
  —
  —
  7th
  +3
  —
  5
  4
  2
  —
  —
  8th
  +3
  Ability Score Improvement
  6
  4
  2
  —
  —
  9th
  +4
  Artificer Specialist feature
  6
  4
  2
  —
  —
  10th
  +4
  Wondrous Invention
  7
  4
  3
  —
  —
  11th
  +4
  —
  8
  4
  3
  —
  —
  12th
  +4
  Ability Score Improvement
  8
  4
  3
  —
  —
  13th
  +5
  —
  9
  4
  3
  2
  —
  14th
  +5
  Artificer Specialist feature
  10
  4
  3
  2
  —
  15th
  +5
  Superior Attunement, Wondrous Invention
  10
  4
  3
  2
  —
  16th
  +5
  Ability Score Improvement
  11
  4
  3
  3
  —
  17th
  +6
  Artificer Specialist feature
  11
  4
  3
  3
  —
  18th
  +6
  Ability Score Improvement
  11
  4
  3
  3
  —
  19th
  +6
  —
  12
  4
  3
  3
  1
  20th
  +6
  Soul of Artifice, Wondrous Invention
  13
  4
  3
  3
  1
  Magic Item Analysis
  Starting at 1st level, your understanding of magic items
  allows you to analyze and understand their secrets. You know
  the artificer spells detect magic and identify, and you can cast
  them as rituals. You don’t need to provide a material
  component when casting identify with this class feature.
  Tool Expertise
  Starting at 2nd level, your proficiency bonus is doubled for
  any ability check you make that uses any of the tool
  proficiencies you gain from this class.
  Wondrous Invention
  At 2nd level, you gain the use of a magic item that you have
  crafted. Choose the item from the list of 2nd-level items
  below.
  Crafting an item is a difficult task. When you gain a magic
  item from this feature, it reflects long hours of study,
  tinkering, and experimentation that allowed you to finally
  complete the item. You are assumed to work on this item in
  your leisure time and to finish it when you level up.
  You complete another item of your choice when you reach
  certain levels in this class: 5th, 10th, 15th, and 20th level. The
  item you choose must be on the list for your current artificer
  level or a lower level.
  These magic items are detailed in the Dungeon Master’s
  Guide.
  2nd Level: bag of holding, cap of water breathing, driftglobe,
  goggles of night, sending stones
  5th Level: alchemy jug, helm of comprehending languages,
  lantern of revealing, ring of swimming, robe of useful items,
  rope of climbing, wand of magic detection, wand of secrets
  10th Level: bag of beans, chime of opening, decanter of
  endless water, eyes of minute seeing, folding boat,
  Heward’s handy haversack
  15th Level: boots of striding and springing, bracers of
  archery, brooch of shielding, broom of flying, hat of
  disguise, slippers of spider climbing
  20th Level: eyes of the eagle, gem of brightness, gloves of
  missile snaring, gloves of swimming and climbing, ring of
  jumping, ring of mind shielding, wings of flying
  11
  CHAPTER 2 | CLASSES
  
  Spellcasting
  As part of your study of magic, you gain the ability to cast
  spells at 3rd level. The spells you learn are limited in scope,
  primarily concerned with modifying creatures and objects or
  creating items.
  Spell Slots
  The Artificer table shows how many spell slots you have to
  cast your spells of 1st level and higher. To cast one of these
  spells, you must expend a slot of the spell’s level or higher.
  You regain all expended spell slots when you finish a long
  rest.
  Spells Known of 1st Level and Higher
  You know three 1st-level spells of your choice from the
  artificer spell list (which appears at the end of this document).
  The Spells Known column of the Artificer table shows
  when you learn more artificer spells of your choice from this
  feature. Each of these spells must be of a level for which you
  have spell slots on the Artificer table.
  Additionally, when you gain a level in this class, you can
  choose one of the artificer spells you know from this feature
  and replace it with another spell from the artificer spell list.
  The new spell must also be of a level for which you have spell
  slots on the Artificer table.
  Spellcasting Ability
  Intelligence is your spellcasting ability for your artificer
  spells; your understanding of the theory behind magic allows
  you to wield these spells with superior skill. You use your
  Intelligence whenever an artificer spell refers to your
  spellcasting ability. In addition, you use your Intelligence
  modifier when setting the saving throw DC for an artificer
  spell you cast and when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your
  Intelligence modifier
  Spell attack modifier = your proficiency bonus + your
  Intelligence modifier
  Spellcasting Focus
  You can use an arcane focus as a spellcasting focus for your
  artificer spells. See chapter 5, “Equipment,” in the Player’s
  Handbook for various arcane focus options.
  Infuse Magic
  Starting at 4th level, you gain the ability to channel your
  artificer spells into objects for later use. When you cast an
  artificer spell with a casting time of 1 action, you can increase
  its casting time to 1 minute. If you do so and hold a
  nonmagical item throughout the casting, you expend a spell
  slot, but none of the spell’s effects occur. Instead, the spell
  transfers into that item for later use if the item doesn’t
  already contain a spell from this feature.
  Any creature holding the item thereafter can use an action
  to activate the spell if the creature has an Intelligence score
  of at least 6. The spell is cast using your spellcasting ability,
  targeting the creature that activates the item. If the spell
  targets more than one creature, the creature that activates
  the item selects the additional targets. If the spell has an area
  of effect, it is centered on the item. If the spell’s range is self,
  it targets the creature that activates the item.
  When you infuse a spell in this way, it must be used within
  8 hours. After that time, its magic fades and is wasted.
  You can have a limited number of infused spells at the
  same time. The number equals your Intelligence modifier.
  Ability Score Improvement
  When you reach 4th, 8th, 12th, 16th, and 18th level, you can
  increase one ability score of your choice by 2, or you can
  increase two ability scores of your choice by 1. As normal, you
  can’t increase an ability score above 20 using this feature.
  Superior Attunement
  At 5th level, your superior understanding of magic items
  allows you to master their use. You can now attune to up to
  four, rather than three, magic items at a time.
  At 15th level, this limit increases to five magic items.
  Mechanical Servant
  At 6th level, your research and mastery of your craft allow you
  to produce a mechanical servant. The servant is a construct
  that obeys your commands without hesitation and functions
  in combat to protect you. Though magic fuels its creation, the
  servant is not magical itself. You are assumed to have been
  working on the servant for quite some time, finally finishing it
  during a short or long rest after you reach 6th level.
  Select a Large beast with a challenge rating of 2 or less.
  The servant uses that beast’s game statistics, but it can look
  however you like, as long as its form is appropriate for its
  statistics. It has the following modifications:
  It is a construct instead of a beast.
  It can’t be charmed.
  It is immune to poison damage and the poisoned
  condition.
  It gains darkvision with a range of 60 feet if it doesn’t have
  it already.
  It understands the languages you can speak when you
  create it, but it can’t speak.
  If you are the target of a melee attack and the servant is
  within 5 feet of the attacker, you can use your reaction to
  command the servant to respond, using its reaction to
  make a melee attack against the attacker.
  The servant obeys your orders to the best of its ability. In
  combat, it rolls its own initiative and acts on its own.
  If the servant is killed, it can be returned to life via normal
  means, such as with the revivify spell. In addition, over the
  course of a long rest, you can repair a slain servant if you
  have access to its body. It returns to life with 1 hit point at the
  end of the rest. If the servant is beyond recovery, you can
  build a new one with one week of work (eight hours each day)
  and 1,000 gp of raw materials.
  12
  CHAPTER 26 | ARTIFICER
  
  Soul of Artifice
  At 20th level, your understanding of magic items is
  unmatched, allowing you to mingle your soul with items
  linked to you. You can attune to up to six magic items at once.
  In addition, you gain a +1 bonus to all saving throws per
  magic item you are currently attuned to.
  Artificer Specialists
  Artificers pursue a variety of specializations. The two most
  common ones, alchemy and engineering, are presented here.
  Alchemist
  An alchemist is an expert at combining exotic reagents to
  produce a variety of materials, from healing draughts that can
  mend a wound in moments to clinging goo that slows
  creatures down.
  Alchemist’s Satchel
  At 1st level, you craft an Alchemist’s Satchel, a bag of reagents
  that you use to create a variety of concoctions. The bag and
  its contents are both magical, and this magic allows you to
  pull out exactly the right materials you need for your
  Alchemical Formula options, described below. After you use
  one of those options, the bag reclaims the materials.
  If you lose this satchel, you can create a new one over the
  course of three days of work (eight hours each day) by
  expending 100 gp worth of leather, glass, and other raw
  materials.
  Alchemical Formula
  At 1st level, you learn three Alchemical Formula options:
  Alchemical Fire, Alchemical Acid, and one other option of
  your choice. You learn an additional formula of your choice at
  3rd, 9th, 14th, and 17th levels.
  To use any of these options, your Alchemist’s Satchel must
  be within reach.
  If an Alchemical Formula option requires a saving throw,
  the DC is 8 + your proficiency bonus + your Intelligence
  modifier.
  Alchemical Fire. As an action, you can reach into your
  Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl
  the vial at a creature, object, or surface within 30 feet of you
  (the vial and its contents disappear if you don’t hurl the vial by
  the end of the current turn). On impact, the vial detonates in a
  5-foot radius. Any creature in that area must succeed on a
  Dexterity saving throw or take 1d6 fire damage.
  This formula’s damage increases by 1d6 when you reach
  certain levels in this class: 4th level (2d6), 7th level (3d6), 10th
  level (4d6), 13th level (5d6), 16th level (6d6), and 19th level
  (7d6).
  Alchemical Acid. As an action, you can reach into your
  Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at
  a creature or object within 30 feet of you (the vial and its
  contents disappear if you don’t hurl the vial by the end of the
  current turn). The vial shatters on impact. A creature must
  succeed on a Dexterity saving throw or take 1d6 acid
  damage. An object automatically takes that damage, and the
  damage is maximized.
  This formula’s damage increases by 1d6 when you reach
  certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th
  level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6),
  15th level (8d6), 17th level (9d6), and 19th level (10d6).
  Healing Draught. As an action, you can reach into your
  Alchemist’s Satchel and pull out a vial of healing liquid. A
  creature can drink it as an action to regain 1d8 hit points.
  The vial then disappears. Once a creature regains hit points
  from this alchemical formula, the creature can’t do so again
  until it finishes a long rest. If not used, the vial and its
  contents disappear after 1 hour. While the vial exists, you
  can’t use this formula.
  This formula’s healing increases by 1d8 when you reach
  certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th
  level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8),
  15th level (8d8), 17th level (9d8), and 19th level (10d8).
  Smoke Stick. As an action, you can reach into your
  Alchemist’s Satchel and pull out a stick that produces a thick
  plume of smoke. You can hold on to the stick or throw it to a
  point up to 30 feet away as part of the action used to produce
  it. The area in a 10-foot radius around the stick is filled with
  thick smoke that blocks vision, including darkvision. The
  stick and smoke persist for 1 minute and then disappear.
  After using this formula, you can’t do so again for 1 minute.
  Swift Step Draught. As a bonus action, you can reach into
  your Alchemist’s Satchel and pull out a vial filled with a
  bubbling, brown liquid. As an action, a creature can drink it.
  Doing so increases the creature’s speed by 20 feet for 1
  minute, and the vial disappears. If not used, the vial and its
  contents disappear after 1 minute. After using this formula,
  you can’t do so again for 1 minute.
  Tanglefoot Bag. As an action, you can reach into your
  Alchemist’s Satchel and pull out a bag filled with writhing,
  sticky black tar and hurl it at a point on the ground within 30
  feet of you (the bag and its contents disappear if you don’t
  hurl the bag by the end of the current turn). The bag bursts on
  impact and covers the ground in a 5-foot radius with sticky
  goo. That area becomes difficult terrain for 1 minute, and any
  creature that starts its turn on the ground in that area has its
  speed halved for that turn. After using this formula, you can’t
  do so again for 1 minute.
  Thunderstone. As an action, you can reach into your
  Alchemist’s Satchel and pull out a crystalline shard and hurl
  it at a creature, object, or surface within 30 feet of you (the
  shard disappears if you don’t hurl it by the end of the current
  turn). The shard shatters on impact with a blast of concussive
  energy. Each creature within 10 feet of the point of impact
  must succeed on a Constitution saving throw or be knocked
  prone and pushed 10 feet away from that point.
  Gunsmith
  A master of engineering, you forge a firearm powered by a
  combination of science and magic.
  Master Smith
  When you choose this specialization at 1st level, you gain
  proficiency with smith’s tools, and you learn the mending
  cantrip.
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  Thunder Cannon
  At 1st level, you forge a deadly firearm using a combination of
  arcane magic and your knowledge of engineering and
  metallurgy. This firearm is called a Thunder Cannon. It is a
  ferocious weapon that fires leaden bullets that can punch
  through armor with ease.
  You are proficient with the Thunder Cannon. The firearm
  is a two-handed ranged weapon that deals 2d6 piercing
  damage. Its normal range is 150 feet, and its maximum range
  if 500 feet. Once fired, it must be reloaded as a bonus action.
  If you lose your Thunder Cannon, you can create a new one
  over the course of three days of work (eight hours each day)
  by expending 100 gp worth of metal and other raw materials.
  Arcane Magazine
  At 1st level, you craft a leather bag used to carry your tools
  and ammunition for your Thunder Cannon. Your Arcane
  Magazine includes the powders, lead shot, and other
  materials needed to keep that weapon functioning.
  You can use the Arcane Magazine to produce ammunition
  for your gun. At the end of each long rest, you can magically
  produce 40 rounds of ammunition with this magazine. After
  each short rest, you can produce 10 rounds.
  If you lose your Arcane Magazine, you can create a new
  one as part of a long rest, using 25 gp of leather and other
  raw materials.
  Thunder Monger
  At 3rd level, you learn to channel thunder energy into your
  Thunder Cannon. As an action, you can make a special attack
  with your Thunder Cannon that deals an extra 1d6 thunder
  damage on a hit. This extra damage increases by 1d6 when
  you reach certain levels in this class: 5th level (2d6), 7th level
  (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th
  level (7d6), 17th level (8d6), and 19th level (9d6).
  Blast Wave
  Starting at 9th level, you can channel force energy into your
  Thunder Cannon. As an action, you can make a special attack
  with it. Rather than making an attack roll, you unleash force
  energy in a 15-foot cone from the gun. Each creature in that
  area must make a Strength saving throw with a DC of 8 +
  your proficiency bonus + your Intelligence modifier. On a
  failed saving throw, a target takes 2d6 force damage and is
  pushed 10 feet away from you.
  This damage increases by 1d6 when you reach certain
  levels in this class: 13th level (3d6) and 17th level (4d6).
  Piercing Round
  Starting at 14th level, you can shoot lightning energy through
  your Thunder Cannon. As an action, you can make a special
  attack with it. Rather than making an attack roll, you cause
  the gun to unleash a bolt of lightning, 5-feet wide and 30-feet
  long. Each creature in that area must make Dexterity saving
  throws with a DC of 8 + your proficiency bonus + your
  Intelligence modifier. On a failed saving throw, a target takes
  4d6 lightning damage. This damage increases to 6d6 when
  you reach 19th level in this class.
  Explosive Round
  Starting at 17th level, you can channel fiery energy into your
  Thunder Cannon. As an action, you can make a special attack
  with it. Rather than making an attack roll, you launch an
  explosive round from the gun. The round detonates in a 30-
  foot radius sphere at a point within range. Each creature in
  that area must make a Dexterity saving throw with a DC of 8
  + your proficiency bonus + your Intelligence modifier. On a
  failed saving throw, a target takes 4d8 fire damage.
  Barbarian
  Primal Paths
  Path of the Ancestral Guardian
  Some barbarians hail from cultures that revere their
  ancestors. These tribes teach that the warriors of the past
  linger in the world as mighty spirits, who can guide and
  protect the living. When a barbarian who follows this path
  rages, the barbarian contacts the spirit world and calls on
  these guardian spirits for aid in a time of need.
  Barbarians who draw on their ancestral guardians can
  better fight to protect their tribes and their allies. In order to
  cement ties to their ancestral guardians, barbarians who
  follow this path cover themselves in elaborate tattoos that
  celebrate their ancestors’ deeds. These tattoos tell sagas of
  victories against terrible monsters and other fearsome rivals.
  Ancestral Protectors
  Starting when you choose this path at 3rd level, spectral
  warriors appear when you enter your rage. These warriors
  distract a foe you strike and hinder its attempts to harm your
  companions. While you’re raging, the first creature you hit
  with an attack on your turn becomes the target of the
  warriors. Until the start of your next turn or until your rage
  ends, that target has disadvantage on any attack roll that
  doesn’t target you, and creatures other than you have
  resistance to the damage of the target’s attacks.
  Spirit Shield
  Beginning at 6th level, the guardian spirits that aid you can
  provide supernatural protection for your allies. If you are
  raging and a creature you can see within 30 feet of you takes
  damage, you can use your reaction to reduce that damage by
  2d8.
  When you reach certain levels in this class, you can reduce
  the damage by more: by 3d8 at 10th level and by 4d8 at 14th
  level.
  Consult the Spirits
  At 10th level, you gain the ability to consult with your
  ancestral spirits and use them to scout faroff areas. When
  you do so, you cast the clairvoyance spell, without needing a
  spell slot. Rather than creating a spherical sensor, the spell
  invisibly summons one of your ancestral spirits to the chosen
  location. Wisdom is your spellcasting ability for the spell.
  After you cast the spell in this way, you can’t do so again
  until you finish a short or long rest.
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  Vengeful Ancestors
  At 14th level, your ancestral spirits grow powerful enough to
  strike foes that dare to harm those you protect. When you use
  your Spirit Shield to protect a creature damaged by an attack,
  the attacker takes the same amount of damage that your
  Spirit Shield prevents.
  Path of the Storm Herald
  Typical barbarians harbor a fury that dwells within. Their
  rage grants them superior strength, durability, and speed.
  Barbarians who follow the Path of the Storm Herald learn
  instead to transform their rage into a mantle of primal magic
  that swirls around them. When in a fury, a barbarian of this
  path taps into nature to create powerful, magical effects.
  Storm heralds are typically elite champions who train
  alongside druids, rangers, and others sworn to protect the
  natural realm. Other storm heralds hone their craft in elite
  lodges founded in regions wracked by storms, in the frozen
  reaches at the world’s end, or deep in the hottest deserts.
  Storm of Fury
  When you select this path at 3rd level, choose one of the
  following options: desert, sea, or tundra. The environment
  you choose shapes the nature of the storm you conjure when
  you rage.
  While raging, you emanate an aura in a 10-foot radius. The
  effects of this aura depend on your chosen environment.
  Desert. Any enemy that ends its turn in your aura takes fire
  damage equal to 2 + your barbarian level divided by 4.
  Sea. At the end of each of your turns, you can choose a
  creature in your aura, other than yourself. The target must
  make a Dexterity saving throw against a DC equal to 8 + your
  proficiency bonus + your Constitution modifier. The target
  takes 2d6 lightning damage on a failed save, and half as
  much damage on a successful one. This damage increases to
  3d6 at 10th level and to 4d6 at 15th level.
  Tundra. Any enemy that ends its turn in your aura takes
  cold damage equal to 2 + your barbarian level divided by 4.
  Storm Soul
  At 6th level, your link to the power of the storm grants you
  additional abilities based on the environment you chose at
  3rd level.
  Desert. You gain resistance to fire damage and don’t suffer
  the effects of extreme heat.
  Sea. You gain resistance to lightning damage and can
  breathe underwater.
  Tundra. You gain resistance to cold damage and don’t
  suffer the effects of extreme cold.
  Shield of the Storm
  At 10th level, you learn to use your mastery of the storm to
  protect your allies. While you are raging, allies within your
  aura gain the benefits of your Storm Soul feature.
  Raging Storm
  At 14th level, the power of the storm you channel grows
  mightier.
  Desert. The ground around you becomes like shifting sand.
  Any enemy that attempts to move more than 5 feet per turn
  on the ground while in your aura must make a Strength
  saving throw (DC 8 + your proficiency bonus + your
  Constitution modifier). On a failed save, the creature’s speed
  drops to 0 until the start of its next turn.
  Sea. Roaring winds tear through the area around you. Any
  creature in your aura that you hit with an attack must make a
  Strength saving throw (DC 8 + your proficiency bonus + your
  Strength modifier) or be knocked prone.
  Tundra. The air around you coldly slows your foes. The
  area within your aura is difficult terrain for your enemies.
  Path of the Zealot
  Some deities inspire their followers to pitch themselves into
  a ferocious battle fury. These barbarians are zealots—
  warriors who channel their rage into powerful displays of
  divine power.
  A variety of gods across the worlds of D&D inspire their
  followers to embrace this path. Tempus from the Forgotten
  Realms and Hextor and Erythnul of Greyhawk are all prime
  examples. In general, the gods who inspire zealots are deities
  of combat, destruction, and violence. Not all are evil, but few
  are good.
  Divine Fury
  Starting when you choose this path at 3rd level, you can
  channel divine fury when you start to rage. If you do so, you
  become cloaked in an aura of divine power until the rage
  ends. At the end of each of your turns for that duration, each
  creature within 5 feet of you takes damage equal to 1d6 + half
  your barbarian level. The damage is necrotic or radiant; you
  choose the type of damage when you gain this feature.
  Warrior of the Gods
  At 3rd level, your soul is marked for endless battle. If a spell
  would have the sole effect of restoring you to life (but not
  undeath), the caster does not need material components to
  cast the spell on you.
  Zealous Focus
  At 6th level, the divine power that fuels your rage can shield
  you from harm. If you fail a saving throw while raging, you
  can instead succeed on that saving throw as a reaction.
  However, doing so immediately ends your rage, and you can’t
  rage again until you finish a short or long rest.
  Zealous Presence
  At 10th level, you learn to channel divine power to inspire
  zealotry in others. As an action, you howl in fury and unleash
  a battle cry infused with divine energy. Every ally within 60
  feet of you gains advantage on attack rolls and saving throws
  until the start of your next turn.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Rage Beyond Death
  Beginning at 14th level, the divine power that fuels your rage
  allows you to shrug off fatal blows.
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  While raging, having 0 hit points doesn’t knock you
  unconscious. You still must make death saving throws, and
  you suffer the normal effects of taking damage while at 0 hit
  points. However, if you would die due to failing death saving
  throws, you don’t die until your rage ends.
  Bard
  Bardic Colleges
  College of Glamour
  The College of Glamour is open to those bards who mastered
  their craft in the vibrant, deadly realm of the Feywild. Tutored
  by satyrs, eladrin, and other fey, these bards learn to use their
  magic to delight and captivate others.
  The bards of this college are regarded with a mixture of
  awe and fear. Their performances are the stuff of legend. The
  bards of this college are so eloquent that a speech or song
  that one of them performs can cause captors to release the
  bard unharmed and can lull a furious dragon into
  complacency. The same magic that allows them to quell
  beasts can also bend minds. Villainous bards of this college
  can leech off a community for weeks, abusing their magic to
  turn their hosts into thralls.
  Mantle of Inspiration
  When you join the College of Glamour at 3rd level, you gain
  the ability to weave a song of fey magic that enthralls your
  allies with vigor and speed.
  As a bonus action, you can expend a use of Bardic
  Inspiration to grant yourself a wondrous, otherworldly
  appearance. When you do so, choose a number of allies you
  can see and who can see you within 60 feet of you, up to a
  number of them equal to your Charisma modifier (minimum
  of one). Each target gains 2d6 temporary hit points.
  When a target gains these temporary hit points, it can also
  use its reaction to move up to its speed toward you, without
  provoking opportunity attacks. It must take the shortest,
  safest path to you.
  The number of temporary hit points increases when you
  reach certain levels in this class, increasing to 2d8 at 5th
  level, 2d10 at 10th level, and 2d12 at 15th level.
  Enthralling Performance
  Starting at 3rd level, you can charge your performance with
  seductive fey magic.
  If you perform for at least 10 minutes, you can attempt to
  inspire wonder in your audience by singing, reciting a poem,
  or dancing. At the end of the performance, choose a number
  of humanoids within 60 feet of you who watched and listened
  to all of it, up to a number of them equal to your Charisma
  modifier (minimum of one). Each target must succeed on a
  Wisdom saving throw against your spell save DC or be
  charmed by you. While charmed in this way, the target
  idolizes you, it speaks glowingly of you to anyone who speaks
  to it, and it hinders anyone who opposes you, avoiding
  violence unless it was already inclined to fight on your behalf.
  This effect ends on a target after 1 hour, if it takes any
  damage, if you attack it, or if it witnesses you attacking or
  damaging any of its allies.
  If a target succeeds on its save against this effect, the target
  has no hint that you tried to charm it.
  Once you use this feature, you can’t use it again until you
  finish a short or long rest.
  Mantle of Majesty
  At 6th level, you gain the ability to cloak yourself in a fey
  magic that makes others want to serve you. As a bonus
  action, you take on an appearance of unearthly beauty for 1
  minute. During this time, you can cast command as a bonus
  action on each of your turns, without using a spell slot. This
  effect lasts for 1 minute, and any creature charmed by you
  automatically fails its saving throw against the spell.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Unbreakable Majesty
  At 14th level, you gain an otherworldly aspect to your
  appearance that makes you look more fierce and lovely.
  In addition, through this feature, you can cast sanctuary on
  yourself. If a creature fails its saving throw against the spell,
  you also gain advantage on all Charisma checks against the
  creature for 1 minute, and it has disadvantage on any saving
  throw it makes against your spells on your next turn.
  Once you cast sanctuary using this feature, you can’t do so
  again until you finish a short or long rest.
  College of Satire
  Bards of the College of Satire are called jesters. They use
  lowbrow stories, daring acrobatics, and cutting jokes to
  entertain audiences, ranging from the crowds in a rundown
  dockside pub to the nobles of a king’s royal court. Where
  other bards seek forgotten lore or tales of epic bravery, jesters
  ferret out embarrassing and hilarious stories of all kinds.
  Whether telling the ribald tale of a brawny stable hand’s affair
  with an aged duchess or a mocking satire of a paladin of
  Helm’s cloying innocence, a jester never lets taste, social
  decorum, or shame get in the way of a good laugh.
  While jesters are masters of puns, jokes, and verbal barbs,
  they are much more than just comic relief. They are expected
  to mock and provoke, taking advantage of how even the most
  powerful folk are expected by tradition to endure a jester’s
  barbs with good humor. This expectation allows a jester to
  serve as a critic or a voice of reason when others are too
  intimidated to speak the truth.
  For the duchess with a taste for strapping young laborers,
  such tales might serve to warn the targets of her affections
  and force her to change her ways for lack of willing partners.
  Striking back at the jester only ruins her already damaged
  reputation, and might provide the best evidence that the
  jester’s satires have hit their mark. But if she is kind and
  generous to her conquests, the jokes and stories cast her as a
  kind of folk hero, while drawing even more potential partners
  to her.
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  CHAPTER 2 | CLASSES
  
  Jesters are loyal to only one cause: the pursuit and
  propagation of the truth. They use their comedy and
  innocuous appearance to break down social barriers and
  expose corruption, incompetence, and stupidity among the
  rich and powerful. Whether revealing a con artist’s treachery
  or exposing a baron’s plans for war as driven by greed and
  bloodlust, a jester serves as the conscience of a realm. Jesters
  adventure to safeguard the common folk and to undermine
  the plans of the rich, powerful, and arrogant. Their magic
  bolsters allies’ spirits while casting doubt into foes’ minds.
  Among bards, jesters are unmatched acrobats, and their
  ability to tumble, dodge, leap, and climb makes them slippery
  opponents in battle.
  Bonus Proficiencies
  When you join the College of Satire at 3rd level, you gain
  proficiency with thieves’ tools. You also gain proficiency in
  Sleight of Hand and one additional skill of your choice. If you
  are already proficient with thieves’ tools or in Sleight of Hand,
  choose another skill proficiency for each proficiency you
  already have.
  Tumbling Fool
  At 3rd level, you master a variety of acrobatic techniques that
  allow you to evade danger. As a bonus action, you can tumble.
  When you tumble, you gain the following benefits for the rest
  of your turn:
  You gain the benefits of taking the Dash and Disengage
  actions.
  You gain a climbing speed equal to your current speed.
  You take half damage from falling.
  Fool’s Insight
  At 6th level, your ability to gather stories and lore gains a
  supernatural edge. You can cast detect thoughts up to a
  number of times equal to your Charisma modifier. You regain
  any expended uses of this ability after completing a long rest.
  If a creature resists your attempt to probe deeper and
  succeeds at its saving throw against your detect thoughts, it
  immediately suffers an embarrassing social gaffe. It might
  loudly pass gas, unleash a thunderous burp, trip and fall, or
  be compelled to tell a tasteless joke.
  Fool’s Luck
  Jesters seem to have a knack for pulling themselves out of
  tight situations, transforming what looks like sure failure into
  an embarrassing but effective success.
  At 14th level, you can expend one use of Bardic Inspiration
  after you fail an ability check, fail a saving throw, or miss with
  an attack roll. Roll a Bardic Inspiration die and add the
  number rolled to your attack, saving throw, or ability check,
  using the new result in place of the failed one.
  If using this ability grants you a success on the attack,
  saving throw, or ability check, note the number you rolled on
  the Bardic Inspiration die. The DM can then apply that result
  as a penalty to an attack or check you make, and you cannot
  use this ability again until you suffer this drawback. When the
  DM invokes this penalty, describe an embarrassing gaffe or
  mistake you make as part of the affected die roll.
  College of Swords
  Bards of the College of Swords are called blades, and they
  entertain through daring feats of weapon prowess. Blades
  perform stunts such as sword swallowing, knife throwing and
  juggling, and mock combats. Though they use their weapons
  to entertain, they are also highly trained and skilled warriors
  in their own right.
  Their talent with weapons inspires many blades to lead
  double lives. One blade might use a circus troupe as cover for
  nefarious deeds such as assassination, robbery, and
  blackmail. Other blades strike at the wicked, bringing justice
  to bear against the cruel and powerful. Most troupes are
  happy to accept a blade’s talent for the excitement it adds to a
  performance, but few entertainers fully trust them.
  Blades who abandon lives as entertainers have often run
  into trouble that makes maintaining their secret activities
  impossible. A blade caught stealing or engaging in vigilante
  justice is too great a liability for most troupes. With their
  weapon skills and magic, these blades either take up work as
  enforcers for thieves’ guilds or strike out on their own as
  adventurers.
  Bonus Proficiencies
  When you join the College of Blades at 3rd level, you gain
  proficiency with medium armor and scimitars.
  If you’re proficient with a simple or martial melee weapon,
  you can use it as a spellcasting focus for your bard spells.
  Fighting Style
  At 3rd level, you adopt a style of fighting as your specialty.
  Choose one of the following options. You can’t take a Fighting
  Style option more than once, even if something in the game
  lets you choose again.
  Dueling. When you are wielding a melee weapon in one
  hand and no other weapons, you gain a +2 bonus to damage
  rolls with that weapon.
  Two-Weapon Fighting. When you engage in two-weapon
  fighting, you can add your ability modifier to the damage of
  the second attack.
  Blade Flourish
  At 3rd level, you learn to conduct impressive displays of
  martial prowess and speed.
  As an action, you can make one melee weapon attack, and
  your walking speed increases by 10 feet until the end of the
  current turn. Whenever you use this action, you can also use
  one of the following Blade Flourish options as part of it.
  Defensive Flourish. You spin your weapon in circles,
  creating a hypnotic display. You can expend one of your uses
  of Bardic Inspiration, rolling a Bardic Inspiration die and
  adding the number rolled to your AC until the start of your
  next turn.
  Slashing Flourish. If the attack hits its target, you can
  expend one of your uses of Bardic Inspiration to cause the
  weapon to damage each creature of your choice, other than
  the target, that you can see within 5 feet of you. The damage
  equals the number you roll on the Bardic Inspiration die.
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  Mobile Flourish. If the attack hits its target, you can expend
  one of your uses of Bardic Inspiration to push the target up to
  5 feet away from you, plus a number of feet equal to the
  number you roll on the Bardic Inspiration die. You can then
  immediately use your reaction to move up to your speed to an
  unoccupied space within 5 feet of the target.
  Cunning Flourish
  Beginning at 6th level, you can attack twice, instead of once,
  whenever you use the Blade Flourish action on your turn. You
  can, nevertheless, still use only one Blade Flourish option
  when you take that action.
  Master's Flourish
  Starting at 14th level, whenever you use a Blade Flourish
  option, you can roll a d6 and use it instead of expending a
  Bardic Inspiration die.
  College of Whispers
  Most folk are happy to welcome a bard into their midst.
  Bards of the College of Whispers use this to their advantage.
  They appear to be like any other bard, sharing news, singing
  songs, and telling tales to the audiences they gather. In truth,
  the College of Whispers teaches its students that they are
  wolves among sheep. These bards use their knowledge and
  magic to uncover secrets and turn them against others
  through extortion and threats.
  Many other bards hate the College of Whispers, viewing it
  as a parasite that uses the bards’ reputation to acquire wealth
  and power. For this reason, these bards rarely reveal their
  true nature unless they must. They typically claim to follow
  some other college, or keep their true nature secret in order
  to better infiltrate and exploit royal courts and other settings
  of power.
  Venomous Blades
  When you join the College of Whispers at 3rd level, you gain
  the ability to magically make your weapon attacks toxic for a
  moment.
  When you hit a creature with a weapon attack, you can
  expend one use of your Bardic Inspiration to deal an
  additional 2d6 poison damage to that target. You can do so
  only once per round on your turn.
  The additional damage increases when you reach certain
  levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th
  level, and 2d12 at 15th level.
  Venomous Words
  At 3rd level, you learn to infuse innocentseeming words with
  an insidious magic. A creature that hears you speak can
  become plunged into fear and paranoia.
  If you speak to a humanoid alone for at least 10 minutes,
  you can attempt to seed paranoia and fear into its mind. At
  the end of the conversation, the target must succeed on a
  Wisdom saving throw against your spell save DC or be
  frightened for the next hour, until it is attacked or damaged,
  or until it witnesses its allies being attacked or damaged.
  While frightened in this way, the target is paranoid and tries
  to avoid the company of others, including its allies. The target
  seeks out what it considers the safest, most secret place
  available to it and hides there.
  If the target succeeds on its save, the target has no hint that
  you tried to frighten it.
  Once you use this feature, you can’t use it again until you
  finish a short rest or long rest.
  Mantle of Whispers
  At 6th level, you gain the ability to adopt a creature’s persona.
  When you slay a creature with an attack or a spell or a
  creature dies within 5 feet of you, you can magically capture
  its shadow using your reaction. You can capture only the
  shadow of a creature that is your creature type, such as
  humanoid, and your size (you can capture a Small or Medium
  shadow if you’re Small), and you can have only one shadow
  captured at a time.
  After you capture a creature’s shadow, you can use your
  magic to weave it into a disguise that allows you to take on its
  appearance and gain access to its surface memories. As an
  action, you take on the creature’s appearance for 1 hour or
  until you end this effect as a bonus action.
  During that hour, you gain access to all information that the
  creature would freely share with a casual acquaintance.
  Information includes general details on its background and
  personal life, but does not include secrets. The information is
  enough that you can pass yourself off as the creature by
  drawing on its memories.
  Another creature can see through this disguise by making
  a Wisdom (Insight) check opposed by your Charisma
  (Deception) check, though you gain a +5 bonus to your check.
  The disguise and the knowledge it grants disappears when
  this ability’s duration ends.
  Shadow Lore
  At 14th level, you gain the ability to weave dark magic into
  your words and tap into a creature’s deepest fears.
  As an action, you magically whisper a phrase that only one
  creature of your choice within 30 feet of you can hear. The
  target must make a Wisdom saving throw against your spell
  save DC. It automatically succeeds if it doesn’t share a
  language with you or if it can’t hear you. On a successful
  saving throw, your whisper sounds like unintelligible
  mumbling and has no effect.
  If the target fails its saving throw, it is charmed by you for
  the next 8 hours or until you or your allies attack or damage
  it. It interprets the whispers as a description of its most
  mortifying secret. While you gain no knowledge of this secret,
  the target is convinced you know it.
  While charmed in this way, the creature obeys your
  commands for fear that you will reveal its secret. It won’t risk
  its life for you or fight for you, unless it was already inclined
  to do so. It grants you favors and gifts it would offer to a close
  friend.
  When the effect ends, the creature has no understanding of
  why it held you in such fear.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
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  CHAPTER 2 | CLASSES
  
  Cleric
  Divine Domains
  Forge Domain
  The gods of the forge are patrons of artisans who work with
  metal, from a humble blacksmith who keeps a village in
  horseshoes and plow blades to the mighty elf artisan whose
  diamond-tipped arrows of mithral have felled demon lords.
  The gods of the forge teach that, with patience and hard
  work, even the most intractable metal can transform from a
  lump of ore to a beautifully wrought object. Clerics of these
  deities quest to search for objects lost to the forces of
  darkness, liberate mines overrun by orcs, and uncover rare
  and wondrous materials necessary to create potent magic
  items. Followers of these gods take great pride in their work,
  and they are willing to craft and use heavy armor and
  powerful weapons to protect them. Deities of this domain
  include Gond, Reorx, Onatar, Moradin, Hephaestus, and
  Goibhniu.
  Forge Domain Spells
  Cleric Level Spells
  1st
  searing smite, shield
  3rd
  heat metal, magic weapon
  5th
  elemental weapon, protection from energy
  7th
  fabricate, wall of fire
  9th
  animate objects, creation
  Bonus Proficiency
  When you choose this domain at 1st level, you gain
  proficiency with heavy armor.
  Blessing of the Forge
  At 1st level, you gain the ability to imbue magic into a weapon
  or armor. At the end of a long rest, touch one nonmagical
  object that is a suit of armor or a simple or martial weapon.
  Until the end of your next long rest, the object becomes a
  magic item, granting a +1 bonus to AC if it’s armor or a +1
  bonus to attack and damage rolls if it’s a weapon.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Channel Divinity: Artisan’s Blessing
  Starting at 2nd level, you can use your Channel Divinity to
  create simple items.
  Starting at the beginning of a short rest, you conduct a
  ritual to your deity that grants you the ability to craft a
  finished item that is at least part metal. The item is completed
  at the end of the rest.
  The object can be worth no more than 100 gp, and as part
  of this ritual you must expend metals, such as coins or other
  finished items, with a value equal to the item you want to
  make. The item can be an exact duplicate of a nonmagical
  item, such as a copy of a key, if you possess the original
  during your short rest.
  Soul of the Forge
  Starting at 6th level, your mastery of the forge grants you a
  number of special abilities:
  You gain a +1 bonus to AC while you are wearing medium
  or heavy armor.
  You gain resistance to fire damage.
  When you hit a construct with an attack, you deal
  additional force damage to it equal to your cleric level.
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon strikes
  with the fiery power of the forge. Once on each of your turns
  when you hit a creature with a weapon attack, you can cause
  the attack to deal an extra 1d8 fire damage to the target.
  When you reach 14th level, the extra damage increases to
  2d8.
  Saint of Forge and Fire
  At 17th level, your affinity for fire and metal becomes more
  powerful due to your deity’s blessing. You gain immunity to
  fire damage, and while you’re wearing heavy armor, you have
  resistance to bludgeoning, piercing, and slashing damage
  from nonmagical attacks.
  Grave Domain
  Gods of the grave watch over the line between life and death.
  To these deities, death and the afterlife are a foundational
  part of the multiverse’s workings. To resist death, or to
  desecrate the dead’s rest, is an abomination. Deities of the
  grave include Kelemvor, Wee Jas, the ancestral spirits of the
  Undying Court, Hades, Anubis, and Osiris. These deities
  teach their followers to respect the dead and pay them due
  homage. Followers of these deities seek to put restless spirits
  to rest, destroy the undead wherever they find them, and ease
  the suffering of dying creatures. Their magic also allows
  them to stave off a creature’s death, though they refuse to use
  such magic to extend a creature’s lifespan beyond its mortal
  limits.
  Grave Domain Spells
  Cleric Level Spells
  1st
  bane, false life
  3rd
  gentle repose, ray of enfeeblement
  5th
  revivify, vampiric touch
  7th
  blight, death ward
  9th
  antilife shell, raise dead
  Bonus Proficiency
  When you choose this domain at 1st level, you gain
  proficiency with heavy armor.
  Circle of Mortality
  At 1st level, you gain the ability to manipulate the line
  between life and death. When you cast a spell that restores
  hit points to a living creature currently at 0, treat any dice
  rolled to determine the spell’s healing as having rolled their
  maximum result. In addition, if you have the spare the dying
  cantrip, you can cast it as a bonus action.
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  CHAPTER 2 | CLASSES
  
  Eyes of the Grave
  Starting at 1st level, you gain an innate sense of creatures
  whose existence is an insult to the natural cycle of life. If you
  spend 1 minute in uninterrupted contemplation, you can
  determine the presence and nature of undead creatures in
  the area. This detection extends up to 1 mile in all directions.
  You learn the number of undead and their distance and
  direction from you. In addition, you learn the creature type of
  the undead in that area that has the highest challenge rating.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Channel Divinity: Path to the Grave
  Starting at 2nd level, you can use your Channel Divinity to
  mark another creature’s life force for termination.
  As an action, you touch a creature. The next time that
  creature takes damage from a spell or an attack from you or
  an ally, it is vulnerable to that spell or attack’s damage. If the
  source of damage has multiple damage types, the creature is
  vulnerable to all of them. The vulnerability applies only to the
  first time that source inflicts damage, and then ends.
  If the creature has resistance or is immune to the damage,
  it instead loses its resistance or immunity against that spell
  or attack when it first applies damage.
  Sentinel at Death’s Door
  Starting at 6th level, you gain the ability to impede death’s
  progress. As a reaction when you or an ally that you can see
  within 30 feet of you suffers a critical hit, you can turn that
  attack into a normal hit. Any effects triggered by a critical hit
  are canceled.
  Once you use this feature, you can’t use it again until you
  finish a short or long rest.
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon strikes
  with divine energy. Once on each of your turns when you hit a
  creature with a weapon attack, you can cause the attack to
  deal an extra 1d8 necrotic damage. When you reach 14th
  level, the extra damage increases to 2d8.
  Keeper of Souls
  At 17th level, you gain the ability to manipulate the boundary
  between life and death. When an enemy you can see dies
  within 30 feet of you, you or one ally of your choice that is
  within 30 feet of you regains hit points equal to the enemy’s
  number of Hit Dice. You can use this feature as long as you
  aren’t incapacitated, but no more than once per round.
  Protection Domain
  The protection domain is the purview of deities who charge
  their followers to shield the weak from the strong. The gods’
  faithful dwell in villages and towns on the borderlands, where
  they help bolster defenses and seek out evils to defeat. These
  gods believe that a strong shield and a suit of armor is the
  best defense against evil, second only to a stout mace on hand
  to respond to any attacks in kind. Deities who grant this
  domain include Helm, Ilmater, Torm, Tyr, Heironeous, St.
  Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut,
  Yondalla, Athena, and Odin.
  Protection Domain Spells
  Cleric Level Spells
  1st
  compelled duel, protection from evil and good
  3rd
  aid, protection from poison
  5th
  protection from energy, slow
  7th
  guardian of faith, Otiluke's resilient sphere
  9th
  antilife shell, wall of force
  Bonus Proficiency
  When you choose this domain at 1st level, you gain
  proficiency with heavy armor.
  Shield of the Faithful
  Starting at 1st level, you gain the ability to hinder attacks
  intended for others. When a creature attacks a target other
  than you that is within 5 feet of you, you can use your reaction
  to impose disadvantage on the attack roll. To do so, you must
  be able to see both the attacker and the target. You interpose
  an arm, a shield, or some other part of yourself to try to throw
  the attack off target.
  Channel Divinity: Radiant Defense
  Starting at 2nd level, you can use your Channel Divinity to
  cloak your allies in radiant armor.
  As an action, you channel blessed energy into an ally that
  you can see within 30 feet of you. The first time that ally is hit
  by an attack within the next minute, the attacker takes
  radiant damage equal to 2d10 + your cleric level.
  Blessed Healer
  Beginning at 6th level, the healing spells you cast on others
  can heal you as well. When you cast a spell with a spell slot
  and it restores hit points to any creature other than you this
  turn, you regain hit points equal to 2 + the spell’s level.
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon strikes
  with divine energy. Once on each of your turns when you hit a
  creature with a weapon attack, you can cause the attack to
  deal an extra 1d8 radiant damage to the target. When you
  reach 14th level, the extra damage increases to 2d8.
  Indomitable Defense
  At 17th level, you gain resistance to two damage types of your
  choice, choosing from bludgeoning, necrotic, piercing,
  radiant, and slashing. Whenever you finish a short or long
  rest, you can change the damage types you chose.
  As an action, you can temporarily give up this resistance
  and transfer it to one creature you touch. The creature keeps
  the resistance until the end of your next short or long rest or
  until you transfer it back to yourself as a bonus action.
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  CHAPTER 2 | CLASSES
  
  Druid
  Druid Circles
  Circle of Dreams
  Druids who are members of the Circle of Dreams hail from
  regions that have strong ties to the Feywild. 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 merriment and light. Their magic
  mends wounds and brings joy to downcast hearts, and the
  realms they protect are gleaming, fruitful places.
  Balm of the Summer Court
  At 2nd level, you become imbued with the blessings of the
  Summer Court. You are a font of energy that lends relief to
  weary feet and 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 an ally you can see
  within 120 feet of you and spend a number of those dice
  equal to half your druid level or less. Roll the spent dice and
  add them together. The target regains a number of hit points
  equal to the total. The target also gains 1 temporary hit point
  per die spent, and its speed increases by 5 feet per die spent.
  The speed increase lasts for 1 minute.
  You regain the expended dice when you finish a long rest.
  Hearth of Moonlight and Shadow
  At 6th level, home is wherever you set up camp. During a
  short or long rest, you can invoke the shadowy power of the
  Gloaming Court to ward your campsite from intruders. At the
  start of the rest, you create an area with a 30-foot radius.
  Within this area, you and your allies gain a +5 bonus to
  Wisdom (Perception) checks to detect creatures, and any
  light from open flames (campfire, torches, and the like) is not
  visible outside the area. These effects end when the rest
  finishes or when you leave the area.
  Hidden Paths
  At 10th level, you can use the hidden, unpredictable magical
  pathways that some fey use to traverse space in a blink of an
  eye. On your turn, you can teleport up to 30 feet to a spot you
  can see. Each foot of this teleportation costs 1 foot of your
  movement.
  You can also use this feature to teleport someone else. As
  an action, you can teleport a willing ally you touch up to 30
  feet to a point you can see.
  Once you use either option—teleporting yourself or an ally
  —you can’t use that option again until 1d4 rounds have
  passed.
  Purifying Light
  At 14th level, the favor of the Summer Court allows you to
  end spells that hamper you and your allies. When you cast a
  spell with a spell slot and it restores hit points to you or an
  ally this turn, you can simultaneously target the healed
  creature with dispel magic, using a spell slot with a level
  equal to the slot used to cast the healing spell.
  You can use this feature three times, and you regain
  expended uses of it when you finish a long rest. If the healing
  spell targets more than one creature, you can use this feature
  on more than one at the same time, expending one use of it
  per creature.
  Circle of the Shepherd
  Druids of the Circle of the Shepherd commune with the
  spirits of nature, especially the spirits of beasts and the fey,
  and call to those spirits for aid. These druids recognize that
  all living things play a role in the natural world, yet they focus
  on protecting animals and fey creatures that have difficulty
  defending themselves. Shepherds, as they are known, see
  such creatures as their charges. They ward off monsters that
  threaten them, rebuke hunters who kill more prey than
  necessary, and prevent civilization from encroaching on rare
  animal habitats and on sites sacred to the fey. Many of these
  druids are happiest far from cities and towns, content to
  spend their days in the company of animals and the fey
  creatures of the wilds.
  Members of this circle become adventurers to oppose
  forces that threaten their charges or to seek knowledge and
  power that will help them safeguard their charges better.
  Wherever these druids go, the spirits of the wilderness are
  with them.
  Circle of the Shepherd Features
  Druid Level Feature
  2nd
  Spirit Totem, Speech of the Woods
  6th
  Mighty Summoner
  10th
  Guardian Spirit
  14th
  Faithful Summons
  Speech of the Woods
  At 2nd level, you gain the ability to converse with beasts and
  many fey.
  You learn to speak, read, and write Sylvan. In addition,
  beasts can understand your speech, and you gain the ability
  to decipher their noises and motions. Most beasts lack the
  intelligence to convey or understand sophisticated concepts,
  but a friendly beast could relay what it has seen or heard in
  the recent past. This ability doesn’t grant you any special
  friendship with beasts, though you can combine this ability
  with gifts to curry favor with them as you would with any
  nonplayer character.
  Spirit Totem
  Starting at 2nd level, you gain the ability to call forth nature
  spirits and use them to influence the world around you. As a
  bonus action, you can magically summon an incorporeal
  spirit to a point you can see within 60 feet of you. The spirit
  creates an aura in a 30-foot radius around that point. It
  counts as neither a creature nor an object, though it has the
  spectral appearance of the creature it represents.
  As a bonus action, you can move the spirit up to 60 feet to a
  point you can see.
  The spirit persists for 1 minute. Once you use this feature,
  you can’t use it again until you finish a short or long rest.
  The effect of the spirit’s aura depends on the type of spirit
  you summon from the options below.
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  Bear Spirit. The bear spirit grants you and your allies its
  might and endurance. Each creature of your choice in the
  aura when the spirit appears gains temporary hit points equal
  to 5 + your druid level. In addition, you and your allies gain
  advantage on Strength checks and Strength saving throws
  while in the aura.
  Hawk Spirit. The hawk spirit is a consummate hunter,
  marking your enemies with its keen sight. When a creature
  makes an attack roll against a target in the spirit’s aura, you
  can use your reaction to grant advantage to that attack roll.
  Unicorn Spirit. The unicorn spirit lends its protection to
  those nearby. You and your allies gain advantage on all ability
  checks made to detect creatures in the spirit’s aura. In
  addition, if you cast a spell with a spell slot that restores hit
  points to anyone inside or outside the aura, each creature of
  your choice in the aura also regains hit points equal to your
  druid level.
  Mighty Summoner
  At 6th level, you gain the ability to conjure forth powerful
  beasts and fey. Any beast or fey summoned or created by your
  spells gains two benefits:
  The creature appears with more hit points than normal: 2
  extra hit points per Hit Die it has.
  The damage from its natural weapons is considered
  magical for the purpose of overcoming immunity and
  resistance to nonmagical attacks and damage.
  Guardian Spirit
  Beginning at 10th level, your Spirit Totem safeguards the
  beasts and fey that you call forth with your magic. When a
  beast or fey that you summoned or created with a spell ends
  its turn in your Spirit Totem aura, that creature regains a
  number of hit points equal to half your druid level.
  Faithful Summons
  Starting at 14th level, the nature spirits you commune with
  protect you when you are the most defenseless. If you are
  reduced to 0 hit points or are incapacitated against your will,
  you can immediately gain the benefits of conjure animals as if
  it were cast with a 9th-level spell slot. It summons four beasts
  of your choice that are challenge rating 2 or lower. The
  conjured beasts appear within 20 feet of you. If they receive
  no commands from you, they protect you from harm and
  attack your foes. The spell lasts for 1 hour, requiring no
  concentration, or until you dismiss it (no action required).
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Circle of Twilight
  The Circle of Twilight seeks to exterminate undead creatures
  and preserve the natural cycle of life and death that rules over
  the cosmos. Their magic allows them to manipulate the
  boundary between life and death, sending their foes to their
  final rest while keeping their allies from that fate.
  These druids seek out lands that have been tainted by
  undeath. Such places are grim and foreboding. Once vibrant
  forests become gloomy, haunted places devoid of animals and
  filled with plants dying a slow, lingering death. The Circle of
  Twilight goes to such places to banish undeath and restore
  life.
  Harvest’s Scythe
  Starting at 2nd level, you learn to unravel and harvest the life
  energy of other creatures. You can augment your spells to
  drain the life force from creatures. You have a pool of energy
  represented by a number of d10s equal to your druid level.
  When you roll damage for a spell, you can increase that
  damage by spending dice from the pool. You can spend a
  number of dice equal to half your druid level or less. Roll the
  spent dice and add them to the damage as necrotic damage.
  If you kill one or more hostile creatures with a spell
  augmented in this way, you or an ally of your choice that you
  can see within 30 feet of you regains 2 hit points per die
  spent to increase the spell’s damage, or 5 hit points per die if
  at least one of the slain creatures was undead.
  You regain the expended dice when you finish a long rest.
  Speech Beyond the Grave
  At 6th level, you gain the ability to reach beyond death’s veil in
  search of knowledge. Using this feature, you can cast speak
  with dead without material components, and you understand
  what the target of this casting says. It can understand your
  questions, even if you don’t share a language or it is not
  intelligent enough to speak.
  Once you use this feature, you can’t use it again until you
  finish a short or long rest.
  Watcher at the Threshold
  At 10th level, you gain resistance to necrotic and radiant
  damage. In addition, while you aren’t incapacitated, any ally
  within 30 feet of you has advantage on death saving throws.
  Paths of the Dead
  At 14th level, your mastery of death allows you to tread the
  paths used by ghosts and other spirits. Using this feature, you
  can cast etherealness. Once the spell ends, you can’t cast it
  with this feature again until you finish a short or long rest.
  Fighter
  Fighting Style
  Close Quarters Shooter
  You are trained in making ranged attacks at close quarters.
  When making a ranged attack while you are within 5 feet of a
  hostile creature, you do not have disadvantage on the attack
  roll. Your ranged attacks ignore half cover and three‑quarters
  cover against targets within 30 feet of you. Finally, you have a
  +1 bonus to attack rolls on ranged attacks.
  Mariner
  Whether a buccaneer, an experienced sailor, or a specially
  trained marine, a mariner can scale a ship’s rigging and swim
  through choppy water with ease. Adapted to wearing light
  and medium armor, mariners can defend themselves without
  relying on heavy armor or bulky shields. Most of them thus
  wield two‐handed weapons or fight with a pair of blades.
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  CHAPTER 2 | CLASSES
  
  Tunnel Fighter
  You excel at defending narrow passages, doorways, and other
  tight spaces. As a bonus action, you can enter a defensive
  stance that lasts until the start of your next turn. While in
  your defensive stance, you can make opportunity attacks
  without using your reaction, and you can use your reaction to
  make a melee attack against a creature that moves more than
  5 feet while within your reach.
  Martial Archetypes
  Arcane Archer
  An Arcane Archer studies a unique elven method of archery
  that weaves magic into attacks to produce supernatural
  effects. Among elves, Arcane Archers are some of their most
  elite warriors. These archers stand watch over the fringes of
  elven domains, keeping a keen eye out for trespassers and
  using magic-infused arrows to defeat monsters and invaders
  before they can reach elven settlements. Over the centuries,
  the methods of these elf archers have been learned by
  members of other races who can also balance arcane
  aptitude with archery.
  Magic Arrow
  When you choose this archetype at 3rd level, you gain the
  ability to infuse arrows with magic. Whenever you fire a
  nonmagical arrow from a shortbow or longbow, you can
  make it a magic arrow, with a +1 bonus to the attack and
  damage rolls. The magic fades from the arrow immediately
  after it hits or misses its target.
  Arcane Shot
  At 3rd level, you learn to unleash special magical effects with
  some of your shots. When you gain this feature, you learn two
  Arcane Shot options of your choice (see the “Arcane Shot
  Options” section below).
  Once per turn when you fire a magic arrow from a
  shortbow or longbow as part of the Attack action, you can
  apply one of your Arcane Shot options to that arrow. You
  decide to use the option when the arrow hits, unless the
  option doesn’t involve an attack roll. You have two uses of this
  ability, and you regain all expended uses of it when you finish
  a short or long rest.
  You gain an additional Arcane Shot option of your choice
  when you reach certain levels in this class: 7th, 10th, 15th,
  and 18th level. Each option also improves when you become
  an 18th-level fighter.
  Arcane Archer’s Lore
  At 3rd level, you learn magical theory or some of the secrets
  of nature—typical for practitioners of this elven martial
  tradition. You gain proficiency in either the Arcana or the
  Nature skill.
  Curving Shot
  At 7th level, you learn how to direct an errant arrow toward a
  new target. When you make an attack roll with a magic arrow
  and miss, you can use a bonus action to reroll the attack roll
  against a different target within 60 feet of the original target.
  Ever-Ready Shot
  Starting at 15th level, your magical archery is ever available
  to you when you need it most. If you roll initiative and have no
  uses of Arcane Shot remaining, you regain one use of it.
  Arcane Shot Options
  The Arcane Shot feature lets you choose options for it at
  certain levels. The options are presented here in alphabetical
  order. They are all magical effects, and each one is associated
  with one of the schools of magic.
  If an option requires a saving throw, your Arcane Shot save
  DC equals 8 + your proficiency bonus + your Intelligence
  modifier.
  Banishing Arrow. You use abjuration magic to try to
  temporarily banish your target to a harmless location in the
  Feywild. If the arrow hits a creature, the target must also
  succeed on a Charisma saving throw or be banished. While
  banished in this way, its speed is 0, and it is incapacitated. At
  the end of its next turn, the target reappears in the space it
  vacated or in the nearest unoccupied space if that space is
  occupied.
  After you reach 18th level in this class, a target also takes
  2d6 force damage when the arrow hits it.
  Brute Bane Arrow. You weave necromantic magic into
  your arrow. If the arrow hits a creature, the target takes an
  extra 2d6 necrotic damage, and it must make a Constitution
  saving throw. On a failed save, the damage of the target’s
  attacks is halved until the start of your next turn.
  The necrotic damage increases to 4d6 when you reach
  18th level in this class.
  Bursting Arrow. You imbue your arrow with a blast of
  force energy drawn from the school of evocation. If the arrow
  hits a creature, the target and each creature within 10 feet of
  it also take 2d6 force damage each.
  The force damage increases to 4d6 when you reach 18th
  level in this class.
  Grasping Arrow. When this arrow strikes its target,
  conjuration magic creates grasping, poisonous brambles,
  which wrap around the target. If the arrow hits a creature,
  the target takes an extra 2d6 poison damage, its speed is
  reduced by 10 feet, and it takes 2d6 slashing damage the first
  time on each turn it moves 1 foot or more without teleporting.
  The target or any creature that can reach it can use its action
  to remove the brambles with a successful Strength (Athletics)
  check against your Arcane Shot save DC. Otherwise, the
  brambles last for 1 minute or until you use this option again.
  The poison and slashing damage both increase to 4d6
  when you reach 18th level in this class.
  Mind-Scrambling Arrow. Your enchantment magic causes
  this arrow to temporarily beguile its target. Choose one of
  your allies within 30 feet of the target. If the arrow hits a
  creature, the target takes an extra 2d6 psychic damage, and it
  must succeed on a Wisdom saving throw or it can’t attack the
  chosen ally or include that ally in a harmful area of effect
  until the start of your next turn. This effect ends early if the
  chosen ally deals any damage to the target.
  The psychic damage increases to 4d6 when you reach 18th
  level in this class.
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  Piercing Arrow. You use transmutation magic to give your
  arrow an ethereal quality. When you use this option, you don’t
  make an attack roll for the attack. Instead, the arrow fires
  forward in a line that is 1 foot wide and 30 feet long, before
  disappearing. The arrow passes harmlessly through objects,
  ignoring cover. Each creature in that line must make a
  Dexterity saving throw. On a failed save, a target takes
  damage as if it were hit by the arrow, plus an extra 1d6
  piercing damage. On a successful save, a target takes half as
  much damage.
  The piercing damage increases to 2d6 when you reach
  18th level in this class.
  Seeking Arrow. Using divination magic, you grant your
  arrow the ability to seek out your target, allowing the arrow to
  curve and twist its path in search of its prey. When you use
  this option, you don’t make an attack roll for the attack.
  Instead, choose one creature you have seen in the past
  minute. The arrow flies toward that creature, moving around
  corners if necessary and ignoring three-quarters cover and
  half cover. If the target is within the weapon’s range and there
  is a path large enough for the arrow to travel to the target, the
  target must make a Dexterity saving throw. On a failed save, it
  takes damage as if it were hit by the arrow, plus an extra 1d6
  force damage, and you learn the target’s current location. On
  a successful save, the target takes half as much damage, and
  you don’t learn its location.
  The force damage increases to 2d6 when you reach 18th
  level in this class.
  Shadow Arrow. You weave illusion magic into your arrow,
  causing it to occlude your foe’s vision with shadows. If the
  arrow hits a creature, the target takes an extra 2d6 psychic
  damage, and it must succeed on a Wisdom saving throw or
  be unable to see anything farther than 5 feet away until the
  start of your next turn.
  The psychic damage increases to 4d6 when you reach 18th
  level in this class.
  Cavalier
  The archetypal Cavalier excels at mounted combat. Usually
  born among the nobility and raised at court, a Cavalier is
  equally at home leading a cavalry charge or exchanging
  repartee at a state dinner. Cavaliers also learn how to guard
  those in their charge from harm, often serving as the
  protectors of their superiors and of the weak. Drawn to right
  wrongs or earn prestige, many of these fighters leave their
  lives of comfort to embark on glorious adventure.
  Cavalier Features
  Fighter
  Level
  Feature
  3rd
  Bonus Proficiency, Born to the Saddle, Combat
  Superiority (d8s, 4 dice)
  7th
  Ferocious Charger, Combat Superiority (5 dice)
  10th
  Improved Combat Superiority (d10s)
  15th
  Relentless, Combat Superiority (6 dice)
  18th
  Improved Combat Superiority (d12s)
  Bonus Proficiency
  When you choose this archetype at 3rd level, you gain
  proficiency in one of the following skills of your choice:
  Animal Handling, History, Insight, Performance, or
  Persuasion. Alternatively, you learn one language of your
  choice.
  Born to the Saddle
  Starting at 3rd level, your mastery as a rider becomes
  apparent. You have advantage on saving throws made to
  avoid falling off your mount. If you fall off your mount and
  descend no more than 10 feet, you can land on your feet if
  you’re not incapacitated.
  Finally, mounting or dismounting a creature costs you only
  5 feet of movement, rather than half your speed.
  Combat Superiority
  At 3rd level, you gain a set of combat abilities, referred to as
  maneuvers, which are fueled by special dice called
  superiority dice.
  Superiority Dice. You have four superiority dice, which
  are d8s. A superiority die is expended when you use it. You
  regain all your expended superiority dice when you finish a
  short or long rest.
  You gain another superiority die at 7th level and one more
  at 15th level.
  Maneuvers. You spend your superiority dice on your
  maneuvers. You can use more than one maneuver per turn,
  but no more than one maneuver per attack.
  You know the following maneuvers:
  Control Mount. When you make a Wisdom (Animal
  Handling) check to influence a creature that you or an ally
  is riding, you can expend one superiority die, roll it, and
  add the number rolled to the check. You can do this before
  or after rolling the d20, but before applying the results of
  the check.
  Precision Attack. When you make a weapon attack against a
  creature, you can expend one superiority die, roll it, and
  add it to the attack roll. You can use this ability before or
  after rolling the d20, but before any of the effects of the
  attack are applied.
  Trip Attack. When you hit a creature with a weapon attack,
  you can expend one superiority die to attempt to knock the
  target down. Roll the die, and add it to the attack’s damage
  roll. If the target is Large or smaller, it must also succeed
  on a Strength saving throw (DC 8 + your proficiency bonus
  + your Strength modifier) or be knocked prone.
  Warding Maneuver. If you or a creature within 5 feet of you
  is hit by an attack, you can expend one superiority die as a
  reaction if you’re wielding a weapon or a shield. Roll the
  die, and add the number rolled to the target’s AC against
  that attack. If the attack still hits, the target has resistance
  against the attack’s damage.
  Ferocious Charger
  At 7th level, you gain additional benefits when you use your
  Trip Attack maneuver. You can expend up to two superiority
  dice on it, adding both dice to the damage roll. When you
  spend two dice in this way, the target has disadvantage on its
  Strength saving throw to avoid being knocked prone.
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  CHAPTER 2 | CLASSES
  
  Improved Combat Superiority
  At 10th level, your superiority dice turn into d10s. At 18th
  level, they turn into d12s.
  Relentless
  Starting at 15th level, when you roll initiative and have no
  superiority dice remaining, you regain one superiority die.
  Knight
  The Knight is a colossus on the battlefield who can shrug off
  attacks and protect allies from harm. Knights fight from the
  saddle when they can, and in combat they are expected to
  seek out and lock down the mightiest of the enemy’s forces.
  On adventures, they are the armored bulwark that strives to
  keep the rest of the party safe.
  Born to the Saddle
  Starting at 3rd level, mounting or dismounting a creature
  costs you only 5 feet of movement, rather than half your
  speed. In addition, you have advantage on saving throws
  made to avoid falling off your mount. If you fall off it, you can
  automatically land on your feet if you aren’t incapacitated and
  you fall less than 10 feet.
  Implacable Mark
  At 3rd level, you excel at foiling attacks and protecting your
  allies by menacing your foes. When you hit a creature with a
  melee weapon attack, the target is marked by you until the
  end of your next turn. A creature ignores this effect if the
  creature can’t be frightened.
  The marked target has disadvantage on any attack roll
  against a creature other than you or someone else who
  marked it.
  If a target marked by you is within 5 feet of you on its turn
  and it moves at least 1 foot or makes an attack that suffers
  disadvantage from this feature, you can make one melee
  weapon attack against it using your reaction. This attack roll
  has advantage, and if it hits, the attack’s weapon deals extra
  damage to the target equal to your fighter level.
  You can make this special attack even if you have already
  expended your reaction this round, but not if you have already
  used your reaction this turn. You can make this attack three
  times, and you regain all expended uses of it when you finish
  a short or long rest.
  Noble Cavalry
  At 7th level, you gain proficiency in two of the following skills
  of your choice: Animal Handling, History, Insight, Persuasion,
  or Religion. Alternatively, you learn one language of your
  choice.
  Hold the Line
  At 10th level, you master the ability to harass and slow your
  enemies. As a reaction when a creature moves at least 1 foot
  within 5 feet of you, you can make one melee weapon attack
  against that creature. If you hit, the attack’s weapon deals
  extra damage to the target equal to half your fighter level, and
  the target’s speed is reduced to 0 until the end of this turn.
  Rapid Strike
  Starting at 15th level, you learn to trade accuracy for swift
  strikes. If you have advantage on a weapon attack against a
  target on your turn, you can forgo that advantage to
  immediately make an additional weapon attack against the
  same target as a bonus action.
  Defender’s Blade
  At 18th level, you respond to danger with extraordinary
  vigilance. You can use your reaction for an opportunity attack
  even if you have already expended your reaction this round,
  but not if you have already used your reaction this turn.
  In addition, you gain a +1 bonus to AC while wearing heavy
  armor.
  Monster Hunter
  As an archetypal Monster Hunter, you are an expert at
  defeating supernatural threats. Typically mentored by an
  older, experienced Monster Hunter, you learn to overcome a
  variety of unnatural defenses and attacks, including those of
  undead, lycanthropes, and other creatures of horror.
  Bonus Proficiencies
  When you choose this archetype at 3rd level, you gain
  proficiency in two of the following skills of your choice:
  Arcana, History, Insight, Investigation, Nature, or Perception.
  You can gain proficiency with a tool of your choice in place of
  one skill choice.
  Combat Superiority
  When you choose this archetype at 3rd level, you gain a set of
  abilities that are fueled by special dice called superiority dice.
  Superiority Dice. You have four superiority dice, which
  are d8s. A superiority die is expended when you use it. You
  regain all of your expended superiority dice when you finish a
  short or long rest.
  You gain another superiority die at 7th level and one more
  at 15th level.
  Using Superiority Dice. You can expend superiority dice
  to gain a number of different benefits:
  When you make a weapon attack against a creature, you
  can expend one superiority die to add it to the attack roll.
  You can use this ability before or after making the attack
  roll, but before any of the effects of the attack are applied.
  When you damage a creature with a weapon attack, you
  can expend one superiority die to add it to the damage roll.
  You can use this ability after rolling damage. If the attack
  causes the target to make a Constitution saving throw to
  maintain concentration, it has disadvantage on that save.
  When you make an Intelligence, a Wisdom, or a Charisma
  saving throw, you can expend one superiority die to add it
  to the roll. You can use this feature only before you learn if
  the save succeeded or failed.
  When you make a Wisdom (Perception) check to detect a
  hidden creature or object, or a Wisdom (Insight) check to
  determine if someone is lying to you, you can expend one
  superiority die to add it to the roll. You can use this feature
  after seeing the total but before learning if you succeeded
  or failed.
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  CHAPTER 2 | CLASSES
  
  Hunter’s Mysticism
  At 3rd level, your study of the supernatural gives you a limited
  ability to use magic. You can cast detect magic as a ritual. You
  can cast protection from evil and good, but you cannot cast it
  again with this feature until you finish a long rest. Wisdom is
  your spellcasting ability for these spells.
  In addition, you gain the ability to speak one of the
  following languages of your choice: Abyssal, Celestial, or
  Infernal.
  Monster Slayer
  At 7th level, whenever you expend superiority dice to add to a
  damage roll, you can expend up to two dice instead of just
  one, adding both to the roll. Both dice are expended as
  normal. If the target of your attack is an aberration, a fey, a
  fiend, or an undead, you deal maximum damage with both
  dice, instead of rolling them.
  Improved Combat Superiority
  At 10th level, your superiority dice turn into d10s. At 18th
  level, they turn into d12s.
  Relentless
  Starting at 15th level, when you roll initiative and have no
  superiority dice remaining, you regain one superiority die.
  Samurai
  The Samurai is a fighter who draws on an implacable fighting
  spirit to overcome enemies. A Samurai’s willpower is nearly
  unbreakable, and the enemies in a Samurai’s path have two
  choices: yield or die fighting.
  Fighting Spirit
  Starting at 3rd level, the might of your willpower can shield
  you and help you strike true. As a bonus action on your turn,
  you can give yourself two benefits: advantage on all attack
  rolls and resistance to bludgeoning, piercing, and slashing
  damage. These benefits last until the end of your next turn.
  You can use this feature three times. You regain all
  expended uses of it when you finish a short or long rest.
  Elegant Courtier
  Starting at 7th level, your discipline and attention to detail
  allow you to excel in social situations that require strict
  adherence to etiquette. You can add your Wisdom modifier to
  any Charisma check you make to persuade or please a noble
  or anyone else of high social station.
  You also gain proficiency in the History, Insight, or
  Persuasion skill (choose one). Alternatively, you learn one
  language of your choice.
  Unbreakable Will
  At 10th level, your superior willpower allows you to shrug off
  mind-assaulting effects. You gain proficiency in Wisdom
  saving throws. If you already have this proficiency, you gain
  proficiency in Intelligence or Charisma saving throws (choose
  one).
  Rapid Strike
  Starting at 15th level, you learn to trade accuracy for swift
  strikes. If you have advantage on a weapon attack against a
  target on your turn, you can forgo that advantage to
  immediately make an additional weapon attack against the
  same target as a bonus action.
  Strength Before Death
  Starting at 18th level, your fighting spirit can delay the grasp
  of death. If you take damage that would reduce you to 0 hit
  points, you can delay that damage and immediately take a
  bonus turn, interrupting the current turn. You don’t take the
  damage until the bonus turn ends. It is possible to do things,
  such as gaining resistance, that change how much of that
  damage you take.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Scout
  The archetypal Scout excels at finding safe passage through
  dangerous regions. Scouts usually favor light armor and
  ranged weapons, but they are comfortable using heavier gear
  when faced with intense fighting.
  Bonus Proficiencies
  When you choose this archetype at 3rd level, you gain
  proficiency in three of the following skills of your choice:
  Acrobatics, Athletics, Investigation, Medicine, Nature,
  Perception, Stealth, or Survival. You can choose to gain
  proficiency with thieves’ tools in place of one skill choice.
  Combat Superiority
  At 3rd level, you gain a set of abilities that are fueled by
  special dice called superiority dice.
  Superiority Dice. You have four superiority dice, which
  are d8s. A superiority die is expended when you use it. You
  regain all of your expended superiority dice when you finish a
  long or short rest.
  You gain another superiority die at 7th level and one more
  at 15th level.
  Using Superiority Dice. You can expend superiority dice
  to gain a number of different benefits:
  When you make a check that allows you to apply your
  proficiency in Athletics, Nature, Perception, Stealth, or
  Survival, you can expend one superiority die to bolster the
  check. Add half the number rolled on the superiority die
  (rounding up) to your check. You apply this bonus after
  making the check but before learning if it was successful.
  When you make a weapon attack against a creature, you
  can expend one superiority die to add it to the attack roll.
  You can use this ability before or after making the attack
  roll, but before any of the effects of the attack are applied.
  If you are hit by an attack while wearing light or medium
  armor, you can expend one superiority die as a reaction,
  adding the number rolled to your AC. If the attack still
  hits, you take half damage from it.
  Natural Explorer
  At 3rd level, you gain the ranger class feature of the same
  name, with the following alteration: You choose additional
  favored terrain types at 7th and 15th level.
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  CHAPTER 2 | CLASSES
  
  Improved Combat Superiority
  At 10th level, your superiority dice turn into d10s. At 18th
  level, they turn into d12s.
  Relentless
  Starting at 15th level, when you roll initiative and have no
  superiority dice remaining, you regain 1 superiority die.
  Sharpshooter
  The Sharpshooter is a master of ranged combat. An excellent
  sniper and eagle-eyed scout, this fighter is a perilous foe who
  can defeat an entire war band so long as they are kept at
  range.
  Steady Aim
  Beginning when you choose this archetype at 3rd level, your
  aim becomes deadly. As a bonus action on your turn, you can
  take careful aim at a creature you can see that is within range
  of a ranged weapon you’re wielding. Until the end of this turn,
  your ranged attacks with that weapon gain two benefits
  against the target:
  The attacks ignore half and three-quarters cover.
  On each hit, the weapon deals additional damage to the
  target equal to 2 + half your fighter level.
  You can use this feature three times. You regain all
  expended uses of it when you finish a short or long rest.
  Careful Eyes
  Starting at 7th level, you excel at picking out hidden enemies
  and other threats. You can take the Search action as a bonus
  action.
  You also gain proficiency in the Perception, Investigation,
  or Survival skill (choose one).
  Close-Quarters Shooting
  At 10th level, you learn to handle yourself in close combat.
  Making a ranged attack roll while within 5 feet of an enemy
  doesn’t impose disadvantage on your roll.
  In addition, if you hit a creature within 5 feet of you with a
  ranged attack on your turn, that creature can’t take reactions
  until the end of this turn.
  Rapid Strike
  Starting at 15th level, you learn to trade accuracy for swift
  strikes. If you have advantage on a weapon attack against a
  target on your turn, you can forgo that advantage to
  immediately make an additional weapon attack against the
  same target as a bonus action.
  Snap Shot
  Starting at 18th level, you are ever ready to spring into action.
  If you take the Attack action on your first turn of a combat,
  you can make one additional ranged weapon attack as part of
  that action.
  Monk
  Monastic Traditions
  Way of the Drunken Master
  The Way of the Drunken Master teaches its students to move
  with the jerky, unpredictable movements of a drunkard. A
  drunken master sways, tottering on unsteady feet, to present
  what seems like an incompetent combatant but proves
  frustrating to engage. The drunken master’s erratic stumbles
  conceal a carefully executed dance of blocks, parries,
  advances, attacks, and retreats. Cunning warriors can see
  through the drunken master’s apparent incompetence to
  recognize the masterful technique employed.
  Drunken Technique
  When you choose this tradition at 3rd level, you gain
  proficiency in the Performance skill if you don’t already have
  it; your martial arts technique mixes martial training with the
  precision of a dancer and the antics of a jester.
  You also learn how to twist and turn quickly as part of your
  Flurry of Blows. Whenever you use Flurry of Blows, you gain
  the benefit of the Disengage action, and your walking speed
  increases by 10 feet until the end of the current turn.
  Tipsy Sway
  At 6th level, your swaying in combat becomes maddeningly
  unpredictable. As a reaction when an enemy misses you with
  a melee attack roll, you can cause that attack to hit one
  creature of your choice, other than the attacker, that you can
  see within 5 feet of you. Once you use this feature, you can’t
  use it again until you finish a short or long rest.
  Drunkard’s Luck
  Starting at 11th level, you always seem to get a lucky bounce
  at just the right moment to save you from doom. When you
  make a saving throw, you can spend 1 ki point to give yourself
  advantage on that roll. You must decide to use this feature
  before rolling.
  Intoxicated Frenzy
  At 17th level, you gain the ability to make an overwhelming
  number of attacks against a group of enemies. When you use
  your Flurry of Blows, you can make up to three additional
  attacks with it (up to a total of five attacks), provided that each
  Flurry of Blows attack targets a different creature this turn.
  Way of the Kensei
  Monks of the Way of Kensei train relentlessly with their
  weapons, to the point that the weapon becomes like an
  extension of the body. A kensei sees a weapon in much the
  same way a painter regards a brush or a writer sees
  parchment, ink, and quill. A sword or bow is a tool used to
  express the beauty and elegance of the martial arts. That
  such mastery makes a kensei a peerless warrior is but a side
  effect of intense devotion, practice, and study.
  Path of the Kensei
  When you choose this tradition at 3rd level, your special
  martial arts training leads you to master the use of certain
  weapons.
  You gain the following benefits:
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  CHAPTER 2 | CLASSES
  
  Choose two types of weapons to be your kensei weapons:
  one melee weapon and one ranged weapon. Each of these
  weapons can be any simple or martial weapon that lacks
  the heavy and special properties. The longbow is also a
  valid choice. You gain proficiency with these weapons if
  you don’t already have it. Weapons of the chosen types are
  monk weapons for you. Many of this tradition’s features
  work only with your kensei weapons. When you reach 6th,
  11th, and 17th level in this class, you can choose another
  type of weapon—melee or ranged—to be a kensei weapon
  for you, following the criteria above.
  If you make an unarmed strike as part of the Attack action
  on your turn and are holding a kensei weapon, you can
  use it to defend yourself if it is a melee weapon. You gain a
  +2 bonus to AC until the start of your next turn, while the
  weapon is in your hand and you aren’t incapacitated.
  You can use a bonus action on your turn to make your
  ranged attacks with a kensei weapon more deadly. When
  you do so, any target you hit with a ranged attack using a
  kensei weapon takes an extra 1d4 damage of the weapon’s
  type. You retain this benefit until the end of the current
  turn.
  One with the Blade
  At 6th level, you extend your ki into your kensei weapons,
  granting you the following benefits.
  Magic Kensei Weapons. Your attacks with your kensei
  weapons count as magical for the purpose of overcoming
  resistance and immunity to nonmagical attacks and damage.
  Precise 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.
  Sharpen the Blade
  At 11th level, you gain the ability to augment your weapons
  further with your ki. As a bonus action, you can expend up to
  3 ki points to grant one kensei weapon you touch a bonus to
  attack and damage rolls when you attack with it. The bonus
  equals the number of ki points you spent. This bonus lasts for
  1 minute or until you use this feature again.
  Unerring Accuracy
  At 17th level, your mastery of weapons grants you
  extraordinary accuracy. If you make an attack roll with a
  monk weapon and miss, you can reroll it. You can use this
  feature only once on each of your turns.
  Way of Tranquility
  Monks of the Way of Tranquility see violence as a last resort.
  They use diplomacy, mercy, and understanding to resolve
  conflicts. If pushed, though, they are capable warriors who
  can bring an end to the unjust or cruel folk who refuse to
  listen to reason. When adventuring, these monks make
  excellent diplomats. They are also skilled in the healing arts,
  and can preserve their allies in the face of daunting foes.
  Path of Tranquility
  When you choose this tradition at 3rd level, you can become
  an island of calm in even the most chaotic of situations. With
  this feature, you can cast the sanctuary spell on yourself, no
  material component required, and it lasts up to 8 hours. Its
  saving throw DC equals 8 + your proficiency bonus + your
  Wisdom modifier. A creature that succeeds on the save is
  immune to this effect for 1 hour.
  Once you cast the spell in this way, you can’t do so again for
  1 minute.
  Healing Hands
  Your mystical touch can heal wounds. Starting at 3rd level,
  you have a pool of magical healing power that replenishes
  when you take a long rest. With that pool, you can restore a
  total number of hit points equal to your monk level × 10.
  As an action, you can touch a creature and draw power
  from the pool to restore a number of hit points to that
  creature, up to the maximum amount remaining in the pool.
  Instead of healing the creature, you can expend 5 hit points
  from your pool of healing to cure the target of one disease or
  neutralize one poison affecting it. You can cure multiple
  diseases and neutralize multiple poisons with a single use of
  Healing Hands, expending hit points separately for each one.
  When you use your Flurry of Blows, you can replace one of
  the unarmed strikes with a use of this feature.
  This feature has no effect on undead and constructs.
  Emissary of Peace
  At 6th level, you gain the ability to diffuse violent situations.
  Whenever you make a Charisma check to calm violent
  emotions or to counsel peace, you have advantage on the roll.
  You must make this entreaty in good faith; it doesn’t apply if
  proficiency in the Deception or Intimidation skill applies to
  your check.
  You also gain proficiency in the Performance or Persuasion
  skill (choose one).
  Douse the Flames of War
  At 11th level, you gain the ability to temporarily extinguish a
  creature’s violent impulses. As an action, you can touch a
  creature, and it must make a Wisdom saving throw with a DC
  equal to 8 + your proficiency bonus + your Wisdom modifier.
  The target automatically succeeds if it’s missing any of its hit
  points. If the target fails the save, it can’t attack for 1 minute.
  During that time, it also can’t cast spells that deal damage or
  that force someone to make a saving throw.
  This effect ends if the target is attacked, takes damage, or is
  forced to make a saving throw or if the target witnesses any
  of those things happening to its allies.
  Anger of a Gentle Soul
  At 17th level, you gain the ability to visit vengeance on
  someone who fells others. If you see a creature reduce
  another creature to 0 hit points, you can use your reaction to
  grant yourself a bonus to all damage rolls against the
  aggressor until the end of your next turn. The bonus equals
  your monk level.
  Once you use this ability, you can’t use it again until you
  finish a short or long rest.
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  CHAPTER 2 | CLASSES
  
  Mystic
  A human clad in simple robes walks along a forest path. A
  gang of goblins emerges from the brush, arrows trained on
  him, their smiles wide at their good fortune of finding such
  easy prey for the legion’s slave pens. Their smiles turn to
  shrieks of terror as the traveler grows to giant size and leaps
  at them, his staff now a deadly cudgel.
  The militia forms in ranks to prepare for the orcs’ charge.
  The growling brutes howl their battle cries and surge
  forward. To their surprise, the human rabble holds its ground
  and fights with surprising ferocity. Suddenly, mindless fear
  clings to the orcs’ minds and they, despite facing a far inferior
  foe, turn and run, never noticing the calm half-elf standing
  amid the militia and directing its efforts.
  Baron von Ludwig was always proud of his grand library.
  Little did he know that each evening, a gnome laden with
  blank scrolls slipped past his guards each night and dutifully
  copied his most heavily guarded archives. When the duke’s
  men arrived to arrest him for dealing with demons, he never
  guessed that the gnome scribe traveling with them had spent
  more time in his keep than he had over the past year.
  These heroes are all mystics, followers of a strange and
  mysterious form of power. Mystics shun the world to turn
  their eyes inward, mastering the full potential of their minds
  and exploring their psyches before turning to face the world.
  Mystics are incredibly rare, and most prefer to keep the
  nature of their abilities secret. Using their inner, psychic
  strength, they can read minds, fade into invisibility, transform
  their bodies into living iron, and seize control of the physical
  world and bend it to their will.
  Hermits and Outcasts
  Mystics are loners. Most discover the secrets of their power
  through vague references in tomes of lore or by ingratiating
  themselves to a master of the power.
  In order to master their power, mystics must first master
  themselves. They spend months and years in quiet
  contemplation, exploring their minds and leaving nothing
  uncovered. During this time, they shun society and typically
  live as hermits at the edge of society. A mystic who studied
  under a master worked as a virtual slave, toiling away at
  mundane tasks in return for the occasional lesson or cryptic
  insight.
  When mystics finally master their power, they return to the
  world to broaden their horizons and practice their craft.
  Some mystics prefer to remain isolated, but those who
  become adventurers aren’t content to remain on the fringe of
  the world.
  Eccentric Minds
  In order to maintain the strict discipline and intense self-
  knowledge needed to tap into their power, mystics develop a
  variety of practices to keep their focus sharp.
  These practices are reflected in taboos and quirks, strange
  little behaviors that govern a mystic’s actions. These quirks
  are oaths or behavioral tics that help keep mystics in the
  proper frame of mind while maintaining perfect control over
  their minds and bodies.
  While these taboos are harmless, they help cast mystics as
  outsiders. Few feel accepted by society, and fewer still care to
  become integrated with it. To mystics, the life of the mind is
  where they feel most at home.
  Selecting Quirks
  To add some texture to your mystic, consider the quirks your
  character has acquired. These behaviors have no game effect,
  but your character might become irritated or upset if forced
  to break them. They’re a great roleplaying tool to add
  character to the game. You can roll on or pick from the table
  below, or create your own quirks. Aim to create two quirks, to
  give them more of a chance to come into play. Finally,
  consider why your character chose these behaviors. What do
  they say about your character’s personality or background?
  Are they based on a specific incident or a belief?
  Mystic Quirks
  d20 Quirk
  1 You never cut your hair.
  2 You refuse to wear clothes of a specific color.
  3 You never say your name.
  4 You never wear footwear.
  5 You always wear a mask.
  6 You dye your hair bright blue or green.
  7 You pick a new name each day.
  8 You never immerse yourself in water.
  9 You sleep on bare earth.
  10 You never consume alcohol.
  11 You wear a veil to conceal your face.
  12 You always wear a specific piece of clothing.
  13 You refuse to light fires.
  14 You refuse to write things down, instead using
  pictograms.
  15 You never sit on a chair, preferring to stand or sit on
  the floor.
  16 You never answer to any name but your own.
  17 You write down the name of each creature you slay,
  and name ones that are unnamed.
  18 You consume only water and raw vegetables.
  19 You spend any money you earn within 1 week of
  gaining it.
  20 You often speak to an imaginary companion, and act
  only with its blessing.
  Creating a Mystic
  When creating a mystic, consider your character’s
  background. How did you become a mystic? What first drew
  you to this practice? Are you self-taught, or did you have a
  master? If you had a master, what is that relationship like?
  Consider also why you returned to the world from your
  hermitage. Did you leave someone or something behind
  when you took up your studies? Are you driven by revenge or
  some other motivation?
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  CHAPTER 2 | CLASSES
  
  The Mystic
  Level
  Proficiency
  Bonus
  Features
  Talents
  Known
  Disciplines
  Known
  Psi
  Points
  Psi
  Limit
  1st
  +2
  Psionics, Mystic Order
  1
  1
  4
  2
  2nd
  +2
  Mystical Recovery, Telepathy
  1
  1
  6
  2
  3rd
  +2
  Mystic Order feature
  2
  2
  14
  3
  4th
  +2
  Ability Score Improvement, Strength of Mind
  2
  2
  17
  3
  5th
  +3
  ─
  2
  3
  27
  5
  6th
  +3
  Mystic Order feature
  2
  3
  32
  5
  7th
  +3
  ─
  2
  4
  38
  6
  8th
  +3
  Ability Score Improvement, Potent Psionics
  (1d8)
  2
  4
  44
  6
  9th
  +4
  —
  2
  5
  57
  7
  10th
  +4
  Consumptive Power
  3
  5
  64
  7
  11th
  +4
  Psionic Mastery (1/day)
  3
  5
  64
  7
  12th
  +4
  Ability Score Improvement
  3
  6
  64
  7
  13th
  +5
  Psionic Master (2/day)
  3
  7
  64
  7
  14th
  +5
  Mystic Order feature, Potent Psionics (2d8)
  3
  6
  64
  7
  15th
  +5
  Psionic Master (3/day)
  3
  7
  64
  7
  16th
  +5
  Ability Score Improvement
  3
  7
  64
  7
  17th
  +6
  Psionic Master (4/day)
  4
  7
  64
  7
  18th
  +6
  —
  4
  8
  71
  7
  19th
  +6
  Ability Score Improvement
  4
  8
  71
  7
  20th
  +6
  Psionic Body
  4
  8
  71
  7
  Quick Build
  You can make a mystic quickly by following these
  suggestions. First, make Intelligence your highest ability
  score, followed by Dexterity or Constitution. Second, choose
  the hermit background.
  Class Features
  As a mystic, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per mystic level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per mystic level after 1st
  Proficiencies
  Armor: Light armor
  Weapons: Simple weapons
  Tools: None
  Saving Throws: Intelligence, Wisdom
  Skills: Choose two from Arcana, History, Insight, Medicine,
  Nature, Perception, and Religion
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a spear or (b) a mace
  (a) leather armor or (b) studded leather armor
  (a) a light crossbow and 20 bolts or (b) any simple weapon
  (a) a scholar's pack or (b) an explorer's pack
  Alternatively, you can ignore the equipment here and in your
  background, and buy 5d4 × 10 gp worth of equipment from
  chapter 5 in the Player’s Handbook.
  Psionics
  As a student of psionics, you can master and use psionic
  talents and disciplines, the rules for which appear at the end
  of this document. Psionics is a special form of magic use,
  distinct from spellcasting.
  30
  CHAPTER 2 | CLASSES
  
  Psionic Talents
  A psionic talent is a minor psionic effect you have mastered.
  At 1st level, you know one psionic talent of your choice. You
  learn additional talents of your choice at higher levels. The
  Talents Known column of the Mystic table shows the total
  number of talents you know at each level; when that number
  goes up for you, choose a new talent.
  Psionic Disciplines
  A psionic discipline is a rigid set of mental exercises that
  allows a mystic to manifest psionic power. A mystic masters
  only a few disciplines at a time.
  At 1st level, you know one psionic discipline of your choice.
  The Disciplines Known column of the Mystic table shows the
  total number of disciplines you know at each level; when that
  number goes up for you, choose a new discipline.
  In addition, whenever you gain a level in this class, you can
  replace one discipline you know with a different one of your
  choice.
  Psi Points
  You have an internal reservoir of energy that can be devoted
  to psionic disciplines you know. This energy is represented by
  psi points. Each psionic discipline describes effects you can
  create with it by spending a certain number of psi points. A
  psionic talent requires no psi points.
  The number of psi points you have is based on your mystic
  level, as shown in the Psi Points column of the Mystic table.
  The number shown for your level is your psi point maximum.
  Your psi point total returns to its maximum when you finish a
  long rest. The number of psi points you have can’t go below 0
  or over your maximum.
  Psi Limit
  Though you have access to a potent amount of psionic energy,
  it takes training and practice to channel that energy. There is
  a limit on the number of psi points you can spend to activate
  a psionic discipline. The limit is based on your mystic level, as
  shown in the Psi Limit column of the Mystic table. For
  example, as a 3rd-level mystic, you can spend no more than 3
  psi points on a discipline each time you use it, no matter how
  many psi points you have.
  Psychic Focus
  You can focus psionic energy on one of your psionic
  disciplines to draw ongoing benefits from it. As a bonus
  action, you can choose one of your psionic disciplines and
  gain its psychic focus benefit, which is detailed in that
  discipline’s description. The benefit lasts until you are
  incapacitated or until you use another bonus action to choose
  a different focus benefit.
  You can have only one psychic focus benefit at a time, and
  using the psychic focus of one discipline doesn’t limit your
  ability to use other disciplines.
  Psionic Ability
  Intelligence is your psionic ability for your psionic disciplines.
  You use your Intelligence modifier when setting the saving
  throw DC for a psionic discipline or when making an attack
  roll with one.
  Discipline save DC = 8 + your proficiency bonus + your
  Intelligence modifier
  Discipline attack modifier = your proficiency bonus + your
  Intelligence modifier
  Mystic Order
  At 1st level, you choose a Mystic Order: the Order of the
  Avatar, the Order of the Awakened, the Order of the Immortal,
  the Order of the Nomad, the Order of the Soul Knife, or the
  Order of the Wu Jen, each of which is detailed at the end of
  the class description. Each order specializes in a specific
  approach to psionics.
  Your order gives you features when you choose it at 1st
  level and additional features at 3rd, 6th, and 14th level.
  Mystical Recovery
  Starting at 2nd level, you can draw vigor from the psi energy
  you use to power your psionic disciplines.
  Immediately after you spend psi points on a psionic
  discipline, you can take a bonus action to regain hit points
  equal to the number of psi points you spent.
  Telepathy
  At 2nd level, your mind awakens to the ability to
  communicate via telepathy. You can telepathically speak to
  any creature you can see within 120 feet of you in this
  manner. You don’t need to share a language with the creature
  for it to understand your telepathic messages, but the
  creature must be able to understand at least one language or
  be telepathic itself.
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, and
  19th level, you can increase one ability score of your choice
  by 2, or you can increase two ability scores of your choice by
  1. As normal, you can’t increase an ability score above 20
  using this feature.
  Strength of Mind
  Even the simplest psionic technique requires a deep
  understanding of how psionic energy can augment mind and
  body. This understanding allows you to alter your defenses to
  better deal with threats.
  Starting at 4th level, you can replace your proficiency in
  Wisdom saving throws whenever you finish a short or long
  rest. To do so, choose Strength, Dexterity, Constitution, or
  Charisma. You gain proficiency in saves using that ability,
  instead of Wisdom. This change lasts until you finish your
  next short or long rest.
  Potent Psionics
  At 8th level, you gain the ability to infuse your weapon attacks
  with psychic energy. Once on each of your turns when you hit
  a creature with a weapon, you can deal an extra 1d8 psychic
  damage to that target. When you reach 14th level, this extra
  damage increases to 2d8.
  In addition, you add your Intelligence modifier to any
  damage roll you make for a psionic talent.
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  CHAPTER 2 | CLASSES
  
  Consumptive Power
  At 10th level, you gain the ability to sacrifice your physical
  durability in exchange for psionic power. When activating a
  psionic discipline, you can pay its psi point cost with your hit
  points, instead of using any psi points. Your current hit points
  and hit point maximum are both reduced by the number of
  hit points you spend. This reduction can’t be lessened in any
  way, and the reduction to your hit point maximum lasts until
  you finish a long rest.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Psionic Mastery
  Beginning at 11th level, your mastery of psionic energy allows
  you to push your mind beyond its normal limits. As an action,
  you gain 9 special psi points that you can spend only on
  disciplines that require an action or a bonus action to use.
  You can use all 9 points on one discipline, or you can spread
  them across multiple disciplines. You can’t also spend your
  normal psi points on these disciplines; you can spend only
  the special points gained from this feature. When you finish a
  long rest, you lose any of these special points that you haven’t
  spent.
  If more than one of the disciplines you activate with these
  points require concentration, you can concentrate on all of
  them. Activating one of them ends any effect you were already
  concentrating on, and if you begin concentrating on an effect
  that doesn’t use these special points, the disciplines end that
  you’re concentrating on.
  At 15th level, the pool of psi points you gain from this
  feature increases to 11.
  You have one use of this feature, and you regain any
  expended use of it with a long rest. You gain one additional
  use of this feature at 13th, 15th, and 17th level.
  Psionic Body
  At 20th level, your mastery of psionic power causes your
  mind to transcend the body. Your physical form is infused
  with psionic energy. You gain the following benefits:
  You gain resistance to bludgeoning, piercing, and slashing
  damage.
  You no longer age.
  You are immune to disease, poison damage, and the
  poisoned condition.
  If you die, roll a d20. On a 10 or higher, you discorporate
  with 0 hit points, instead of dying, and you fall
  unconscious. You and your gear disappear. You appear at a
  spot of your choice 1d3 days later on the plane of
  existence where you died, having gained the benefits of
  one long rest.
  Mystic Orders
  Psionics is a mysterious form of power within most D&D
  worlds. Secretive orders study its origins and applications,
  while pushing the boundaries of what psionic power can
  achieve.
  Each of these orders pursues a specific goal for psionic
  power. That goal shapes how the members of an order
  understand psionics.
  Order of the Avatar
  Mystics of the Order of the Avatar delve into the world of
  emotion, mastering their inner life to such an extent that they
  can manipulate and amplify the emotions of others with the
  same ease that an artist shapes clay. Known as Avatars, these
  mystics vary from tyrants to inspiring leaders who are loved
  by their followers.
  Avatars can bring out extreme emotions in the people
  around them. For their allies, they can lend hope, ferocity, and
  courage, transforming a fighting band into a deadly, unified
  force. For their enemies, they bring fear, disgust, and
  trepidation that can make even the most hardened veteran
  act like a shaky rookie.
  Bonus Disciplines
  At 1st level, you learn two additional psionic disciplines of
  your choice. They must be chosen from among the Avatar
  disciplines.
  Armor Training
  At 1st level, you gain proficiency with medium armor and
  shields.
  Avatar of Battle
  Starting at 3rd level, you project an inspiring aura. While you
  aren’t incapacitated, each ally within 30 feet of you who can
  see you gains a +2 bonus to initiative rolls.
  Avatar of Healing
  Beginning at 6th level, you project an aura of resilience.
  While you aren’t incapacitated, each ally within 30 feet of you
  who can see you regains additional hit points equal to your
  Intelligence modifier (minimum of 0) whenever they regain
  hit points from a psionic discipline.
  Avatar of Speed
  Starting at 14th level, you project an aura of speed. While you
  aren’t incapacitated, any ally within 30 feet of you who can
  see you can take the Dash action as a bonus action.
  Order of the Awakened
  Mystics dedicated to the Order of the Awakened seek to
  unlock the full potential of the mind. By transcending the
  physical, the Awakened hope to attain a state of being focused
  on pure intellect and mental energy.
  The Awakened are skilled at bending minds and
  unleashing devastating psionic attacks, and they can read the
  secrets of the world through psionic energy. Awakened
  mystics who take to adventuring excel at unraveling
  mysteries, solving puzzles, and defeating monsters by turning
  them into unwilling pawns.
  Bonus Disciplines
  At 1st level, you learn two additional psionic disciplines of
  your choice. They must be chosen from among the Awakened
  disciplines.
  Awakened Talent
  At 1st level, you gain proficiency with two of the following
  skills of your choice: Animal Handling, Deception, Insight,
  Intimidation, Investigation, Perception, and Persuasion.
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  CHAPTER 2 | CLASSES
  
  Psionic Investigation
  Starting at 3rd level, you can focus your mind to read the
  psionic imprint left on an object. If you hold an object and
  concentrate on it for 10 minutes (as if concentrating on a
  psionic discipline), you learn a few basic facts about it. You
  gain a mental image from the object’s point of view, showing
  the last creature to hold the object within the past 24 hours.
  You also learn of any events that have occurred within 20
  feet of the object within the past hour. The events you
  perceive unfold from the object’s perspective. You see and
  hear such events as if you were there, but can’t use other
  senses.
  Additionally, you can embed an intangible psionic sensor
  within the object. For the next 24 hours, you can use an
  action to learn the object’s location relative to you (its
  distance and direction) and to look at the object’s
  surroundings from its point of view as if you were there. This
  perception lasts until the start of your next turn.
  Once you use this feature, you can’t use it again until you
  finish a short or long rest.
  Psionic Surge
  Starting at 6th level, you can overload your psychic focus to
  batter down an opponent’s defenses. You can impose
  disadvantage on a target’s saving throw against a discipline or
  talent you use, but at the cost of using your psychic focus.
  Your psychic focus immediately ends if it’s active, and you
  can’t use it until you finish a short or long rest.
  You can’t use this feature if you can’t use your psychic
  focus.
  Spectral Form
  At 14th level, you gain the ability to become a ghostly figure of
  psionic energy. As an action, you can transform into a
  transparent, ghostly version of yourself. While in this form,
  you have resistance to all damage, move at half speed, and
  can pass through objects and creatures while moving but
  can’t willingly end your movement in their spaces. The form
  lasts for 10 minutes or until you use an action to end it.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Order of the Immortal
  The Order of the Immortal uses psionic energy to augment
  and modify the physical form. Followers of this order are
  known as Immortals. They use psionic energy to modify their
  bodies, strengthening them against attack and turning
  themselves into living weapons.
  Their mastery of the physical form grants them their name,
  for Immortals are notoriously difficult to kill.
  Bonus Disciplines
  At 1st level, you learn two additional psionic disciplines of
  your choice. They must be chosen from among the Immortal
  disciplines.
  Immortal Durability
  Starting at 1st level, your hit point maximum increases by 1
  per mystic level.
  In addition, while you aren’t wearing armor or wielding a
  shield, your base AC equals 10 + your Dexterity modifier +
  your Constitution modifier.
  Psionic Resilience
  Starting at 3rd level, your psionic energy grants you
  extraordinary fortitude. At the start of each of your turns, you
  gain temporary hit points equal to your Intelligence modifier
  (minimum of 0) if you have at least 1 hit point.
  Surge of Health
  Starting at 6th level, you can draw on your psychic focus to
  escape death’s grasp. As a reaction when you take damage,
  you can halve that damage against you. Your psychic focus
  immediately ends if it’s active, and you can’t use it until you
  finish a short or long rest.
  You can’t use this feature if you can’t use your psychic
  focus.
  Immortal Will
  Starting at 14th level, you can draw on your reserves of
  psionic power to survive beyond death. At the end of your
  turn while at 0 hit points, you can spend 5 psi points to
  immediately regain a number of hit points equal to your
  mystic level + your Constitution modifier.
  Order of the Nomad
  Mystics of the Order of the Nomad keep their minds in a
  strange, rarified state. They seek to accumulate as much
  knowledge as possible, as they quest to unravel the mysteries
  of the multiverse and seek the underlying structure of all
  things. At the same time, they perceive a bizarre, living web of
  knowledge they call the noosphere.
  Nomads, as their name indicates, delight in travel,
  exploration, and discovery. They desire to accumulate as
  much knowledge as possible, and the pursuit of secrets and
  hidden lore can become an obsession for them.
  Bonus Disciplines
  At 1st level, you learn two additional psionic disciplines of
  your choice. They must be chosen from among the Nomad
  disciplines.
  Breadth of Knowledge
  At 1st level, you gain the ability to extend your knowledge.
  When you finish a long rest, you gain two proficiencies of
  your choice: two tools, two skills, or one of each. You can
  replace one or both of these selections with languages. This
  benefit lasts until you finish a long rest.
  Memory of One Thousand Steps
  At 3rd level, you gain the ability to use psionics to recall your
  steps. As a reaction when you are hit by an attack, you can
  teleport to an unoccupied space that you occupied since the
  start of your last turn, and the attack misses you. Once you
  use this feature, you can’t use it again until you finish a short
  or long rest.
  33
  CHAPTER 2 | CLASSES
  
  Superior Teleportation
  At 6th level, you gain a superior talent for teleportation. When
  you use a psionic discipline to teleport any distance, you can
  increase that distance by up to 10 feet.
  Effortless Journey
  Starting at 14th level, your mind can mystically move your
  body. Once on each of your turns, you can forfeit up to 30 feet
  of your movement to teleport the distance you forfeited. You
  must teleport to an unoccupied space you can see.
  Order of the Soul Knife
  The Order of the Soul Knife sacrifices the breadth of
  knowledge other mystics gain to focus on a specific psionic
  technique. These mystics learn to manifest a deadly weapon
  of pure psychic energy that they can use to cleave through
  foes.
  Soul knives vary widely in their approach to this path.
  Some follow it out of a desire to achieve martial perfection.
  Others are ruthless assassins who seek to become the perfect
  killer.
  Martial Training
  At 1st level, you gain proficiency with medium armor and
  martial weapons.
  Soul Knife
  Starting at 1st level, you gain the ability to manifest a blade of
  psychic energy. As a bonus action, you create scintillating
  knives of energy that project from both of your fists. You can’t
  hold anything in your hands while manifesting these blades.
  You can dismiss them as a bonus action.
  For you, a soul knife is a martial melee weapon with the
  light and finesse properties. It deals 1d8 psychic damage on a
  hit.
  As a bonus action, you can prepare to use the blades to
  parry; you gain a +2 bonus to AC until the start of your next
  turn or until you are incapacitated.
  Hone the Blade
  Starting at 3rd level, you can spend psi points to augment
  your soul knife’s attack rolls and damage. You gain a bonus to
  attack and damage rolls with your soul knives depending on
  the number of psi points spent, as shown on the table below.
  This bonus lasts for 10 minutes.
  Psi Points
  Attack and Damage Bonus
  2
  +1
  5
  +2
  7
  +4
  Consumptive Knife
  Starting at 6th level, whenever you slay an enemy creature
  with a soul knife attack, you immediately regain 2 psi points.
  Phantom Knife
  Starting at 14th level, you can make an attack that phases
  through most defenses. As an action, you can make one
  attack with your soul knife. Treat the target’s AC as 10 against
  this attack, regardless of the target’s actual AC.
  Order of the Wu Jen
  The Order of the Wu Jen features some of the most devoted
  mystics. These mystics seek to lock themselves away from
  the world, denying the limits of the physical world and
  replacing it with a reality that they create for themselves.
  Known as wu jens, these mystics cast their minds into the
  world, seize control of its fundamental principles, and rebuild
  it.
  In practical terms, wu jens excel at controlling the forces of
  the natural world. They can hurl objects with their minds,
  control the four elements, and alter reality to fit their desires.
  Bonus Disciplines
  At 1st level, you learn two additional psionic disciplines of
  your choice. They must be chosen from among the Wu Jen
  disciplines.
  Hermit’s Study
  At 1st level, you gain proficiency with two of the following
  skills of your choice: Animal Handling, Arcana, History,
  Insight, Medicine, Nature, Perception, Religion, or Survival.
  Elemental Attunement
  Starting at 3rd level, when a creature’s resistance reduces the
  damage dealt by a psionic discipline of yours, you can spend
  1 psi point to cause that use of the discipline to ignore the
  creature’s resistance. You can’t spend this point if doing so
  would increase the discipline’s cost above your psi limit.
  Arcane Dabbler
  At 6th level, you learn three wizard spells of your choice and
  always have them prepared. The spells must be of 1st
  through 3rd level.
  As a bonus action, you can spend psi points to create spell
  slots that you can use to cast these spells, as well as other
  spells you are capable of casting. The psi-point cost of each
  spell slot is detailed on the table below.
  Spell Slot Level
  Psi Cost
  1st
  2
  2nd
  3
  3rd
  5
  4th
  6
  5th
  7
  The spell slot remains until you use it or finish a long rest.
  You must observe your psi limit when spending psi points to
  create a spell slot.
  Whenever you gain a level in this class, you can replace one
  of the chosen wizard spells with a different wizard spell of 1st
  through 3rd level.
  Elemental Mastery
  Starting at 14th level, if you have resistance to a type of
  damage, you can spend 2 psi points as a reaction when you
  take damage of that type to ignore that damage; you gain
  immunity to that damage type until the end of your next turn.
  34
  CHAPTER 2 | CLASSES
  
  Paladin
  Fighting Style
  Close Quarters Shooter
  You are trained in making ranged attacks at close quarters.
  When making a ranged attack while you are within 5 feet of a
  hostile creature, you do not have disadvantage on the attack
  roll. Your ranged attacks ignore half cover and three‑quarters
  cover against targets within 30 feet of you. Finally, you have a
  +1 bonus to attack rolls on ranged attacks.
  Mariner
  Whether a buccaneer, an experienced sailor, or a specially
  trained marine, a mariner can scale a ship’s rigging and swim
  through choppy water with ease. Adapted to wearing light
  and medium armor, mariners can defend themselves without
  relying on heavy armor or bulky shields. Most of them thus
  wield two‐handed weapons or fight with a pair of blades.
  Tunnel Fighter
  You excel at defending narrow passages, doorways, and other
  tight spaces. As a bonus action, you can enter a defensive
  stance that lasts until the start of your next turn. While in
  your defensive stance, you can make opportunity attacks
  without using your reaction, and you can use your reaction to
  make a melee attack against a creature that moves more than
  5 feet while within your reach.
  Sacred Oaths
  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.
  Tenets of Conquest
  A paladin who takes this oath has the tenets of conquest
  seared on the upper arm. A hell knight’s oath appears in
  Infernal runes, a brutal reminder of vows to the Lords of Hell.
  Douse the Flame of Hope. It is not enough to merely
  defeat an enemy in battle. Your victory must be so
  overwhelming that your enemies’ will to fight is shattered
  forever. A blade can end a life. Fear can end an empire.
  Rule with an Iron Fist. Once you have conquered, tolerate
  no dissent. Your word is law. Those who obey it shall be
  favored. Those who defy it shall be punished as an example to
  all who might follow.
  Strength Above All. You shall rule until a stronger one
  arises. Then you must grow mightier and meet the challenge,
  or fall to your own ruin.
  Oath of Conquest Features
  Paladin Level
  Feature
  3rd
  Oath Spells, Channel Divinity
  7th
  Aura of Conquest (10 ft.)
  15th
  Scornful Rebuke
  18th
  Aura of Conquest (20 ft.)
  20th
  Invincible Conqueror
  Oath Spells
  You gain oath spells at the paladin levels listed in the Oath of
  Conquest Spells table. See the Sacred Oath class feature for
  how oath spells work.
  Oath of Conquest Spells
  Paladin Level
  Spells
  5th
  hold person, spiritual weapon
  9th
  bestow curse, fear
  13th
  dominate beast, stoneskin
  17th
  cloudkill, dominate person
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options. See the Sacred Oath class
  feature for how Channel Divinity works.
  Conquering Presence. You can use your Channel Divinity
  to exude a terrifying presence. As an action, you force each
  creature of your choice that you can see within 30 feet of you
  to make a Wisdom saving throw. On a failed save, a creature
  becomes frightened of you for 1 minute. The frightened
  creature can repeat this saving throw at the end of each of its
  turns, ending the effect on itself on a success.
  Guided Strike. You can use your Channel Divinity to strike
  with supernatural accuracy. When you make an attack roll,
  you can use your Channel Divinity to gain a +10 bonus to the
  roll. You make this choice after you see the roll, but before the
  DM says whether the attack hits or misses.
  Aura of Conquest
  Starting at 7th level, you constantly emanate a menacing aura
  while you’re not incapacitated. The aura includes your space,
  extends 10 feet from you in every direction, and is blocked by
  total cover.
  If a creature is frightened of you, its speed is reduced to 0
  while in the aura, and that creature takes psychic damage
  equal to half your paladin level if it starts its turn there.
  At 18th level, the range of this aura increases to 30 feet.
  Scornful Rebuke
  Starting at 15th level, those who dare to strike you are
  psychically punished for their audacity. Whenever a creature
  hits you with an attack, that creature takes psychic damage
  equal to your Charisma modifier (minimum of 0) if you’re not
  incapacitated.
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  Invincible Conqueror
  At 20th level, you gain the ability to harness extraordinary
  martial prowess. As an action, you can magically become an
  avatar of conquest, gaining the following benefits for 1
  minute:
  You have resistance to all damage.
  When you take the Attack action on your turn, you can
  make one additional attack as part of that action.
  Your melee weapon attacks score a critical hit on a roll of
  19 or 20 on the d20.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Oath of Redemption
  The Oath of Redemption sets a paladin on a difficult path,
  one that requires a holy warrior to use violence only as a last
  resort. Paladins who dedicate themselves to this oath believe
  that any person can be redeemed and that the path of
  benevolence and justice is one that anyone can walk. These
  paladins face evil creatures in the hope of turning them to the
  light, and the paladins slay them only when such a deed will
  clearly save other lives. Paladins who follow this path are
  known as redeemers.
  While redeemers are idealists, they are no fools.
  Redeemers know that undead, demons, devils, and other
  supernatural threats can be inherently evil. Against such foes,
  the paladins bring the full wrath of their weapons and spells
  to bear. Yet the redeemers still pray that, one day, even
  creatures of wickedness will invite their own redemption.
  Tenets of Redemption
  The tenets of the Oath of Redemption hold a paladin to a high
  standard of peace and justice.
  Peace. Violence is a weapon of last resort. Diplomacy and
  understanding are the paths to long-lasting peace.
  Innocence. All people begin life in an innocent state, and it
  is their environment or the influence of dark forces that
  drives them to evil. By setting the proper example, and
  working to heal the wounds of a deeply flawed world, you can
  set anyone on a righteous path.
  Patience. Change takes time. Those who have walked the
  path of the wicked must be given reminders to keep them
  honest and true. Once you have planted the seed of
  righteousness in a creature, you must work day after day to
  allow it to survive and then flourish.
  Wisdom. Your heart and mind must stay clear, for
  eventually you will be forced to admit defeat. While every
  creature can be redeemed, some are so far along the path of
  evil that you have no choice but to end their lives for the
  greater good. Any such action must be carefully weighed and
  the consequences fully understood, but once you have made
  the decision, follow through with it knowing your path is just.
  Redemption Spells
  You gain oath spells at the paladin levels listed.
  Oath of Redemption Spells
  Paladin Level Spells
  3rd
  shield, sleep
  5th
  hold person, ray of enfeeblement
  9th
  counterspell, hypnotic pattern
  13th
  Otiluke's resilient sphere, stoneskin
  17th
  hold monster, wall of force
  Armor of Peace
  Starting at 3rd level, your commitment to peace allows you to
  walk into the most dangerous situations unarmored. While
  you aren’t wearing armor or wielding a shield, your base AC is
  16 + your Dexterity modifier.
  Warrior of Reconciliation
  At 3rd level, you foreswear the weapons of war in favor of
  simple tools. While wielding a simple weapon that deals
  bludgeoning damage, you gain a special benefit if you reduce
  a creature to 0 hit points with that weapon and decide to
  spare the creature’s life. Instead of falling unconscious, the
  creature is charmed by you for 1 minute. During that time,
  the charmed creature is peaceful and docile, refusing to move
  or to take actions or reactions, unless you command it to. You
  can’t order the creature to attack, force someone to make a
  saving throw, or cause damage to itself or others. This
  charmed effectends early if you are incapacitated or if you or
  your companions attack the creature, deal damage to it, or
  force it to make a saving throw. When the effect ends, the
  creature falls unconscious if it still has 0 hit points.
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Emissary of Peace. You can use your Channel Divinity to
  augment your presence with divine power. As a bonus action,
  you grant yourself a +5 bonus to the next Charisma
  (Persuasion) check you make within the next minute.
  Rebuke the Violent. You can use your Channel Divinity to
  rebuke those who use violence. As a reaction when an enemy
  within 10 feet of you deals damage with a melee attack
  against one creature other than you, you force that attacker to
  make a Wisdom saving throw. On a failed save, the attacker
  takes radiant damage equal to the damage it just dealt. On a
  successful save, it takes half as much damage.
  Aura of the Guardian
  Starting at 7th level, you can shield your allies from harm at
  the cost of your own health. As a reaction when an ally within
  10 feet of you takes damage, you instead magically take that
  damage. This feature doesn’t transfer any other effects that
  might accompany the damage.
  Protective Spirit
  Starting at 15th level, a holy presence mends your wounds in
  combat. You regain hit points equal to 1d6 + half your paladin
  level if you end your turn in combat with fewer than half of
  your hit points remaining and you aren’t incapacitated.
  Emissary of Redemption
  At 20th level, you become an avatar of peace, which gives you
  two benefits:
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  CHAPTER 2 | CLASSES
  
  You have resistance to all damage dealt by other creatures
  (their attacks, spells, and other effects).
  Whenever a creature damages you, it takes damage equal
  to half the amount it dealt to you.
  If you attack a creature, deal damage to it, or force it to make
  a saving throw, neither benefit works against that creature
  until you finish a long rest.
  Oath of Treachery
  The Oath of Treachery is the path followed by paladins who
  have forsworn other oaths or who care only for their own
  power and survival. Commonly known as blackguards, these
  profane warriors are faithful only to themselves. Anyone
  desperate enough to follow one of these paladins does so
  because, while deceitful, these paladins command great
  power. Those who follow them without falling prey to their
  treachery hope to indulge in wanton violence and accumulate
  great treasure.
  Many of these paladins pay homage to demon lords,
  especially Grazz’t and Orcus. Even the Lords of Hell are loath
  to ally with these champions of chaos, but sometimes
  Baalzebul and Glasya find a kindred spirit in a blackguard’s
  penchant for double dealing and treachery.
  Fallen Paladins
  The Oath of Treachery is an option for the paladin
  who has strayed from another Sacred Oath or who
  has rejected the traditional paladin life. This option
  exists alongside the Oathbreaker in the Dungeon
  Master’s Guide. DMs are free to use either option
  to model villainous or fallen paladins.
  If you switch to this oath from another one,
  replace all of the previous oath’s features with the
  features of this one, and if you renounce this oath,
  replace its features with the features of the new
  one.
  Tenets of Treachery
  A paladin who embraces the Oath of Treachery owes
  allegiance to no one. There are no tenets of this oath, for it
  lacks any substance. Those who are unfortunate enough to
  have close contact with blackguards have observed that a
  blackguard’s overwhelming concern is power and safety,
  especially if both can be obtained at the expense of others.
  Oath Spells
  You gain oath spells at the paladin levels listed.
  Oath of Treachery Spells
  Paladin Level
  Spells
  3rd
  charm person, expeditious retreat
  5th
  invisibility, mirror image
  9th
  gaseous form, haste
  13th
  confusion, greater invisibility
  17th
  dominate person, passwall
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Conjure Duplicate. As an action, you create a visual
  illusion of yourself that lasts for 1 minute, or until you lose
  your concentration (as if you were concentrating on a spell).
  The illusion appears in an unoccupied space of your choice
  that you can see within 30 feet of you. The illusion looks
  exactly like you; it is silent; it is your size, is insubstantial, and
  doesn’t occupy its space; and it is unaffected by attacks and
  damage. As a bonus action on your turn, you can move the
  illusion up to 30 feet to a space you can see, but the illusion
  must remain within 120 feet of you.
  For the duration, you can cast spells as though you were in
  the illusion’s space, but you must use your own senses.
  Additionally, when both you and your illusion are within 5 feet
  of a creature that can see the illusion, you have advantage on
  attack rolls against that creature, given how uncanny the
  illusion is.
  Poison Strike. You can use your Channel Divinity to make
  a weapon deadlier. As a bonus action, you touch one weapon
  or piece of ammunition and conjure a special poison on it.
  The poison lasts for 1 minute. The next time you hit a target
  with an attack using that weapon or ammunition, the target
  takes poison damage immediately after the attack. The
  poison damage equals 2d10 + your paladin level, or 20 + your
  paladin level if you had advantage on the attack roll.
  Aura of Treachery
  Starting at 7th level, you emanate an aura of discord, which
  gives you the following benefits.
  Cull the Herd. You have advantage on melee attack rolls
  against any creature that has one or more of its allies within
  5 feet of it.
  Treacherous Strike. If a creature within 5 feet of you
  misses you with a melee attack, you can use your reaction to
  force the attacker to reroll that attack against a creature of
  your choice that is also within 5 feet of the attacker. The
  ability fails and is wasted if the attacker is immune to being
  charmed.
  You can use this ability three times. You regain expended
  uses of it when you finish a short or long rest.
  Blackguard’s Escape
  At 15th level, you have the ability to slip away from your foes.
  Immediately after you are hit by an attack, you can use your
  reaction to turn invisible and teleport up to 60 feet to a spot
  you can see. You remain invisible until the end of your next
  turn or until you attack, deal damage, or force a creature to
  make a saving throw. Once you use this feature, you must
  finish a short or long rest before you can use it again.
  Icon of Deceit
  At 20th level, you gain the ability to emanate feelings of
  treachery. As an action, you can magically become an avatar
  of deceit, gaining the following benefits for 1 minute:
  You are invisible.
  If a creature damages you on its turn, it must succeed on a
  Wisdom saving throw (DC equal to your spell save DC) or
  you control its next action, provided that you aren’t
  incapacitated when it takes the action. A creature
  automatically succeeds on the save if the creature is
  immune to being charmed.
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  If you have advantage on an attack roll, you gain a bonus to
  its damage roll equal to your paladin level.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Ranger
  Fighting Style
  Close Quarters Shooter
  You are trained in making ranged attacks at close quarters.
  When making a ranged attack while you are within 5 feet of a
  hostile creature, you do not have disadvantage on the attack
  roll. Your ranged attacks ignore half cover and three‑quarters
  cover against targets within 30 feet of you. Finally, you have a
  +1 bonus to attack rolls on ranged attacks.
  Mariner
  Whether a buccaneer, an experienced sailor, or a specially
  trained marine, a mariner can scale a ship’s rigging and swim
  through choppy water with ease. Adapted to wearing light
  and medium armor, mariners can defend themselves without
  relying on heavy armor or bulky shields. Most of them thus
  wield two‐handed weapons or fight with a pair of blades.
  Tunnel Fighter
  You excel at defending narrow passages, doorways, and other
  tight spaces. As a bonus action, you can enter a defensive
  stance that lasts until the start of your next turn. While in
  your defensive stance, you can make opportunity attacks
  without using your reaction, and you can use your reaction to
  make a melee attack against a creature that moves more than
  5 feet while within your reach.
  Ranger Archetypes
  Deep Stalker
  Adventurers descending into the depths on desperate quests
  or in response to the promise of vast riches quickly come face
  to face with the evil that festers beneath the earth. Though
  many such characters are only too happy to escape back to
  the surface world again, rangers with the Deep Stalker
  archetype welcome each foray into the world below, striving
  to uncover and defeat the threats of the Underdark before
  those threats can reach the surface.
  Many Deep Stalkers are elves, as those folk know all too
  well the threat posed by the drow. Deep Stalkers scout for
  new passages into the Underdark, carefully mapping them
  and working to ensure they remain watched at all times. They
  venture into the depths on long, dangerous patrols,
  disappearing for months at a time. Many of them never
  return.
  Deep Stalkers master spells useful in navigating the
  Underdark, and their combat tactics focus on ambush,
  surprise, and stealth. They fight alone or in small groups in
  hostile territory, relying on clever tactics to carry the day.
  Underdark Scout
  At 3rd level, you master the art of the ambush. On your first
  turn during combat, you gain a +10 bonus to your speed. If
  you use the attack action on that turn, you can make one
  additional attack.
  You gain an additional benefit on all turns after your first
  turn. At the end of each such turn, you can attempt to hide as
  a bonus action if you meet the normal requirements for
  hiding. Deep Stalkers often use this ability to make ranged
  attacks, move beyond the scope of their foes’ darkvision, and
  then hide.
  Deep Stalker Magic From 3rd level, you have darkvision
  with a range of 90 feet. You also gain access to additional
  spells at 3rd, 5th, 9th, 13th, and 15th level. You are always
  able to cast these spells, and they do not count against your
  number of ranger spells known.
  Deep Stalker Spells
  Ranger Level
  Spell Gained
  3rd
  disguise self
  5th
  rope trick
  9th
  glyph of warding
  13th
  greater invisibility
  17th
  seeming
  Iron Mind
  At 7th level, you gain proficiency in Wisdom saving throws.
  Stalker’s Flurry
  Starting at 11th level, you have the ability to ensure that your
  attacks count. If you miss with an attack during your turn, you
  can immediately make an additional attack. You can gain one
  additional attack during your turn with this ability.
  Stalker’s Dodge
  At 15th level, you master the ability to disrupt an opponent’s
  attacks. If a creature attacks you and does not have advantage
  on the attack roll, you can use your reaction to grant it
  disadvantage on the attack roll. You must use this ability
  before you know the result of the attack.
  Horizon Walker
  Rangers of the Horizon Conclave guard the world against
  threats that originate from other planes. They seek out planar
  portals and keep watch over them, venturing to the outer and
  inner planes as needed to defeat threats.
  Planar Magic
  Starting at 3rd level, you learn an additional spell when you
  reach certain levels in this class, as shown in the Horizon
  Walker Spells table. The spell counts as a ranger spell for
  you, and it doesn’t count against the number of ranger spells
  you know.
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  CHAPTER 2 | CLASSES
  
  Horizon Walker Spells
  Ranger Level
  Spells
  3rd
  protection from evil and good
  5th
  alter self
  9th
  protection from energy
  13th
  banishment
  17th
  teleportation circle
  Planar Warrior
  At 3rd level, you learn to draw on the energy of the planes to
  augment your attacks.
  As a bonus action, choose one creature you can see within
  30 feet of you. Until the end of this turn, your attacks against
  that creature ignore its damage resistances, and the next
  time you hit it on this turn, it takes an additional 1d6 force
  damage.
  Portal Lore
  At 3rd level, you gain the ability to detect the presence of
  planar portals. As an action, you detect the distance and
  direction to any planar portals within 1,000 feet of you. You
  also sense which plane of existence each portal leads to.
  However, if magic obscures any details of a portal, this feature
  doesn’t reveal them.
  Once you use this feature, you can’t use it again until you
  finish a short or long rest. Alternatively, you can use the
  feature again if you expend a spell slot of 2nd level or higher.
  See the “Planar Travel” section in chapter 2 of the
  Dungeon Master’s Guide for examples of planar portals.
  Ethereal Step
  At 7th level, you learn to step through the Ethereal Plane. As
  a bonus action on your turn, you can cast the etherealness
  spell with this feature, but the spell ends at the end of the
  current turn. Once you use this feature, you can’t use it again
  until you finish a short or long rest.
  Distant Strike
  At 11th level, you gain the ability to step between the planes
  in a blink of an eye. When you use the Attack action, you can
  teleport up to 10 feet before each attack. You must be able to
  see the destination of the teleportation.
  If you attack at least two different creatures with the action,
  you can make one additional attack with it against a third
  creature.
  Spectral Defense
  At 15th level, your ability to move between planes becomes
  even more finely tuned. As a reaction when you take damage,
  you can halve that damage against you. For a moment, you
  slip into the planar boundary to lessen the harm.
  Monster Slayer
  Rangers of the Slayer Conclave seek out vampires, dragons,
  evil fey, fiends, and other powerful magical threats. Trained in
  a variety of arcane and divine techniques to overcome such
  monsters, slayers are experts at unearthing and defeating
  mighty foes.
  Slayer’s Mysticism
  You learn an additional spell when you reach certain levels in
  this class, as shown in the Slayer Spells table. The spell
  counts as a ranger spell for you but doesn’t count against the
  number of ranger spells you know.
  Slayer Spells
  Ranger Level
  Spell
  3rd
  protection from evil and good
  5th
  zone of truth
  9th
  magic circle
  13th
  banishment
  17th
  planat binding
  Slayer’s Eye
  Starting at 3rd level, you gain the ability to study and unravel
  a creature’s defenses. As a bonus action, choose one creature
  you can see within 120 feet of you. You immediately learn the
  target’s vulnerabilities, immunities, and resistances. You also
  learn any special effects triggered when the target takes
  damage, such as fire damage halting its regeneration.
  In addition, the first time each turn you hit the target with a
  weapon attack, the target takes an extra 1d6 damage from
  the weapon.
  This benefit lasts until you target a different creature with
  this feature or until you finish a short or long rest.
  Extra Attack
  If you’re playing the revised ranger introduced in
  Unearthed Arcana, you also gain the Extra Attack
  feature.
  Beginning at 5th level, you can attack twice,
  instead of once, whenever you take the Attack
  action on your turn.
  Supernatural Defense
  At 7th level, you gain extra resilience against your prey’s
  assaults on your mind and body. Whenever the target of your
  Slayer’s Eye forces you to make a saving throw, add 1d6 to
  your roll.
  Relentless Slayer
  At 11th level, you gain the ability to foil your foe’s ability to
  escape. Your study of folklore and arcane knowledge gives
  you a key insight to keep your prey cornered. If the target of
  your Slayer’s Eye attempts to teleport, change its shape,
  travel to another plane of existence, or turn gaseous, you can
  use your reaction to make a Wisdom check contested by a
  Wisdom check made by the target. To use this ability, you
  must be able to see the target and need to be within 30 feet of
  it. If you succeed, you foil its attempt, causing it to waste the
  action, bonus action, or reaction it used.
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  CHAPTER 2 | CLASSES
  
  Slayer’s Counter
  At 15th level, you gain the ability to counterattack when your
  prey tries to sabotage you. If the target of your Slayer’s Eye
  forces you to make a saving throw, you can use your reaction
  to make one weapon attack against it. You make this attack
  immediately before making the saving throw. If the attack
  hits, your save automatically succeeds, in addition to the
  attack’s normal effects.
  Primeval Guardian
  Rangers of the Primeval Guardian Conclave follow an ancient
  tradition rooted in powerful druidic magic. These rangers
  learn to become one with nature, allowing them to channel
  the aspects of various beasts and plants in order to overcome
  their foes.
  These rangers dwell in the elder forests of the world. They
  venture out only rarely, as they consider it their sacred duty to
  protect the druidic groves and ancient trees that saw the
  earliest days of the world.
  Guardian Magic
  Starting at 3rd level, you learn an additional spell when you
  reach certain levels in this class, as shown in the Primeval
  Guardian Spells table. The spell counts as a ranger spell for
  you, and it doesn’t count against the number of ranger spells
  you know.
  Primeval Guardian Spells
  Ranger Level
  Spells
  3rd
  entangle
  5th
  enhance ability
  9th
  conjure animals
  13th
  giant insect
  17th
  insect plague
  Guardian Soul
  Starting at 3rd level, you gain the ability to temporarily grow
  and take on the appearance of a treelike person, covered with
  leaves and bark. As a bonus action, you assume this guardian
  form, which lasts until you end it as a bonus action or until
  you are incapacitated.
  You undergo the following changes while in your guardian
  form:
  Your size becomes Large, unless you were larger.
  Any speed you have becomes 5 feet, unless the speed was
  lower.
  Your reach increases by 5 feet.
  You gain a number of temporary hit points at the start of
  each of your turns. The number equals half your ranger
  level. When the form ends, you lose any temporary hit
  points you have from it.
  Piercing Thorns
  At 3rd level, your command of primal magic allows you to
  enhance your attacks with thorns. Once during each of your
  turns, you can deal an additional 1d6 piercing damage to one
  creature you hit with a weapon attack.
  Ancient Fortitude
  At 7th level, you gain the endurance of the ancient forests.
  Your hit point maximum and current hit points increase by 2
  per ranger level when you assume your guardian form. This
  increase lasts until you leave the form; your hit point
  maximum then returns to normal, but your current hit points
  remain the same, unless they must decrease to abide by your
  hit point maximum.
  Rooted Defense
  At 11th level, you gain the ability to twist and turn the ground
  beneath you. While you are in your guardian form, the ground
  within 30 feet of you is difficult terrain for your enemies.
  Guardian Aura
  Starting at 15th level, your guardian form emanates a magical
  aura that fortifies your injured allies. When any ally starts
  their turn within 30 feet of your guardian form, that ally
  regains a number of hit points equal to half your ranger level.
  This aura has no effect on a creature that has half or more of
  its hit points, and it has no effect on undead and constructs.
  Ranger with No Spells
  A ranger with no spells loses Spellcasting and Primeval
  Awareness traits but retains all other traits.
  Combat Superiority
  At 2nd level, you learn maneuvers that are fueled by special
  dice called superiority dice.
  Maneuvers. You learn two maneuvers of your choice,
  which are chosen from the list of maneuvers available to
  fighters with the Battle Master archetype. Many maneuvers
  enhance an attack in some way. You can use only one
  maneuver per attack.
  You learn one additional maneuver of your choice at 5th,
  9th, 13th, and 17th levels. Each time you learn a new
  maneuver, you can also replace one maneuver you know with
  a different one.
  Superiority Dice. You have four superiority dice, which
  are d8s. A superiority die is expended when you use it. You
  regain all of your expended superiority dice when you finish a
  short or long rest.
  You gain another superiority die at 9th level and one more
  at 17th level.
  Saving Throws. Some of your maneuvers require your
  target to make a saving throw to resist the maneuver’s effects.
  The saving throw DC is calculated as follows:
  Maneuver save DC = 8 + your proficiency bonus + your
  Strength or Dexterity modifier (your choice)
  40
  CHAPTER 2 | CLASSES
  
  Poultices
  At 3rd level, you can create special herbal poultices that have
  healing power comparable to some potions. You can spend 1
  hour gathering herbs and preparing herbal poultices using
  treated bandages to create a number of such poultices equal
  to your Wisdom modifier (minimum 1). You can carry a
  number of poultices at one time equal to your Wisdom
  modifier (minimum 1). The poultices you create cannot be
  applied by anyone but you. After 24 hours, any poultices that
  you have not used lose their potency.
  If you spend 1 minute applying one of your poultices to a
  wounded humanoid creature, thereby expending its use, that
  creature regains 1d6 hit points for every two ranger levels
  you have (rounded up).
  Natural Antivenom
  Starting at 9th level, you have advantage on saving throws
  against poison and have resistance to poison damage.
  Additionally, you can use one of your poultices to cure one
  poison effect on the creature you are applying it to, in
  addition to restoring hit points.
  Call Natural Allies
  Starting at 13th level, when you are in an area of your favored
  terrain, you can call natural creatures from that terrain to
  fight on your behalf, using your attunement to the natural
  world to convince them to aid you. The DM chooses beasts
  appropriate to the terrain to come to your aid from among
  those that could hear you and that are within 1 mile of you, in
  one of the following groups:
  One beast of challenge rating 2 or lower
  Two beasts of challenge rating 1 or lower
  Four beasts of challenge rating 1/2 or lower
  Eight beasts of challenge rating 1/4 or lower
  These beasts approach you from their current location, and
  will fight alongside you, attacking any creatures that are
  hostile to you. They are friendly to you and your comrades,
  and you roll initiative for the called creatures as a group,
  which takes its own turns. The DM has the creatures’
  statistics.
  After 1 hour, these beasts return to their previous location.
  Once you use this feature, you cannot use it again in the same
  general area for 24 hours, since the same animals will not
  repeatedly heed your call.
  Relentless
  Starting at 17th level, when you roll initiative and have no
  superiority dice remaining, you regain 1 superiority die.
  As a replacement for Share Spells, we could also consider
  the following feature:
  Beastly Coordination
  Beginning at 15th level, when an attacker that you can see
  hits your beast companion with an attack, you can call out a
  warning. If your beast companion can hear you, it can use its
  reaction to halve the attack’s damage against it.
  Ranger, Revised
  Class Features
  As a ranger, you gain the following class features.
  Hit Points
  Hit Dice: 1d10 per ranger level
  Hit Points at 1st Level: 10 + your Constitution modifier
  Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
  modifier per ranger level after 1st
  Proficiencies
  Armor: Light armor, medium armor, shields
  Weapons: Simple weapons, martial weapons
  Tools: None
  Saving Throws: Strength, Dexterity
  Skills: Choose three from Animal Handling, Athletics,
  Insight, Investigation, Nature, Perception, Stealth, and
  Survival
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) scale mail or (b) leather armor
  (a) two shortswords or (b) two simple melee weapons
  (a) a dungeoneer's pack or (b) an explorer's pack
  A longbow and a quiver of 20 arrows
  Favored Enemy
  Beginning at 1st level, you have significant experience
  studying, tracking, hunting, and even talking to a certain type
  of enemy commonly encountered in the wilds.
  Choose a type of favored enemy: beasts, fey, humanoids,
  monstrosities, or undead. You gain a +2 bonus to damage
  rolls with weapon attacks against creatures of the chosen
  type. Additionally, you have advantage on Wisdom (Survival)
  checks to track your favored enemies, as well as on
  Intelligence checks to recall information about them.
  When you gain this feature, you also learn one language of
  your choice, typically one spoken by your favored enemy or
  creatures associated with it. However, you are free to pick any
  language you wish to learn.
  Natural Explorer
  You are a master of navigating the natural world, and you
  react with swift and decisive action when attacked. This
  grants you the following benefits:
  You ignore difficult terrain.
  You have advantage on initiative rolls.
  On your first turn during combat, you have advantage on
  attack rolls against creatures that have not yet acted.
  In addition, you are skilled at navigating the wilderness.
  You gain the following benefits when traveling for an hour or
  more:
  Difficult terrain doesn’t slow your group’s travel.
  Your group can’t become lost except by magical means.
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  CHAPTER 2 | CLASSES
  
  The Ranger
  Level
  Proficiency Bonus
  Features
  Spells Known
  1st 2nd 3rd 4th 5th
  1st
  +2
  Favored Enemy, Natural Explorer
  —
  —
  —
  —
  —
  —
  2nd
  +2
  Fighting Style, Spellcasting
  2
  2
  —
  —
  —
  —
  3rd
  +2
  Primeval Awareness, Ranger Conclave
  3
  3
  —
  —
  —
  —
  4th
  +2
  Ability Score Improvement
  3
  3
  —
  —
  —
  —
  5th
  +3
  Ranger Conclave feature
  4
  4
  2
  —
  —
  —
  6th
  +3
  Greater Favored Enemy
  4
  4
  2
  —
  —
  —
  7th
  +3
  Ranger Conclave feature
  5
  4
  3
  —
  —
  —
  8th
  +3
  Ability Score Improvement, Fleet of Foot
  5
  4
  3
  —
  —
  —
  9th
  +4
  ─
  6
  4
  3
  2
  ─
  —
  10th
  +4
  Hide in Plain Sight
  6
  4
  3
  2
  —
  —
  11th
  +4
  Ranger Conclave feature
  7
  4
  3
  3
  —
  —
  12th
  +4
  Ability Score Improvement
  7
  4
  3
  3
  —
  —
  13th
  +5
  ─
  8
  4
  3
  3
  1
  —
  14th
  +5
  Vanish
  8
  4
  3
  3
  1
  —
  15th
  +5
  Ranger Conclave feature
  9
  4
  3
  3
  2
  —
  16th
  +5
  Ability Score Improvement
  9
  4
  3
  3
  2
  —
  17th
  +6
  ─
  10
  4
  3
  3
  3
  1
  18th
  +6
  Feral Senses
  10
  4
  3
  3
  3
  1
  19th
  +6
  Ability Score Improvement
  11
  4
  3
  3
  3
  2
  20th
  +6
  Foe Slayer
  11
  4
  3
  3
  3
  2
  Even when you are engaged in another activity while
  traveling (such as foraging, navigating, or tracking), you
  remain alert to danger.
  If you are traveling alone, you can move stealthily at a
  normal pace.
  When you forage, you find twice as much food as you
  normally would.
  While tracking other creatures, you also learn their exact
  number, their sizes, and how long ago they passed through
  the area.
  Fighting Style
  At 2nd level, you adopt a particular style of fighting as your
  specialty. Choose one of the following options. You can’t take
  a Fighting Style option more than once, even if you later get
  to choose again.
  Archery
  You gain a +2 bonus to attack rolls you make with ranged
  weapons.
  Defense
  While you are wearing armor, you gain a +1 bonus to AC.
  Dueling
  When you are wielding a melee weapon in one hand and no
  other weapons, you gain a +2 bonus to damage rolls with that
  weapon.
  Two-Weapon Fighting
  When you engage in two-weapon fighting, you can add your
  ability modifier to the damage of the second attack.
  Spellcasting
  By the time you reach 2nd level, you have learned to use the
  magical essence of nature to cast spells, much as a druid
  does. See chapter 10 for the general rules of spellcasting and
  chapter 11 for the ranger spell list.
  Spell Slots
  The Ranger table shows how many spell slots you have to
  cast your spells of 1st level and higher. To cast one of these
  spells, you must expend a slot of the spell’s level or higher.
  You regain all expended spell slots when you finish a long
  rest.
  For example, if you know the 1st-level spell animal
  friendship and have a 1st-level and a 2nd-level spell slot
  available, you can cast animal friendship using either slot.
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  CHAPTER 2 | CLASSES
  
  Spells Known of 1st Level and Higher
  You know two 1st-level spells of your choice from the ranger
  spell list.
  The Spells Known column of the Ranger table shows when
  you learn more ranger spells of your choice. Each of these
  spells must be of a level for which you have spell slots. For
  instance, when you reach 5th level in this class, you can learn
  one new spell of 1st or 2nd level.
  Additionally, when you gain a level in this class, you can
  choose one of the ranger spells you know and replace it with
  another spell from the ranger spell list, which also must be of
  a level for which you have spell slots.
  Spellcasting Ability
  Wisdom is your spellcasting ability for your ranger spells,
  since your magic draws on your attunement to nature. You
  use your Wisdom whenever a spell refers to your spellcasting
  ability. In addition, you use your Wisdom modifier when
  setting the saving throw DC for a ranger spell you cast and
  when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your
  Wisdom modifier
  Spell attack modifier = your proficiency bonus + your
  Wisdom modifier
  Primeval Awareness
  Beginning at 3rd level, your mastery of ranger lore allows you
  to establish a powerful link to beasts and to the land around
  you.
  You have an innate ability to communicate with beasts, and
  they recognize you as a kindred spirit. Through sounds and
  gestures, you can communicate simple ideas to a beast as an
  action, and can read its basic mood and intent. You learn its
  emotional state, whether it is affected by magic of any sort, its
  short-term needs (such as food or safety), and actions you can
  take (if any) to persuade it to not attack.
  You cannot use this ability against a creature that you have
  attacked within the past 10 minutes.
  Additionally, you can attune your senses to determine if any
  of your favored enemies lurk nearby. By spending 1
  uninterrupted minute in concentration (as if you were
  concentrating on a spell), you can sense whether any of your
  favored enemies are present within 5 miles of you. This
  feature reveals which of your favored enemies are present,
  their numbers, and the creatures’ general direction and
  distance (in miles) from you.
  If there are multiple groups of your favored enemies within
  range, you learn this information for each group.
  Ranger Conclave
  At 3rd level, you choose to emulate the ideals and training of
  a ranger conclave: the Beast Conclave, the Hunter Conclave,
  or the Stalker Conclave, all detailed at the end of the class
  description. Your choice grants you features at 3rd level and
  again at 5th, 7th, 11th, and 15th level.
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, and
  19th level, you can increase one ability score of your choice
  by 2, or you can increase two ability scores of your choice by
  1. As normal, you can’t increase an ability score above 20
  using this feature.
  Greater Favored Enemy
  At 6th level, you are ready to hunt even deadlier game.
  Choose a type of greater favored enemy: aberrations,
  celestials, constructs, dragons, elementals, fiends, or giants.
  You gain all the benefits against this chosen enemy that you
  normally gain against your favored enemy, including an
  additional language. Your bonus to damage rolls against all
  your favored enemies increases to +4.
  Additionally, you have advantage on saving throws against
  the spells and abilities used by a greater favored enemy.
  Fleet of Foot
  Beginning at 8th level, you can use the Dash action as a
  bonus action on your turn.
  Hide in Plain Sight
  Starting at 10th level, you can remain perfectly still for long
  periods of time to set up ambushes. When you attempt to
  hide on your turn, you can opt to not move on that turn. If you
  avoid moving, creatures that attempt to detect you take a −10
  penalty to their Wisdom (Perception) checks until the start of
  your next turn. You lose this benefit if you move or fall prone,
  either voluntarily or because of some external effect. You are
  still automatically detected if any effect or action causes you
  to no longer be hidden.
  If you are still hidden on your next turn, you can continue
  to remain motionless and gain this benefit until you are
  detected.
  Vanish
  Starting at 14th level, you can use the Hide action as a bonus
  action on your turn. Also, you can’t be tracked by nonmagical
  means, unless you choose to leave a trail.
  Feral Senses
  At 18th level, you gain preternatural senses that help you fight
  creatures you can’t see. When you attack a creature you can’t
  see, your inability to see it doesn’t impose disadvantage on
  your attack rolls against it.
  You are also aware of the location of any invisible creature
  within 30 feet of you, provided that the creature isn’t hidden
  from you and you aren’t blinded or deafened.
  Foe Slayer
  At 20th level, you become an unparalleled hunter. Once on
  each of your turns, you can add your Wisdom modifier to the
  attack roll or the damage roll of an attack you make. You can
  choose to use this feature before or after the roll, but before
  any effects of the roll are applied.
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  CHAPTER 2 | CLASSES
  
  Ranger Conclaves
  Across the wilds, rangers come together to form conclaves—
  loose associations whose members share a similar outlook
  on how best to protect nature from those who would despoil
  it.
  Beast Conclave
  Many rangers are more at home in the wilds than in
  civilization, to the point where animals consider them kin.
  Rangers of the Beast Conclave develop a close bond with a
  beast, then further strengthen that bond through the use of
  magic.
  Animal Companion
  At 3rd level, you learn to use your magic to create a powerful
  bond with a creature of the natural world.
  With 8 hours of work and the expenditure of 50 gp worth of
  rare herbs and fine food, you call forth an animal from the
  wilderness to serve as your faithful companion. You normally
  select you companion from among the following animals: an
  ape, a black bear, a boar, a giant badger, a giant weasel, a
  mule, a panther, or a wolf. However, your DM might pick one
  of these animals for you, based on the surrounding terrain
  and on what types of creatures would logically be present in
  the area.
  At the end of the 8 hours, your animal companion appears
  and gains all the benefits of your Companion’s Bond ability.
  You can have only one animal companion at a time.
  If your animal companion is ever slain, the magical bond
  you share allows you to return it to life. With 8 hours of work
  and the expenditure of 25 gp worth of rare herbs and fine
  food, you call forth your companion’s spirit and use your
  magic to create a new body for it. You can return an animal
  companion to life in this manner even if you do not possess
  any part of its body.
  If you use this ability to return a former animal companion
  to life while you have a current animal companion, your
  current companion leaves you and is replaced by the restored
  companion.
  Companion’s Bond
  Your animal companion gains a variety of benefits while it is
  linked to you.
  The animal companion loses its Multiattack action, if it has
  one.
  The companion obeys your commands as best it can. It
  rolls for initiative like any other creature, but you determine
  its actions, decisions, attitudes, and so on. If you are
  incapacitated or absent, your companion acts on its own.
  When using your Natural Explorer feature, you and your
  animal companion can both move stealthily at a normal pace.
  Keeping Track of Proficiency
  When you gain your animal companion at 3rd level,
  its proficiency bonus matches yours at +2. As you
  gain levels and increase your proficiency bonus,
  remember that your companion’s proficiency
  bonus improves as well, and is applied to the
  following areas: Armor Class, skills, saving throws,
  attack bonus, and damage rolls.
  Your animal companion has abilities and game statistics
  determined in part by your level. Your companion uses your
  proficiency bonus rather than its own. In addition to the areas
  where it normally uses its proficiency bonus, an animal
  companion also adds its proficiency bonus to its AC and to its
  damage rolls.
  Your animal companion gains proficiency in two skills of
  your choice. It also becomes proficient with all saving throws.
  For each level you gain after 3rd, your animal companion
  gains an additional hit die and increases its hit points
  accordingly.
  Whenever you gain the Ability Score Improvement class
  feature, your companion’s abilities also improve. Your
  companion can increase one ability score of your choice by 2,
  or it can increase two ability scores of your choice by 1. As
  normal, your companion can’t increase an ability score above
  20 using this feature unless its description specifies
  otherwise.
  Your companion shares your alignment, and has a
  personality trait and a flaw that you can roll for or select from
  the tables below. Your companion shares your ideal, and its
  bond is always, “The ranger who travels with me is a beloved
  companion for whom I would gladly give my life.”
  Expanding Companion Options
  Depending on the nature of your campaign, the
  DM might choose to expand the options for your
  animal companion. As a rule of thumb, a beast can
  serve as an animal companion if it is Medium or
  smaller, has 15 or fewer hit points, and cannot deal
  more than 8 damage with a single attack. In
  general, that applies to creatures with a challenge
  rating of 1/4 or less, but there are exceptions.
  Your animal companion gains the benefits of your Favored
  Enemy feature, and of your Greater Favored Enemy feature
  when you gain that feature at 6th level. It uses the favored
  enemies you selected for those features.
  d6 Trait
  1 I’m dauntless in the face of adversity.
  2 Threaten my friends, threaten me.
  3 I stay on alert so others can rest.
  4 People see an animal and underestimate me. I use that
  to my advantage.
  5 I have a knack for showing up in the nick of time.
  6 I put my friends’ needs before my own in all things.
  44
  CHAPTER 2 | CLASSES
  
  d6 Flaw
  1 If there’s food left unattended, I’ll eat it.
  2 I growl at strangers, and all people except my ranger are
  strangers to me.
  3 Any time is a good time for a belly rub.
  4 I’m deathly afraid of water.
  5 My idea of hello is a flurry of licks to the face.
  6 I jump on creatures to tell them how much I love them.
  Coordinated Attack
  Beginning at 5th level, you and your animal companion form
  a more potent fighting team. When you use the Attack action
  on your turn, if your companion can see you, it can use its
  reaction to make a melee attack.
  Beast’s Defense
  At 7th level, while your companion can see you, it has
  advantage on all saving throws.
  Storm of Claws and Fangs
  At 11th level, your companion can use its action to make a
  melee attack against each creature of its choice within 5 feet
  of it, with a separate attack roll for each target.
  Superior Beast’s Defense
  At 15th level, whenever an attacker that your companion can
  see hits it with an attack, it can use its reaction to halve the
  attack’s damage against it.
  Hunter Conclave
  Some rangers seek to master weapons to better protect
  civilization from the terrors of the wilderness. Members of
  the Hunter Conclave learn specialized fighting techniques for
  use against the most dire threats, from rampaging ogres and
  hordes of orcs to towering giants and terrifying dragons.
  Hunter’s Prey
  At 3rd level, you gain one of the following features of your
  choice.
  Colossus Slayer. Your tenacity can wear down the most
  potent foes. When you hit a creature with a weapon attack,
  the creature takes an extra 1d8 damage if it’s below its hit
  point maximum. You can deal this extra damage only once
  per turn.
  Giant Killer. When a Large or larger creature within 5 feet
  of you hits or misses you with an attack, you can use your
  reaction to attack that creature immediately after its attack,
  provided that you can see the creature.
  Horde Breaker. Once on each of your turns when you
  make a weapon attack, you can make another attack with the
  same weapon against a different creature that is within 5 feet
  of the original target and within range of your weapon.
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  Defensive Tactics
  At 7th level, you gain one of the following features of your
  choice.
  Escape the Horde. Opportunity attacks against you are
  made with disadvantage.
  Multiattack Defense. When a creature hits you with an
  attack, you gain a +4 bonus to AC against all subsequent
  attacks made by that creature for the rest of the turn.
  Steel Will. You have advantage on saving throws against
  being frightened.
  Multiattack
  At 11th level, you gain one of the following features of your
  choice.
  Volley. You can use your action to make a ranged attack
  against any number of creatures within 10 feet of a point you
  can see within your weapon’s range. You must have
  ammunition for each target, as normal, and you make a
  separate attack roll for each target.
  Whirlwind Attack. You can use your action to make melee
  attacks against any number of creatures within 5 feet of you,
  with a separate attack roll for each target.
  Superior Hunter’s Defense
  At 15th level, you gain one of the following features of your
  choice.
  Evasion. When you are subjected to an effect, such as a
  red dragon’s fiery breath or a lightning bolt spell, that allows
  you to make a Dexterity saving throw to take only half
  damage, you instead take no damage if you succeed on a
  saving throw, and only half damage if you fail.
  Stand Against the Tide. When a hostile creature misses
  you with a melee attack, you can use your reaction to force
  that creature to repeat the same attack against another
  creature (other than itself) of your choice.
  Uncanny Dodge. When an attacker that you can see hits
  you with an attack, you can use your reaction to halve the
  attack’s damage against you.
  Deep Stalker Conclave
  Most folk descend into the depths of the Underdark only
  under the most pressing conditions, undertaking some
  desperate quest or following the promise of vast riches. All
  too often, evil festers beneath the earth unnoticed, and
  rangers of the Deep Stalker Conclave strive to uncover and
  defeat such threats before they can reach the surface.
  Underdark Scout
  At 3rd level, you master the art of the ambush. On your first
  turn during combat, you gain a +10 bonus to your speed, and
  if you use the Attack action, you can make one additional
  attack.
  You are also adept at evading creatures that rely on
  darkvision. Such creatures gain no benefit when attempting
  to detect you in dark and dim conditions. Additionally, when
  the DM determines if you can hide from a creature, that
  creature gains no benefit from its darkvision.
  45
  CHAPTER 2 | CLASSES
  
  Deep Stalker Magic
  At 3rd level, you gain darkvision out to a range of 90 feet. If
  you already have darkvision, you increase its range by 30 feet.
  You also gain access to additional spells at 3rd, 5th, 9th,
  13th, and 15th level. Once you gain a deep stalker spell, it
  counts as a ranger spell for you but doesn’t count against the
  number of ranger spells you know.
  Deep Stalker Spells
  Ranger Level
  Spells
  3rd
  disguise self
  5th
  rope trick
  9th
  glyph of warding
  13th
  greater invisibility
  17th
  seeming
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  Iron Mind
  At 7th level, you gain proficiency in Wisdom saving throws.
  Stalker’s Flurry
  Starting at 11th level, once on each of your turns when you
  miss with an attack, you can make another attack.
  Stalker’s Dodge
  At 15th level, whenever a creature attacks you and does not
  have advantage, you can use your reaction to impose
  disadvantage on the creature’s attack roll against you. You
  can use this feature before or after the attack roll is made, but
  it must be used before the outcome of the roll is determined.
  Rogue
  Roguish Archetypes
  Inquisitive
  As an archetypal Inquisitive, you excel at rooting out secrets
  and unraveling mysteries. You rely on your sharp eye for
  details, but also on your finely honed ability to read the words
  and deeds of other creatures to determine their true intent.
  You excel at defeating creatures that hide among and prey
  upon ordinary folk, and your mastery of lore and your sharp
  eye make you well equipped to expose and end hidden evils.
  Ear for Deceit
  When you choose this archetype at 3rd level, you develop a
  keen ear for picking out lies. Whenever you make a Wisdom
  (Insight) check to sense if a creature is lying, you use the total
  of your check or 8 + your Wisdom modifier, whichever is
  higher. If you are proficient in Insight, you add your
  proficiency bonus to the fixed result. If you chose Insight as a
  skill augmented by your Expertise feature, add double your
  proficiency bonus.
  Eye for Detail
  Starting at 3rd level, you can use the bonus action granted by
  your Cunning Action feature to make a Wisdom (Perception)
  check to spot a hidden creature or object, to make an
  Intelligence (Investigation) check to uncover and decipher
  clues, or to use Insightful Fighting (see below).
  Insightful Fighting
  At 3rd level, you gain the ability to decipher an opponent’s
  tactics and develop a counter to them. As an action (or as a
  bonus action using Eye for Detail), you make a Wisdom
  (Insight) check against a creature you can see that isn’t
  incapacitated, opposed by the target’s Charisma (Deception)
  check. If you succeed, you can use Sneak Attack against that
  creature even if you do not have advantage against it or if no
  enemy of the target is within 5 feet of it. You can use Sneak
  Attack in this way even if you have disadvantage against the
  target.
  This benefit lasts for 1 minute or until you successfully use
  Insightful Fighting against a different target.
  Steady Eye
  At 9th level, you gain advantage on any Wisdom (Perception)
  check made on your turn to find a hidden creature or object if
  you do not move during that turn. If you use this ability before
  moving, you cannot move or ready movement during your
  turn.
  Unerring Eye
  At 13th level, you gain the ability to detect magical deception.
  As an action, you sense the presence within 30 feet of you of
  illusions, shapechanger creatures not in their true form, and
  other magic designed to deceive the senses. Though you
  determine that an effect is attempting to trick you, you gain
  no special insight into what is hidden or its true nature.
  Eye for Weakness
  At 17th level, you learn to exploit a creature’s weaknesses by
  carefully studying its tactics and movement. While your
  Insightful Fighting feature applies to a creature, your Sneak
  Attack damage against that creature increases by 2d6.
  Scout
  You are skilled in woodcraft and stealth, allowing you to
  range ahead of your companions during expeditions. Rogues
  who embrace this archetype are at home in the wilderness
  and among barbarians and fighters, as they serve as the eyes
  and ears of war bands across the world. Compared to other
  rogues, you are skilled at surviving in the wilds.
  Survivalist
  When you choose this archetype at 3rd level, you gain
  proficiency in the Nature and Survival skills. Your proficiency
  bonus is doubled for any ability check you make that uses
  either of those proficiencies.
  Skirmisher
  Starting at 3rd level, you are difficult to pin down during a
  fight. You can move up to half your speed as a reaction when
  an enemy ends its turn within 5 feet of you. This movement
  doesn’t provoke opportunity attacks.
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  Superior Mobility
  At 9th level, your walking speed increases by 10 feet. If you
  have a climbing or swimming speed, this increase applies to
  that speed as well.
  Ambush Master
  Starting at 13th level, you excel at leading ambushes. If any of
  your foes are surprised, you can use a bonus action on your
  turn in the first round of the combat to grant each ally who
  can see you a +5 bonus to initiative that lasts until the combat
  ends. If the initiative bonus would increase an ally’s initiative
  above yours, the ally’s initiative instead equals your initiative.
  Each of the allies also receives a 10-foot increase to speed
  that lasts until the end of the ally’s next turn.
  Sudden Strike
  Starting at 17th level, you can strike with deadly speed. If you
  take the Attack action on your turn, you can make one
  additional attack as a bonus action. This attack can benefit
  from your Sneak Attack even if you have already used it this
  turn, but only if the attack is the only one you make against
  the target this turn.
  Swashbuckler
  You focus your training on the art of the blade, relying on
  speed, elegance, and charisma in equal parts. While other
  warriors are brutes clad in heavy armor, your method of
  fighting looks more like performance. Rakes, duelists, and
  pirates typically follow this archetype.
  A swashbuckler excels in single combat, and can fight with
  two weapons while safely darting away from an opponent.
  Swashbucklers are especially talented at making difficult
  maneuvers to escape enemies or attack from an unexpected
  direction.
  Fancy Footwork
  Starting at 3rd level, you are a continuous blur of motion in
  battle as you dart in, attack, and slip away to safety. During
  your turn, if you make a melee attack against a creature, that
  creature cannot make opportunity attacks against you for the
  rest of your turn.
  Toujours l’Audace
  At 3rd level, your unmistakable confidence propels you into
  battle. You add your Charisma modifier to your initiative rolls.
  In addition, you can use Sneak Attack with any melee
  attack made against a target that has none of your allies
  adjacent to it.
  Panache
  At 9th level, your charm becomes as sharp and dangerous as
  your blade. As an action, you can make a Charisma
  (Persuasion) check contested by a creature’s Wisdom
  (Insight) check. The creature must be able to hear you, and
  the two of you must share a language.
  If you succeed on the check and the creature is hostile, it
  must target you with any attacks it makes and cannot
  willingly move farther away from you. This effect lasts for 1
  minute or until you move more than 60 feet away from the
  target.
  If you succeed on the check and the creature is not hostile,
  it is charmed by you for 1 minute. While charmed, it regards
  you as a friendly acquaintance.
  Elegant Maneuver
  You complete difficult maneuvers with practiced ease.
  Starting at 13th level, you can use a bonus action to gain
  advantage on the next Dexterity (Acrobatics) or Strength
  (Athletics) check you make on your turn.
  Master Duelist
  At 17th level your mastery of the blade lets you turn failure to
  success in combat. If you miss with an attack, you can choose
  to roll the attack again with advantage. Once you use this
  ability, you cannot use it again until you finish a short or long
  rest.
  Swashbucklers and Two‐Weapon
  Fighting
  The swashbuckler relies on a good understanding
  of the D&D rules to realize its potential,
  specifically when it comes to fighting with two
  weapons. Other characters must use a bonus
  action to Disengage if they want to escape a melee,
  but a swashbuckler’s Fancy Footwork ability
  bundles a more limited version of Disengage
  within your attack. This allows you to use your
  bonus action to fight with two weapons, and then
  safely evade each foe you attacked.
  Sorcerer
  Sorcerous Origin
  Favored Soul
  Sometimes the spark of magic that fuels a sorcerer comes
  from a divine source that glimmers within the soul. Having
  such a favored soul, your innate magic might come from a
  distant but powerful familial connection to a divine being.
  Perhaps your ancestor was an angel, transformed into a
  mortal and sent to fight in a god’s name. Or your birth might
  align with an ancient prophecy, marking you as a servant of
  the gods or a chosen vessel of celestial magic.
  Favored souls, with their natural magnetism and strong
  personalities, are often seen as threats by traditional religious
  hierarchies. As outsiders who command celestial power,
  these sorcerers can undermine the existing order and claim a
  direct tie to the divine.
  In some cultures, only those who can claim the power of a
  favored soul may command religious power. In these lands,
  ecclesiastical positions are dominated by a few bloodlines
  and preserved over generations.
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  Favored by the Gods
  Starting at 1st level, divine power guards your destiny. If you
  fail a saving throw or miss with an attack roll, you can roll
  2d4 and add it to the total, possibly changing the outcome.
  Once you use this feature, you can’t use it again until you
  finish a short or long rest.
  Empowered Healing
  Starting at 6th level, the celestial energy coursing through
  you can empower your healing magic. Whenever you roll dice
  to determine the number of hit points a sorcerer spell of
  yours restores, you can spend 1 sorcery point to reroll any
  number of those dice once.
  Angelic Form
  At 14th level, your divine essence causes you to undergo a
  minor physical transformation. Your appearance takes on an
  otherworldly version of one of the following qualities (your
  choice): beautiful, youthful, kind, or imposing.
  In addition, as a bonus action, you can manifest a pair of
  spectral wings from your back. The wings last until you’re
  incapacitated or you dismiss them as a bonus action. While
  the wings are present, you have a flying speed of 30 feet.
  Unearthly Recovery
  At 18th level, you gain the ability to overcome grievous
  injuries. As a bonus action when you have fewer than half of
  your hit points remaining, you can regain a number of hit
  points equal to half your hit point maximum.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Phoenix Sorcery
  Your power draws from the immortal flame that fuels the
  legendary phoenix. You or your ancestors perhaps rendered a
  phoenix a great service, or you were born in its presence.
  Whatever the cause, a shard of the phoenix’s power dwells
  within you.
  That power is a mixed blessing. Like the mythical creature,
  you can invoke fiery energy and gain the ability to cheat death
  itself. This power comes at a cost. The fire within you
  seethes, demanding to be unleashed. You sometimes find
  yourself absentmindedly feeding fires. You can’t bear to allow
  a fire to sputter out. You feel most comfortable while holding
  a lit torch or sitting in front of a campfire.
  More importantly, this gift comes with no special protection
  from fire. You are as vulnerable as any other creature to fiery
  magic, including your own. Phoenix sorcerers can use their
  powers to pull themselves back from the brink of death, and
  all too often their own, rash nature or reliance on destructive
  magic is what puts them there in the first place.
  Such sorcerers are wanderers by necessity. The volatile
  nature of their magic makes other folk nervous. If a fire
  breaks out in town, a phoenix sorcerer had best flee, whether
  guilty or not. Fire is a dangerous force, and phoenix sorcerers
  have a reputation (deserved or not) for reckless behavior,
  confident that the essence of the phoenix can save them.
  Phoenix Soul Quirks
  d6 Quirk
  1 You absentmindedly ignite small fires that quickly
  sputter out.
  2 You cackle like a fiend when you unleash your fire
  spells.
  3 You admire fire, even if it burns your friends.
  4 You are covered in burns that mark the first time your
  power manifested.
  5 You like your food charred.
  6 You are brave to the point of recklessness.
  Ignite
  At 1st level, you gain the ability to start fires with a touch. As
  an action, you can magically ignite a flammable object you
  touch with your hand—an object such as a torch, a piece of
  tinder, or the hem of drapes.
  Mantle of Flame
  Starting at 1st level, you can unleash the phoenix fire that
  blazes within you.
  As a bonus action, you magically wreathe yourself in
  swirling fire, as your eyes glow like hot coals. For 1 minute,
  you gain the following benefits:
  You shed bright light in a 30-foot radius and dim light for
  an additional 30 feet.
  Any creature takes fire damage equal to your Charisma
  modifier if it hits you with a melee attack from within 5
  feet of you or if it touches you.
  Whenever you roll fire damage on your turn, the roll gains
  a bonus to equal to your Charisma modifier.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Phoenix Spark
  Starting at 6th level, the fiery energy within you grows
  restless and vengeful. In the face of defeat, it surges outward
  to preserve you in a fiery roar.
  If you are reduced to 0 hit points, you can use your reaction
  to draw on the spark of the phoenix. You are instead reduced
  to 1 hit point, and each creature within 10 feet of you takes
  fire damage equal to half your sorcerer level + your Charisma
  modifier.
  If you use this feature while under the effects of your
  Mantle of Flame, this feature instead deals fire damage equal
  to your sorcerer level + double your Charisma modifier, and
  your Mantle of Flame immediately ends.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Nourishing Fire
  Starting at 14th level, your fire spells soothe and restore you.
  When you expend a spell slot to cast a spell that includes a
  fire damage roll, you regain hit points equal to the slot’s level
  + your Charisma modifier.
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  Form of the Phoenix
  At 18th level, you finally master the spark of fire that dances
  within you. While under the effect of your Mantle of Flame
  feature, you gain additional benefits:
  You have a flying speed of 40 feet and can hover.
  You have resistance to all damage.
  If you use your Phoenix Spark, that feature deals an extra
  20 fire damage to each creature.
  Sea Sorcery
  The power of water is the strength of flexibility, resilience,
  and a relentless nature. Water parts to allow a ship to sail
  over it or a diver to plunge into it, but their passing leaves no
  mark. Water flowing down a mountain reaches the sea. It
  might bend and turn across valleys and down hillsides, but it
  slowly and steadily returns to the waves. Those whose souls
  are touched by the power of elemental water command a
  similar power.
  Your heritage ties to powerful creatures of the sea, such as
  nereids, the lords of the merfolk, and elemental powers. Like
  a river, you feel the call of the ocean. The call is ever present
  in your heart, and you are never completely at peace until you
  are near the sea.
  Soul of the Sea
  At 1st level, your tie to the sea grants you the ability to
  breathe underwater, and you have a swim speed equal to your
  walking speed.
  Curse of the Sea
  When you choose this origin at 1st level, you learn the secret
  of infusing your spells with a watery curse.
  When you hit a creature with a cantrip’s attack or when a
  creature fails a saving throw against your cantrip, you can
  curse the target until the end of your next turn or until you
  curse a different creature with this feature.
  Once per turn when you cast a spell, you can trigger the
  curse if that spell deals cold or lightning damage to the
  cursed target or forces it to move. Doing so subjects the
  target to the appropriate additional effect below, and then the
  curse ends if the spell isn’t a cantrip (you choose the effect to
  use if more than one effect applies):
  Cold Damage. If the affected target takes cold damage from
  your spell, the target’s speed is also reduced by 15 feet until
  the end of your next turn. If the spell already reduces the
  target’s speed, use whichever reduction is greater.
  Lightning Damage. If the affected target takes lightning
  damage from your spell, the target takes additional
  lightning damage equal to your Charisma modifier.
  Forced Movement. If the target is moved by your spell,
  increase the distance it is moved by 15 feet.
  Watery Defense
  At 6th level, you gain resistance to fire damage.
  You also gain the ability to defend yourself by momentarily
  assuming a watery form. As a reaction when you are hit by an
  attack and take bludgeoning, piercing, or slashing damage
  from it, you can reduce that damage by an amount equal to
  your sorcerer level plus your Charisma score, and then you
  can move up to 30 feet without provoking opportunity
  attacks. Once you use this special reaction, you can’t use it
  again until you finish a short or long rest.
  Shifting Form
  Starting at 14th level, you gain the ability to enter a liquid
  state while moving.
  When you move on your turn, you take only half damage
  from opportunity attacks, and you can move through any
  enemy’s space but can’t willingly end your move there.
  On your turn, you can move through any space that is at
  least 3 inches in diameter and do so without squeezing.
  When you stop moving, the regular squeezing rules apply if
  you’re in a space one size smaller than you. You can’t willingly
  stop in a space smaller than that, and if you’re forced to do so,
  you immediately flow to the nearest space that can fit you,
  back along the path of your movement.
  Water Soul
  Starting at 18th level, your being is altered by the power of
  the sea. You gain the following benefits:
  You no longer need to eat, drink, or sleep.
  A critical hit against you becomes a normal hit.
  You have resistance to bludgeoning, piercing, and slashing
  damage.
  Shadow Sorcery
  Your innate magic comes from the Shadowfell. You might
  trace your lineage to an entity from that place, or perhaps you
  were exposed to its fell energy and transformed in some
  fundamental manner. The power of shadow magic casts a
  strange pall over your physical presence. The spark of life
  that sustains you is muffled, as if it struggles to remain viable
  against the dark energy that imbues your soul. At your option,
  you can pick from or roll on the following table to create a
  unique quirk for your character.
  Shadow Sorcerer Quirks
  d6 Quirk
  1 You are always icy cold to the touch.
  2 When you are asleep, you don't appear to breathe
  (though you must still breathe to survive).
  3 You don't seem to bleed, even when badly injured.
  4 Your heart beats once per minute. This event
  sometimes surprises you.
  5 You have trouble remembering that living creatures and
  corpses should be treated differently.
  6 You blinked. Once. Last week.
  Eyes of the Dark
  From 1st level, you have darkvision with a range of 60 feet.
  You can cast darkness by spending 1 sorcery point. You can
  see through any darkness spell you cast using this ability.
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  Strength of the Grave
  Starting at 1st level, your existence in a twilight state between
  life and death makes you difficult to defeat. Whenever
  damage reduces you to 0 hit points, you can make a
  Constitution saving throw (DC 5 + the damage taken). On a
  success, you instead drop to 1 hit point. You cannot use this
  feature if you are reduced to 0 hit points by radiant damage
  or by a critical hit.
  Hound of Ill Omen
  At 6th level, you gain the ability to call forth a howling
  creature of darkness to harass your foes. As a bonus action,
  you can spend 3 sorcery points to summon a hound of ill
  omen to target one creature you can see. The hound uses a
  dire wolf’s statistics with the following changes:
  The hound is size Medium.
  It can move through other creatures and objects as if they
  were difficult terrain. The hound takes 5 force damage if it
  ends its turn inside an object.
  At the start of its turn, the hound automatically knows its
  target’s location. If the target was hidden, it is no longer
  hidden from the hound.
  The hound appears in an unoccupied space of your choice
  within 30 feet of the target. Roll initiative for the hound. On
  its turn, it can move only toward its target by the most direct
  route, and it can use its action only to attack its target. The
  hound makes opportunity attacks, but only against its target.
  Additionally, the target has disadvantage on all saving throws
  against your spells while the hound is within 5 feet of it. The
  hound disappears if it is reduced to 0 hit points, if its target is
  reduced to 0 hit points, or after 5 minutes.
  Shadow Walk
  At 14th level, you gain the ability to step from one shadow
  into another. When you are in dim light or darkness, as a
  bonus action, you can teleport up to 120 feet to an
  unoccupied space you can see that is also in dim light or
  darkness.
  Shadow Form
  At 18th level, you can spend 3 sorcery points to transform
  yourself into a shadow form as a bonus action. In this form,
  you have resistance to all damage except force damage, and
  you can move through other creatures and objects as if they
  were difficult terrain. You take 5 force damage if you end your
  turn inside an object. You remain in this form for 1 minute.
  Stone Sorcery
  Your magic springs from a mystical link between your soul
  and the magic of elemental earth. You might trace a distant
  ancestor to the Plane of Earth, or your family might have
  earned a mighty boon in return for a service to the dao lords.
  Whatever your past, the magic of elemental earth is yours to
  command.
  Your link to earth magic grants you extraordinary
  resilience, and stone sorcerers have a natural affinity for
  combat. A steel blade feels like a natural extension of your
  body, and sorcerers with this origin have a knack for wielding
  both shields and weapons. In combat your place is amid the
  fray. You rely on your elemental nature to shield you from
  harm and your magic and metal weapons to overwhelm your
  foes.
  Bonus Proficiencies
  At 1st level, you gain proficiency with shields, simple
  weapons, and martial weapons.
  Metal Magic
  Your affinity for metal gives you the option to learn some non-
  sorcerer spells that focus on weapon attacks. When your
  Spellcasting feature lets you learn a sorcerer spell of 1st level
  or higher, you can select the spell from the following list of
  spells, in addition to the sorcerer spell list. You must
  otherwise obey all the restrictions for selecting the spell, and
  it becomes a sorcerer spell for you.
  Spell Level
  Spell
  1st
  compelled duel
  1st
  searing smite
  1st
  thunderous smite
  1st
  wrathful smite
  2nd
  branding smite
  2nd
  magic weapon
  3rd
  blinding smite
  3rd
  elemental weapon
  4th
  staggering smite
  Stone’s Durability
  At 1st level, your connection to stone gives you extra fortitude.
  Your hit point maximum increases by 1, and it increases by 1
  again whenever you gain a level in this class.
  As an action, you can gain a base AC of 13 + your
  Constitution modifier if you aren’t wearing armor, and your
  skin assumes a stony appearance. This effect lasts until you
  end it as a bonus action, you are incapacitated, or you don
  armor other than a shield.
  Stone Aegis
  Starting at 6th level, your command of earth magic grows
  stronger, allowing you to harness it for your allies’ protection.
  As a bonus action, you can grant an aegis to one allied
  creature you can see within 60 feet of you. The aegis is a dim,
  gray aura of earth magic that protects the target. Any
  bludgeoning, piercing, or slashing damage the target takes is
  reduced by 2 + your sorcerer level divided by 4. This effect
  lasts for 1 minute, until you use it again, or until you are
  incapacitated.
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  In addition, when a creature you can see within 60 feet of you
  hits the protected target with a melee attack, you can use
  your reaction to teleport to an unoccupied space you can see
  within 5 feet of the attacker. You can teleport only if you and
  the attacker are on the same surface. You can then make one
  melee weapon attack against the attacker. If that attack hits, it
  deals an extra 1d10 force damage. This extra damage
  increases to 2d10 at 11th level and 3d10 at 17th level.
  Stone’s Edge
  Starting at 14th level, your mastery of earth magic allows you
  to add the force of elemental earth to your spells. When you
  cast a spell that deals damage, choose one creature damaged
  by that spell on the round you cast it. That creature takes
  extra force damage equal to half your sorcerer level. This
  feature can be used only once per casting of a spell.
  Earth Master’s Aegis
  Beginning at 18th level, when you use your Stone’s Aegis to
  protect an ally, you can choose up to three creatures to gain
  its benefits.
  Storm Sorcery
  Your innate magic comes from the power of elemental air.
  Perhaps you were born during a howling gale so powerful
  that folk still tell stories of it. Your lineage might include the
  influence of potent air creatures such as vaati or djinni.
  Whatever the case, the magic of the storm permeates your
  soul.
  Storm sorcerers are invaluable members of a ship’s crew.
  Their magic allows them to exert control over wind and
  weather in their immediate area. Their abilities also prove
  useful in repelling attacks by sahuagin, pirates, and other
  waterborne threats.
  Stormborn
  The arcane magic you command is infused with elemental
  air. You can speak, read, and write Primordial. In addition,
  you gain the following spells at the listed sorcerer level. These
  spells do not count against the number of sorcerer spells you
  know.
  Storm Sorcerer Bonus Spells
  Sorcerer Level Spells
  1st
  Fog cloud, thunderwave
  3rd
  Gust of wind, levitate
  5th
  Call lightning, sleet storm
  7th
  Conjure minor elementals •, ice storm
  9th
  Conjure elemental ••
  • Unless you gain this spell from another source, you can
  summon only smoke mephits, steam mephits, ice mephits, or
  dust mephits with it.
  •• Unless you gain this spell from another source, you can
  summon only air elementals with it.
  Tempestuous Magic
  At 1st level, you are attuned to elemental air magic. Whenever
  you cast a spell other than a cantrip during your turn,
  whirling gusts of elemental air surround you. You can use a
  bonus action to fly 10 feet without provoking opportunity
  attacks.
  Heart of the Storm
  At 6th level, you gain resistance to lightning and thunder
  damage. Whenever you cast a spell other than a cantrip that
  deals lightning or thunder damage, a stormy aura surrounds
  you. In addition to the spell’s effects, creatures of your choice
  within 10 feet of you take lightning or thunder damage
  (choose each time this ability activates) equal to half your
  sorcerer level.
  Storm Guide
  At 6th level, you gain the ability to subtly control the weather
  around you.
  If it is raining, you can use an action to cause the rain to
  stop falling in a 20‐foot radius centered on you. You can end
  this effect as a bonus action.
  If it is windy, you can use a bonus action each round to
  choose the direction that the wind blows in a 100‐foot radius
  around you. The wind blows in that direction until the end of
  your next turn. You have no ability to alter the speed of the
  wind.
  Storm’s Fury
  At 14th level, the storm energy you channel through your
  magic seethes within your soul. When you are hit by a melee
  attack, you can use your reaction to deal lightning damage to
  the attacker equal to your sorcerer level. The attacker must
  also make a Strength saving throw, with a DC equal to 8 +
  your Charisma bonus + your proficiency bonus. On a failed
  save, the attacker is pushed in a straight line 20 feet away
  from you.
  Wind Soul
  At 18th level, you gain a flying speed of 60 feet and immunity
  to lightning and thunder damage. As an action, you can
  reduce your flying speed to 30 feet for one hour and choose a
  number of creatures within 30 feet of you equal to 3 + your
  Charisma modifier. The chosen creatures gain a flying speed
  of 30 feet for 1 hour.
  Warlock
  Otherworldly Patrons
  The Celestial
  Your patron is a powerful being of the Upper Planes. You
  have bound yourself to an ancient empyrean, solar, ki-rin, or
  unicorn or to another entity that resides in the planes of
  everlasting bliss. Your pact with that being allows you to
  experience the barest touch of the holy light that illuminates
  the multiverse.
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  Being connected to such power can cause changes in your
  behavior and beliefs. You might find yourself driven to
  annihilate the undead, to defeat fiends, and to protect the
  innocent. At times, your heart might also be filled with a
  longing for the celestial realm of your patron, a desire to
  wander that paradise for the rest of your days. But you know
  that your mission is among mortals for now and that your
  pact binds you to bring light to the dark places of the world.
  Celestial Features
  Warlock
  Level
  Feature
  1st
  Expanded Spell List, Bonus Cantrips, Healing
  Light
  6th
  Radiant Soul
  10th
  Celestial Resilience
  14th
  Searing Vengeance
  Expanded Spell List
  The Celestial lets you choose from an expanded list of spells
  when you learn a warlock spell. The following spells are
  added to the warlock spell list for you.
  Celestial Expanded Spells
  Spell Level
  Spells
  1st
  burning hands, cure wounds
  2nd
  flaming sphere, lesser restoration
  3rd
  daylight, revivify
  4th
  guardian of faith, wall of fire
  5th
  flame strike, greater restoration
  Bonus Cantrips
  At 1st level, you learn the sacred flame and light cantrips.
  They count as warlock cantrips for you, but they don’t count
  against your number of cantrips known.
  Healing Light
  At 1st level, you gain the ability to channel celestial energy to
  heal wounds. You have a pool of d6s that you spend to fuel
  this healing. The number of dice in the pool equals 1 + your
  warlock level.
  As a bonus action, you can touch a creature and heal it,
  spending dice from the pool. The maximum number of dice
  you can spend at once equals your Charisma modifier
  (minimum of one die). Roll the dice you spend, add them
  together, and restore a number of hit points equal to the total.
  Your pool regains all expended dice when you finish a long
  rest.
  Radiant Soul
  Starting at 6th level, your link to the Celestial allows you to
  serve as a conduit for radiant energy. You have resistance to
  radiant damage, and when you cast a spell that deals radiant
  or fire damage, you add your Charisma modifier to that
  damage against one target of your choice.
  Celestial Resilience
  Starting at 10th level, you gain temporary hit points whenever
  you finish a short or long rest. These temporary hit points
  equal your warlock level + your Charisma modifier.
  Additionally, choose up to five creatures you can see at the
  end of the rest. Those creatures each gain temporary hit
  points equal to half your warlock level + your Charisma
  modifier.
  Searing Vengeance
  Starting at 14th level, the radiant energy you channel allows
  you to overcome grievous injuries. When you have to make a
  death saving throw at the start of your turn, you can instead
  spring back to your feet with a burst of radiant energy. You
  regain hit points equal to half your hit point maximum, and
  then you stand up, if you so choose. Each creature of your
  choice that is within 30 feet of you takes radiant damage
  equal to 2d8 + your Charisma modifier, and it is blinded until
  the end of the current turn.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  The Hexblade
  You have made your pact with a powerful, sentient magic
  weapon carved from the stuff of the Shadowfell. The mighty
  sword Blackrazor is the most notable of these weapons,
  several of which have spread across the multiverse over the
  ages. These weapons grow stronger as they consume the life
  essence of their victims. The strongest of them can use their
  ties to the Shadowfell to offer power to mortals who serve
  them. The Raven Queen forged the first of these weapons.
  They, along with the hexblade warlocks, are another tool she
  can use to manipulate events in the Material Plane to her
  inscrutable ends.
  Expanded Spell List
  The Hexblade lets you choose from an expanded list of spells
  when you learn a warlock spell. The following spells are
  added to the warlock spell list for you.
  Hexblade Expanded Spells
  Spell Level
  Spells
  1st
  shield, wrathful smite
  2nd
  branding smite, magic weapon
  3rd
  blink, elemental weapon
  4th
  phantasmal killer, staggering smite
  5th
  cone of cold, destructive wave
  Hex Warrior
  At 1st level, you gain proficiency with medium armor, shields,
  and martial weapons. In addition, when attacking with a
  melee weapon that you are proficient with and that lacks the
  twohanded property, you can use your Charisma modifier,
  instead of Strength or Dexterity, for the attack and damage
  rolls.
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  Hexblade’s Curse
  Starting at 1st level, you gain the ability to place a baleful
  curse on an enemy. As a bonus action, choose one creature
  you can see within 30 feet of you. The target is cursed for 1
  minute. Until the curse ends, you gain the following benefits:
  You gain a bonus to damage rolls against the cursed
  target. The bonus equals your proficiency bonus.
  Any attack roll you make against the cursed target is a
  critical hit on a roll of 19 or 20 on the d20.
  If the cursed target dies, you regain hit points equal to
  your warlock level + your Charisma modifier.
  You can’t use this feature again until you finish a short or
  long rest.
  Shadow Hound
  Starting at 6th level, your shadow can split from you and
  transform into a hound of pure darkness. Most of the time,
  your shadow hound masquerades as your normal shadow. As
  a bonus action, you can command it to magically slip into the
  shadow of a creature you can see within 60 feet of you. While
  the shadow hound is merged in this manner, the target can’t
  gain the benefits of half cover or three-quarters cover against
  your attack rolls, and you know the distance and direction to
  the target even if it is hidden. The hound can’t be seen by
  anyone but you and those with truesight, and it is unaffected
  by light. The target has a vague feeling of dread while the
  hound is present.
  As a bonus action, you can command your shadow hound
  to return to you. It also automatically returns to you if you and
  the target are on different planes of existence, if you’re
  incapacitated, or if dispel magic, remove curse, or similar
  magic is used on the target.
  Armor of Hexes
  At 10th level, your hex grows more powerful. If the target
  cursed by your Hexblade’s Curse hits you with an attack roll,
  roll a d6. On a 4 or higher, the attack instead misses you.
  Master of Hexes
  Starting at 14th level, you can use your Hexblade’s Curse
  again without resting, but when you apply it to a new target,
  the curse immediately ends on the previous target.
  The Raven Queen
  You patron is the Raven Queen, a mysterious being who rules
  the Shadowfell from a palace of ice deep within that dread
  realm. The Raven Queen watches over the world, anticipating
  each creature’s death and ensuring that it meets its end at the
  proscribed time and place. As the ruler of the Shadowfell, she
  dwells in a decayed, dark reflection of the world. Her ability to
  reach into the world is limited. Thus, she turns to mortal
  warlocks to serve her will. Warlocks sworn to the Raven
  Queen receive visions and whispers from her in their dreams,
  sending them on quests and warning them of impending
  dangers.
  The Raven Queen’s followers are expected to serve her will
  in the world. She concerns herself with ensuring that those
  fated to die pass from the world as expected, and bids her
  agents to defeat those who seek to cheat death through
  undeath or other imitations of immortality. She hates
  intelligent undead and expects her followers to strike them
  down, whereas mindless undead such as skeletons and
  zombies are little more than stumbling automatons in her
  eyes.
  Expanded Spell List
  The Raven Queen 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.
  Raven Queen Expanded Spells
  Spell Level
  Spells
  1st
  false life, sanctuary
  2nd
  silence, spiritual weapon
  3rd
  feign death, speak with dead
  4th
  ice storm, locate creature
  5th
  commune, cone of cold
  Sentinel Raven
  Starting at 1st level, you gain the service of a spirit sent by the
  Raven Queen to watch over you. The spirit assumes the form
  and game statistics of a raven, and it always obeys your
  commands, which you can give telepathically while it is
  within 100 feet of you.
  While the raven is perched on your shoulder, you gain
  darkvision with a range of 30 feet and a bonus to your passive
  Wisdom (Perception) score and to Wisdom (Perception)
  checks. The bonus equals your Charisma modifier. While
  perched on your shoulder, the raven can’t be targeted by any
  attack or other harmful effect; only you can cast spells on it; it
  can’t take damage; and it is incapacitated.
  You can see through the raven’s eyes and hear what it hears
  while it is within 100 feet of you.
  In combat, you roll initiative for the raven and control how
  it acts. If it is slain by a creature, you gain advantage on all
  attack rolls against the killer for the next 24 hours.
  The raven doesn’t require sleep. While it is within 100 feet
  of you, it can awaken you from sleep as a bonus action.
  The raven vanishes when it dies, if you die, or if the two of
  you are separated by more than 5 miles.
  At the end of a short or long rest, you can call the raven
  back to you—no matter where it is or whether it died—and it
  reappears within 5 feet of you.
  Soul of the Raven
  At 6th level, you gain the ability to merge with your raven
  spirit. As a bonus action when your raven is perched on your
  shoulder, your body merges with your raven’s form. While
  merged, you become Tiny, you replace your speed with the
  raven’s, and you can use your action only to Dash, Disengage,
  Dodge, Help, Hide, or Search. During this time, you gain the
  benefits of your raven being perched on your shoulder. As an
  action, you and the raven return to normal.
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  Raven’s Shield
  At 10th level, the Raven Queen grants you a protective
  blessing. You gain advantage on death saving throws,
  immunity to the frightened condition, and resistance to
  necrotic damage.
  Queen’s Right Hand
  Starting at 14th level, you can channel the Raven Queen’s
  power to slay a creature. You can cast finger of death. After
  you cast the spell with this feature, you can’t do so again until
  you finish a long rest.
  The Seeker
  Your patron is an inscrutable being who travels the Astral
  Plane in search of knowledge and secrets. In return for your
  patron’s gifts, you wander the world seeking lore that you can
  share with the Seeker.
  Your patron could be any deity or other powerful entity
  dedicated to knowledge or forgotten lore. Celestian is an
  ideal patron for a Greyhawk campaign, and was the
  inspiration for this concept. In the Forgotten Realms, your
  patron might be Azuth or Oghma. Aureon makes an excellent
  patron in Eberron, while in Krynn and the Dragonlance
  campaign setting, Gilean is a good match for the Seeker’s
  role.
  Expanded Spell List
  The Seeker 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.
  Seeker Expanded Spells
  Spell Level
  Spells
  1st
  feather fall, jump
  2nd
  levitate, locate object
  3rd
  clairvoyance, sending
  4th
  arcane eye, locate creature
  5th
  legend lore, passwall
  Shielding Aurora
  Starting at 1st level, you can invoke the Seeker’s power to
  protect you from harm. As a bonus action, you create a
  whirling aurora of brilliant energy that swirls around you.
  Until the end of your next turn, you gain resistance to all
  damage, and if a hostile creature ends its turn within 10 feet
  of you, it takes radiant damage equal to your warlock level +
  your Charisma modifier.
  Once you use this feature, you can’t use it again until you
  finish a short or long rest.
  Pact Boon: Pact of the Star Chain
  At 3rd level, a character dedicated to the Seeker can select
  this option instead of one of the warlock’s existing Pact Boon
  options.
  The Seeker grants you a chain forged from starlight,
  decorated with seven gleaming motes of brightness. While
  the chain is on your person, you know the augury spell and
  can cast it as a ritual. The spell doesn’t count against your
  number of spells known.
  Additionally, you can invoke the Seeker’s power to gain
  advantage on an Intelligence check while you carry this item.
  Once you use this ability, you cannot use it again until you
  complete a short or long rest.
  If you lose your Star Chain, you can perform a 1-hour
  ceremony to receive a replacement from the Seeker. The
  ceremony can be performed during a short or long rest, and it
  destroys the previous chain. The chain disappears in a flash
  of light when you die.
  The exact form of this item might be different depending
  on your patron. The Star Chain is inspired by the Greyhawk
  deity Celestian.
  Astral Refuge
  At 6th level, you gain the ability to step into an astral refuge.
  As an action, you disappear from the world for a brief
  moment and enter the Astral Plane, taking advantage of its
  timeless nature. While in your astral refuge, you can take two
  actions to cast spells that target only you. After using those
  two actions, you return to the space you occupied and your
  turn ends.
  Far Wanderer
  At 10th level, you no longer need to breathe, and you gain
  resistance to fire damage and cold damage.
  Astral Sequestration
  Starting at 14th level, you gain the ability to sequester
  yourself and your allies on the Astral Plane.
  By performing a special ritual over the course of 5 minutes,
  you shift yourself and up to ten willing creatures you can see
  to the Astral Plane. You and those creatures gain the benefits
  of a short rest while sequestered on the Astral Plane. You
  then return to the spaces you all occupied when you used this
  ability, with no time having passed in the world.
  During this short rest, you and the creatures you sequester
  can make use of any options available during a rest that affect
  only you and the creatures you sequester.
  Once you use this ability, you cannot use it again until you
  complete a long rest.
  Eldritch Invocations
  At 2nd level, a warlock gains the Eldritch Invocations feature.
  Here are new options for that feature, in addition to those in
  the Player’s Handbook.
  If an eldritch invocation has a prerequisite, you must meet
  it to learn the invocation. You can learn the invocation at the
  same time that you meet its prerequisite. A level prerequisite
  refers to your level in this class.
  Aspect of the Moon
  Prerequisite: Pact of the Tome feature
  You no longer need to sleep and can’t be forced to sleep by
  any means. To gain the benefits of a long rest, you can spend
  all 8 hours doing light activity, such as reading your Book of
  Shadows and keeping watch.
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  Cloak of Flies
  Prerequisite: 5th level
  As a bonus action, you can surround yourself with a magical
  aura that looks like buzzing flies. The aura includes your
  space, extends 5 feet from you in every direction, and is
  blocked by total cover. It lasts until you’re incapacitated or you
  dismiss it with a bonus action.
  The aura grants you advantage on Charisma (Intimidation)
  checks but disadvantage on all other Charisma checks. Any
  other creature that starts its turn in the aura takes poison
  damage equal to your Charisma modifier (minimum of 0
  damage).
  Once you use this invocation, you can’t use it again until
  you finish a short or long rest.
  Eldritch Smite
  Prerequisite: 5th level, Pact of the Blade feature
  Once per turn when you hit a creature with your pact
  weapon, you can expend a warlock spell slot to deal an extra
  1d8 force damage to the target, plus another 1d8 per level of
  the spell slot. If the target takes any of this damage, you can
  knock the target prone if it is Huge or smaller.
  Frost Lance
  Prerequisite: eldritch blast cantrip
  Once on each of your turns when you hit a creature with your
  eldritch blast, you can reduce that creature’s speed by 10 feet
  until the end of your next turn.
  Ghostly Gaze
  Prerequisite: 7th level
  As an action, you gain the ability to see through solid objects
  to a range of 30 feet. Within that range, you have darkvision if
  you don’t already have it. This special sight lasts until the end
  of the current turn. During that time, you perceive objects as
  ghostly, transparent images.
  Once you use this invocation, you can’t use it again until
  you finish a short or long rest.
  Gift of the Depths
  Prerequisite: 5th level
  You can breathe underwater, and you gain a swimming speed
  equal to your walking speed.
  You can also cast water breathing without expending a
  spell slot. Once you cast it using this invocation, you can’t do
  so again until you finish a long rest.
  Gift of the Ever-Living Ones
  Prerequisite: Pact of the Chain feature
  Whenever you regain hit points while your familiar is within
  100 feet of you, treat any dice rolled to determine the hit
  points you regain as having rolled their maximum value for
  you.
  Grasp of Hadar
  Prerequisite: eldritch blast cantrip
  Once on each of your turns when you hit a creature with your
  eldritch blast cantrip, you can move that creature in a straight
  line 10 feet closer to yourself.
  Improved Pact Weapon
  Prerequisite: Pact of the Blade feature
  You can use any weapon you summon with your Pact of the
  Blade feature as a spellcasting focus for your warlock spells.
  In addition, the weapon counts as a magic weapon with a
  +1 bonus to its attack and damage rolls, unless it is already a
  magic weapon that you transformed into your pact weapon.
  Kiss of Mephistopheles
  Prerequisite: 5th level, eldritch blast cantrip
  When you hit a creature with your eldritch blast, you can cast
  fireball as a bonus action using a warlock spell slot. The spell
  must be centered on the creature you hit with eldritch blast.
  Maddening Hex
  Prerequisite: 5th level
  As a bonus action, you cause a psychic disturbance around
  the target cursed by your hex spell or by a warlock feature of
  yours, such as Hexblade’s Curse and Sign of Ill Omen. When
  you do so, you deal psychic damage to the target and each
  creature of your choice within 5 feet of it. The psychic
  damage equals your Charisma modifier (minimum of 0
  damage).
  Relentless Hex
  Prerequisite: 7th level
  Your curse creates a temporary bond between you and your
  target. As a bonus action, you can magically teleport up to 30
  feet to an unoccupied space you can see within 5 feet of the
  target cursed by your hex spell or by a warlock feature of
  yours, such as Hexblade’s Curse and Sign of Ill Omen. To
  teleport in this way, you must be able to see the cursed target.
  Shroud of Shadow
  Prerequisite: 15th level
  You can cast invisibility at will, without expending a spell slot.
  Tomb of Levistus
  Prerequisite: 5th level
  As a reaction when you take damage, you can entomb
  yourself in ice, which melts away at the end of your next turn.
  You gain 10 temporary hit points per warlock level, which
  take as much of the triggering damage as possible. You also
  gain vulnerability to fire damage, your speed is reduced to 0,
  and you are incapacitated. These effects all end when the ice
  melts.
  Once you use this invocation, you can’t use it again until
  you finish a short or long rest.
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  Trickster’s Escape
  Prerequisite: 7th level
  You can cast freedom of movement once on yourself without
  expending a spell slot. You regain the ability to do so when
  you finish a long rest.
  Wizard
  Arcane Traditions
  Lore Mastery
  Lore Mastery is an arcane tradition fixated on understanding
  the underlying mechanics of magic. It is the most academic
  of all arcane traditions. The promise of uncovering new
  knowledge or proving (or discrediting) a theory of magic is
  usually required to rouse its practitioners from their
  laboratories, academies, and archives to pursue a life of
  adventure.
  Known as savants, followers of this tradition are a bookish
  lot who see beauty and mystery in the application of magic.
  The results of a spell are less interesting to them than the
  process that creates it. Some savants take a haughty attitude
  toward those who follow a tradition focused on a single
  school of magic, seeing them as provincial and lacking the
  sophistication needed to master true magic. Other savants
  are generous teachers, countering ignorance and deception
  with deep knowledge and good humor.
  Lore Master
  Starting at 2nd level, you become a compendium of
  knowledge on a vast array of topics. Your proficiency bonus is
  doubled for any ability check you make that uses the Arcana,
  History, Nature, or Religion skill if you are proficient in that
  skill.
  In addition, your analytical abilities are so well-honed that
  your initiative in combat can be driven by mental agility,
  rather than physical agility. When you roll initiative, it is
  either an Intelligence check or a Dexterity check for you (your
  choice).
  Spell Secrets
  At 2nd level, you master the first in a series of arcane secrets
  uncovered by your extensive studies.
  When you cast a spell with a spell slot and the spell deals
  acid, cold, fire, force, lightning, necrotic, radiant, or thunder
  damage, you can substitute that damage type with one other
  type from that list (you can change only one damage type per
  casting of a spell). You replace one energy type for another by
  altering the spell’s formula as you cast it.
  When you cast a spell with a spell slot and the spell
  requires a saving throw, you can change the saving throw
  from one ability score to another of your choice. Once you
  change a saving throw in this way, you can’t do so again until
  you finish a short or long rest.
  Altering Spells
  While the Spell Secrets feature offers increased
  versatility, at the table its effects can be difficult to
  spot by the other players. If you’re playing a savant,
  take a moment to describe how you alter your
  spells. Think of a signature change your character is
  particularly proud of. Be inventive, and make the
  game more fun for everyone by playing up the
  sudden, unexpected tricks you character can
  employ. For example, a fireball transformed to
  require a Strength save might become a sphere of
  burning rock that shatters and slams into its target.
  A charm person that requires a Constitution save
  might take the form of a vaporous narcotic that
  alters the target’s mood.
  Alchemical Casting
  At 6th level, you learn to augment spells in a variety of ways.
  When you cast a spell with a spell slot, you can expend one
  additional spell slot to augment its effects for this casting,
  mixing the raw stuff of magic into your spell to amplify it. The
  effect depends on the spell slot you expend.
  An additional 1st-level spell slot can increase the spell’s
  raw force. If you roll damage for the spell when you cast it,
  increase the damage against every target by 2d10 force
  damage. If the spell can deal damage on more than one turn,
  it deals this extra force damage only on the turn you cast the
  spell.
  An additional 2nd-level spell slot can increase the spell’s
  range. If the spell’s range is at least 30 feet, it becomes 1
  mile.
  An additional 3rd-level spell slot can increase the spell’s
  potency. Increase the spell’s save DC by 2.
  Prodigious Memory
  At 10th level, you have attained a greater mastery of spell
  preparation. As a bonus action, you can replace one spell you
  have prepared with another spell from your spellbook. You
  can’t use this feature again until you finish a short or long
  rest.
  Master of Magic
  At 14th level, your knowledge of magic allows you to
  duplicate almost any spell. As a bonus action, you can call to
  mind the ability to cast one spell of your choice from any
  class’s spell list. The spell must be of a level for which you
  have spell slots, you mustn’t have it prepared, and you follow
  the normal rules for casting it, including expending a spell
  slot. If the spell isn’t a wizard spell, it counts as a wizard spell
  when you cast it. The ability to cast the spell vanishes from
  your mind when you cast it or when the current turn ends.
  You can’t use this feature again until you finish a long rest.
  Theurgy
  A number of deities claim arcane magic as their domain, for
  magic is as much a part of the fabric of the cosmos as wind,
  fire, lightning, and all other primal forces. Just as there are
  deities of the sea and gods of warfare, the arcane arts feature
  their own divine patrons.
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  Such deities often have clerics, but many gods of magic bid
  their followers to take up the study of wizardry. These
  religious magic-users follow the arcane tradition of Theurgy,
  and are commonly known as theurgists. Such spellcasters
  are as dedicated and scholarly as any other wizard, but they
  blend their arcane study with religious devotion.
  Divine Inspiration
  When you choose this tradition at 2nd level, choose a domain
  from your chosen deity’s list of eligible domains (see
  appendix B, “Gods of the Multiverse,” in the Player’s
  Handbook for examples). The Knowledge and Light domains
  are especially appropriate choices for a theurgist.
  Arcane Initiate
  Beginning when you select this tradition at 2nd level,
  whenever you gain a wizard level, you can replace one of the
  wizard spells you add to your spellbook with a cleric domain
  spell for your chosen domain. The spell must be of a level for
  which you have spell slots.
  If you add all of your domain spells to your spellbook, you
  can subsequently add any spell from the cleric spell list
  instead. The spell must still be of a level for which you have
  spell slots.
  Any cleric spell you gain from this feature is considered a
  wizard spell for you, but other wizards can’t copy cleric spells
  from your spellbook into their own spellbooks.
  Channel Arcana
  At 2nd level, you gain the ability to channel arcane energy
  directly from your deity, using that energy to fuel magical
  effects. You start with two such effects: Divine Arcana and the
  Channel Divinity option granted at 2nd level by your chosen
  domain. You employ that Channel Divinity option by using
  your Channel Arcana ability.
  When you use your Channel Arcana, you choose which
  effect to create. You must then finish a short or long rest to
  use your Channel Arcana again.
  Some Channel Arcana effects require saving throws. When
  you use such an effect, the save DC equals your wizard spell
  save DC.
  Beginning at 6th level, you can use your Channel Arcana
  twice between rests, and beginning at 18th level, you can use
  it three times between rests. When you finish a short or long
  rest, you regain your expended uses.
  If you gain additional Channel Divinity options from your
  domain, you can employ them by using your Channel Arcana
  feature.
  Channel Arcana: Divine Arcana
  As a bonus action, you speak a prayer to control the flow of
  magic around you. The next spell you cast gains a +2 bonus
  to any attack roll you make for it or to its saving throw DC, as
  appropriate.
  Arcane Acolyte
  At 6th level, you gain your chosen domain’s 1stlevel benefits.
  However, you do not gain any weapon or armor proficiencies
  from the domain.
  Arcane Priest
  At 10th level, you gain your chosen domain’s 6th-level
  benefits. Your faith and your understanding of magic allow
  you to delve into your god’s secrets.
  Arcane High Priest
  At 14th level, you gain your chosen domain’s 17th-level
  benefits. Your academic nature and understanding of magic
  and doctrine allow you to master this ability sooner than a
  cleric of your domain.
  War Magic
  A variety of arcane colleges specialize in training wizards for
  war. The tradition of War Magic blends principles of
  evocation and abjuration. It teaches techniques that empower
  a caster’s spells, while also providing methods for a wizard to
  bolster their own defenses.
  Followers of this tradition are known as war mages. They
  see their magic as both a weapon and armor, a resource
  superior to any flimsy piece of steel. War mages strike fast in
  battle, using their spells to seize tactical control of a situation.
  Their spells strike hard, while their defensive skills foil their
  opponents’ attempts to counterattack.
  Arcane Deflection
  At 2nd level, you have learned to weave your magic to fortify
  yourself against harm. When you are hit by an attack or fail a
  Constitution saving throw, you can use your reaction to gain a
  +2 bonus to your AC against that attack or a +4 bonus to that
  saving throw.
  When you use this feature, you can’t cast spells other than
  cantrips until the end of your next turn.
  Tactical Wit
  Starting at 2nd level, your ability to quickly assess tactical
  situations allows you to act quickly in battle. You gain a bonus
  to your initiative rolls equal to your Intelligence modifier.
  Power Surge
  Starting at 6th level, you can empower your spells that
  unleash harm on groups of foes. When you force multiple
  creatures to make saving throws against the damage of one
  of your spells, you can increase the spell’s damage by rolling
  two more of its damage dice. This increase occurs only on the
  turn you cast the spell.
  Once you use this feature, you can’t use it again until you
  finish a short or long rest.
  Durable Magic
  Beginning at 10th level, the magic you channel helps ward off
  harm. While you maintain concentration on a spell, you have
  a +2 bonus to AC and all saving throws.
  Deflecting Shroud
  At 14th level, your Arcane Deflection becomes infused with
  deadly magic. When you use your Arcane Deflection feature,
  magical energy arcs from you; each creature of your choice
  within 10 feet of you takes force damage equal to half your
  wizard level.
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  Chapter 3: Customization Options
  Feats
  Alchemist
  You have studied the secrets of alchemy and are an expert in
  its practice, gaining the following benefits:
  Increase your Intelligence score by 1, to a maximum of 20.
  You gain proficiency with alchemist’s supplies. If you are
  already proficient with them, you add double your
  proficiency bonus to checks you make with them.
  As an action, you can identify one potion within 5 feet of
  you, as if you had tasted it. You must see the liquid for this
  benefit to work.
  Over the course of any short rest, you can temporarily
  improve the potency of one potion of healing of any rarity.
  To use this benefit, you must have alchemist’s supplies
  with you, and the potion must be within reach. If the
  potion is drunk no more than 1 hour after the short rest
  ends, the creature drinking the potion can forgo the
  potion’s die roll and regains the maximum number of hit
  points that the potion can restore.
  Acrobat
  You become more nimble, gaining the following benefits:
  Increase your Dexterity score by 1, to a maximum of 20.
  You gain proficiency in the Acrobatics skill. If you are
  already proficient in the skill, you add double your
  proficiency bonus to checks you make with it.
  As a bonus action, you can make a DC 15 Dexterity
  (Acrobatics) check. If you succeed, difficult terrain doesn’t
  cost you extra movement until the end of the current turn.
  Animal Handler
  You master the techniques needed to train and handle
  animals. You gain the following benefits.
  Increase your Wisdom score by 1, to a maximum of 20.
  You gain proficiency in the Animal Handling skill. If you
  are already proficient in the skill, you add double your
  proficiency bonus to checks you make with it.
  You can use a bonus action on your turn to command one
  friendly beast within 60 feet of you that can hear you and
  that isn’t currently following the command of someone
  else. You decide now what action the beast will take and
  where it will move during its next turn, or you issue a
  general command that lasts for 1 minute, such as to guard
  a particular area.
  Arcanist
  You study the arcane arts, gaining the following benefits:
  Increase your Intelligence score by 1, to a maximum of 20.
  You gain proficiency in the Arcana skill. If you are already
  proficient in the skill, you add double your proficiency
  bonus to checks you make with it.
  You learn the prestidigitation and detect magic spells. You
  can cast detect magic once without expending a spell slot,
  and you regain the ability to do so when you finish a long
  rest.
  Barbed Hide
  Prerequisite: Tiefling
  One of your ancestors was a barbed devil or other spiky fiend.
  Barbs protrude from your head. You gain the following
  benefits:
  Increase your Constitution or Charisma score by 1, up to a
  maximum of 20.
  As a bonus action, you can cause small barbs to protrude
  all over your body or cause them to retract. At the start of
  each of your turns while the barbs are out, you deal 1d6
  piercing damage to any creature grappling you or any
  creature grappled by you.
  You gain proficiency in the Intimidation skill. If you’re
  already proficient in it, your proficiency bonus is doubled
  for any check you make with it.
  Blade Mastery
  You master the shortsword, longsword, scimitar, rapier, and
  greatsword. You gain the following benefits when using any of
  them:
  You gain a +1 bonus to attack rolls you make with the
  weapon.
  On your turn, you can use your reaction to assume a
  parrying stance, provided you have the weapon in hand.
  Doing so grants you a +1 bonus to your AC until the start
  of your next turn or until you’re not holding the weapon.
  When you make an opportunity attack with the weapon,
  you have advantage on the attack roll.
  Bountiful Luck
  Prerequisite: Halfling
  Whenever an ally you can see within 30 feet of you rolls a 1
  on the d20 for an attack roll, an ability check, or a saving
  throw, you can use your reaction to let the ally reroll the die.
  The ally must use the new roll.
  Brawny
  You become stronger, gaining the following benefits:
  Increase your Strength score by 1, to a maximum of 20.
  You gain proficiency in the Athletics skill. If you are
  already proficient in the skill, you add double your
  proficiency bonus to checks you make with it.
  You count as if you were one size larger for the purpose of
  determining your carrying capacity.
  Burglar
  You pride yourself on your quickness and your close study of
  certain clandestine activities. You gain the following benefits:
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  Increase your Dexterity score by 1, to a maximum of 20.
  You gain proficiency with thieves’ tools. If you are already
  proficient with them, you add double your proficiency
  bonus to checks you make with them.
  Critter Friend
  Prerequisite: Gnome (forest)
  Your friendship with animals mystically deepens. You gain the
  following benefits:
  You gain proficiency in the Animal Handling skill. If you’re
  already proficient in it, your proficiency bonus is doubled
  for any check you make with it.
  You learn the speak with animals spell and can cast it at
  will, without expending a spell slot. You also learn the
  animal friendship spell, and you can cast it once with this
  feat, without expending a spell slot. You regain the ability
  to cast it in this way when you finish a long rest.
  Intelligence is your spellcasting ability for these spells.
  Diplomat
  You master the arts of diplomacy, gaining the following
  benefits:
  Increase your Charisma score by 1, to a maximum of 20.
  You gain proficiency in the Persuasion skill. If you are
  already proficient in this skill, you add double your
  proficiency bonus to checks you make with it.
  If you spend 1 minute talking to someone who can
  understand what you say, you can make a Charisma
  (Persuasion) check contested by the creature’s Wisdom
  (Insight) check. If you or your companions are fighting the
  creature, your check automatically fails. If your check
  succeeds, the target is charmed by you as long as it
  remains within 60 feet of you and for 1 minute thereafter.
  Dragon Fear
  Prerequisite: Dragonborn
  When angered, you radiate menace. You gain the following
  benefits:
  Increase your Strength or Charisma score by 1, up to a
  maximum of 20.
  Instead of exhaling destructive energy, you can roar and
  expend a use of your breath weapon to force each creature
  of your choice within 30 feet of you to make a Wisdom
  saving throw (DC 8 + your proficiency bonus + your
  Charisma modifier). A target automatically succeeds if it
  can’t hear or see you. On a failed save, a target becomes
  frightened for 1 minute. If the frightened target takes any
  damage, it can repeat the saving throw, ending the effect
  on itself on a success.
  Dragon Hide
  Prerequisite: Dragonborn
  You inherited the might and majesty of your dragon
  ancestors. You gain the following benefits:
  Increase your Strength or Charisma score by 1, up to a
  maximum of 20.
  You grow retractable claws from the tips of your fingers.
  Extending or retracting the claws requires no action. The
  claws are natural weapons, which you can use to make
  unarmed strikes. If you hit with them, you deal slashing
  damage equal to 1d4 + your Strength modifier, instead of
  the bludgeoning damage normal for an unarmed strike.
  Your scales harden; you gain a +1 bonus to AC while you
  aren’t wearing armor.
  Dragon Wings
  Prerequisite: Dragonborn
  You sprout draconic wings. With your wings, you have a flying
  speed of 20 feet if you aren’t wearing heavy armor and aren’t
  exceeding your carrying capacity.
  Drow High Magic
  Prerequisite: Elf (drow)
  You learn more of the spells typical for your people. You learn
  detect magic and can cast it at will, without expending a spell
  slot. You also learn levitate and dispel magic, each of which
  you can cast once without expending a spell slot. You regain
  the ability to cast the spell in this way when you finish a long
  rest. Charisma is your spellcasting ability for these spells.
  Dwarf Resilience
  Prerequisite: Dwarf
  You have the blood of dwarf heroes flowing through your
  veins. You gain the following benefits:
  Increase your Constitution score by 1, to a maximum of
  20.
  Whenever you take the Dodge action in combat, you can
  spend one Hit Die to heal yourself. Roll the die, add your
  Constitution modifier, and regain a number of hit points
  equal to the total (minimum of 1).
  Elven Accuracy
  Prerequisite: Elf or half-elf
  You have uncanny aim. You gain the following benefits:
  Increase your Dexterity score by 1, to a maximum of 20.
  Whenever you have advantage on an attack roll, you can
  reroll one of the dice once.
  Empathic
  You possess keen insight into how other people think and
  feel. You gain the following benefits:
  Increase your Wisdom score by 1, to a maximum of 20.
  You gain proficiency in the Insight skill. If you are already
  proficient in the skill, you add double your proficiency
  bonus to checks you make with it.
  You can use your action to try to get uncanny insight about
  one humanoid you can see within 30 feet of you. Make a
  Wisdom (Insight) check contested by the target’s
  Charisma (Deception) check. If your check succeeds, you
  have advantage on attack rolls and ability checks against
  the target until the end of your next turn.
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  Everybody’s Friend
  Prerequisite: Half-elf
  You develop your magnetic personality to ease your way
  through the world. You gain the following benefits:
  Increase your Charisma score by 1, up to a maximum of
  20.
  You gain proficiency in the Deception and Persuasion
  skills. If you’re already proficient in either skill, your
  proficiency bonus is doubled for any check you make with
  that skill.
  Fade Away
  Prerequisite: Gnome
  You can draw on your magical heritage to escape danger. You
  gain the following benefits:
  Increase your Intelligence score by 1, up to a maximum of
  20.
  When you take damage, you can use a reaction to
  magically become invisible until the end of your next turn
  or until you attack, deal damage, or force someone to
  make a saving throw. Once you use this ability, you can’t
  do so again until you finish a short or long rest.
  Fey Teleportation
  Prerequisite: Elf (high)
  Drawing on your fey ancestry, you have learned how to
  teleport. You gain the following benefits:
  Increase your Intelligence score by 1, to a maximum of 20.
  You learn the misty step spell and can cast it once without
  expending a spell slot. You regain the ability to cast it in
  this way when you finish a short or long rest. Intelligence
  is your spellcasting ability for this spell.
  Fell Handed
  You master the handaxe, battleaxe, greataxe, warhammer,
  and maul. You gain the following benefits when using any of
  them:
  You gain a +1 bonus to attack rolls you make with the
  weapon.
  Whenever you have advantage on a melee attack roll you
  make with the weapon and hit, you can knock the target
  prone if the lower of the two d20 rolls would also hit the
  target.
  Whenever you have disadvantage on a melee attack roll
  you make with the weapon, the target takes bludgeoning
  damage equal to your Strength modifier (minimum of 0) if
  the attack misses but the higher of the two d20 rolls
  would have hit.
  If you use the Help action to aid an ally’s melee attack
  while you’re wielding the weapon, you knock the target’s
  shield aside momentarily. In addition to the ally gaining
  advantage on the attack roll, the ally gains a +2 bonus to
  the roll if the target is using a shield.
  Flail Mastery
  The flail is a tricky weapon to use, but you have spent
  countless hours mastering it. You gain the following benefits.
  You gain a +1 bonus to attack rolls you make with a flail.
  As a bonus action on your turn, you can prepare yourself
  to extend your flail to sweep over targets’ shields. Until the
  end of this turn, your attack rolls with a flail gain a +2
  bonus against any target using a shield.
  When you hit with an opportunity attack using a flail, the
  target must succeed on a Strength saving throw (DC 8 +
  your proficiency bonus + your Strength modifier) or be
  knocked prone.
  Flames of Phlegethos
  Prerequisite: Tiefling
  You learn to call on hellfire to serve your commands. You gain
  the following benefits:
  Increase your Intelligence or Charisma score by 1, to a
  maximum of 20.
  When you roll fire damage for a spell you cast, you can
  reroll any roll of 1 on the fire damage dice, but you must
  use the new roll, even if it is another 1.
  Whenever you cast a spell that deals fire damage, you can
  cause flames to wreathe you until the end of your next
  turn. The flames don’t harm you or your possessions, and
  they shed bright light out to 30 feet and dim light for an
  additional 30 feet. While the flames are present, any
  creature within 5 feet of you that hits you with a melee
  attack takes 1d4 fire damage.
  Gourmand
  You have mastered a variety of special recipes, allowing you
  to prepare exotic dishes with useful effects. You gain the
  following benefits:
  Increase your Constitution score by 1, to a maximum of
  20.
  You gain proficiency with cook’s utensils. If you are
  already proficient with them, you add double your
  proficiency bonus to checks you make with them.
  As an action, you can inspect a drink or plate of food
  within 5 feet of you and determine whether it is poisoned,
  provided that you can see and smell it.
  During a long rest, you can prepare and serve a meal that
  helps you and your allies recover from the rigors of
  adventuring, provided you have suitable food, cook’s
  utensils, and other supplies on hand. The meal serves up
  to six people, and each person who eats it regains two
  additional Hit Dice at the end of the long rest. In addition,
  those who partake of the meal have advantage on
  Constitution saving throws against disease for the next 24
  hours.
  Grudge-Bearer
  Prerequisite: Dwarf
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  You have a deep hatred for a particular kind of creature.
  Choose your foes, a type of creature to bear the burden of
  your wrath: aberrations, beasts, celestials, constructs,
  dragons, elementals, fey, fiends, giants, monstrosities, oozes,
  plants, or undead. Alternatively, you can choose two races of
  humanoid (such as gnolls and orcs). You gain the following
  benefits:
  Increase your Strength, Constitution, or Wisdom score by
  1, to a maximum of 20.
  During the first round of any combat against your chosen
  foes, your attack rolls against any of them have advantage.
  When any of your chosen foes makes an opportunity
  attack against you, it makes the attack roll with
  disadvantage.
  Whenever you make an Intelligence (Arcana, History,
  Nature, or Religion) check to recall information about your
  chosen foes, you add double your proficiency bonus to the
  check, even if you’re not normally proficient.
  Historian
  Your study of history rewards you with the following benefits:
  Increase your Intelligence score by 1, to a maximum of 20.
  You gain proficiency in the History skill. If you are already
  proficient in the skill, you add double your proficiency
  bonus to checks you make with it.
  When you take the Help action to aid another creature’s
  ability check, you can make a DC 15 Intelligence (History)
  check. On a success, that creature’s check gains a bonus
  equal to your proficiency bonus, as you share pertinent
  advice and historical examples. To receive this bonus, the
  creature must be able to understand what you’re saying.
  Human Determination
  Prerequisite: Human
  You are filled with a determination that can draw the
  unreachable within your reach. You gain the following
  benefits:
  Increase one ability score of your choice by 1, to a
  maximum of 20.
  When you make an attack roll, an ability check, or a saving
  throw, you can do so with advantage. Once you use this
  ability, you can’t use it again until you finish a short or long
  rest.
  Infernal Constitution
  Prerequisite: Tiefling
  Fiendish blood runs strong in you. You gain the following
  benefits:
  Increase your Constitution score by 1, up to a maximum of
  20.
  You have resistance to cold and poison damage.
  You have advantage on saving throws against being
  poisoned.
  Investigator
  You have an eye for detail and can pick out the smallest clues.
  You gain the following benefits:
  Increase your Intelligence score by 1, to a maximum of 20.
  You gain proficiency in the Investigation skill. If you are
  already proficient in the skill, you add double your
  proficiency bonus to checks you make with it.
  You can take the Search action as a bonus action.
  Master of Disguise
  You have honed your ability to shape your personality and to
  read the personalities of others. You gain the following
  benefits:
  Increase your Charisma score by 1, to a maximum of 20.
  You gain proficiency with the disguise kit. If you are
  already proficient with it, you add double your proficiency
  bonus to checks you make with it.
  If you spend 1 hour observing a creature, you can then
  spend 8 hours crafting a disguise you can quickly don to
  mimic that creature. Making the disguise requires a
  disguise kit. You must make checks as normal to disguise
  yourself, but you can assume the disguise as an action.
  Medic
  You master the physician’s arts, gaining the following
  benefits:
  Increase your Wisdom score by 1, to a maximum of 20.
  You gain proficiency in the Medicine skill. If you are
  already proficient in the skill, you add double your
  proficiency bonus to checks you make with it.
  During a short rest, you can clean and bind the wounds of
  up to six willing beasts and humanoids. Make a DC 15
  Wisdom (Medicine) check for each creature. On a success,
  if a creature spends a Hit Die during this rest, that
  creature can forgo the roll and instead regain the
  maximum number of hit points the die can restore. A
  creature can do so only once per rest, regardless of how
  many Hit Dice it spends.
  Menacing
  You become fearsome to others, gaining the following
  benefits:
  Increase your Charisma score by 1, to a maximum of 20.
  You gain proficiency in the Intimidation skill. If you are
  already proficient in the skill, you add double your
  proficiency bonus to checks you make with it.
  When you take the Attack action on your turn, you can
  replace one attack with an attempt to demoralize one
  humanoid you can see within 30 feet of you that can see
  and hear you. Make a Charisma (Intimidation) check
  contested by the target’s Wisdom (Insight) check. If your
  check succeeds, the target is frightened until the end of
  your next turn. If your check fails, the target can’t be
  frightened by you in this way for 1 hour.
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  Naturalist
  Your extensive study of nature rewards you with the following
  benefits:
  Increase your Intelligence score by 1, to a maximum of 20.
  You gain proficiency in the Nature skill. If you are already
  proficient in the skill, you add double your proficiency
  bonus to checks you make with it.
  You learn the druidcraft and detect poison and disease
  spells. You can cast detect poison and disease once
  without expending a spell slot, and you regain the ability
  to do so when you finish a long rest.
  Orcish Aggression
  Prerequisite: Half-orc
  As a bonus action, you can move up to your speed toward an
  enemy of your choice that you can see or hear. You must end
  this move closer to the enemy than you started.
  Orcish Fury
  Prerequisite: Half-orc
  Your fury burns tirelessly. You gain the following benefits:
  Increase your Strength or Constitution score by 1, up to a
  maximum of 20.
  When you hit with an attack made with a simple or
  martial weapon, you can roll one of the weapon’s damage
  dice an additional time and add it as extra damage of the
  weapon’s damage type. Once you use this ability, you can’t
  use it again until you finish a short or long rest.
  Immediately after you use your Relentless Endurance
  trait, you can use your reaction to make one weapon
  attack.
  Perceptive
  You hone your senses until they become razor sharp. You
  gain the following benefits:
  Increase your Wisdom score by 1, to a maximum of 20.
  You gain proficiency in the Perception skill. If you are
  already proficient in the skill, you add double your
  proficiency bonus to checks you make with it.
  Being in a lightly obscured area doesn’t impose
  disadvantage on your Wisdom (Perception) checks if you
  can both see and hear.
  Performer
  You master performance so that you can command any stage.
  You gain the following benefits:
  Increase your Charisma score by 1, to a maximum of 20.
  You gain proficiency in the Performance skill. If you are
  already proficient in the skill, you add double your
  proficiency bonus to checks you make with it.
  While performing, you can try to distract one humanoid
  you can see who can see and hear you. Make a Charisma
  (Performance) check contested by the humanoid’s
  Wisdom (Insight) check. If your check succeeds, you grab
  the humanoid’s attention enough that it makes Wisdom
  (Perception) and Intelligence (Investigation) checks with
  disadvantage until you stop performing.
  Prodigy
  Prerequisite: Half-elf or human
  You have a knack for learning new things. You gain the
  following benefits:
  Increase one ability score of your choice by 1, to a
  maximum of 20.
  You gain one skill proficiency of your choice, one tool
  proficiency of your choice, and fluency in one language of
  your choice.
  Quick-Fingered
  Your nimble fingers and agility let you perform sleight of
  hand. You gain the following benefits:
  Increase your Dexterity score by 1, to a maximum of 20.
  You gain proficiency in the Sleight of Hand skill. If you are
  already proficient in the skill, you add double your
  proficiency bonus to checks you make with it.
  As a bonus action, you can make a Dexterity (Sleight of
  Hand) check to plant something on someone else, conceal
  an object on a creature, lift a purse, or take something
  from a pocket.
  Second Chance
  Prerequisite: Halfling
  Fortune favors you. You gain the following benefits:
  Increase your Dexterity, Constitution, or Charisma score
  by 1, to a maximum of 20.
  When a creature you can see hits you with an attack roll,
  you can use your reaction to force that creature to reroll.
  Once you use this ability, you can’t do so again until you
  finish a short or long rest.
  Silver-Tongued
  You develop your conversational skill to better deceive others.
  You gain the following benefits:
  Increase your Charisma score by 1, to a maximum of 20.
  You gain proficiency in the Deception skill. If you are
  already proficient in the skill, you add double your
  proficiency bonus to checks you make with it.
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  When you take the Attack action on your turn, you can
  replace one attack with an attempt to deceive one
  humanoid you can see within 30 feet of you that can see
  and hear you. Make a Charisma (Deception) check
  contested by the target’s Wisdom (Insight) check. If your
  check succeeds, your movement doesn’t provoke
  opportunity attacks from the target and your attack rolls
  against it have advantage; both benefits last until the end
  of your next turn or until you use this ability on a different
  target. If your check fails, the target can’t be deceived by
  you in this way for 1 hour.
  Spear Mastery
  Though the spear is a simple weapon to learn, it rewards you
  for the time you have taken to master it. You gain the
  following benefits.
  You gain a +1 bonus to attack rolls you make with a spear.
  When you use a spear, its damage die changes from a d6
  to a d8, and from a d8 to a d10 when wielded with two
  hands. (This benefit has no effect if another feature has
  already improved the weapon’s die.)
  You can set your spear to receive a charge. As a bonus
  action, choose a creature you can see that is at least 20
  feet away from you. If that creatures moves within your
  spear’s reach on its next turn, you can make a melee
  attack against it with your spear as a reaction. If the attack
  hits, the target takes an extra 1d8 piercing damage, or an
  extra 1d10 piercing damage if you wield the spear with
  two hands. You can’t use this ability if the creature used
  the Disengage action before moving.
  As a bonus action on your turn, you can increase your
  reach with a spear by 5 feet for the rest of your turn.
  Squat Nimbleness
  Prerequisite: Dwarf, gnome, or halfling
  You are uncommonly nimble for your race. You gain the
  following benefits:
  Increase your Strength or Dexterity score by 1, to a
  maximum of 20.
  Increase your walking speed by 5 feet.
  You gain proficiency in the Acrobatics or Athletics skill. If
  you’re already proficient in the skill, your proficiency
  bonus is doubled for any check you make with it.
  Stealthy
  You know how best to hide. You gain the following benefits:
  Increase your Dexterity score by 1, to a maximum of 20.
  You gain proficiency in the Stealth skill. If you are already
  proficient in the skill, you add double your proficiency
  bonus to checks you make with it.
  If you are hidden, you can move up to 10 feet in the open
  without revealing yourself if you end the move in a
  position where you’re not clearly visible.
  Survivalist
  You master wilderness lore, gaining the following benefits:
  Increase your Wisdom score by 1, to a maximum of 20.
  You gain proficiency in the Survival skill. If you are already
  proficient in the skill, you add double your proficiency
  bonus to checks you make with it.
  You learn the alarm spell. You can cast it once without
  expending a spell slot, and you regain the ability to do so
  when you finish a long rest.
  Theologian
  Your extensive study of religion rewards you with the
  following benefits:
  Increase your Intelligence score by 1, to a maximum of 20.
  You gain proficiency in the Religion skill. If you are already
  proficient in the skill, you add double your proficiency
  bonus to checks you make with it.
  You learn the thaumaturgy and detect evil and good spells.
  You can cast detect evil and good once without expending
  a spell slot, and you regain the ability to do so when you
  finish a long rest.
  Wonder Maker
  Prerequisite: Gnome (rock)
  You master the tinker techniques of your people. You gain the
  following benefits:
  Increase your Dexterity or Intelligence score by 1, to a
  maximum of 20.
  When you make a check using your proficiency with
  tinker’s tools, you add double your proficiency bonus to
  the check.
  When you make a device with your Tinker trait, you have
  the following additional options for what you make:
  Alarm. This device senses when a creature moves to within
  15 feet of it without speaking aloud a password chosen
  when you create it. One round after a creature moves into
  range, the alarm makes a shrill ringing that lasts for 1
  minute and can be heard from up to 300 feet away.
  Calculator. This device makes doing sums easy.
  Lifter. This device can be used as a block and tackle, allowing
  its user to hoist five times the weight the user can normally
  lift.
  Timekeeper. This pocket watch keeps accurate time.
  Weather Sensor. When used as an action, this device predicts
  weather conditions in a 1-mile radius over the next 4 hours,
  showing one symbol (clouds, sun/moon, rain, or snow) for
  each hour.
  Wood Elf Magic
  Prerequisite: Elf (wood)
  You learn the magic of the primeval woods. You learn one
  druid cantrip of your choice. You also learn longstrider and
  pass without trace, each of which you can cast once without
  expending a spell slot. You regain the ability to cast the spell
  in this way when you finish a long rest. Wisdom is your
  spellcasting ability for these spells.
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  Chapter 4: Spells and Psionics
  Artificer spells
  1st Level
  Alarm
  Cure Wounds
  Disguise Self
  Expeditious Retreat
  False Life
  Jump
  Longstrider
  Sanctuary
  Shield of Faith
  2nd Level
  Aid
  Alter Self
  Arcane Lock
  Blur
  Continual Flame
  Darkvision
  Enhance Ability
  Enlarge/Reduce
  Invisibility
  Lesser Restoration
  Levitate
  Magic Weapon
  Protection from Poison
  Rope Trick
  See Invisibility
  Spider Climb
  3rd Level
  Blink
  Fly
  Gaseous Form
  Glyph of Warding
  Haste
  Protection from Energy
  Revivify
  Water Breathing
  Water Walk
  4th Level
  Arcane Eye
  Death Ward
  Fabricate
  Freedom of Movement
  Leomund’s Secret Chest
  Mordenkainen’s Faithful Hound
  Mordenkainen’s Private Sanctum
  Otiluke’s Resilient Sphere
  Stone Shape
  Stoneskin
  Bard
  1st Level
  Guiding hand (divination, ritual)
  Puppet (enchantment)
  Sense Emotion (divination)
  Sudden Awakening (enchantment)
  Unearthly Chorus (illusion)
  Cleric
  Cantrips (0 Level)
  Hand of Radiance (evocation)
  Toll the Dead (necromancy)
  Virtue (abjuration)
  1st Level
  Ceremony (conjuration, ritual)
  Guiding Hand (divination, ritual)
  Druid
  Cantrips (0 Level)
  Infestation (conjuration)
  Primal Savagery (transmutation)
  1st Level
  Guiding Hand (divination, ritual)
  Snare (abjuration)
  Wild cunning (transmutation)
  Paladin
  1st Level
  Ceremony (conjuration, ritual)
  Ranger
  1st Level
  Snare (abjuration)
  Sudden Awakening (enchantment)
  Wild Cunning (transmutation)
  Zephyr Strike (transmutation)
  Sorcerer Spells
  Cantrips (0 Level)
  Infestation (conjuration)
  1st Level
  Chaos Bolt (evocation)
  Sudden Awakening (enchantment)
  3rd Level
  Conjure Lesser Demon
  4th Level
  Conjure Barlgura
  Conjure Shadow Demon
  5th Level
  Conjure Vrock
  7th Level
  Conjure Hezrou
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  Warlock
  Cantrips (0 Level)
  Infestation (conjuration)
  1st Level
  Cause Fear (necromancy)
  Healing Elixir (conjuration)
  Puppet (enchantment)
  Sense Emotion (divination)
  Wizard Spells
  Cantrips (0 Level)
  Infestation (conjuration)
  Toll the Dead (necromancy)
  1st Level
  Cause Fear (necromancy)
  Guiding Hand (divination, ritual)
  Healing Elixir (conjuration)
  Puppet (enchantment)
  Sense Emotion (divination)
  Snare (abjuration)
  Sudden Awakening (enchantment)
  3rd Level
  Conjure Lesser Demon
  4th Level
  Conjure Barlgura
  Conjure Shadow Demon
  5th Level
  Conjure Vrock
  7th Level
  Conjure Hezrou
  Spell Descriptions
  Cause Fear
  1st-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You awaken the sense of mortality in one creature you can
  see within range. The target must succeed on a Wisdom
  saving throw or become frightened for the duration. A target
  with 25 hit points or fewer makes the saving throw with
  disadvantage. The spell has no effect on constructs or
  undead.
  Ceremony
  1st-level evocation (ritual)
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, M (25 gp worth of powdered silver)
  Duration: Instantaneous (see text)
  You perform one of several religious ceremonies. When you
  cast the spell, choose one of the following ceremonies, the
  target of which must be within 10 feet of you throughout the
  casting.
  Atonement. You touch one willing creature whose
  alignment has changed, and you make a DC 20 Wisdom
  (Insight) check. On a success, you restore the target to its
  original alignment.
  Bless Water. You touch one vial of water and cause it to
  become holy water.
  Coming of Age. You touch one humanoid old enough to be
  a young adult. For the next 24 hours, whenever the target
  makes an ability check, it can roll a d4 and add the number
  rolled to the ability check. A creature can benefit from this
  ceremony just once.
  Dedication. You touch one humanoid who would willingly
  convert to your religion or who wishes to be dedicated to your
  god’s service. For the next 24 hours, whenever the target
  makes a saving throw, it can roll a d4 and add the number
  rolled to the save. A creature can benefit from this ceremony
  just once.
  Funeral Rite. You bless one corpse within 5 feet of you.
  For the next 24 hours, the target can’t become undead by any
  means short of a wish spell.
  Investiture. You touch one willing humanoid. Choose one
  1st-level spell you have prepared and expend a spell slot and
  any material components as if you were casting that spell.
  The spell has no effect. Instead, the target can cast this spell
  once without having to expend a spell slot or use material
  components. If the target doesn’t cast the spell within 1 hour,
  the invested spell is lost.
  Marriage. You touch adult humanoids willing to be bonded
  together in marriage. For the next 24 hours, each target gains
  a +2 bonus to AC and saving throws while they are within 30
  feet of each other. A creature can benefit from this ceremony
  just once.
  Chaos Bolt
  1st-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You hurl an undulating, warbling mass of chaotic energy at
  one creature in range. Make a ranged spell attack against the
  target. On a hit, the target takes 2d8 damage. Choose one of
  the d8s. The number it rolled determines the type of damage,
  as shown below.
  d8
  Damage Type
  1
  Acid
  2
  Cold
  3
  Fire
  4
  Force
  5
  Lightning
  6
  Poison
  7
  Psychic
  8
  Thunder
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  If you roll the same number on both d8s, the chaotic energy
  leaps from the target to a different creature of your choice
  within 30 feet of it. Make a new attack roll against the new
  target, and make a new damage roll, which could cause the
  chaotic energy to leap again.
  A creature can be targeted only once by this mass of
  chaotic energy.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, each target takes extra damage of
  the type rolled. The extra damage equals 1d6 for each slot
  level above 1st.
  Conjure Barlgura
  4th‑level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Up to 10 minutes
  You summon a barlgura that appears in an unoccupied space
  you can see within range. The barlgura disappears when it
  drops to 0 hit points or when the spell ends.
  The barlgura is hostile to all non‑demons. Roll initiative for
  the barlgura, which has its own turns. At the start of its turn,
  it moves toward and attacks the nearest non‑demon it can
  perceive. If two or more creatures are equally near, it picks
  one at random. If it cannot see any potential enemies, the
  barlgura moves in a random direction in search of foes.
  As part of casting the spell, you can scribe a circle on the
  ground using the blood of an intelligent humanoid slain
  within the past 24 hours. The circle is large enough to
  encompass your space. The summoned barlgura cannot
  cross the circle or target anyone in it while the spell lasts.
  Conjure Hezrou
  7th‑level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (food worth at least 100 gp, which the
  spell consumes)
  Duration: Concentration, up to 1 hour
  You summon a hezrou that appears in an unoccupied space
  you can see within range. The hezrou disappears when it
  drops to 0 hit points or when the spell ends.
  The hezrou’s attitude depends on the value of the food used
  as a material component for this spell. Roll initiative for the
  hezrou, which has its own turns. At the start of the hezrou’s
  turn, the DM makes a secret Charisma check on your behalf,
  with a bonus equal to the food’s value divided by 20. The
  check DC starts at 10 and increases by 2 each round. You can
  issue orders to the hezrou and have it obey you as long as you
  succeed on the Charisma check.
  If the check fails, the spell no longer requires concentration
  and the demon is no longer under your control. The hezrou
  then focuses on devouring any corpses it can see. If there are
  no such meals at hand, it attacks the nearest creatures and
  eats anything it kills. If its hit points are reduced to below half
  its hit point maximum, it returns to the Abyss.
  As part of casting the spell, you can scribe a circle on the
  ground using the blood of an intelligent humanoid slain
  within the past 24 hours. The circle is large enough to
  encompass your space. The summoned hezrou cannot cross
  the circle or target anyone in it while the spell lasts.
  Conjure Lesser Demon
  3rd‑level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a vial of blood from an intelligent
  humanoid killed within the past 24 hours)
  Duration: Concentration, up to 1 hour
  You summon up to a total of eight manes or dretches that
  appear in unoccupied spaces you can see within range. A
  manes or dretch disappears when it drops to 0 hit points or
  when the spell ends.
  The demons are hostile to all creatures. Roll initiative for
  the summoned demons as a group, which has its own turns.
  The demons attack the nearest non-demons to the best of
  their ability.
  As part of casting the spell, you can scribe a circle on the
  ground with the blood used as a material component. The
  circle is large enough to encompass your space. The
  summoned demons cannot cross the circle or target anyone
  in it while the spell lasts. Using the material component in
  this manner consumes it.
  At Higher Levels. When you cast this spell using a spell
  slot of 6th or 7th level, you summon sixteen demons. If you
  cast it using a spell slot of 8th or 9th level, you summon thirty-
  two demons.
  Conjure Shadow Demon
  4th‑level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a vial of blood from an intelligent
  humanoid killed within the past 24 hours)
  Duration: Concentration, up to 1 hour
  You summon a shadow demon that appears in an unoccupied
  space you can see within range. The shadow demon
  disappears when it drops to 0 hit points or when the spell
  ends.
  Roll initiative for the shadow demon, which has its own
  turns. You can issue orders to the shadow demon, and it
  obeys you as long as it can attack a creature on each of its
  turns and does not start its turn in an area of bright light. If
  either of these conditions is not met, the shadow demon
  immediately makes a Charisma check contested by your
  Charisma check. If you fail the check, the spell no longer
  requires concentration and the demon is no longer under
  your control. The demon automatically succeeds on the check
  if it is more than 100 feet away from you.
  As part of casting the spell, you can scribe a circle on the
  ground using the blood of an intelligent humanoid slain
  within the past 24 hours. The circle is large enough to
  encompass your space. The summoned shadow demon
  cannot cross the circle or target anyone in it while the spell
  lasts.
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  Conjure Vrock
  5th‑level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a gem worth at least 100 gp, which
  the spell consumes)
  Duration: Concentration, up to 1 hour
  You summon a vrock that appears in an unoccupied space
  you can see within range. The vrock disappears when it
  drops to 0 hit points or when the spell ends.
  The vrock’s attitude depends on the value of the gem used
  as a material component for this spell. Roll initiative for the
  vrock, which has its own turns. At the start of the vrock’s turn,
  the DM makes a secret Charisma check on your behalf, with
  a bonus equal to the gem’s value divided by 20. The check DC
  starts at 10 and increases by 2 each round. You can issue
  orders to the vrock and have it obey you as long as you
  succeed on the Charisma check.
  If the check fails, the spell no longer requires concentration
  and the vrock is no longer under your control. The vrock
  takes no actions on its next turn and uses its telepathy to tell
  any creature it can see that it will fight in exchange for
  treasure. The creature that gives the vrock the most
  expensive gem can command it for the next 1d6 rounds. At
  the end of that time, it offers the bargain again. If no one
  offers the vrock treasure before its next turn begins, it attacks
  the nearest creatures for 1d6 rounds before returning to the
  Abyss.
  As part of casting the spell, you can scribe a circle on the
  ground using the blood of an intelligent humanoid slain
  within the past 24 hours. The circle is large enough to
  encompass your space. The summoned vrock cannot cross
  the circle or target anyone in it while the spell lasts.
  Guiding Hand
  1st-level divination (ritual)
  Casting Time: 1 minute
  Range: 5 feet
  Components: V, S
  Duration: Concentration, up to 8 hours
  You create a Tiny incorporeal hand of shimmering light in an
  unoccupied space you can see within range. The hand exists
  for the duration, but it disappears if you teleport or you travel
  to a different plane of existence.
  When the hand appears, you name one major landmark,
  such as a city, mountain, castle, or battlefield on the same
  plane of existence as you. Someone in history must have
  visited the site and mapped it. If the landmark appears on no
  map in existence, the spell fails. Otherwise, whenever you
  move toward the hand, it moves away from you at the same
  speed you moved, and it moves in the direction of the
  landmark, always remaining 5 feet away from you.
  If you don’t move toward the hand, it remains in place until
  you do and beckons for you to follow once every 1d4 minutes.
  Hand of Radiance
  Evocation cantrip
  Casting Time: 1 action
  Range: Self (5-foot radius)
  Components: V, S
  Duration: Instantaneous
  You raise your hand, and burning radiance erupts from it.
  Each creature of your choice that you can see within 5 feet of
  you must succeed on a Constitution saving throw or take 1d6
  radiant damage.
  The spell’s damage increases by 1d6 when you reach 5th
  level (2d6), 11th level (3d6), and 17th level (4d8).
  Healing Elixir
  1st-level conjuration
  Casting Time: 1 minute
  Range: Self
  Components: V, S, M (alchemist’s supplies)
  Duration: 24 hours
  You create a healing elixir in a simple vial that appears in
  your hand. The elixir retains its potency for the duration or
  until it’s consumed, at which point the vial vanishes.
  As an action, a creature can drink the elixir or administer it
  to another creature. The drinker regains 2d4 + 2 hit points.
  Infestation
  Conjuration cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a living flea)
  Duration: Instantaneous
  You cause mites, fleas, and other parasites to appear
  momentarily on one creature you can see within range. The
  target must succeed on a Constitution saving throw or take
  1d6 piercing damage. If the target takes any of that damage,
  the target moves 5 feet in a random direction. Roll a d8 for
  the direction: 1, north; 2, northeast; 3, east; 4, southeast; 5,
  south; 6, southwest; 7, west; or 8, northwest.
  The spell’s damage increases by 1d6 when you reach 5th
  level (2d6), 11th level (3d6), and 17th level (4d6).
  Primal Savagery
  Transmutation cantrip
  Casting Time: 1 action
  **Range: Self
  Components: S
  Duration: Instantaneous
  Your teeth or fingernails lengthen and sharpen. You choose
  which. Make a melee spell attack against one creature within
  5 feet of you. On a hit, the target takes 1d10 piercing or
  slashing damage (your choice). After you make the attack,
  your teeth or fingernails return to normal.
  The spell’s damage increases by 1d10 when you reach 5th
  level (2d10), 11th level (3d10), and 17th level (4d10).
  Puppet
  1st-level enchantment
  Casting Time: 1 action
  Range: 120 feet
  Components: S
  Duration: Instantaneous
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  Your gesture forces one humanoid you can see within range
  to make a Constitution saving throw. On a failed save, the
  target must move up to its speed in a direction you choose. In
  addition, you can cause the target to drop whatever it is
  holding. This spell has no effect on a humanoid that is
  immune to being charmed.
  Sense Emotion
  1st-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You attune your senses to pick up the emotions of others for
  the duration. When you cast the spell, and as your action on
  each turn until the spell ends, you can focus your senses on
  one humanoid you can see within 30 feet of you. You instantly
  learn the target’s prevailing emotion, whether it’s love, anger,
  pain, fear, calm, or something else. If the target isn’t actually
  humanoid or it is immune to being charmed, you sense that it
  is calm.
  Snare
  1st-level abjuration
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (30 feet of cord or rope, which is
  consumed by the spell)
  Duration: Until dispelled or triggered
  While you cast this spell, you use the cord or rope to create a
  circle with a 5-foot radius on a flat surface within your reach.
  When you finish casting, the cord or rope disappears to
  become a magical trap.
  The trap is nearly invisible and requires a successful
  Intelligence (Investigation) check against your spell save DC
  to be found.
  The trap triggers when a Small creature or larger moves
  into the area protected by the spell. The triggering creature
  must succeed on a Dexterity saving throw or fall prone and
  be hoisted into the air until it hangs upside down 3 feet above
  the protected surface, where it is restrained.
  The restrained creature can make a Dexterity saving throw
  with disadvantage at the end of each of its turns and ends the
  restrained effect on a success. Alternatively, another creature
  that can reach the restrained creature can use an action to
  make an Intelligence (Arcana) check against your spell save
  DC. On a success, the restrained effect also ends.
  Sudden Awakening
  1st-level enchantment
  Casting Time: 1 bonus action
  Range: 10 feet
  Components: V
  Duration: Instantaneous
  Each sleeping creature you choose within range awakens,
  and then each prone creature within range can stand up
  without expending any movement.
  Toll the Dead
  Necromancy cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You point at one creature you can see within range, and the
  sound of a dolorous bell fills the air around it for a moment.
  The target must succeed on a Wisdom saving throw or take
  1d8 necrotic damage. If the target is missing any of its hit
  points, it instead takes 1d12 necrotic damage.
  The spell’s damage increases by one die when you reach
  5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th
  level (4d8 or 4d12).
  Unearthly Chorus
  1st-level illusion
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Components: V
  Duration: Concentration, up to 10 minutes
  Music of a style you choose fills the air around you in a 30-
  foot radius. The music spreads around corners and can be
  heard from up to 100 feet away. The music moves with you,
  centered on you for the duration.
  Until the spell ends, you make Charisma (Performance)
  checks with advantage. In addition, you can use a bonus
  action on each of your turns to beguile one creature you
  choose within 30 feet of you that can see you and hear the
  music. The creature must make a Charisma saving throw. If
  you or your companions are attacking it, the creature
  automatically succeeds on the saving throw. On a failure, the
  creature becomes friendly to you for as long as it can hear the
  music and for 1 hour thereafter. You make Charisma
  (Deception) checks and Charisma (Persuasion) checks
  against creatures made friendly by this spell with advantage.
  Virtue
  Abjuration cantrip
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 round
  You touch one creature, imbuing it with vitality. If the target
  has at least 1 hit point, it gains a number of temporary hit
  points equal to 1d4 + your spellcasting ability modifier. The
  temporary hit points are lost when the spell ends.
  Wild Cunning
  1st-level transmutation (ritual)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You call out to the spirits of nature to aid you. When you cast
  this spell, choose one of the following effects:
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  If there are any tracks on the ground within range, you
  know where they are, and you make Wisdom (Survival)
  checks to follow these tracks with advantage for 1 hour or
  until you cast this spell again.
  If there is edible forage within range, you know it and
  where to find it.
  If there is clean drinking water within range, you know it
  and where to find it.
  If there is suitable shelter for you and your companions
  with range, you know it and where to find.
  Send the spirits to bring back wood for a fire and to set up
  a campsite in the area using your supplies. The spirits
  build the fire in a circle of stones, put up tents, unroll
  bedrolls, and put out any rations and water for
  consumption.
  Have the spirits instantly break down a campsite, which
  includes putting out a fire, taking down tents, packing up
  bags, and burying any rubbish.
  Zephyr Strike
  1st-level transmutation
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  You move like the wind. For the duration, your movement
  doesn’t provoke opportunity attacks.
  In addition, the first time you make a weapon attack on
  your turn before the spell ends, you make the attack roll with
  advantage, and your speed increases by 30 feet until the end
  of that turn.
  Psionic Disciplines and
  Talents
  Psionic talents and disciplines are the heart of a mystic’s
  craft. They are the mental exercises and psionic formulae
  used to forge will into tangible, magical effects.
  Psionic disciplines were each discovered by different
  orders and tend to reflect their creators’ specialties. However,
  a mystic can learn any discipline regardless of its associated
  order.
  Using a Discipline
  Each psionic discipline has several ways you can use it, all
  contained in its description. The discipline specifies the type
  of action and number of psi points it requires. It also details
  whether you must concentrate on its effects, how many
  targets it affects, what saving throws it requires, and so on.
  The following sections go into more detail on using a
  discipline. Psionic disciplines are magical and function
  similarly to spells.
  Psychic Focus
  The Psychic Focus section of a discipline describes the
  benefit you gain when you choose that discipline for your
  psychic focus.
  Effect Options and Psi Points
  A discipline provides different options for how to use it with
  your psi points. Each effect option has a name, and the psi
  point cost of that option appears in parentheses after its
  name. You must spend that number of psi points to use that
  option, while abiding by your psi limit. If you don’t have
  enough psi points left, or the cost is above your psi limit, you
  can’t use the option.
  Some options show a range of psi points, rather than a
  specific cost. To use that option, you must spend a number of
  points within that point range, still abiding by your psi limit.
  Some options let you spend additional psi points to increase
  a discipline’s potency. Again, you must abide by your psi limit,
  and you must spend all the points when you first use the
  discipline; you can’t decide to spend additional points once
  you see the discipline in action.
  Each option notes specific information about its effect,
  including any action required to use it and its range.
  Components
  Disciplines don’t require the components that many spells
  require. Using a discipline requires no spoken words,
  gestures, or materials. The power of psionics comes from the
  mind.
  Duration
  An effect option in a discipline specifies how long its effect
  lasts.
  Instantaneous. If no duration is specified, the effect of the
  option is instantaneous.
  Concentration. Some options require concentration to
  maintain their effects. This requirement is noted with “conc.”
  after the option’s psi point cost. The “conc.” notation is
  followed by the maximum duration of the concentration. For
  example, if an option says “conc., 1 min.,” you can
  concentrate on its effect for up to 1 minute.
  Concentrating on a discipline follows the same rules as
  concentrating on a spell. This rule means you can’t
  concentrate on a spell and a discipline at the same time, nor
  can you concentrate on two disciplines at the same time. See
  chapter 10, “Spellcasting,” in the Player’s Handbook for how
  concentration works.
  Targets and Areas of Effect
  Psionic disciplines use the same rules as spells for
  determining targets and areas of effect, as presented in
  chapter 10, “Spellcasting,” of the Player’s Handbook.
  Saving Throws and Attack Rolls
  If a discipline requires a saving throw, it specifies the type of
  save and the results of a successful or failed saving throw.
  The DC is determined by your psionic ability.
  Some disciplines require you to make an attack roll to
  determine whether the discipline’s effect hits its target. The
  attack roll uses your psionic ability.
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  Combining Psionic Effects
  The effects of different psionic disciplines add together while
  the durations of the disciplines overlap. Likewise, different
  options from a psionic discipline combine if they are active at
  the same time. However, a specific option from a psionic
  discipline doesn’t combine with itself if the option is used
  multiple times. Instead, the most potent effect—usually
  dependent on how many psi points were used to create the
  effect— applies while the durations of the effects overlap.
  Psionics and spells are separate effects, and therefore their
  benefits and drawbacks overlap. A psionic effect that
  reproduces a spell is an exception to this rule.
  Psionic Disciplines by Order
  Each psionic discipline is associated with a Mystic Order. The
  following lists organize the disciplines by those orders.
  Avatar Disciplines
  Crown of Despair
  Crown of Disgust
  Crown of Rage
  Mantle of Command
  Mantle of Courage
  Mantle of Fear
  Mantle of Fury
  Mantle of Joy
  Awakened Disciplines
  Aura Sight
  Intellect Fortress
  Mantle of Awe
  Precognition
  Psychic Assault
  Psychic Disruption
  Psychic Inquisition
  Psychic Phantoms
  Telepathic Contact
  Immortal Disciplines
  Adaptive Body
  Bestial Form
  Brute Force
  Celerity
  Corrosive Metabolism
  Diminution
  Giant Growth
  Iron Durability
  Psionic Restoration
  Psionic Weapon
  Nomad Disciplines
  Nomadic Arrow
  Nomadic Chameleon
  Nomadic Mind
  Nomadic Step
  Third Eye
  Wu Jen Disciplines
  Mastery of Air
  Mastery of Fire
  Mastery of Force
  Mastery of Ice
  Mastery of Light and Darkness
  Mastery of Water
  Mastery of Weather
  Mastery of Wood and Earth
  Discipline Descriptions
  The psionic disciplines are presented here in alphabetical
  order.
  Adaptive Body
  Immortal Discipline
  You can alter your body to match your surroundings, allowing
  you to withstand punishing environments. With greater psi
  energy, you can extend this protection to others.
  Psychic Focus. While focused on this discipline, you don’t
  need to eat, breathe, or sleep. To gain the benefits of a long
  rest, you can spend 8 hours engaged in light activity, rather
  than sleeping during any of it.
  Environmental Adaptation (2 psi). As an action, you or a
  creature you touch ignores the effects of extreme heat or cold
  (but not cold or fire damage) for the next hour.
  Adaptive Shield (3 psi). When you take acid, cold, fire,
  lightning, or thunder damage, you can use your reaction to
  gain resistance to damage of that type—including the
  triggering damage—until the end of your next turn.
  Energy Adaptation (5 psi; conc., 1 hr.). As an action, you
  can touch one creature and give it resistance to acid, cold,
  fire, lightning, or thunder damage (your choice), which lasts
  until your concentration ends.
  Energy Immunity (7 psi; conc., 1 hr.). As an action, you
  can touch one creature and give it immunity to acid, cold, fire,
  lightning, or thunder damage (your choice), which lasts until
  your concentration ends.
  Aura Sight
  Awakened Discipline
  You refocus your sight to see the energy that surrounds all
  creatures. You perceive auras, energy signatures that can
  reveal key elements of a creature’s nature.
  Psychic Focus. While focused on this discipline, you have
  advantage on Wisdom (Insight) checks.
  Assess Foe (2 psi). As a bonus action, you analyze the aura
  of one creature you see. You learn its current hit point total
  and all its immunities, resistances, and vulnerabilities.
  Read Moods (2 psi). As a bonus action, you learn a one-
  word summary of the emotional state of up to six creatures
  you can see, such as happy, confused, afraid, or violent.
  View Aura (3 psi; conc., 1 hr.). As an action, you study one
  creature’s aura. Until your concentration ends, while you can
  see the target, you learn if it’s under the effect of any magical
  or psionic effects, its current hit point total, and its basic
  emotional state. While this effect lasts, you have advantage
  on Wisdom (Insight) and Charisma checks you make against
  it.
  Perceive the Unseen (5 psi; conc., 1 min.). As a bonus
  action, you gain the ability to see auras even of invisible or
  hidden creatures. Until your concentration ends, you can see
  all creatures, including hidden and invisible ones, regardless
  of lighting conditions.
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  Bestial Form
  Immortal Discipline
  You transform your body, gaining traits of different beasts.
  Psychic Focus. While focused on this discipline, you have
  advantage on Wisdom (Animal Handling) checks.
  Bestial Claws (1–7 psi). You manifest long claws for an
  instant and make a melee weapon attack against one creature
  within 5 feet of you. On a hit, this attack deals 1d10 slashing
  damage per psi point spent.
  Bestial Transformation. As a bonus action, you alter your
  physical form to gain different characteristics. When you use
  this ability, you can choose one or more of the following
  effects. Each effect has its own psi point cost. Add them
  together to determine the total cost. This transformation lasts
  for 1 hour, until you die, or until you end it as a bonus action.
  Amphibious (2 psi). You gain gills; you can breathe air
  and water.
  Climbing (2 psi). You grow tiny hooked claws that give
  you gain a climbing speed equal to your walking speed.
  Flight (5 psi). Wings sprout from your back. You gain a
  flying speed equal to your walking speed.
  Keen Senses (2 psi). Your eyes and ears become more
  sensitive. You gain advantage on Wisdom (Perception)
  checks.
  Perfect Senses (3 psi). You gain a keen sense of smell
  and an instinct to detect prey. You can see invisible
  creatures and objects within 10 feet of you, even if you are
  blinded.
  Swimming (2 psi). You gain fins and webbing between
  your fingers and toes; you gain a swimming speed equal to
  your walking speed.
  Tough Hide (2 psi). Your skin becomes as tough as
  leather; you gain a +2 bonus to AC.
  Brute Force
  Immortal Discipline
  You augment your natural strength with psionic energy,
  granting you the ability to achieve incredible feats of might.
  Psychic Focus. While focused on this discipline, you have
  advantage on Strength (Athletics) checks.
  Brute Strike (1–7 psi). As a bonus action, you gain a
  bonus to your next damage roll against a target you hit with a
  melee attack during the current turn. The bonus equals +1d6
  per psi point spent, and the bonus damage is the same type
  as the attack. If the attack has more than one damage type,
  you choose which one to use for the bonus damage.
  Knock Back (1–7 psi). When you hit a target with a melee
  attack, you can activate this ability as a reaction. The target
  must succeed on a Strength saving throw or be knocked 10
  feet away from you per psi point spent. The target moves in a
  straight line. If it hits an object, this movement immediately
  ends and the target takes 1d6 bludgeoning damage per psi
  point spent.
  Mighty Leap (1–7 psi). As part of your movement, you
  jump in any direction up to 20 feet per psi point spent.
  Feat of Strength (2 psi). As a bonus action, you gain a +5
  bonus to Strength checks until the end of your next turn.
  Celerity
  Immortal Discipline
  You channel psionic power into your body, honing your
  reflexes and agility to an incredible degree. The world seems
  to slow down while you continue to move as normal.
  Psychic Focus. While focused on this discipline, your
  walking speed increases by 10 feet.
  Rapid Step (1–7 psi). As a bonus action, you increase your
  walking speed by 10 feet per psi point spent until the end of
  the current turn. If you have a climbing or swimming speed,
  this increase applies to that speed as well.
  Agile Defense (2 psi). As a bonus action, you take the
  Dodge action.
  Blur of Motion (2 psi). As an action, you cause yourself to
  be invisible during any of your movement during the current
  turn.
  Surge of Speed (2 psi). As a bonus action, you gain two
  benefits until the end of the current turn: you don’t provoke
  opportunity attacks, and you have a climbing speed equal to
  your walking speed.
  Surge of Action (5 psi). As a bonus action, you can Dash
  or make one weapon attack.
  Corrosive Metabolism
  Immortal Discipline
  Your control over your body allows you to deliver acid or
  poison attacks. Psychic Focus. While focused on this
  discipline, you have resistance to acid and poison damage.
  Corrosive Touch (1–7 psi). As an action, you deliver a
  touch of acid to one creature within your reach. The target
  must make a Dexterity saving throw, taking 1d10 acid
  damage per psi point spent on a failed save, or half as much
  damage on a successful one.
  Venom Strike (1–7 psi). As an action, you create a poison
  spray that targets one creature you can see within 30 feet of
  you. The target must make a Constitution saving throw. On a
  failed save, it takes 1d6 poison damage per psi point spent
  and is poisoned until the end of your next turn. On a
  successful save, the target takes half as much damage and
  isn’t poisoned.
  Acid Spray (2 psi). As a reaction when you take piercing or
  slashing damage, you cause acid to spray from your wound;
  each creature within 5 feet of you takes 2d6 acid damage.
  Breath of the Black Dragon (5 psi). You exhale a wave of
  acid in a 60-foot line that is 5 feet wide. Each creature in the
  line must make a Constitution saving throw, taking 6d6 acid
  damage on a failed save, or half as much on a successful one.
  You can increase the damage by 1d6 per additional psi point
  spent on it.
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  Breath of the Green Dragon (7 psi). You exhale a cloud of
  poison in a 90-foot cone. Each creature in the line must make
  a Constitution saving throw, taking 10d6 poison damage on a
  failed save, or half as much damage on a successful one.
  Crown of Despair
  Avatar Discipline
  You have learned to harvest seeds of despair in a creature’s
  psyche, wracking it with self-doubt and inaction.
  Psychic Focus. While focused on this discipline, you have
  advantage on Charisma (Intimidation) checks.
  Crowned in Sorrow (1–7 psi). As an action, one creature
  you can see within 60 feet of you must make a Charisma
  saving throw. On a failed save, it takes 1d8 psychic damage
  per psi point spent, and it can’t take reactions until the start
  of its next turn. On a successful save, it takes half as much
  damage.
  Call to Inaction (2 psi; conc., 10 min.). If you spend 1
  minute conversing with a creature, you can attempt to seed it
  with overwhelming ennui. At the end of the minute, you can
  use an action to force the creature to make a Wisdom saving
  throw. The save automatically succeeds if the target is
  immune to being charmed. On a failed save, it sits and is
  incapacitated until your concentration ends. This effect
  immediately ends if the target or any ally it can see is
  attacked or takes damage. On a successful save, the creature
  is unaffected and has no inkling of your attempt to bend its
  will.
  Visions of Despair (3 psi). As an action, you force one
  creature you can see within 60 feet of you to make a
  Charisma saving throw. On a failed save, it takes 3d6 psychic
  damage, and its speed is reduced to 0 until the end of its next
  turn. On a successful save, it takes half as much damage. You
  can increase the damage by 1d6 per additional psi point
  spent on it.
  Dolorous Mind (5 psi; conc., 1 min.). As an action, you
  choose one creature you can see within 60 feet of you. It must
  succeed on a Charisma saving throw, or it is incapacitated
  and has a speed of 0 until your concentration ends. It can
  repeat this saving throw at the end of each of its turns, ending
  the effect on itself on a success.
  Crown of Disgust
  Avatar Discipline
  You cause a creature to be flooded with emotions of disgust.
  Psychic Focus. While you are focused on this discipline,
  the area in a 5-foot radius around you is difficult terrain for
  any enemy that isn’t immune to being frightened.
  Eye of Horror (1–7 psi). As an action, choose one creature
  you can see within 60 feet of you. The target must make a
  Charisma saving throw. On a failed save, it takes 1d6 psychic
  damage per psi point spent and can’t move closer to you until
  the end of its next turn. On a successful save, it takes half as
  much damage.
  Wall of Repulsion (3 psi; conc., 10 min.). As an action,
  you create an invisible, insubstantial wall of energy within 60
  feet of you that is up to 30 feet long, 10 feet high, and 1 foot
  thick. The wall lasts until your concentration ends. Any
  creature attempting to move through it must make a Wisdom
  saving throw. On a failed save, a creature can’t move through
  the wall until the start of its next turn. On a successful save,
  the creature can pass through it. A creature must make this
  save whenever it attempts to pass through the wall, whether
  willingly or unwillingly.
  Visions of Disgust (5 psi; conc., 1 min.). You cause a
  creature to regard all other beings as horrid, alien entities. As
  an action, choose one creature you can see within 60 feet of
  you. The target must make a Wisdom saving throw. On a
  failed save, it takes 5d6 psychic damage, and until your
  concentration ends, it takes 1d6 psychic damage per creature
  within 5 feet of it at the end of each of its turns. On a
  successful save, the target takes only half the initial damage
  and suffers none of the other effects.
  World of Horror (7 psi; conc., 1 min.). As an action,
  choose up to six creatures within 60 feet of you. Each target
  must make a Charisma saving throw. On a failed save, a
  target takes 8d6 psychic damage, and it is frightened until
  your concentration ends. On a successful save, a target takes
  half as much damage.
  While frightened by this effect, a target’s speed is reduced
  to 0, and the target can use its action, and any bonus action it
  might have, only to make melee attacks. The frightened target
  can repeat the saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  Crown of Rage
  Avatar Discipline
  You place a mote of pure fury within a creature’s mind,
  causing its bloodlust to overcome its senses and for it to act
  as you wish it to.
  Psychic Focus. While you are focused on this discipline,
  any enemy within 5 feet of you that makes a melee attack roll
  against creatures other than you does so with disadvantage.
  Primal Fury (1–7 psi). As an action, choose one creature
  you can see within 60 feet of you. The target must succeed on
  a Charisma saving throw or take 1d6 psychic damage per psi
  point spent on this ability and immediately use its reaction to
  move its speed in a straight line toward its nearest enemy.
  The save automatically succeeds if the target is immune to
  being charmed.
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  Fighting Words (2 psi; conc., 10 min.). If you spend 1
  minute conversing with a creature, you can attempt to leave a
  simmering violence in its mind. At the end of the minute, you
  can use an action to force the creature to make a Wisdom
  saving throw to resist feeling violent urges against one
  creature you describe to it or name. The save automatically
  succeeds if the target is immune to being charmed. On a
  failed save, the target attacks the chosen creature if it sees
  that creature before your concentration ends, using weapons
  or spells against a creature it was already hostile toward or
  unarmed strikes against an ally or a creature it was neutral
  toward. Once the fight starts, it continues to attack for 5
  rounds before this effect ends. This effect immediately ends if
  the target or any ally it can see is attacked or takes damage
  from any creature other than the one it has been incited
  against. On a successful save, the creature is unaffected and
  has no inkling of your attempt to bend its will.
  Mindless Courage (2 psi). You cause a creature's
  bloodlust to overcome its sense of preservation. As a bonus
  action, choose one creature you can see within 60 feet of you.
  The target must succeed on a Wisdom saving throw or, until
  the end of your next turn, it can’t willingly move unless its
  movement brings it closer to its nearest enemy that it can
  see. The save automatically succeeds if the target is immune
  to being charmed.
  Punishing Fury (5 psi; conc., 1 min.). You cause a
  creature's rage to grow so hot that it attacks without heeding
  its own safety. As a bonus action, choose one creature you
  can see within 60 feet of you. The target must succeed on a
  Wisdom saving throw or, until your concentration ends, any
  creature within 5 feet of it can use a reaction to make a melee
  attack against it whenever the target makes a melee attack.
  The save automatically succeeds if the target is immune to
  being charmed.
  Diminution
  Immortal Discipline
  You manipulate the matter that composes your body,
  drastically reducing your size without surrendering any of
  your might.
  Psychic Focus. While focused on this discipline, you have
  advantage on Dexterity (Stealth) checks.
  Miniature Form (2 psi; conc., 10 min.). As a bonus
  action, you become Tiny until your concentration ends. While
  this size, you gain a +5 bonus to Dexterity (Stealth) checks
  and can move through gaps up to 6 inches across without
  squeezing.
  Toppling Shift (2 psi). As a bonus action, you shift to an
  incredibly small size and then suddenly return to normal,
  sending an opponent flying backward. Choose one creature
  you can see within 5 feet of you. It must succeed on a
  Strength saving throw or be knocked prone.
  Sudden Shift (5 psi). As a reaction when you are hit by an
  attack, you shift down to minute size to avoid the attack. The
  attack misses, and you move up to 5 feet without provoking
  opportunity attacks before returning to normal size.
  Microscopic Form (7 psi; conc., 10 min.). As a bonus
  action, you become smaller than Tiny until your
  concentration ends. While this size, you gain a +10 bonus to
  Dexterity (Stealth) checks and a +5 bonus to AC, you can
  move through gaps up to 1 inch across without squeezing,
  and you can’t make weapon attacks.
  Giant Growth
  Immortal Discipline
  You infuse yourself with psionic energy to grow to
  tremendous size, bolstering your strength and durability.
  Psychic Focus. While focused on this discipline, your
  reach increases by 5 feet.
  Ogre Form (2 psi; conc., 1 min.). As a bonus action, you
  gain 10 temporary hit points. In addition, until your
  concentration ends, your melee weapon attacks deal an extra
  1d4 bludgeoning damage on a hit, and your reach increases
  by 5 feet. If you’re smaller than Large, you also become Large
  for the duration.
  Giant Form (7 psi; conc., 1 min.). As a bonus action, you
  gain 30 temporary hit points. In addition, until your
  concentration ends, your melee weapon attacks deal an extra
  2d6 bludgeoning damage on a hit, and your reach increases
  by 10 feet. If you’re smaller than Huge, you also become Huge
  for the duration.
  Intellect Fortress
  Awakened Discipline
  You forge an indomitable wall of psionic energy around your
  mind—one that allows you to launch counterattacks against
  your opponents.
  Psychic Focus. While focused on this discipline, you gain
  resistance to psychic damage.
  Psychic Backlash (2 psi). As a reaction, you can impose
  disadvantage on an attack roll against you if you can see the
  attacker. If the attack still hits you, the attacker takes 2d10
  psychic damage.
  Psychic Parry (1–7 psi). As a reaction when you make an
  Intelligence, a Wisdom, or a Charisma saving throw, you gain
  a +1 bonus to that saving throw for each psi point you spend
  on this ability. You can use this ability after rolling the die but
  before suffering the results.
  Psychic Redoubt (5 psi; conc., 10 min.). As an action, you
  create a field of protective psychic energy. Choose any
  number of creatures within 30 feet of you. Until your
  concentration ends, each target has resistance to psychic
  damage and advantage on Intelligence, Wisdom, and
  Charisma saving throws.
  Iron Durability
  Immortal Discipline
  You transform your body to become a living metal, allowing
  you to shrug off attacks that would cripple weaker creatures.
  Psychic Focus. While focused on this discipline, you gain
  a +1 bonus to AC.
  Iron Hide (1–7 psi). As a reaction when you are hit by an
  attack, you gain a +1 bonus to AC for each psi point you
  spend on this ability. The bonus lasts until the end of your
  next turn. This bonus applies against the triggering attack.
  Steel Hide (2 psi). As a bonus action, you gain resistance
  to bludgeoning, piercing, and slashing damage until the end
  of your next turn.
  Iron Resistance (7 psi; conc., 1 hr.). As an action, you
  gain resistance to bludgeoning, piercing, or slashing damage
  (your choice), which lasts until your concentration ends.
  Mantle of Awe
  Awakened Discipline
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  You learn to use psionic energy to manipulate others with a
  subtle combination of psi and your own, natural charm.
  Psychic Focus. While focused on this discipline, you gain
  a bonus to Charisma checks. The bonus equals half your
  Intelligence modifier (minimum of +1).
  Charming Presence (1–7 psi). As an action, you exert an
  aura of sympathetic power. Roll 2d8 per psi point spent on
  this ability; the total is how many hit points worth of
  creatures this option can affect. Creatures within 30 feet of
  you are affected in ascending order of their hit point
  maximums, ignoring incapacitated creatures, creatures
  immune to being charmed, and creatures engaged in combat.
  Starting with the creature that has the lowest hit point
  maximum, each creature affected by this option is charmed
  by you for 10 minutes, regarding you as a friendly
  acquaintance. Subtract each creature’s hit point maximum
  from the total before moving on to the next creature. A
  creature’s hit point maximum must be equal to or less than
  the remaining total for that creature to be affected.
  Center of Attention (2 psi; conc., 1 min.). As an action,
  you exert an aura of power that grabs a creature's attention.
  Choose one creature you can see within 60 feet of you. It
  must make a Charisma saving throw. On a failed save, the
  creature is so thoroughly distracted by you that all other
  creatures are invisible to it until your concentration ends.
  This effect ends if the creature can no longer see or hear you
  or if it takes damage.
  Invoke Awe (7 psi; conc., 10 min.). As an action, you exert
  an aura that inspires awe in others. Choose up to 5 creatures
  you can see within 60 feet of you. Each target must succeed
  on an Intelligence saving throw or be charmed by you until
  your concentration ends. While charmed, the target obeys all
  your verbal commands to the best of its ability and without
  doing anything obviously self-destructive. The charmed target
  will attack only creatures that it has seen attack you since it
  was charmed or that it was already hostile toward. At the end
  of each of its turns, it can repeat the saving throw, ending the
  effect on itself on a success.
  Mantle of Command
  Avatar Discipline
  You exert an aura of trust and authority, enhancing the
  coordination among your allies.
  Psychic Focus. While focused on this discipline, when you
  end your turn and didn’t move during it, you can use your
  reaction to allow one ally you can see within 30 feet of you to
  move up to half their speed, following a path of your choice.
  To move in this way, the ally mustn’t be incapacitated.
  Coordinated Movement (2 psi). As a bonus action, choose
  up to five allies you can see within 60 feet of you. Each of
  those allies can use their reaction to move up to half their
  speed, following a path of your choice.
  Commander’s Sight (2 psi; conc., 1 rnd.). As an action,
  choose one creature you can see within 60 feet of you. Until
  the start of your next turn, your allies have advantage on
  attack rolls against that target.
  Command to Strike (3 psi). As an action, choose one ally
  you can see within 60 feet of you. That ally can use their
  reaction to immediately take the Attack action. You choose
  the targets.
  Strategic Mind (5 psi; conc., 1 min.). As an action, you
  exert an aura of trust and command that unites your allies
  into a cohesive unit. Until your concentration ends, any ally
  within 60 feet of you on their turn can, as a bonus action, take
  the Dash or Disengage action or roll a d4 and add the
  number rolled to each attack roll they make that turn.
  Overwhelming Attack (7 psi). As an action, choose up to
  five allies you can see within 60 feet of you. Each of those
  allies can use their reaction to take the Attack action. You
  choose the targets of the attacks.
  Mantle of Courage
  Avatar Discipline
  You focus your mind on courage, radiating confidence and
  bravado to your allies.
  Psychic Focus. While focused on this discipline, you and
  allies within 10 feet of you who can see you have advantage
  on saving throws against being frightened.
  Incite Courage (2 psi). As a bonus action, choose up to six
  creatures you can see within 60 feet of you. If any of those
  creatures is frightened, that condition ends on that creature.
  Aura of Victory (1–7 psi; conc., 10 min.). As a bonus
  action, you project psionic energy until your concentration
  ends. The energy fortifies you and your allies when your
  enemies are felled; whenever an enemy you can see is
  reduced to 0 hit points, you and each of your allies within 30
  feet of you gain temporary hit points equal to double the psi
  points spent to activate this effect.
  Pillar of Confidence (6 psi; conc., 1 rnd.). As an action,
  you and up to five creatures you can see within 60 feet of you
  each gain one extra action to use on your individual turns.
  The action goes away if not used before the end of your next
  turn. the action can be used only to make one weapon attack
  or to take the Dash or Disengage action.
  Mantle of Fear
  Avatar Discipline
  You tap into a well of primal fear and turn yourself into a
  beacon of terror to your enemies.
  Psychic Focus. While focused on this discipline, you have
  advantage on Charisma (Intimidation) checks.
  Incite Fear (2 psi; conc., 1 min.). As an action, choose one
  creature you can see within 60 feet of you. The target must
  succeed on a Wisdom saving throw or become frightened of
  you until your concentration ends. Whenever the frightened
  target ends its turn in a location where it can’t see you, it can
  repeat the saving throw, ending the effect on itself on a
  success.
  Unsettling Aura (3 psi; conc., 1 hr.). As a bonus action,
  you cloak yourself in unsettling psychic energy. Until your
  concentration ends, any enemy within 60 feet of you that can
  see you must spend 1 extra foot of movement for every foot it
  moves toward you. A creature ignores this effect if immune to
  being frightened.
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  Incite Panic (5 psi; conc., 1 min.). As an action, choose up
  to eight creatures you can see within 90 feet of you that can
  see you. At the start of each of a target’s turns before your
  concentration ends, the target must make a Wisdom saving
  throw. On a failed save, the target is frightened until the start
  of its next turn, and you roll a die. If you roll an odd number,
  the frightened target moves half its speed in a random
  direction and takes no action on that turn, other than to
  scream in terror. If you roll an even number, the frightened
  target makes one melee attack against a random target
  within its reach. If there is no such target, it moves half its
  speed in a random direction and takes no action on that turn.
  This effect ends on a target if it succeeds on three saving
  throws against it.
  Mantle of Fury
  Avatar Discipline
  You allow the primal fury lurking deep within your mind to
  burst forth, catching you and your allies in an implacable
  bloodthirst.
  Psychic Focus. While focused on this discipline in combat,
  you and any ally who starts their turn within 10 feet of you
  gains a 5-foot increase to their walking speed during that
  turn.
  Incite Fury (2 psi; conc., 1 min.). As a bonus action,
  choose up to three allies you can see within 60 feet of you
  (you can choose yourself in place of one of the allies). Until
  your concentration ends, each target can roll a d4 when
  rolling damage for a melee weapon attack and add the
  number rolled to the damage roll.
  Mindless Charge (2 psi). As a bonus action, choose up to
  three creatures you can see within 60 feet of you. Each target
  can immediately use its reaction to move up to its speed in a
  straight line toward its nearest enemy.
  Aura of Bloodletting (3 psi; conc., 1 min.). As a bonus
  action, you unleash an aura of rage. Until your concentration
  ends, you and any creature within 60 feet of you has
  advantage on melee attack rolls.
  Overwhelming Fury (5 psi; conc., 1 min.). As an action,
  you flood rage into one creature you can see within 60 feet of
  you. The target must succeed on a Charisma saving throw, or
  it can use its actions only to make melee attacks until your
  concentration ends. It can repeat the saving throw at the end
  of each of its turns, ending the effect on itself on a success.
  Mantle of Joy
  Avatar Discipline
  You tap into the joy within you, radiating it outward in
  soothing, psychic energy that brings hope and comfort to
  creatures around you.
  Psychic Focus. While focused on this discipline, you have
  advantage on Charisma (Persuasion) checks.
  Soothing Presence (1–7 psi). As a bonus action, choose
  up to three creatures you can see within 60 feet of you. Each
  target gains 3 temporary hit points per psi point spent on this
  effect.
  Comforting Aura (2 psi; conc., 1 min.). As a bonus action,
  choose up to three allies you can see (you can choose yourself
  in place of one of the allies). Until your concentration ends,
  each target can roll a d4 when making a saving throw and
  add the number rolled to the total.
  Aura of Jubilation (3 psi; conc., 1 min.). As a bonus
  action, you radiate a distracting mirth until your
  concentration ends. Each creature within 60 feet of you that
  can see you suffers disadvantage on any checks using the
  Perception and Investigation skills.
  Beacon of Recovery (5 psi). As a bonus action, you and up
  to five allies you can see within 60 feet of you can
  immediately make saving throws against every effect they’re
  suffering that allows a save at the start or end of their turns.
  Mastery of Air
  Wu Jen Discipline
  You become one with the power of elemental air.
  Psychic Focus. While focused on this discipline, you take
  no falling damage, and you ignore difficult terrain when
  walking.
  *Wind Step (1–7 psi). As part of your move on your turn,
  you can fly up to 20 feet for each psi point spent. If you end
  this flight in the air, you fall unless something else holds you
  aloft.
  Wind Stream (1–7 psi). As an action, you create a line of
  focused air that is 30 feet long and 5 feet wide. Each creature
  in that area must make a Strength saving throw, taking 1d8
  bludgeoning damage per psi point spent and being knocked
  prone on a failed save, or half as much damage on a
  successful one.
  Cloak of Air (3 psi; conc., 10 min.). As a bonus action,
  you seize control of the air around you to create a protective
  veil. Until your concentration ends, attack rolls against you
  have disadvantage, and when a creature you can see misses
  you with a melee attack, you can use your reaction to force
  the creature to repeat the attack roll against itself.
  Wind Form (5 psi; conc., 10 min.). As a bonus action, you
  gain a flying speed of 60 feet, which lasts until your
  concentration ends.
  Misty Form (6 psi; conc., 1 min.). As an action, your body
  becomes like a misty cloud until your concentration ends. In
  this form, you gain resistance to bludgeoning, piercing, and
  slashing damage, and you can’t take actions other than the
  Dash action. You can pass through openings that are no more
  than 1 inch wide without squeezing.
  Animate Air (7 psi; conc., 1 hr.). As an action, you cause
  an air elemental to appear in an unoccupied space you can
  see within 120 feet of you. The elemental lasts until your
  concentration ends, and it obeys your verbal commands. In
  combat, roll for its initiative, and choose its behavior during
  its turns. When this effect ends, the elemental disappears.
  See the Monster Manual for its stat block.
  Mastery of Fire
  Wu Jen Discipline
  You align your mind with the energy of elemental fire.
  Psychic Focus. While focused on this discipline, you gain
  resistance to fire damage, and you gain a +2 bonus to rolls for
  fire damage.
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  Combustion (1–7 psi; conc., 1 min.). As an action, choose
  one creature or object you can see within 120 feet of you. The
  target must make a Constitution save. On a failed save, the
  target takes 1d10 fire damage per psi point spent, and it
  catches on fire, taking 1d6 fire damage at the end of each of
  its turns until your concentration ends or until it or a creature
  adjacent to it extinguishes the flames with an action. On a
  successful save, the target takes half as much damage and
  doesn’t catch on fire.
  Rolling Flame (3 psi; conc., 1 min.). As an action, you
  create fire in a 20-foot-by-20-foot cube within 5 feet of you.
  The fire lasts until your concentration ends. Any creature in
  that area when you use this ability and any creature that ends
  its turn there takes 5 fire damage.
  Detonation (5 psi). As an action, you create a fiery
  explosion at a point you can see within 120 feet of you. Each
  creature in a 20-foot-radius sphere centered on that point
  must make a Constitution saving throw, taking 7d6 fire
  damage and being knocked prone on a failed save, or half as
  much damage on a successful one.
  Fire Form (5 psi; conc., 1 min.). As a bonus action, you
  become wreathed in flames until your concentration ends.
  Any creature that end its turn within 5 feet of you takes 3d6
  fire damage.
  Animate Fire (7 psi; conc., 1 hr.). As an action, you cause
  a fire elemental to appear in an unoccupied space you can
  see within 120 feet of you. The elemental lasts until your
  concentration ends, and it obeys your verbal commands. In
  combat, roll for its initiative, and choose its behavior during
  its turns. When this effect ends, the elemental disappears.
  See the Monster Manual for its stat block.
  Mastery of Force
  Wu Jen Discipline
  As a student of psionic power, you perceive the potential
  energy that flows through all things. You reach out with your
  mind, transforming the potential into the actual. Objects and
  creatures move at your command.
  Psychic Focus. While focused on this discipline, you have
  advantage on Strength checks.
  Push (1–7 psi). As an action, choose one creature you can
  see within 60 feet of you. The target must make a Strength
  saving throw. On a failed save, it takes 1d8 force damage per
  psi point spent and is pushed up to 5 feet per point spent in a
  straight line away from you. On a successful save, it takes half
  as much damage.
  Move (2–7 psi). Choose one object you can see within 60
  feet of you that isn’t being worn or carried by another
  creature and that isn’t secured in place. It can’t be larger than
  20 feet on a side, and its maximum weight depends on the psi
  points spent on this ability, as shown below. As an action, you
  move the object up to 60 feet, and you must keep the object
  within sight during this movement. If the object ends this
  movement in the air, it falls. If the object would fall on a
  creature, the creature must succeed on a DC 10 Dexterity
  saving throw or take damage as listed on the table below.
  Psi Spent
  Maximum Weight
  Bludgeoning Damage
  2
  25 lb.
  2d6
  3
  50 lb.
  4d6
  5
  250 lb.
  6d6
  6
  500 lb.
  7d6
  7
  1,000 lb.
  8d6
  Inertial Armor (2 psi). As an action, you sheathe yourself
  in an intangible field of magical force. For 8 hours, your base
  AC is 14 + your Dexterity modifier, and you gain resistance to
  force damage. This effect ends if you are wearing or don
  armor.
  Telekinetic Barrier (3 psi; conc., 10 min.). As an action,
  you create a transparent wall of telekinetic energy, at least
  one portion of which must be within 60 feet of you. The wall
  is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts
  until your concentration ends. Each 10-foot section of the
  wall has an AC of 10 and 10 hit points.
  Grasp (3 psi; conc., 1 min.). You attempt to grasp a
  creature in telekinetic energy and hold it captive. As an
  action, choose one creature you can see within 60 feet of you.
  The target must succeed on a Strength saving throw or be
  grappled by you until your concentration ends or until the
  target leaves your reach, which is 60 feet for this grapple.
  The grappled target can escape by succeeding on a
  Strength (Athletics) or Dexterity (Acrobatics) check contested
  by your psionic ability plus your proficiency bonus. When a
  target attempts to escape in this way, you can spend psi
  points to boost your check, abiding by your psi limit. You gain
  a +1 bonus per psi point spent.
  While a target is grappled in this manner, you create one of
  the following effects as an action:
  Crush (1–7 psi). The target takes 1d6 bludgeoning
  damage per psi point spent.
  Move (1–7 psi). You move the target up to 5 feet per psi
  point spent. You can move it in the air and hold it there. It
  falls if the grapple ends.
  Mastery of Ice
  Wu Jen Discipline
  You master the power of ice, shaping it to meet you demands.
  Psychic Focus. While focused on this discipline, you have
  resistance to cold damage.
  Ice Spike (1–7 psi). As an action, you hurl a mote of ice at
  one creature you can see within 120 feet of you. The target
  must make a Dexterity saving throw. On a failed save, the
  target takes 1d8 cold damage per psi point spent and has its
  speed halved until the start of your next turn. On a successful
  save, the target takes half as much damage.
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  Ice Sheet (2 psi). As an action, choose a point on the ground
  you can see within 60 feet of you. The ground in a 20-foot
  radius centered on that point becomes covered in ice for 10
  minutes. It is difficult terrain, and any creature that moves
  more than 10 feet on it must succeed on a Dexterity saving
  throw or fall prone. If the surface is sloped, a creature that
  falls prone in the area immediately slides to the bottom of the
  slope.
  Frozen Sanctuary (3 psi). As a bonus action, you sheathe
  yourself with icy resilience. You gain 20 temporary hit points.
  Frozen Rain (5 psi; conc., 1 min.). As an action, choose a
  point you can see within 120 feet of you. The air in a 20-foot-
  radius sphere centered on that point becomes deathly cold
  and saturated with moisture. Each creature in that area must
  make a Constitution saving throw. On a failed save, a target
  takes 6d6 cold damage, and its speed is reduced to 0 until
  your concentration ends. On a successful save, a target takes
  half as much damage.
  As an action, a target that has its speed reduced can end
  the effect early if it succeeds on a Strength (Athletics) check
  with a DC equal to this effect’s save DC.
  You can increase this effect’s damage by 1d6 per each
  additional psi point spent on it.
  Ice Barrier (6 psi; conc., 10 min.). As an action, you
  create a wall of ice, at least one portion of which must be
  within 60 feet of you. The wall is 60 feet long, 15 feet high,
  and 1 foot thick. The wall lasts until your concentration ends.
  Each 10-foot section of the wall has AC 12 and 30 hit points.
  A creature that damages the wall with a melee attack takes
  cold damage equal to the damage the creature dealt to the
  wall.
  Mastery of Light and Darkness
  Wu Jen Discipline
  You claim dominion over light and darkness with your mind.
  Psychic Focus. While focused on this discipline, natural
  and magical darkness within 30 feet of you has no effect on
  your vision.
  Darkness (1–7 psi). As an action, you create an area of
  magical darkness, which foils darkvision. Choose a spot you
  can see within 60 feet of you. Magical darkness radiates from
  that point in a sphere with a 10-foot radius per psi point spent
  on this ability. The light produced by spells of 2nd level or
  less is suppressed in this area.
  Light (2 psi; conc., 1 min.). As an action, an object you
  touch radiates light in a 20-foot radius and dim light for an
  additional 20 feet. The light lasts until your concentration
  ends. Alternatively, a creature you touch radiates light in the
  same manner if it fails a Dexterity saving throw. While lit in
  this manner, it can’t hide, and attack rolls against it gain
  advantage.
  Shadow Beasts (3 psi; conc., 1 min.). As an action, you
  cause two shadows to appear in unoccupied spaces you can
  see within 60 feet of you. The shadows last until your
  concentration ends, and they obey your verbal commands. In
  combat, roll for their initiative, and choose their behavior
  during their turns. When this effect ends, the shadows
  disappear. See the Monster Manual for their stat block.
  Radiant Beam (5 psi; conc., 1 min.). As an action, you
  project a beam of light at one creature you can see within 60
  feet of you. The target must make a Dexterity saving throw.
  On a failed save, it takes 6d6 radiant damage and is blinded
  until your concentration ends. On a successful save, it takes
  half as much damage. A blinded target can repeat the saving
  throw at the end of each of its turns, ending the effect on
  itself on a success.
  You can increase this effect’s damage by 1d6 per each
  additional psi point spent on it.
  Mastery of Water
  Wu Jen Discipline
  Your mind becomes one with elemental water, attuning your
  thoughts to its ebb and flow.
  Psychic Focus. While focused on this discipline, you have
  a swimming speed equal to your walking speed, and you can
  breathe underwater.
  Desiccate (1–7 psi). As an action, choose one creature you
  can see within 60 feet of you. The target must make a
  Constitution saving throw, taking 1d10 necrotic damage per
  psi point spent on this ability, or half as much damage on a
  successful one.
  Watery Grasp (2 psi). As an action, you unleash a wave
  that surges forth and then retreats to you like the rising tide.
  You create a wave in a 20-foot-by-20-foot square. At least
  some portion of the square’s border must be within 5 feet of
  you. Any creature in that square must make a Strength saving
  throw. On a failed save, a target takes 2d6 bludgeoning
  damage, is knocked prone, and is pulled up to 10 feet closer
  to you. On a successful save, a target takes half as much
  damage. You can increase this ability’s damage by 1d6 per
  additional psi point spent on it.
  Water Whip (3 psi). As an action, you unleash a jet of
  water in a line that is 60 feet long and 5 feet wide. Each
  creature in the line must make a Strength saving throw,
  taking 3d6 bludgeoning damage on a failed save, or half as
  much damage on a successful one. In addition, you can move
  each target that fails its saving throw to any unoccupied
  space touching the line. You can increase this ability’s
  damage by 1d6 per additional psi point spent on it.
  Water Breathing (5 psi). As an action, you grant yourself
  and up to ten willing creatures you can see within 60 feet of
  you the ability to breathe underwater for the next 24 hours.
  Water Sphere (6 psi; conc., 1 min.). As an action, you
  cause a sphere of water to form around a creature. Choose
  one creature you can see within 60 feet of you. The target
  must make a Dexterity saving throw. On a failed save, it
  becomes trapped in the sphere of water until your
  concentration ends. While the target is trapped, its speed is
  halved, it suffers disadvantage on attack rolls, and it can’t see
  anything more than 10 feet away from it. However, attack
  rolls against it also suffer disadvantage. The target can repeat
  the saving throw at the end of each of its turns, ending the
  effect on itself on a successful one.
  Animate Water (7 psi; conc., 1 hr.). As an action, you
  cause a water elemental to appear in an unoccupied space
  you can see within 120 feet of you. The elemental lasts until
  your concentration ends, and it obeys your verbal commands.
  In combat, roll for its initiative, and choose its behavior
  during its turns. When this effect ends, the elemental
  disappears. See the Monster Manual for its stat block.
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  Mastery of Weather
  Wu Jen Discipline
  Your mind reaches into the sky, reshaping the stuff of storms
  to serve your needs.
  Psychic Focus. While focused on this discipline, you have
  resistance to lightning and thunder damage.
  Cloud Steps (1–7 psi; conc., 10 min.). As an action, you
  conjure forth clouds to create a solid, translucent staircase
  that lasts until your concentration ends. The stairs form a
  spiral that fills a 10-foot-by-10-foot area and reaches upward
  20 feet per psi point spent.
  Hungry Lightning (1–7 psi). As an action, you lash out at
  one creature you can see within 60 feet of you with tendrils of
  lightning. The target must make a Dexterity saving throw,
  with disadvantage if it’s wearing heavy armor. The target
  takes 1d8 lightning damage per psi point spent on a failed
  save, or half as much damage on a successful one.
  Wall of Clouds (2 psi; conc., 10 min.). As an action, you
  create a wall of clouds, at least one portion of which must be
  within 60 feet of you. The wall is 60 feet long, 15 feet high,
  and 1 foot thick. The wall lasts until your concentration ends.
  Creatures can pass through it without hindrance, but the wall
  blocks vision.
  Whirlwind (2 psi). As an action, choose a point you can
  see within 60 feet of you. Winds howl in a 20-foot-radius
  sphere centered on that point. Each creature in the sphere
  must succeed on a Strength saving throw or take 1d6
  bludgeoning damage and be moved to an unoccupied space
  of your choice in the sphere. Any loose object in the sphere is
  moved to an unoccupied space of your choice within it if the
  object weighs no more than 100 pounds.
  Lightning Leap (5 psi). As an action, you let loose a line of
  lightning that is 60 feet long and 5 feet wide. Each creature in
  the line must make a Dexterity saving throw, taking 6d6
  lightning damage on a failed save, or half as much damage on
  a successful one. You can then teleport to an unoccupied
  space touched by the line.
  You can increase this ability’s damage by 1d6 per
  additional psi point spent on it.
  Wall of Thunder (6 psi; conc., 10 min.). As an action, you
  create a wall of thunder, at least one portion of which must be
  within 60 feet of you. The wall is 60 feet long, 15 feet high,
  and 1 foot thick. The wall lasts until your concentration ends.
  Every foot moved through the wall costs 1 extra foot of
  movement. When a creature moves into the wall’s space for
  the first time on a turn or starts its turn there, that creature
  must succeed on a Strength saving throw, or it takes 6d6
  thunder damage, is pushed in a straight line up to 30 feet
  away from the wall, and is knocked prone.
  Thunder Clap (7 psi). As an action, choose a point you can
  see within 60 feet of you. Thunder energy erupts in a 20-foot-
  radius sphere centered on that point. Each creature in that
  area must make Constitution saving throw. On a failed save, a
  target takes 8d6 thunder damage, and it is stunned until the
  end of your next turn. On a successful save, a target takes half
  as much damage.
  Mastery of Wood and Earth
  Wu Jen Discipline
  You attune your mind to seize control of wood and earth.
  Psychic Focus. While focused on this discipline, you have
  a +1 bonus to AC.
  Animate Weapon (1–7 psi). As an action, your mind seizes
  control of a one-handed melee weapon you’re holding. The
  weapon flies toward one creature you can see within 30 feet
  of you and makes a one-handed melee weapon attack against
  it, using your discipline attack modifier for the attack and
  damage rolls. On a hit, the weapon deals its normal damage,
  plus an extra 1d10 force damage per psi point spent on this
  ability. The weapon returns to your grasp after it attacks.
  Warp Weapon (2 psi). As an action, choose one
  nonmagical weapon held by one creature you can see within
  60 feet of you. That creature must succeed on a Strength
  saving throw, or the chosen weapon can’t be used to attack
  until the end of your next turn.
  Warp Armor (3 psi). As an action, choose a nonmagical
  suit of armor worn by one creature you can see within 60 feet
  of you. That creature must succeed on a Constitution saving
  throw, or the creature’s AC becomes 10 + its Dexterity
  modifier until the end of your next turn.
  Wall of Wood (3 psi; conc., 1 hr.). As an action, you create
  a wall of wood at least one portion of which must be within
  60 feet of you. The wall is 60 feet long, 15 feet high, and 1
  foot thick. The wall lasts until your concentration ends. Each
  5-foot wide section of the wall has AC 12 and 100 hit points.
  Breaking one section creates a 5-foot by 5-foot hole in it, but
  the wall otherwise remains intact.
  Armored Form (6 psi; conc., 1 min.). As a bonus action,
  you gain resistance to bludgeoning, piercing, and slashing
  damage, which lasts until your concentration ends.
  Animate Earth (7 psi; conc., 1 hr.). As an action, you
  cause an earth elemental to appear in an unoccupied space
  you can see within 120 feet of you. The elemental lasts until
  your concentration ends, and it obeys your verbal commands.
  In combat, roll for its initiative, and choose its behavior
  during its turns. When this effect ends, the elemental
  disappears. See the Monster Manual for its stat block.
  Nomadic Arrow
  Nomad Discipline
  You imbue a ranged weapon with a strange semblance of
  sentience, allowing it to unerringly find its mark.
  Psychic Focus. While you are focused on this discipline,
  any attack roll you make for a ranged weapon attack ignores
  disadvantage. If disadvantage would normally apply to the
  roll, that roll also can’t benefit from advantage.
  Speed Dart (1–7 psi). As a bonus action, you imbue one
  ranged weapon you hold with psionic power. The next attack
  you make with it that hits before the end of the current turn
  deals an extra 1d10 psychic damage per psi point spent.
  Seeking Missile (2 psi). As a reaction when you miss with
  a ranged weapon attack, you can repeat the attack roll
  against the same target.
  Faithful Archer (5 psi; conc., 1 min.). As a bonus action,
  you imbue a ranged weapon with a limited sentience. Until
  your concentration ends, you can make an extra attack with
  the weapon at the start of each of your turns (no action
  required). If it is a thrown weapon, it returns to your grasp
  each time you make any attack with it.
  Nomadic Chameleon
  Nomad Discipline
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  You create a screen of psychic power that distorts your
  appearance, allowing you to blend into the background or
  even turn invisible.
  Psychic Focus. While focused on this discipline, you have
  advantage on Dexterity (Stealth) checks.
  Chameleon (2 psi). As an action, you can attempt to hide
  even if you fail to meet the requirements needed to do so. At
  the end of the current turn, you remain hidden only if you
  then meet the normal requirements for hiding.
  Step from Sight (3 psi; conc., 1 min.). As a bonus action,
  cloak yourself from sight. You can target one additional
  creature for every additional psi point you spend on this
  ability. The added targets must be visible to you and within 60
  feet of you.
  Each target turns invisible and remains so until your
  concentration ends or until immediately after it targets,
  damages, or otherwise affects any creature with an attack, a
  spell, or another ability.
  Enduring Invisibility (7 psi; conc., 1 min.). As a bonus
  action, you turn invisible and remain so until your
  concentration ends.
  Nomadic Mind
  Nomad Discipline
  You dispatch part of your psyche into the noosphere, the
  collective vista of minds and knowledge possessed by living
  things.
  Psychic Focus. Whenever you focus on this discipline, you
  choose one skill or tool and have proficiency with it until your
  focus ends. Alternatively, you gain the ability to read and write
  one language of your choice until your focus ends.
  Wandering Mind (2–6 psi; conc., 10 min.). You enter a
  deep contemplation. If you concentrate for this option’s full
  duration, you then gain proficiency with up to three of the
  following skills (one skill for every 2 psi points spent): Animal
  Handling, Arcana, History, Medicine, Nature, Performance,
  Religion, and Survival. The benefit lasts for 1 hour, no
  concentration required.
  Find Creature (2 psi; conc., 1 hr.). You cast your mind
  about for information about a specific creature. If you
  concentrate for this option’s full duration, you then gain a
  general understanding of the creature’s current location. You
  learn the region, city, town, village, or district where it is,
  pinpointing an area between 1 and 3 miles on a side (DM’s
  choice). If the creature is on another plane of existence, you
  instead learn which plane.
  Item Lore (3 psi; conc., 1 hr.). You carefully study an item.
  If you concentrate for this option’s full duration while
  remaining within 5 feet of the item, you then gain the benefits
  of an identify spell cast on that item.
  Psychic Speech (5 psi). As an action, you attune your
  mind to the psychic imprint of all language. For 1 hour, you
  gain the ability to understand any language you hear or
  attempt to read. In addition, when you speak, all creatures
  that can understand a language understand what you say,
  regardless of what language you use.
  Wandering Eye (6 psi; conc., 1 hr.). As an action, you
  create a psychic sensor within 60 feet of you. The sensor
  lasts until your concentration ends. The sensor is invisible
  and hovers in the air. You mentally receive visual information
  from it, which has normal vision and darkvision with a range
  of 60 feet. The sensor can look in all directions. As an action,
  you can move the sensor up to 30 feet in any direction. There
  is no limit to how far away from you the eye can move, but it
  can’t enter another plane of existence. A solid barrier blocks
  the eye’s movement, but the eye can pass through an opening
  as small as 1 inch in diameter.
  Phasing Eye (7 psi; conc., 1 hr.). As Wandering Eye
  above, except the eye can move through solid objects but can’t
  end its movement in one. If it does so, the effect immediately
  ends.
  Nomadic Step
  Nomad Discipline
  You exert your mind on the area around you, twisting the
  intraplanar pathways you perceive to allow instantaneous
  travel.
  Psychic Focus. After you teleport on your turn while
  focused on this discipline, your walking speed increases by
  10 feet until the end of the turn, as you are propelled by the
  magic of your teleportation. You can receive this increase
  only once per turn.
  Step of a Dozen Paces (1–7 psi). If you haven’t moved yet
  on your turn, you take a bonus action to teleport up to 20 feet
  per psi point spent to an unoccupied space you can see, and
  your speed is reduced to 0 until the end of the turn.
  Nomadic Anchor (1 psi). As an action, you create an
  invisible, intangible teleportation anchor in a 5-foot cube you
  can see within 120 feet of you. For the next 8 hours,
  whenever you use this psionic discipline to teleport, you can
  instead teleport to the anchor, even if you can’t see it, but it
  must be within range of the teleportation ability.
  Defensive Step (2 psi). When you are hit by an attack, you
  can use your reaction to gain a +4 bonus to AC against that
  attack, possibly turning it into a miss. You then teleport up to
  10 feet to an unoccupied space you can see.
  There and Back Again (2 psi). As a bonus action, you
  teleport up to 20 feet to an unoccupied space you can see and
  then move up to half your speed. At the end of your turn, you
  can teleport back to the spot you occupied before teleporting,
  unless it is now occupied or on a different plane of existence.
  Transposition (3 psi). If you haven’t moved yet on your
  turn, choose an ally you can see within 60 feet of you. As a
  bonus action, you and that creature teleport, swapping
  places, and your speed is reduced to 0 until the end of the
  turn. This ability fails and is wasted if either of you can’t fit in
  the destination space.
  Baleful Transposition (5 psi). As an action, choose one
  creature you can see within 120 feet of you. That creature
  must make a Wisdom saving throw. On a failed save, you and
  that creature teleport, swapping places. This ability fails and
  is wasted if either of you can’t fit in the destination space.
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  Phantom Caravan (6 psi). As an action, you and up to six
  willing creatures of your choice that you can see within 60
  feet of you teleport up to 1 mile to a spot you can see. If there
  isn’t an open space for all the targets to occupy at the arrival
  point, this ability fails and is wasted.
  Nomad’s Gate (7 psi; conc., 1 hr.). As an action, you
  create a 5-foot cube of dim, gray light within 5 feet of you. You
  create an identical cube at any point of your choice within 1
  mile that you have viewed within the past 24 hours. Until
  your concentration ends, anyone entering one of the cubes
  immediately teleports to the other one, appearing in an
  unoccupied space next to it. The teleportation fails if there is
  no space for the creature to appear in.
  Precognition
  Awakened Discipline
  By analyzing information around you, from subtle hints to
  seemingly disconnected facts, you learn to weave a string of
  probabilities in an instant that gives you extraordinary
  insights.
  Psychic Focus. While focused on this discipline, you have
  advantage on initiative rolls.
  Precognitive Hunch (2 psi; conc., 1 min.). As a bonus
  action, you open yourself to receive momentary insights that
  improve your odds of success; until your concentration ends,
  whenever you make an attack roll, a saving throw, or an ability
  check, you roll a d4 and add it to the total.
  All-Around Sight (3 psi). In response to an attack hitting
  you, you use your reaction to impose disadvantage on that
  attack roll, possibly causing it to miss.
  Danger Sense (5 psi; conc., 8 hr.). As an action, you
  create a psychic model of reality in your mind and set it to
  show you a few seconds into the future. Until your
  concentration ends, you can’t be surprised, attack rolls
  against you can’t gain advantage, and you gain a +10 bonus to
  initiative.
  Victory Before Battle (7 psi). When you roll initiative, you
  can use this ability to grant yourself and up to five creatures
  of your choice within 60 feet of you a +10 bonus to initiative.
  Psionic Restoration
  Immortal Discipline
  You wield psionic energy to cure wounds and restore health
  to yourself and others.
  Psychic Focus. While focused on this discipline, you can
  use a bonus action to touch a creature that has 0 hit points
  and stabilize it.
  Mend Wounds (1–7 psi). As an action, you can spend psi
  points to restore hit points to one creature you touch. The
  creature regains 1d8 hit points per psi point spent.
  Restore Health (3 psi). As an action, you touch one
  creature and remove one of the following conditions from it:
  blinded, deafened, paralyzed, or poisoned. Alternatively, you
  remove one disease from the creature.
  Restore Life (5 psi). As an action, you touch one creature
  that has died within the last minute. The creature returns to
  life with 1 hit point. This ability can’t return to life a creature
  that has died of old age, nor can it restore a creature missing
  any vital body parts.
  Restore Vigor (7 psi). As an action, you can touch one
  creature and choose one of the following: remove any
  reductions to one of its ability scores, remove one effect that
  reduces its hit point maximum, or reduce its exhaustion level
  by one.
  Psionic Weapon
  Immortal Discipline
  You have learned how to channel psionic energy into your
  attacks, lending them devastating power.
  Psychic Focus. Whenever you focus on this discipline,
  choose one weapon you’re holding or your unarmed strike.
  When you attack with it while focused on this discipline, its
  damage is psychic and magical, rather than its normal
  damage type. Until you reach 6th level as a mystic, you don’t
  add your Strength or Dexterity modifier to the psychic
  attack’s damage rolls.
  Ethereal Weapon (1 psi). As a bonus action, you
  temporarily transform one weapon you’re holding or your
  unarmed strike into pure psionic energy. The next attack you
  make with it before the end of your turn ignores the target’s
  armor, requiring no attack roll. Instead, the target makes a
  Dexterity saving throw against this discipline. On a failed
  save, the target takes the attack’s normal damage and suffers
  its additional effects. On a successful save, the target takes
  half damage from the attack but suffers no additional effects
  that would normally be imposed on a hit.
  Lethal Strike (1–7 psi). As a bonus action, you imbue a
  weapon you’re holding or your unarmed strike with psychic
  energy. The next time you hit with it before the end of your
  turn, it deals an extra 1d10 psychic damage per psi point
  spent.
  Augmented Weapon (5 psi; conc., 10 min.). As a bonus
  action, touch one simple or martial weapon. Until your
  concentration ends, that weapon becomes a magic weapon
  with a +3 bonus to its attack and damage rolls.
  Psychic Assault
  Awakened Discipline
  You wield your mind like a weapon, unleashing salvos of
  psionic energy.
  Psychic Focus. While focused on this discipline, you gain
  a +2 bonus to damage rolls with psionic talents that deal
  psychic damage.
  Psionic Blast (1–7 psi). As an action, choose one creature
  you can see within 60 feet of you. The target takes 1d8
  psychic damage per psi point spent on this ability.
  Ego Whip (3 psi). As an action, choose one creature you
  can see within 60 feet of you. The target must make an
  Intelligence saving throw. On a failed save, the creature takes
  3d8 psychic damage, and it is filled with self-doubt, leaving it
  able to use its action on its next turn only to take the Dodge,
  Disengage, or Hide action. On a successful saving throw, it
  takes half as much damage.
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  Id Insinuation (5 psi). As an action, choose one creature you
  can see within 60 feet of you. The target must make an
  Intelligence saving throw. On a failed save, the creature takes
  5d8 psychic damage, and it goes into a fury, as its id runs
  rampant. On its next turn, it can use its action only to take the
  Dodge or Attack action. On a successful save, it takes half as
  much damage.
  Psychic Blast (6 psi). As an action, you unleash
  devastating psychic energy in a 60-foot cone. Each creature in
  that area must make an Intelligence saving throw, taking 8d8
  psychic damage on a failed save, or half as much damage on a
  successful one. You can increase the damage by 2d8 if you
  spend 1 more psi point on this ability.
  Psychic Crush (7 psi). As an action, you create a 20-foot
  cube of psychic energy within 120 feet of you. Each creature
  in that area must make an Intelligence saving throw. On a
  failed save, a target takes 8d8 psychic damage and is stunned
  until the end of your next turn. On a successful save, a target
  takes half as much damage.
  Psychic Disruption
  Awakened Discipline
  You create psychic static that disrupts other creatures’ ability
  to think clearly.
  Psychic Focus. While focused on this discipline, you have
  advantage on Charisma (Deception) checks.
  Distracting Haze (1–7 psi; conc., 1 min.). As an action,
  choose one creature you can see within 60 feet of you. That
  creature must make an Intelligence saving throw. On a failed
  save, it takes 1d10 psychic damage per psi point spent and
  can’t see anything more than 10 feet from it until your
  concentration ends. On a successful save, it takes half as
  much damage.
  Daze (3 psi). As an action, choose one creature you can
  see within 60 feet of you. That creature must make an
  Intelligence saving throw. On a failed save, the target is
  incapacitated until the end of your next turn or until it takes
  any damage.
  Mind Storm (5 psi). As an action, choose a point you can
  see within 60 feet of you. Each creature in a 20-foot-radius
  sphere centered on that point must make a Wisdom saving
  throw. On a failed save, a target takes 6d8 psychic damage
  and suffers disadvantage on all saving throws until the end of
  your next turn. On a successful save, a creature takes half as
  much damage. You can increase the damage by 1d6 per
  additional psi point spent on this ability.
  Psychic Inquisition
  Awakened Discipline
  You reach into a creature’s mind to uncover information or
  plant ideas within it.
  Psychic Focus. While focused on this discipline, you know
  when a creature communicating with you via telepathy is
  lying.
  Hammer of Inquisition (1–7 psi). As an action, choose
  one creature you can see within 60 feet of you. The target
  must make an Intelligence saving throw. On a failed save, it
  takes 1d10 psychic damage per psi point spent and suffers
  disadvantage on its next Wisdom saving throw before the end
  of your next turn. On a successful save, it takes half as much
  damage.
  Forceful Query (2 psi). As an action, you ask a question of
  one creature that can see and hear you within 30 feet of you.
  The question must be phrased so that it can be answered
  with a yes or no, otherwise this ability fails. The target must
  succeed on a Wisdom saving throw, or it replies with a
  truthful answer. A creature is immune to this ability if it is
  immune to being charmed.
  Ransack Mind (5 psi; conc., 1 hr.). While you concentrate
  on this ability, you probe one creature’s mind. The creature
  must remain within 30 feet of you, and you must be able to
  see it. If you reach the ability’s full duration, the target must
  make three Intelligence saving throws, and you learn
  information from it based on the number of saving throws it
  fails.
  With one failed saving throw, you learn its key memories
  from the past 12 hours.
  With two failed saving throws, you learn its key memories
  from the past 24 hours.
  With three failed saving throws, you learn its key memories
  from the past 48 hours.
  Phantom Idea (6 psi; conc., 1 hr.). While you concentrate
  on this ability, you probe one creature’s mind. The creature
  must remain within 30 feet of you, and you must be able to
  see it. If you reach the ability’s full duration, the target must
  make three Intelligence saving throws, and you plant a
  memory or an idea in it, which lasts for a number of hours
  based on the number of saving throws it fails. You choose
  whether the idea or memory is trivial (such as “I had porridge
  for breakfast” or “Ale is the worst”) or personality-defining (“I
  failed to save my village from orc marauders and am
  therefore a coward” or “Magic is a scourge, so I renounce it”).
  With one failed saving throw, the idea or memory lasts for
  the next 4 hours. With two failed saving throws, it lasts for 24
  hours. With three failed saving throws, it lasts for 48 hours.
  Psychic Phantoms
  Awakened Discipline
  Your power reaches into a creature’s mind and causes it false
  perceptions.
  Psychic Focus. While focused on this discipline, you have
  advantage on Charisma (Deception) checks.
  Distracting Figment (1–7 psi). As an action, choose one
  creature you can see within 60 feet of you. The target must
  make an Intelligence saving throw. On a failed save, it takes
  1d10 psychic damage per psi point spent and thinks it
  perceives a threatening creature just out of its sight; until the
  end of your next turn, it can’t use reactions, and melee attack
  rolls against it have advantage. On a successful save, it takes
  half as much damage.
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  Phantom Foe (3 psi; conc., 1 min.). As an action, choose
  one creature you can see within 60 feet of you. The target
  must make an Intelligence saving throw. On a failed save, it
  perceives a horrid creature adjacent to it until your
  concentration ends. During this time, the target can’t take
  reactions, and it takes 1d8 psychic 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 itself on a
  success. You can increase the damage by 1d8 for each
  additional psi point spent on the ability.
  Phantom Betrayal (5 psi; conc., 1 min.). As an action, you
  plant delusional paranoia in a creature’s mind. Choose one
  creature you can see within 60 feet of you. The target must
  succeed on an Intelligence saving throw, or until your
  concentration ends, it must target its allies with attacks and
  other damaging effects. The target can repeat the saving
  throw at the end of each of its turns, ending the effect on
  itself on a success. A creature is immune to this ability if it is
  immune to being charmed.
  Phantom Riches (7 psi; conc., 1 min.). As an action, you
  plant the phantom of a greatly desired object in a creature’s
  mind. Choose one creature you can see within 60 feet of you.
  The target must make an Intelligence saving throw. On a
  failed save, you gain partial control over the target’s behavior
  until your concentration ends; the target moves as you wish
  on each of its turns, as it thinks it pursues the phantom object
  it desires. If it hasn’t taken damage since its last turn, it can
  use its action only to admire the object you created in its
  perception. The target can repeat the saving throw at the end
  of each of its turns, ending the effect on itself on a success.
  Telepathic Contact
  Awakened Discipline
  By channeling psionic power, you gain the ability to control
  other creatures by substituting your will for their own.
  Psychic Focus. While focused on this discipline, you gain
  the ability to use your Telepathy class feature with up to six
  creatures at once. If you don’t have that feature from the
  mystic class, you instead gain it while focused on this
  discipline.
  Exacting Query (2 psi). As an action, you target one
  creature you can communicate with via telepathy. The target
  must make an Intelligence saving throw. On a failed save, the
  target truthfully answers one question you ask it via telepathy.
  On a successful save, the target is unaffected, and you can’t
  use this ability on it again until you finish a long rest. A
  creature is immune to this ability if it is immune to being
  charmed.
  Occluded Mind (2 psi). As an action, you target one
  creature you can communicate with via telepathy. The target
  must make an Intelligence saving throw. On a failed save, the
  target believes one statement of your choice for the next 5
  minutes that you communicate to it via telepathy. The
  statement can be up to ten words long, and it must describe
  you or a creature or an object the target can see. On a
  successful save, the target is unaffected, and you can’t use this
  ability on it again until you finish a long rest. A creature is
  immune to this ability if it is immune to being charmed.
  Broken Will (5 psi). As an action, you target one creature
  you can communicate with via telepathy. The target must
  make an Intelligence saving throw. On a failed save, you
  choose the target’s movement and action on its next turn. On
  a successful save, the target is unaffected, and you can’t use
  this ability on it again until you finish a long rest. A creature is
  immune to this ability if it is immune to being charmed.
  Psychic Grip (6 psi; conc., 1 min.). As an action, you
  target one creature you can see within 60 feet of you. The
  target must succeed on an Intelligence saving throw, or it is
  paralyzed until your concentration ends. At the end of each of
  its turns, it can repeat the saving throw. On a success, this
  effect ends. On a failure, you can use your reaction to force
  the target to move up to half its speed, even though it’s
  paralyzed.
  Psychic Domination (7 psi; conc., 1 min.). As an action,
  you target one creature you can see within 60 feet of you. The
  target must succeed on an Intelligence saving throw, or you
  choose the creature’s actions and movement on its turns until
  your concentration ends. At the end of each of its turns, it can
  repeat the saving throw, ending the effect on itself on a
  success. A creature is immune to this ability if it is immune to
  being charmed.
  Third Eye
  Nomad Discipline
  You create a third, psychic eye in your mind, which you cast
  out into the world. It channels thoughts and knowledge back
  to you, greatly enhancing your senses.
  Psychic Focus. While focused on this discipline, you have
  darkvision with a range of 60 feet. If you already have
  darkvision with that range or greater, increase its range by 10
  feet.
  Tremorsense (2 psi; conc., 1 min.). As a bonus action, you
  gain tremorsense with a radius of 30 feet, which lasts until
  your concentration ends.
  Unwavering Eye (2 psi). As a bonus action, you gain
  advantage on Wisdom checks for 1 minute.
  Piercing Sight (3 psi; conc., 1 min.). As a bonus action,
  you gain the ability to see through objects that are up to 1 foot
  thick within 30 feet of you. This sight lasts until your
  concentration ends.
  Truesight (5 psi; conc., 1 min.). As a bonus action, you
  gain truesight with a radius of 30 feet, which lasts until your
  concentration ends.
  Psionic Talents
  Psionic talents are minor abilities that require psionic
  aptitude but don’t drain a mystic’s reservoir of psionic power.
  Talents are similar to disciplines and use the same rules, but
  with three important exceptions:
  You can never use your psychic focus on a talent.
  Talents don’t require you to spend psi points to use them.
  Talents aren’t linked to Mystic Orders.
  The talents are presented below in alphabetical order.
  Beacon
  Psionic Talent
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  As a bonus action, you cause bright light to radiate from your
  body in a 20-foot radius and dim light for an additional 20
  feet. The light can be colored as you like. The light lasts for 1
  hour, and you can extinguish it earlier as a bonus action.
  Blade Meld
  Psionic Talent
  As a bonus action, a one-handed melee weapon you hold
  becomes one with your hand. For the next minute, you can’t
  let go of the weapon nor can it be forced from your grasp.
  Blind Spot
  Psionic Talent
  As an action, you erase your image from the mind of one
  creature you can see within 120 feet of you; the target must
  succeed on a Wisdom saving throw, or you are invisible to it
  until the end of your next turn.
  Delusion
  Psionic Talent
  As an action, you plant a false belief in the mind of one
  creature that you can see within 60 feet of you. You can
  create a sound or an image. Only the target of this talent
  perceives the sound or image you create.
  If you create a sound, its volume can range from a whisper
  to a scream. It can be your voice, someone else's voice, a
  creature's roar, a musical instrument, or any other sound you
  pick. It lasts for 1 minute.
  If you create an object, it must fit within a 5- foot cube and
  can’t move or be reflective. The image can't create any effect
  that influences a sense other than sight. The image lasts for 1
  minute, and it disappears if the creature touches it.
  Energy Beam
  Psionic Talent
  As an action, you target one creature you can see within 90
  feet of you. The target must succeed on a Dexterity saving
  throw or take 1d8 acid, cold, fire, lightning, or thunder
  damage (your choice).
  The talent’s damage increases by 1d8 when you reach 5th
  level (2d8), 11th level (3d8), and 17th level (4d8).
  Light Step
  Psionic Talent
  As a bonus action, you alter your density and weight to
  improve your mobility. For the rest of your turn, your walking
  speed increases by 10 feet, and the first time you stand up
  this turn, you do so without expending any of your movement
  if your speed is greater than 0.
  Mind Meld
  Psionic Talent
  As a bonus action, you can communicate telepathically with
  one willing creature you can see within 120 feet of you. The
  target must have an Intelligence of at least 2, otherwise this
  talent fails and the action is wasted.
  This communication can occur until the end of the current
  turn. You don’t need to share a language with the target for it
  to understand your telepathic utterances, and it understands
  you even if it lacks a language. You also gain access to one
  memory of the target’s choice, gaining perfect recall of one
  thing it saw or did.
  Mind Slam
  Psionic Talent
  As an action, you target one creature you can see within 60
  feet of you. The target must succeed on a Constitution saving
  throw or take 1d6 force damage. If it takes any of this damage
  and is Large or smaller, it is knocked prone.
  The talent’s damage increases by 1d6 when you reach 5th
  level (2d6), 11th level (3d6), and 17th level (4d6).
  Mind Thrust
  Psionic Talent
  As an action, you target one creature you can see within 120
  feet of you. The target must succeed on an Intelligence saving
  throw or take 1d10 psychic damage.
  The talent’s damage increases by 1d10 when you reach 5th
  level (2d10), 11th level (3d10), and 17th level (4d10).
  Mystic Charm
  Psionic Talent
  As an action, you beguile one humanoid you can see within
  120 feet of you. The target must succeed on a Charisma
  saving throw or be charmed by you until the end of your next
  turn.
  Mystic Hand
  Psionic Talent
  You can use your action to manipulate or move one object
  within 30 feet of you. The object can’t weigh more than 10
  pounds, and you can’t affect an object being worn or carried
  by another creature. If the object is loose, you can move it up
  to 30 feet in any direction.
  This talent allows you to open an unlocked door, pour out a
  beer stein, and so on.
  The object falls to the ground at the end of your turn if you
  leave it suspended in midair.
  Psychic Hammer
  Psionic Talent
  As an action, you try to grasp one creature you can see within
  120 feet of you, with a hand crafted from telekinetic energy.
  The target must succeed on a Strength saving throw or take
  1d6 force damage. If it takes any of this damage and is Large
  or smaller, you can move it up to 10 feet in a straight line in a
  direction of your choice. You can’t lift the target off the ground
  unless it is already airborne or underwater.
  The talent’s damage increases by 1d6 when you reach 5th
  level (2d6), 11th level (3d6), and 17th level (4d6).
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Unearthed Arcana Players Handbook v1.44.pdf