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  Credits
  Credits
  Lead Designer Charles Cohen 
  Art from DM's Guild Creator Resource packs 
   
   
  A special thanks to the good people at the Giant in the Playgrounds forums for all their help revising, polishing, and testing my
  homebrew over the years, and to everyone who's suffered through playtesting out my work.
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
  and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA
  and other countries.
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
  under the Community Content Agreement for Dungeon Masters Guild.
   
  All other original material in this work is copyright 2019 by Charles Cohen and published under the Community Content
  Agreement for Dungeon Masters Guild.
  
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  Table of Contents
  Table of Contents
  4
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  Chapter 1: New Classes
  Chapter 1: New Classes
  Magewright
  Magewright
  Professions
  Alchemist
  Rune Warrior
  Wandsmith
  List of Wonders
  Steelsworn
  Steelsworn
  Mastery Styles
  Shieldbearer
  Industrialist
  Ghost Rider
  Steelsworn Spells
  Summoner
  Summoner
  Summoner Alignment
  Celestial Alignment
  Elemental Alignment
  Fey Alignment
  Fiendish Alignment
  Summoner Spells
  Chapter 2: Expanded Class Option
  Chapter 2: Expanded Class Option
  Barbarian
  Barbarian
  Path of the Fist
  Path of the Shifting Fury
  Path of the Spell Eater
  Path of the Sohei
  Bard
  Bard
  College of Storms
  College of the Virtuoso
  Cleric
  Cleric
  Famine Domain
  Ocean Domain
  Druid
  Druid
  Circle of the Avenger
  Circle of Seasons
  Circle of Vermin
  Fighter
  Fighter
  Balefire Knight
  Bladebound
  Marshal
  Mutation Warrior
  Monk
  Monk
  Way of the Bow
  Way of the Iron Hand
  Paladin
  Paladin
  Oath of Freedom
  Ranger
  Ranger
  Shooting Star Ranger
  Skinwalker
  Rogue
  Rogue
  Cragtop Archer
  Spellwarp Sniper
  Surgeon
  Thug
  Sorcerer
  Sorcerer
  Fairie Sorcerery
  Fiendish Origin
  Titan Blooded
  Warlock
  Warlock
  Otherworldly Patron: The Dragon
  Eldritch Invocations
  Wizard
  Wizard
  Arcane Savant
   
  Chapter 3: New Feats
  Chapter 3: New Feats
  General Feats
  Racial Feats
  Legendary Feats
  Appendix: New Outsiders
  Appendix: New Outsiders
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  Chapter 1: New Classes
  Chapter 1: New Classes
  Classes
  Classes
  Class
  Class
  Description
  Description
  Hit
  Hit
  Die
  Die
  Primary
  Primary
  Ability
  Ability
  Saving
  Saving
  Throw
  Throw
  Proficiencies
  Proficiencies
  Armor and Weapon
  Armor and Weapon
  Proficiencies
  Proficiencies
  Magewright Master craftsman who outfit themselves and their
  fellows with magic items
  d8
  Intelligence Intelligence,
  Wisdom
  Light armor, simple
  weapons
  Steelsworn Defenders and champions of civilization, they bind
  enchantments into their weapons or armor and go toe-
  to-toe with dangerous threats.
  d10 Strength or
  Dexterity,
  Intelligence
  Constitution,
  Intelligence
  Light and medium
  armor, shields, simple
  and martial weapons
  Summoner Magical experts who bind extraplanar entities to do
  their dirty work.
  d6
  Intelligence Intelligence,
  Wisdom
  Light armor, simple
  weapons
  T
  he classes in the Player's Handbook cover an
  extraordinarily broad set of character
  concepts. Between the twelve classes, their
  subclasses, and optional feat and multiclassing
  rules, you can make almost any sort of
  character you can imagine...almost.
  There are still some common fantasy tropes that are
  difficult to fit, at least without hitting high levels and heavily
  multiclassing. The following three new classes are intended
  to patch those gaps and allow you to play the character you
  want, whether a fumble-footed novice or an epically powerful
  grandmaster.
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  Magewright
  Magewright
  Makers of magic-infused objects, Magewrights 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.
  Magewright, though, focus on creating marvelous new
  magical objects, for the benefit of both themselves and their
  allies.
  Creating a Magewright
  Creating a Magewright
  When creating a Magewright character, think about your
  character's background and drive for adventure. How did you
  learn your craft? Did you develop your methods yourself, or
  were you taught? Do you have mentors? Rivals?
  What drives you to the life of an adventurer? Are you
  seeking lost knowledge or techniques? Hoping to find wealth
  to fund your experiments?
  Quick Build
  Quick Build
  You can make a Magewright quickly by following these
  suggestions. First, put your highest ability score in
  Intelligence, followed by Strength and Constitution, and
  choose the Rune Knight profession. If you plan on choosing
  the another Profession, replace Strength with Dexterity.
  Second, choose the Sage or Guild Artisan background.
  Class Features
  Class Features
  As a Magewright, you gain the following class features
  Hit Points
  Hit Points
  Hit Dice: 1d8 per Magewright level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per Magewright level after 1st
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  Proficiencies
  Proficiencies
  Armor: Light armor
  Weapons: Simple weapons
  Tools: Smith’s Tools, Tinker’s Tools
  Saving Throws: Intelligence, Wisdom
  Skills: Choose two from Arcana, History, Insight,
  Investigation, Medicine, Nature, and Religion
  Equipment
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) any simple weapon, or (b) any martial weapon (if
  proficient)
  (a) leather armor, or (b) chain mail (if proficient)
  (a) a light crossbow and 20 bolts, or (b) any simple
  weapon
  (a) a scholar's pack or (b) a dungeoneer's pack
  Alternatively, you can ignore the equipment provided by
  your class and background and start with 5d4 x 10 gp.
  The Magewright
  The Magewright
  Level
  Level
  Proficiency
  Proficiency
  Bonus
  Bonus
  Features
  Features
  1st
  +2
  Master Magic Item, Profession
  2nd
  +2
  Focus Feature, Craft Minor
  Wonder
  3rd
  +2
  Grand Tinker
  4th
  +2
  Ability Score Improvement
  5th
  +3
  Craft Lesser Wonder
  6th
  +3
  Focus Feature
  7th
  +3
  Superior Attunement
  8th
  +3
  Ability Score Improvement
  9th
  +4
  Focus Feature, Craft Greater
  Wonder
  10th
  +4
  Suppress Enchantment
  11th
  +4
  Craft Grand Wonder
  12th
  +4
  Ability Score Improvement
  13th
  +5
  Focus Feature
  14th
  +5
  Superior Attunement
  15th
  +5
  Seize Enchantment
  16th
  +5
  Ability Score Improvement
  17th
  +6
  Master Craftsman
  18th
  +6
  Focus Feature
  19th
  +6
  Ability Score Improvement
  20th
  +6
  Craft Legendary Wonder
  Master Magic Item
  Master Magic Item
  Your long study of magical artifacts has taught you certain
  tricks for getting them most out of them. If a magic item you
  are activating requires a saving throw, you may replace the
  given DC with 8 + Proficiency bonus + youer Intelligence
  modifier, if higher; if allows for an attack roll, you may
  substitute replace the normal bonus with your Proficiency
  bonus + your Intelligence modifier..
  If an item you are attuned to regains charges, it gains a
  minimum number of charges equal to your Intelligence
  modifier. Finally, if you handle an unknown item for 1 minute,
  you may cast Identify on it, without requiring any
  components.
  Profession
  Profession
  The art of artifice is broad, and no one craftsman can master
  it all. All Magewrights must select a Profession, choosing to
  be an Alchemist, Rune Knight, or Wandsmith. Your choice
  grants you class features at 1st, 2nd, 6th, 9th, 13th, and 18th
  levels.
  Craft Minor Wonder
  Craft Minor Wonder
  At 2nd level, you begin to master the arts of forging magical
  items. During a long rest, you may create a single item from
  the list of Least Wonders below. If creating a magic weapon
  or armor, you must provide the base item to be enchanted. At
  any one time, you may have a maximum number of magic
  items in existence equal to your Int modifier; however, you
  can remove the magic from an item you’ve already enchanted
  as part of the process of crafting another.
  Once created, your Wonders follow all the normal rules for
  magic items, and others may use and attune to them
  normally. You have two special abilities with the items you
  make, however. You may ignore race and class requirements
  when attuning to them, and you may break someone else's
  attunement to one of your Wonders as an action, so long as
  you can see the item.
  Grand Tinker
  Grand Tinker
  At 3rd level, you become proficient with all artisans's tools.
  You may also choose two sets of artisans's tools to specialize
  in—your proficiency bonus is doubled for any check made
  using those tools. If you spend at least one minute working
  with an item, you may repair it as though casting Mending.
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  Ability Score Increase
  Ability Score Increase
  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.
  Craft Lesser Wonder
  Craft Lesser Wonder
  At 5th level, you may also create items from the list of Lesser
  Wonders. Minor Wonders only count as half a magic item for
  determining how many items you may have simultaneously
  enchanted-- for example, if you have an Intelligence bonus of
  +3, you could craft six Minor Wonders, four Minor Wonders
  and one Lesser Wonder, two Lesser Wonders and two Minor,
  or three Lesser Wonders.
  Superior Attunement
  Superior Attunement
  At 7th level, you can now attune to up to four, rather than
  three, magic items at a time. At 14th level, this limit increases
  to five magic items.
  Craft Greater Wonder
  Craft Greater Wonder
  At 9th level, you may also create items from the list of Greater
  Wonders.
  Suppress Enchantment
  Suppress Enchantment
  Beginning at 10th level, you may attempt to temporarily
  disrupt the functioning of magic items. As a bonus action, you
  may designate one non-artifact magic item that you can see.
  For as long as the item is in sight and you maintain
  concentration, as on a spell, the item does not function. If the
  item is consumable, you may choose to destroy it; if it has
  charges, it loses half its charges when it resumes functioning.
  Craft Grand Wonder
  Craft Grand Wonder
  At 11th level, you may also create items from the list of Grand
  Wonders. Lesser Wonders only count as half a magic item for
  determining how many items you may have simultaneously
  enchanted.
  Seize Enchantment
  Seize Enchantment
  Beginning at 15th level, when you use your Suppress
  Enchantment ability, you may transfer the magic into a
  nearby object instead of simply disrupting it. As long as you
  maintain your concentration, one touched item grants the
  benefits of the disrupted item. The item you transfer the
  enchantment to must be of the correct type—you can’t make
  a sheet of paper into a +2 Weapon, though you could make it
  into a Spell Scroll.
  If the suppressed item is consumable, it is destroyed if you
  use up your copy. If it has charges, charges used by your copy
  are also consumed from the original.
  Master Craftsman
  Master Craftsman
  Beginning at 17th level, Greater Wonders only count as half a
  magic item for determining how many items you may have
  simultaneously enchanted.
  Craft Legendary Wonder
  Craft Legendary Wonder
  At 20th level, you may forge a single Legendary Wonder. This
  does not count towards your normal limit on how many items
  you may create at once, but nor can you change it. If your
  Legendary Wonder is lost or destroyed, you may create a
  replacement during a long rest, but the previous version loses
  any powers it once had.
  In addition, Grand Wonders only count as half a magic
  item for determining how many items you may have
  simultaneously enchanted.
  Profession
  Profession
  At 1st level, a Magewright gains the Profession feature. The
  following options are available to a Magewright: to become
  an Alchemist, a Rune Knight, or a Wandsmith.
  Alchmist
  Alchmist
  An alchemist is an expert at combining exotic reagents to
  produce a variety of materials, from healing elixers that can
  mend a wound in moments to clinging goo that slows
  creatures down.
  Alchemical Admixture
  Alchemical Admixture
  You learn three of the following formulas. As long as you have
  a set of Alchemist’s Supplies on hand, you can use any
  formula you know as an action. Use your Intelligence
  modifier when setting the saving throw DC and when making
  attack rolls with your formulas.
  Spell save DC = 8 + your proficiency bonus + your
  Intelligence modifier
  Spell attack modifier = your proficiency bonus +
  your Intelligence modifier
  At 5th level, you learn a fourth formula.
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  Acid Flask: Up to two adjacent creatures within 30ft must
  make Dexterity saves or take 1d6 acid damage. This
  damage increases by 1d6 at 5th, 11th, and 17th level.
  Alchemist’s Fire: Make a ranged spell attack against one
  creature within 30ft. If you hit, they take 1d8 fire damage.
  This damage increases by 1d8 at 5th, 11th, and 17th level.
  Healing Infusion: You or one adjacent creature regains
  2d6 health. This healing increases by 2d6 at 5th, 11th,
  and 17th level. Once a creature receives a Healing
  Infusion, they cannot benefit from another until they’ve
  taken a Long or Short Rest.
  Poison Syringe: Make a melee spell attack. On a hit, the
  target takes 1d10 poison damage, and must make a Con
  save or be Poisoned for 1 round. This damage increases
  by 1d10 at 5th, 11th, and 17th level.
  Smokestick: You produce a stick that emits a steady
  cloud of noxious black smoke. You may either hold onto it
  or throw it up to 30ft away. Once drawn, the stick fills the
  air in a 10ft radius with smoke, blocking all vision for 1
  minute. A strong wind will clear the smoke in 1 round. At
  5th level, you may optionally cause who being their turn in
  the smoke to make a Constitution save or be Poisoned for
  as long as they remain in the cloud.
  Sunrod: You produce a gold-bound rod that glows with a
  steady light, twice as bright as a torch, for as long as you
  desire. You may only have one Sunrod active at a time.
  Beginning at 5th level, you may use an action to expend
  the rod's remaining charge all at once. All creatures within
  30ft must make Constitution saves or be blinded until the
  start of your next turn, and the rod no longer sheds light.
  Tanglefoot Bag: Make a ranged spell attack against one
  creature within 30ft. If you hit, the target is restrained for
  1 minute. At the end of each of its turns, it may make a
  Strength saving throw to escape. Beginning at 5th level,
  the target takes 1d4 bludgeoning damage at the beginning
  of each of its turn as the bag contracts.
  Thunderstone: Pick a point within 30ft. All creatures in a
  5ft burst must make a Constitution save or take 1d4
  thunder damage and be deafened for 1 round. This
  damage increases by 1d4 at 5th, 11th, and 17th level.
  Brew Potion
  Brew Potion
  You may brew two Least Potions during a short rest. These
  potions either function as described in the Dungeon Master's
  Guide, or as though casting the indicated spell, from a first
  level spell slot, targeting only the creature drinking the
  potion. If the spell requires concentration, the creature
  drinking the potion must provide it.
  Potions created this way last for 24 hours, or until you
  attempt to brew potions again.
  Beginning at 6th level, you may craft Lesser Potions, and
  all your potions are cast from a 2nd level slot. At 9th level, you
  may craft Greater Potions and cast from a 3rd level slot; at
  13th, you may craft Grand Potions and cast from a 4th level
  slot, and at 18th you can craft Legendary Potions and cast
  from a 5th level slot.
  Alchemical Mastery
  Alchemical Mastery
  Beginning at 2nd level, you may add your Intelligence
  modifier to the damage or healing dealt by your potions or
  Alchemical Admixture ability, and the duration of your
  potions is increased to one hour (though Concentration must
  still be maintained, if relevant).
  Least Potions
  Least Potions
  Bless
  Comprehend Languages
  Disguise Self
  Expeditious Retreat
  False Life
  Heroism
  Longstrider
  Mage Armor
  Perfume of Bewitching
  (XGtE)
  Potion of Climbing
  Potion of Healing
  Protection from Evil and
  Good
  Shield of Faith
  Speak with Animals
  Lesser Potions
  Lesser Potions
  Aid
  Alter Self
  Barkskin
  Blur
  Darkvision
  Detect Thoughts
  Dragon’s Breath
  Enhance Ability
  Enlarge/Reduce
  Invisibility
  Lesser Restoration
  Oil of Slipperiness
  Pass Without Trace
  Philter of Love
  Potion of Animal Friendship
  Potion of Fire Breath
  Potion of Greater Healing
  Potion of Growth
  Potion of Poison
  Potion of Resistance
  Potion of Water Breathing
  Protection from Poison
  See Invisibility
  Water Walk
  Greater Potions
  Greater Potions
  Blink
  Elixer of Health
  Fly
  Gaseous Form
  Haste
  Nondetection
  Oil of Etherealness
  Potion of Clairvoyance
  Potion of Diminution
  Potion of Heroism
  Potion of Hill Giant Strength
  Potion of Invulnerability
  Potion of Mind Reading
  Potion of Superior Healing
  Tongues
  Vamperic Touch
  Water Breathing
  Grand Potions
  Grand Potions
  Fire Shield
  Freedom of Movement
  Greater Invisibility
  Oil of Sharpness
  Polymorph
  Potion of Fire Giant Strength
  Potion of Speed
  Potion of Supreme Healing
  Potion of Vitality
  Stoneskin
  Legendary Potions
  Legendary Potions
  Far Step
  Greater Restoration
  Potion of Cloud Giant
  Strength
  Potion of Longevity
  Skill Empowerment
  Telekinesis
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  Rune Warrior
  Rune Warrior
  A Rune Warrior dedicates themselves to the creation of
  magic arms and armor. Not only do they master techniques to
  make their creations more powerful, they learn to use those
  weapons as efficiently as any Fighter.
  Smith-Warrior
  Smith-Warrior
  You gain proficiency in medium armor, heavy armor, shields,
  and all martial weapons. In addition, your hit point maximum
  increases by 1, and by an additional 1 each level thereafter.
  Runework
  Runework
  Beginning at 2nd level, magic armor and weapons you are
  attuned to do not count against the normal limit on how
  many magic items you can have simultaneously enchanted.
  In addition, during a long rest you may inscribe a single
  magic weapon or suit of armor with your  
  personal rune. Weapons so inscribed  
  gain a +1 bonus to hit and to  
  damage, while armor so inscribed  
  grants an additional +1 AC and  
  only weighs half as much as  
  normal. You may only have one  
  item marked at a time.
  Extra Attack
  Extra Attack
  Beginning at 6th level, you can  
  attack twice, instead of once,  
  whenever you take the Attack  
  action on your turn.
  Runic Ward
  Runic Ward
  Beginning at 9th level, when wearing magic armor, you  
  may use a reaction to add 1d4 to your armor class  
  against an attack. You may do so after seeing the  
  roll but before the DM announces the result. If  
  you are still hit, reduce the damage by twice the  
  value of your roll.
  Runic Smite
  Runic Smite
  Beginning at 13th level, magic weapons you wield deal an
  extra 1d6 damage. After striking a foe with a non-artifact
  magic weapon, you may expend all of its magic in a single
  burst—the item is instantly disenchanted, but the target takes
  additional damage.
  If the Magewright is one you crafted, this bonus damage is
  equal to 1d10 per two Magewright levels; if it is a permanent
  item created by someone else, the bonus damage is instead
  equal to 1d6 per Magewright level. If the item has a
  retributive strike ability, such as the Staff of Power, you may
  choose to activate it in the process.
  Master Rune
  Master Rune
  Beginning at 18th level, the bonus from your Runework
  ability doubles—marked weapons gain a +2 bonus to hit and
  damage, and marked armor provides +2 AC.
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  Wandsmith
  Wandsmith
  A Wandsmith is a master of evocation, harnessing the
  destructive power of the elements and storing it in slender
  shafts of wood, bone, and crystal.
  Craft Wand
  Craft Wand
  During a long rest, you may craft a number of Least Wands
  equal to your Intelligence modifier. At any one time, you may
  have a maximum number of wands in existence equal to your
  Intelligence modifier; however, you can remove the magic
  from a wand you’ve already enchanted as part of the process
  of crafting another.
  When casting a spell from a wand you have crafted, you use
  your Intelligence whenever the spell refers to your
  spellcasting ability. You may use your Intelligence modifier
  when setting the saving DC of a spell 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
  Your wands are crafted without charges. At the end of a short
  rest, you gain two charges, which you may expend to cast the
  spell contained in your wand, as though from a 1st level spell
  slot. Each wand also gives you the ability to cast a cantrip,
  which you may cast as often as you wish.
  Beginning at 6th level, you may craft Lesser Wands, and
  your wand spells are cast from a 2nd level slot. At 9th level,
  you may craft Greater Wandsand cast from a 3rd level slot; at
  13th, you may craft Grand Wands and cast from a 4th level
  slot, and at 18th you can craft Legendary Wands and cast
  from a 5th level slot.
  Wand Master
  Wand Master
  Beginning at 2nd level, you may add your Intelligence
  modifier to the damage dealt by your wands. If casting a  
  spell of 1st level or higher, you may also add half your
  Magewright level, rounded down.
  Least Wands
  Least Wands
  Burning Hands
  Burning Hands (Firebolt)
  Cause Fear
  Cause Fear (Vicious Mockery)
  Color Spray
  Color Spray (Dancing Lights)
  Earth Tremor
  Earth Tremor (Thorn Whip)
  Guiding Bolt
  Guiding Bolt (Sacred Flame)
  Ice Knife
  Ice Knife (Ray of Frost)
  Magic Missile
  Magic Missile (Eldritch Blast)
  Ray of Sickness
  Ray of Sickness (Poison
  Spray)
  Thunderwave
  Thunderwave (Thunderclap)
  Lesser Wands
  Lesser Wands
  Aganazzer's Scorcher
  Aganazzer's Scorcher
  (Firebolt)
  Cloud of Daggers
  Cloud of Daggers (Sword
  Burst)
  Flaming Sphere
  Flaming Sphere (Produce
  Flame)
  Gust of Wind
  Gust of Wind (Gust)
  Melf's Acid
  Melf's Acid Arrow (Acid
  Splash)
  Mind Spike
  Mind Spike (Vicious Mockery)
  Ray of Enfeeblement
  Ray of Enfeeblement (Toll the
  Dead)
  Scorching Ray
  Scorching Ray (Firebolt)
  Shatter
  Shatter (Thunderclap)
  Snilloc's Snowball Swarm
  Snilloc's Snowball Swarm
  (Frostbite)
  Greater Wands
  Greater Wands
  Erupting Earth
  Erupting Earth (Thorn Whip)
  Fear
  Fear (Vicious Mockery)
  Fireball
  Fireball (Firebolt)
  Lightning Bolt
  Lightning Bolt (Shocking
  Grasp)
  Sleet Storm
  Sleet Storm (Frostbite)
  Tidal Wave
  Tidal Wave (Ray of Frost)
  Grand Wands
  Grand Wands
  Blight
  Blight (Toll the Dead)
  Ice Storm
  Ice Storm (Frostbite)
  Sickening Radiance
  Sickening Radiance (Word of
  Radiance)
  Storm Sphere
  Storm Sphere (Lightning
  Lure)
  Vitriolic Sphere
  Vitriolic Sphere (Acid Splash)
  Wall of Fire
  Wall of Fire (Create Bondfire)
  Legendary Wands
  Legendary Wands
  Bigby's Hand
  Bigby's Hand (Eldritch Blast)
  Cone of Cold
  Cone of Cold (Frostbite)
  Destructive Wave
  Destructive Wave
  (Thunderclap)
  Enervation
  Enervation (Chill Touch)
  Flame Strike
  Flame Strike (Firebolt)
  Immolation
  Immolation (Firebolt)
  Negative Energy Flood
  Negative Energy Flood (Toll
  the Dead)
  Synaptic Static
  Synaptic Static (Vicious
  Mockery)
  Wall of Light
  Wall of Light (Sacred Flame)
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  Wonders
  Wonders
  Magewrights may craft the following magic items. Those
  marked with (A) require attunement.
  Least Wonders
  Least Wonders
  Boots of Elvenkind: Advantage on moving silently.
  Boots of Striding and Springing (A):+30ft move speed
  and jump three times as far
  Bracers of Archery (A): Grants proficiency and +2
  damage with bows.
  Brooch of Shielding (A): Grants resistance to force
  damage and immunity to Magic Missile.
  Cap of Water Breathing: Breathe and speak underwater.
  Chime of Opening: Open ten unlocked objects at a
  distance.
  Cloak of Elvenkind (A): Advantage on stealth.
  Deck of Illusions: Randomly produces illusions when
  cards are thrown.
  Driftglobe: Floating light
  Everysmoking Bottle: Continually produces a cloud of
  smoke.
  Eyes of Charming (A): Cast Charm Person up to 3/day
  Eyes of Minute Seeing: Grants advantage on
  Investigation checks.
  Eyes of the Eagle (A): Grants advantage on Perception
  checks and lets you see far away
  Gloves of Swimming and Climbing: Move at full speed
  and +5 to checks while doing so.
  Goggles of Night: Gain or improve Darkvision.
  Hat of Disguise (A): Cast Disguise Self at will.
  Helm of Comprehend Languages: Understand all
  languages.
  Horseshoes of Speed: Increases a mount’s speed by 30ft
  Ioun Stone of Protection (A): +1 AC
  Ioun Stone of Sustenance (A): You don’t need to eat or
  drink
  Iron Bands of Bilarro: 1/day, restrain target creature.
  Javelin of Lightning: 1/day, turns into 4d6 lightning bolt.
  Lantern of Revealing: While burning, reveals invisible
  things.
  Mariner’s Armor: Grants you swim speed equal to your
  land speed, and buoys you to the surface if dying.
  Medallion of Thoughts (A): Cast Detect Thoughts up to
  3/day
  Necklace of Adaptation (A): Breathe in any environment,
  and Advantage against harmful gas attacks.
  Periapt of Health: Grants immunity to disease.
  Periapt of Proof Against Poison: Grants immunity to
  poison
  Periapt of Wound Closure (A): Stabilize while dying, and
  regain more hit points from Hit Dice.
  Pipes of the Sewers (A): Summons or controls swarms
  of rats up to 3/day, if there are enough around.
  Quaal’s Feather Token (Anchor, Fan, Swan Boat, Tree):
  Transforms into the indicated item
  Quiver of Ehlonna: Holds a large number of arrows,
  javelins, spears, etc.
  Ring of Animal Influence: Cast Animal Friendship,
  Speak with Animals, or Fear (only against animals) up to
  3/day.
  Ring of Feather Falling (A): Always fall safely.
  Ring of Free Action (A): Ignore difficult terrain and
  restraining magic.
  Ring of Jumping: Cast Jump on yourself at will.
  Ring of Mind Shielding (A): Confers immunity against
  telepathy and lie-detecting magic.
  Ring of Swimming: Grants a 40ft swim speed.
  Ring of the Ram (A): 3/day, shove a target for 2d10 force
  damage or try to break an object.
  Ring of Water Walking: Walk on water
  Robe of Useful Items: Contains a number of random
  patches that transform into real creatures or objects.
  (Note**: Cannot produce patches of money, healing
  potions, or spell scrolls)
  Rope of Climbing: Rope ties itself around an object
  Rope of Entanglement: Rope knots itself around
  enemies.
  Saddle of the Cavalier: Keeps you on your mount and
  imposes Disadvantage on attacks against it.
  Sending Stones: Send a message to the bearer of the
  other stone 1/day
  Sentinel Shield: Grants Advantage on initiative and
  Perception
  Slippers of Spider Climbing (A): Walk on walls and
  ceilings.
  Trident of Fish Command: Cast Dominate Beast on
  swimming creatures up to 3/day.
  Vicious Weapon: Deals an extra 7 damage on a crit.
  Wand of Enemy Detection: Detect the nearest foe up to
  7/day.
  Wand of Magic Detection: Cast Detect Magic up to 3/day
  Wand of Secrets: Detects traps and secret doors 3/day
  Wind Fan: Cast Gust of Wind 1/day
  Lesser Wonders
  Lesser Wonders
  +1 Armor, Shield, Weapon, Wand of the War Mage (A),
  or Rod of the Pact Keeper (A): +1 to AC or attack and
  damage
  Amulet of Proof Against Detection and Location (A):
  You can’t be seen by divinations.
  Armor of Resistance (A): Armor grants resistance to one
  type of damage.
  Arrow of Slaying: Arrow deals +6d10 damage to a
  specific creature type.
  Bag of Holding: Large extradimensional holding space
  Bag of Tricks: Summons random animals up to 3/day.
  Bead of Force: Explodes for 5d4 damage and traps
  enemies inside an orb.
  Boots of Levitation (A): Cast Levitate on yourself at will.
  Boots of Speed (A): +30ft move speed, and opponents
  have Disadvantage on opportunity attacks, for 10 min/day.
  Boots of the Wintelands (A): Resist cold and walk on ice.
  Circle of Blasting: Cast Scorching Ray 1/day
  Cloak of Arachnida (A): Resist poison, stick to walls,
  ignore webs and cast Web 1/day.
  Cloak of Protection (A): +1 AC and saves
  Cloak of the Bat (A): Fly for as long as you flap it, and
  turn into a bat 1/day.
  Cloak of the Manta Ray: Breathe underwater and swim
  at 60ft/round.
  Dagger of Venom: +1 dagger deals 2d10 poison 1/day.
  Dancing Sword (A): Sword attacks up to four times by
  itself, using your stats.
  Decanter of Endless Water: Continually produces water
  in up to geyser strength.
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  Dimensional Shackles: Chains are almost impossible to
  remove and prevent planar travel.
  Dragon Slayer: +1 sword deals 3d6 bonus damage to
  dragons.
  Elven Chain: +1 chain shirt can be used without
  proficiency.
  Folding Boat: Small cube unfolds into 10ft or 24ft boat.
  Frost Brand (A): Sword deals +1d6 cold damage and
  grants resistance to cold.
  Gem of Brightness: Glowing gem can blind enemies.
  Giant Slayer: +1 weapon deals bonus damage to giants.
  Glamoured Studded Leather: +1 armor can change its
  appearance.
  Gloves of Missile Snaring (A): Use reaction to weaken or
  catch ranged weapons.
  Gloves of Thievery: +5 to slight of hand and lockpicking
  Helm of Telepathy (A): Cast Detect Thoughts at will, and
  Suggestion 1/day.
  Heward’s Handy Haversack: Small extradimensional
  storage space, but what you want is always on top.
  Horn of Blasting: Deals 5d6 sonic damage, but 20%
  chance of breaking with each use. (Special**: just breaks,
  doesn’t explode)
  Horseshoues of a Zephyr: Lets a mount hover.
  Immovable Rod: Hangs in place and is almost impossible
  to move
  Ioun Stone of Agility/Fortitude/
  Insight/Intellect/Leadership/ Strength (A): +2 to a stat,
  up to 20
  Ioun Stone of Awareness (A): You can’t be surprised.
  Ioun Stone of Reserve (A): Stores up to 3 levels of spells
  to be released later
  Mace of Smiting: +1 mace is +3 against constructs.
  Mace of Terror: Cause fear in nearby creatures up to
  3/day.
  Pipes of Haunting: Cause fear in nearby enemies up to
  3/day.
  Quaal’s Feather Token (Bird or Whip): Transforms into
  the appropriate item
  Ring of Resistance (A): Resist one type of energy.
  Ring of Evasion (A): Succeed on a failed Dex save up to
  3/day.
  Ring of Protection (A): +1 AC and saves
  Ring of Shooting Stars: Cast Fairie Fire, summon
  spheres of lightning, or shoot small fireballs a few
  times/day.
  Ring of Spell Storing (A): Store up to 5 levels of spells to
  be released later.
  Ring of Telekinesis: Move unattended heavy objects
  Ring of X-Ray Vision (A): See through matter ~1/day
  Robe of Eyes (A): See in all directions, see invisible
  creatures, and Advantage on perception.
  Rod of Alertness (A): Grants Advantage on perception,
  casts a few Detect spells, and produces an aura of +1 AC
  1/day.
  Scroll of Protection: Wards off creatures of a certain
  type.
  Staff of the Adder (A): Tip becomes a snake head which
  you can attack with for poison damage.
  Staff of the Python (A): Turns into a giant constrictor
  snake under your control.
  Staff of Withering (A): Magic quarterstaff deals necrotic
  damage and weakens foe up to 3/day.
  Stone of Good Luck/Luckstone (A): +1 to ability checks
  and saves.
  Sword of Life Stealing (A): Steals 10 hp on a crit.
  Sword of Wounding (A): Creatures struck continue to
  bleed
  Tentacle Rod (A): Three tentacles make melee attacks,
  and slow anyone hit by all three.
  Wand of Wonder: Causes random effects
  Weapon of Warning: While bearing, you’re immune to
  surprise and have Advantage on initiative.
  Greater Wonders
  Greater Wonders
  +2 Armor, Shield, Weapon, Wand of the War Mage (A),
  or Rod of the Pact Keeper (A): +2 to AC or attack and
  damage rolls.
  Animated Shield (A): Shield can be wielded without
  hands.
  Arrow-Catching Shield (A): +2 AC vs ranged attacks, and
  can become the target of attacks against adjacent allies.
  Belt of Dwarvenkind (A): +2 Con, advantage on
  Persuasion checks with dwarves, resistance to poison,
  darkvision, and a beard.
  Cape of the Mountebank: Cast Dimension Door 1/day
  Cloak of Displacement (A): Attacks have Disadvantage to
  hit you, but turns off for a turn every time you’re damaged.
  Elemental Gem: Conjure a single elemental (Staff of
  Swarming Insects)
  Flame Tongue (A): Sword deals +2d6 fire damage.
  Gem of Seeing: Cast True Seeing up to 3/day
  Ioun Stone of Regeneration (A): Heal slowly over time.
  Mace of Disruption (A): Deals 2d6 radiant damage to
  undead and fiends, and can potentially instant-kill
  weakened ones.
  Mantle of Spell Resistance (A): Grants advantage on
  saves against spells.
  Necklace of Fireballs: Toss up to nine Fireball spells, or
  use more charges for more powerful booms.
  Portable Hole: Unfolds into 6ft by 10ft extradimensional
  hole.
  Ring of Invisibility (A): Turn invisible at will
  Ring of Regeneration (A): Heal slowly over time and
  regrow body parts.
  Robe of Scintillating Colors (A): Brilliantcolors disorient
  and stun 3/day, imposes Disadvantage on attackers and
  stuns anyone who can see you.
  Scarab of Protection (A): Grants Advantage on saves
  against spells, and nullifies necromancy up to 12 times.
  Scimitar of Speed (A): +2 sword lets you attack as a
  bonus action.
  Spellguard Shield: Shield grants Advantage against
  magic.
  Staff of Thunder and Lightning (A): +2 quarterstaff
  produces stunning thunder and lightning bolts.
  Sunblade: +2 finesse longsword deals +1d8 radiant
  damage to undead.
  Sword of Sharpness (A): Deals 14 bonus damage on a
  crit, and has a slight chance to cut off a limb.
  Winged Boots (A): Fly at 60ft/round for 4 hours/day
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  Grand Wonders
  Grand Wonders
  +3 Armor, Shield, Weapon, Wand of the War Mage (A),
  or Rod of the Pact Keeper (A): +3 to AC or attack and
  damage rolls.
  Amulet of the Planes (A): 60% chance to travel to a
  random point on a desired plane, and a 40% chance to
  wind up on another.
  Broom of Flying: Broomstick flies at 50ft/round.
  Carpet of Flying: Carpet flies at 30ft/round
  Crystal Ball (A): Cast Srying at will
  Cube of Force (A): Produces force-fields of various
  strengths.
  Defender: +3 sword can transfer bonuses to AC instead.
  Dwarven Plate: +2 platemail reduces the distance you
  can be forcibly moved.
  Dwarven Thrower (A): +3 warhammer can be thrown for
  bonus damage.
  Helm of Teleportation (A): Teleport up to 3/day
  Ioun Stone of Mastery (A): +1 Proficiency
  Oathbow (A): Swear vengeance on one enemy at a time,
  ignoring cover and doing 3d6 bonus damage to them.
  Plate Armor of Etherealness (A): Turn ethereal for up to
  10 min/day.
  Ring of Spell Storing (A): Advantage on saves against
  spells targeting you, and redirect them on natural 20s.
  Robe of Stars: Shoots up to six 5th level Magic Missiles,
  grants +1 saves, and lets you step into the astral plane.
  Robe of the Archmagi (A): Boosts AC, save DC and
  attack bonus by 2, and grants advantage on saves  
  against magic.
  Rod of Lordly Might (A): Transforms into a variety of  
  ~+3 magic weapons, and can drains, paralyze, or terrify  
  on a hit once/day.
  Rod of Rulership (A): Charms all nearby creatures  
  1/day
  Rod of Security: Creates an extradimensional  
  sanctuary.
  Staff of Striking (A): +3 quarterstaff  
  can smite for up to 3d6 bonus damage.
  Stone of Controlling Earth Elementals:  
  Summon an elemental 1/day.
  Legendary Wonders
  Legendary Wonders
  Apparatus of Kwalish: Ride around in a  
  mecha-lobster.
  Armor of Invulnerability (A): Grants  
  resistance to nonmagical damage, and  
  immunity for 10 min/day.
  Cloak of Invisibility (A): Be invisible for up to 2
  hours/day, and still attack.
  Crystal Ball of Mind Reading/ Telepathy  
  /True Seeing: Cast scrying and the  
  appropriate spell at will.
  Cubic Gate: Opens gates to up to six  
  planes, up to 3/day.
  Efreeti Chain (A): +3 chainmail grants 
  immunity to fire and the ability to walk  
  across lava.
  Ioun Stone of Greater Absorption (A): <Absorbs up to
  50 levels of spells of 8th level or lower.
  Rod of Absorption (A): Absorbs up to 50 levels of spells,
  which a caster can use to cast their own spells.
  Sphere of Annhiliation: Mobile black hole destroys
  matter.
  Well of Many Worlds: Opens a portal to a random plane
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  Steelsworn
  Steelsworn
  There are many paths to magic. Some draw their power from
  divine beings, some from their own ancestry, some from the
  majesty of nature itself. Steelsworn…Steelsworn draw their
  power from iron and steel, from brick and mortar, from the
  grand arc of civilization and industry itself. They see
  themselves as agents of progress, defenders of cities and
  knowledge from the forces of chaos.
  Good-aligned Steelsworn emphasize the upward sweep of
  progress and the potential of the system to improve the lives
  of all, and frequently find themselves standing in opposition
  to schemes to enrich the few at the cost of the many; Neutral
  individuals take a more pragmatic view that favors growth
  and progress above all, while truly Evil Steelsworn relish the
  ability of an industrial realm to grind the lower classes into a
  compliant state.
  Creating an Steelsworn
  Creating an Steelsworn
  When creating an Artificer character, think about your
  character's background and motives. What first set them on
  their path? What kind of vision do they have for society?
  Quick Build
  Quick Build
  You can make an Steelsworn quickly by following these
  suggestions. First, put your highest ability score in Strength
  or Dexterity, followed by Intelligence, then Constitution.
  Second, choose the Sage or Guild Artisan background.
  Class Features
  Class Features
  As a Steelsworn, you gain the following class features
  Hit Points
  Hit Points
  Hit Dice: 1d10 per Steelsworn level
  Hit Points at 1st Level: 10 + your Constitution modifier
  Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
  modifier per Steelsworn level after 1st
  Proficiencies
  Proficiencies
  Armor: Light armor, medium armor, shields
  Weapons: Simple weapons, martial weapons
  Tools: One set of Artisan’s Tools
  Saving Throws: Constitution, Intelligence
  Skills: Choose two from Athletics, Acrobatics, Arcana,
  History, Investigation, Perception, Persuasion
  Equipment
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) scalemail or (b) leather, longbow, and 20 arrows
  (a) a martial weapon and a shield or (b) two martial
  weapons
  (a) a scholar’s pack or (b) an explorer's pack
  A spellbook
  Spellbound Item
  Spellbound Item
  Over the course of a short rest, you can designate any item
  containing at least one pound of iron or steel as your
  Spellbound Item. Once chosen, you may use your Spellbound
  Iron as a spellcasting focus. In addition, it gains certain
  properties, depending on the type of item:
  Weapon/Shield: A Spellbound Weapon or Shield may be
  used to to perform the somatic components of spells. As
  long as the Item is within sight and you have a free hand,
  you may use a bonus action to cause it to fly into your
  hand. If something tries to restrain the weapon, you may
  make an Intelligence check to try to overcome it. While
  touching it, you may use an action to cast True Strike.
  Armor: Spellbound Armor only weighs half as much as
  normal. At your command, buckles fasten themselves and
  plates lift themselves into place, allowing you to don or
  doff your armor as an action. While wearing it, you may
  use an action to cast Blade Ward.
  Talisman: While wearing a Spellbound Talisman (such as
  a special gauntlet, a weighty medallion, or a wand), as a
  bonus action you may cause it to radiate soft light, as a
  torch, or to stop glowing. While wearing it, you may use an
  action to cast Mage Hand.
  Urban Specialist
  Urban Specialist
  You have Advantage on Intelligence checks related to towns
  and cities, and may use your Intelligence instead of Charisma
  when making checks made to gather information, find
  individuals, or spread rumors in an urban area. In addition,
  you may attempt to find or follow an individual’s trail within
  an urban area with an Intelligence (Persuasion) check. Doing
  so takes one hour. If they are attempting to avoid being found,
  they may make an opposed Dexterity (Stealth) or Charisma
  (Deception) check.
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  The Steelsworn
  The Steelsworn
  Level
  Level
  Proficiency Bonus
  Proficiency Bonus
  Features
  Features
  1st
  1st
  2nd
  2nd
  3rd
  3rd
  4th
  4th
  5th
  5th
  1st
  +2
  Urban Specialist, Spellbound Item
  ─
  ─
  ─
  ─
  ─
  2nd
  +2
  Fighting Style, Spellcasting, Steelbound Spell
  2
  ─
  ─
  ─
  ─
  3rd
  +2
  Mastery Style, Urban Awareness
  3
  ─
  ─
  ─
  ─
  4th
  +2
  Ability Score Improvement
  3
  ─
  ─
  ─
  ─
  5th
  +3
  Extra Attack
  4
  2
  ─
  ─
  ─
  6th
  +3
  Swiftblade
  4
  2
  ─
  ─
  ─
  7th
  +3
  Mastery Ability
  4
  3
  ─
  ─
  ─
  8th
  +3
  Ability Score Improvement
  4
  3
  ─
  ─
  ─
  9th
  +4
  ─
  4
  3
  2
  ─
  ─
  10th
  +4
  Civilized Soul
  4
  3
  2
  ─
  ─
  11th
  +4
  Greater Spellbond
  4
  3
  3
  ─
  ─
  12th
  +4
  Ability Score Improvement
  4
  3
  3
  ─
  ─
  13th
  +5
  ─
  4
  3
  3
  1
  ─
  14th
  +5
  City Step
  4
  3
  3
  1
  ─
  15th
  +5
  Mastery Ability
  4
  3
  3
  2
  ─
  16th
  +5
  Ability Score Improvement
  4
  3
  3
  2
  ─
  17th
  +6
  ─
  4
  3
  3
  3
  1
  18th
  +6
  Mastery Ability
  4
  3
  3
  3
  1
  19th
  +6
  Ability Score Improvement
  4
  3
  3
  3
  2
  20th
  +6
  Endless Steel
  4
  3
  3
  3
  2
  Fighting Style
  Fighting Style
  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.
  Protection: When a creature you can see attacks a target
  other than you that is within 5 feet of you, you can use
  your reaction to impose disadvantage on the attack roll.
  You must be wielding a shield.
  Two-Weapon Fighting: When you engage in two-weapon
  fighting, you can add your ability modifier to the damage
  of the second attack.
  Spellcasting
  Spellcasting
  As a student of arcane magic, you have a spellbook
  containing spells that show the first glimmerings of your true
  power.
  Your Spellbook
  Your Spellbook
  You do not automatically receive a spellbook upon reaching
  second level. However, you do begin with a number of 1st
  level Steelbound spells of your choice prepared equal to
  2+Intelligence modifier. Once, during a long rest, you may
  scribe all these spells in a spellbook without paying the usual
  material cost. Once you do, your spellbook is the repository
  of the Steelbound spells you know.
  Adding New Spells
  Adding New Spells
  When you find a Steelbound spell of 1st level or higher, you
  can add it to your spellbook if it is of a level which you can
  prepare and if you can spare the time to decipher and copy it.
  You may copy spells from a wizard's spellbook if they also
  appear on the Steelbound list.
  For each level of the spell, the process takes 2 hours and
  costs 50 gp. The cost represents material components you
  expend as you experiment with the spell to master it, as well
  as the fine inks you need to record it. Once you have spent
  this time and money, you can prepare the spell just like your
  other spells.
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  Replacing Your Spellbook
  Replacing Your Spellbook
  You can copy a spell from your own spellbook into another
  book. This is just like copying a new spell into your spellbook,
  but faster and easier, since you understand your own notation
  and already know how to cast the spell. You need spend only
  1 hour and 10 gp for each level of the copied spell.
  If you lose your spellbook, you can use the same procedure
  to transcribe the spells that you have prepared into a new
  spellbook. Filling out the remainder of your spellbook
  requires you to find new spells to do so, as normal.
  Preparing and Casting Spells
  Preparing and Casting Spells
  The Steelbound 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.
  You prepare the list of Steelbound spells that are available
  for you to cast. To do so, choose a number of wizard spells
  from your spellbook equal to your Intelligence modifier +
  your wizard level (minimum of one spell). The spells must be
  of a level for which you have spell slots.
  You can change your list of prepared spells when you finish
  a long rest.
  Spellcasting Ability.
  Spellcasting Ability.
  Intelligence is your spellcasting ability for your Steelbound
  spells. You use your Intelligence whenever a spell refers to
  your spellcasting ability. In addition, you use your Intelligence
  modifier when setting the saving throw DC for a Steelbound
  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
  Spellcasting Focus
  You can use your Spellbound Item as a spellcasting focus for
  your Steelbound spells.
  Learning Spells of 1st Level and Higher
  Learning Spells of 1st Level and Higher
  Each time you gain a Steelbound level, you can add one
  Steelbound spell of your choice to your spellbook. Each of
  these spells must be of a level for which you have spell slots.
  as shown on the Steelbound table. On your adventures. you
  might find other spells that you can add to your spellbook.
  Steelbound Casting
  Steelbound Casting
  Beginning at 2nd level, when touching your Spellbound Item
  and casting a spell with a non-instant duration that targets
  only yourself, you may choose to link your Spellbound Item to
  the spell. The spell’s duration is doubled, and you do not have
  to concentrate on it. However, if your Spellbound Item ever
  moves more than 5ft away from you, the spell immediately
  ends as though you had lost concentration, even if it does not
  normally require it. You may only have one Steelbound spell
  at a time.
   
  Urban Awareness
  Urban Awareness
  Beginning at 3rd level, you gain an instinctive awareness of
  threats to civilization. With one minute's concentration, you
  may detect the presence of any aberrations, fey, or dangerous
  predatory beasts within one mile, learning their numbers,
  direction, and general distance from you. If you are within an
  urban area, you may also detect the presence of a single
  humanoid whose name you know.
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  Mastery Style
  Mastery Style
  At 3rd level, you choose a Mastery Style, the ultimate
  expression of mystic battle prowess you are working towards.
  Ability Score Increase
  Ability Score Increase
  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.
  Extra Attack
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  Swiftblade
  Swiftblade
  Beginning at 6th level, when casting a spell with a non-instant
  duration that targets only yourself, you may make a weapon
  attack as a bonus action.
  Civilized Soul
  Civilized Soul
  Beginning at 10th level, you gain incredible resistance to
  unnatural threats. This ability functions as a permanent
  Protection from Evil and Good ability, but instead protects
  against aberrations, beasts, and fey.
  Greater Spellbond
  Greater Spellbond
  Beginning at 11th level, your bond with your Spellbound Item
  intensifies, granting you greater powers.
  Spellbound Weapon: Your weapon counts as magic and
  allows you to deal an additional 1d8 force damage on one
  attack a round.
  Spellbound Shield: As a reaction, you may double your
  shield's AC bonus against one attack. You may do so after
  seeing the die roll, but before the GM announces the
  result.
  Spellbound Armor: You take 2 less damage from
  bludgeoning, slashing, and piercing attacks. In addition,
  you may ignore the stealth penalty from medium or heavy
  armor
  Spellbound Totem: When taking the Attack action, you
  may replace one or both of your weapon attacks with a
  ranged spell attack with a 120ft range that deals 1d10+Int
  force damage on a hit.
  City Step
  City Step
  Beginning at 14th level, as an action you may merge your
  body with any piece of worked stone, brick, or metal large
  enough to fully contain your body. You cannot cast spells
  while merged, but this ability otherwise functions as the Meld
  Into Stone spell.
  Once per short rest, you may choose to emerge from any
  other valid target for this within one mile.
  Endless Steel
  Endless Steel
  Beginning at 20th level, you may have two simultaneous
  Steelbound Spells. If you do, you may not concentrate on a
  third spell normally.
  Mastery Styles
  Mastery Styles
  The ideal of the Steelsworn has three classic expressions: the
  Shieldbearer, the industrialist, and the Ghost Rider.
  Shieldbearer
  Shieldbearer
  Shieldbearers know they cannot protect others  
  if they're dead. They redouble their focus on  
  defensive magic, turning their shield into  
  an unbreakable wall.
  Spellshield
  Spellshield
  At 3rd level, as long as you have a hand free, you may use an
  action to conjure a shield of pure arcane force called a ward.
  Your ward is weightless, and provides a +3 bonus to AC
  instead of the usual +2 from using a shield. You may use your
  ward as your Spellbound Item, and for a number of special
  stunts.
  Shield Bash: As a bonus action, you may use your ward to
  attempt to batter the foe's guard aside. Make an Athletics
  check, opposed by the target's Acrobatics or Athletics. On
  a success, the next attack made against them has
  Advantage.
  Shared Shield: As a bonus action, designate an adjacent
  ally. As long as they remain within your reach, they also
  benefit from your shield's AC bonus. In addition, they
  count as "you" for the purpose of reaction abilities which
  depend on you being targeted, such as Reciprocal Gyre or
  Greater Spellbond.
  Sheltering Shield: If you are subjected to an effect that
  allows you to make a Dexterity saving throw to take only
  half damage, you can use your reaction to take no damage
  if you succeed on the saving throw, interposing your shield
  between yourself and the source of the effect.
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  Martial Arcanist
  Martial Arcanist
  At 3rd level, you gain proficiency in Insight, and you learn
  Resistance and Shield. At 5th level, you learn Warding Bond,
  at 9th you learn Counterspell, at 13th you learn Death Ward,
  and at 17th you learn Wall of Force. These spells always
  count as being prepared, and do not count towards your usual
  number of spells prepared.
  Reciprocal Gyre
  Reciprocal Gyre
  Beginning at 7th level, when your Spellshield is active and
  you are struck by a weapon attack, you may use your reaction
  to reduce the incoming damage by 1d6 + your Intelligence
  bonus.
  You may choose to expend a spell slot as part of this
  process to reduce the damage by a further 2d6 points per
  level of the slot. If this reduces the damage to zero or below,
  you may redirect its energy into a burst of force that strikes
  on adjacent creature, pushing them 5ft and dealing damage
  equal to the original attack.
  Deflect Spell
  Deflect Spell
  Beginning at 15th level, when your Spellshield is active and
  you are the target of a spell attack, you may use a reaction to
  add your Proficiency bonus to your AC against the attack. You
  may do so after seeing the roll but before the DM announces
  the result. If the attack misses you, you may reflect it at a new
  target within its normal range—including the caster—using
  the original attack roll.
  Infinite Ward
  Infinite Ward
  Beginning at 18th level, after casting the Shield spell, while
  under its effects all attacks which miss you by 5 or less
  trigger your Reciprocal Gyre and Deflect Spell abilities.
  Industrialist
  Industrialist
  Industrialists believe that metal-working is the greatest
  achievement of civilization, setting man apart from barbarian.
  They bear with them the heat and power of the furnace.
  Furnace Stance
  Furnace Stance
  Beginning at 3rd level, when you use your Steelbound Spell
  ability, you may choose to radiate the roaring heat of a
  furnace. For the duration of the spell, you have Resistance to
  fire damage, and anyone striking you with a melee attack
  takes fire damage equal to twice the level of the spell.  
  When taking the attack action, you may replace  
  one or both of your attacks with melee or ranged  
  spell attacks dealing 1d8+Int fire damage, with  
  a 60ft range for the ranged option. You may  
  suppress or resume this aura as an action,  
  as long as the spell is still in effect.
  Gift of the Forge
  Gift of the Forge
  At 3rd level, you gain proficiency in Smith's 
  Tools, and learn Green Flame Blade and  
  Burning Hands. At 5th level, you learn  
  Scorching Ray, at 9th you learn Fireball, at  
  13th you learn Wall of Fire, and at 17th  
  you learn Immolation. These spells always  
  count as being prepared, and do not count  
  towards your usual number of spells  
  prepared.
  Arcane Wrath
  Arcane Wrath
  Beginning at 7th level, after casting one of the spells you
  learned via Gift of the Forge, you may make a weapon attack
  as a bonus action.
  Industrial Servants
  Industrial Servants
  Beginning at 15th level, you may cast Animate Objects as a
  5th level spell. When you do, you may choose to make it your
  Steelbound Spell, even though it does not normally meet the
  requirements. The animated objects glow with heat, gaining
  resistance to fire and dealing additional fire damage with
  their attacks, based on their size: tiny creatures deal 1
  damage, small do 1d4, medium deal 1d6, large deal 2d6, and
  huge deal 3d6. Once you have cast this spell, you may not do
  so again until you have completed a long rest.
  Endless Renewal
  Endless Renewal
  Just as metal can be reforged, so too may men. As an action
  you may cast Reincarnation to revive an ally who has died
  within the last minute. You do not need to provide a material
  component, and you may choose the target's new race.
  If you die, you may immediately benefit from a
  Reincarnation spell, choosing your new race, and may cause
  all creatures within a 20ft radius take 20d6 points of fire
  damage. Creatures who succeed on a Dexterity save with a
  DC equal to your spell save DC take half damage.
  Once you have used either version of ability, you may not
  do so again for one week.
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  Ghost Rider
  Ghost Rider
  Ghost riders defend the boundary of life and death, finding it
  every bit as important as that between city and forest. To keep
  their people safe, they take up dark forces of shadow and fear.
  Phantom Mount
  Phantom Mount
  Beginning at 3rd level,once per long rest you may conjure a
  ghostly mount. This functions like the Find Steed spell,
  except that, once initially summoned you may temporarily
  dismiss it as an action, returning it to a pocket dimension. As
  another action, you can cause it to reappear in any
  unoccupied space within 30 feet of you.
  While you are riding your mount, you are considered to be
  adjacent to your Spellbound Item.
  Beginning at 7th level, your mount permanently floats one
  foot above the ground, allowing it to “walk” on water and
  ignore difficult terrain. At 15th level, it can tread on air as if it
  were walking on solid ground, effectively granting it a fly
  speed equal to its base land speed. At 18th level, it—and its
  rider—may move through solid objects, as long as they end
  their turn in an open space.
  Walk with Death
  Walk with Death
  At 3rd level, you gain proficiency in Intimidate, and learn Toll
  the Dead and Command. At 5th level, you learn Speak with
  Dead, at 9th you learn Fear, at 13th you learn Shadow of
  Moil, and at 17th you learn Phantasmal Killer. These spells
  always count as being prepared, and do not count towards
  your usual number of spells prepared.
  In addition, your Urban Awareness and Civilized Soul
  abilities work against undead as well as their usual targets.
  Wreathed in Fear
  Wreathed in Fear
  Beginning at 7th level, as a bonus action you may surround
  yourself with a cloud of dark mist for 1 minute, as the Fog
  Cloud spell, which both you and your mount may see through
  without penalty. Any enemy beginning their turn in the mist
  must make a Wisdom save, with a DC equal to your spell
  save DC, or be frightened for 1 round. On a successful save,
  they are immune to this ability for the remainder of its
  duration.
  After you have used this ability, you may not do so again
  until you have completed a short or long rest.
  Ghost Blade
  Ghost Blade
  Beginning at 15th level, as a bonus action you may transform
  your weapon into an ethereal state. While in this state, you do
  not make attack rolls. Instead, when you make a weapon
  attack against a creature, they must make a Dexterity save or
  be hit by the attack, taking psychic damage instead of the
  normal type. Ranged weapons impart this property on their
  ammunition. You may return your weapon to normal as a
  bonus action.
  Nightmare Rider
  Nightmare Rider
  Beginning at 18th level, while mounted you may use an action
  to cast Phantasmal Killer as though from a 5th level slot. As
  part of the action, you may make a weapon attack against the
  target; if you hit, you do not have to concentrate on the spell.
  Once you use this ability you cannot use it again until you
  have completed a short of long rest.
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  Steelsworn Spells
  Steelsworn Spells
  1st Level
  1st Level
  Absorb Elements
  Comprehend Languages
  Detect Magic
  Expeditious Retreat
  False Life
  Feather Fall
  Heroism
  Ice Knife
  Identify
  Jump
  Longstrider
  Mage Armor
  Magic Missile
  Protection from Evil and
  Good
  Shield of Faith
  Thunderous Smite
  Zephyr Strike  
  2nd Level
  2nd Level
  Alter Self
  Blur
  Darkvision
  Dust Devil
  Earthbind
  Enhance Ability
  Enlarge/Reduce
  Flaming Sphere
  Invisibility
  Levitate
  Magic Weapon
  Melf’s Acid Arrow
  Mirror Image
  Misty Step
  Shadow Blade
  Spider Climb
  Warding Wind  
  3rd Level
  3rd Level
  Blink
  Counterspell
  Dispel Magic
  Elemental Weapon
  Flame Arrows
  Fly
  Haste
  Nondetection
  Melf’s Minute Meteors
  Phantom Steed
  Protection from Energy
  Thunder Step
  Tongues
  Vamperic Touch
  4th Level
  4th Level
  Dimension Door
  Freedom of Movement
  Fire Shield
  Greater Invisibility
  Mordenkainen’s Faithful
  Hound
  Polymorph
  Staggering Smie
  Stoneskin
  Wall of Fire
  5th Level
  5th Level
  Bigby’s Hand
  Conjure Volley
  Far Step
  Rary’s Telepathic Bond
  Skill Empowerment
  Steel Wind Strike
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  Summoner
  Summoner
  There are many who dabble in the art of beckoning monsters
  from the farthest reaches of the planes, but none are more
  skilled or dedicated than the Summoner. Rather than accept
  the short-lived spells of their fellows, a Summoner uses the
  full extent of his power to create a permanent link to a single
  creature, known as his Servitor.
  Creating a Summoner
  Creating a Summoner
  Creating a Summoner character demands a backstory
  dominated by at least one extraordinary event. How did your
  character first come into contact with extraplanar creatures?
  Did you discover a natural talent? A long-lost tome, or a
  mentor? Did you learn from your Servitor itself? And what
  spurs you on to risk your life in the forgotten parts of the
  world?
  Quick Build
  Quick Build
  You can make an Summoner quickly by following these
  suggestions. First, put your highest ability score in
  Intelligence, followed by Dexterity, then Constitution. Select a
  Monodrone as your initial Servitor.
   
  Class Features
  Class Features
  As a Summoner, you gain the following class features
  Hit Points
  Hit Points
  Hit Dice: 1d6 per summoner level
  Hit Points at 1st Level: 6 + your Constitution modifier
  Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
  modifier per Summoner level after 1st
  Proficiencies
  Proficiencies
  Armor: Light armor
  Weapons: Simple weapons
  Saving Throws: Charisma, Intelligence
  Skills: Choose two from Religion, Perception, Investigation,
  Athletics, Stealth
  Equipment
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a light crossbow or (b) any simple weapon
  (a) a scholar's pack or (b) a priest's pack
  One set of artisan's tools
  Leather armor, any simple weapon, and two daggers
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  The Summoner
  The Summoner
  Level
  Level Proficiency Bonus
  Proficiency Bonus Features
  Features
  Cantrips Known
  Cantrips Known Spells Known
  Spells Known 1st
  1st 2nd
  2nd 3rd
  3rd 4th
  4th
  1st
  +2
  Bind Servitor, Servitor’s Bond,
  ─
  ─
  ─
  ─
  ─
  ─
  2nd
  +2
  Planar Alignment, Planar Mastery
  ─
  ─
  ─
  ─
  ─
  ─
  3rd
  +2
  Spellcasting, Improved Bind Servitor
  3
  3
  2
  ─
  ─
  ─
  4th
  +2
  Ability Score Improvement
  3
  4
  3
  ─
  ─
  ─
  5th
  +3
  Improved Bind Servitor
  3
  4
  4
  ─
  ─
  ─
  6th
  +3
  Coordinated Attack
  3
  4
  4
  ─
  ─
  ─
  7th
  +3
  Deny Service
  3
  5
  2
  ─
  ─
  ─
  8th
  +3
  Ability Score Improvement, Improved Bind Servitor
  3
  6
  4
  2
  ─
  ─
  9th
  +4
  Alignment Ability
  3
  6
  4
  3
  ─
  ─
  10th
  +4
  Coerce Service
  4
  7
  4
  3
  ─
  ─
  11th
  +4
  Improved Bind Servitor
  4
  8
  4
  3
  ─
  ─
  12th
  +4
  Ability Score Improvement
  4
  8
  4
  3
  ─
  ─
  13th
  +5
  Ride the Astral
  4
  9
  4
  3
  2
  ─
  14th
  +5
  Improved Spell Link
  4
  10
  4
  3
  2
  ─
  15th
  +5
  Improved Bind Servitor
  4
  10
  4
  3
  3
  ─
  16th
  +5
  Ability Score Improvement
  4
  11
  4
  3
  3
  ─
  17th
  +6
  Alignment Ability
  4
  11
  4
  3
  3
  ─
  18th
  +6
  Improved Bind Servitor
  4
  11
  4
  3
  3
  1
  19th
  +6
  Ability Score Improvement
  4
  12
  4
  3
  3
  1
  20th
  +6
  Genesis
  4
  13
  4
  3
  3
  1
  Bind Servitor
  Bind Servitor
  With a two-hour ritual, which may be conducted as part of a
  long rest. you may summon forth an extradimensional spirit
  and bind it to your service. The types of creature you can
  summon, and the level they require, are listed below. At the
  end of the two hours, the creature known as your Servitor
  appears and gains all the benefits of your Servitor’s Bond
  ability.
  Generic Servitors
  Generic Servitors
  Summoner
  Summoner
  Level
  Level
  Servitor Options
  Servitor Options
  1st
  Giant Rat, Monodrone, Pony
  2nd
  Constrictor Snake, Duodrone, Wolf
  3rd
  Ape, Tridrone, Warhorse
  5th
  Animated Armor, Quadrone, Giant
  Strider
  8th
  Ankheg, Pentadrone, Ettercap
  11th
  Phase Spider, Manticore
  15th
  Girallon, Lamia
  18th
  Banderhobb, Gorgon, Umber Hulk
  You can have only one Servitor at a time. If you repeat this
  ritual while you already have a Servitor bound, your original
  Servitor vanishes and the new one takes its place.
  If your Servitor's stat block shows it wielding weapons, it is
  proficient in all simple and martial weapons. If it its
  presented as wearing armor, it is proficient with all armor of
  that type and lighter. If it is presented as using a shield or
  heavy armor, it is also proficient with shields. However,
  Servitors do not appear with equipment-- you must provide
  any weapons or armor your Servitor uses.
  Your Servitor is compelled to be loyal to you as part of the
  terms of its summoning, and will not knowingly disobey an
  order or cause you harm. If you are incapacitated, they will do
  their best to protect you. However, they do have their own
  minds, and within the terms of their loyalty they will act
  according to their natures.
  Once your Servitor has been bound, you may use your
  action to temporarily return your Servitor to its native plane,
  where it awaits your summon. As an action, you may return it
  to the material plane in any unoccupied space within 30ft of
  you.
  At 2nd, 3rd, 5th, 8th, 11th, 15th, and 18th level, you gain
  access to more powerful spirits. Additionally, beginning at
  2nd level, your Planar Alignment grants additional options for
  your Servitor. Some of these creatures are new; their stats
  are available in the Appendix of this book. Otherwise, the DM
  will provide the stats.
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  Servitor’s Bond
  Servitor’s Bond
  Your Servitor gains a variety of benefits while it is linked to
  you.
  The Servitor 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.
  Your Servitor adds your proficiency bonus to its AC, attack
  rolls, save DCs, and to its damage rolls.
  Your Servitor has a number of hit dice equal to your
  Summoner level, of whatever type the base creature
  possesses. It gains bonus hit points from a high
  Constitution as normal; it also gains a one-time bonus to
  maxium hit points equal to your Intelligence modifier.
  Your Servitor gains proficiency in two skills of your
  choice, and with all saving throws.
  While your Servitor is within 100 feet of you, you can
  communicate with it telepathically. Additionally, as an
  action, you can see through your Servitor’s eyes and hear
  what it hears until the start of your next turn, gaining the
  benefits of any special senses that it has. During this time,
  you are deaf and blind with regard to your own senses.
  Planar Alignment
  Planar Alignment
  Beginning at 2nd level, Summoners must pick one variety of
  outsider to specialize in summoning: Celestials, Elementals,
  Fey, or Fiends. Your choice determines grants additional
  options for your Servitor, and grants you features at 2nd, 9th,
  and 17th levels.
  Planar Mastery
  Planar Mastery
  Beginning at 2nd level, you can attune your senses to
  determine if any extraplanar creatures lurk nearby. By
  spending 1 uninterrupted minute in concentration (as if you
  were concentrating on a spell), you can sense whether any
  creatures not native to the material plane are present within
  5 miles of you. This feature reveals their types of any eligible
  creatures within range, their numbers, and the creatures'
  general direction and distance (in miles) from you. Once you
  have used this ability, you cannot do so again until you have
  completed a short or long rest.
  Spellcasting
  Spellcasting
  When you reach 3rd level, you to support your Servitor with
  the ability to cast spells. See chapter 10 for the general rules
  of spellcasting.
  Cantrips
  Cantrips
  You learn three cantrips of your choice from the list of
  Summoner Spells. You lean one additional cantrip at 10th
  level. Intelligence is your casting ability.
  Spell Slots
  Spell Slots
  The Summoner 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 shield and
  have a 1st-level and a 2nd-level spell slot available, you can
  cast shield using either slot.
  Spells Known of 1st-Level and Higher
  Spells Known of 1st-Level and Higher
  You know three 1st-level Summoner spells of your choice.
  The Spells Known column of the Summoner table shows
  when you learn more Summoner spells of 1st level or higher.
  Whenever you gain a level in this class, you can replace one
  of the Summoner spells you know with another spell of your
  choice from the Summoner spell list. The new spell must be
  of a level for which you have spell slots.
  Spellcasting Ability
  Spellcasting Ability
  Intelligence is your spellcasting ability for your Summoner
  spells. You use your Intelligence whenever a spell refers to
  your spellcasting ability. In addition, you use your Intelligence
  modifier when setting the saving throw DC for a wizard spell
  you cast and when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your
  Intelligence modifier
  Spell attack modifier = your proficiency bonus +
  your Intelligence modifier
  Coordinated Bond
  Coordinated Bond
  Beginning at 5th level, when use your action to attack or cast
  a spell, if your Servitor can see you, it can use its reaction to
  make a melee attack against any creature within range.
  Spell Link
  Spell Link
  Beginning at 3nd level, when you cast a spell with a range of
  Self or Touch, you may cause it to target your Servitor
  instead of you, so long as your Servitor is within 100ft.
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  Deny Service
  Deny Service
  Beginning at 7th level, you may cast Banishment as though
  from a 4th level slot, without providing a material component,
  targeting only creatures native to different planes of
  existence. Once you have done so, you cannot use this ability
  again until you have completed a short or long rest.
  Coerce Service
  Coerce Service
  Beginning at 13th level, you may cast Planar Binding as
  though from a 5th level slot, without providing a material
  component. Once you have done so, you cannot use this
  ability again until you have completed a long rest.
  Ride the Astral
  Ride the Astral
  Beginning at 10th level, you may cast Plane Shift as a ritual,
  targeting only willing targets. Once you have done so, you
  cannot use this ability again until you have completed a short
  or long rest.
  Improved Spell Link
  Improved Spell Link
  Beginning at 14th level, your Servitor learns two cantrips and
  two spells of up to 3rd level. These choices are made at the
  time your Servitor is first bound; if you bind a new Servitor,
  you may select new spells. However, your Servitor does not
  have its own spell slots--instead, when it takes the Cast a
  Spell action, it must expend one of your spell slots. It uses
  your Intelligence as its casting ability. If the spell requires
  Concentration, you must maintain it, rather than your
  Servitor.
  The spells must come from a list based on your Planar
  Alignment: Celestial Servitors learn spells from the Cleric
  list, Elementalists from the Druid list, Fey from the Bard list,
  and Fiends from the Warlock list. Whenever you gain a level
  of this class, you may replace one of the spells it knows with
  another spell of your choice from the appropriate list. The
  new spell must be of a level for which you have spell slots.
  Genesis
  Genesis
  By 20th level, a Summoner's understanding of the planes
  rivals that of the gods. He may perform a special once-in-a-
  lifetime ritual to create his own demiplane. Doing so takes
  one week.
  Demiplanes created by this power are very small, very
  minor planes, one square mile in diameter. Once your
  demiplane is created, you can travel to it using Plane Shift.
          You determine the environment within the demiplane 
               when you perform the ritual, reflecting most any
            desire you can visualize. You determine factors
              such as atmosphere, water, temperature, and the
              general shape of the terrain. You can’t create
                lingering magical effects on your demiplane.
                        Similarly, you can’t create a demiplane out of
                          esoteric material, such as silver or uranium;
                                you’re limited to stone and dirt. You can’t
                               manipulate the time trait on your
                               demiplane; its time trait is as the Material
                             Plane.
                                    You may decorate your demiplane with
                           vegetation and simple constructions, such as
                         buildings, roads, and wells. Additionally, the
                         plane forms with 100 inhabitants, drawn from
                        the list of creatures available to serve as your
                         Servitor. These inhabitants are real and
                            persistent—they live and die as normal
                              creatures of their type, but they are
                              fanatically loyal to you and cannot exist
                              outside the demiplane. If any are slain, the
                              plane creates replacements at a rate of one
                              per day.
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  Planar Alignment
  Planar Alignment
  Different Summoners have affinities for different types of
  extraplanar beings.
  Celestial Alignment
  Celestial Alignment
  Summoners of a Celestial Alignment are easily mistaken for
  priests. Their morals and commitment to the cause of Good
  are every bit as strong as their Servitors'.
  Celestial Servitors
  Celestial Servitors
  Summoner
  Summoner
  Level
  Level
  Servitor Options
  Servitor Options
  2nd
  Blink Dog, Lantern Archon (n), Blink Dog,
  Pseudodragon
  3rd
  Celestial Black Bear, Hound Archon (n),
  Musteval (n)
  5th
  Asura (n), Celestial Lion, Giant Eagle
  8th
  Bariaur (n), Pegasus, Warden Archon (n)
  11th
  Bralani (n), Hound Archon Hero (n)
  15th
  Bondfire Archon (n), Couatl
  18th
  Movanic Deva (n), Sword Archon (n), Ursinal
  (n)
  Creatures marked with an (n) may be found in the
  Appendix of this book.
  Celestial Light
  Celestial Light
  Your connection to the Good-aligned planes allows you to
  learn the Light cantrip. You may also cast Sanctuary as an
  action; once you have done so, you may not cast it again until
  you have finished a short or long rest.
  Any Servitor you summon has the Celestial creature type
  and a good <alignment
  Life Bond
  Life Bond
  Beginning at 9th level, your Servitor forms  
  a permanent Warding Bond with you. This  
  functions as the spell, except that you may  
  choose whether or not to activate the  
  resistance and damage sharing  
  effects every time you are  
  damaged.
  Summon Soul
  Summon Soul
  Beginning at 17th level, you may attempt to call back the soul
  of any good-aligned creature who died recently. As an action,
  you may cast Revivify without providing a material
  component, or True Resurrection while providing the
  material component. Once you have done so, you may not use
  this ability again until you have completed a long rest.
  Elemental Alignment
  Elemental Alignment
  Many of those who align themselves with the elements often
  view the world in a scientific light, thinking of existence itself
  as being made up of the four elements. Others prefer to place
  themselves in tune with the natural world.
  Generic Servitors
  Generic Servitors
  Summoner
  Summoner
  Level
  Level
  Servitor Options
  Servitor Options
  2nd
  Mud Mephit, Smoke Mephit, Steam Mephit
  3rd
  Dust Mephit, Ice Mephit, Magma Mephit
  5th
  Fire Snake, Ice Toad, Sea Spawn
  8th
  Azer, Gargoyle, Neriad
  11th
  Flail Snail, Winter Wolf
  15th
  Black Pudding, Stonemelder
  18th
  Air Elemental, Earth Elemental, Fire Elemental,
  Water Elemental
  Stir the Elements
  Stir the Elements
  Your connection to the elemental planes allows you to learn
  the Control Flames, Gust, Mold Earth, and Shape Water
  cantrips.
  Any Servitor you summon has the Elemental creature type
  and a neutral alignment.
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  Elemental Link
  Elemental Link
  Beginning at 9th level your Servitor is present, you share any
  resistance, immunity, or vulnerability it has to acid, cold, fire,
  or lightning damage.
  Wake the Earth
  Wake the Earth
  Beginning at 17th level, you may use an action to target a
  natural source of air, earth, fire, or water of at least
  Gargantuan size, summoning an Elder Elemental of the
  matching type. Otherwise, this functions as a Conjure
  Elemental spell. Once you have used this ability, you cannot
  do so again until you have completed a long rest.
  The statistics for Elder Elementals may be found in the
  Appendix of this book.
  Fey Alignment
  Fey Alignment
  Summoners of a Fey Alignment are often as tricky as their
  Servitors, prone to lies and tricks--but also prone to great
  affection for the natural world.
  Generic Servitors
  Generic Servitors
  Summoner
  Summoner
  Level
  Level
  Servitor Options
  Servitor Options
  2nd
  Pseudodragon, Needle Blight, Sprite
  3rd
  Darkling, Satyr, Vine Blight
  5th
  Dryad, Faerie Dragon (Orange, Red, or Yellow),
  Quickling
  8th
  Darkling Elder, Faerie Dragon (Blue, Green,
  Indigo, or Violet), Neriad
  11th
  Redcap, Yeti
  15th
  Yeth Hound, Etting
  18th
  Shambling Mound, Unicorn, Wood Woad
  Fey Connection
  Fey Connection
  Your connection to the spirits of nature grants you the
  Druidcraft cantrip. You may also cast Hunter’s Mark from a
  1st level spell slot as an action, with both you and your
  Servitor receiving the benefits of the spell. Once you have
  done so, you may not cast it again until you have finished a
  short or long rest.
  Any Servitor you summon has the Fey creature type and a
  neutral alignment.
  Fairy Trick
  Fairy Trick
  Beginning at 9th level, when you or your Servitor are targeted
  by an attack and your Servitor is within 60ft, you may use
  your reaction to trade places with it before the attack hits,
  changing the target.
  Call the Wyld
  Call the Wyld
  Beginning at 17th level, you may take an action to
  superimpose part of the Feywild over the real world, an effect
  which functions as the spell Mirage Arcane. While in the
  altered area, you and your Servitor may cast Invisibility on
  yourselves as a bonus action. Once the duration of this ability
  has expired, you may not use it again until you have finished a
  long rest.
  Fiendish Alignment
  Fiendish Alignment
  Summoners who deal in Fiends are after one thing and one
  thing only--power. They will strike any deal, traffic with any
  spirit if it will bring them closer to their goal.
  Generic Servitors
  Generic Servitors
  Summoner
  Summoner
  Level
  Level
  Servitor Options
  Servitor Options
  2nd
  Dretch, Giant Poisonous Snake, Slaad
  Tadpole
  3rd
  Worg, Fire Bat (n), Lesser Chasme (n)
  5th
  Palrethee (n), Imp, Maw Demon
  8th
  Meenlock, Shadow Mastiff, Spined Devil
  11th
  Bearded Devil, Hell Hound
  15th
  Babu, Barghest
  18th
  Barbed Devil, Barlgura, Mezzoloth
  Any Servitor you summon has the Fiend creature type and
  a evil alignment. Creatures marked with an (n) may be found
  in the Appendix of this book.
  Fire of Hell
  Fire of Hell
  Your closeness to the infernal flames teaches you the
  Produce Flame cantrip. You may also cast Hex from a 1st
  level spell slot as an action, with both you and your Servitor
  receiving the benefits of the spell. Once you have done so, you
  may not cast it again until you have finished a short or long
  rest.
  Any Servitor you summon has the Fiend creature type and
  an evil alignment.
  Faustian Bargain
  Faustian Bargain
  Beginning at 9th level, you learn to strike a bargain with your
  demonic Servitor. As long as it is present, you do not age. If
  you would be affected by a condition such as being blinded or
  poisoned, you may use a reaction to transfer the condition to
  your Servitor instead.
  Damn to Hell
  Damn to Hell
  Beginning at 17th level, you may attempt to banish a creature
  to the nether planes. As an action, you may force one creature
  within 100ft to make a Charisma save. On a failure, it is
  transported to a location of your choice on a fiendish plane of
  your choice for as long as you maintain concentration, as on a
  spell. If you successfully concentrate for three rounds, the
  banishment becomes permanent. Once you have used this
  ability, you may not use it again  
  until you have finished a 
  short or long rest.
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  Summoner Spells
  Summoner Spells
  Cantrips (0 Level)
  Cantrips (0 Level)
  Blade Ward
  Guidance
  Light
  Message
  Resistance
  Spare the Dying
  True Strike
  1st Level
  1st Level
  Bless
  Command
  Comprehend Languages
  Cure Wounds
  Detect Magic
  Detect Poison and Disease
  Disguise Self
  Divine Favor
  Healing Word
  Identify
  Mage Armor
  Sanctuary
  2nd Level
  2nd Level
  Alter Self
  Barkskin
  Blur
  Enhance Ability
  Enlarge/Reduce
  Hold Person
  Invisibility
  Magic Fang (as Magic
  Weapon, but for unarmed
  strikes)
  Rope Trick
  Warding Wind
  3rd Level
  3rd Level
  Blink
  Conjure Animals
  Conjure Barrage
  Elemental Weapon
  Fly
  Life Transference
  Magic Circle
  Nondetection
  Protection from Energy
  Sending
  Summon Lesser Demons
  Tongues
  4th Level
  4th Level
  Arcane Eye
  Banishment
  Conjure Minor Elementals
  Conjure Woodland Beings
  Dimension Door
  Freedom of Movement
  Greater Invisibility
  Leomund’s Secret Chest
  Mordenkainen’s Faithful
  Hound
  Mordenkainen’s Private
  Sanctum
  Stoneskin
  Summon Greater Demon
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  Chapter 2: Expanded Class Options
  Chapter 2: Expanded Class Options
  Subclasses
  Subclasses
  Class
  Class
  Subclass
  Subclass
  Level
  Level
  Available
  Available
  Description
  Description
  Barbarian Path of the Fist
  3rd
  Punch and wrestle things to death with your bare hands
  Barbarian Path of the Shifting
  Fury
  3rd
  Literally transform into a monstrous form while raging
  Barbarian Path of the Spell Eater
  3rd
  Fling throwing axes and shut down spellcasters, hard
  Barbarian Path of the Sohei
  3rd
  Turn your rage into a state of hyper focus
  Bard
  College of Storms
  3rd
  Strike down your foes with wind, thunder, and lightning magic
  Bard
  College of the
  Virtuoso
  3rd
  Master the arts of performance and inspiration
  Cleric
  Famine Domain
  1st
  Drain and starve out your foes
  Cleric
  Ocean Domain
  1st
  Command the power of the seas
  Druid
  Circle of the Avenger
  2nd
  Fight up close in your own form by infusing your attacks with elemental
  power
  Druid
  Circle of Seasons
  2nd
  Channel the destructive power of nature to blast your foes with elemental
  spells
  Druid
  Circle of Vermin
  2nd
  Turn into a giant bug and eat people
  Fighter
  Balefire Knight
  3rd
  Replace your normal attacks with blasts of fire (or another element)
  Fighter
  Bladebound
  3rd
  Wield a signature magic weapon with an animating spirit
  Fighter
  Marshal
  3rd
  Project auras of inspiration to buff your allies
  Fighter
  Mutation Warrior
  3rd
  Brew potions that augment your physical power
  Monk
  Way of the Bow
  3rd
  Become an archer of uncanny skill
  Monk
  Way of the Iron Hand
  3rd
  Do kung-fu in armor and be a better tank
  Paladin
  Oath of Freedom
  3rd
  Fight for liberty with defensive and mobility magic
  Ranger
  Shooting Star
  3rd
  Serve the gods of magic by hunting abominations with augmented casting
  abilities
  Ranger
  Skinwalker
  3rd
  Consume the flesh of beasts to assume their powers and, eventually, their
  shapes
  Rogue
  Cragtop Archer
  3rd
  Climb mountains and rain arrows from far away
  Rogue
  Spellwarp Sniper
  3rd
  Destroy your foes with precisely aimed magical attacks
  Rogue
  Surgeon
  3rd
  Heal people the old-fashioned way, with bandages and knives and a steady
  hand
  Rogue
  Thug
  3rd
  Discard subtilty to dominate the battlefield with sheer strength
  Sorcerer Farie Sorcerery
  1st
  Emulate your fey ancestors by charming and tricking foes
  Sorcerer Fiendish
  1st
  Make like a demon by stealing life from dying enemies
  Sorcerer Titan Blooded
  1st
  Draw on the blood of titans to smash faces
  Warlock The Dragon
  1st
  Pledge your soul to a dragon that imbues you with the power of its breath
  weapon
  Wizard
  Arcane Savant
  2nd
  Dabble in every sort of magic, even that of other classes
  T
  HE MAIN FIGURES IN ANY D&D
  CAMPAIGN are the characters created by the
  players. The heroics, folly, righteousness, and
  potential villainy of your characters are at the
  heart of the story, and it's important that your
  character reflect the concept you have for
  them. One of the primary ways to express this
  is your subclass.
  Each class offers a character—defining choice at lst, 2nd,
  or 3rd level that unlocks a series of special features, not
  available to the class as a whole. Each class has a collective
  term that describes its subclasses: in the fighter, for instance,
  the subclasses are called martial archetypes, and in the
  paladin, they’re sacred oaths. This book provides a wide
  range of new options for each class, available in addition to
  those found in the Player's Handbook.
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  Primal Paths
  Primal Paths
  At 3rd level, a barbarian gains the Primal Path feature. The
  following options are available to a barbarian, in addition to
  those offered in the Player’s Handbook: the Path of the Fist,
  the Path of Shifting Fury, the Path of the Sohei, and the Path
  of the Spell Eater.
  Path of the Fist
  Path of the Fist
  Who needs weapons? Weapons are for weaklings.
  Path of the Fist Features
  Path of the Fist Features
  Barbarian Level
  Barbarian Level
  Feature
  Feature
  3rd
  Crashing Fists, Crushing Rage
  6th
  Bare-Chested
  10th
  Spinebreaker
  14th
  Countergrab
  Crashing Fists
  Crashing Fists
  Beginning at 3rd level, you gain proficiency in Athletics, if you
  did not already have it, and your unarmed strikes deal 1d6
  damage. After using your Attack action to make an unarmed
  strike, you may make a second unarmed  
  strike or attempt to start a grab as a  
  bonus action.
  Crushing Rage
  Crushing Rage
  Beginning at 3rd level, while you're raging, you count as  
  one size category larger when determining what size of
  creature you can grab or shove, and you may attempt to start
  a grab as a bonus action.
  In addition, and you learn a variety of special techniques
  you may use while raging and grappling a foe. You may use
  one of these techniques as an action. Your  
  opponent must make an opposed grapple check  
  or suffer its effects.
  Crush: You crush your foe, dealing 3d6 + Strength bonus
  damage. At 5th level, this increases to 6d6.
  Disarm: You rip away your opponent's weapon or shield
  and either begin wielding it yourself, or throw it  
  up to 50ft in any direction.
  Pin: You pin your foe, causing them to be restrained until
  they escape your grab.
  Throw: You hurl your foe 10ft, plus an additional 5ft for
  every size category larger you are.
  Bare-Chested
  Bare-Chested
  Beginning at 6th level, while you are wearing no armor and
  not wielding a shield, your unarmed strikes deal and
  additional 2 damage and you reduce the damage you take
  from non-magical bludgeoning, piercing, and slashing
  weapons by 2.
  Spinebreaker
  Spinebreaker
  Beginning at 10th level, while grappling a foe, you may
  attempt to break their back. As an action, you may force them
  to make a Strength save, with a DC of 8 + your proficiency
  Bonus + your Strength modifier. If they fail, they gain three
  levels of exhaustion. After using this ability, you may not do so
  again until you have completed a long rest.
  A creature is immune to this effect if it is immune to
  bludgeoning damage, doesn’t have or need a back, or has
  legendary actions..
  Countergrab
  Countergrab
  Beginning at 14th level, when a foe hits you with an melee
  attack, you may attempt to grab them as a reaction. If you
  succeed, any further attacks they make before the beginning
  of your next turn are at disadvantage.
  Path of Shifting Fury
  Path of Shifting Fury
  Some men and women's rage is too great to be confined to
  mortal frames. Followers of the Path of Shifting Fury warp
  and transform their very bodies as they rage.
  Path of the Shifting Fury Features
  Path of the Shifting Fury Features
  Barbarian Level
  Barbarian Level
  Feature
  Feature
  3rd
  Emblem of Rage, Shifting Rage
  6th
  Raging Regeneration
  10th
  Greater Emblem
  14th
  Shifting Frenzy
  Emblem of Rage
  Emblem of Rage
  At 3rd level, you choose one of three forms your rage will
  take: Bestial, Demonic, or Titanic. One you have selected
  your emblem, it applies to all further Shifting Rage abilities.
  You may select a different emblem when you gain a barbarian
  level.
  In addition to determining the nature of your rage, you gain
  the following benefit at all times:
  Bestial: You may take the Dash action as a bonus action.
  Demonic: You gain resistance to fire damage.
  Titanic: You count as one size category larger for all
  purposes, though your weapons do not deal extra damage
  and you do not have extra reach.
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  Shifting Rage
  Shifting Rage
  At 3rd level, you may use a bonus action and expend one of
  use of your rage to enter a Shifting Rage. This functions in all
  ways as a normal rage, save that Your body takes on some of
  the physical attributes of your emblem, granting additional
  benefits. However, you are even more lost to rage than
  normal, imposing disadvantage on Intelligence checks and
  saves.
  Bestial: You sprout claws, fangs, fur, scales, and other
  animalistic features. Your unarmed strikes deal 1d6
  damage, and you can make an unarmed strike as a bonus
  action after taking the Attack action. You can choose what
  sort of natural weapons you grow-- if you use claws, this
  damage is slashing; if you use a horn or make a bite
  attack, this damage is piercing.
  Demonic: Your skin turns to a dark, leathery red, spiraling
  horns sprout from your brow, a barbed tail from the base
  of your back, and so on. Spines jutting from your body
  deal 1d4 piercing damage to any creature who strikes you
  with a non-reach melee attack; you may also use the
  spines to make unarmed strikes which deal 1d4 damage.
  Titanic: Your height and weight almost double, muscles
  straining at the bounds of your armor. Your reach
  increases by 5ft, and your weapon attacks deal an
  additional 1d4 damage.
  Raging Regeneration
  Raging Regeneration
  At 6th level, the effects of your rage continue to grow, granting
  still more benefits while in a Shifting Rage.
  Bestial: You regain hit points equal to your Constitution
  modifier at the start of each of your turns.
  Demonic: Bludgeoning, piercing, and slashing damage
  that you take from non-magical weapons is reduced by an
  amount equal to your Constitution modifier. Apply this
  reduction before Resistance.
  Titanic: When you begin your Shifting Rage, you gain
  temporary hit points equal to twice your Barbarian level.
  Remaining temporary hit points are lost at the end of the
  rage.
  Greater Emblem
  Greater Emblem
  At 10th level, your body continues to evolve towards your
  emblem even when not raging,.
  Bestial: You gain a climb speed and a swim speed equal to
  your base land speed, and may jump twice as far as
  normal.
  Demonic: You gain immunity to poison, and resistance to
  cold and lightning damage.
  Titanic: You gain a +5 bonus to Strength checks.
  Shifting Frenzy
  Shifting Frenzy
  At 14th level, the effects of your Shifting Rage grow still
  more.
  Bestial: When a creature strikes you with a melee attack,
  you may use your reaction to make an unarmed strike
  against them.
  Demonic: You sprout a pair of bat-like wings, granting you
  a fly speed equal to your land speed.
  Titanic: You may move through the squares of enemies of
  your size or smaller. Creatures may attempt to dive out of
  the way with a Dexterity save (DC 8+Prof+Str), or to stop
  you with an opposed Strength (Athletics) check. If they fail
  either check, they are knocked prone and take 1d8+Str
  damage. Creatures who succeed on their Dexterity save
  must move 5ft in any direction, and take no damage. If a
  creature succeeds on their Strength (Athletics) check, they
  do not take damage and you lose all remaining movement
  for the turn.
  Path of the Spell Eater
  Path of the Spell Eater
  Most barbarians distrust magic, preferring to rely on cold
  steel and skill. Some, though, turn that distrust into hate, and
  that hate into power.
  Path of the Spell Eater Features
  Path of the Spell Eater Features
  Barbarian Level
  Barbarian Level
  Feature
  Feature
  3rd
  Iron Counterspell, Snap Throw
  6th
  Spell Eater, Dire Throw
  10th
  Pierce Magic
  14th
  Devour Magic
  Iron Counterspell
  Iron Counterspell
  If a creature within 30ft casts a spell, you may draw and
  throw a light weapon at them as a reaction. If damaged, they
  must make a Constitution save with a DC of 10 or half the
  damage, whichever is higher. If they fail, they do not cast the
  spell, though they also do not expend the spell slot.
  Beginning att 6th level, you may use this ability when a
  creature within 60ft casts a spell.
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  Snap Throw
  Snap Throw
  Beginning at 3rd level, while raging, you gain advantage on
  saves against spells, and you may draw and throw a light
  throwing weapon as a bonus action. You do not suffer from
  Disadvantage for making these attacks while within melee
  range of an enemy, and you may do so even when wielding a
  weapon in two hands, letting go just long enough to make a
  single-handed throw.
  Spell Eater
  Spell Eater
  Beginning at 6th level, when you successfully save against a
  spell, your current and maximum hit points increase by the
  level of the spell until you take a long rest. If you successfully
  save against multiple spells, your hit point maximum
  continues to increase. If the spell affects other targets, they
  gain advantage on their saves as you absorb some of the
  spell's power.
  Dire Throw
  Dire Throw
  Beginning at 6th level, your Snap Throw ability improves: you
  may draw and throw any thrown weapon as a bonus action,
  not just a light weapon. In addition, thrown weapon attacks
  made using Strength count as melee weapon attacks for the
  purpose of your Rage Damage bonus and Reckless Attack
  ability.
  Pierce Magic
  Pierce Magic
  Beginning at 10th level, you are considered to be
  permanently under the effects of a Detect Magic spell, with
  no action required to see magical auras. If a creature you can
  see is capable of casting spells, you recognize its power and
  know the highest level of spell it can cast.
  Devour Magic
  Devour Magic
  Beginning at 14th level, when you touch an ally or strike a
  target with a weapon attack while raging, you may subject it
  to the effects of a Dispel Magic spell, as though cast from a
  spell slot of one-half your Barbarian level (round down) and
  using your Strength modifier in place of your spellcasting
  ability. Once you have done used this ability, you cannot do so
  again for the duration of your rage.
  Path of the Sohei
  Path of the Sohei
  Not all Barbarians lose their minds to rage. Some harness
  their anger, using it to sharpen their reflexes and harden their
  wills.
  Path of the Sohei Features
  Path of the Sohei Features
  Barbarian Level
  Barbarian Level
  Feature
  Feature
  3rd
  Zen Rage
  6th
  Diamond Will
  10th
  Flow of Battle
  14th
  Emerald Slice
  Zen Rage
  Zen Rage
  At 3rd level, you learned something utterly foreign to most
  Barbarians-- self control. You no longer rage as normal
  Barbarians do. Instead, you enter a state of hyper-aware
  focus. While you're raging, you gain advantage on Wisdom
  checks and saves, and your damage bonus applies to all
  weapon attacks, not merely attacks made using Strength.
  Finally, your rage does not end prematurely if you are not
  attacked or attacking.
  Diamond Will
  Diamond Will
  Beginning at 6th level, after you fail an Intelligence, Wisdom,
  or Charisma saving throw, you may use your reaction to
  succeed on it instead. Once you have done so, you cannot use
  this ability again until you've completed a short or long rest.
  Flow of Battle
  Flow of Battle
  Beginning at 10th level, you may take two reactions per turn
  while raging.
  Emerald Slice
  Emerald Slice
  Beginning at 14th level, your power and precision is a terror
  to behold. While raging, you may choose to not make an
  attack roll with a melee weapon-- instead, the foe must make
  a Dexterity save, with a DC of 8 + your proficiency bonus +
  your Strength or Dexterity modifier (your choice). If they fail,
  they take normal damage; if they succeed, they take damage
  equal to your rage damage. Effects which apply only on a hit,
  such as the extra damage from Hunter's Mark, only apply if
  the target fails their save.
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  Bard Colleges
  Bard Colleges
  At 3rd level, a Bard gains the Bardic College feature. The
  following options are available to a barbarian, in addition to
  those offered in the Player’s Handbook: the College of
  Storms and the College of the Virtuoso.
  College of Storms
  College of Storms
  You have learned the secret methods of harnessing the magic
  powers of music to influence and control the weather.
  College of Storms Features
  College of Storms Features
  Bard Level
  Bard Level
  Feature
  Feature
  3rd
  Stormsong, Cloak of Winds
  6th
  Thundercall, Ballad of the Sky
  14th
  Aria of Destruction
  Stormsong
  Stormsong
  At 3rd level, you learn three cantrips: Gust, Shocking Grasp,
  and Thunderclap. These count as Bard cantrips for you, and
  do not count against the total number of cantrips you know.
  All three cantrips are particularly effective in your hands.
  Gust can affect large creatures, and may push them in any
  direction or knock them prone. The distance it can shove
  a creature or object increases by 5ft at 5th, 11th, and 17th
  levels.
  Shocking Grasp deals additional lightning damage equal
  to your Charisma modifier, and has a range of 10ft.
  Thunderclap's point of origin may be any point you can see
  within 30ft.
  Cloak of Winds
  Cloak of Winds
  Beginning at 3rd level, creatures who have been granted a
  bardic inspiration die may jump twice as far as normal and
  only take half damage from falls.
  Thundercall
  Thundercall
  Beginning at 6th level, after casting one of the cantrips you
  learned via Stormsong, you may expend two bardic
  inspiration dice as a bonus action to cast Call Lightning as a
  spell of one-half your bard level (round up). If you cast one of
  the cantrips while already concentrating on Call Lightning,
  you may instead draw down a bolt of lightning as a bonus
  action.
  Ballad of the Sky
  Ballad of the Sky
  Beginning 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 sphere
  around you. The wind blows in that direction until the end of
  your next turn. This feature does not alter the speed of the
  wind.
  Aria of Destruction
  Aria of Destruction
  Beginning at 14th level, you learn some of the most powerful
  weather magics in existence. The following spells count as
  bard spells for you, and you may learn two of them without
  counting against the total number of bard spells you know.
  Storms Expanded Spells
  Storms Expanded Spells
  Spell Level
  Spell Level Spells
  Spells
  3rd
  Lightning Bolt, Wind Wall
  4th
  Sleet Storm, Storm Sphere
  5th
  Conjure Elemental (air only), Control Winds
  6th
  Chain Lightning, Wind Walk
  7th
  Whirlwind
  8th
  Control Weather
  9th
  Storm of Vengeance
  College of the Virtuoso
  College of the Virtuoso
  Bravely bold Sir Robin, rode forth from Camelot...
  College of the Virtuoso Features
  College of the Virtuoso Features
  Bard Level
  Bard Level
  Feature
  Feature
  3rd
  Virtuoso, Inspire Courage
  6th
  Inspire Greatness
  14th
  Inspire Heroics
  Virtuoso
  Virtuoso
  Beginning at 3rd level, you gain proficiency in Performance, if
  you did not already have it, and with all musical instruments.
  You may add twice your Proficiency bonus to Performance
  checks, and to checks made using three instruments of your
  choice.
  Inspire Courage
  Inspire Courage
  Beginning at 3rd level, after an ally spends a Bardic
  Inspiration die, they may select another ally within 30ft (other
  than you) to receive an Echo. Echos function the same way as
  Bardic Inspiration dice, but are one die size smaller. For
  example, if you receive a 1d6 Bardic Inspiration die, your
  Echo die would be a 1d4. You cannot receive an Echo if you
  already have a Bardic Inspiration die or another Echo. Echos
  are lost at the end of their possessor's next turn.
  Inspire Greatness
  Inspire Greatness
  Beginning at 6th level, you may expend one use of your
  Bardic Inspiration as an action. All allies within 60ft who can
  hear you gain a Bardic Inspiration die, if they did not already
  have one.
  Inspire Heroics
  Inspire Heroics
  Beginning at 14th level, when an ally spends a Bardic
  Inspiration die, they may add half the result (round up) to all
  ability checks, attack rolls, and saving throws they make until
  the beginning of their next turn.
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  Divine Domains
  Divine Domains
  At 1st level, a cleric gains the Divine Domain feature. The
  following domain options are available to a cleric, in addition
  to those offered in the Player’s Handbook: the Famine
  Domain and the Ocean domain.
  Famine Domain
  Famine Domain
  Gods of famine are cruel and capricious, striking down low
  and high alike. Their followers beg for mercy for themselves,
  and for the downfall of their enemies.
  Famine Domain Features
  Famine Domain Features
  Cleric Level
  Cleric Level
  Feature
  Feature
  1st
  Domain Spells, Plague Glance
  2nd
  Hunger of the Ages
  6th
  Gasping Jaws
  8th
  Potent Spellcasting
  17th
  Devour Life
  DOMAIN SPELLS
  DOMAIN SPELLS
  You gain domain spells at the cleric levels listed in the
  Famine Domain Spells table. See the Divine Domain class
  feature for how domain spells work.
  Famine Domain Spells
  Famine Domain Spells
  Cleric
  Cleric
  Level
  Level
  Spells
  Spells
  1st
  Bane, Ray of Sickness
  3rd
  Locate Animals or Plants, Ray of
  Enfeeblement
  5th
  Bestow Curse, Vamperic Touch
  7th
  Blight, Giant Insect
  9th
  Contagion, Insect Plague
  Plague Glance
  Plague Glance
  You learn the Infestation cantrip, which counts as a cleric
  spell for you, and does not count against the number of
  cantrips you may know. When you cast it, the range is 60ft,
  and you may choose which direction the target moves.
  In addition, as an action you may cause one plant within
  60ft to wither and die, or one plant creature to make a
  Constitution save or take 2d6 necrotic damage. This damage
  increases by 2d6 at 5th, 11th, and 17th level.
  Channel Divinity: Hunger of the Ages
  Channel Divinity: Hunger of the Ages
  Beginning at 2nd level, you may curse nearby creatures with
  a mighty hunger. All creatures within 30ft must make
  Wisdom saves or be consumed by hunger pangs, imposing
  Disadvantage on attack rolls and ability checks for one
  minute. They may make a new save at the end of each of their
  turns to overcome this effect.
  Gasping Jaws
  Gasping Jaws
  Beginning at 6th level, creatures affected by your Hunger of
  the Ages ability are maddened beyond belief. They lose the
  ability to distinguish friend from foe, as the spell Enemies
  Abound. The only action they can take is to attempt to bite
  the nearest creature, an unarmed strike dealing 1d4 + their
  Strength modifier damage.
  Potent Spellcasting
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to the
  damage you deal with any cleric cantrip, and with your
  Plauge Glance ability.
  Devour Life
  Devour Life
  Beginning at 17th level, you may use an action to attempt to
  consume the life of every nearby plant and creature. All
  plants and creatures with less than 50 hit points in a 30ft
  radius instantly die, and creatures with more than 50 hit
  points must make Constitution saves or gain a level of
  exhaustion. You recover 10 hit points for every creature who
  dies or fails their save. If this healing would take you above
  your normal hit point maximum, you gain the remaining
  amount as temporary hit points.
  Once you have used this ability, you may not do so again
  until you have completed a long rest.
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  Ocean Domain
  Ocean Domain
  From the dawn of time, races of all types have been drawn to
  the sea. Gods of the ocean are often feared as much as they
  are loved, but no sailor would dare venture onto the ocean
  without offering up a few prayers.
  Ocean Domain Features
  Ocean Domain Features
  Cleric Level
  Cleric Level
  Feature
  Feature
  1st
  Gift of the Sea, Shipboard Combat
  2nd
  Embrace the Deeps
  6th
  Spirit of the Sea
  8th
  Divine Strike
  17th
  Call the Waves
  DOMAIN SPELLS
  DOMAIN SPELLS
  You gain domain spells at the cleric levels listed in the Ocean
  Domain Spells table. See the Divine Domain class feature for
  how domain spells work.
  Ocean Domain Spells
  Ocean Domain Spells
  Cleric Level
  Cleric Level Spells
  Spells
  1st
  Create or Destroy Water, Fog Cloud
  3rd
  Blur, Gust of Wind
  5th
  Tidal Wave, Water Walk
  7th
  Control Water, Watery Sphere
  9th
  Control Winds, Maelstrom
  Gift of the Sea
  Gift of the Sea
  You gain a swim speed equal to your land speed, and  
  you learn the Shape Water cantrip.
  Shipboard Combatant
  Shipboard Combatant
  You gain proficiency in scimitars, tridents, and whips,  
  as well as with water vehicles. When wearing light or  
  no armor, you gain a +1 bonus to armor class.
  Channel Divinity: Embrace the 
  Channel Divinity: Embrace the  
  Deeps
  Deeps
  Beginning at 2nd level, as an action, you may grant  
  yourself and up to six willing creatures the  
  ability to breathe water for eight hours.  
  Affected creatures also gain swim speeds  
  equal to their land speeds, immunity to  
  environmental cold and pressure effects,  
  and darkvision to 60ft, if they did not  
  possess it already.
  If cast on an aquatic creature, your magic  
  instead grants them the ability to breathe  
  air for eight hours and improves their  
  land speed to 25ft, unless it was already  
  greater.
  Spirit of the Sea
  Spirit of the Sea
  Beginning at 6th level, you may cast Animal Friendship, Beast
  Bond, and Locate Animals or Plants without expending a
  spell slot, targeting only beasts and plants native to aquatic
  environments.
  Divine Strike
  Divine Strike
  At 8th level, 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 bludgeoning damage to the target. When
  you reach 14th level, the extra damage increases to 2d8.
  Call the Waves
  Call the Waves
  Beginning at 17th level, you may use an action to call an elder
  water elemental to your service for one hour. The stats for
  this creature may be found in the Appendix of this book. It is
  friendly towards you and your companions, and will obey
  your verbal commands.
  Once you have used this ability, you cannot do so again
  until you have completed a long rest.
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  Druid Circles
  Druid Circles
  At 2nd level, a druid gains the Druid Circle feature. The
  following options are available to a druid, in addition to those
  offered in the Player’s Handbook: the Circle of the Avenger,
  the Circle of Seasons, and the Circle of Vermin.
  Circle of the Avenger
  Circle of the Avenger
  The druidic avenger channels her inner fury to wreak
  vengeance upon those who injure the natural world.
  Circle of the Avenger Features
  Circle of the Avenger Features
  Druid Level
  Druid Level
  Feature
  Feature
  2nd
  Way of the Hunt, Primeval Rage
  6th
  Extra Attack
  10th
  Primordial Transformation
  14th
  Primordial Rage
  Way of the Hunt
  Way of the Hunt
  When you choose this circle at second level, you gain
  increased prowess with Druid equipment. When wearing
  leather or hide armor, you gain a +2 bonus to AC, and when
  wielding one of the weapons which the Druid class normally
  grants proficiency in, you may use your Wisdom instead
  instead of Strength or Dexterity for the attack and damage
  rolls
  Primeval Rage
  Primeval Rage
  Beginning at 2nd level, you learn how to augment your
  physical skill with the raw power of the elements. As a bonus
  action, you may expend one use of your Wild Shape ability to
  gain one of the following benefits for one minute:
  Burning Rage: Your weapon erupts with fire, allowing you
  to deal an extra 1d4 points of fire damage with melee
  weapons and melee spell attacks.
  Earthen Rage: You call the upon the strength of the earth
  to enfold you. Once per turn after being damaged by an
  attack, you may use your reaction to halve the incoming
  damage (rounding down).
  Frigid Rage: You wrap your weapon in deepest winter.
  Creatures you strike with a melee weapon or melee spell
  attack have their speed halved and cannot take reactions
  until the end of their next turn.
  Roaring Rage: Once per turn, you may push a target ten
  feet in a straight line after hitting them with a melee
  weapon or melee spell attack. They do not provoke an
  opportunity attack for leaving your reach.
  While raging, you may add your Proficiency bonus to
  Constitution saving throws that you make to maintain your
  concentration on a spell, and you gain temporary hit points
  equal to your Druid level.
  Extra Attack
  Extra Attack
  Beginning at 6th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn. In addition,
  you may add your Wisdom modifier to the damage you inflict
  with melee spell attacks.
  Primordial Transformation
  Primordial Transformation
  Beginning at 10th level, you have internalized many of the
  Druids’ trademark transformation magics. As an action, you
  may change your body in one of the following ways:
  Claws: You grow a set of vicious claws and/or fangs. Your
  unarmed strikes now deal 1d8 damage and count as
  magical for the purpose of overcoming resistance and
  immunity to nonmagical attacks and damage, and as
  Druid weapons for the purposes of your Way of the Hunt
  ability. After taking the Attack action, you may make one
  unarmed strike as a bonus action.
  Ears: You grow a set of bat-like ears, gaining blindsight
  out to 60ft and advantage on any Wisdom (Perception)
  checks based on hearing.
  Gills: You grow webbed feet and gills, gaining the ability
  to breathe underwater and a swim speed equal to your
  base land speed.
  Scales: You grow a set of tough scales. When you aren't
  wearing armor, your AC is 18. You can use your scales to
  determine your AC if the armor you wear would leave you
  with a lower AC. A shield's benefits apply as normal.
  Wings: You grow a set of powerful wings, gaining a fly
  speed equal to your base land speed.
  You may only ever have one transformation in effect at a
  time. If you begin a second transformation, your first one
  ends. Transformations remain in effect until you are either
  incapacitated or return to normal as a bonus action.
  Primordial Rage
  Primordial Rage
  Beginning at 14th level, your rage grows ever fiercer. When
  using your Primeval Rage ability and casting a spell with a
  matching damage type, you may make a melee attack as a
  bonus action. In addition, you do not suffer Disadvantage on
  ranged spell attacks from being in melee combat.
  Burning Rage: Any spell which deals fire damage, or
  which has a term like "Fire" or "Heat" in its name.
  Earthen Rage: Any spell which targets only plants or
  beasts, or which has a term like "Earth" or"Stone" in its
  name.
  Frigid Rage: Any spell  
  which deals cold damage, or  
  which has a term like "Water"  
  or "Ice" in its name.
  Roaring Rage: Any spell  
  which deals lightning or  
  thunder damage, or which 
  has a term like "Wind"  
  or "Sky" in its name.
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  Circle of Seasons
  Circle of Seasons
  The world turns, and the seasons turn with it. Druids of the
  Circle of Seasons seek attunement with that change,
  safeguarding the progression of life.
  Circle of Seasons Features
  Circle of Seasons Features
  Druid Level
  Druid Level
  Feature
  Feature
  2nd
  Seasonal Magic, Seasonal Reserve
  6th
  Nature's Wrath
  10th
  Shield of Seasons
  14th
  Elemental Rage
  Seasonal Magic
  Seasonal Magic
  Beginning at 2nd level, you form a special connection with a
  particular season: Spring, Summer,  
  Autumn, or Winter. You may  
  choose to change your season  
  at the end of a long rest. When  
  connected to a particular  
  season, you gain  
  access to that season's 
  unique spells--  
  one cantrip and one  
  first-level spell at 2nd level, 
  with additional spells  
  being gained at 3rd, 5th,  
  7th, and 9th levels.
   While you have access to a season spell, you always have it
  prepared, and it doesn't count against the number of spells
  you can prepare each day. If you gain access to a spell that
  doesn't appear on the druid spell list, the spell is nonetheless
  a druid spell for you. Spells marked with an (n) are described
  at the end of this section.
  As a special case, on the first day of each season, you must
  connect to that season.
  Spring
  Spring
  Druid Level
  Druid Level
  Spells
  Spells
  2nd
  Static Snap (n), Thunderwave
  3rd
  Shatter
  5th
  Lightning Bolt
  7th
  Storm Sphere
  9th
  Destructive Wave
  Summer
  Summer
  Druid Level
  Druid Level
  Spells
  Spells
  2nd
  Firebolt, Burning Hands
  3rd
  Scorching Ray
  5th
  Fireball
  7th
  Wall of Fire
  9th
  Immolation
   
  Autumn
  Autumn
  Druid Level
  Druid Level
  Spells
  Spells
  2nd
  Acid Splash, Grease
  3rd
  Snilloc’s Acid Bath (n)
  5th
  Tidal Wave
  7th
  Vitriolic Sphere
  9th
  Maelstrom
  Winter
  Winter
  Druid Level
  Druid Level
  Spells
  Spells
  2nd
  Ray of Frost, Ice Knife
  3rd
  Icicle Storm (n)
  5th
  Melf's Frost Barrage (n)
  7th
  Ice Storm
  9th
  Cone of Cold
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  Seasonal Reserve
  Seasonal Reserve
  As an action, you may cast one of your Seasonal Magic spells,
  as though from a 1st level slot, without expending a spell slot.
  Once you have used this ability, you cannot do so again until
  you've finished a long rest.
  At 3rd level, you may cast the spell as though from a 2nd
  level slot. At 5th level, this improves to a 3rd level slot, a 7th
  level to a 4th level slot, and at 9th level to a 5th level slot.
  Nature's Wrath
  Nature's Wrath
  Beginning at 6th level, whenever one of your Seasonal Magic
  spells deals damage, you may add your Wisdom modifier to
  the damage dealt.
  Shield of Seasons
  Shield of Seasons
  Beginning at 10th level, you gain immunity to the energy type
  most commonly associated with the season you're currently
  connected to.
  Spring: Lightning
  Summer: Fire
  Autumn: Acid
  Winter: Cold
  Elemental Rage
  Elemental Rage
  Beginning at 14th level, after casting a spell of 1st level or
  higher, you may cast your Seasonal Magic cantrip as a bonus
  action. You can use this feature a number of times equal to
  your Wisdom modifier (a minimum of once). You regain all
  expended uses when you finish a long rest.
   
  Variant Spells
  Variant Spells
  Static Snap
  Static Snap: As Sacred Flame, but dealing
  lightning damage. Shocking Grasp or Lightning
  Lure is an alternative.
  Snilloc's Acid Bath
  Snilloc's Acid Bath: As Snilloc’s Snowball Swarm,
  but dealing Acid damage. Melf's Acid Arrow is
  an alternative.
  Icicle Storm
  Icicle Storm: as Scorching Ray, but each beam
  deals 1d6 cold and 1d6 piercing; Snilloc's
  Snowball Swarm is an alternative.
  Melf's Frost Barrage
  Melf's Frost Barrage: as Melf's Minute Meteors,
  but dealing Cold damage; Sleet Storm is an
  alternative.
  Circle of Vermin
  Circle of Vermin
  While Druids recognize the importance of all types of life, few
  spare much thought for the smallest inhabitants of the world.
  Druids of the Circle of Vermin, however, know in their hearts
  that without insects, life as we know it would not exist.
  Circle of Vermin Features
  Circle of Vermin Features
  Druid Level
  Druid Level Feature
  Feature
  2nd
  A Bug's Life, Vermin Shape
  6th
  Insect Strike, Improved Vermin Shape
  10th
  Venom Veins
  14th
  Plaguebringer
  A Bug’s Life
  A Bug’s Life
  Beginning at 2nd level, you have advantage on Nature checks
  to recall information about insects and other vermin, and you
  may attempt to influence their behavior with a Wisdom
  (Animal Handling) check.
  In addition, you learn the Infestation cantrip, which does
  not count towards you total number of cantrips known. When
  you cast it, you may choose to have it deal either acid or
  poison damage.
  Vermin Shape
  Vermin Shape
  Beginning at 2nd level, you can use your Wild Shape as a
  bonus action, rather than an action, in order to assume one of
  the following shapes: Giant Centipede, Giant Crab, Giant
  Fire Beetle, Giant Spider, Giant Strider, Giant Wolf Spider,
  Rust Monster, Scorpion, Spider, Stirge, Swarm of Beetles,
  Swarm of Centipedes, Swarm of Insects, Swarm of Rot
  Grubs, Swarm of Spiders, or Swarm of Wasps.
  While in one of your Vermin Forms, you may cast
  Infestation without having to provide the normal
  components.
  Insect Strike
  Insect Strike
  Beginning at 6th level, your attacks and cantrips while in
  Vermin form deal an additional 1d6 acid or poison damage.
  As a bonus action, you may expend a spell slot to cause your
  natural weapons to count as magical for one minute per level
  of the expended slot.
  Improved Vermin Shape
  Improved Vermin Shape
  Beginning at 6th level, and at every third level thereafter, you
  may take more powerful forms using your Vermin Shape
  ability.
  6th: Ankheg, Carrion Crawler, Ettercap, Giant Crayfish,
  Giant Fly, Giant Wasp
  9th: Cave Fisher, Choldrith, "Giant Mantis" (using the
  stats of a Hook Horror, but a beast), Giant Scorpion,
  Phase Spider
  12th: Chuul, “Titan Beetle” (using the stats of a
  Stegasaurus)
  15th: Hulking Crab, Otyugh, Roper, Umber Hulk, or
  Young Remorhaz
  18th: Chasme, Drider, "Siege Beetle" (using the stats of a
  Mammoth)
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  Venom Veins
  Venom Veins
  Beginning at 10th level, you gain immunity to acid, poison,
  and disease.
  Plaguebringer
  Plaguebringer
  Beginning at 14th level, you learn the spells Contagion and
  Insect Plague—you always have them prepared, and they
  don't count against the number of spells you can prepare
  each day. You may cast them normally while in Vermin form,
  and may make a melee attack as a bonus action after doing
  so.
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  Martial Archetypes
  Martial Archetypes
  At 3rd level, a fighter gains the Martial Archetype feature. The
  following options are available to a fighter, in addition to
  those offered in the Player’s Handbook: the Balefire Knight,
  the Bladebound, the Marshal, and the Mutation Warrior.
  Balefire Knight
  Balefire Knight
  Not every mage is interested in learning formal spells. For
  some, raw elemental power is more than enough to get the
  job done.
  Balefire Knight Features
  Balefire Knight Features
  Fighter Level
  Fighter Level
  Feature
  Feature
  3rd
  Mystic Fire
  7th
  Fire Spray
  10th
  Mystic Force
  15th
  Fire Burst
  18th
  Dire Flame
  Mystic Fire
  Mystic Fire
  Beginning at 3rd level, you learn to harness elemental flames
  in your fighting style. You learn the Control Flames and
  Produce Flames cantrips, as well as the following special
  abilities. Your spell attack bonus is equal to your proficiency
  bonus + your Constitution bonus, and save DCs are equal to
  8 + your Proficiency bonus + your Constitution bonus.
  Flame Bolt: When taking the Attack action, you may use a
  bonus action to launch a bolt of flame at a foe. You may
  also replace any number of weapon attacks with bolts of
  flame. These attacks are either melee spell attacks or
  ranged spell attacks with a range of 60ft, and deal 1d6 +
  Constitution bonus fire damage on a hit.
  Burning Vigor: When you use your Second Wind ability,
  all adjacent targets take fire damage equal to the amount
  of health you would recover. A successful Dexterity halves
  this damage.
  Scorching Passion: When you use your Action Surge
  ability, increase all fire damage you deal by 2 until the end
  of your turn.
  Fire Spray
  Fire Spray
  Beginning at 7th level, when taking the Attack action, you
  may replace any number of weapon attacks with sprays of
  fire. If you do, all targets in a 15ft cone must make Dexterity
  saves or take 2d6 fire damage per attack you give up. For
  example, a 7th level Balefire Knight can normally make two
  weapon attacks when taking the Attack action. If he makes
  one weapon attack, he deals 2d6 with his fire spray. If he
  makes no weapon attacks, he deals 4d6.
  To use this ability, you must have at least one hand that is
  either empty or wielding a weapon.
  Mystic Force
  Mystic Force
  Beginning at 10th level, you may replace half the damage
  your subclass abilities deal with force damage. You also learn
  the Mage Hand cantrip.
  Fire Burst
  Fire Burst
  Beginning at 15th level, when taking the Attack action, you
  may replace any number of weapon attacks with bursts of
  flame. If you do, all creatures in a 5ft radius centered
  anywhere within 60ft must make Dexterity saves or take 2d6
  fire damage per attack you give up.
  To use this ability, you must have at least one hand that is
  either empty or wielding a weapon.
  Dire Flame
  Dire Flame
  Beginning at 18th level, the damage of your Mystic Bolt
  increases to 2d6 + your Constitution bonus, and your Fire
  Spray and Fire Burst abilities increases to 3d6 per attack you
  give up.
  Optional: Elemental Variants
  Optional: Elemental Variants
  The Balefire Knight is centered around fire damage, but
  there's no reason it has to be. You can substitute other
  elements with just a few adjustments-- you just have to
  change the damage type of your abilities, replace the cantrips
  with more appropriate ones, and-- if necessary-- change the
  damage die of your Flame Bolt, Fire Spray, and Fire Burst
  abilities. See the table below for details.
  Variant
  Variant
  Element
  Element Cantrips
  Cantrips
  Damage
  Damage
  Die
  Die
  Corrosion
  Knight
  Acid
  Acid Splash,
  Infestation
  d4
  Death Knight
  Necrotic Chill Touch, Spare the
  Dying
  d4
  Frostfell
  Knight
  Cold
  Shape Water, Frostbite
  d6
  Thunderbolt
  Knight
  Lightning Dancing Lights,
  Shocking Grasp
  d6
  Soul Knight
  Psychic
  Message, Vicious
  Mockery
  d4
  Toxic Knight
  Poison
  Poison Spray,
  Infestation
  d8
  Sunfire Knight Radiant
  Sacred Flame, Light
  d4
  Thunderclap
  Knight
  Thunder Gust, Thunderclap
  d4
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  Bladebound
  Bladebound
  King Arthur and Excalibur. Elric of Melniboné and
  Stormbringer. There have been many warriors throughout
  the ages famous for wielding legendary weapons. Now you,
  too, are lucky enough to be among them.
  Bladebound Features
  Bladebound Features
  Fighter Level
  Fighter Level Feature
  Feature
  3rd
  Signature Weapon, Spirit in the Steel
  7th
  Awaken the Steel
  10th
  Spirit of the Blade
  15th
  Potent Spirit
  18th
  Weapon of Legend
  Signature Weapon
  Signature Weapon
  Beginning at 3rd level, you conduct an eight-hour ceremony
  to designate one weapon as your Signature Weapon. You may
  only have one Signature Weapon at a time. If you conduct the
  ritual a second time, you may designate a different weapon--
  the magic leaves the original item and settles in the new one.
  Once designated, your Signature Weapon becomes an
  unbreakable magic weapon with a +1 bonus to attack and
  damage rolls, and cannot be removed from your grip unless
  you wish it--even in unconsciousness, it will not leave your
  hand. If you are separated for whatever reason, your
  Signature Weapon will somehow find its way back to you by
  the end of your next short rest. These bonuses stack with any
  existing magic properties your Signature Weapon might have
  possessed.
  Spirit in the Steel
  Spirit in the Steel
  Beginning at 3rd level, a subtle intelligence begins to stir in
  your Signature Weapon. While not fully sentient yet, the
  weapon can hear and remember, and communicate its
  emotions to you telepathically. While the weapon is within
  your possession, it grants you advantage on Insight checks
  and on checks made to recall things you have heard in the
  weapon's presence.
  If you replace your Signature Weapon, the intelligence
  transfers to the new weapon.
  Awaken the Steel
  Awaken the Steel
  Beginning at 7th level, your weapon awakens to full
  sentience. It has an Intelligence, Wisdom, and Charisma
  score of 6, blindsense to a range of 30ft, and it can
  communicate with you telepathically. While within your
  possession, it also grants you advantage on Initiative rolls
  and Perception checks.
  Spirit of the Blade
  Spirit of the Blade
  Beginning at 10th level, your signature weapon's bonus to
  attack and damage increases to +2. In addition, at the end of
  any creature's turn, the weapon may use your reaction to cast
  one of the following spells on you, as though from a second
  level spell slot:
  Aid
  Cure Wounds
  Lesser Restoration
  Because your weapon is a separate intelligence, it can cast
  these spells regardless of your status, as long as you're still
  alive--it can act to heal you while you're unconscious, or cure
  you of your paralysis. Once it has cast one of these spells, it
  cannot cast another again until you have completed a short or
  long rest.
  Potent Spirit
  Potent Spirit
  Beginning at 15th level, your weapon's mental ability scores
  increase to 12, and it gains proficiency in two Intelligence,
  Wisdom, or Charisma-based skills. It can communicate
  telepathically with any creature within 60ft, and its
  blindsense range increases to 60ft.
  In addition, the spells it may cast on you count as being
  cast from a third level spell slot.
  Weapon of Legend
  Weapon of Legend
  Beginning at 18th level, your weapon's bonus to attack and
  damage increases to +3, its mental ability scores increase to
  15, and the range of its telepathy and blindsense increase to
  120ft.
  In addition, at the end of any creature's turn, the weapon
  may use your reaction to cast Greater Restoration or Heal on
  you, as though from a fifth level spell slot. It may do so even if
  you are incapacitated. Once it has done so, it may not do so
  again until you have completed a long rest.
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  Marshal
  Marshal
  The greatest generals lead from the front, inspiring their
  troops with their own prowss and raw presence.
  Marshal Features
  Marshal Features
  Fighter Level
  Fighter Level
  Feature
  Feature
  3rd
  Art of War, Aura of Battle
  7th
  Motivate Hustle
  10th
  Greater Aura
  15th
  Inspiring Speech
  18th
  Motivate Rush
  Art of War
  Art of War
  Beginning at 3rd level, you gain proficiency in two of the
  following skills: History, Insight, Intimidation, or Persuasion.
  Aura of Battle
  Aura of Battle
  Beginning at 3rd level, you can draw on your raw charisma to
  project an aura, affecting yourself and all allies within 30ft.
  Projecting an aura is a bonus action; you may stop projecting
  it as a free action. An aura must be concentrated on, as with a
  spell, and lasts for up to 1 minute.
  At 3rd level, you learn three auras from the following list.
  You learn one additional aura at 7th, 10th, 15th, and 18th
  level.
  Art of War: When making attack rolls, allies may roll 1d4
  and add it to their roll.
  Back to Back: When an adjacent creature is attacked,
  allies affected by your aura can use their reaction to
  impose disadvantage on the attack roll.
  Demand Fortitude: When making Constitution saves,
  allies may roll 1d4 and add it to their roll.
  Force of Will: When making Wisdom and Charisma
  saves, allies may roll 1d4 and add it to their roll.
  Hold the Line: Allies may take one additional reaction
  each round, which can only be used to make opportunity
  attacks.
  Motivate Arcana: When making spell attack or damage
  rolls, allies may roll 1d4 and add it to their result.
  Nimble Hustle: When making Dexterity checks and
  saves, allies may roll 1d4 and add it to their roll.
  Over the Top: Allies may move half again as fear each
  round, and opportunity attacks against them have
  disadvantage.
  Stand Fast: At the beginning of their turn, allies gain
  temporary hit points equal to your Proficiency bonus.
  Surge of Might: When making Str checks, saves, and
  damage rolls with Str-based weapon attacks, allies may
  roll 1d4 and add it to their roll.
  Watch Your Back: When an ally is attacked, they can use
  their reaction to roll 1d4 and add it to their armor class
  against that attack. They may do so after seeing their roll
  but before the DM announces the result.
  Watchful Eye: When making Perception checks and
  Intelligence checks and saves, allies may roll 1d4 and add
  it to their roll.
  You can use this feature a number of times equal to your
  Charisma modifier (a minimum of once). You regain any
  expended uses when you finish a short or long rest.
  Motivate Hustle
  Motivate Hustle
  Beginning at 7th level, you may use a bonus action to rally an
  ally within your aura. They may use their reaction to move up
  to half their speed without provoking opportunity attacks.
  Greater Aura
  Greater Aura
  Beginning at 10th level, the range of your aura extends to
  60ft, and the bonuses they provide to 1d6.
  Inspiring Speech
  Inspiring Speech
  Beginning at 15th level, you may use your action to grant
  yourself and all allies in your aura temporary hit points equal
  to twice your level. These temporary hit points last for 1
  minute. Once you have done so, you may not use this ability
  again until you have completed a long rest.
  Motivate Rush
  Motivate Rush
  Beginning at 18th level, when you use your Motivate Hustle
  ability, you may target any number of allies within range.
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  Mutation Warrior
  Mutation Warrior
  While most fighters rely on physical fitness and rigorous
  training to achieve martial superiority, a few prefer to create
  and imbibe dangerous concoctions to augment their bodies
  far beyond their normal limits.
  Mutation Warrior Features
  Mutation Warrior Features
  Fighter Level
  Fighter Level
  Feature
  Feature
  3rd
  Mutagen, Brew Potion
  7th
  Rapid Swig
  10th
  Greater Mutagen
  15th
  Double Dose
  18th
  Grand Mutagen
  Mutagen
  Mutagen
  At 3rd level, you learn how to create a powerful potion that
  heightens your physical power at the cost of your mind.
  During a short rest, you may brew one dose of mutagen,
  which remains viable for 24 hours or until you attempt to
  brew a new dose. Your mutagen only works for you.
  As an action, you may drink your mutagen, gaining its
  benefits for 1 hour. Mutagens may have one of three effects,
  chosen at the time you brew them:
  Bulk: You deal an additional 2 damage with Strength-
  based weapon attacks and have advantage on Strength
  checks and saves, but disadvantage on Intelligence checks
  and saves. In addition, you count as one size larger when
  determining your carrying capacity and the weight you
  can push, drag, or lift, and you may shove targets 10ft
  instead of 5ft.
  Endurance: Your current and maximum hit points
  increase by 1 point per Fighter level and you have
  advantage on Constitution checks and saves, but
  disadvantage on Charisma checks and saves. In addition,
  you gain a +1 bonus to AC.
  Speed: You deal an additional 2 damage with Dexterity-
  based weapon attacks and have advantage on Dexterity
  checks and saves, but disadvantage on Wisdom checks
  and saves. In addition, you may Dash as a bonus action.
  Brew Potion
  Brew Potion
  Beginning at 3rd level, you may brew one Least Potion during
  a short rest. These potions either function as described in the
  Dungeon Master's Guide, or as though casting the indicated
  spell from a first level spell slot, targeting only the creature
  drinking the potion. If the spell requires concentration, the
  creature drinking the potion must provide it.
  Potions created this way last for 24 hours, or until you
  attempt to brew potions again.
  Beginning at 7th level, you may craft Lesser Potions, and
  all your potions are cast from a 2nd level slot. At 13th level,
  you may craft Greater Potions and cast from a 3rd level slot;
  and at 19th, you may craft Grand Potions and cast from a 4th
  level slot.
  Rapid Swig
  Rapid Swig
  Beginning at 7th level, you may drink a potion or mutagen as
  a bonus action.
  Greater Mutagen
  Greater Mutagen
  Beginning at 10th level, the benefits of your mutagen
  increase. Bulk and Speed mutagens grant a an additional 4
  points of damage to appropriate attacks , and Endurance
  Mutagens increase your current and maximum hit points by
  2 points per Fighter level. These new values replace the
  original, rather than stacking.
  Double Dose
  Double Dose
  Beginning at 15th level, you may brew one additional potion
  or mutagen during a short rest, for a total of three doses of
  alchemical magic.
  Grand Mutagen
  Grand Mutagen
  Beginning at 18th level, your mutagens no longer impose
  penalties to mental checks or saves.
  Least Potions
  Least Potions
  Bless
  Comprehend Languages
  Disguise Self
  Expeditious Retreat
  False Life
  Heroism
  Longstrider
  Mage Armor
  Perfume of Bewitching
  (XGtE)
  Potion of Climbing
  Potion of Healing
  Protection from Evil and
  Good
  Shield of Faith
  Speak with Animals
   
  Lesser Potions
  Lesser Potions
  Aid
  Alter Self
  Barkskin
  Blur
  Darkvision
  Detect Thoughts
  Dragon’s Breath
  Enhance Ability
  Enlarge/Reduce
  Invisibility
  Lesser Restoration
  Oil of Slipperiness
  Pass Without Trace
  Philter of Love
  Potion of Animal Friendship
  Potion of Fire Breath
  Potion of Greater Healing
  Potion of Growth
  Potion of Poison
  Potion of Resistance
  Potion of Water Breathing
  Protection from Poison
  See Invisibility
  Water Walk
  Greater Potions
  Greater Potions
  Blink
  Elixer of Health
  Fly
  Gaseous Form
  Haste
  Nondetection
  Oil of Etherealness
  Potion of Clairvoyance
  Potion of Diminution
  Potion of Heroism
  Potion of Hill Giant Strength
  Potion of Invulnerability
  Potion of Mind Reading
  Potion of Superior Healing
  Tongues
  Vamperic Touch
  Water Breathing
  Grand Potions
  Grand Potions
  Fire Shield
  Freedom of Movement
  Greater Invisibility
  Oil of Sharpness
  Polymorph
  Potion of Fire Giant Strength
  Potion of Speed
  Potion of Supreme Healing
  Potion of Vitality
  Stoneskin
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  Monastic Traditions
  Monastic Traditions
  At 3rd level, a monk gains the Monastic Tradition feature. The
  following options are available to a monk, in addition to those
  offered in the Player’s Handbook: the Way of the Bow and the
  Way of the Iron Hand.
  Way of the Bow
  Way of the Bow
  Some monks seek to become one with another weapon
  entirely—the bow. Followers of the Way of the Bow seek
  perfection in the pull of a taut bowstring, the flex of a bow’s
  limbs, and the flight of an arrow fired true.
  Way of the Bow Features
  Way of the Bow Features
  Monk Level
  Monk Level
  Feature
  Feature
  3rd
  Bonus Proficiencies, Zen Archery
  6th
  One with the Bow
  11th
  Song of Endless Flight
  17th
  Oneness of Space
  Bonus Proficiencies
  Bonus Proficiencies
  At 3rd level, you gain proficiency with longbows, heavy
  crossbows, and hand crossbows, as well as woodcarver's
  tools.
  Zen Archery
  Zen Archery
  Beginning at 3rd level, all ranged weapons count as Monk
  weapons for you, and you do not have disadvantage on the
  attack roll when making a ranged attack while you are within
  5 feet of a hostile creature. In addition, you learn the
  following special archery techniques:
  Meditative Aim: As a bonus action, you may add your
  Wisdom modifier to the damage rolls of your ranged
  weapon attacks until the end of your turn.
  Reflexive Speed:You may spend 1 ki as a bonus action to
  make a ranged weapon attack, adding your Wisdom
  Modifier to the attack and damage rolls.
  Curving Flight: AsYou may spend 1 ki as a bonus action
  to induce your arrows to bend in mid-flight. Until the
  beginning of your next turn, your attacks with ranged
  weapons can turn up to ninety degrees in flight, allowing
  them to travel around corners and ignore cover.
  One With the Bow
  One With the Bow
  Beginning at 6th level, your arrows count as magical for the
  purpose of overcoming resistance and immunity to
  nonmagical attacks and damage, and as melee weapon
  attacks for the purposes of your Stunning Strike ability.
  Song of Endless Flight
  Song of Endless Flight
  Beginning at 11th level, you may spend 1 ki as an action and
  make a ranged weapon attack against a single foe. If you hit,
  your arrow deals its normal damage and continues on. Make
  a second attack roll against another target within 30ft of the
  original target. If you hit, your arrow deals its normal damage
  and continues on. You may continue dealing damage and
  making fresh attack rolls until you miss or run out of new
  targets.
   
  Oneness of Space
  Oneness of Space
  What is distance, but a construction of the mind? All places
  are one place, and all targets are one target. Beginning at
  17th level, you may take an action to make a single ranged
  attack against any creature you are familiar with, regardless
  of the distance between you, intervening walls, or any other
  such obstacle short of planar boundaries. If it hits, the target
  takes an additional 5d10 damage.
  If you do not know their approximate location of your
  target (to within 500ft), you have disadvantage on this roll; if
  you can see them at the time you make the shot, either
  visually or through a scrying ability, you have advantage.
  Once you have used this ability, you cannot use it again until
  you have completed a long rest.
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  Way of the Iron Hand
  Way of the Iron Hand
  Armor does not have to be a limitation, not truly. Those who
  follow the Way of the Iron Hand practice and train until their
  armor is practically a part of their body.
  Way of the Iron Hand Features
  Way of the Iron Hand Features
  Monk Level
  Monk Level
  Feature
  Feature
  3rd
  Iron Stance, Weight Training
  6th
  Steel Fist
  11th
  Mithril Heart
  17th
  Adamantine Soul
  Iron Stance
  Iron Stance
  At 3rd level, you gain proficiency in light  
  and medium armor, and with shields. While  
  wearing armor or a shield, you gain the following benefits:
  You may use your Martial Arts and Unarmored Movement
  abilities
  You may use your Strength modifier in place of Wisdom
  when determining the save DC of Monk abilities such as
  Stunning Strike.
  You may use your shield as a melee weapon dealing 1d6
  bludgeoning damage and the throwing property, with a
  10ft range. It counts as a Monk weapon.
  When wearing armor or using a shield, you may spend 1
  ki as a bonus action to gain resistance to all slashing,
  bludgeoning, and piercing damage for 1 round.
  Weight Training
  Weight Training
  Wearing medium armor doesn't impose disadvantage on your
  Dexterity (Stealth) checks. Beginning at 6th level, neither
  does heavy armor.
  Optional: Advanced Weight Training
  Optional: Advanced Weight Training
  Upon gaining this subclass, you may spend one week of
  downtime performing intensive training to switch your
  Strength and Dexterity scores, not including racial bonuses.
  For example, if an Elf Monk with a Strength of 12 and a Dex
  of 17 used this feature, they would wind up with 15 Strength
  and 14 Dex.
  Steel Fist
  Steel Fist
  Beginning at 6th level, when you strike a foe with an unarmed
  strike while wearing armor, or with a melee weapon attack
  using your shield, you may push them 5ft. If you do, you may
  choose to immediately move 5ft to remain adjacent to them.
  In addition, strikes with your shield counts as magical for
  the purpose of overcoming resistance and immunity to
  nonmagical attacks and damage.
  Mithril Heart
  Mithril Heart
  Beginning at 11th level, when you are wearing armor or using
  a shield and are damaged by a melee weapon attack, you may
  spend 1 ki as a reaction to reduce the damage by 1d10 + your
  monk level + your Strength bonus. If you reduce the damage
  to zero, the attacker must make a Strength save or drop their
  weapon. You may catch it if you have a free hand.
  Adamantine Soul
  Adamantine Soul
  Beginning at 17th level, when a creature misses you with a
  melee attack, you may make an unarmed strike against them
  as a reaction. You may also make an unarmed strike against
  your attacker as part of your Mithril Heart reaction ability.
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  SACRED OATHS
  SACRED OATHS
  At 3rd level, a paladin gains the Sacred Oath feature. The
  following Oath of Freedom option is available to a paladin, in
  addition to those offered in the Player’s Handbook.
  Oath of Freedom
  Oath of Freedom
  Those who take the Oath of Freedom dedicate themselves to
  the cause of liberty and free thought.
  Oath of Conquest Features
  Oath of Conquest Features
  Paladin Level
  Paladin Level
  Features
  Features
  3rd
  Oath Spells, Channel Divinity
  7th
  Aura of Freedom (10ft)
  15th
  Emancipation
  18th
  Aura of Freedom (30ft)
  20th
  Spirit of Freedom
  Oath of Conquest Spells
  Oath of Conquest Spells
  Paladin Level
  Paladin Level Spells
  Spells
  3rd
  Grease, Longstrider
  5th
  Invisibility, Misty Step
  9th
  Beacon of Hope, Fly
  13th
  Dimension Door, Freedom of Movement
  17th
  Far Step, Teleportation Circle
  Channel Divinity
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Ye Shall Be Free: Your touch opens all bonds. As  
  a bonus action, you may touch a creature and  
  remove any of the following conditions: charmed,
  grappled, paralyzed, or restrained. Alternately,  
  you may touch an object being held shut by a  
  mundane lock or bar and have it become  
  unlocked, unstuck, or unbarred. If you  
  choose a target that is held shut with  
  Arcane Lock, that spell is dispelled.
  Rush to Freedom: As an action,  
  you may touch an adjacent ally.  
  Both of you gain advantage on  
  Dexterity saving throws and  
  do not provoke opportunity attacks  
  for 1 minute. When you do so, your  
  ally may use a reaction to move up 
  to their speed.
  Aura of Freedom
  Aura of Freedom
  Beginning at 7th level, you and friendly creatures within 10ft
  of you have advantage on saves and checks to resist being
  charmed, grappled, or restrained. Friendly creatures
  (including yourself) that begin a turn within your Aura of
  Freedom gain a 10 ft increase in speed until the beginning of
  their next turn. At 18th level, the range of this aura  
  increases to 30 feet.
  Emancipation
  Emancipation
  Beginning at 15th level, you may use a reaction to cast
  Remove Curse or Greater Restoration on yourself without
  providing any components, even if you are subject to a
  condition that would normally prevent you from doing so.
  Once you have used this ability, you may not do so again until
  you have completed a long rest.
  Spirit of Freedom
  Spirit of Freedom
  Beginning at 20th level, you can use your action to gain the
  following benefits for 1 hour:
  Wings sprout from your back and grant you a flying speed
  of 60ft
  You gain a +2 bonus to AC, advantage on Dexterity saving
  throws, and do not provoke opportunity attacks.
  You may take one additional action on each turn, which
  can be used only to take the Attack (one weapon attack
  only), Dash, Disengage, or Use an Object action.
  Once you use this feature you can't use it again until you
  finish a long rest.
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  Ranger Archetypes
  Ranger Archetypes
  At 3rd level, a ranger gains the Ranger Archetype feature. The
  following options are available to a ranger,in addition to those
  offered in the Player’s Handbook: the Shooting Star Ranger
  and the Skinwalker.
  Shooting Star Ranger
  Shooting Star Ranger
  Shooting Star Rangers serve the gods of magic by scouting,
  spying, and dealing with fiends and monstrosities created by
  magical experimentation.
  Shooting Star Ranger Features
  Shooting Star Ranger Features
  Ranger
  Ranger
  Level
  Level
  Feature
  Feature
  3rd
  Shooting Star Magic, Magic's Touch, Improved
  Spellcasting
  7th
  Spellbreaker
  11th
  Shooting Star Strike
  15th
  Word of Recall
  Shooting Star Magic
  Shooting Star Magic
  Beginning at 3rd level, you learn an additional spell when you
  reach certain levels in this class, as shown in the Shooting
  Star Ranger Spells table. The spell counts as a ranger spell
  for you, but it doesn't count against the number of ranger
  spells you know.
   
  Shooting Star Ranger Spells
  Shooting Star Ranger Spells
  Ranger Level
  Ranger Level
  Feature
  Feature
  3rd
  Detect Magic
  5th
  See Invisibility
  9th
  Counterspell
  13th
  Greater Invisibility
  17th
  Banishing Smite
  Magic's Touch
  Magic's Touch
  At 3rd level, you learn Message, as well as two other Wizard
  or Druid cantrips of your choice. Wisdom is your casting
  ability. You also gain proficiency in Arcana, if you did not
  already have it.
  Improved Spellcasting
  Improved Spellcasting
  At 3rd level, you gain an additional 1st level spell slot. You
  gain an additional 2nd level slot at 5th, a 3rd level slot at 9th,
  a 4th level slot at 13th, and a 5th level slot at 17th. During a
  long rest, you may choose one Ranger spell you know and
  replace it with another spell from the Ranger list, which must
  be of a level for which you have spell slots.
  Spellbreaker
  Spellbreaker
  Beginning at 7th level, when you are targeted by a spell, you
  may use a reaction to grant yourself and all other targets a
  bonus to their armor class or saving throw (whichever is
  relevant) equal to your Wisdom modifier.
   
  Shooting Star Strike
  Shooting Star Strike
  Beginning at 11th level, after casting a Ranger spell or
  cantrip, you may make a weapon attack as a bonus action.
  Word of Recall
  Word of Recall
  Beginning at 15th level, when you are targeted by an attack,
  you may use your reaction to teleport 10ft, adding your
  Wisdom modifier to your AC against that attack and
  potentially causing it to miss. Once per long rest, you may
  cast Word of Recall.
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  Skinwalker
  Skinwalker
  Skinwalker Features
  Skinwalker Features
  Ranger Level
  Ranger Level
  Feature
  Feature
  3rd
  Skinwalker Magic, Skinhunter
  7th
  Skinwalk
  11th
  Greater Skinhunter
  15th
  Greater Skinshift
  Skinwalker Magic
  Skinwalker Magic
  Beginning at 3rd level, you learn an additional spell when you
  reach certain levels in this class, as shown in the Skinwalker
  Spells table. The spell counts as a ranger spell for you, but it
  doesn't count against the number of ranger spells you know.
  Skinwalker Spells
  Skinwalker Spells
  Ranger Level
  Ranger Level
  Feature
  Feature
  3rd
  Beast Bond
  5th
  Enhance Ability
  9th
  Gaseous Form
  13th
  Polymorph
  17th
  Commune with Nature
  Skinhunter
  Skinhunter
  Beginning at 3rd level, you learn the secrets of tapping into
  the powers and abilities of animals. As an action, you may
  consumed the body parts of an animals in order to assume
  one of its powers. You may gain any one ability on the
  following list which is also possessed by the animal you
  consumed. If the ability requires a saving throw, the DC is
  8+Proficiency+Wisdom modifier.
  Powers last for one hour once acquired, and you may use
  this ability a number of times per Short Rest equal to your
  Constitution modifier. You may use it again before the first
  power has worn off, but doing so instantly ends the first
  effect.
  Most Skinwalkers keep a pouch well stocked with
  preserved bits of the meat, fur, and other bits they use to fuel
  their abilities. You may assemble such a pouch with one week
  of downtime to hunt, or by spending 25 gp to purchase
  replacement parts from local hunters and merchants. As long
  as you have your pouch, you are assumed to have all the
  components you need to use your abilities, much like a spell
  component pouch.
  However, fresher parts have more potent effects. During a
  long rest, you may collect three random body parts by
  hunting-- roll a d12 to determine which sorts you obtain. You
  may also obtain one fresh body part from the corpse of a
  Beast who meets the appropriate requirements. When you
  consume a fresh body part, you gain temporary hit points
  equal to your Ranger level in addition to the piece's normal
  effects. Parts remain fresh for 24 hours, or until you
  complete a long rest.
  1: Natural Attacks (Requirements: none): Your unarmed
  strikes deal 1d6 slashing damage and have the finesse
  quality. Even if you do not have the Two-Weapon Fighting
  Style, you can make an attack with a natural weapon as a
  bonus action and add your ability modifier to the damage.
  2: Special Senses (Requirements: Any animal with
  special senses): You gain any of the following senses
  which the consumed animal also possessed: Darkvision,
  any Keen ____ ability.
  3: Alternate Movement (Requirements: Any animal
  with a special movement): You gain one special
  movement mode normally possessed by the animal: a
  climb speed equal to your move speed, a swim speed
  equal to your move speed, a 10ft burrow speed, or a 10ft
  bonus to your base land speed (if the animal has a base
  speed of 40ft or higher).
  4: Pounce (Requirements: Pounce, Charge, Trampling
  Charge ability): If you move at least 20ft straight towards
  a target and hit with a melee attack, that creature takes an
  additional 1d8 damage and must make a Strength save or
  be knocked prone.
  5: Animalistic Leaping (Requirement: Standing Leap
  or Running Leap ability): You may jump up to 30ft as a
  long jump or 15ft as a high jump, with or without a
  running start.
  6: Natural Armor (Requirements: Any animal whose
  AC entry specifies natural armor): When you aren't
  wearing armor, your AC is 13 + your Dexterity modifier.
  When wearing armor, you may either use that value or
  your normal armor bonus +1.
  7: Constrict (Requirement: any snake or octopus): If
  you hit with an unarmed strike, you may attempt to start a
  grapple as a bonus action. Once you have grappled a
  target, they are restrained, and you may use your reaction
  to deal 1d8+Str damage to them.
  8: Rampage (Requirement: Hyena): If you reduce a
  creature to zero hit points, you may take a bonus action to
  move up to half your speed and make a melee attack.
  9: Poison ((Requirements: Sting ability, or a natural
  weapon capable of dealing poison damage): Your
  unarmed strikes deal 1d4 piercing damage, and any target
  struck must make a Constitution save or take an
  additional 2d6 poison damage or gain the Poisoned
  condition for 1 minute.
  10: Webs (Requirement: any spider): Once per minute,
  you may make a ranged weapon attack against a creature
  within 30ft. If you hit, they are restrained by the webbing
  until they succeed on a Strength save as an action to
  escape.
  11: Powerful Build (Requirement: any animal larger
  than you, or with the Beast of Burden ability): You
  count as one size larger when determining your carrying
  capacity and the weight you can push, drag, or lift. You
  have Advantage on Strength checks.
  12: Mimicry (Requirements: Raven or parrot): You can
  mimic sounds you have heard, including voices. A creature
  that hears the sounds you make can tell they are
  imitations with a successful Wisdom (Insight) check, with
  a DC of 8+Prof+Wis.
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  Skinwalk
  Skinwalk
  Beginning at 7th level, you gain the ability to assume the
  forms of animals. This ability works as a Moon Druid’s Wild
  Shape, including the improved CR limits, but with the
  following changes: Assuming an alternate form requires a
  fresh or preserved pelt of the new form and takes ten
  minutes, but may be done any number of times per day. You
  retain your original hit points and hit dice, and your new form
  remains in place until you choose to shuck it as an action.
  You may talk while in your new form, though your words are
  garbled enough to impose Disadvantage on any checks
  requiring precise or persuasive speech.
  Pelts can typically be purchased for between 1 and 25 gp,
  depending on the rarity of the animal, or may be acquired
  with a day's downtime in an appropriate environment. Pelts
  may be reused as many times as you like.
  Greater Skinhunter
  Greater Skinhunter
  Beginning at 11th level, you can gain greater benefits from
  your Skinhunter ability.
  Multiattack (Requirement: Multiattack): Your unarmed
  strikes deal 1d6 damage and have the finesse quality. As
  an action, you may make three unarmed strikes. This
  counts as an attack action for the purposes of two-weapon
  fighting and similar abilities, but does not stack with Extra
  Attack.
  Blindsight (Requirement: Blindsight): You gain
  blindsight out to 30ft.
  Pack Tactics (Requirement: Pack Tactics):  
  You have advantages on attack rolls against a  
  creature if one of your allies is adjacent to it.
  Fly Speed (Requirement: Fly speed): You  
  grow wings and gain a fly speed equal to  
  your walk speed.
  Blood Frenzy (Requirement: Any shark  
  or quipper): You have advantage on  
  unarmed strikes against a target  
  that doesn't have all its hit points.
  Greater Skinshift
  Greater Skinshift
  Beginning at 14th level, you may use your 
  Skinwalk ability to assume the forms of Humanoids  
  and Giants, though you must obey the normal limits  
  on your new form’s Challenge Rating. If a  
  Humanoid or Giant form is the same size  
  as your original one, you may keep your  
  equipment.
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  Roguish Archetpes
  Roguish Archetpes
  At 3rd level, a rogue gains the Roguish Archetype feature.
  The following options are available to a rogue, in addition to
  those offered in the Player’s Handbook: the Cragtop Archer,
  the Spellwarp Sniper, the Surgeon, and the Thug.
  Cragtop Archer
  Cragtop Archer
  Cragtop archers train their eyes and minds to find targets at
  great distances, and to quickly compensate for wind,
  movement, and other factors that affect shots of such
  difficulty.
  Cragtop Archer Features
  Cragtop Archer Features
  Rogue Level
  Rogue Level
  Feature
  Feature
  3rd
  Arcing Shot, Adept Climber
  9th
  Farsight
  13th
  Mountain Skin
  17th
  Horizon Shot
  Arcing Shot
  Arcing Shot
  Beginning at 3rd level, while wielding a two-handed ranged
  weapon, you may use your action to make a ranged weapon
  attack with triple its normal range. If the target is struck, they
  must make a Dexterity save, with a DC of 8 + your proficiency
  bonus + your Dexterity bonus. If they fail, they are affected by
  your Sneak Attack, unless you have already benefited from it
  this turn.
  Adept Climber
  Adept Climber
  Beginning at 3rd level, you gain a climb speed equal to your
  base land speed. While climbing, you can brace yourself with
  your legs alone long enough to use your hands to take an
  action such as attacking or casting a spell.
  Farsight
  Farsight
  Beginning at 9th level, you can see up to 1 mile away with no
  difficulty. You are able to discern even fine details as though
  looking at something no more than 100 feet away from you.
  Additionally, dim light doesn't impose disadvantage on your
  Wisdom (Perception) checks.
  Mountain Skin
  Mountain Skin
  Beginning at 13th level, you gain resistance to cold damage
  and fall damage.
  Horizon Shot
  Horizon Shot
  Beginning at 17th level, when you use your Arcing Shot
  ability, you may target any creature you can see, regardless of
  distance. You must still have line of effect, and cover still
  applies.
  Spellwarp Sniper
  Spellwarp Sniper
  The spellwarp sniper contorts spells, changing area effects
  into rays that deliver precise, devastating attacks.
  Spellwarp Sniper Features
  Spellwarp Sniper Features
  Rogue Level
  Rogue Level
  Feature
  Feature
  3rd
  Spellcasting, Raystrike
  9th
  Unconventional Ray
  13th
  Spellwarp
  17th
  Ray Mastery
  Spellcasting
  Spellcasting
  Cantrips. You learn three cantrip of your choice from the
  wizard spell list. At 10th level you learn another cantrip from
  the wizard spell list.
  Spell Slots. The Spellwarp Sniper Spellcasting table
  shows how many spell slots you have to cast your wizard
  spells of 1st level and higher. To cast one of these spells, you
  must expend a slot of the spell's level or higher. You regain all
  expended spell slots when you finish a long rest.
  You start with two 1st-level spell slots at Rogue level 3, and
  gain more as you gain more Rogue levels.
  Spells Known of 1st Level and Higher. You know three
  1st-level wizard spells of your choice, two of which you must
  choose from the conjuration and evocation spells on the
  wizard spell list. The third can be from any school of magic.
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  Spellwarp Sniper Spellcasting
  Spellwarp Sniper Spellcasting
  Rogue Level
  Rogue Level Cantrips
  Cantrips Spells Known
  Spells Known
  1st
  1st 2nd
  2nd 3rd
  3rd 4th
  4th
  3rd
  3
  3
  2
  —
  — —
  4th
  3
  4
  3
  —
  — —
  7th
  3
  5
  4
  2
  — —
  8th
  3
  6
  4
  2
  — —
  10th
  4
  7
  4
  3
  — —
  11th
  4
  8
  4
  3
  — —
  13th
  4
  9
  4
  3
  2
  —
  14th
  4
  10
  4
  3
  2
  —
  16th
  4
  11
  4
  3
  3
  —
  19th
  4
  12
  4
  3
  3
  1
  20th
  4
  13
  4
  3
  3
  1
  The Spells Known column of the Spellwarp Sniper
  Spellcasting table shows when you learn more wizard spells
  of 1st level or higher. Each of these spells must be a
  conjuration or evocation spell of your choice, and must be of
  a level for which you have spell slots. For instance, when you
  reach 7th level in this class, you can learn one new spell of
  1st or 2nd level.
  The spells you learn at 8th, 14th, and 20th level can come
  from any school of magic.
  Whenever you gain a level in this class, you can replace one
  of the wizard spells you know with another spell of your
  choice from the wizard spell list. The new spell must be of a
  level for which you have spell slots, and it must be a
  conjuration or evocation spell, unless you're replacing the
  spell you gained at 8th, 14th, or 20th level.
  Spellcasting Ability. Intelligence is your spellcasting
  ability for your wizard spells. You use your Intelligence
  whenever a spell refers to your spellcasting ability. In
  addition, you use your Intelligence modifier when setting the
  saving throw DC for a wizard spell you cast and when making
  an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your
  Intelligence modifier
  Spell attack modifier = your proficiency bonus +
  your Intelligence modifier
  Raystrike
  Raystrike
  Beginning at 3rd level, you gain an additional way to use your
  Sneak Attack. When you cast a spell that targets only one
  creature, deals damage, and doesn't have a range of self, you
  can deliver a Sneak Attack with that spell casting as though it
  were an attack with a ranged or finesse weapon. Your Sneak
  Attack damage dice are the same type of damage as the
  spell's damage dice.
  All the other rules for Sneak Attack still apply-- the spell
  must require a melee or ranged spell attack, and you must
  have advantage on the attack roll, unless another enemy of
  the target is within 5 feet of it, provided that enemy isn't
  incapacitated, and you don't have disadvantage on the attack
  roll.
  Unconventional Ray
  Unconventional Ray
  Beginning at 9th level, when you cast a spell that targets only
  one creature, you may replace the spell's initial saving throw
  (if applicable) with a ranged spell attack-- if you hit, the target
  is affected by the spell as though they had failed their saving
  throw. If the spell allows the target to make saving throws on
  subsequent rounds, they do so against your normal spell save
  DC.
  In addition, you learn one Wizard spell that targets only
  one creature and doesn't have a range of self. This spell may
  be from any school, and does not count against the number of
  spells you know.
  Spellwarp
  Spellwarp
  Beginning at 13th level, when casting a spell with a duration
  of instantaneous which affects an area, you may transform it
  into a single beam of energy. Make a ranged spell attack
  against one target in range of the original spell. If you hit, they
  are affected by the spell, and automatically fail any saving
  throws involved.
  Ray Mastery
  Ray Mastery
  Beginning at 17th level, when you strike a target with a spell
  attack, you may choose to treat the spell's damage dice as if
  they all rolled the maximum value. Your sneak attack
  damage, if applicable, is not maximized. Once you have done
  so, you may not use this ability again until you have finished a
  short or long rest.
  </div
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  Surgeon
  Surgeon
  Not all precise knife-wielders are shadowy criminals. Those
  with training in medicine know all about how to use a scalpel
  to heal you... or to kill you.
  Surgeon Features
  Surgeon Features
  Rogue
  Rogue
  Level
  Level
  Feature
  Feature
  3rd
  School of Medicine, Scalpel Mastery, Optional
  Retraining
  9th
  Diagnosis
  13th
  Plague Needle, Emergency Surgery
  17th
  Mastery of Life and Death
  School of Medicine
  School of Medicine
  Beginning at 3rd level, you gain Proficiency in Medicine, if
  you did not already have it, and may add twice your
  Proficiency bonus to such checks.
  Scalpel Mastery
  Scalpel Mastery
  Beginning at 3rd level, daggers you wield do 1d6 damage
  instead of 1d4. You may draw a dagger as part of the same
  action you use to attack with it.
  Battlefield Medicine
  Battlefield Medicine
  You know the secrets of medicine, enabling you to treat
  wounds in the blink of an eye. Beginning at 3rd level, you may
  expend a charge from a healer’s kit as an action to allow an
  adjacent creature to expend their own hit dice to regain hit
  points, as though taking a Short Rest.
  In addition, once per Long Rest, you may spend one hour
  preparing special healing packs. You may create and carry a
  number of such packs equal to your Intelligence modifier
  (minimum 1). Once prepared, unused packs lose their
  potency after 24 hours.
  Anyone may use one of your packs as though it was a
  charge from a healing kit, but they have special potential in
  your hands: if you spend an action to apply one to an adjacent
  creature (or yourself), that creature regains hit points equal to
  your Sneak Attack damage plus your Intelligence modifier.
  Alternatively, you may use a pack to cure a disease, heal
  one condition (either blinded, deafened, paralyzed, or
  poisoned), and undo any other effect that can be ended by a
  Lesser Restoration spell.
  Beginning at 9th level, you may also remove the charmed
  or petrified condition from a creature, to undo a reduction of
  an ability score or hit point total, or any other effect (apart
  from exhaustion) that can be ended by a Greater Respiration
  spell.
  Beginning at 13th level, you may also expend a healing
  pack to reattach a severed limb, as the Regenerate spell.
  Optional Retraining
  Optional Retraining
  Upon choosing this archetype, you may trade your proficiency
  in Thieves' Tools for proficiency in herbalism kits, and your
  ability to speak Thieves' Cant for the ability to speak another
  language.
  Diagnosis
  Diagnosis
  Beginning at 9th level, as a bonus action you may pick a
  creature you can see and learn its current hit points,
  proficiency bonus, and any conditions it is currently being
  affected by.
  Plague Needle
  Plague Needle
  Beginning at 13th level, you have learned the darker side to
  your craft. As a bonus action, you can expend a healing pack
  to coat a melee weapon or piece of ammunition with
  infectious agents. The next target you strike with that weapon
  must make a Constitution save or be affected as though by a
  Contagion spell. Treated weapons lose their potency after 1
  hour.
  Emergency Surgery
  Emergency Surgery
  Beginning at 13th level, once per long rest you may use a
  healing packs to restore life to a creature who died in the last
  minute. This functions as the Revivify spell, but restores the
  creature to zero hit points but stable. Using this ability
  provokes opportunity attacks.
  Mastery of Life and Death
  Mastery of Life and Death
  Biology bows its head to you in shame, while scalpel and
  needle fly under your fingers. You may apply healing packs
  using your Battlefield Medicine ability as a bonus action. In
  addition, you have discovered a way to defy the grave itself. As
  part of an twenty-four-hour procedure requiring 1000 gold
  worth of alchemical reagents and medical supplies, you may
  restore life to a single corpse that still has its brain intact. You
  cannot regenerate missing flesh or body parts, but you can
  replace them with those of another body that has been dead
  for no more than one day. This ability otherwise functions as
  the Resurrection spell.
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  Thug
  Thug
  Screw finesse. Some people just want to hit you with a big
  stick.
  Thug Features
  Thug Features
  Rogue Level
  Rogue Level
  Feature
  Feature
  3rd
  Brutal Combat, Rough 'Em Up
  9th
  Harbinger of Fear
  13th
  Armbreaker
  17th
  Brutal Stab
  Brutal Combat
  Brutal Combat
  At 3rd level, you gain proficiency in medium armor, shields,
  and with all martial melee weapons. You may apply your
  Sneak Attack damage while wielding any melee weapon, not
  just ones with the finesse tag.
  In addition, you may use the bonus action granted by your
  Cunning Action to attempt to grab a foe or shove them 5ft. If
  you successfully shove a target, you may move 5ft to remain
  adjacent to them without provoking opportunity attacks, and
  you may apply your Sneak Attack damage to them until the
  end of your turn.
  At 9th level, you may shove targets up to 10ft, and move up
  to 10ft to remain adjacent to them.
  Rough 'Em Up
  Rough 'Em Up
  Beginning at 3rd level, you gain proficiency in Intimidate, if
  you did not already have it, and may use your Strength score
  in place of Charisma modifier when making Intimidate
  checks.
  Harbinger of Fear
  Harbinger of Fear
  Beginning at 9th level, targets you successfully intimidate
  remain afraid of you for 24 hours. Afterwards their attitude
  towards you worsens by one step (indifferent to unfriendly,
  and unfriendly to hostile), but a lingering fear remains. You
  have advantage on any checks to intimidate them again, and
  they have disadvantage on checks to persuade or lie to you.
  Armbreaker
  Armbreaker
  Beginning at 13th level, if you have successfully grabbed a
  foe, your attacks against them qualify for Sneak Attack
  damage even if you do not have a advantage or an adjacent
  ally. In addition, if you are grabbing a foe, you may use your
  action to attempt to cripple them. They must make a
  Strength save, with a DC of 8 + your proficiency bonus + your
  Strength bonus. If they fail, they suffer one of the following
  conditions until they recover hit points:
  Broken Arm: The creature cannot use one of its arms. It
  suffers from disadvantage on Strength checks, can only
  wield a single one-handed weapon, and spells with
  somatic components have a 25% chance of failure.
  Broken Leg: The creature cannot use one of its legs. It
  moves at half speed, has disadvantage on Dexterity saves,
  and attacks against it have Advantage.
  Broken Rib: The creature suffers internal injuries and
  gains two levels of fatigue.
  Once you have used this ability, you cannot do so again
  until you have completed a short or long rest.
   
  Brutal Stab
  Brutal Stab
  Beginning at 17th level, a creature you successfully sneak
  attack must make a Wisdom saving throw, against teh same
  DC as your Armbreaker ability. If they fail, they are frightened
  of you for 1 minute, during which time you have advantage on
  attacks against them. If they succeed, they cannot be affected
  by this ability again until you have completed a short or long
  rest.
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  Sorcerous Origins
  Sorcerous Origins
  At 1st level, a sorcerer gains the Sorcerous Origin feature.
  The following options are available to a sorcerer, in addition
  to those offered in the Player's Handbook: Fairie Sorcerery,
  Fiendish Origin, and Titan Blooded.
  Fairie Sorcerery
  Fairie Sorcerery
  The descendants of fey receive few gifts from their fickle
  ancestors, save for the powers of illusion and trickery.
  Fairie Sorcerery Features
  Fairie Sorcerery Features
  Sorcerer Level
  Sorcerer Level
  Feature
  Feature
  1st
  Nature Magic, Fey Trickery
  6th
  Beguiling Spell
  14th
  Elusive Laughter
  18th
  Dreams of Delirium
  Nature Magic
  Nature Magic
  Your connection to the forces of nature allows you to learn
  spells normally associated with the Druid class. When your
  Spellcasting feature lets you learn a sorcerer cantrip or a
  sorcerer spell of 1st level or higher, you can choose the new
  spell from the druid spell list or the sorcerer spell list. You
  must otherwise obey all the restrictions for selecting the
  spell, and it becomes a sorcerer spell for you.
  Fey Trickery
  Fey Trickery
  You learn the Minor Illusion and Friends cantrips, which do
  not count against the number of Sorcerer cantrips you know.
  Beguiling Spell
  Beguiling Spell
  Beginning at 6th level, if a target fails their save against one of
  your Enchantment or Illusion spells, they are unaware that it
  was cast on them—they assume that anything they see or feel
  as a result of the spell is a natural response.
  In addition, being in combat does not grant advantage on
  saves against your charm spells, such as Charm Person.
  Elusive Laughter
  Elusive Laughter
  Beginning at 14th level, when an enemy attacks you, you may
  use your reaction to teleport up to 30ft in any direction,
  leaving behind an illusionary copy of yourself until the
  beginning of your next turn. This imposes disadvantage on
  the attack roll.
  Dreams of Delirium
  Dreams of Delirium
  Beginning at 18th level, when a Humanoid damages you with
  a melee attack, you may use your reaction to cast Charm
  Person on them without expending a spell slot. They receive
  no bonus on their save for being in combat, but if they
  succeed, they cannot be affected by this ability again until you
  have completed a long rest.
  Fiendish Origin
  Fiendish Origin
  Both the magic and the cruelty of fiends are often hereditary.
  Fiendish Origin Features
  Fiendish Origin Features
  Sorcerer Level
  Sorcerer Level
  Feature
  Feature
  1st
  Harvest Pain, Expanded Spell List
  6th
  Harvest Life
  14th
  Fiendskin
  18th
  Harvest Soul
  Harvest Pain
  Harvest Pain
  When you damage a creature with a spell of first level or
  higher, you may use your reaction to gain temporary hit
  points equal to your Charisma modifier.
  Expanded Spell List
  Expanded Spell List
  The Fiendish Origin lets you choose from an expanded list of
  spells when you learn a sorcerer spell. The following spells
  are added to the sorcerer spell list for you.
  Fiendish Origin Expanded Spells
  Fiendish Origin Expanded Spells
  Spell
  Spell
  Level
  Level
  Spells
  Spells
  Cantrips Thaumaturgy, Toll the Dead
  1st
  Inflict Wounds, Hellish Rebuke
  2nd
  Enthrall, Ray of Enfeeblement
  3rd
  Bestow Curse, Summon Lesser Demons
  4th
  Evard’s Black Tentacles, Summon Greater
  Demon
  5th
  Contact Other Plane, Infernal Calling
  Harvest Life
  Harvest Life
  Beginning at 6th level, when you reduce a creature of CR 1 or
  higher to zero hit points, you may use your reaction to gain
  one sorcery point. You can never have more sorcery points
  than shown on the table for your level.
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  Fiendskin
  Fiendskin
  Beginning at 14th level, you may spend one sorcery point as a
  bonus action to gain resistance to cold, fire, lightning, and
  poison damage for one hour.
  Harvest Soul
  Harvest Soul
  Beginning at 18th level, when a creature of CR 1 or higher
  within 60ft is reduced to zero hit points, you may use your
  reaction to devour its soul. The creature immediately dies and
  cannot be resurrected by anything short of divine
  intervention, and you gain one additional sixth level spell slot,
  which lasts until you take a long rest. Once you have used
  this ability, you cannot do so again until you have completed a
  long rest.
  Titan Blooded
  Titan Blooded
  Titans are among the finest warriors in the cosmos; even
  diluted, their blood carries with it the memories of a
  thousand battles.
  Titan Blooded Features
  Titan Blooded Features
  Sorcerer Level
  Sorcerer Level Feature
  Feature
  1st
  Martial Instinct, Shoulders of Atlas
  6th
  Unflinching Pursuit
  14th
  Aftershock
  18th
  Statue of Chronos
  Martial Instinct
  Martial Instinct
  You gain proficiency in light and medium armor, shields, and
  with all simple and martial weapons. Your hit point maximum
  increases by 1, and increases by 1 again whenever you gain a
  level in this class
  Shoulders of Atlas
  Shoulders of Atlas
  At 1st level, you learn the Titan Strike cantrip (right), which
  does not count against the number of Sorcerer cantrips you
  know. You also count as one size larger when determining
  your carrying capacity and the weight you can push, drag, or
  lift.
  Unflinching Pursuit
  Unflinching Pursuit
  Beginning at 6th level, after casting a cantrip which requires
  you to make a melee weapon attack, your movement speed
  for the round increases by 10ft and you may make a melee
  weapon attack as a bonus action. At 11th level, your
  movement speed is increased by 15ft, and at 17th level by
  20ft.
  Aftershock
  Aftershock
  Beginning at 14th level, when you cast a spell of 1st level or
  higher, you may cause the ground around your feet to shake.
  All creatures in a 30ft radius must make Strength saves (with
  a DC as normal for your spells) or be knocked prone and take
  1d6 damage per level of the spell.
  Statue of Chronos
  Statue of Chronos
  Beginning at 18th level, you may spend 1 Sorcery Point as a
  bonus action to increase your size up to two categories. You
  may return to your normal size as another bonus action.
  If you increase your size by one category, this functions as
  the Enlarge function of the Enlarge/Reduce spell, but it
  lasts for one hour and does not require concentration.
  If you increase your size by two categories, you gain an
  additional +5 bonus to Strength checks and saves, and
  your weapon attacks deal one extra die of their damage
  when you hit with them. These bonuses stack with the
  normal benefits of the Enlarge/Reduce spell, and also last
  for one hour.
  Titan Strike
  Titan Strike
  Evocation Cantrip
  Casting Time:
  Casting Time: 1 action
  Range:
  Range: 5 ft
  Components:
  Components: M, V (a weapon
  Duration:
  Duration: 1 round
  As part of the action used to cast this spell, you
  must make a melee attack with a weapon against
  one creature within the spell’s range, otherwise the
  spell fails. On a hit, the target suffers the attack’s
  normal effects and is pushed 5ft in a direction of
  your choice.
  This spell’s effect increases when you reach
  higher levels. At 5th level, the target is pushed 10ft
  and takes an additional 1d8 force damage. At 11th
  level, they are pushed 15ft and take an additional
  2d8 damage, and at 17th level they are pushed
  20ft and take an additional 4d8 force damage.
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  Otherworldly Patrons
  Otherworldly Patrons
  At 1st level, a warlock gains the Otherworldly Patron feature.
  The following Dragon options is available to a warlock, in
  addition to those offered in the Pfayer’s Handbook.
  The Dragon
  The Dragon
  You’ve made a pact with one of the great scaled ones, vowing
  to work towards your patron’s goals in exchange for a mere
  sliver of their arcane might.
  Dragon Features
  Dragon Features
  Warlock
  Warlock
  Level
  Level
  Feature
  Feature
  1st
  Expanded Spell List, Dragonbreath,
  Dragontouched
  6th
  Roaring Breath
  10th
  Dragonkin
  14th
  Dragon Wings
  Expanded Spell List
  Expanded Spell List
  The Dragon 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.
  Dragon Expanded Spells
  Dragon Expanded Spells
  Spell Level
  Spell Level
  Spells
  Spells
  1st
  Charm Person, Identify
  2nd
  Alter Self, Enlarge/Reduce
  3rd
  Fear, Fly
  4th
  Charm Monster, Stoneskin
  5th
  Control Winds, Dominate Person
  Dragonbreath
  Dragonbreath
  At 1st level, you learn Draconic Breath (below), which does
  not count against the number of Warlock cantrips you know.
  However, you may not learn Eldritch Blast under any
  circumstances.
  Dragontouched
  Dragontouched
  At 1st level, your skin becomes thick and scaly, granting you a
  base AC of 16 (your Dexterity modifier doesn't affect this
  number). You gain no benefit from wearing armor, but if you
  are using a shield, you can apply the shield's bonus as normal.
  In addition, you learn to read and speak Draconic, if you
  did not already, and have Advantage on Charisma checks to
  interact with dragons and Intelligence checks to recall
  information about them.
  Roaring Breath
  Roaring Breath
  At 6th level, you gain the ability to drastically increase the
  power of your breath weapon, at the cost of temporarily
  burning it out. When casting Draconic Breath as a cantrip,
  you may choose to double the number of damage dice the
  cantrip deals. However, after doing so, you cannot use it again
  for a short time. At the start of each turn, roll 1d6. If you roll a
  5 or a 6, you may resume using the cantrip as normal.
  Dragonkin
  Dragonkin
  At 10th level, the AC granted by your scales improves to 18,
  and you gain advantage on saves against the breath weapons
  and frightful presence abilities of dragons.
  Dragon Wings
  Dragon Wings
  At 14th level, you sprout a pair of leathery wings, allowing
  you to fly at a speed of 40ft per round.
  Draconic Breath
  Draconic Breath
  Evocation Cantrip
  Casting Time:
  Casting Time: 1 action
  Range:
  Range: varies, see text
  Components:
  Components: V
  Duration:
  Duration: Instant
  You exhale a cloud of elemental energies. Upon
  casting this spell, choose one of the following
  effects:
  Acid
  Acid—All creatures in a 30ft line must make a
  Constitution save or take 1d8 acid damage.
  Fire
  Fire—All creatures in a 15ft cone must make a
  Dexterity save or take 1d8 fire damage.
  Frost
  Frost— All creatures in a 15ft cone must make
  a Constitution save or take 1d8 cold damage.
  Lightning
  Lightning—All creatures in a 30ft line must
  make a Dexterity save or take 1d8 lightning
  damage.
  Poison
  Poison--All creatures in a 5ft radius must make
  Constitution saves or take 1d8 poison damage.
  At 5th level, the spell's range increases to 30ft
  (for a cone), 60ft (for a line), or 10ft (for a radius),
  and its damage increases to 2d8. At 11th, the
  range increases to a 60ft cone, 120ft line, or 20ft
  radius, and its damage increases to 3d8. At 17th
  its damage increases to 4d8.
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  Eldritch Invocations
  Eldritch Invocations
  At 2nd level, a warlock gains the Eldritch Invocations feature.
  Here are new options for that feature, in addition to the
  options 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.
  Baleful Geas
  Baleful Geas
  Prerequisite: 9th level
  You learn Geas and may cast it using Warlock spell slots.
  At the end of each day a creature is affected by your Geas,
  their hit point maximum is reduced by 5. If reduced to zero,
  the target dies.
  Discorporating Breath of Bahamut
  Discorporating Breath of Bahamut
  Prerequisite: 18th level, the Dragon patron, good alignment
  You gain a new damage option for your Draconic Breath
  cantrip-- Radiant. All creatures in a 120ft line must make
  Constitution saves or take 4d8 radiant damage. If you have
  the Unrelenting Breath invocation, they are also blinded for
  one round.
  In addition, you may cast Draconic Breath to unleash a bolt
  of pure energy. All creatures in a 120ft line must make
  Constitution saves. On a failure, they take 10d6+40 damage;
  on a success, they take half that. If this damage reduces the
  target to 0 hit points, it is disintegrated, as the spell. This
  ability affects nonmagical objects and magical constructs as
  the spell does. Once you have done so, you cannot use this
  ability again until you have completed a long rest.
  Draconic Blade
  Draconic Blade
  Prerequisite: 5th level, the Dragon patron, Pact of the Blade
  After casting Draconic Breath, your pact weapon retains
  some of the energy. For one minute, or until you cast it again,
  your attacks with your pact weapon deal an additional 1d6
  points of damage of the same type as the breath effect you
  just used.
  Draconic Knowledge
  Draconic Knowledge
  Prerequisite: The Dragon patron
  You may add half your proficiency bonus to Intelligence
  checks (round up). In addition, you may cast Identify without
  using a spell slot. If you do, you may not use this ability again
  until you have completed a short or long rest
  Eldritch Breath
  Eldritch Breath
  Prerequisite: The Dragon patron
  When you cast Draconic Breath, you may expend a spell
  slot to increase its power. Instead of the usual number of d8s
  of damage, your breath deals 2d6 damage per level of the slot
  expended. This damage is not doubled by your Roaring
  Breath ability; instead, you may reroll and 1s and 2s on the
  damage dice. You must use the new results, even if they are
  lower.
  Entangling Breath
  Entangling Breath
  Prerequisite: The Dragon patron
  When casting Draconic Breath, you may choose to do half
  damage. If you do, enemies who fail their save against your
  Draconic Breath cantrip are also restrained for one round.
  Fivefold Breath of Tiamat
  Fivefold Breath of Tiamat
  Prerequisite: 18th level, the Dragon patron, evil alignment
  You gain a new damage option for your Draconic Breath
  cantrip-- Thunder. All creatures in a 60ft cone must make
  Constitution saves or take 4d8 thunder damage. If you have
  the Unrelenting Breath invocation, they are also deafened for
  one round.
  In addition, you may cast Draconic Breath five times as
  part of a single action, choosing a different breath effect each
  time. Creatures caught in one or more of the affected areas
  make a single Dexterity save; on a failure they take full
  damage from each effect that hit them, and on a success they
  take half. Once you have done so, you cannot use this ability
  again until you have completed a long rest.
  Frightful Presence
  Frightful Presence
  Prerequisite: 7th level, the Dragon patron
  Your voice is one of fire and terror. When you use your
  Roaring Breath feature, all enemies within 60ft must make
  Wisdom saves or be Frightened for 1 minute. They may
  repeat the saving throw at the end of each of its turns, ending
  the effect on itself on a success. If a creature's saving throw is
  successful or the effect ends for it, the creature is immune to
  this ability for the next 24 hours.
  Humanoid Shape
  Humanoid Shape
  Prerequisite: 5th level, the Dragon patron
  You may cast Alter Self on yourself at will, without
  expending a spell slot.
  Masterful Breath
  Masterful Breath
  Prerequisite: The Dragon patron
  When you cast Draconic Breath, you may exclude any
  number of targets within the affected area, and you may add
  your Constitution modifier to the damage dealt.
  Sleep Breath
  Sleep Breath
  Prerequisite: The Dragon patron
  You gain a new option for your Draconic Breath cantrip--
  Sleep. This functions as the Sleep spell, cast using one of
  your normal pact magic slots, but affecting a 15ft cone. At 5th
  level this range increases to a 30ft cone, and at 11th level to a
  60ft cone.
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  Slow Breath
  Slow Breath
  Prerequisite: 5th level, the Dragon patron
  You gain a new option for your Draconic Breath cantrip--
  Slowness. This functions as the Slow spell, cast using one of
  your normal pact magic slots, but affecting all targets in a
  30ft cone. At 11th level this range increases to a 60ft cone.
  Unrelenting Breath
  Unrelenting Breath
  Prerequisite: 9th level, the Dragon patron
  When you cast Draconic Breath, creatures who fail their
  save suffer an additional effect . This effect depends on what
  breath weapon you use:
  Acid: The target takes acid damage equal to half your
  breath weapon damage at the start of your next turn.
  Fire: The target catches aflame, taking 1d6 fire damage at
  the start of each of your turns until it or another creature
  takes an action to extinguish the flames.
  Frost: The target cannot move or take reactions for 1
  round.
  Lightning: The target suffers Disadvantage on Dexterity
  checks and saves for 1 round.
  Poison: Your poison breath weapon ignores poison
  resistance and immunity.
  Sleep: The target cannot be woken during their first
  round of sleep.
  Slow: As long as it is slowed, the target suffers 1d6
  psychic damage at the start of each of your turns.
  Voracious Dispelling
  Voracious Dispelling
  Prerequisite: 5th level
  You learn Dispel Magic and Counterspell and may cast
  them using Warlock spell slots. When you cast Dispel Magic,
  you may cause the target to suffer 2 damage per spell level
  successfully removed; when you successfully cast
  Counterspell, the caster suffers 2 damage per level of the
  spell they were attempting.
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  Arcane Traditions
  Arcane Traditions
  At 2nd level, a wizard gains the Arcane Tradition feature. The
  following Arcane Savant option is available to a wizard, in
  addition to the options offered in the Player's Handbook.
  Arcane Savant
  Arcane Savant
  Arcane Savants are the most academic of mages, focusing on
  understanding the underlying fundamentals of magic.
  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.
  Arcane Savant 
  Arcane Savant Features
  Features
  Wizard Level
  Wizard Level Feature
  Feature
  2nd
  Magical Intuition, Mystic Rediscovery
  6th
  Magical Analysis, Mystic Rediscovery
  10th
  Flexible Mind
  14th
  ARcane Sight, Mystic Rediscovery
  Magical Intuition
  Magical Intuition
  Beginning at 2nd level, you gain proficiency in Arcana, if you
  did not already have it, and may add twice your Proficiency
  bonus to such checks.
  In addition, you may cast Detect Magic and  
  Identify without expending a spell slot. You do  
  not need to provide any somatic, verbal, or  
  material components. Once you have cast each  
  spell using this ability, you cannot do so again  
  until you have completed a short or long rest. You  
  may still cast the spells using the normal  
  spellcasting and ritual casting rules.
  Mystic Rediscovery
  Mystic Rediscovery
  As part of your quest to understand the essence  
  of magic, you've mastered spells outside the range of  
  conventional arcane magic. At 2nd level, and again 
  at 6th and 14th level, you may choose two new  
  spells from any class, of any level you can cast,  
  and either learn them (in the case of cantrips)  
  or add them to your spellbook.
  The chosenspells count as Wizard spells  
  for you, and are gained in addition to the  
  usual two Wizard spells you learn when  
  gaining a new level. Cantrips learned using  
  this ability do not count against your  
  number of Wizard cantrips known.
  Magical Analysis
  Magical Analysis
  Beginning at 6th level, you can automatically  
  identify the school of any magical effect you  
  see, as well as its level (if relevant).
  Flexible Mind
  Flexible Mind
  Beginning at 10th level, you can replace one  
  spell you have prepared with another spell  
  from your spellbook as a bonus action. Once  
  you have done so, you can't do so again  
  until you have completed a short or long  
  rest.
   
  Arcane Sight
  Arcane Sight
  Beginning at 14th level, you are considered to be
  permanently under the effects of a Detect Magic spell, with
  no concentration required, and no action required to see
  magical auras. If a creature you can see is capable of casting
  spells, you recognize its power and know the highest level of
  spell it can cast. As a bonus action, you may see what spells
  are currently affecting a creature or object, and what their
  remaining duration is.
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  Chapter 3: New Feats
  Chapter 3: New Feats
  L
  eveling up in a class is the main way a
  character evolves during a campaign. Some
  DMs also allow the use of feats to customize a
  character. Feats are an optional rule in chapter
  6, “Customization Options,” of the Player’s
  Handbook. The DM decides whether they’re
  used and may also decide that some feats are
  available in a campaign and others aren’t. take one!
  Agile Fistfighter
  Agile Fistfighter
  You are a master of fighting without armor or weapons. You
  gain the following benefits.
  Increase your Dexterity score by 1, to a maximum of 20
  Your unarmed attacks gain the Finesse tag, and deal 1d4
  damage
  When not wearing armor or carrying a shield, your base
  AC becomes 13+Dex.
  Blade Mastery
  Blade Mastery
  You're an expert duelist. When wielding a shortsword,
  longsword, scimitar, greatsword, or rapier, you may take one
  of the following stances each turn:
  Parrying Stance: When you are hit by a melee attack, you
  may use your reaction to roll 1d4 and add it to your AC
  against that attack, potentially turning the hit into a miss.
  Aggressive Stance: Your first attack each round deals an
  extra 1d4 damage.
  Opportunistic Stance: When making opportunity attacks,
  you may roll 1d4 and add it to your attack roll
  Blighter
  Blighter
  Prerequisite: The ability to cast at least one spell
   
  When you cast a spell that deals damage, you may choose
  to have it deal necrotic or poison damage in place of its usual
  damage type.
  Once per turn, when an enemy is affected by one of your
  spells of first level or higher that deals necrotic or poison
  damage, their hit point maximum is reduced by half the
  damage dealt until they complete a short or long rest. This
  reduction takes place after they are damaged—for example a
  creature with 30 maximum hit points who takes 10 necrotic
  damage would be left 20 hit points out of a maximum of 25.
  Bowman
  Bowman
  When wielding a long or shortbow, you may use your bow as
  an improvised melee weapon with the Finesse tag, dealing
  1d4 damage (for a shortbow) or 1d6 (for a longbow). In
  addition, you may use the following abilities as bonus actions:
  Far Shot: You may over-draw your bow. The next bow
  attack you make before the end of your turn ignores
  disadvantage for firing at long range.
  Manyshot: You may notch an extra arrow. The next bow
  attack you make before the end of your turn deals an extra
  die of weapon damage.
  Precise Shot: You may take an extra second to aim. The
  next bow attack you make before the end of your turn
  ignores half and three-quarters cover.
  Cleave
  Cleave
  In battle you're a blur of motion, cutting down foes left and
  right. You gain the following benefits:
  Increase your Strength or Dexterity score by 1, to a
  maximum of 20
  On your turn, when you score a critical hit with a melee
  weapon or reduce a creature to 0 hit points with one, you
  can make one melee weapon attack as a bonus action.
  If you hit an opponent with a melee weapon, you may use
  a bonus action to make a second melee attack against a
  creature who is both within your reach and adjacent to the
  original target. If you hit, you deal damage equal to your
  Strength modifier.
  Crushing Strikes
  Crushing Strikes
  You strike down foes with incredible power. When wielding
  an axe or a bludgeoning weapon, you gain the following
  benefits:
  If you reduce an enemy’s hit points to zero, you may make
  an additional melee attack as a bonus action.
  Whenever you have Advantage on a melee attack roll and
  hit with both dice, you can knock the target prone if it is
  no more than one size larger than you.
  Whenever you have Disadvantage on a melee attack roll
  and hit with just one die, the target takes damage equal to
  your Strength modifier.
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  Fighting Style
  Fighting Style
  You've trained and practiced the combat arts extensively. You
  gain the following benefits.
  Increase your Strength, Dexterity, or Constitution score by
  1, to a maximum of 20
  Choose one Fighting Style from the Fighter list. You can’t
  take a Fighting Style option more than once.
  Flamebringer
  Flamebringer
  Prerequisite: The ability to cast at least one spell
   
  When you cast a spell that deals damage, you may choose to
  have it deal fire damage in place of its usual damage type.
  Once per turn, when an enemy is affected by one of your
  spells of first level or higher that deals fire damage, they
  catch on fire, taking 1d6+spell level damage at the beginning
  of your next turn.
  Ice Mage
  Ice Mage
  Prerequisite: The ability to cast at least one spell
   
  When you cast a spell that deals damage, you may choose
  to have it deal cold damage in place of its usual damage type.
  Once per turn, when an enemy is affected by one of your
  spells of first level or higher that deals cold damage, their
  speed is halved until the beginning of your next turn.
  Illusionary Tell
  Illusionary Tell
  Prerequisite: The ability to cast at least one spell
   
  When you cast an Illusion spell, you may choose to clue in
  your allies. They automatically know that the effect is
  illusionary, and both you and your allies can see through your
  illusions as though they were transparent. Clued in allies
  automatically succeed on saves against your Illusion spells.
  Light of Life
  Light of Life
  Prerequisite: The ability to cast at least one spell
   
  When you cast a spell that deals damage, you may  
  choose to have it deal radiant damage in place of its  
  usual damage type. If you do, its damage dice are  
  reduced one step in size-- from d12s to d10s, d10s to  
  d8s, and so on. Spells that deal d4s of damage  
  instead deal 1 damage per die.
  Once per turn, when a creature is affected by  
  one of your spells of first level or higher that  
  deals radiant damage or restores hit points, one ally within
  30ft gains temporary hit points equal to the level of the spell.
  Lingering Transmutation
  Lingering Transmutation
  Prerequisite: The ability to cast at least one spell
   
  When you cast a Transmutation spell with a duration, its
  effects remain for one round after the spell ends. This benefit
  applies even if the spell ends prematurely due to being
  dispelled or losing concentration.
  Practiced Diviner
  Practiced Diviner
  Prerequisite: The ability to cast at least one spell
   
  You may cast a Divination spell of 5th level or lower as a
  ritual, even if it does not normally have the Ritual tag. Once
  you have done so, you may not use this ability again until you
  have completed a short or long rest.
  Spear Savant
  Spear Savant
  You're an artist with a pointy stick. When wielding a spear,
  glaive, or pike, you gain the following benefits
  Your target provokes attacks of opportunity for entering
  your threatened range. If they took a Dash action or
  moved at least 20ft before doing so, they take an extra die
  of weapon damage
  When wielding a spear, its damage die increases by one
  step-- 1d8 if being wielded in one hand, and 1d10 if being
  wielded in two.
  After taking the Attack action, you may use a bonus action
  to attack with the butt of your weapon, dealing 1d4+Str
  damage.
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  Scourge Mastery
  Scourge Mastery
  In your hands, whips seem to come alive. When wielding a
  flail or whip, you gain the following benefits:
  As a bonus action, you may extend your reach by 5 feet
  until the start of your next turn.
  If you use a Shove action and knock the target prone, you
  may immediate make a melee attack against them as a
  free action.
  You may treat whips as though they were Light weapons
  dealing 1d6 damage, and flails as though they were
  Versatile weapons dealing 1d8 (1d10) damage.
  You can use a whip or flail almost like a third hand. You
  cannot perform finely controlled motions like unscrewing
  a bottle or fastening a pouch, but you can move objects
  weighing less than 10 pounds anywhere within your
  reach, trip foes, pull open doors, grapple onto a secure
  purch, and so on.
  Stormcaster
  Stormcaster
  Prerequisite: The ability to cast at least one spell
   
  When you cast a spell that deals damage, you may choose
  to have it deal thunder or lightning damage in place of its
  usual damage type.
  Once per turn, when an enemy is affected by one of your
  spells of first level or higher that deals lightning damage, they
  cannot take reactions until the start of their next turn. If the
  spell deals thunder damage, they are pushed five feet in a
  direction of your choice.
  Telekine
  Telekine
  Prerequisite: The ability to cast at least one spell
   
  When you cast a spell that deals damage, you may choose
  to have it deal force damage in place of its usual damage type.
  If you do, its damage dice are reduced one step in size-- from
  d12s to d10s, d10s to d8s, and so on. Spells that deal d4s of
  damage instead deal 1 damage per die.
  Once per turn, when an enemy is affected by one of your
  spells of first level or higher that deals force damage, they are
  pushed 5ft in a direction of your choice.
  Throwing Mastery
  Throwing Mastery
  You've mastered the art of throwing knives, axes, and
  anything else you can imagine. When using a thrown
  weapon, you gain the following benefits
  Double the range of thrown weapons
  Do not take Disadvantage for attacking with a thrown
  weapon when an enemy is within 5ft.
  You may draw a thrown weapon as part of the same action
  you use to attack with it.
  You may draw and throw a light thrown weapon as a
  bonus action, so long as you have at least one free hand
  True Conjuration
  True Conjuration
  Prerequisite: The ability to cast at least one spell
   
  When you cast a Conjuration spell, the effect manifested is
  fully real. As such, your Conjuration spells are unaffected by
  resistance to magic damage, advantage on saves against
  spells, antimagic fields, and so on.
  Versatile Caster
  Versatile Caster
  Prerequisite: The ability to cast at least one spell
   
  Upon choosing this feat, you learn one cantrip from your
  class list (or the Cleric list in the case of Paladins, or the
  Druid list in the case of Rangers). If you prepare spells, you
  may prepare an additional two spells at once; if you have a list
  of spells known, you may immediately learn two additional
  spells of first level or higher from your class list, which do not
  count towards your total number of spells known.
  Vitriolic Sage
  Vitriolic Sage
  Prerequisite: The ability to cast at least one spell
   
  When you cast a spell that deals damage, you may choose
  to have it deal acid damage in place of its usual damage type.
  Once per turn, when an enemy is affected by one of your
  spells of first level or higher that deals acid damage, their
  armor class is reduced by 1 until the beginning of your next
  turn.
  War Slinger
  War Slinger
  You've learned to fell giants with a single stone. When
  wielding a sling, you gain the following benefits:
  Increase the sling's damage die to 1d6
  You may load and fire a sling without needing a free hand.
  After successfully striking a target with your sling, you
  may cause the stone to ricochet. Make a second attack
  against a target within 10ft of the original; on a hit, you
  deal damage equal to your Dexterity modifier.
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  Racial Feats
  Racial Feats
  Xanathar's Guide to Everything introduced a collection of
  special feats that allowed you to explore your character’s race
  further. These racial feats represent either a deepening
  connection to your race’s culture or a physical transformation
  that brings you closer to an aspect of your race’s lineage.
  Xanathar's included feats for the nine races in the Player's
  Handbook; these feats are intended to be used with the
  additional race options found in Volo's Guide to Monsters and
  the Elemental Evil Player's Companion.
  Angelic Attunement
  Angelic Attunement
  Prerequisite: Aasimar
   
  You gain the following benefits:
  Increase your Charisma score by 1, to a maximum of 20
  You may use your Radiant Soul, Radiant Consumption, or
  Necrotic Shroud ability again after completing a short or
  long rest.
  Once per turn when you damage a foe you may deal
  additional radiant damage equal to your proficiency
  bonus.
  Blackscale Lizardfolk
  Blackscale Lizardfolk
  Prerequisite: Lizardfolk
   
  You gain the following benefits:
  Increase your Strength or Constitution score by 1, to a
  maximum of 20
  Your Natural Armor trait now provides a base AC of
  13+Con.
  You count as one size larger when determining your
  carrying capacity and the weight you can push, drag, or
  lift.
  If you successfully damage a target with your bite attack,
  you may attempt to start a grab as a bonus action.
  Embrace the Elements
  Embrace the Elements
  Prerequisite: Genasi
   
  You gain the following benefits:
  Increase your Constitution score or the score increased by
  your subrace by 1, to a maximum of 20
  You learn an additional cantrip and a spell which you may
  cast once as a 2nd level spell. You learn a second spell
  once you reach 5th level, which you may cast once as a 3rd
  level spell. You regain the ability to cast these spells when
  you finish a long rest. Constitution is your spellcasting
  ability for these spells.
  Air: Gust and Dust Devil. At 5th level, you learn
  Fly.
  Earth: Mold Earth and Earthbind. At 5th level,
  you learn Meld Into Stone.
  Fire: Control Flames and Enlarge/Reduce. At
  5th level, you learn Haste.
  Water: Frostbite and Invisibility. At 5th level, you
  learn Water Walk.
  Friend of the Forest
  Friend of the Forest
  Prerequisite: Firbolg
   
  You gain the following benefits:
  Increase your Strength or Wisdom score by 1, to a
  maximum of 20
  You may comprehend and verbally communicate with
  beasts as though you shared a language.
  You may cast Disguise Self at will. You may also cast
  Speak with Plants. Once you have done so, you cannot
  cast it again until you have completed a long rest.
  Hunter’s Pounce
  Hunter’s Pounce
  Prerequisite: Taxabi
   
  You gain the following benefits:
  Increase your Dexterity or Charisma score by 1, to a
  maximum of 20
  Your unarmed strikes attack gains the Finesse quality,
  allowing you to use your Dexterity bonus to make attack
  and damage rolls with it
  If you move at least 20ft straight towards a foe, you may
  make an unarmed  
  strike against them  
  as a bonus action
  You may use your  
  reaction when you  
  fall to reduce any  
  falling damage 
  you take by 20.
  Mimic Magic
  Mimic Magic
  Prerequisite: Kenku
   
  You gain the following benefits:
  Increase your Dexterity or Wisdom score by 1, to a
  maximum of 20
  As a reaction, you may memorize a cantrip you see being
  cast. You learn that cantrip yourself for 24 hours, or until
  you use this ability again. Once you have used this ability,
  you may not use it again until you have completed a long
  rest.
  As a reaction, you may memorize a spell you see being
  cast. At any point in the next hour, you may cast that spell
  if you have the appropriate spell level slots available. If you
  do not have spell slots from your class, you are considered
  to have a single level 1 spell slot. At eight level, you are
  considered to have a single level 2 spell slot; at 12th, a
  level 3 slot, and at 16th a level 4 slot. Once you have used
  this ability, you may not use it again until you have
  completed a long rest.
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  Poison Dusk Lizardfolk
  Poison Dusk Lizardfolk
  Prerequisite: Lizardfolk
   
  You gain the following benefits:
  Increase your Dexterity or Wisdom score by 1, to a
  maximum of 20
  Your bite attack gains the Finesse quality, allowing you to
  use your Dexterity bonus to make attack and damage rolls
  with it.
  You gain resistance to poison damage.
  As a bonus action, you can adjust the color of your skin to
  match your surroundings. As long as you not wearing
  armor, robes or other covering clothing, you gain
  advantage on Stealth checks for one minute, and do not
  need cover to attempt to hide. After using this ability, you
  may not do so again until you've completed a short or long
  rest.
  Stone Rage
  Stone Rage
  Prerequisite: Goliath
   
  You gain the following benefits:
  Increase your Strength or Constitution score by 1, to a
  maximum of 20
  Once per turn, when making a weapon attack against a
  target who damaged you in the last round, you deal an
  additional 1d4 damage.
  When you use your Stone’s Endurance ability, you have
  resistance to all damage until the beginning of your next
  turn
  Tortle Guardian
  Tortle Guardian
  Prerequisite: Tortle
   
  You gain the following benefits:
  Increase your Strength or Wisdom score by 1,  
  to a maximum of 20
  Your Natural Armor trait now provides a  
  base AC of 18.
  You may use your Shell Defense trait as a  
  bonus action. While withdrawn, you may use  
  reactions, but doing so causes you to  
  emerge from your shell.
  Wind Warden
  Wind Warden
  Prerequisite: Aarakocra
   
  You gain the following benefits:
  Increase your Dexterity or Wisdom score by 1, to a
  maximum of 20
  You gain proficiency in Perception, if you did not already
  have it, and may add twice your proficiency bonus to such
  checks.
  If you are flying and dive at least 20ft straight towards a
  target, you may make an unarmed strike against them as a
  bonus action, using your Dexterity modifier for the attack
  and damage rolls.
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  Legendary Feats
  Legendary Feats
  This section introduces six Legendary feats, only available to
  characters who have already raised on of their Abilities to 20.
  These feats let you emphasize just how incredible you are,
  but at a cost-- you may only ever take one!
  Legendary Strength
  Legendary Strength
  Prerequisite: Strength 20, no other Legendary feat
   
  You're a paragon of physical might. You gain the following
  benefits:
  When you make a Strength check, you can treat a d20 roll
  of 7 or lower as an 8
  You count as one size category larger when determining
  your carrying capacity and how large a foe you can grab or
  shove.
  You gain a +5 bonus on Strength checks made to lift,
  push, break, or otherwise manhandle an object.
  Legendary Dexterity
  Legendary Dexterity
  Prerequisite: Dexterity 20, no other Legendary feat
   
  You're a paragon of speed and agility. You gain the following
  benefits:
  When you make a Dexterity check, you can treat a d20 roll
  of 7 or lower as an 8
  You may use your Dexterity score to determine how far
  you can jump, and for ability checks based on climbing or
  jumping.
  You gain a climb speed equal to your land speed, and you
  may balance on objects as narrow as one inch without
  having to make a check. When determining if an object
  can support your weight, you are counted as only half as
  heavy as you actually are.
  Legendary Constitution
  Legendary Constitution
  Prerequisite: Constitution 20, no other Legendary feat
   
  You're a paragon of health and endurance. You gain the
  following benefits:
  When you make a Constitution check, you can treat a d20
  roll of 7 or lower as an 8
  When you would  
  have a condition  
  or level of exhaustion  
  imposed on you, you  
  may use a reaction to  
  choose to ignore it until the  
  end of your next turn. You  
  cannot use this ability more  
  than once against the same effect.
  Legendary Intelligence
  Legendary Intelligence
  Prerequisite: Intelligence 20, no other Legendary feat
   
  You're a paragon of logic and reason. You gain the following
  benefits:
  When you make an Intelligence check, you can treat a d20
  roll of 7 or lower as an 8
  When making an ability check to which one could apply a
  proficiency bonus, you may add your Intelligence bonus to
  your roll. You may choose to do so after you have seen the
  result of your roll but before the DM announces the result.
  Once you have used this ability three times, you cannot do
  so again until you complete a long rest.
  Legendary Wisdom
  Legendary Wisdom
  Prerequisite: Wisdom 20, no other Legendary feat
   
  You're a paragon of stillness and insight. You gain the
  following benefits:
  When you make a Wisdom check, you can treat a d20 roll
  of 7 or lower as an 8
  You gain blindsense out to a range of 10ft.
  As a bonus action, you may meditate on a specific course
  of action, learning whether its results will be good, bad,
  mixed, or neither. This ability does not take into account
  any possible circumstances that might change the
  outcome, such as the casting of additional spells or the
  loss or gain of a companion. Once you have used this
  ability, you cannot do so again until you complete a short
  or long rest.
  Legendary Charisma
  Legendary Charisma
  Prerequisite: Charisma 20, no other Legendary feat
   
  You're a paragon of grace and charm. You gain the following
  benefits:
  When you make a Charisma check, you can treat a d20
  roll of 7 or lower as an 8
  As long as you are able to speak, you may use the Help
  action as a bonus action to aid an ally within 50ft who can
  hear you.
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  Appendix: New Outsiders
  Appendix: New Outsiders
  T
  he outer planes are vast, inhabited by more
  creatures than are dreamt of in any single
  philosophy. Entire orders of angels and
  demons exist beyond the material plane,
  known only in obscure texts and long-lost
  spells.
  Asura
  Asura
  Asura are messenger spirits in service to deities of goodness
  and light. They take the form of slender, blue-skinned
  humanoids with flaming wings and avian talons.
  Archons
  Archons
  Archons are elite celestials, warrior-servants of the gods of
  law and good. They never strike the first blow, but lash out
  like vengeance itself when provoked by acts of evil and
  lawlessness.
  Bondfire Archon
  Bondfire Archon
  More powerful cousins of lantern archons, Bondfire Archons
  are charged with the protection of the recently deceased from
  all manner of astral and demonic predators. They resemble
  elaborately decorated golden lanterns, filled with blinding
  white light.
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  Asura
  Asura
  Medium Celestial, Chaotic Good
  Armor Class
  Armor Class 12
  Hit Points
  Hit Points 38 (7d8+7)
  Speed
  Speed 20ft, fly 40fy
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  12 (+1) 14 (+2) 12 (+1) 10 (0) 10 (0) 13 (+1)
  Condition Immunities
  Condition Immunities none
  Senses
  Senses darkvision 60ft., passive Perception 10
  Languages
  Languages Celestial
  Challenge
  Challenge 1 (200xp)
  Innate Spellcasting
  Innate Spellcasting. The Asura's innate spellcasting
  ability is Charisma. The Asura can innately cast
  Zone of Truth 1/day, requiring no components.
  Actions
  Multiattack
  Multiattack. The Asura makes two attacks with its
  sword
  Scimitar.
  Scimitar. Melee Weapon Attack: +4 to hit, reach
  5ft., one target. Hit 5 (1d6 + 2) slashing damage.
  Calming Song
  Calming Song. The Asura sings a magical melody.
  Every humanoid and giant within 300 ft. of the
  Asura that can hear the song must succeed on a DC
  11 Wisdom saving throw or be charmed until the
  song ends. The Asura must take a bonus action on
  its subsequent turns to continue singing. It can
  stop singing at any time. The song ends if the Asura
  is incapacitated.
  Bondfire Archon
  Bondfire Archon
  Tiny Celestial, Lawful Good
  Armor Class
  Armor Class 13
  Hit Points
  Hit Points 40 (9d4+18)
  Speed
  Speed 0 ft., fly 40ft. (hover)
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  1 (-5) 17 (+3) 14 (+2) 10 (0) 10 (0) 16 (+3)
  Skills
  Skills Insight +2, Persuasion +5
  Damage Resistances
  Damage Resistances lightning
  Damage Immunities
  Damage Immunities radiant, poison
  Condition Immunities
  Condition Immunities grappled, paralyzed, poisoned,
  prone, restrained
  Senses
  Senses darkvision 60ft, passive perception 10
  Languages
  Languages Celestial
  Challenge
  Challenge 4 (1180 XP)
  Illumination.
  Illumination. The Bondfire Archon sheds bright light
  in a 30-foot radius and dim light for an additional
  30 ft.
  Magic Resistance.
  Magic Resistance. The Bondfire Archon has
  advantage on saving throws against spells and other
  magical effects.
  Spellcasting.
  Spellcasting. The Bondfire Archon is a 5th level
  spellcaster. Its spellcasting ability is Charisma (spell
  save DC 13, +5 to hit with spell attacks). It requires
  no somatic or material components to cast its
  spells. The flameskull has the following wizard
  spells prepared:
  Cantrips (At will): control flames, mage hand
  1st level (3 slots): guiding bolt, shield
  2nd level (2 slots): calm emotions, spiritual weapon
  3rd level (1 slot): fireball
  Actions
  Multiattack.
  Multiattack. The Bondfire Archon uses its Light Ray
  twice.
  Light Ray.
  Light Ray. Ranged Spell Attack: +5 to hit, range
  30ft., one target. Hit 10 (3d6) radiant damage.
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  Hound Archon
  Hound Archon
  The soldiers and servants of Celestia, Hound Archons are
  skilled and loyal warriors. They resemble muscular men and
  women with canine heads.
  Hound Archon Hero
  Hound Archon Hero
  Hound Archon Heroes are the captains of Celestia,
  commanders of angelic armies.
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  Hound Archon
  Hound Archon
  Medium celestial, lawful good
  Armor Class
  Armor Class 18 (chain mail, shield)
  Hit Points
  Hit Points 11 (2d8+2)
  Speed
  Speed 30ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  13 (+1) 12 (+1) 12 (+1) 10 (0) 10 (0) 12 (+1)
  Condition Immunities
  Condition Immunities
  Senses
  Senses darkvision 60ft., passive perception 10
  Languages
  Languages Celestial
  Challenge
  Challenge 1/2 (100 XP)
   
  Martial Advantage.
  Martial Advantage. Once per turn, the hound archon
  can deal an extra 7 (2d6) damage to a creature it
  hits with a weapon attack if that creature is within 5
  ft. of an ally of the archon that isn’t incapacitated.
  Actions
  Longsword.
  Longsword. Melee Weapon Attack: +3 to hit, reach
  5ft., one target. Hit 5 (1d8 + 1) slashing damage, or
  6 (d10+1) slashing damage if used with two hands.
  Longbow.
  Longbow. Melee Weapon Attack: +3 to hit, range
  150/600 ft., one target. Hit 5 (1d8 + 1) piercing
  damage.
  Bite.
  Bite. Melee Weapon Attack: +3 to hit, reach 5ft.,
  one target. Hit 3 (1d4 + 1) piercing damage.
  Hound Archon Hero
  Hound Archon Hero
  Medium celestial, lawful good
  Armor Class
  Armor Class 18 (plate)
  Hit Points
  Hit Points 52 (8d8+16)
  Speed
  Speed 30ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  16 (+3) 12 (+1) 14 (+2) 11 (0) 12 (+1) 15 (+2)
  Saving Throws
  Saving Throws Con +4, Wis +3
  Senses
  Senses darkvision 60ft., passive perception 11
  Languages
  Languages Celestial
  Challenge
  Challenge 3 (700 XP)
  Martial Advantage.
  Martial Advantage. Once per turn, the archon can
  deal an extra 7 (2d6) damage to a creature it hits
  with a weapon attack if that creature is within 5 ft.
  of an ally of the archon that isn’t incapacitated.
  Actions
  Multiattack.
  Multiattack. The Hound Archon Hero makes two
  melee attacks.
  Greatsword.
  Greatsword. Melee Weapon Attack: +5 to hit, reach
  5ft., one target. Hit 10 (2d6 + 3) slashing damage.
  Longbow.
  Longbow. Melee Weapon Attack: +2 to hit, range
  100/400 ft., one target. Hit 5 (1d10) piercing
  damage.
  Bite.
  Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
  one target. Hit 5 (d4+3) slashing damage.
  Leadership (Recharges after a Short or Long Rest).
  Leadership (Recharges after a Short or Long Rest). For
  1 minute, the archon can utter a special command
  or warning whenever a non-hostile creature that it
  can see within 30 ft. of it makes an attack roll or a
  saving throw. The creature can add a d4 to its roll
  provided it can hear and understand the knight. A
  creature can benefit from only one Leadership die
  at a time. This effect ends if the knight is
  incapacitated.
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  Lantern Archon
  Lantern Archon
  Appearing as nothing but a floating ball of light, Lantern
  Archons serve as guides to the souls of the newly dead upon
  their arrival in the heavens.
  Sword Archon
  Sword Archon
  Princes of heaven, Sword Archons  
  rule their cities with justice and generosity for all. They
  resemble perfectly sculpted men and women of supernatural
  beauty, borne aloft on two sets of feathered wings.
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  Lantern Archon
  Lantern Archon
  Tiny celestial, lawful good
  Armor Class
  Armor Class 12
  Hit Points
  Hit Points 22 (5d6+5)
  Speed
  Speed 0ft., fly 30ft. (hover)
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  6 (-2) 14 (+2) 12 (+1) 10 (0) 10 (0) 14 (+2)
  Damage Immunities
  Damage Immunities radiant
  Senses
  Senses darkvision 60ft., passive perception 10
  Languages
  Languages Celestial
  Challenge
  Challenge 1/4 (50 XP)
   
  Illumination.
  Illumination. The Bondfire Archon sheds bright light
  in a 15-foot radius and dim light for an additional
  15 ft.
  Innate Spellcasting (at-will).
  Innate Spellcasting (at-will). The lantern archon can
  innately cast dancing lights, requiring no material
  components. Its innate spellcasting ability is
  Charisma.
  Actions
  Light Rays.
  Light Rays. Ranged Spell Attack: +4 to hit, range
  60ft., one target. Hit 4 (1d8) radiant damage.
  Luminous Burst (Recharge 6).
  Luminous Burst (Recharge 6). The archon exhales a
  15-foot burst of light. Each creature in that area
  must succeed on a DC 10 Constitution saving
  throw or be blinded until the end of the archon’s
  next turn.
  Sword Archon
  Sword Archon
  Medium celestial, Lawful Good
  Armor Class
  Armor Class 18 (plate)
  Hit Points
  Hit Points 65 (10d8+20)
  Speed
  Speed 30ft., fly 30ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  16 (+3) 13 (+1) 14 (+2) 10 (0) 11 (0) 10 (0)
  Saving Throws
  Saving Throws Con +4, Cha +2
  Senses
  Senses blindsight 10ft., darkvision 60ft., passive
  perception 10
  Languages
  Languages Celestial
  Challenge
  Challenge 5 (1,800 XP)
  Flaming Swords.
  Flaming Swords. As a bonus action, the archon can
  transform its hands and forearms into blades
  burning with holy fire. As another bonus action, it
  may return them to normal.
  Actions
  Multiattack.
  Multiattack. The sword archon makes three attacks
  with its flaming swords.
  Flaming Sword.
  Flaming Sword. Melee Weapon Attack: +5 to hit,
  reach 5ft., one target. Hit 6 (1d6 + 3) slashing
  damage and 3 (1d6) fire damage.
  Holy Scourge (Recharge 5-6).
  Holy Scourge (Recharge 5-6). The archon unleashes
  a blast of holy fire. All creatures in a 15ft cone must
  make DC 15 Dexterity saving throws, taking 24
  (7d6) fire damage on a failed save, or half as much
  damage on a successful one.
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  Warden Archon
  Warden Archon
  The ever-vigilant guardians of Celestia, Warden Archons are
  gentle by nature but deadly when roused. They resemble
  large, white-furred bears, clad in elaborately decorated plate
  mail.
  Bariaur
  Bariaur
  Bariaur are fierce, wild inhabitants of the plane of Ysgard.
  They resemble centaurs, but with bronze skin, curling goat
  horns, and shaggy fur covering their horse body.
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  Warden Archon
  Warden Archon
  Medium celestial, Lawful good
  Armor Class
  Armor Class 18 (plate)
  Hit Points
  Hit Points 39 (6d8+12)
  Speed
  Speed 25ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  18 (+4) 11 (0) 14 (+2) 12 (+1) 10 (0) 9 (-1)
  Condition Immunities
  Condition Immunities
  Senses
  Senses darkvision 60ft., passive perception 10
  Languages
  Languages Celestial
  Challenge
  Challenge 2 (450 XP)
   
  Keen sight.
  Keen sight. The archon has advantage on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Multiattack
  Multiattack The warden archon makes two claw
  attacks.
  Claw.
  Claw. Melee Weapon Attack: +4 to hit, reach 5ft.,
  one target. Hit 6 (1d4 + 4) slashing damage.
  Bite.
  Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
  one target. Hit 11 (2d6 + 4) piercing damage.
  Bariaur
  Bariaur
  Large Celestial, Chaotic Good
  Armor Class
  Armor Class 12
  Hit Points
  Hit Points 45 (6d10+12)
  Speed
  Speed 50ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  18 (+4) 14 (+2) 14 (+2) 9 (-1) 13 (+1) 14 (+2)
  Condition Immunities
  Condition Immunities groggy, melancholy, buzzed
  Senses
  Senses darkvision 60ft., passive Perception 11
  Languages
  Languages Pottymouth
  Challenge
  Challenge
  Charge
  Charge. If the Bariaur moves at least 30 ft. straight
  toward a target and then hits it with a melee
  weapon attack on the same turn, the target takes an
  extra 10 (3d6) piercing damage.
  Actions
  Multiattack
  Multiattack. The Bariaur makes two attacks with its
  pike and one with its hooves, or two with its
  longbow.
  Pike.
  Pike. Melee Weapon Attack: +6 to hit, reach 5ft.,
  one target. Hit 9 (1d10 + 4) piercing damage.
  Attack.
  Attack. Melee Weapon Attack: +6 to hit, reach 5ft.,
  one target. Hit 11 (2d6 + 4) bludgeoning damage.
  Attack.
  Attack. Melee Weapon Attack: +4 to hit, range
  150/600ft., one target. Hit 6 (1d8 + 2) piercing
  damage.
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  Bralani
  Bralani
  The fiercest and wildest of all celestials, Bralani Eladrin love
  to compete with others in challenges of physical and mental
  skill. They resemble elves with light blue skin and hair the
  color of new-fallen snow.
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  Bralani
  Bralani
  Size type, Alignment
  Armor Class
  Armor Class 15 (chain shirt)
  Hit Points
  Hit Points 44 (8d8+8)
  Speed
  Speed 30ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  16 (+3) 14 (+2) 12 (+1) 11 (0) 10 (0) 16 (+3)
  Skills
  Skills Athletics +5, Persuasion +5
  Senses
  Senses darkvision 60ft, passive perception 10
  Languages
  Languages Celestial
  Challenge
  Challenge 3 (700 xp)
   
  Spellcasting.
  Spellcasting. A Bralani is a 6th-level spellcaster. Its
  spellcasting ability is Charisma (spell save DC 13,
  +5 to hit with spell attacks). It knows the following
  spells:
  Cantrips (At will): blade ward, light, gust, sacred
  flame, shocking grasp*
  1st level (4 slots): feather fall, fog cloud, guiding
  bolt
  2nd level (3 slots): gust of wind, enhance ability
  3rd level (3 slots): fly, lightning bolt
  Actions
  Attack.
  Attack. Melee Weapon Attack: +4 to hit, reach 5ft.,
  one target. Hit 5 (1d6 + 2)
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  Elder Elementals
  Elder Elementals
  Exceptionally large and powerful elementals, Elder
  Elemental are the ultimate expression of their kind.
  70
  Elder Elemental, Air
  Elder Elemental, Air
  Gargantuan elemental, neutral
  Armor Class
  Armor Class 14
  Hit Points
  Hit Points 200 (16d12+96)
  Speed
  Speed 0 ft., fly 40ft. (hover)
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  27 (+8) 18 (+4) 22 (+6) 6 (-2) 16 (+3) 6 (-2)
  Saving Throws
  Saving Throws Con +10, Wis +7
  Damage Resistances
  Damage Resistances lightning, thunder;
  bludgeoning, piercing, and slashing from
  nonmagical weapons
  Damage Immunities
  Damage Immunities poison
  Condition Immunities
  Condition Immunities exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses
  Senses darkvision 60ft., passive perception 13
  Languages
  Languages Auran
  Challenge
  Challenge 9 (5,000 XP)
   
  Air Form
  Air Form. The elemental can enter a hostile
  creature’s space and stop there. It can move
  through a space as narrow as 1 inch wide without
  squeezing.
  Actions
  Multiattack
  Multiattack The elemental makes two slam attacks
  or uses its Toss Lightning ability twice.
  Slam.
  Slam. Melee Weapon Attack: +12 to hit, reach 10ft.,
  one target. Hit 21 (3d8+8) bludgeoning damage.
  Toss Lightning
  Toss Lightning. Ranged Spell Attack: +7, range
  100ft., one target. Hit: 28 (5d10) lightning
  damage.
  Elder Elemental, Earth
  Elder Elemental, Earth
  Gargantuan elemental, neutral
  Armor Class
  Armor Class 14 (natural armor)
  Hit Points
  Hit Points 200 (16d12+96)
  Speed
  Speed 30 ft., burrow 30 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  27 (+8) 8 (-1) 22 (+6) 6 (-2) 16 (+3)
  6 (-2)
  Saving Throws
  Saving Throws Con +10, Wis +7
  Damage Resistances
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical weapons
  Damage Immunities
  Damage Immunities poison
  Condition Immunities
  Condition Immunities exhaustion, paralyzed,
  petrified, poisoned, unconscious
  Senses
  Senses darkvision 60ft., tremorsense 60ft., passive
  perception 13
  Languages
  Languages Terran
  Challenge
  Challenge 9 (5,000 XP)
  Earth Glide
  Earth Glide. The elemental can burrow through
  nonmagical, unworked earth and stone. While
  doing so, the elemental doesn’t disturb the material
  it moves through.
  Siege Monster
  Siege Monster. The elemental deals double damage
  to objects and structures.
  Actions
  Multiattack
  Multiattack The elemental makes two slam attacks.
  Slam.
  Slam. Melee Weapon Attack: +12 to hit, reach 10ft.,
  one target. Hit 21 (3d8+8) bludgeoning damage.
  Rock
  Rock. Ranged Weapon Attack: +12, range 60/240
  ft., one target. Hit: 30 (4d10+8) bludgeoning
  damage.
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  Elder Elemental, Fire
  Elder Elemental, Fire
  Gargantuan elemental, neutral
  Armor Class
  Armor Class 14
  Hit Points
  Hit Points 200 (16d12+96)
  Speed
  Speed 50 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  27 (+8) 18 (+4) 22 (+6) 6 (-2) 16 (+3) 6 (-2)
  Saving Throws
  Saving Throws Con +10, Wis +7
  Damage Resistances
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical weapons
  Damage Immunities
  Damage Immunities fire, poison
  Condition Immunities
  Condition Immunities exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses
  Senses darkvision 60ft., passive perception 13
  Languages
  Languages Ignan
  Challenge
  Challenge 9 (5,000 XP)
   
  Fire Form
  Fire Form. The elemental can move through a space
  as narrow as 1 inch wide without squeezing. A
  creature that touches the elemental or hits it with a
  melee attack while within 5 ft. of it takes 11 (2d10)
  fire damage. In addition, the elemental can enter a
  hostile creature’s space and stop there. The first
  time it enters a creature’s space on a turn, that
  creature takes 11 (2d10) fire damage and catches
  fire; until someone takes an action to douse the
  fire, the creature takes 11 (2d10) fire damage at
  the start of each of its turns.
  Illumination.
  Illumination. The elemental sheds bright light in a
  60-foot radius and dim light in an additional 60 ft..
  Actions
  Multiattack
  Multiattack The elemental makes two touch attacks
  or uses its Throw Fire ability twice.
  Touch.
  Touch. Melee Weapon Attack: +12 to hit, reach
  10ft., one target. Hit 16 (3d10) fire damage. If the
  target is a creature or a flammable object, it ignites.
  Until a creature takes an action to douse the fire,
  the target takes 11 (2d10) fire damage at the start
  of each of its turns.
  Throw Fire
  Throw Fire. Ranged Spell Attack: +7, range 100ft.,
  one target. Hit: 28 (5d10) lightning damage.
  Elder Elemental, Water
  Elder Elemental, Water
  Gargantuan elemental, neutral
  Armor Class
  Armor Class 14 (natural armor)
  Hit Points
  Hit Points 200 (16d12+96)
  Speed
  Speed 0 ft., fly 40ft. (hover)
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  27 (+8) 10 (0) 22 (+6) 6 (-2) 16 (+3) 6 (-2)
  Saving Throws
  Saving Throws Con +10, Wis +7
  Damage Resistances
  Damage Resistances acid; bludgeoning, piercing,
  and slashing from nonmagical weapons
  Damage Immunities
  Damage Immunities poison
  Condition Immunities
  Condition Immunities exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses
  Senses darkvision 60ft., passive perception 13
  Languages
  Languages Aquan
  Challenge
  Challenge 9 (5,000 XP)
  Water Form
  Water Form. The elemental can enter a hostile
  creature’s space and stop there. It can move
  through a space as narrow as 1 inch wide without
  squeezing.
  Freeze.
  Freeze. If the elemental takes cold damage, it
  partially freezes; its speed is reduced by 20 ft. until
  the end of its next turn.
  Actions
  Multiattack
  Multiattack The elemental makes two slam attacks
  or uses its Water Whip ability once.
  Slam.
  Slam. Melee Weapon Attack: +12 to hit, reach 10ft.,
  one target. Hit 21 (3d8+8) bludgeoning damage.
  Water Whip
  Water Whip. Melee Weapon Attack: +12, range 60
  ft., one target. Hit: 30 (4d10+8) bludgeoning
  damage.
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  Firebat
  Firebat
  Feral creatures that darken the skies of the Abyss, Firebats
  will devour anything in their path. They resemble huge
  skeletal bats, flesh replaced by hellfire that streams out
  behind them when they fly.
  Chasme, Lesser
  Chasme, Lesser
  Chasme hatch in great swarms, and not all grow to full size.
  72
  Firebat
  Firebat
  Medium fiend, neutral evil
  Armor Class
  Armor Class 13
  Hit Points
  Hit Points 22 (4d8+4)
  Speed
  Speed 10ft., fly 40ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  10 (0)
  16 (+3)
  12 (+1) 7 (-2) 11 (0)
  8 (-1)
  Damage Immunities
  Damage Immunities Fire
  Senses
  Senses darkvision 60ft., passive perception 10
  Languages
  Languages understands Abyssal but can't speak it
  Challenge
  Challenge 1/2 (100 XP)
  Actions
  Spire Fire.
  Spire Fire. The firebat spits fire at a creature within
  10 feet of it. The creature must make a DC 11
  Dexterity saving throw, taking 9 (2d8) fire damage
  on a failed save, or half as much damage on a
  successful one
  Talon.
  Talon. Melee Weapon Attack: +5 to hit, reach 5ft.,
  one target. Hit 5 (d4+3) slashing damage
  Chasme, Lesser
  Chasme, Lesser
  Medium fiend (demon), chaotic evil
  Armor Class
  Armor Class 12
  Hit Points
  Hit Points 13 (3d8)
  Speed
  Speed 10 ft., fly 50 ft., swim 50 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  10 (0)
  14 (+2)
  10 (0)
  1 (-5)
  10 (0)
  3 (-4)
  Condition Immunities
  Condition Immunities
  Senses
  Senses darkvision 60ft., passive perception 10
  Languages
  Languages understands Abyssal but can't speak it
  Challenge
  Challenge 1/2 (100 XP)
  Actions
  Sting.
  Sting. Melee Weapon Attack: +4 to hit, reach 5ft.,
  one target. Hit 5 (1d6 + 2) piercing damage, and
  the target must make a DC 11 Constitution saving
  throw, taking 10 (3d6) necrotic damage on a failed
  save, or half as much damage on a successful one.
  If the poison damage reduces the target to 0 hit
  points, the lesser chasme gains 5 temporary hit
  points
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  Movanic Deva
  Movanic Deva
  The least and most numerous of the devas, Movanic Devas
  serve as infantry in battles with the forces of darkness. They
  resemble pale, supernaturally beautiful men and woman with
  white feathered wings.
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  Movanic Deva
  Movanic Deva
  Medium celestial, Lawful good
  Armor Class
  Armor Class 16 (shield)
  Hit Points
  Hit Points 112 (15d8+45)
  Speed
  Speed 30ft., fly 40ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  18 (+4) 18 (+4) 16 (+3) 10 (0) 12 (+1) 15 (+2)
  Saving Throws
  Saving Throws Str +7, Dex +5, Con +6
  Skills
  Skills Athletics +10, Intimidation +5
  Condition Immunities
  Condition Immunities fear
  Senses
  Senses darkvision 60ft., passive perception 10
  Languages
  Languages Celestial
  Challenge
  Challenge 5 (1,800 XP)
   
  Shapechanger.
  Shapechanger. The deva can use its action to
  polymorph into a Small or Medium humanoid or
  back into its true form. Other than its size and
  speed, its statistics are the same in each form. Any
  equipment it is wearing or carrying isn’t
  transformed. The deva reverts to its true form if it
  dies.
  Actions
  Attack.
  Attack. Melee Weapon Attack: +4 to hit, reach 5ft.,
  one target. Hit 5 (1d6 + 2)
  Multiattack.
  Multiattack. The gladiator makes three melee
  attacks or two ranged attacks.
  Longsword.
  Longsword. Melee Weapon Attack: +7 to hit, reach
  5 ft., one target. Hit: 8 (d8 + 4) piercing damage
  and 3 (d6) radiant damage.
  Shield Bash.
  Shield Bash. Melee Weapon Attack: +7 to hit, reach
  5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning
  damage. If the target is a Medium or smaller
  creature, it must succeed on a DC 15 Strength
  saving throw or be knocked prone.
  Reactions
  Parry.
  Parry. The deva adds 3 to its AC against one melee
  attack that would hit it. To do so, the deva must see
  the attacker and be wielding a melee weapon.
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  Musteval
  Musteval
  The smallest of the guardinals, Mustevals are celestial spies
  and saboteurs. They resemble small, white-furred halflings
  with the heads and tails of rodents.
   
  Palrethee
  Palrethee
  Demons who failed at their attempt to become  
  Balors and were plunged into bitterness, Palrethee  
  would burn the world if given the excuse. They resemble
  gaunt, red-skinned humanoids with torn wings, eternally
  burning with thin flames.
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  Musteval
  Musteval
  Small celestial, Neutral good
  Armor Class
  Armor Class 13 (leather armor)
  Hit Points
  Hit Points 16 (3d8+3)
  Speed
  Speed 30ft., climb 30ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  11 (0) 14 (+2) 12 (+1) 11 (0) 13 (+1) 11 (0)
  Skills
  Skills Perception +5, Stealth +6,
  Senses
  Senses darkvision 60ft., passive perception 16
  Languages
  Languages Celestial
  Challenge
  Challenge 1/2 (100 XP)
   
  Keen Hearing and Smell.
  Keen Hearing and Smell. The scout has advantage on
  Wisdom (Perception) checks that rely on hearing or
  smell.
  Actions
  Multiattack.
  Multiattack. The musteval makes two melee or
  ranged attacks.
  Shortsword.
  Shortsword. Melee Weapon Attack: +4 to hit, reach
  5ft., one target. Hit 5 (1d6 + 2)
  Hand Crossbow.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit,
  range 30/120 ft., one target. Hit 5 (1d6 + 2)
  Palrethee
  Palrethee
  Medium fiend, chaotic evil
  Armor Class
  Armor Class 14 (natural)
  Hit Points
  Hit Points 33 (6d8+6)
  Speed
  Speed 30ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  13 (+1) 12 (+1) 12 (+1) 9 (-1) 11 (0) 14 (+2)
  Damage Immunities
  Damage Immunities fire
  Senses
  Senses darkvision 60ft., passive perception 10
  Languages
  Languages Abyssal
  Challenge
  Challenge 1 (200 XP)
  Spellcasting.
  Spellcasting. The Palrethee is a 3rd level spellcaster.
  Its spellcasting ability is Charisma (spell save DC
  12, +2 to hit with spell attacks). It requires no
  somatic or material components to cast its spells.
  The flameskull has the following wizard spells
  prepared:
  Cantrips (At will): fire bolt, chill touch, mage hand,
  thaumaturgy
  1st level (4 slots): burning hands, cause fear, hex
  2nd level (2 slots): darkness, scorching ray
  Actions
  Claw.
  Claw. Melee Weapon Attack: +4 to hit, reach 5ft.,
  one target. Hit 4 (1d6 + 1) slashing damage
  APPENDIX| NEW OUTSIDERS
  
  2/18/2019
  The Homebrewery - NaturalCrit
  https://homebrewery.naturalcrit.com/print/rJQYlgORXN?dialog=true
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  Ursinal
  Ursinal
  The scholars and philosophers of Elysium, Ursinals are
  nevertheless devastating warriors when pushed. They
  resemble bears, but with the upright posture and nimble
  hands of a man.
  75
  Ursinal
  Ursinal
  Medium celestial, neutral good
  Armor Class
  Armor Class 11 (natural)
  Hit Points
  Hit Points 135 (18d8+54)
  Speed
  Speed 40ft., climb 30ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  19 (+4) 10 (0) 17 (+3) 16 (+3) 16 (+3) 12 (+1)
  Skills
  Skills History +6, Religion +6
  Damage Resistances
  Damage Resistances bludgeoning, piercing, and
  slashing damage from nonmagical weapons
  Senses
  Senses darkvision 60ft., passive perception 13
  Languages
  Languages Celestial
  Challenge
  Challenge 5 (1,800 XP)
  Spellcasting.
  Spellcasting. The Palrethee is a 3rd level spellcaster.
  Its spellcasting ability is Intelligence (spell save DC
  14, +6 to hit with spell attacks). It requires no
  somatic or material components to cast its spells.
  The flameskull has the following wizard spells
  prepared:
  Cantrips (At will): guidance, mending, message,
  true strike
  1st level (4 slots): alarm, magic Missile, identify
  2nd level (2 slots): detect thoughts, enhance ability
  Actions
  Attack.
  Attack. Melee Weapon Attack: +4 to hit, reach 5ft.,
  one target. Hit 5 (1d6 + 2)
  APPENDIX| NEW OUTSIDERS
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Grods Guide to Greatness.pdf