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  Unearthed Archetypes
  Unearthed Archetypes
  Unearthed Archetypes
  Unearthed Archetypes    IIII: : : :     
  Heroes for the Ages
  Heroes for the Ages
  Heroes for the Ages
  Heroes for the Ages    
  By Jeremy Forbing
  By Jeremy Forbing
  By Jeremy Forbing
  By Jeremy Forbing    
      
  I did not dream far enough, Prospero. When King 
  Numedides lay dead at my feet and I tore the crown 
  from his gory head and set it on my own, I had 
  reached the ultimate border of my dreams. I had 
  prepared myself to take the crown, not to hold it. In 
  the old free days all I wanted was a sharp sword 
  and a straight path to my enemies. Now no paths are 
  straight… 
  ― Robert E. Howard, The Phoenix on the Sword 
  About this Book 
  In the D&D Player’s Handbook, “Appendix E: Inspirational Reading” lists the 
  works of fiction that have had the most influence on the world’s greatest 
  roleplaying. Of course, Appendix E itself was influenced by Appendix N of the 
  old 1st Edition Dungeon Master’s Guide, where Gary Gygax gave his own 
  reading list for those stories which inspired his vision of D&D. Some of these 
  influential works have since been translated to the screen as well, and many 
  players come to the game with visions of the Lord of the Rings and Harry Potter 
  films or the HBO Game of Thrones series indeliably stamped on their 
  imaginations. 
   
  Some of the standard tropes and ideas present in D&D’s original sources 
  have received scant translation in the game itself. This sourcebook seeks to 
  serve some of these concepts with archetypal rules and flavorful mechanics. 
  There are new rules for playing child heroes like those of Narnia and Hogwarts, 
  as well as for playing characters as they advance into old age, as Conan does in 
  his years as king of Aquilonia. In many fantasy stories, human bloodlines with 
  mythic or supernatural origins mark their descendants with traits as distinct as 
  those of demihuman races in D&D, and rules for variant humans descending 
  from such bloodlines can be found within as well. Warriors who fight as part of 
  sworn brotherhoods or ravaging hordes appear within, as do classic forms of 
  magic are depicted with new feats, spells, and archetypes. Speaking of spells, 
  those marked with asterisks should be noted as follows: 
  *=This is a new spell described in this document. 
  **=This spell appears in the Elemental Evil Player's Companion. 
   
  These spells also appear in the Spells section for your convenience. In some 
  cases, content from the author’s other products has been adapted or 
  included—rather than require you to reference those products, all necessary 
  rules are repeated here. 
   
  Speaking of sources, special recognition should be made here of Blood 
  Magic by Joshua Raynack, another product available on the DM’s Guild website. 
  The warlock’s Pact of the Scar is an outgrowth of the ideas and mechanics 
  Blood Magic introduced. Warlocks with this pact boon use the same magic of 
  blood the wizards and sorcerers in Blood Magic employ, though they adapt it to 
  a specialized use. This product and that one would be highly compatible if used 
  in the same campaign. 
  -Contents- 
  About this Book .................................................................................................. 0 
  Ages .................................................................................................................... 1 
  Choosing an Age Category ............................................................................. 1 
  The Aging Process .................................................................................... 1 
  Young Child .............................................................................................. 1 
  Child .............................................................................................................. 1 
  Young Adult ................................................................................................... 2 
  Adult .............................................................................................................. 2 
  Middle-Aged .................................................................................................. 2 
  Old ................................................................................................................. 2 
  Venerable ...................................................................................................... 2 
  Human Variants .................................................................................................. 3 
  Human (Isolated Noble)................................................................................. 3 
  Human (Marauder) ........................................................................................ 3 
  Human (Smallfolk) ......................................................................................... 4 
  Human (Tainted Aristocrat) ........................................................................... 4 
  Human (Urbanite) .......................................................................................... 5 
  Human (Wildling) ........................................................................................... 5 
  Human (Worldcrasher) .................................................................................. 6 
  Inspiration ................................................................................................ 6 
  Class Archetypes ................................................................................................. 7 
  Hearth Domain .............................................................................................. 7 
  Circle of the Skinchanger ............................................................................... 8 
  Blade Dancer ................................................................................................ 10 
  Horselord ..................................................................................................... 11 
  The Tuigan of the Hordelands ................................................................ 11 
  Additional Ability .................................................................................... 12 
  Janissary ....................................................................................................... 12 
  Additional Abilities for Janissaries .......................................................... 13 
  Acrobat ........................................................................................................ 14 
  Pact of the Scar ............................................................................................ 15 
  Augmenting with Blood of Great Lineage ............................................... 15 
  Great Lineage Effects .............................................................................. 15 
  Ritual Augmentation............................................................................... 15 
  Augmented Shadow Assassins ................................................................ 15 
  Optional Feats ................................................................................................... 16 
  Beast Cohort ........................................................................................... 16 
  Competitor ............................................................................................. 16 
  Eldritch Acrobat ...................................................................................... 16 
  Factotum ................................................................................................ 16 
  Greensight .............................................................................................. 17 
  Mind Reader ........................................................................................... 17 
  Thousand Faces ...................................................................................... 17 
  Spells ................................................................................................................. 18 
  Bard Spells .............................................................................................. 18 
  Cleric Spells ............................................................................................. 18 
  Druid Spells ............................................................................................. 18 
  Paladin Spells .......................................................................................... 18 
  Ranger Spells .......................................................................................... 18 
  Sorcerer Spells ........................................................................................ 18 
  Warlock Spells ........................................................................................ 18 
  Wizard Spells .......................................................................................... 18 
  Spell Descriptions .............................................................................................. 18 
  Alienated Mind ............................................................................................ 18 
  Beast Bond ................................................................................................... 18 
  Bastion of Clarity .......................................................................................... 19 
  Blood Curse .................................................................................................. 19 
  Catfeet ......................................................................................................... 19 
  Challenger’s Mark ........................................................................................ 19 
  Control Thoughts ......................................................................................... 19 
  Create Bonfire .............................................................................................. 19 
  Dread Mercy ................................................................................................ 19 
  Fiery Wrath .................................................................................................. 20 
  Gust ............................................................................................................. 20 
  Magic Stone ................................................................................................. 20 
  Mindspeak ................................................................................................... 20 
  Quickling Step .............................................................................................. 21 
  Telepathic Link ............................................................................................. 21 
  Thought Blast ............................................................................................... 21 
  Thunderclap ................................................................................................. 21 
  Uncanny Balance ......................................................................................... 21 
  Wall Run....................................................................................................... 21 
  
   
   1 
   
   
   
  All the world’s a stage, 
  And all the men and women merely players; 
  They have their exits and their entrances; 
  And one man in his time plays many parts, 
  His acts being seven ages. 
  ―William Shakespeare, As You Like It 
  (Act II, scene vii) 
  Ages 
  The fantasy stories that inspired Dungeons & Dragons feature 
  characters at many different ages. Readers see Conan as both 
  a young barbarian and an older king, while J.R.R. Tolkien’s 
  Bilbo Baggins, Ursula K. LeGuin’s Sparrowhawk, and the 
  legendary King Arthur all move through many different 
  stages of the aging process over the course of many tales. 
  Such stories gives us world-changing heroes in many 
  different phases of life. Child protagonists abound in fantasy, 
  including Harry Potter, Narnia’s Pevensie children, and Lyra 
  Belacqua of The Golden Compass. Older heroes are common 
  as well. Just looking within the worlds of D&D, we see 
  seasoned heroes such as Elminster the Sage, Rudolf van 
  Richten, and Flint Fireforge. 
  A Game of Thrones features a particularly diverse range of 
  ages: children like Bran and Arya Stark; teenagers like Jon 
  Snow and Daenaerys Targaryen; middle-aged heroes like 
  Ned and Catelyn Stark; older characters such as Ser 
  Barristan Selmy and Tywin Lannister; and even truly ancient 
  characters like the Maesters Aemon and Pycelle. 
  In general, however, D&D characters are assumed to be in 
  their “prime”: the 20’s or 30’s for humans, or an equivalent 
  age for other races. The rules included here present 
  additional mechanics for characters younger or older than 
  most, making them viable options and also distinguishing 
  them from the average adventurer. 
  Rather than focusing too closely on a character’s specific 
  age in years, these rules define a number of age categories. 
  The categories represent general attributes and expectations 
  associated with that phase of life.  
  Years of age for real-world humans will sometimes be used 
  in description of these categories, since this is the measure of 
  maturity with which we are all (presumably) most familiar, 
  but these numbers can and should be translated into different 
  chronological terms for non-human races. In general, other 
  D&D races tend to age through the same phases as humans, 
  even if it is across a different expanse of years. These rules 
  should be adaptable for nearly any species whose members 
  are born and mature physically over time. Obviously, for 
  some D&D creatures such as constructs), the principles of 
  human aging do not apply. 
  Choosing an Age Category 
  To use these rules, select an age category for your character 
  alongside that character’s race. An age category has 
  mechanical repercussions, modifying and adding to your 
  character’s racial traits. These age categories purposefully 
  overlap, leaving it up to the player and DM to determine if 
  and when a character matures and changes to a new age 
  category.  
  If you prefer to generate an age randomly rather than 
  choose, roll 3d6 and consult the first column of the table. 
  Table: Age Categories 
  Choose or roll 3d6 
  3d6 Roll 
  Age Category 
  Age Range in 
  Human Years 
  Random Roll for Age 
  in (Human) Years  
  3-5 
  Child 
  9 to 14 years 
  1d6 + 8 years 
  6-8 
  Young Adult 
  13 to 18 years 
  1d6 + 12 years 
  9-11 
  Adult 
  17 to 39 years 
  2d12 + 15 years 
  12-14 
  Middle-Aged 
  36 to 55 years 
  2d10 + 35 years 
  15-16 
  Old 
  51 to 70 
  2d10 + 50 years 
  17-18 
  Venerable 
  66 or older 
  1d20 + 65 years* 
  * = If the d20 rolls a 20, roll a second d20 and add it to the total. If the 
  second d20 rolls a 20, roll a third. 
  The Aging Process 
  As time passes, you and your DM may decide that your 
  character is growing older, and that it is appropriate to move 
  you from you one age category to another. Mechanically, 
  this change is simple. With your DM’s collaboration, remove 
  all the traits from your current age category and replace them 
  with the traits from your new one. In some cases, you retain 
  a trait from a younger age category, but this will be described 
  under the new age your character is moving into.  
  Young Child 
  Human Age Range: Birth to 8 years old. 
  Characters in this first stage of life are generally too immature and 
  vulnerable to be adventurers. Such characters would not yet have the 
  full range of ability scores. They are also extremely unlikely to be left 
  unsupervised in times of conflict. Many find the idea of young children 
  in danger too emotionally difficult to contemplate. Rules are not 
  provided for playing a character of such a delicate age.  
  Child 
  Human Age Range: 9 to 14 years old. 
  These characters have just emerged from their early youth. 
  This is the youngest category suitable for player character 
  adventurers, since there are many areas in which children of 
  this age may be able to move and act without adult 
  supervision. In fact, depending on their personal situation, 
  they may find themselves operating with complete 
  independence much of the time. They are just old enough to 
  find their way into the kinds of trouble that would challenge 
  adventurers—one hopes they also have the maturity to find 
  their way out of it. 
  Child Age Traits 
  Fragility. The child character’s hit point maximum 
  decreases by 1 at 1st evel. Whenever the child character gains 
  a level thereafter, their hit point maximum decreases by an 
  additional 1 hit point. 
  Limited Size. Regardless of race, the character‘s size cannot 
  be larger than Small. 
  Narrow Escape. Small size, youthful vigor, and common 
  social taboos against harming children may combine to allow 
  the character to avoid a devastating blow. A creature that 
  rolls a critical hit against a child character must roll a 
  
   
   2 
   
   
  Wisdom save. The saving throw DC equals 8 + the child 
  character’s proficiency bonus + their Dexterity or Charisma 
  modifier (whichever is higher). If the creature fails, the attack 
  does not inflict extra damage for being a critical hit. 
  Creatures that are good-aligned or of the same race as the 
  character have disadvantage on saving throws against this 
  trait. 
  Reduced Speed. A child character’s base walking speed is 5 
  feet lower than that of an adult member of their race. 
  Underfoot. The child character can move through the space 
  of any creature that is of a size larger than their own. (If the 
  character already possesses this trait due to their race, they 
  can also move through the spaces of creatures who are of the 
  same size.) 
  Young Adult  
  Human Age Range: 13 to 18 years old. 
  Young adults approach or equal the size and physical 
  maturity of grown adults. Their emotional maturity, 
  however, varies widely. It often depends on the particular 
  experiences and advantages (or disadvantages) of their 
  upringing. Fueled by the passion and energy of youth, young 
  adults may be capable of prodigious feats, but if they take the 
  wrong risks, their mistakes can haunt them into adulthood 
  and beyond. 
  Young Adult Age Traits 
  Energetic. When a young adult character spends Hit Dice, 
  they may roll a DC 15 Constitution save. If they succeed, 
  they regain one of the used Hit Dice, as if it had never been 
  spent. Once this trait has been used, the young adult 
  character cannot use it again until they complete a long rest. 
  Emotional. The young adult character has disadvantage on 
  all saving throws against being charmed. In addition, if the 
  young adult character spends Inspiration to gain advantage 
  on an ability check or attack roll, and the roll still fails, they 
  must succeed at a DC 13 Wisdom save or take 1d4 psychic 
  damage. 
  Adult  
  Human Age Range: 17 to 39 
  Adulthood is the default age for player characters unless they 
  specifically choose another category.  
  Adult Age Traits 
  The default racial traits presented in the Player’s Handbook 
  (and the D&D Basic Rules) are those of an adult member of a 
  given race. 
  Middle-Aged 
  Human Age Range:  36 to 55 years old 
  Middle-aged characters are largely the same as those of the 
  Adult age category. Many of the differences are merely 
  psychological, as a middle-aged character’s viewpoint is 
  informed by longer experience (of course, some experiences 
  are more informative than others). The boundless energy and 
  passion of youth may have dimmed to some degree, but this 
  is generally balanced by a deeper self-knowledge. 
  Middle-Aged Age Traits 
  Knowledgeable. The middle-aged character gains proficiency 
  in any one type of tool or vehicle. 
  Lost a Step. When the middle-aged character takes the Dash 
  action, their speed is reduced by 5 for that action. 
  Old 
  Human Age Range: 51 to 70 years old. 
  In most D&D worlds, characters who reach this age tend to 
  have some advantage that has allowed them to survive. Their 
  choices are now informed by a longer perspective on their 
  own lives and the progress of history. They also reckon with 
  increased evidence of their own mortality, and their 
  willingness to endure danger or discomfort may have 
  decreased along with their general stamina. However, by 
  remaining active and engaged with the world around them, 
  many characters of this age may largely retain the vigor of 
  their younger years. 
  Old Age Traits 
  Skilled. The old character retains the extra proficiency in 
  any one type of tool or vehicle from being middle-aged (or 
  gains such proficiency if they did not already have it), and 
  also gains proficiency in any one skill. 
  Reduced Speed. An old character’s base walking speed is 5 
  feet lower than that of an adult member of their race. 
  Venerable  
  Human Age Range: 66 years or older. 
  This category represents the upper age range of the lifespan 
  for most races. The danger present in most D&D worlds 
  means that very few characters live to see this advanced age, 
  and those who do are seldom reckless or foolhardy. Most 
  members of this age category are among the very oldest 
  members of their communities. Those who reach this age 
  category usually command some level of respect in most 
  cultures. A venerable character is a natural mentor for 
  younger adventurers, passing on their wisdom and 
  experience to a younger generation. 
  Venerable Age Traits 
  Easily Winded. When a venerable character regains all their 
  Hit Dice at the end of a long rest, they must roll a DC 15 
  Constitution save. If they fail, they lose one Hit Die, as if it 
  had already been spent. If they roll a 1 on the die, they gain a 
  level of exhaustion as well. 
  Seen It All. The old character retains the extra proficiency in 
  any one type of tool or vehicle from being middle-aged and 
  the added skill proficiency from being old (or gains such 
  proficiencies if they did not already have them). In addition, 
  choose one of the following types of saving throws: 
  Intelligence, Wisdom, or Charisma. The character gains 
  proficiency in the saving throw type chosen. 
  Reduced Speed. A venerable character’s base walking speed 
  is 5 feet lower than that of an adult member of their race. 
  
   
   3 
   
   
  The really valuable thing in the pageant of human 
  life seems to me not the political state, but the 
  creative, sentient individual, the personality; it alone 
  creates the noble and the sublime, while the herd as 
  such remains dull in thought and dull in feeling. 
  ― Albert Einstein 
  Human Variants 
  In most D&D worlds, humans are considered the most 
  versatile of races. They fill every niche in society and 
  represent a wide spectrum of cultures and ethnic groups. In 
  some cases, this adaptability changes the very nature of a 
  human bloodline over time. These humans develop unique 
  traits that are particularly useful to their culture or lifestyle. 
  In other cases, an individual may be so adaptable as take on 
  these traits independent of their ancestry or any larger group. 
  New Human Variant: 
  Human (Isolated Noble) 
  You were born into a family or social class that upholds 
  older traditions. Much of the land around your home is now 
  ruled by a different culture, and whether or not you have 
  made peace with them, their ways are not yours. Due to 
  geography or some other factor, your homeland is isolated, 
  granting your people relative autonomy. Your kin have long 
  been leaders in preserving the ancient ways. Do they practice 
  a more archaic religion, subscribe to an older code of honor, 
  trace your roots to a lost age of heroes, or follow customs 
  that preserve the world against a supernatural threat? Do you 
  share this dedication, or will you leave your old ways 
  behind? 
  Ability Score Increase. Your Constitution score increases by 
  2, and you increase one other ability score of your choice by 
  1. 
   Adapted. Choose either cold or heat. If you chose cold, you 
  have resistance against cold damage and are naturally 
  adapted to cold climates. If you chose heat, you have 
  resistance against fire damage and are naturally adapted to 
  hot climates.  
   Deadly Combatant. Choose any one martial weapon. You 
  gain proficiency with that weapon, and when you roll 
  damage for a critical hit with that weapon, you can re-roll 
  any damage die that rolls a 1. You must use the new roll. 
   The Land Remembers. You gain advantage on all 
  Intelligence and Wisdom checks related to recalling 
  information about your homeland and its inhabitants, your 
  culture’s religious beliefs, and surviving in your homeland or 
  climates that resemble it. 
   Steadfast. You gain advantage on saving throws against 
  effects that would cause you to become charmed or 
  frightened, or that would force you to obey another 
  creature’s commands. 
  New Human Variant: 
  Human (Marauder) 
  You belong to a human culture with a tradition of using 
  superior speed and mobility to raid other groups. Whether 
  you or your kin are currently involved in such activities, you 
  retain an aptitude for the sort of swift maneuvers your 
  culture specialized in. You also have a natural instinct for 
  using fear to control the tide of battle.  
  Human (Marauder) Traits 
  All of these traits replace the Ability Score Increase trait of 
  the normal human. 
  Ability Score Increase. Your Constitution score increases by 
  2, and you increase one other ability score of your choice by 
  1. 
  Adapted. Choose either cold or heat. If you chose cold, you 
  have resistance against cold damage and are naturally 
  adapted to cold climates. If you chose heat, you have 
  resistance against fire damage and are naturally adapted to 
  hot climates.  
  Bonus Proficiencies. You gain proficiency in one of the 
  following skills of your choice: Animal Handling, Athletics, 
  Intimidate, Nature, Stealth, or Survival.  
  Raised on the Move. Choose either mounts or water 
  vehicles. That choice determines which of the following 
  benefits you gain: 
  • Mounts: You have advantage on all ability checks and 
  saving throws related to controlling, maneuvering, or 
  staying on a mount. In addition, mounting or dismounting 
  a creature costs you only 5 feet of movement, rather than 
  half your speed.  
  • Water Vehicles: You are proficient with water vehicles, 
  and double your proficiency bonus when including it in 
  water vehicle ability checks. In addition, you have 
  advantage on all saving throws and ability checks related 
  to swimming and to staying on-board any water vehicle.  
  Sow Fear. You learn the Menacing Attack maneuver from 
  the Battle Master archetype in the fighter class. The saving 
  throw DC for this maneuver equals 8 + your proficiency 
  bonus + your Strength or Dexterity modifier (your choice). If 
  you already have superiority dice, you gain one more; 
  otherwise, you have one superiority die, which is a d6. This 
  die is used to fuel your maneuvers. A superiority die is 
  expended when you use it. You regain your expended 
  superiority dice when you finish a short or long rest. In 
  addition, you regain one expended superiority die when you 
  inflict damage on a creature that is frightened of you. 
  
   
   4 
   
   
  New Human Variant: 
  Human (Smallfolk) 
  Most commoners lead lives aptly described as nasty, brutish, 
  and short. However, some live under such punishing 
  oppression that they must develop deep reserves of willpower 
  and endurance. Born with little control over their 
  environment, they quickly learn to adjust to changing 
  circumstances. They are often referred to as “smallfolk” by 
  their oppressors, as if to belittle their importance. However, 
  these oppressors’ authority would mean little without the 
  control they exert over their subjects. While it is a 
  treacherous and difficult course for smallfolk to truly escape 
  the difficulties of their birth, many are the tales of those 
  who—through cleverness, tenacity, or virtue—have ascended 
  from the lowest depths to the heights of power. 
  Human (Smallfolk) Traits 
  All of these traits replace the Ability Score Increase trait of 
  the normal human. 
  Ability Score Increase. Your Constitution score increases by 
  2, and you increase two other ability scores of your choice by 
  1. 
  Cagey Defender. When you are surprised, you can still take 
  a single action or bonus action (but not both) during the 
  surprise round. You cannot move unless you take an action 
  that specifically allows you to move (such as the Dash 
  action). 
  Survivor's Tenacity. When you roll a 1 on an attack roll, 
  ability check, or saving throw, you can reroll the die. You 
  must use the new roll. Once this ability has been used once, 
  you must finish a short rest or long rest before you can use it 
  again. 
  Tool Proficiency.  You gain proficiency in your choice of 
  any two types of tools or vehicles. If you wish, you may use 
  one of these choices to gain a skill proficiency instead. 
  New Human Variant: 
  Human (Tainted Aristocrat) 
  For many centuries, your ancestors were highborn nobles 
  accustomed to aristocratic rule. Some of the power by which 
  they maintained their position came from supernatural traits 
  passed down through certain tainted bloodlines. Perhaps 
  they were dragonlords, riding to battle on the backs of 
  unstoppable wyrms, or families of warlocks whose pacts with 
  otherworldly powers affected their descendants. Whatever 
  differentiates your blood from that of other humans, that 
  birthright includes both a natural majesty and a tendency 
  towards insanity. 
  Human (Tainted Aristocrat) Traits 
  All of these traits replace the Ability Score Increase trait of 
  the normal human. 
  Ability Score Increase. Your Charisma score increases by 2, 
  and you increase one other ability score of your choice by 1. 
  Ancestral Affinity. Choose one of the following damage 
  types: cold, fire, necrotic, radiant, or lightning. You gain 
  resistance to that damage type. In addition, choose one of the 
  following creature types: aberration, beast, dragon, elemental, 
  fey, fiend, giant, or undead. You have advantage on 
  Charisma checks against any creature of the chosen type that 
  is also naturally immune to the damage type you chose for 
  this trait.  
  Intrigue Expertise. Choose one of the following skills: 
  Deception, Insight, Intimidation, Performance, or 
  Persuasion. You gain proficiency in that skill, and double 
  your proficiency bonus on ability checks with it. 
  Legacy of Command. You are proficient with the History 
  skill, and you know the guidance cantrip. When you reach 
  3rd level, you can cast the heroism spell once with this trait 
  and regain the ability to do so when you finish a short or 
  long rest. When you reach 5th level, you can cast the 
  suggestion spell once with this trait and regain the ability to do 
  so when you finish a long rest. Charisma is your spellcasting 
  ability for these Spells. 
  Prone to Madness. You have disadvantage on saving throws 
  against both psychic damage and madness-inducing effects. 
  Steadfast. You gain advantage on saving throws against 
  effects that would cause you to become charmed or 
  frightened, or that would force you to obey another 
  creature’s commands. 
  
   
   5 
   
   
  New Human Variant: 
  Human (Urbanite) 
  Plenty of humans dwell in cities, but you and your kin have 
  adapted to them the way wood elves live as one with the 
  forests and dwarves take to underground tunnels. You feel 
  most at home in large settlements, the bigger and more 
  crowded the better. Growing up in such places, you know 
  they can be as dangerous as the deep wilderness, and so you 
  tend to be ready for anything. This cosmopolitan 
  sophistication doesn’t just give you an advantage in your 
  hometown. When you enter a new city, it isn’t long before 
  you’re an expert on the best places to eat, drink, live, and 
  make a living—and also an expert on the various power 
  groups that dominate the locals’ lives. Some folk prefer to 
  live far from civilization, away from the company of their 
  fellow men and women, but you’ll likely never understand 
  why. Cities that produce urbanites such as yourself must 
  either be large with great populations or simply centers of 
  great learning and sophistication.  
  Human (Urbanite) Traits 
  All of these traits replace the Ability Score Increase trait of 
  the normal human. 
  Ability Score Increase. Your Charisma score increases by 2, 
  and you increase one other ability score of your choice by 1. 
  Cagey Defender. When you are surprised, you can still take 
  a single action or bonus action (but not both) during the 
  surprise round. You cannot move unless you take an action 
  that specifically allows you to move (such as the Dash 
  action). 
  Intrigue Expertise. Choose one of the following skills: 
  Deception, Insight, Intimidation, Performance, or 
  Persuasion. You gain proficiency in that skill, and double 
  your proficiency bonus on ability checks with it. 
  Jaded. You have resistance to psychic damage and 
  advantage on saving throws against being charmed. 
  Urban Terrain. Within a village, town, or city, you are 
  never slowed by difficult terrain unless it is magical, and you 
  can move through spaces occupied by non-hostile 
  humanoids and beasts as if they were allies. 
  New Human Variant: 
  Human (Wildling) 
  In the furthest wilds, you’ve lived with little to sustain you 
  beyond what the land itself provides and the ingenuity of 
  your people. Often looked down on by the humans of 
  civilized lands, your kin endure hardships such soft folk 
  could not survive—hardships that grant great insight and 
  endurance.  
  Human (Wildling) Traits 
  All of these traits replace the Ability Score Increase trait of 
  the normal human. 
  Ability Score Increase. Your Constitution score increases by 
  2, and you increase one other ability score of your choice by 
  1. 
  Adapted. Choose either cold or heat. If you chose cold, you 
  have resistance against cold damage and are naturally 
  adapted to cold climates. If you chose heat, you have 
  resistance against fire damage and are naturally adapted to 
  hot climates.  
  Herblore. You are proficient with herbalism kits, and you 
  know the druidcraft cantrip. When you reach 3rd level, you 
  can cast the detect poison and disease spell once with this trait 
  and regain the ability to do so when you finish a short or 
  long rest. When you reach 5th level, if you have an 
  herbalism kit on your person, you can cast the lesser 
  restoration spell once with this trait and regain the ability to 
  do so when you finish a long rest. Wisdom is your 
  spellcasting ability for these Spells. 
   Uncivilized. You have advantage on Wisdom (Survival) 
  checks and Intelligence (Nature) checks when outside of 
  civilization, but also disadvantage on Charisma checks 
  against humanoid creatures from civilized areas. When you 
  reach 5th level, the penalty on Charisma checks no longer 
  applies. 
   Vicious Counterattack. If a creature hits you with a melee 
  attack when you have not yet taken a turn during the combat, 
  that creature provokes an opportunity attack from you. If the 
  opportunity attack hits, it inflicts additional damage equal to 
  your proficiency bonus. 
   
   
   
  
   
   6 
   
   
  New Human Variant:  
  Human (Worldcrasher) 
  You come from another world, plane, or universe—one in 
  which magic does not exist, at least not as it does here. 
  Perhaps this has caused your world to evolve in other 
  directions, advancing in engineering, certain sciences, or the 
  use of psionic powers. Whatever the case, in the world where 
  you find yourself, basic concepts you learned in your 
  homeworld represent major leaps of thought, heresies, or 
  outright nonsense. Do you seek a way home, to escape forces 
  that pursue you from your own world, or greater 
  understanding of the strange force this world calls magic?  
  Ability Score Increase. Your Intelligence score 
  increases by 2, and you increase one other ability 
  score of your choice by 1. 
  Magic Resistance. You have advantage on 
  saving throws against spells and other magical 
  effects. 
  Otherworldly Insight. Recalling your past gives 
  you insight into a specific course of action that 
  you plan to take within the next 30 minutes. You 
  spend one minute concentrating, and gain the 
  benefits of having cast the augury spell, though 
  this is not a magical effect and requires no 
  components. Like augury, if you use this effect 
  two or more times before completing your next 
  long rest, there is a cumulative 25 percent chance 
  for each use that you receive random information 
  rather than real insight. 
  Predictive Reasoning. Your methods of logic and 
  deduction help you analyze future challenges. As 
  a bonus action on your turn, you can choose up 
  to three creatures within 60 feet who can hear you. 
  Once within the next hour, each chosen creature 
  can add your Intelligence modifier to either one 
  attack roll of its choice or one saving throw of its 
  choice. Once you have used this trait once, you 
  must finish a long rest before you can use it again. 
  Rational Paradigm. Your logical worldview 
  strengthens your grip on reality and helps you 
  steel the minds of others. You have resistance to 
  psychic damage, and advantage on saving throws 
  against madness. When an ally who can hear you 
  makes a saving throw against madness or an 
  effect that would inflict psychic damage, you can 
  use your reaction to grant them advantage on that 
  saving throw.
   
  Inspiration 
  A classic example of worldcrasher characters would be the 1980’s 
  Dungeons & Dragons cartoon, where a group of children are 
  transported to a D&D world by an amusement park ride! Other 
  examples in the fantasy genre include The Chronciles of Narnia, the 
  Neverending Story, A Princess of Mars, The Wizard of Oz, and 
  Neverwhere. Note that many of these examples are specifically young 
  people, so combining this human variant with the Age Categories 
  presented in this document would allow you to emulate this kind of 
  story fairly easily. 
   
   
  
   
   7 
   
   
  It is by way of the principle and practice of vocation 
  that sanctity and reverence enter into the human 
  economy. It was thus possible for traditional 
  cultures to conceive that “to work is to pray.” 
  ― Wendell Berry, “The Idea of a Local Economy” 
  Class Archetypes 
  New Cleric Divine Domain: 
  Hearth Domain 
  Gods of hearth and home include Hestia, Frigga, Brigid, Bes, 
  Berronar Truesilver, Yondalla, Luthic, Mishakal, and 
  Boldrei, and they all teach the sanctity of the hearth fire—
  whether private or municipal—as a source of protection, 
  fellowship, and prosperity. They are patrons of mothers and 
  children as well as those who protect them, and confer 
  special blessings on the meeting places of those who govern 
  communities and states. They seldom have large temples, 
  instead being worshipped in smaller shrines and sanctuaries, 
  often within a larger home or stronghold. Their clerics 
  defend and unite communities, presiding over the quotidian 
  rituals of daily life and seeing to proper sacrificial rites. They 
  often see themselves as shepherds, seeing to the welfare of 
  their flocks of worshippers. They remind their charges that 
  they can perform even the most mundane chores as sacred 
  acts of worship.  
  Hearth Domain Spells 
  Cleric Level 
  Spells 
  1st 
  faerie fire, sanctuary 
  3rd 
  flame blade, lesser restoration 
  5th 
  Leomund’s tiny hut, fireball 
  7th 
  fire shield, Otiluke’s resilient sphere 
  9th 
  flame strike, hallow 
  Bonus Proficiency 
  When you choose this domain at 1st level, you gain 
  proficiency with heavy armor. 
  Create Hearthfire 
  When you choose this domain at 1st level, you 
  gain the create bonfire** cantrip if you don’t 
  already know it. When a creature fails its 
  saving throw against the fire created by 
  your casting of this cantrip, you can 
  always choose for that creature to 
  succeed instead.  
  Hearthfire Ward 
  At 1st level, when you cast a spell of 
  1st-level or higher that would create fire 
  or inflict fire damage, choose a friendly 
  creature within 30 feet. The chosen 
  creature gains temporary hit points 
  equal to twice your cleric level + your 
  Wisdom modifier. 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. 
  Holy Fire 
  Starting at 2nd level, you can use your Channel Divinity to 
  call down sacred flame which heals allies but scourges 
  enemies. As an action, you present your holy symbol. Each 
  non-hostile creature of your choice within 30 feet of you is 
  healed for a number of hit points equal to 2d6 + your cleric 
  level. At the same time, each hostile creature of your choice 
  within 30 feet of you must make a Constitution saving throw. 
  A creature takes either fire or radiant damage (your choice) 
  equal to 2d6 + your cleric level on a failed saving throw, and 
  half as much damage on a successful one. A creature that has 
  total cover from you is not affected. 
  Defending Flames 
  Beginning at 6th level, when you deal fire damage to a Large 
  or smaller creature, you can also push the creature up to 10 
  feet away from you. 
  Divine Strike  
  At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns when 
  you hit a creature with a weapon attack, you can cause the 
  attack to deal an extra 1d8 fire or radiant damage (your 
  choice) to the target. When you reach 14th level, the extra 
  damage increases to 2d8.  
  Saint of Hearth and Home 
  Starting at 17th level, you gain resistance to fire and necrotic 
  damage. As an action, you can temporarily give up both of 
  these resistances, transferring them to one creature you touch. 
  The creature keeps these resistances until the end of your 
  next short or long rest, or until you transfer them back to 
  yourself as a bonus action. 
   
   
  
   
   8 
   
   
  New Druid Circle: 
  Circle of the Skinchanger 
  All druids possess the power to wild shape, but rarer are 
  those who practice the art of skinchanging—projecting their 
  soul from their original body to possess another creature. 
  Beast Companion 
  When you choose this circle at 2nd level, you may use an 
  action to choose to attract a beast companion before taking a 
  long rest. During that long rest, you go to sleep and dream of 
  being a powerful creature of the natural world. At the end of 
  your long rest, the animal you dreamed of appears, friendly 
  to you and willing to remain for at least 1 hour provided you 
  do not harm or mistreat it. By expending 50 gp worth of food, 
  drink, and herbal poultices, you spend the next hour 
  transforming that creature into your loyal beast companion. 
  This companion is a beast of your choice with a Challenge 
  rating of ¼ or lower and an Intelligence of 6 or lower that 
  does not have a flying or swimming speed. However, as you 
  gain druid levels, these limitations loosen, as follows: 
  Table: Skinchanger Beast Companions 
  Druid 
  Level 
  Max. 
  Challenge 
  Rating 
  Features 
  Example  
  2nd 
  ¼ 
  No flying or swimming 
  speed, Intelligence 6 or 
  lower 
  Wolf 
  3rd 
  1 
  No flying or swimming 
  speed, Intelligence 6 or 
  lower 
  Dire wolf 
  4th 
  1 
  No flying speed, Intelligence 
  can be 7 or lower* 
  Giant octopus 
  6th 
  2 
  No flying speed 
  Polar bear 
  8th 
  2 
  Intelligence can be 8 or 
  lower* 
  Giant eagle 
  9th 
  3 
  —  
  Killer whale 
  12th 
  4 
  —  
  Elephant 
  15th 
  5 
  —  
  Giant crocodile 
  18th 
  6 
  —  
  Mammoth 
  You normally choose the type of beast companion you will 
  have when you take the long rest required to gain one, but 
  the DM may limit your choices depending what is logical for 
  the local area and terrain. At the end of the hour of bonding 
  that follows the long rest, your beast companion gains all the 
  benefits of your Skinchanger’s Bond ability. 
   You can have only one beast companion at a time. If your 
  beast companion is ever slain, you must find a means of 
  returning it to life or find a new beast companion. You do so 
  by taking a long rest, during which time you dream of the 
  new beast companion, and at the end of that long rest the 
  beast appears, and you bond with it the same way you 
  bonded with your initial beast companion. If a slain former 
  beast companion returns to life while you have another 
  current beast companion, you must choose one of the 
  companions. The one you choose remains as your 
  companion, while the other leaves you. 
  Skinchanger’s Bond 
  Your beast companion gains a variety of benefits while it is 
  linked to you, although it also loses its Multiattack action, if 
  it has one. 
  • The companion obeys your commands as best it can. The beast 
  cohort acts on its own turn, but does not roll initiative. Instead, 
  when you roll initiative, you determine whether the beast acts just 
  before the beginning of your turn or just after the end of your turn. 
  On its turn, you determine its actions, decisions, attitudes, and so 
  on. If you are incapacitated or absent, your companion acts on its 
  own. 
  • Your beast companion has abilities and game statistics determined 
  in part by your level. Your companion uses your proficiency bonus 
  rather than its own. In addition to the areas where it normally uses 
  its proficiency bonus, a beast companion also adds its proficiency 
  bonus to its AC and to its damage rolls.  
  • Your beast companion gains proficiency in two skills of your choice. 
  It also becomes proficient with all saving throws. For each druid 
  level you gain after 3rd, your beast companion gains an additional 
  hit die and increases its hit points accordingly. 
  • When you reach 6th level, when you take an action on your turn to 
  cast a spell or use the Attack action, if your companion can see you, 
  it can use its reaction to make a melee attack. In addition, your 
  beast companion has advantage on attack rolls against any creature 
  within 5 feet of your actual body (not a beast you are controlling 
  with your Beast Link feature). 
  • When you reach 10th level, your beast companion’s natural weapon 
  attacks count as magical for purposes of overcoming resistance and 
  immunity to non-magical attacks and damage. 
  • Whenever you gain the Ability Score Improvement class feature, 
  your companion’s abilities also improve. Your companion can 
  increase one ability score of your choice by 2, or it can increase two 
  ability scores of your choice by 1. As normal, your companion can’t 
  increase an ability score above 20 using this feature, unless 
  specified otherwise. 
   You can cast the spell beast bond** on your beast 
  companion as a ritual, and always have that spell prepared. 
  When you cast this spell on your beast companion, it does 
  not fail if the beast has an intelligence of 4 or higher. At 3rd 
  level, you always have the beast sense spell prepared as well. 
   When you beginning a long rest, you may cast both beast 
  bond and beast sense on your beast companion simultaneously, 
  as a ritual, without disrupting your rest. You are magically 
  able to concentrate on both these spells at once. You cast 
  these rituals while unconscious, and the duration of both 
  spells is increased to two hours when they are cast in this 
  way. 
  Companion Link 
  Starting at 3rd level, you can you take mental control of your 
  beast companion, with your soul leaving your body to enter 
  the body of the beast. You can use this feature as an action at 
  any time while you and your beast companion are on the 
  same plane of existence. 
  You may act normally in the beast’s body, but your game 
  statistics are replaced by the statistics of your beast, though 
  you retain your Intelligence, Wisdom, and Charisma scores. 
  While wearing the beast’s skin, your body is unconscious, 
  and cannot regain consciousness until you use an action to 
  break the link. 
  
   
   9 
   
   
  While you are linked to the beast whose skin you inhabit, 
  the following rules apply:  
  • Your game statistics are replaced by the statistics of the beast, but 
  you retain your Intelligence, Wisdom, and Charisma scores, and 
  your general personality and alignment, though your personality is 
  influenced by that of the beast. While you are linked to the beast, if 
  you attempt to do something that goes against the beast’s 
  strongest instincts, the DM can ask you to make a DC 13 Charisma 
  save. If you fail, you must act as the beast would or take d6+1 
  psychic damage.  
  • You also retain all of your skill proficiencies, in addition to gaining 
  those of the creature. If the creature has any legendary or lair 
  actions, you can't use them. 
  • You can't cast spells, and your ability to speak or take any action 
  that requires hands is limited to the capabilities of your beast form. 
  Leaving your body breaks your concentration on any spell you've 
  already cast. 
  • While inside the beast, you use its hit points and Hit Dice. When you 
  revert to your normal form, your body has the same number of hit 
  points you had before you transformed. 
  • If the beast has the Multiattack action, you cannot use it, but if 
  while you controlling a beast with this feature, if you are 5th-level 
  or higher, you can attack twice, instead of once, whenever you take 
  the Attack action on your turn. 
  • While you are using this feature to control the beast, if it falls 
  unconscious, drops to 0 hit points, or dies, your link to the beast 
  ends immediately, and you return to your actual body. You regain 
  consciousness in your actual body at once, unless another effect 
  keeps you from doing so.  
  • You retain the benefit of any features from your class, race, or other 
  source and can use them if the new form is physically capable of 
  doing so. However, you can't use any of your special senses, such as 
  darkvision, unless your new form also has that sense. 
  • All equipment stays with your actual body. Should your actual body 
  die while you are using this feature, your spirit remains alive inside 
  the creature, unable to leave it. If your actual body is returned to 
  life while you are linked to the beast, your link to the beast ends 
  immediately, and you return at once to your actual body. 
  Incite Bestial Fury 
  Starting at 3rd level, you are better able to coax the body of a 
  beast you are possessing to keep fighting, even when it is 
  wounded and its instincts tell you to flee. While you are 
  influencing a creature via your Companion Link or Beast 
  Link features, you can expend one spell slot as bonus action 
  to grant ld8 temporary hit points per level of spell expended 
  to that body, for as long as you inhabit it. If that body is still 
  conscious when the link ends and you return to your own 
  body, the beast is healed for a number of hit points equal to 
  half the temporary hit points remaining, if any, but cannot 
  exceed its normal maximum hit points. 
  Detect Beasts 
  Starting at 6th level, you have a preternatural sense for the 
  presence of animals. As an action, you can open your 
  awareness to detect beasts. Until the end of your next turn, 
  you know the location of any beast within 300 feet of you 
  that is not behind total cover. You know the type of beast 
  you detect (bear, wolf, etc.), but no other particulars (such as 
  whether it is the pet of the goblin king). Within the same 
  radius, you also detect the presence of any place or object 
  that has been consecrated or desecrated, as with the hallow 
  spell. You can use this feature a number of times equal to 1 + 
  your Wisdom modifier. You regain all expended uses when 
  you finish a long rest. 
  Beast Link 
  Starting at 6th level, you can take control of other beasts 
  besides your best companion. This works exactly like the 
  Companion Link feature, with the following changes: 
  • You can use this feature twice. You regain expended uses when you 
  finish a short or long rest. Using your Companion Link feature on 
  your beast companion does not expend a use of the Beast link 
  feature. 
  • You can remain in control of the beast’s body for a number of hours 
  equal to half your skinchanger level (rounded down). Your 
  consciousness then returns to your own body unless you expend 
  another use of this feature. You can return to your own body earlier 
  by using an action on your turn. 
  • The creature must be within 300 feet of you, and you must be 
  aware of its approximate location.  
  • You can use this feature on any beast that would fulfill the 
  requirements to become your beast companion, according to the 
  Skinchanger Beast Companions table. 
  • Creatures with an Intelligence of 6 or lower do not receive a saving 
  throw to resist—you automatically take control when you use your 
  action for this feature. Creatures with an Intelligence of 7 or higher, 
  however, may make an Intelligence saving throw against your druid 
  spell save DC when you use your Beast Link feature on them. If the 
  creature succeeds, it is immune to your Beast Link feature until you 
  finish a long rest. If this happens, you may cast the beast sense spell 
  on the creature as a reaction without using a spell slot, even if the 
  beast is not willing or within the beast sense spell’s normal range. 
  Baleful Strike 
  Starting at 10th level, you can channel primal energy to harm 
  your enemies while possessing another form. When you use 
  the body of a creature you are controlling via your 
  Companion Link or Beast Link features to make successful 
  melee attack, you can expend one druid spell slot to deal 
  extra psychic damage to the target, in addition to the attack's 
  normal damage. The extra damage is 1d8 for a 1st-level spell 
  slot, plus ld8 for each spell level higher than 1st, to a 
  maximum of 5d8. The damage increases by ld8 if the target 
  is a humanoid. Attacks enhanced with this feature count as 
  magical for purposes of overcoming resistance and immunity 
  to non-magical attacks and damage. 
   If you are not currently controlling a creature with your 
  Companion Link or Beast Link feature, when your beast 
  companion makes a successful melee attack, you can expend 
  one druid spell slot to increase its damage in this same way. 
  Cyclone Strike 
  Starting at 14th level, when you are using your Companion 
  Link or Beast Link feature to control a beast, you can use 
  your action to make a melee attack with that beast’s body 
  against each creature of your choice within 5 feet of you, 
  with a separate attack roll for each target. 
  Instinctive Teamwork 
  Starting at 14th level, when your beast companion can see 
  you, it gains advantage on all saving throws. In addition, 
  when your beast companion attacks during its turn, it inflicts 
  an additional 1d6 damage on creatures you have damaged 
  with a spell or attack since the end of its last turn. 
  
   
   10 
   
   
  New Martial Archetype: 
  Blade Dancer 
  You practice a refined form of fencing known for its speed an 
  elegance. Akin to the ki technique of a monk, this fighting 
  style emphasizes the unity of wielder and weapon, with 
  special attention to the practitioner’s senses. A level of 
  internal mastery allows the blade dancer to conquer physical 
  fear and to see with all their sense equally. Most of those 
  who learn the blade dance avoid heavy armor, sacrificing 
  protection for speed, and favor lighter and more slender 
  weapons. The technique teaches that parrying a blow is less 
  efficient than simply not being there when it lands. You 
  capitalize or your superior agility and perceptiveness by 
  making quick strikes at weak spots in an enemy’s defenses. It 
  is said that the greatest masters of this art duel upon a pool of 
  water, never disturbing the surface. 
  Artful Grace 
  Beginning when you choose this archetype at 3rd level, you 
  move freely across the battlefield, disappearing in a blur 
  before your enemy can land a blow. If you are not wearing 
  medium or heavy armor and you are not wielding a weapon 
  that uses your Strength modifier for attack and damage rolls, 
  you deal an extra 1d8 damage when you make a weapon 
  attack against a target that has none of your allies adjacent to 
  it. If the attack was a melee attack, that target cannot make 
  opportunity attacks against you for the rest of your turn. 
  Fearless Senses 
  Also at 3rd level, you gain proficiency in the Investigation 
  and Perception skills, and double your proficiency bonus on 
  all Wisdom (Perception) checks against objects within 30 
  feet. You also double your proficiency bonus on saving 
  throws against being frightened. 
  Battlefield Sense 
  Starting at 7th level, if you are able to hear, you have a 
  natural sense for the presence of objects around you, giving 
  you blindsight within 10 feet and allowing you to add your 
  Wisdom bonus to your initiative rolls. In addition, if you 
  aren't wearing armor or wielding a shield, your AC equals 13 
  + your Dexterity modifier. 
  Uncanny Reflexes 
  Starting at 10th level, if an attacker hits you with a melee 
  attack, you can use your reaction to halve the attack’s 
  damage against you. In addition, you gain the ability to 
  move along vertical surfaces and across liquids on your turn 
  without falling during the move. 
  Blindsense 
  Starting at 15th level, if you are able to hear, you are aware 
  of the location of any hidden or invisible creature within 10 
  feet of you. 
  Dodging Strike 
  Also at 15th level, when you take the Dodge action, you can 
  make a single weapon attack as a bonus action with a 
  weapon that does not use your Strength modifier for attack 
  and damage rolls. 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. 
  Perfect Awareness 
  At 18th level, by meditating for one minute, you can enter a 
  state of perfect awareness in battle that borders on 
  precognition. This ability allows you to cast the equivalent of 
  the foresight spell on yourself, without 
  needing any components. The 
  duration of this spell is reduced to 1 
  hour. Once you use this ability, you 
  must finish a long rest before you can 
  use it again. 
  
   
   11 
   
   
  New Martial Archetype: 
  Horselord 
  You are a nomad, member of a tribe of master riders and 
  hardy survivalists who rely on their mounts and livestock, as 
  well as connections to nature and primal power, for survival. 
  Horselords—a nickname used interchangeably for both male 
  and female nomads of the steppes—are predominantly 
  human, although a few have nonhuman blood. However, 
  outsiders of all kinds, including nonhumans, can be adopted 
  into a tribe if they prove themselves.  
   On a personal level, a nomad who feels another member of 
  the tribe has proved themselves truly trustworthy can declare 
  the person their anda, or blood sibling. Every adult in such a 
  tribe is a warrior, though with varying skills. Whether you 
  were born and raised among nomads of the steppe or earned 
  your place among them with great deeds, you have mastered 
  the ways of these formidable fighters. 
   You are a master of fighting from horseback and 
  terrorizing your enemies. You’ve learned how to fight more 
  effectively as part of a unit, especially a mounted cavalry, 
  and to increase your comrades’ effectiveness with your own 
  actions. Yet martial prowess is not your only power. 
   Tribal customs among the horselords focus on pleasing the 
  spirits as they seek to ensure that the elements remain in 
  balance. Your fellows believe that bad luck, such as an 
  inability to find water, is the work of offended spirits. The 
  practice of tribal magic among shamsns of these tribes is 
  common, to aid them in placating these spirits, and your 
  familiarity with these shamanic practices grants you a sixth 
  sense for spiritual influences. Over time, not only do you 
  gain closeness to the spirits that surround you, but eventually 
  you learn to sense the presence of myriad fey crossings on 
  the plains. 
  The Tuigan of the Hordelands 
  In the Forgotten Realms, the vast steppe between Faerûn and Kara-
  Tur is known as the Hordelands, home of the Tuigan tribes, legendary 
  for their battlefield prowess. In 1358 DR, Yamun Khahan, Emperor of 
  the Tuigan, united the barbarian tribes into an unstoppable horde. 
  Already ruling the steppe, from the Cave of a Thousand Gods to the 
  Valley of the Dog-Men, he conquered Semphar and Khazari and 
  invaded Shou Lung, breaching the legendary Dragonwall. Only clever 
  Shou diplomacy turned his advance in the East. Instead the Khahan 
  focused his attention West. He ravaged Rashemen, Thay, and Thesk 
  before reaching the eastern shore of the Sea of Fallen Stars. Only an 
  extraordinary coalition of Cormyreans, Dalesfolk, Sembians, dwarves, 
  orcs, and centaurs was able to stand in the Khahan’s way. At great cost 
  and by means of a desperate gambit, this alliance—led by Azoun IV 
  jimself—stopped Yamun Khahan’s forces from conquering all Faerûn. 
   
  To this day, people of the Hordelands venerate Teylas, the Sky Lord, 
  who is called Akadi in Faerûn, and worship Etugen, Earth Mother, who 
  is either known among Faerûnians as Chauntea or Grumbar, 
  depending on which sage you ask. Additionally, and to a lesser degree, 
  the nomads idolize a plethora of other primal spirits. Some of these 
  latter entities live in named places, such as oases, across the plains. 
  Others represent important or fierce animals of the prairie. 
  Bonus Proficiencies 
  You gain proficiency in two of the following skills of your 
  choice: Animal Handling, Intimidate, Nature, Stealth, or 
  Survival. You can choose to gain proficiency with land 
  vehicles in place of one skill proficiency.  
  Horseback Fighter 
  You have advantage on all Wisdom checks related to horses, 
  as well as on saving throws made to avoid falling off your 
  mount. If you fall off it, you can automatically land on your 
  feet if you aren’t incapacitated and you fall less than 10 feet. 
  In addition, when you mount or dismount a creature, you 
  use only 5 feet of movement to do so (normally, mounting a 
  creature uses half of a character’s movement). Finally, while 
  mounted, if you inflict damage with a weapon on an 
  unmounted creature smaller than your mount, that creature 
  can’t make opportunity attacks against you or your mount 
  for the rest of your turn.  
  Combat Superiority  
  At 3rd level, you learn a set of maneuvers that are fueled by 
  special dice called superiority dice. 
   Maneuvers. You learn four maneuvers, which are detailed 
  under "Maneuvers" below. Many maneuvers enhance an 
  attack in some way. You can use only one maneuver per 
  attack. 
   Superiority Dice. You have four superiority dice, which are 
  d8s. A superiority die is expended when you use it. You 
  regain all of your expended superiority dice when you finish 
  a short or long rest. You gain another superiority die at 7th 
  level and one more at 15th level.  
   Saving Throws. Some of your maneuvers require your 
  target to make a saving throw to resist the maneuver’s effects. 
  The saving throw DC is calculated as follows:  
  Maneuver save DC = 8 + your proficiency bonus + your Strength 
  or Dexterity modifier (your choice) 
   Maneuvers. You learn the following maneuvers when you 
  choose this archetype: 
  • Maneuvering Attack. When you hit a creature with a 
  weapon attack, you can expend one superiority die to 
  maneuver one of your comrades into a more advantageous 
  position. You add the superiority die to the attack's 
  damage roll, and you choose a friendly creature who can 
  see or hear you. That creature can use its reaction to move 
  up to half its speed without provoking opportunity attacks 
  from the target of your attack. 
  • Menacing Attack. When you hit a creature with a weapon 
  attack, you can expend one superiority die to attempt to 
  frighten the target. You add the superiority die to the 
  attack's damage roll, and the target must make a Wisdom 
  saving throw. On a failed save, it is frightened of you until 
  the end of your next turn. 
  • Mounted Parry. If either you or your mount is hit by an 
  attack while you are mounted, you can expend one 
  superiority die as a reaction, adding the number rolled to 
  you or your mount’s AC. If the attack still hits, the damage 
  is halved. 
  • Sixth Sense. You can spend a superiority die to extend your 
  senses to a preternatural level. For a number of rounds 
  equal to the number rolled on your superiority die, you 
  sense the locations of poisons, poisonous creatures, and 
  diseases within 30 feet. You can identify the type of poison, 
  poisonous creature, or disease in each case. This effect 
  penetrates most barriers, but is limited as per the detect 
  poison and disease spell. This effect also detects the presence 
  
   
   12 
   
   
  of celestial, fey, and undead creatures, but cannot 
  determine the creature’s exact location, only the general 
  direction if they are within 30 feet. Finally, if you can see 
  the sky when you use this maneuver, you also determine 
  what the weather will be at your location for the next 24 
  hours (clear skies, rain, snow, etc.). 
  Cavalry Leadership 
  Beginning at 7th level, you are an experienced battlefield 
  leader, especially comfortable leading from atop your steed, 
  and those who fight alongside you feel a sense of security 
  from your very presence. At the same time, you know how 
  to remain vigilant against unexpected attacks. When you are 
  mounted, opportunity attacks against you and your mount 
  are made at disadvantage.In addition, you and all creatures 
  you choose within 10 feet of you have resistance to psychic 
  damage and advantage on saving throws against being 
  charmed or frightened. At 18th level, the range of this effect 
  increases to 30 feet. 
  Ways of the Spirits 
  At 7th level, you gain special benefits when you use your 
  Sixth Sense maneuver. The duration is extended to a number 
  of minutes equal to the number rolled on your superiority die. 
  While your sixth sense is active, celestials, fey, fiends, 
  elementals, and undead can always understand your spoken 
  words, and you can always understand theirs, and you gain 
  advantage on Charisma checks and Wisdom (Insight) checks 
  against them. In addition, if there is any location within 3 
  miles that is linked to the Feywild or Shadowfell (such as a 
  fey crossing, gate, portal, or teleport circle), you are aware of 
  what direction it is from you. 
  Improved Combat Superiority  
  At 10th level, your superiority dice turn into d10s. At 18th 
  level, they turn into d12s. 
  Relentless  
  Starting at 15th level, when you roll initiative and have no 
  superiority dice remaining, you regain 1 superiority die. 
  Additional Ability 
  Because this ability uses less common game mechanics and can have 
  larger effects on your party’s ability to defeat encounters, it requires 
  your DM’s approval before you acquire it in-game. 
  Blood Riders 
  Starting at 7th level, at the beginning of a game session, or at another 
  time the DM deems appropriate, you can spend 5 downtime days to 
  summon a scout from your clan or tribe to assist and protect you in 
  battle. You can spend up to 15 downtime days at once, summoning 
  one scout for every 5 downtime days spent. The scouts stay with you 
  until they have assisted you in combat on two separate occasions, 
  after which time they return to the tribe. 
  New Martial Archetype:    
  Janissary 
  You are a member of a sworn alliance that defends one or 
  more kingdoms or city-states from dire threats. The oath you 
  share bonds you and your comrades together as brothers and 
  sisters, foreswearing all outside ambitions and any social 
  ranks or obligations to which you were born. Perhaps you’re 
  a watcher on a wall on the frozen frontier of the known 
  world, a mamluk guard stationed in a lawless city on the 
  edge of a desert caliphate, or part of a wilderness unit 
  patrolling the border between an embattled kingdom and the 
  shadow of an ancient enemy. Wherever you serve, you 
  seldom enjoy civilian comforts. You spend long hours 
  training in armor amid the extreme conditions of your 
  protectorate and its adjoining wilds, whether they be 
  scorching deserts or frozen wastelands, gaining phenomenal 
  endurance. Your fighting style relies on this indomitable 
  vigor, and on leveraging the tactical advantages provided by 
  close collaboration with allies. 
  Stalwart Ally 
  Beginning at 3rd level when you choose this archetype, if 
  you successfully hit and damage an opponent with a weapon 
  attack on your turn, you can use the Help action as a bonus 
  action to assist an ally in striking that same opponent. 
  Steel Yourself 
  At 3rd level the unforgiving training regimen you live by helps 
  you to resist threats to your morale as well as the extreme 
  temperatures of your home. You gain different benefits 
  depending on your legion’s favored climate. Choose one of 
  the following: 
  Colder Climate. You can use your reaction to gain 
  advantage on saving throws against cold damage, psychic 
  damage, fear, sleep, paralysis, or being charmed until the end 
  of your next turn, and you are considered naturally adapted 
  to cold climates as long as you are wearing armor. 
  Warmer Climate. You can use your reaction to gain 
  advantage on saving throws against fire damage, psychic 
  damage, fear, sleep, paralysis, or being charmed until the end 
  of your next turn, and you are considered naturally adapted 
  to hot climates when you are not wearing heavy armor. 
  Marks of Rank 
  At 7th level, you have attained a powerful reputation in the 
  alliance you serve, developing a natural mien of authority. In 
  a mamluk legion, this includes impressive facial tattoos that 
  intimidate foes. In a regimented military outfit, this may be 
  denoted rank insignia as you progress through the hierarchy. 
  Even those who don’t know of your standing are inclined to 
  take you seriously. The combination of any marks of rank 
  you possess and the grim, relentless personal bearing you’ve 
  gained as you’ve risen in the ranks lets even mindless beasts 
  know you are not to be trifled with. But for those who know, 
  your rank testifies to your unquestionable battle prowess. 
  You have advantage on Charisma (Intimidate) checks 
  against any creature that can see your face, and advantage on 
  all Charisma checks against members of any organized 
  military hierarchy (such as a mamluk society).  
  
   
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  Allied Enemy 
  At 10th level, you are a specialist in infantry tactics, as well as 
  in dispatching enemies of the organization to which you are 
  sworn. Work with your DM to determine an appropriate 
  type of enemy for the organization to which you belong (for 
  example, members of the mamluk order known as the 
  Vigilant are likely to choose aberrations or undead). You can 
  choose one allied enemy from the following: aberrations, 
  beasts, constructs, dragons, elementals, fey, fiends, giants, 
  monstrosities, oozes, plants, or undead. Alternatively, you 
  can select two races of humanoids (such as humans and 
  goblins) as legion enemies. When you hit with a weapon 
  attack against a creature that is your allied enemy, or that is 
  within 5 feet of one of your allies, the creature takes an extra 
  1d10 damage. 
  At 18th level, you choose a second allied enemy. 
  Unyielding Comrade 
  Starting at 15th level, you are stirred to greater prodigies of 
  valor by dire threats to your comrades. When an ally fails a 
  death save, if you have no uses of your Action Surge ability 
  remaining, you regain the ability to use it once. If the death 
  save is the second one that ally has failed, you also regain the 
  use of your Second Wind ability if you have no uses 
  remaining. In addition, as long as you have an ally within 30 
  feet, you cannot be charmed or frightened, and you cannot 
  be forced to sleep by magical effects unless you choose to be. 
  Honored Commander 
  At 18th level, you become a legendary role model in your 
  organization, regardless of your actual rank. You gain 
  resistance to psychic damage, you are proficient in Wisdom 
  saves, and you have advantage on all weapon attack rolls 
  against enemies within 5 feet of an ally. In addition, you gain 
  a resistance dependent on the type of legion you chose for 
  your Steel Yourself feature. If you chose colder climate, you 
  gain resistance to cold damage; if you chose warmer climate, 
  you gain resistance to fire damage.  
  Additional Abilities 
  for Janissaries 
  The abilities below are intended 
  to represent a janissary’s true 
  power: being part of larger 
  organization. However, because 
  they use less common game 
  mechanics and can have larger 
  effects on your party’s ability to 
  defeat encounters, they require 
  your DM’s approval before you 
  acquire them in-game. 
  Ranking Janissary 
  At 7th level, because of your rank, 
  whenever you are in a settlement 
  with at least 1,000 inhabitants, 
  you can spend 5 downtime days 
  to recruit a knight or veteran 
  (your choice) from your order or 
  an allied military force to assist 
  you. The knight or veteran stays 
  with you until they have performed their assigned task, provided it is 
  reasonable and possible for them to perform, or until they have 
  assisted you in combat on two separate occasions, after which time 
  they leave you to resume duties at their regular post. 
  Marshal Soldiers 
  At 10th level, you have such a natural mantle of command that you 
  can recruit soldiers even when away from your legion. At the 
  beginning of a game session, or at another time the DM deems 
  appropriate, you can spend 10 downtime days to recruit three guards 
  to your cause. If you spend 15 downtime days, you can instead recruit 
  three scouts. They stay with you until they have performed their 
  assigned task, provided it is reasonable and possible for them to 
  perform, or until they have assisted you in combat on two separate 
  occasions, after which time they return to their previous lives. 
  Legendary Legionnaire 
  Starting at 15th, your status in your organization is such that even 
  jaded sergeants and proud officers will flock to your banner, crossing 
  great distances to fight by your side. At the beginning of a game 
  session, or at another time the DM deems appropriate, you can spend 
  20 downtime days to summon a total or three comrades (who can be 
  any combination of knights and veterans) to serve you in completing 
  your mission. These seasoned soldiers are led to you by a competent 
  scout, so they can reach you anywhere within reason. The scout will 
  not stay and fight for you, but he can be trusted to deliver a message 
  back to your legion if you wish. The knights or veterans stay with you 
  until they have performed their assigned task, provided it is 
  reasonable and possible for them to perform, or until they have 
  assisted you in combat on two separate occasions, after which time 
  they return to your legion and report what has occurred. 
  Political Intrigues 
  At 18th level, your importance in your legion of mamluks makes you an 
  influential mover-and-shaker in the politics of your homeland. By 
  spending 20 downtime days whenever you are in a settlement with at 
  least 1,000 inhabitants, you can cause an assassin to target and 
  attempt to kill a humanoid of your choice. It is up to the DM to 
  determine how long the assassination attempt takes to plan and 
  execute, whether or not it succeeds, and how long it takes you to get 
  word of the result. 
   
   
   
  
   
   14 
   
   
  New Roguish Archetype: 
  Acrobat 
  Acrobatics is a widespread and popular talent. All people, 
  from nobles to peasants, enjoy acrobatics shows, whether 
  amid the finery of court or the debris of the street. A few 
  venturesome religious rites require the skill. Mastery of the 
  body is part of numerous education philosophies, and 
  acrobatics is unmatched in cultivating fitness and balance. 
  Thieves and burglars use the skill to ply their trade. Training 
  is easy to find and widely accepted. Some youngsters attain a 
  level of mastery well before they reach adolescence. Yet 
  you’ve learned that acrobatics can also grant a decisive 
  advantage in battle. Not only is it of great use in escaping 
  enemies, but it can confuse them and position you for 
  unexpected and devastating strikes. 
  Trained Acrobat 
  When you choose this archetype at 3rd level, you gain 
  proficiency in the Acrobatics and Athletics skills, and add 
  double your proficiency bonus to ability checks with these 
  skills. 
  Tumbling Speed    
  Starting at 3rd level, you learn to maneuver 
  around obstacles and opponents ith 
  astonishing speed. When you take the Dash, 
  Disengage, or Dodge action, you increase 
  your walking speed by 10 ft. until the end of 
  the turn. 
  Outmaneuvering Strike    
  When you choose this archetype at 3rd level, 
  you can confuse a nearby opponent with a 
  sudden acrobatic maneuver. If you begin 
  your turn within 5 feet of a creature, and 
  then move at least 10 feet before attacking 
  that creature during the same turn, you can 
  make a Dexterity (Acrobatics) check 
  opposed by the target’s Wisdom 
  (Perception) check as part of the attack. If 
  you succeed, until the end of the turn you 
  can use Sneak Attack against that creature 
  even if you do not have advantage against it 
  or if no enemy of the target is within 5 feet 
  of it. You can use Sneak Attack in this way 
  even if you have disadvantage against the 
  target. 
  Acrobatic Footwork    
  At 9th level, if you make a melee attack 
  against a creature during your turn, that 
  creature cannot make opportunity attacks 
  against you for the rest of your turn, and you 
  can move through the creature’s space as if it 
  were an ally for the rest of your turn. 
  Misdirection    
  Starting at 13th level, you can sometimes 
  cause another creature to suffer an attack 
  meant for you. When you are targeted by an 
  attack while a creature within 5 feet of you is 
  granting you cover against that attack, you can use your 
  reaction to have the attack target that creature instead of you. 
  Deadly Maneuver    
  At 17th level, your ability to outmaneuver opponents allows 
  you to deliver devastating strikes. When you win the 
  opposed ability check against a creature for your 
  Outmaneuvering Strike feature, your Sneak Attack damage 
  against that creature increases by 2d6 for the rest of your turn.  
   
   
  
   
   15 
   
   
  New Warlock Pact Boon: 
  Pact of the Scar 
  You have made a dear sacrifice to seal your pact, one of your 
  own flesh and blood, and you’re still making such sacrifices 
  for power to this day—though the flesh and blood are not 
  always yours. You gain proficiency in the Medicine skill and 
  double your proficiency bonus on any check made with it. 
  You also gain the blood for blood feature, which is fueled by 
  special dice called blood dice. Both are described below.  
   Blood Dice. You have two blood dice, which are d6’s. A 
  blood die is expended when you use it. You regain all of 
  your expended blood dice when you finish a long rest. You 
  can also regain a blood die by expending Hit Dice. When 
  you expend Hit Dice in this way, you do not regain hit 
  points. Instead, for every two Hit Dice you expend for this 
  trait, you regain one blood die. 
   When you reduce a creature to O hit points with an attack 
  or spell, you can augment a blood die you have not yet 
  expended. An augmented blood die becomes a d8 instead of 
  a d6. When an expended blood die is regained, it is regained 
  as a d6, even if it was augmented before you expended it. 
      Blood for Blood. When you use the eldritch blast cantrip or 
  make a weapon attack, you can expend one blood die. You 
  must choose to expend a blood die before making the attack 
  roll. If that attack hits, you add the blood die as extra 
  damage. 
   When you inflict damage with a blood die, you can heal 
  yourself or a creature within 5 feet for a number of hit points 
  equal to the blood die roll. If the die was augmented, you can 
  also cure the healed creature of one disease or neutralize one 
  poison affecting it. 
  Augmenting with Blood of Great Lineage 
  With the permission of your DM, when augmenting a blood die you 
  can increase the augmentation if the life you extinguish has blood of 
  particular power or great lineage. Most creatures, as well as 
  humanoids of common ancestry such as peasants or warriors, do not 
  offer this ability. However, humanoids from certain kingly or powerful 
  bloodlines offer more energy to a warlock with this pact, as do certain 
  noble creatures. 
   
  Creatures suiting these criteria are divided into two categories: 
  Uncommon Lineage and Rare Lineage. The DM reserves the right to 
  decide the potency of the lineage a creature’s blood holds. 
  • Uncommon Lineage. A humanoid with an uncommon lineage has a 
  rich heritage, though holds little power. A minor noble, such as a 
  knight or courtier, serve as examples of humanoids with an 
  uncommon lineage. In addition, true dragons (not dragon-like lesser 
  creatures such as wyverns or drakes) are also considered to have 
  uncommon lineage. When you augment a blood die after reducing a 
  creature with uncommon lineage to 0 hit points, the blood die 
  changes into a d10 instead of a d8. 
  • Rare Lineage. A humanoid with a rare lineage, such as a distant heir 
  to a throne or even a member of royalty, bears the potential of 
  great power. In addition, the blood of celestials bears great lineage, 
  as well as non-humanoid royalty of significant power, such as giant 
  kings or demon princes. When you augment a blood die after 
  reducing a creature with uncommon lineage to 0 hit points, the 
  blood die changes into a d12 instead of a d8. 
  Great Lineage Effects 
  Depending on your warlock level, blood dice augmented with great 
  lineage may have special effects, as follows: 
   
  If your warlock level is 5th or higher: When you would heal a 
  creature with a d10 or d12 blood die, you can instead choose to 
  charge yourself with necromantic power. Until the end of your next 
  turn, you may cast one of the following spells as a 3rd-level spell 
  without using a spell slot or verbal or somatic components: animate 
  dead, mass healing word, or revivify. 
   
  If your warlock level is 9th or higher: When you would heal a 
  creature with a d12 blood die, you can instead choose to charge 
  yourself with otherwordly power. Until the end of your next turn, you 
  may cast one of the following spells as a 5th-level spell without using a 
  spell slot or verbal or somatic components: contact other plane, 
  greater restoration, or raise dead. 
   
  If your warlock level is 13th or higher: When you would heal a 
  creature with a d12 blood die, you can instead choose to charge 
  yourself with destructive power. Until the end of your next turn, you 
  may cast one of the following spells as a 7th-level spell without using a 
  spell slot or verbal or somatic components: divine word or finger of 
  death. 
  Ritual Augmentation 
  If you have a willing or captured creature of great lineage, you may be 
  able to use their blood to augment a blood die without killing them. 
  You perform a 1-hour ritual, which requires you and the creature of 
  great lineage to be within 5 feet of each other for the entire ritual. At 
  the end of the ritual, you choose whether the creature takes damage 
  equal to half its maximum hit points or gains 2 levels of exhaustion. 
  Either way, you may then augment a blood die as if you had reduced 
  that creature to 0 hit points. 
  New Warlock Eldritch Evocation 
   Summon Shadow Assassin. (Prerequisites: 5th level, Pact of the 
  Scar feature) You can expend an augmented blood die to 
  summon an assassin made of pure shadow, which appears in 
  an unoccupied space that you can see within 50 feet. The 
  assassin disappears when it drops to 0 hit points, when its 
  chosen target is dead, or after 1 hour. The assassin has no 
  other purpose except to kill a single target you choose when 
  you cast the spell. You do not need to see the target when 
  you choose it, but it must be within 120 feet. If you do not 
  choose a target when it is summoned, the assassin waits for 
  you to choose one, defending itself from hostile creatures but 
  otherwise taking no actions until its target is chosen. The 
  DM has the statistics on the assassin, but those statistics 
  change depending on your level, as follows: 
  • Warlock level 10th or lower: Specter 
  • Warlock level 11th-16th: Shadow demon 
  • Warlock level 17th or higher: Wraith 
  Once you use this eldritch invocation, you can’t do so again 
  until you finish a Long Rest. 
  Augmented Shadow Assassins 
  If the augmented blood die you use to summon the shadow assassin 
  was augmented with blood of great lineage, it adds the augmented 
  blood die to its damage the first time it inflicts damage on its chosen 
  target. In addition, the shadow assassin resembles the creature of 
  great lineage whose powerful blood augmented it. 
   
   
   
  
   
   16 
   
   
  That was the best part, the dreaming. She dreamed of 
  wolves most every night. A great pack of wolves, 
  with her at the head. She was bigger than any of 
  them, stronger, swifter, faster. She could outrun 
  horses and outfight lions. When she bared her teeth 
  even men would run from her, her belly was never 
  empty long, and her fur kept her warm even when 
  the wind was blowing cold. And her brothers and 
  sisters were with her, many and more of them, fierce 
  and terrible and hers. They would never leave her. 
  ― George R.R. Martin, A Storm of Swords 
  Optional Feats 
  Beast Cohort 
  You have a long-time pet with whom you maintain a 
  preternatural bond. This animal is extremely loyal to you 
  and will fight on your behalf. You gain the following 
  benefits: 
  • Choose a beast no larger than Medium that has a 
  challenge rating of ¼ or lower. You gain one beast of this 
  type as your cohort. The beast obeys your commands as 
  best it can. The beast cohort acts on its own turn, but does 
  not roll initiative. Instead, when you roll initiative, you 
  determine whether the beast acts just before the beginning 
  of your turn or just after the end of your turn. Unless you 
  are incapacitated or more than 120 feet away (in which 
  case you have no influence over the beast’s actions), the 
  bonded beast cannot take the Attack, Dash, Disengage, 
  Dodge, or Help action unless you use your action to order 
  the beast to attack, but it can take other actions as normal. 
  The beast cohort gains advantage on attacks against 
  creatures within 5 feet of you. The beast’s hit point 
  maximum equals its normal maximum or four times your 
  level, whichever is higher.  
  • The beast cohort remains bonded to you until you choose 
  to release it, but even after that, the beast cohort will 
  always remain friendly to you. You can never have 
  another beast as a cohort with this ability, unless the 
  previous beast cohort has died and the new beast is a blood 
  relative of the previous one, and you spend 8 hours 
  establishing a new bond. You can never have more than 
  one beast cohort at once.  
  • At 3rd level, the beast may be Large size or smaller, 
  provided that it has a Challenge rating of 1 or lower. An 
  existing beast cohort can also grow into a beast of such size. 
  It is assumed that at lower levels the beast was still 
  maturing, and that the new creature is its adult form 
  (raising a Wolf into a Dire Wolf, for example).  
  • At 4th level, you add your own proficiency bonus to the 
  beast’s AC, attack rolls, and damage rolls, as well as to any 
  saving throws and skills it is proficient in.  
  • Beginning at 7th level, on any of your turns when your 
  beast companion doesn't attack, you can use a bonus 
  action to command the beast to take the Dash, Disengage, 
  Dodge, or Help action on its turn. 
  • Starting at 11th level, your beast companion can make two 
  attacks when you command it to use the Attack action. 
  • Beginning at 15th level, when an attacker that you can see 
  hits your beast cohort with an attack, you can call out a 
  warning. If your beast cohort can hear you, it can use its 
  reaction to halve the attack’s damage against it. 
  Competitor 
  You are an expert in games, tourneys, jousts, and other 
  competitions. You gain the following advantages: 
  • Increase one of your ability scores by 1, to a maximum of 
  20. 
  • You gain proficiency with one type of gaming set or 
  vehicle. 
  • You always know the current gambling odds on any public 
  game, competition, or sport. 
  • You have 3 competition points. Whenever you make an 
  ability check that is directly related to a game, sporting 
  event, or competition, or that is opposed by another 
  creature’s ability check, you can spend a competition point 
  to gain advantage on that roll. You regain your expended 
  competition points when you finish a long rest. 
  Eldritch Acrobat 
  You possess preternatural powers of movement, granting 
  you the following benefits: 
  • Increase your Dexterity score by 1, to a maximum of 20. 
  • You learn the following cantrips: catfeet*, quickling step*, 
  uncanny balance*, and wall run*. 
  • Your walking speed increases by 5 feet. 
  Factotum 
  You are a jack-of-all-trades, practicing many vocations and 
  mixing your different skills into one effective whole. A 
  character with this feat gains the following traits:  
  • Raise one of the character’s ability scores of your choice 
  by 1, to a maximum of 20. 
  • After you obtain this feat, when you gain further levels, 
  you no longer gain Ability Score Increases from your 
  individual classes. Instead, you base them on your total 
  character level, including all classes, as shown on the 
  following chart. Ability score increases from levels gained 
  prior to acquiring this feat (including the current level 
  
   
   17 
   
   
  when you acquire it) are unchanged, only levels gained 
  after you obtain this feat are affected.  
  Total Character 
  Level 
  Ability Increase (or Feat) Gained 
  1st 
  None 
  2nd  
  None 
  3rd  
  None 
  4th  
  +1 to one ability score, or gain a feat 
  5th  
  None 
  6th  
  +1 to one ability score, unless you gained a 
  feat at 4th level 
  7th  
  None 
  8th  
  +1 to one ability score, or gain a feat 
  9th  
  None 
  10th  
  +1 to one ability score, unless you gained a 
  feat at 8th level 
  11th 
  None 
  12th 
  +1 to one ability score, or gain a feat 
  13th 
  None 
  14th 
  +1 to one ability score, unless you gained a 
  feat at 12th level 
  15th 
  None 
  16th 
  +1 to one ability score, or gain a feat 
  17th 
  None 
  18th 
  +1 to one ability score, unless you gained a 
  feat at 16th level 
  19th 
  +2 to one ability score, or +1 each to two 
  ability scores, or gain a feat 
  20th 
  None 
  Greensight 
  You have a preternatural bond with nature that grants you 
  special insights, including the ability to foresee future events. 
  This grants you the following benefits: 
  • You can take an action to detect the presence of aberration, 
  beast, dragon, fey, giant, and undead creatures within 300 
  feet until the end of your next turn. You can identify the 
  type of creature, but cannot determine the creature’s exact 
  location, only the general direction if they are within 300 
  feet. 
  • You learn one of the following druid cantrips of your 
  choice: druidcraft, guidance, gust**, magic stone**, mending, 
  resistance, shillelagh, or thunderclap**. 
  • You learn certain spells and gain the ability to innately cast 
  them. You can cast each spell at its lowest level without 
  using a spell slot. Once you cast a spell in this way, you 
  must finish a long rest before you can cast it again. The 
  first spell you learn and cast in this way is beast bond**. At 
  5th level, you also learn and cast the augury spell with this 
  feat. At 9th level, you also learn and cast the commune with 
  nature and scrying spells. 
  • Your spellcasting ability for all spells and cantrips gained 
  from this feat is Wisdom. You cast these spells and 
  cantrips innately without verbal or somatic components, 
  though you must still expend any material components. 
  • When you take damage from an attack during a surprise 
  round, you may take the Dash, Disengage, or Hide action 
  as a reaction.  
  Mind Reader 
  You have a natural ability to touch others’ minds, granting 
  you the following benefits: 
  • 
  You learn the mindspeak* and thought blast* cantrips. 
  • 
  You learn certain spells and gain the ability to innately 
  cast them. You can cast each spell at its lowest level 
  without using a spell slot.Once you cast a spell in this 
  way, you must finish a long rest before you can cast it 
  again. The first spell you learn and cast in this way is 
  telepathic link*. At 5th level, you also learn and cast the 
  detect thoughts spell with this feat. At 9th level, you also 
  learn and cast the sending spell. 
  • 
  If you are 3rd level or higher, you can telepathically 
  speak to any creature you can see within 30 feet of you. 
  You must share a language with the creature for it to 
  understand your telepathic utterances. You can speak 
  telepathically in this way to one creature at a time. 
  • 
  You add your Intelligence modifier (minimum of 1) to 
  all Wisdom (Insight) checks. 
  • 
  Your spellcasting ability for all spells and cantrips gained 
  from this feat is Intelligence. You cast these spells and 
  cantrips innately without verbal or somatic components, 
  though you must still expend any material components. 
  Thousand Faces 
  You are a master of disguise, able to quickly transform your 
  appearance and maintain a number of cover identities. This 
  grants you the following benefits: 
  • Increase your Charisma score by 1, to a maximum of 20. 
  • You gain proficiency with disguise kits, and double your 
  proficiency when adding it to ability checks made with a 
  disguise kit. 
  • You have a number of pre-made specialty disguises equal 
  to 1 + your proficiency bonus. Due to hours of practice, 
  when you don one of these specialty disguises, you may do 
  so as an action.These disguises are generally not based on 
  an individual, but are invented identities based on a 
  general type (a homeless vagabond, a veiled dancer, a 
  privileged aristocrat, etc.). If you wish to create a specialty 
  disguise based on a specific person, you must observe that 
  person for 8 hours. When your proficiency bonus increases, 
  you automatically gain a new specialty disguise. However, 
  if you wish to replace one of your existing specialty 
  disguises, doing so takes 8 hours. 
  • You can establish a reputation or unique social status for 
  the identity you take on in one of your specialty disguises 
  by spending downtime to Sow Rumors (as per the 
  downtime activity described in the Dungeon Master’s Guide). 
   
   
  
   
   18 
   
   
  The world is full of magic things, patiently waiting 
  for our senses to grow sharper. 
  ― W.B. Yeats 
  Spells 
  Per the spell lists below, the new spells introduced in this 
  document can be cast by many of the existing classes.After 
  each spell, its school of magic is listed in parentheses, as is 
  whether it can be cast as a ritual. 
  Bard Spells 
  Cantrips (0 Level) 
  mindspeak (divination)* 
  thundercap (evocation)** 
  1st Level 
  alienated mind (enchantment)* 
  dread mercy (enchantment)* 
  3rd Level 
  control thoughts (enchantment)* 
  Cleric Spells 
  Cantrips (0 Level) 
  blood curse (necromancy)* 
  challenger’s mark (enchantment)* 
  2nd Level 
  bastion of clarity (abjuration)* 
  Druid Spells 
  Cantrips (0 Level) 
  catfeet (abjuration)* 
  create bonfire (conjuration)** 
  gust (evocation)** 
  magic stone (transmutation)** 
  mindspeak (divination)* 
  quickling step (transmutation)* 
  thundercap (evocation)** 
  uncanny balance (transmutation)* 
  1st Level 
  beast bond (divination)** 
  fiery wrath (conjuration)* 
  Paladin Spells 
  1st Level 
  dread mercy (enchantment)* 
  2nd Level 
  bastion of clarity (abjuration)* 
  Ranger Spells 
  1st Level 
  beast bond (divination)** 
  dread mercy (enchantment)* 
  Sorcerer Spells 
  Cantrips (0 Level) 
  create bonfire (conjuration)** 
  gust (evocation)** 
  magic stone (transmutation)** 
  mindspeak (divination)* 
  quickling step (transmutation)* 
  thundercap (evocation)** 
  1st Level 
  fiery wrath (conjuration)* 
  2nd Level 
  bastion of clarity (abjuration)* 
  Warlock Spells 
  Cantrips (0 Level) 
  blood curse (necromancy)* 
  challenger’s mark (enchantment)* 
  create bonfire (conjuration)** 
  quickling step (transmutation)* 
  thundercap (evocation)** 
  1st Level 
  alienated mind (enchantment)* 
  Wizard Spells 
  Cantrips (0 Level) 
  blood curse (necromancy)* 
  challenger’s mark (enchantment)* 
  create bonfire (conjuration)** 
  gust (evocation)** 
  quickling step (transmutation)* 
  thundercap (evocation)** 
  uncanny balance (transmutation)* 
  1st Level 
  fiery wrath (conjuration)* 
  3rd Level 
  control thoughts (enchantment)* 
  Spell Descriptions 
  All new spells referenced in this document are listed 
  alphabetically in this section. 
  Alienated Mind 
  1st-level enchantment 
  Casting Time: 1 action  
  Range: Self (15-foot radius)  
  Components: V, S 
  Duration: 1 round 
  You garble your own thought processes into maddening 
  chaos, then force those thoughts onto everyone around you. 
  Each living creature (not a construct or undead) within a 15-
  foot sphere originating from you must make an Intelligence 
  saving throw. On a failed save, a creature takes 2d10 psychic 
  damage, and until the end of your next turn it forgets any 
  languages that it knows and is incapable of meaningful 
  communication. On a successful save, the creature takes half 
  as much damage but suffers no other effects. 
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the damage increases by 1d10 for each 
  slot level above 1st. 
  Beast Bond 
  1st-level divination 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a bit of fur wrapped in a cloth) 
  Duration: Concentration, up to 10 minutes 
  You establish a telepathic link with one beast you touch that 
  is friendly to you or charmed by you. The spell fails if the 
  beast's Intelligence is 4 or higher. Until the spell ends, the 
  link is active while you and the beast are within line of sight 
  
   
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  of each other. Through the link, the beast can understand 
  your telepathic messages to it, and it can telepathically 
  communicate simple emotions and concepts back to you. 
  While the link is active, the beast gains advantage on attack 
  rolls against any creature within 5 feet of you that you can 
  see. 
  Bastion of Clarity 
  2nd-level abjuration 
  Casting Time: 1 reaction, which you take when you roll an 
  Intelligence or Charisma save 
  Range: 10 feet 
  Components: V, S  
  Duration: 1 round  
  You erect a psychic shield to protect your mind from assault, 
  and you ward your allies as well. Choose a number of 
  creatures within range of this spell. For the duration of the 
  spell, you and the creatures you choose have advantage on 
  Intelligence and Charisma saves (including against the 
  triggering effect). 
  Blood Curse 
  Necromancy cantrip 
  Casting Time: 1 action  
  Range: 60 feet  
  Components: V, S  
  Duration: 1 round 
  You gamble some of your own life force on a curse that 
  bedevils your enemy but may empower you. You may not 
  cast this spell if you currently have less than 5 hit points. 
  Choose a target within range that can see or hear you. The 
  target makes a Wisdom save. If it fails, the target takes 1d4 
  psychic damage. You also take the same amount of psychic 
  damage, which cannot be reduced or redirected in any way. 
  Before the beginning of your next turn, if the target is hit 
  with an attack, it takes an additional 1d4 necrotic damage, 
  and the spell ends. When this happens, you also gain 
  temporary hit points equal to your spellcasting ability 
  modifier plus the amount of necrotic damage the creature 
  took. The necrotic damage increases by an extra 1d4 when 
  you reach 5th level (2d4), 11th level (3d4), and 17th level 
  (4d4). 
  Catfeet 
  Abjuration cantrip 
  Casting Time: 1 reaction, which you take when you would 
  take damage from falling 
  Range: Self  
  Components: V 
  Duration: Instantaneous 
  You gain resistance to damage from falling. If you fall less 
  than 30 feet, you land on your feet instead of falling prone 
  unless you take damage from the fall equal to more than half 
  your maximum Hit Points. 
  Challenger’s Mark 
  Enchantment cantrip  
  Casting Time: 1 action  
  Range: 5 feet  
  Components: V, S  
  Duration: 1 round 
  As part of the action used to cast this spell, you must make 
  a melee weapon attack against one creature within the 
  spell's range, otherwise the spell fails. On a hit, the target 
  suffers the attack's normal effects, and you exchange a 
  moment of silent, instinctive communication that 
  expresses your personal challenge. Before the beginning of 
  your next turn, if the target willingly moves more than 30 
  feet away from you or attacks a creature besides you, it 
  immediately takes 1d8 psychic damage, and the spell ends. 
  This spell's damage increases when you reach higher levels. 
  At 5th level, the melee attack deals an extra 1d8 psychic 
  damage to the target, and the damage the target suffers for 
  moving more than 30 feet away from you increases to 2d8. 
  Both damage rolls increase by 1d8 at 11th level and 17th 
  level. 
  Control Thoughts 
  3rd-level enchantment 
  Casting Time: 1 action  
  Range: 90 feet  
  Components: V, S, M (a metal ring) 
  Duration: 1 round 
  You project your thoughts into another creature’s mind so 
  completely that it takes on your intentions instead of its own 
  for a few seconds. As an action, you target a creature within 
  range that you can see or which has communicated with you 
  since the beginning of your last turn. The target must make 
  an Intelligence saving throw. On a failed save, the target is 
  charmed until the end of its next turn. During its next turn, 
  you choose its movement and action. On a successful save, 
  the target is unaffected, and you can’t use this spell on that 
  creature again until you finish a long rest. 
  Create Bonfire 
  Conjuration cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You create a bonfire on ground that you can see within range. 
  Until the spells ends, the bonfire fills a 5-foot radius. Any 
  creature in the bonfire’s space when you cast the spell must 
  succeed on a Dexterity saving throw or take 1d8 fire damage. 
  A creature must also make the saving throw when it enters 
  the bonfire’s space for the first time on a turn or ends its turn 
  there. 
   At Higher Levels. The spell’s damage increases by 1d8 
  when you reach 5th level (2d8), 11th level (3d8), and 17th 
  level (4d8). 
  Dread Mercy 
  1st-level enchantment 
  Casting Time: 1 reaction, which you take when you reduce 
  a creature within 60 feet to 0 hit points with a weapon attack 
  Range: 60 feet 
  Components: V 
  
   
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  Duration: 10 minutes 
  You offer an opponent mercy in exchange for their 
  cooperation. Choose one creature within range that you have 
  just reduced to 0 hit points. You instead reduce that creature 
  to 1 hit point and immediately command their surrender. It 
  must immediately make a Wisdom saving throw. On a 
  success, the creature is frightened of you for the spell’s 
  duration, and suffers only the normal effects of being 
  frightened. On a failure, the creature is still frightened, but 
  rather than fleeing, the frightened creature stays where it is 
  and does not move unless you tell it to. For the duration of 
  the spell, the creature that failed its save will not attack you, 
  and it fearfully obeys any instructions it can hear and 
  understand that will not directly harm it (for example, it will 
  not knowingly drink poison or walk off a cliff).  
   While affected, the creature will not deliberately say 
  anything to you that it believes to be a lie, though it can 
  simply remain silent if you do not ask any direct questions. If 
  you ask it a direct question that can be answered in one or 
  two sentences, it will not give you an answer that it considers 
  false, though it may leave things out, especially if you ask a 
  question that takes more than one or two sentences to answer. 
  It may avoid answering questions to which it would 
  normally respond with a lie by giving short or evasive 
  answers, as long as what it does say remains within the 
  boundaries of what it believes to be the truth. 
   Whenever you or one of your allies attempt to harm the 
  creature, or if you give it instructions that would harm it or 
  force it to make a saving throw against another effect, it 
  repeats its Wisdom saving throw against this spell, ending 
  the effects of the initial failed save on a success. You always 
  know if a creature has succeeded or failed on a saving throw 
  against this spell. When the spell’s effect ends, the creature is 
  unaware it was ever affected by this spell, knowing you could 
  have killed it and believing its fear of you was merely natural. 
   At Higher Levels. When you cast this spell using a 3rd level 
  or higher spell slot, the duration is increased to 1 hour. If you 
  use a 5th level or higher spell slot, the duration is increased 
  to 8 hours. 
  Fiery Wrath 
  1st-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S, M (a candlewick) 
  Duration: Instantaneous 
  You create fire with only the concentrated power of your 
  inner rage. Choose any flammable object within range. If it is 
  not on someone’s person, it suddenly bursts into flames. 
  Each creature within 5 feet of the point where the fire 
  exploded must make a Dexterity saving throw. A creature 
  takes 2d6 fire damage on a failed save, or 1 point of fire 
  damage on a successful one. You then choose one creature 
  within the affected area and make a ranged spell attack 
  against the creature. On a hit, that creature takes 1d6 psychic 
  damage and must choose to either immediately fall prone or 
  take an additional 1d6 fire damage at the beginning of their 
  next turn. 
  If a creature has the flammable object you ignite on their 
  person, you must make the ranged spell attack first, and must 
  choose to make the attack against that creature. If you hit, it 
  suffers the same effects from your ranged spell attack 
  described above, and the object bursts into flames. Each 
  creature within 5 feet of the ignited object must then make 
  the Dexterity saving throw as normal. 
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the fire damage increases by 1d6 for each 
  slot level above 1st.  
  Gust 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  You seize the air and compel it to create one of the following 
  effects at a point you can see within range: 
  • One Medium or smaller creature that you choose must 
  succeed on a Strength saving throw or be pushed up to 5 
  feet away from you. 
  • You create a small blast of air capable of moving one 
  object that is neither held nor carried and that weighs no 
  more than 5 pounds. The object is pushed up to 10 feet 
  away from you. It isn’t pushed with enough force to cause 
  damage. 
  • You create a harmless sensory effect using air, such as 
  causing leaves to rustle, wind to slam shutters shut, or your 
  clothing to ripple in a breeze. 
  Magic Stone 
  Transmutation cantrip 
  Casting Time: 1 bonus action 
  Range: Touch 
  Components: V, S 
  Duration: 1 minute 
  You touch one to three pebbles and imbue them with magic. 
  You or someone else can make a ranged spell attack with 
  one of the pebbles by throwing it or hurling it with a sling. If 
  thrown, it has a range of 60 feet. If someone else attacks with 
  the pebble, that attacker adds your spellcasting ability 
  modifier, not the attacker’s, to the attack roll. On a hit, the 
  target takes bludgeoning damage equal to 1d6 + your 
  spellcasting ability modifier. Hit or miss, the spell then ends 
  on the stone. If you cast this spell again, the spell ends early 
  on any pebbles still affected by it. 
  Mindspeak 
  Divination cantrip 
  Casting Time: 1 action  
  Range: 120 feet 
  Components: V, S 
  Duration: 1 round 
  You send a telepathic message to one creature within range. 
  The target (and only the target) receives the message as your 
  voice whispering in their mind. They can send a telepathic 
  message back in reply. This ability to communicate lasts until 
  the start of your next turn. You can’t communicate with an 
  unwilling creature. 
  Creatures with Intelligence scores of 2 or less aren’t affected 
  by this spell. You don’t need to share a language with a 
  
   
   21 
   
   
  creature for it to understand your telepathic utterances, but 
  the creature must understand at least one language in order 
  to communicate this way. If you cannot see or hear the target, 
  you must be familiar with the target and know its 
  approximate location with range. If the creature is not within 
  range, the spell fails. 
  Quickling Step 
  Transmutation cantrip 
  Casting Time: 1 bonus action  
  Range: Self 
  Components: S 
  Duration: 1 round 
  You gain the speed of a magical creature. For the rest of the 
  turn, your walking speed is increased by 10 feet, and you 
  have advantage on Dexterity (Acrobatics) checks. 
  Telepathic Link 
  1st-level divination (ritual) 
  Casting Time: 1 action  
  Range: Touch  
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You establish a telepathic link with one willing humanoid 
  you touch. Until the spell ends, the link is active while you 
  and the humanoid are within line of sight of each other. 
  Creatures with Intelligence scores of 2 or less aren’t affected 
  by this spell. You don’t need to share a language with a 
  creature for it to understand your telepathic utterances, and 
  the creature understands you even if it lacks a language. The 
  creature can respond to you telepathically as well, but it must 
  understand at least one language in order to communicate 
  this way. 
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, the duration is 10 minutes for each slot 
  level above 2nd. When you cast this spell using a spell slot of 
  4th level or higher, while you are linked, if either you or the 
  creature you are linked to is surprised, and the other creature 
  including in that same link is not, neither one of you is 
  surprised. 
  Thought Blast 
  Enchantment cantrip 
  Casting Time: 1 action  
  Range: Self (5-foot radius)  
  Components: V, S 
  Duration: 1 round 
  You unleash the psychic power of your mind in a wave that 
  shocks nearby creatures’ minds. Each living creature (not a 
  construct or undead) other than you within 5 feet of you 
  must make an Intelligence saving throw. On a failed save, a 
  creature takes 1d6 psychic damage and has disadvantage on 
  the next Intelligence or Charisma check it makes before the 
  until the end of its next turn. 
  This spell’s damage increases by 1d6 when you reach 5th 
  level (2d6), 11th level (3d6), and 17th level (4d6). 
  Thunderclap 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: Self (5-foot radius) 
  Components: S 
  Duration: Instantaneous 
  You create a burst of thunderous sound, which can be heard 
  100 feet away. Each creature other than you within 5 feet of 
  you must make a Constitution saving throw. On a failed save, 
  the creature takes 1d6 thunder damage. 
   At Higher Levels. The spell’s damage increases by 1d6 
  when you reach 5th level (2d6), 11th level (3d6), and 17th 
  level (4d6). 
  Uncanny Balance 
  Transmutation cantrip 
  Casting Time: 1 bonus action  
  Range: Self 
  Components: V 
  Duration: 1 round 
  You sense how to shift your weight from step to step, staying 
  atop a tricky surface. For the rest of the turn, you have 
  advantage on Dexterity (Acrobatics) and Strength (Athletics) 
  checks, and you do not sink when moving over soft or brittle 
  terrain, such as dust, silt, mud, snow, or thin ice (though you 
  cannot walk on actual liquid with this effect). While this spell 
  is active, difficult terrain of those types does not require extra 
  movement.  
  If you are already sinking into soft terrain when you cast this 
  spell, the spell instantly moves you up to 5 feet to the surface. 
  When this spell ends, if you are standing in a place where 
  you would normally fall or sink, you do so unless you have 
  some other means of remaining there. 
  Wall Run 
  Transmutation cantrip 
  Casting Time: 1 bonus action  
  Range: Self 
  Components: V, S 
  Duration: 1 round 
  For a brief moment, you treat the law of gravity as a 
  suggestion rather than a rule. For the rest of the turn, you 
  have a climb speed equal to your walking speed and 
  advantage on Dexterity (Acrobatics) and Strength (Athletics) 
  checks, and you can move up, down, and across vertical 
  surfaces while leaving your hands free. This does not allow 
  you to move upside down along ceilings. If you are on a 
  vertical surface when you no longer have a climbing speed, 
  you immediately fall unless you have some other means of 
  remaining there. 
   
  
   
   
   
   
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  Also from author Jeremy Forbing: 
  Al-Qadim Archetypes: Scimitars Against the 
  Dark 
  This PDF presents six new Forgotten Realms 
  subclasses as well as new spells, new monsters for a 
  wide range of challenge ratings, a new variant race 
  and more, centered around the southern region of 
  Zakhara, home of the Al-Qadim old-school D&D 
  campaign setting. More than just rules, it includes 
  roleplaying descriptions for each subclass, expanded 
  setting material, and conversion suggestions to use 
  these archetypes in any setting you wish. From 
  wizards who slowly trade away their sanity for 
  eldritch might to rangers born to sail the seven seas 
  and scholarly rogues who raid forbidden tombs 
  armed with a distinctive weapon, these archetypes 
  are adapted from RPG legend Wolfgang Baur’s 
  classic article “Campaign Journal: Scimitars Against 
  the Dark” and the original Al-Qadim: Arabian 
  Adventures book. This document contains 
  everything you need to role-play these new character 
  options to the hilt, and join the fight against the 
  ancient evils that threaten the Land of Fate! 
  Price: $3.99 
  Length: 32 pages + cover 
   
  Also from author Jeremy Forbing: 
  Ravenloft Archetypes: Nightmares of Barovia 
  Now updated with new archetypes, new spells, and 
  new feats as a thank you to customers, Ravenloft 
  Archetypes: Nightmares of Barovia presents fourteen 
  new class archetypes as well as new spells, new 
  monsters, new subraces, and more for the Curse of 
  Strahd storyline and other 5th Edition D&D games 
  set in the Domains of Dread and beyond. Portraying 
  heroes with a dark side-- from vampiric paladins 
  and reanimated sorcerers to warlocks empowered by 
  the Dark Powers that rule Ravenloft itself-- these 
  character options are written to emphasize themes 
  of fantasy horror, yet be playable in any setting. New 
  class archetypes contain not just rules, but full 
  subclass descriptions and setting material to help 
  you or your players role-play these new archetypes 
  to the hilt. A content-packed resource for players 
  and DM's alike, Ravenloft Archetypes: Nightmares of 
  Barovia is a must-have for campaigns set in Barovia 
  or any of the other Dark Domains of Ravenloft, and 
  a sinister treasure trove of darkly unique characters, 
  monsters, and magic for any D&D 5th Edition game. 
  Price: $4.99 
  Length: 67 pages + cover 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Jeremy Forbing/Jeremy Forbing - Unearthed Archetypes - Heroes for the Ages.pdf