TEXT: version: 1.5
  
  Contents
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  Part 1: Races and Subraces
  Races ..........................................................................................................................
  Changeling ..........................................................................................................................
  Minotaur ..........................................................................................................................
  Shifter ..........................................................................................................................
  Warforged ..........................................................................................................................
  Subraces ..........................................................................................................................
  Revenant ..........................................................................................................................
  Tiefling Variants ..........................................................................................................................
  Part 2: Classes
  Artificer ..........................................................................................................................
  Mystic ..........................................................................................................................
  Revised Ranger ..........................................................................................................................
  Spell-less Ranger variant ..........................................................................................................................
  Part 3: Sub-Classes
  Barbarian Primal Paths ..........................................................................................................................
  Path of the Ancestral Guardian ..........................................................................................................................
  Path of the Storm Herald ..........................................................................................................................
  Path of the Zealot ..........................................................................................................................
  Bard Colleges ..........................................................................................................................
  College of Glamour ..........................................................................................................................
  College of Satire ..........................................................................................................................
  College of Swords ..........................................................................................................................
  College of Whispers ..........................................................................................................................
  Cleric Divine Domains ..........................................................................................................................
  Forge Domain ..........................................................................................................................
  Grave Domain ..........................................................................................................................
  Protection Domain ..........................................................................................................................
  Druid Circles ..........................................................................................................................
  Circle of Dreams ..........................................................................................................................
  Circle of the Shepherd ..........................................................................................................................
  Circle of Twilight ..........................................................................................................................
  Fighter Martial Archetypes ..........................................................................................................................
  Arcane Archer ..........................................................................................................................
  Cavalier ..........................................................................................................................
  Knight ..........................................................................................................................
  Monster Hunter ..........................................................................................................................
  Samurai ..........................................................................................................................
  Scout ..........................................................................................................................
  Sharpshooter ..........................................................................................................................
  Monastic Traditions ..........................................................................................................................
  Way of the Kensei ..........................................................................................................................
  Way of Tranquility ..........................................................................................................................
  Paladin Oaths ..........................................................................................................................
  Oath of Conquest ..........................................................................................................................
  Oath of Treachery ..........................................................................................................................
  Ranger Archetypes ..........................................................................................................................
  Deep Stalker ..........................................................................................................................
  Horizon Walker ..........................................................................................................................
  Primeval Guardian ..........................................................................................................................
  Roguish Archetypes .................................................................................
  Inquisitive ...............................................................................................................
  Scout ........................................................................................................................
  Swashbuckler ........................................................................................................
  Sorcerous Origins ....................................................................................
  Favored Soul ..........................................................................................................
  Phoenix Sorcery ....................................................................................................
  Sea Sorcery ............................................................................................................
  Shadow ...................................................................................................................
  Stone Sorcery ........................................................................................................
  Storm .......................................................................................................................
  Warlock Patrons ........................................................................................
  The Hexblade .........................................................................................................
  The Raven Queen ..................................................................................................
  The Seeker .............................................................................................................
  The Undying Light ................................................................................................
  Eldritch Invocations ..............................................................................................
  Wizard Traditions .....................................................................................
  Artificer ...................................................................................................................
  Lore Mastery ..........................................................................................................
  Theurgy ...................................................................................................................
  Part 4: Extras
  Action points ..........................................................................................................
  Dragonmarks .........................................................................................................
  Feats .........................................................................................................................
  Fighting Styles .......................................................................................................
  Spells .......................................................................................................................
  Wild Shape Forms ................................................................................................
  Prestige Classes and Rune Magic .....................................................................
  When Armies Clash ..............................................................................................
  Mass Combat .........................................................................................................
  Variant Rules ..........................................................................................................
  Traps Revisited ......................................................................................................
  Modern Magic ........................................................................................................
  Appendix
  Changelog ...............................................................................................................
  Articles information ..............................................................................................
  Credits .....................................................................................................................
  2
  CONTENTS
  
  Part 1: Races
  Changeling
  Changelings are subtle shapeshifters capable of disguising
  their appearance. Their ability to adopt other creatures’
  guises makes them consummate spies and criminals.
  Personality
  Changelings are commonly harmless, passive people and are
  uninterested in politics and social affairs. Due to their
  capricious ways of life many people have come to distrust the
  changelings which has led to them becoming social recluses
  or more commonly has pushed them to create fake identities
  to escape persecution.
  Having no culture of their own the changeling slip into
  other's societies and blend in. Rather than creating their own
  art and achievements the Changeling are happy with claiming
  other societies' as their own. This nomadic lifestyle has led
  the changeling to become exceptionally adaptable people.
  Changeling will not simply shapeshift into a new person but
  rather create a new whole one. Most changeling will set up a
  handful of personas so if one is compromised they can
  disappear and switch to one of their others. Their personas
  that they create are incredibly realistic and have their own
  personality traits, backgrounds and network of friends. The
  changeling can be evasive and will often try to avoid
  confrontation or anything that will draw attention to
  themselves.
  Description
  Changelings can look like anyone at any given time though
  they do have a true form. Their natural look can be scary to
  some due to their lack of detail and distinctive features. Their
  skin tone is always pale, the darkest tone some have is a light
  grey. They have large white eyes but have no pupils and are
  circled by thick black rings. Their noses are small and subtle
  with no detail.
  The changeling's body structures are slender, even more so
  than elves and border on being frail. Their hair colour is most
  commonly a light shade of silver followed by platinum and
  blonde. In rarer cases their hair can be pale shades of green,
  pink and blue. Also similar to elves the changeling lack body
  and facial hair.
  Changeling Names
  Changeling names are usually monosyllabic and seem to
  other races more like nicknames than proper names. In fact,
  changelings collect names and may go by entirely different
  names in different social circles. They make no distinction
  between male and female names.
  Male and Female Names: Bin, Dox, Fie, Hars, Jin, Lam,
  Nit, Ot, Paik, Ruz, Sim, Toox, Yug.
  Changeling Traits
  Changelings are subtle shapeshifters capable of disguising
  their appearance. Their ability to adopt other creatures’
  guises makes them consummate spies and criminals.
  As a changeling, you have the following racial traits.
  Ability Score Increase. Your Dexterity and Charisma
  scores increase by 1.
  Size. Changelings are built much like humans, but a little
  leaner. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Duplicity. You gain proficiency in the Deception skill.
  Shapechanger. As an action, you can polymorph into any
  humanoid of your size that you have seen, or back into your
  true form. However, your equipment does not change with
  you. If you die, you revert to your natural appearance.
  Languages. You can speak, read, and write Common and
  two other languages of your choice.
  3
  RACES | CHANGELING
  
  Minotaur (Krynn)
  In the world of Krynn, the setting of the Dragonlance saga,
  minotaurs live in an honor‐based society where strength
  determines power in both the gladiatorial arenas and in daily
  life. At home on both land and sea, the minotaurs of Krynn
  are ferocious sea raiders who rank as the ablest and most
  dangerous sailors in the world.
  Arrogant Conquerors
  Minotaurs embrace the notion that the weak should perish
  and that the strong must rule—and that they themselves are
  the strongest and most powerful race on Krynn. They believe
  their destiny is to rule the world, and that their dominion will
  be one of conquest and military might. To that end, all
  minotaurs are trained in weapons, armor, and tactics from a
  young age.
  The minotaurs’ arrogance stems from a combination of
  strength, cunning, and intellect—three virtues they hold dear,
  and which they deem the foundation of their greatness. They
  believe that this combination of traits is what sets them apart
  from their rivals.
  Trial by Combat
  Minotaur society is built on the principle that might makes
  right, and that considerations of justice are unnecessary. The
  minotaurs are led by an emperor served by a council of eight
  minotaurs called the Supreme Circle. All posts within the
  government, including the emperor’s, are won by the
  strongest and cleverest minotaurs, as proved by combat in
  the Circus.
  The Circus is the only means by which a minotaur can rise
  in society. It is a grand, annual display of single combat in
  which minotaurs battle each other for supremacy. Minotaur
  youths must prove themselves in the Circus to earn their
  passage to adulthood.
  Participation in the Circus is yet another reason why
  minotaurs look down on other folk. To the minotaurs, death
  and glory in battle are a natural process. Combat is the key to
  ensuring that the strong survive, and that the weak are set
  aside before they can undermine their superiors’ grand
  schemes of conquest.
  Honor above All
  For all their cruelty, minotaurs are bound by a powerful sense
  of honor. Each victory brings greater honor to both individual
  minotaurs and their families. Defeat invokes a stain that only
  death can fully wash away.
  Honor demands that minotaurs keep their word once it is
  offered, and each minotaur remains faithful to friends and
  clan above all else. Minotaurs rarely befriend folk of other
  races, as they all too often encounter them only in battle. If a
  minotaur does strike up a friendship, it is typically with other
  creatures that display the minotaurs’ virtues and love of
  battle. To such friends, a minotaur becomes an ally whose
  support will never waver.
  Sea Reavers
  In the world of Krynn, the minotaurs rule a chain of islands
  dominated by the isles of Mithas and Kothas. Bound by the
  sea on all sides, the minotaurs focused their tenacity,
  strength, and cunning to become some of the most skilled
  and ferocious mariners in the world. They range across the
  water in their ships, raiding and pillaging as they wish.
  Minotaurs sometimes engage in trade, but they much prefer
  to take what they want by force. After all, as the strongest of
  all folk, they deserve the treasures and goods that lesser
  creatures have gathered.
  4
  RACES | MINOTAUR
  
  Minotaur Names
  Minotaur clan names originate with a great hero whose
  descendants take on that name as their own, doing their best
  to live up to the ideals of their ancestor. On Krynn, clan
  names are always preceded by the prefix “es‐” for minotaurs
  from lands controlled by the island of Mithas, or “de‐” for
  minotaurs from areas under the sway of Kothas.
  Male Names: Beliminorgath, Cinmac, Dastrun, Edder,
  Galdar, Ganthirogani, Hecariverani, Kyris, Tosher, Zurgas
  Female Names: Ayasha, Calina, Fliara, Helati, Keeli, Kyri,
  Mogara, Sekra, Tariki, Telia
  Clan Names: Athak, Bregan, Entragath, Kaziganthi,
  Lagrangli, Mascun, Orilg, Sumarr, Teskos, Zhakan
  Minotaur Traits
  Your minotaur character possesses a number of traits that
  reflect the power and superiority of your kind.
  Ability Score Increase. Your Strength score increases by
  1.
  Conqueror’s Virtue. From a young age, you focused on
  one of the three virtues of strength, cunning, or intellect. Your
  choice of your Strength, Intelligence, or Wisdom score
  increases by 1.
  Age. Minotaurs enter adulthood at around the age of 17
  and can live up to 150 years.
  Alignment. Minotaurs believe in a strict code of honor, and
  thus tend toward law. They are loyal to the death and make
  implacable enemies, even as their brutal culture and disdain
  for weakness push them toward evil.
  Size. Minotaurs typically stand well over 6 feet tall and
  weigh an average of 300 pounds. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Horns. You are never unarmed. You are proficient with
  your horns, which are a melee weapon that deals 1d10
  piercing damage. Your horns grant you advantage on all
  checks made to shove a creature, but not to avoid being
  shoved yourself.
  Goring Rush. When you use the Dash action during your
  turn, you can make a melee attack with your horns as a bonus
  action.
  Hammering Horns. When you use the Attack action
  during your turn to make a melee attack, you can attempt to
  shove a creature with your horns as a bonus action. You
  cannot use this shove attempt to knock a creature prone.
  Labyrinthine Recall. You can perfectly recall any path you
  have traveled.
  Sea Reaver. You gain proficiency with navigator’s tools and
  vehicles (water).
  Languages. You can speak, read, and write Common.
  Minotaur Bonds
  When creating a minotaur character rooted in Krynn (or in
  any campaign that draws on the backstory presented here),
  you can use the following table of bonds to help flesh out your
  character. Use this table in addition to or in place of your
  background’s bond or a bond of your creation.
  d6 Bond
  1 My opponent in the Circus for my trial of adulthood
  was chosen years ago. Though we sparred only once, I
  fell deeply in love. Rather than fight my beloved to the
  death, I fled from home and have been branded a
  coward.
  2 I’m the last of my clan. If I die without achieving great
  deeds, the hero who is my clan’s patron will be
  forgotten.
  3 I was part of a raiding party that was defeated and
  enslaved. I’ve escaped and sworn revenge.
  4 I never shared my people’s love of violence. I’m part of
  a conspiracy to topple the emperor’s violent regime.
  5 I claim that I am an exile from my people, but in truth I
  have been sent to serve as a spy. I’m expected to leave
  secret messages telling my folk of villages and towns
  that are ripe targets for conquest.
  6 I’m the last survivor of a ship wrecked in a storm.
  Occasionally, the spirits of my shipmates appear in my
  dreams and ask me to complete tasks they left
  unfinished in life.
  Minotaurs in Your Campaign
  We chose the minotaurs of Krynn as the model for our
  depiction of this race for a very specific reason. Tying them to
  the sea and a distinct culture helps give minotaurs more flavor
  than serving as just another big, brutish monster race. After all,
  we already have half‐ orcs in the Player’s Handbook and the
  goliath in our Elemental Evil Player’s Companion. As an added
  bonus, these minotaurs are Medium (as opposed to Large for
  the monstrous version) and are thus much easier to balance
  against the Player’s Handbook races.
  Casting minotaurs as conquest‐minded, honorable pirates
  gives them a distinct flavor while providing many roleplaying
  hooks for players. When adding a new race to your own
  campaign, it’s always a good idea to think about its culture, its
  relationship to other folk, and how the two can combine to
  give it a unique place in your world. Creating a table of bonds
  such as the one provided for minotaurs can be a good place to
  start.
  Casting minotaurs as mariners has some interesting
  implications for a setting. The Labyrinthine Recall ability makes
  minotaurs perfect sailors, as they can travel the seas with little
  fear of becoming lost or losing their way. A minotaur navigator
  is an unmatched master of the sea. When adapting races to
  your campaign, look for similar hooks that might be buried in
  special abilities or elements of a creature’s story that you
  might otherwise overlook.
  Remember that the story we provide is only a starting point.
  Modifying this minotaur to move it away from its roots in
  Krynn is as easy as swapping the proficiencies provided by Sea
  Reaver for some other option that better reflects your setting.
  As a guideline, consider swapping the tool proficiencies for
  proficiency in any one skill, for proficiency with thieves’ tools,
  or for proficiency with two tools other than thieves’ tools.
  5
  RACES | MINOTAUR
  
  Shifter
  Shifters, sometimes called “the weretouched,” are descended
  from humans and natural lycanthropes, now nearly extinct on
  Khorvaire. Shifters cannot fully change shape but can take on
  animalistic features—a state they call shifting. Shifters have
  evolved into a unique race that breeds true. They have a
  distinct culture with its own traditions and identity
  Personality
  Shifters commonly have chaotic personalities and experience
  extremes in their emotions. They are often temperamental
  and are liable to change moods in swift and dramatic fashion.
  Shifters find it difficult to control their emotions, especially in
  stressful situations. Some have learnt to control their
  emotions however, it is obvious to others that they're finding
  it difficult to do so.
  The shifter mind-set is built up around the idea of being
  self-sufficient and being able to conjure inner strength in
  times of need rather than relying on one's allies. Shifters can
  seem overly cautious or constantly ready for future events. A
  common saying among shifters is "preparing for the journey
  yet to come" which reflects how they believe the world can
  change instantly and how important it is to be prepared to
  avoid the danger that those changes can bring.
  Shifters believe that the reward for independence is
  freedom and thus they feel uncomfortable around those who
  attempt to impose their will and beliefs upon others. It is also
  common for a shifter to feel restricted in a human settlement
  with its rules and law enforcement.
  Due to their predator instincts shifters can't help acting or
  thinking like animals and think in terms of hunting and prey.
  Like wolves longtooth shifters feel the urge to form packs
  with companions whether they be family or even a group
  consisting of no other shifters. They make useful companions
  as they work well in teams, capable of coordinating attacks
  and will come to the rescue of any of its pack members.
  Razorclaw shifters are more independent, self-reliant and
  adaptable than their longtooth cousins. They're just as loyal
  to their group as longtooth shifters however, they expect their
  companions to be just as self-reliant and capable as they are.
  Razorclaw shifters strive to carry their own weight within
  their groups.
  Shifters are accustomed to distrust and don't expect better
  treatment from the other races though, some try to earn trust
  with their companions through good deeds. Most shifters are
  neutral and are concerned more with their survival than
  ethics and morals.
  Description
  Shifters resemble humans but with more animal like
  features. Their bodies are physically fit and lithe, they tend to
  move around in an animal like manner, crouching, springing
  and leaping. Like cats they have wide flat noses with large
  eyes, pointed ears and claw-like nails on both their toes and
  fingers. Their hair is thick and worn long and some have long
  sideburns to match. Longtooth shifters claim that werewolves
  are their ancestors and have canine features while the
  razorclaw shifters claim weretigers to be their ancestors and
  display feline features.
  6
  RACES | SHIFTER
  
  Shifter Names
  Shifters use the same names as humans, often ones that
  sound rustic to city-dwellers.
  Shifter Traits
  Shifters are descended from humans and lycanthropes.
  Although they cannot fully change to animal form, they can
  take on animalistic features by a process they call shifting.
  As a shifter, you have the following racial traits.
  Ability Score Increase. Your Dexterity score increases by
  1.
  Size. Shifters are about the same size as humans. Your
  size is Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Your lycanthropic heritage grants you the
  ability to see in dark conditions. You can see in dim light
  within 60 feet of you as if it were bright light, and in darkness
  as if it were dim light. You can’t discern color in darkness,
  only shades of gray.
  Shifting. On your turn, you can shift as a bonus action.
  Shifting lasts for 1 minute or until you end it on your turn as
  a bonus action.
  While shifting, you gain temporary hit points equal to your
  level + your Constitution bonus (minimum of 1). You also gain
  a feature that depends on your shifter subrace, described
  below.
  You must finish a short or long rest before you can shift
  again.
  Languages. You can speak, read, and write Common and
  Sylvan.
  Subraces
  Several subraces of shifter exist, each with its own
  animalistic features. Choose one of the options below.
  Beasthide
  As a beasthide shifter, you are especially tough and persistent
  in battle.
  Ability Score Increase. Your Constitution score increases
  by 1.
  Shifting Feature. While shifting, you gain a +1 bonus to
  AC.
  Cliffwalk
  Your cliffwalk heritage grants you the agility of a mountain
  goat.
  Ability Score Increase. Your Dexterity score increases by
  1.
  Shifting Feature. While shifting, you gain a climb speed of
  30 feet.
  Longstride
  Longstride shifters are fleet and elusive.
  Ability Score Increase. Your Dexterity score increases by
  1.
  Shifting Feature. While shifting, you can use the Dash
  action as a bonus action.
  Longtooth
  As a longtooth shifter, you are a ferocious combatant.
  Ability Score Increase. Your Strength score increases by
  1.
  Shifting Feature. While shifting, you can make a bite
  attack as an action. This is a melee weapon attack that uses
  Strength for its attack roll and damage bonus and deals 1d6
  piercing damage. If this attack hits a target that is your size or
  smaller, the target is also grappled.
  Razorclaw
  As a razorclaw shifter, you make swift, slashing strikes in
  battle.
  Ability Score Increase. Your Dexterity score increases by
  1.
  Shifting Feature. While shifting, you can make an
  unarmed strike as a bonus action. You can use your Dexterity
  for its attack roll and damage bonus, and this attack deals
  slashing damage.
  Wildhunt
  Your wildhunt heritage makes you a consummate tracker and
  survivor.
  Ability Score Increase. Your Wisdom score increases by
  1.
  Shifting Feature. While shifting, you gain advantage on all
  Wisdom-based checks and saving throws.
  7
  RACES | SHIFTER
  
  Warforged
  The warforged were made as the ideal soldiers to serve in the
  devastating Last War. Although they are constructs, they have
  much in common with living creatures, including emotions
  and social bonds, and perhaps even souls.
  Personality
  Warforged can have unique personality traits though, being
  constructs, they are restricted in some ways. They experience
  anger, pain, fear and hatred like their human creators; not all
  warforged are incredibly reserved and pensive, hiding an
  array of emotions behind their metallic face. Their faces were
  not designed to display facial expressions and so it can seem
  like they are distant to the conversation. Despite their lack of
  physical facial expressions they're not completely without
  them as their eyes tend to brighten when experiencing strong
  or specific emotions.
  Some warforged are incredibly naive and lack
  introspection; however, many others are the opposite and
  question their existence, wonder if they have souls and ask
  what becomes of them in the after life. The more intelligent
  warforged create complex philosophies about what they
  perceive and learn. Though warforged can show loyalty to
  religions and organisations, typically they become loyal to a
  small group of comrades.
  Warforged often have little life experience as they spent
  most of their time assigned to one specific duty, usually
  soldiering. If there is one interest all warforged share it is the
  love of working and many create endless lists of goals and
  chores. They take pride in their work and work incredibly
  hard which makes them dislike idleness and failure.
  Warforged can excel at most tasks having a single-minded
  efficiency, especially in combat related roles.
  War and military conditioning create the foundation of
  warforged personalities, they understand duty, the chain of
  command and conflict. Due to their bodies more closely
  resembling males than females, most warforged prefer to be
  called "he" than "it". Some warforged adopt female names
  though most of their names are straightforward and are
  related to their job, abilities or rank. Many warforged simply
  accept the nicknames given to them by their comrades while
  others seek to earn more meaningful names that best
  describe them.
  Description
  The warforged are made of stone, metal and wood fibres. The
  core of a warforged is a skeletal frame made of metal and
  stone with wood fibres acting as a muscular system. Covering
  the warforged is an outer shell of metal and stone plates. An
  internal network of tubes run through the warforged's body,
  these tubes are filled with a blood like fluid that is designed
  to lubricate and nourish their systems. Their hands have only
  two thick fingers and a thumb whilst their feet only have two
  broad toes.
  The warforged's face loosely resembles their human
  creators though they have a toothless jaw, heavy brow line
  and are lacking noses and hair. Each warforged has a ghulra
  engraved upon their foreheads. Each of these runes are
  unique to the warforged giving them a sense of individuality.
  The warforged have a sexless form and are considered to
  be mono-gender. The warforged are able to be repaired and
  modified by artificers or even themselves giving them an
  endless possibility to their appearances.
  Warforged Names
  Warforged do not name themselves and only recently have
  begun to understand the need of other races to have names
  for everything. Many accept whatever names others see fit to
  give them, and warforged traveling with humans often are
  referred to by nicknames. Some warforged, however, have
  come to see having a name as a defining moment of their new
  existence, and thus search long and hard for the perfect
  name to attach to themselves.
  Warforged Traits
  As a warforged, you have the following racial traits.
  Ability Score Increase. Your Strength and Constitution
  scores increase by 1.
  Size. Warforged are generally broader and heavier than
  humans. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Composite Plating. Your construction incorporates wood
  and metal, granting you a +1 bonus to Armor Class.
  Living Construct. Even though you were constructed, you
  are a living creature. You are immune to disease. You do not
  need to eat or breathe, but you can ingest food and drink if
  you wish.
  Instead of sleeping, you enter an inactive state for 4 hours
  each day. You do not dream in this state; you are fully aware
  of your surroundings and notice approaching enemies and
  other events as normal.
  Languages. You can speak, read, and write Common and
  one other language of your choice.
  8
  RACES | WARFORGED
  
  Subraces
  Subrace: Revenant
  Having met a cruel and undeserved end, you have returned to
  the realm of the living. As a revenant, you thirst for revenge
  against those who wronged you in life, or seek to complete a
  final, critical task you left unfinished.
  The revenant subrace can be applied to any race that has a
  subrace, and replaces that race’s existing subrace options.
  Alternatively, you can apply this new subrace to a race
  without subrace options using the modification options
  provided below.
  Your DM might also allow you to take this subrace for a
  slain character. In that case, your character rises from the
  dead with its original subrace replaced (or with the necessary
  modifications made to its base traits), filled with a
  determination to seek vengeance or complete its mission.
  Racial Adjustments
  For races that don’t have subrace options, taking on the
  revenant subrace means making changes to your character’s
  base traits, as follows. (This playtest article provides options
  only for human and dragonborn characters. Because half-
  elves and half-orcs have no subrace options, they shouldn’t be
  used with these revenant subrace rules.)
  Human Revenant. If you want to play a human revenant,
  modify the human’s Ability Score Increase trait to the
  following: Two different ability scores of your choice increase
  by 1. If you use the variant human traits, remove the Skills
  trait and the Feat trait.
  Dragonborn Revenant. If you want to play a dragonborn
  revenant, modify the dragonborn’s Ability Score Increase trait
  to the following: Your Strength score increases by 1, and your
  Charisma score increases by 1. Additionally, your Draconic
  Ancestry trait uses necrotic damage as its damage type,
  replacing the damage type that applies to your breath weapon
  and your damage resistance.
  Tiefling Revenant. If you use one of the two tiefling
  variants presented below, you can use any of those subraces
  to make a tiefling revenant, replacing the subrace options
  with the revenant subrace options.
  Ability Score Increase
  Your Constitution score increases by 1.
  Relentless Nature
  Your DM assigns a goal to you—typically, one related to your
  character’s death. The goal must be a specific task you can
  complete, such as slaying an enemy or liberating an area and
  its people. Until you fulfill that goal, you gain the following
  benefits:
  If you are below half your hit point maximum at the start
  of your turn, you regain 1 hit point.
  If you die, you return to life 24 hours after death. If your
  body is destroyed, you reform within 1 mile of the place of
  your death at a spot determined by the DM. If your
  equipment was also destroyed, you do not regain it.
  You know the distance and direction between you and any
  creature involved in your goal, such as a person you seek
  vengeance against or someone you pledged to defend.
  This awareness fails if the creature is on another plane of
  existence.
  When your goal is complete, you finally find rest. You die
  and cannot be restored to life.
  9
  SUBRACES | REVENANT
  
  Tiefling Variants
  As presented in the Player’s Handbook, all members of the
  tiefling race share some manner of diabolic origin. The
  following option allows you to instead create a tiefling with a
  demonic tie.
  All tieflings gain the following traits from the standard
  tiefling race of the Player’s Handbook:
  Age
  Alignment
  Size
  Speed
  Darkvision
  Additionally, the following traits are modified from the
  Player’s Handbook:
  Ability Score Increase. Your Charisma score increases
  by 2.
  Languages. You can speak, read, and write Common.
  Subraces
  This variant introduces new subraces for the tiefling. Each
  subrace offers traits in addition to the ones noted above. The
  race presented in the Player’s Handbook is the infernal
  tiefling, which is summarized here for ease of reference.
  Infernal Tiefling
  An infernal tiefling draws upon the power of the Nine Hells
  and its diabolic masters. These tieflings have the following
  additional features.
  Ability Score Increase. Your Intelligence score increases
  by 1.
  Hellish Resistance. As described in the Player’s
  Handbook.
  Infernal Legacy. As described in the Player’s Handbook.
  Languages. You can speak, read, and write Infernal.
  Abyssal Tiefling
  All abyssal tieflings trace their bloodline to the demons of the
  Abyss. These tieflings have the following additional features.
  Ability Score Increase. Your Constitution score
  increases by 1.
  Abyssal Arcana. Each time you finish a long rest, you
  gain the ability to cast cantrips and spells randomly
  determined from a short list. At 1st level, you can cast a
  cantrip. When you reach 3rd level, you can also cast a 1st-
  level spell. At 5th level, you can cast a 2nd-level spell.
  You can cast a spell gained from this trait only once until
  you complete your next long rest. You can cast a cantrip
  gained from this trait at will, as normal. For 1st-level spells
  whose effect changes if cast using a spell slot of 2nd level or
  higher, you cast the spell as if using a 2nd-level slot. Spells of
  2nd level are cast as if using a 2nd-level slot.
  At the end of each long rest, you lose the cantrips and
  spells previously granted by this feature, even if you did not
  cast them. You replace those cantrips and spells by rolling for
  new ones on the Abyssal Arcana Spells table. Roll separately
  for each cantrip and spell. If you roll the same spell or cantrip
  you gained at the end of your previous long rest, roll again
  until you get a different result.
  Abyssal Arcana Spells
  d6 1st Level
  3rd Level
  5th Level
  1 Dancing lights Burning hands
  Alter self
  2 True strike
  Charm person
  Darkness
  3 Light
  Magic missile
  Invisibility
  4 Message
  Cure wounds
  Levitate
  5 Spare the dying Tasha’s hideous laughter Mirror image
  6 Prestidigitation Thunderwave
  Spider climb
  Abyssal Fortitude. Your hit point maximum increases by
  half your level (minimum 1).
  Languages. You can speak, read, and write Abyssal.
  10
  SUBRACES | TIEFLING VARIANTS
  
  Part 2: Classes
  Artificer
  A
  gnome sits hunched over a workbench,
  carefully using needle and thread to wave runes
  into a leather satchel. The bag shudders as she
  completes her work, and a sudden, loud pop
  echoes through the room as a portal to an
  extradimensional space springs to being in the
  bag’s interior. She beams with pride at her
  newly crafted bag of holding.
  A troll growls in hunger as it looms over a dwarf, who
  slides a long, metal tube from a holster at his belt. With a
  thunderous roar, a gout of flame erupts from the tube, and the
  troll’s growls turn into shrieks of panic as it turns to flee.
  An elf scrambles up the castle’s wall, Baron von Hendriks’
  men close behind her. As she clambers over the battlements,
  she reaches into her satchel, pulls out three vials, mixes their
  contents into a small leather bag, and flings it at her
  pursuers. The bag bursts at their feet, trapping them in a
  thick, black glue as she makes her escape.
  Makers of magic-infused objects, artificers are defined by
  their inventive nature. Like wizards, they see magic as a
  complex system waiting to be decoded and controlled
  through a combination of thorough study and investigation.
  Artificers, though, focus on creating marvelous new magical
  objects. Spells are often too ephemeral and temporary for
  their tastes. Instead, they seek to craft durable, useful items.
  Cunning Inventors
  Every artificer is defined by a specific craft. Artificers see
  mastering the basic methods of a craft as the first step to true
  progress, the invention of new methods and approaches.
  Some artificers are engineers, students of invention and
  warfare who craft deadly firearms that they can augment with
  magic. Other artificers are alchemists. Using their knowledge
  of magic and various exotic ingredients, they create potions
  and draughts to aid them on their adventures. Alchemy and
  engineering are the two most common areas of study for
  artificers, but others do exist.
  All artificers are united by their curiosity and inventive
  nature. To an artificer, magic is an evolving art with a leading
  edge of discovery and mastery that pushes further ahead with
  each passing year. Artificers value novelty and discovery. This
  penchant pushes them to seek a life of adventure. A hidden
  ruin might hold a forgotten magic item or a beautifully crafted
  mirror perfect for magical enhancement. Artificers win
  respect and renown among their kind by uncovering new lore
  or inventing new methods of creation.
  Intense Rivalries
  The artificers’ drive to invent and expand their knowledge
  creates an intense drive to uncover new magic discoveries.
  An artificer who hears news of a newly discovered magic
  item must act fast to get it before any rivals do. Good-aligned
  artificers recover items on adventures or offer gold or
  wondrous items to those who possess items they are keen to
  own. Evil ones have no problem committing crimes to claim
  what they want.
  Almost every artificer has at least one rival, someone whom
  they seek to outdo at every turn. By the same token, artificers
  with similar philosophies and theories band together into
  loose guilds. They share their discoveries and work together
  to verify their theories and keep ahead of their rivals.
  11
  CLASSES | ARTIFICER
  
  The Artificer
  Level
  Proficiency Bonus
  Features
  Spells Known
  1st 2nd 3rd 4th
  1st
  +2
  Artificer Specialist, Magic Item Analysis
  —
  —
  —
  —
  —
  2nd
  +2
  Tool Expertise, Wondrous Invention
  —
  —
  —
  —
  —
  3rd
  +2
  Artificer Specialist feature, Spellcasting
  3
  2
  —
  —
  —
  4th
  +2
  Ability Score Improvement, Infuse Magic
  4
  3
  —
  —
  —
  5th
  +3
  Superior Attunement, Wondrous Invention
  4
  3
  —
  —
  —
  6th
  +3
  Mechanical Servant
  4
  3
  —
  —
  —
  7th
  +3
  —
  5
  4
  2
  —
  —
  8th
  +3
  Ability Score Improvement
  6
  4
  2
  —
  —
  9th
  +4
  Artificer Specialist feature
  6
  4
  2
  —
  —
  10th
  +4
  Wondrous Invention
  7
  4
  3
  —
  —
  11th
  +4
  —
  8
  4
  3
  —
  —
  12th
  +4
  Ability Score Improvement
  8
  4
  3
  —
  —
  13th
  +5
  —
  9
  4
  3
  2
  —
  14th
  +5
  Artificer Specialist feature
  10
  4
  3
  2
  —
  15th
  +5
  Superior Attunement, Wondrous Invention
  10
  4
  3
  2
  —
  16th
  +5
  Ability Score Improvement
  11
  4
  3
  3
  —
  17th
  +6
  Artificer Specialist feature
  11
  4
  3
  3
  —
  18th
  +6
  Ability Score Improvement
  11
  4
  3
  3
  —
  19th
  +6
  —
  12
  4
  3
  3
  1
  20th
  +6
  Soul of Artifice, Wondrous Invention
  13
  4
  3
  3
  1
  Creating an Artificer
  When creating an artificer character, think about your
  character’s background and drive for adventure. Does the
  character have a rival? What is the character’s relationship
  with the artisan or artificer who taught the basics of the craft?
  Talk to your DM about the role played by artificers in the
  campaign, and what sort of organizations and NPCs you
  might have ties to.
  Quick Build
  You can make an artificer quickly by following these
  suggestions. First, put your highest ability score in
  Intelligence, followed by Constitution or Dexterity. Second,
  choose the guild artisan background.
  Class Features
  As an artificer, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per artificer level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per artificer level after 1st
  Proficiencies
  Armor: Light and medium armor
  Weapons: Simple weapons
  Tools: Thieves’ tools, two other tools of your choice
  Saving Throws: Constitution, Intelligence
  Skills: Choose three from Arcana, Deception, History,
  Investigation, Medicine, Nature, Religion, Sleight of Hand
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a handaxe and a light hammer or (b) any two simple
  weapons
  a light crossbow and 20 bolts
  (a) scale mail or (b) studded leather armor
  thieves’ tools and a dungeoneer’s pack
  Artificer Specialist
  At 1st level, you choose the type of Artificer Specialist you
  are: Alchemist or Gunsmith, both of which are detailed at the
  end of the class description. Your choice grants you features
  at 1st level and again at 3rd, 9th, 14th, and 17th level.
  12
  CLASSES | ARTIFICER
  
  Magic Item Analysis
  Starting at 1st level, your understanding of magic items
  allows you to analyze and understand their secrets. You know
  the artificer spells detect magic and identify, and you can cast
  them as rituals. You don’t need to provide a material
  component when casting identify with this class feature.
  Tool Expertise
  Starting at 2nd level, your proficiency bonus is doubled for
  any ability check you make that uses any of the tool
  proficiencies you gain from this class.
  Wondrous Invention
  At 2nd level, you gain the use of a magic item that you have
  crafted. Choose the item from the list of 2nd-level items
  below.
  Crafting an item is a difficult task. When you gain a magic
  item from this feature, it reflects long hours of study,
  tinkering, and experimentation that allowed you to finally
  complete the item. You are assumed to work on this item in
  your leisure time and to finish it when you level up.
  You complete another item of your choice when you reach
  certain levels in this class: 5th, 10th, 15th, and 20th level. The
  item you choose must be on the list for your current artificer
  level or a lower level.
  These magic items are detailed in the Dungeon Master’s
  Guide.
  2nd Level: bag of holding, cap of water breathing, driftglobe,
  goggles of night, sending stones
  5th Level: alchemy jug, helm of comprehending languages,
  lantern of revealing, ring of swimming, robe of useful items,
  rope of climbing, wand of magic detection, wand of secrets
  10th Level: bag of beans, chime of opening, decanter of
  endless water, eyes of minute seeing, folding boat,
  Heward’s handy haversack
  15th Level: boots of striding and springing, bracers of
  archery, brooch of shielding, broom of flying, hat of
  disguise, slippers of spider climbing
  20th Level: eyes of the eagle, gem of brightness, gloves of
  missile snaring, gloves of swimming and climbing, ring of
  jumping, ring of mind shielding, wings of flying
  Spellcasting
  As part of your study of magic, you gain the ability to cast
  spells at 3rd level. The spells you learn are limited in scope,
  primarily concerned with modifying creatures and objects or
  creating items.
  Spell Slots
  The Artificer table shows how many spell slots you have to
  cast your spells of 1st level and higher. To cast one of these
  spells, you must expend a slot of the spell’s level or higher.
  You regain all expended spell slots when you finish a long
  rest.
  Spells Known of 1st Level and Higher
  You know three 1st-level spells of your choice from the
  artificer spell list (which appears at the end of this document).
  The Spells Known column of the Artificer table shows
  when you learn more artificer spells of your choice from this
  feature. Each of these spells must be of a level for which you
  have spell slots on the Artificer table.
  Additionally, when you gain a level in this class, you can
  choose one of the artificer spells you know from this feature
  and replace it with another spell from the artificer spell list.
  The new spell must also be of a level for which you have spell
  slots on the Artificer table.
  Spellcasting Ability
  Intelligence is your spellcasting ability for your artificer
  spells; your understanding of the theory behind magic allows
  you to wield these spells with superior skill. You use your
  Intelligence whenever an artificer spell refers to your
  spellcasting ability. In addition, you use your Intelligence
  modifier when setting the saving throw DC for an artificer
  spell you cast and when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your
  Intelligence modifier
  Spell attack modifier = your proficiency bonus + your
  Intelligence modifier
  Spellcasting Focus
  You can use an arcane focus as a spellcasting focus for your
  artificer spells. See chapter 5, “Equipment,” in the Player’s
  Handbook for various arcane focus options.
  Infuse Magic
  Starting at 4th level, you gain the ability to channel your
  artificer spells into objects for later use. When you cast an
  artificer spell with a casting time of 1 action, you can increase
  its casting time to 1 minute. If you do so and hold a
  nonmagical item throughout the casting, you expend a spell
  slot, but none of the spell’s effects occur. Instead, the spell
  transfers into that item for later use if the item doesn’t
  already contain a spell from this feature.
  Any creature holding the item thereafter can use an action
  to activate the spell if the creature has an Intelligence score
  of at least 6. The spell is cast using your spellcasting ability,
  targeting the creature that activates the item. If the spell
  targets more than one creature, the creature that activates
  the item selects the additional targets. If the spell has an area
  of effect, it is centered on the item. If the spell’s range is self,
  it targets the creature that activates the item.
  When you infuse a spell in this way, it must be used within
  8 hours. After that time, its magic fades and is wasted.
  You can have a limited number of infused spells at the
  same time. The number equals your Intelligence modifier.
  Ability Score Improvement
  When you reach 4th, 8th, 12th, 16th, and 18th level, you can
  increase one ability score of your choice by 2, or you can
  increase two ability scores of your choice by 1. As normal, you
  can’t increase an ability score above 20 using this feature.
  Superior Attunement
  At 5th level, your superior understanding of magic items
  allows you to master their use. You can now attune to up to
  four, rather than three, magic items at a time.
  At 15th level, this limit increases to five magic items.
  13
  CLASSES | ARTIFICER
  
  Mechanical Servant
  At 6th level, your research and mastery of your craft allow you
  to produce a mechanical servant. The servant is a construct
  that obeys your commands without hesitation and functions
  in combat to protect you. Though magic fuels its creation, the
  servant is not magical itself. You are assumed to have been
  working on the servant for quite some time, finally finishing it
  during a short or long rest after you reach 6th level.
  Select a Large beast with a challenge rating of 2 or less.
  The servant uses that beast’s game statistics, but it can look
  however you like, as long as its form is appropriate for its
  statistics. It has the following modifications:
  It is a construct instead of a beast.
  It can’t be charmed.
  It is immune to poison damage and the poisoned
  condition.
  It gains darkvision with a range of 60 feet if it doesn’t have
  it already.
  It understands the languages you can speak when you
  create it, but it can’t speak.
  If you are the target of a melee attack and the servant is
  within 5 feet of the attacker, you can use your reaction to
  command the servant to respond, using its reaction to
  make a melee attack against the attacker
  The servant obeys your orders to the best of its ability. In
  combat, it rolls its own initiative and acts on its own.
  If the servant is killed, it can be returned to life via normal
  means, such as with the revivify spell. In addition, over the
  course of a long rest, you can repair a slain servant if you
  have access to its body. It returns to life with 1 hit point at the
  end of the rest. If the servant is beyond recovery, you can
  build a new one with one week of work (eight hours each day)
  and 1,000 gp of raw materials.
  Soul of Artifice
  At 20th level, your understanding of magic items is
  unmatched, allowing you to mingle your soul with items
  linked to you. You can attune to up to six magic items at once.
  In addition, you gain a +1 bonus to all saving throws per
  magic item you are currently attuned to.
  Artificer Specialists
  Artificers pursue a variety of specializations. The two most
  common ones, alchemy and engineering, are presented here.
  Alchemist
  An alchemist is an expert at combining exotic reagents to
  produce a variety of materials, from healing draughts that can
  mend a wound in moments to clinging goo that slows
  creatures down.
  Alchemist’s Satchel
  At 1st level, you craft an Alchemist’s Satchel, a bag of reagents
  that you use to create a variety of concoctions. The bag and
  its contents are both magical, and this magic allows you to
  pull out exactly the right materials you need for your
  Alchemical Formula options, described below. After you use
  one of those options, the bag reclaims the materials.
  If you lose this satchel, you can create a new one over the
  course of three days of work (eight hours each day) by
  expending 100 gp worth of leather, glass, and other raw
  materials.
  Alchemical Formula
  At 1st level, you learn three Alchemical Formula options:
  Alchemical Fire, Alchemical Acid, and one other option of
  your choice. You learn an additional formula of your choice at
  3rd, 9th, 14th, and 17th levels.
  To use any of these options, your Alchemist’s Satchel must
  be within reach.
  If an Alchemical Formula option requires a saving throw,
  the DC is 8 + your proficiency bonus + your Intelligence
  modifier.
  Alchemical Fire. As an action, you can reach into your
  Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl
  the vial at a creature, object, or surface within 30 feet of you
  (the vial and its contents disappear if you don’t hurl the vial by
  the end of the current turn). On impact, the vial detonates in a
  5-foot radius. Any creature in that area must succeed on a
  Dexterity saving throw or take 1d6 fire damage.
  This formula’s damage increases by 1d6 when you reach
  certain levels in this class: 4th level (2d6), 7th level (3d6), 10th
  level (4d6), 13th level (5d6), 16th level (6d6), and 19th level
  (7d6).
  Alchemical Acid. As an action, you can reach into your
  Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at
  a creature or object within 30 feet of you (the vial and its
  contents disappear if you don’t hurl the vial by the end of the
  current turn). The vial shatters on impact. A creature must
  succeed on a Dexterity saving throw or take 1d6 acid
  damage. An object automatically takes that damage, and the
  damage is maximized.
  This formula’s damage increases by 1d6 when you reach
  certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th
  level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6),
  15th level (8d6), 17th level (9d6), and 19th level (10d6).
  14
  CLASSES | ARTIFICER
  
  Healing Draught. As an action, you can reach into your
  Alchemist’s Satchel and pull out a vial of healing liquid. A
  creature can drink it as an action to regain 1d8 hit points.
  The vial then disappears. Once a creature regains hit points
  from this alchemical formula, the creature can’t do so again
  until it finishes a long rest. If not used, the vial and its
  contents disappear after 1 hour. While the vial exists, you
  can’t use this formula.
  This formula’s healing increases by 1d8 when you reach
  certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th
  level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8),
  15th level (8d8), 17th level (9d8), and 19th level (10d8).
  Smoke Stick. As an action, you can reach into your
  Alchemist’s Satchel and pull out a stick that produces a thick
  plume of smoke. You can hold on to the stick or throw it to a
  point up to 30 feet away as part of the action used to produce
  it. The area in a 10-foot radius around the stick is filled with
  thick smoke that blocks vision, including darkvision. The
  stick and smoke persist for 1 minute and then disappear.
  After using this formula, you can’t do so again for 1 minute.
  Swift Step Draught. As a bonus action, you can reach into
  your Alchemist’s Satchel and pull out a vial filled with a
  bubbling, brown liquid. As an action, a creature can drink it.
  Doing so increases the creature’s speed by 20 feet for 1
  minute, and the vial disappears. If not used, the vial and its
  contents disappear after 1 minute. After using this formula,
  you can’t do so again for 1 minute.
  Tanglefoot Bag. As an action, you can reach into your
  Alchemist’s Satchel and pull out a bag filled with writhing,
  sticky black tar and hurl it at a point on the ground within 30
  feet of you (the bag and its contents disappear if you don’t
  hurl the bag by the end of the current turn). The bag bursts on
  impact and covers the ground in a 5-foot radius with sticky
  goo. That area becomes difficult terrain for 1 minute, and any
  creature that starts its turn on the ground in that area has its
  speed halved for that turn. After using this formula, you can’t
  do so again for 1 minute.
  Thunderstone. As an action, you can reach into your
  Alchemist’s Satchel and pull out a crystalline shard and hurl
  it at a creature, object, or surface within 30 feet of you (the
  shard disappears if you don’t hurl it by the end of the current
  turn). The shard shatters on impact with a blast of concussive
  energy. Each creature within 10 feet of the point of impact
  must succeed on a Constitution saving throw or be knocked
  prone and pushed 10 feet away from that point.
  Gunsmith
  A master of engineering, you forge a firearm powered by a
  combination of science and magic.
  Master Smith
  When you choose this specialization at 1st level, you gain
  proficiency with smith’s tools, and you learn the mending
  cantrip.
  Thunder Cannon
  At 1st level, you forge a deadly firearm using a combination of
  arcane magic and your knowledge of engineering and
  metallurgy. This firearm is called a Thunder Cannon. It is a
  ferocious weapon that fires leaden bullets that can punch
  through armor with ease.
  You are proficient with the Thunder Cannon. The firearm
  is a two-handed ranged weapon that deals 2d6 piercing
  damage. Its normal range is 150 feet, and its maximum range
  if 500 feet. Once fired, it must be reloaded as a bonus action.
  If you lose your Thunder Cannon, you can create a new one
  over the course of three days of work (eight hours each day)
  by expending 100 gp worth of metal and other raw materials.
  Arcane Magazine
  At 1st level, you craft a leather bag used to carry your tools
  and ammunition for your Thunder Cannon. Your Arcane
  Magazine includes the powders, lead shot, and other
  materials needed to keep that weapon functioning.
  You can use the Arcane Magazine to produce ammunition
  for your gun. At the end of each long rest, you can magically
  produce 40 rounds of ammunition with this magazine. After
  each short rest, you can produce 10 rounds.
  If you lose your Arcane Magazine, you can create a new
  one as part of a long rest, using 25 gp of leather and other
  raw materials.
  15
  CLASSES | ARTIFICER
  
  Thunder Monger
  At 3rd level, you learn to channel thunder energy into your
  Thunder Cannon. As an action, you can make a special attack
  with your Thunder Cannon that deals an extra 1d6 thunder
  damage on a hit.
  This extra damage increases by 1d6 when you reach
  certain levels in this class: 5th level (2d6), 7th level (3d6), 9th
  level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6),
  17th level (8d6), and 19th level (9d6).
  Blast Wave
  Starting at 9th level, you can channel force energy into your
  Thunder Cannon. As an action, you can make a special attack
  with it. Rather than making an attack roll, you unleash force
  energy in a 15-foot cone from the gun. Each creature in that
  area must make a Strength saving throw with a DC of 8 +
  your proficiency bonus + your Intelligence modifier. On a
  failed saving throw, a target takes 2d6 force damage and is
  pushed 10 feet away from you.
  This damage increases by 1d6 when you reach certain
  levels in this class: 13th level (3d6) and 17th level (4d6).
  Piercing Round
  Starting at 14th level, you can shoot lightning energy through
  your Thunder Cannon. As an action, you can make a pecial
  attack with it. Rather than making an attack roll, you cause
  the gun to unleash a bolt of lightning, 5-feet wide and 30-feet
  long. Each creature in that area must make Dexterity saving
  throws with a DC of 8 + your proficiency bonus + your
  Intelligence modifier. On a failed saving throw, a target takes
  4d6 lightning damage. This damage increases to 6d6 when
  you reach 19th level in this class.
  Explosive Round
  Starting at 17th level, you can channel fiery energy into your
  Thunder Cannon. As an action, you can make a special attack
  with it. Rather than making an attack roll, you launch an
  explosive round from the gun. The round detonates in a 30-
  foot radius sphere at a point within range. Each creature in
  that area must make a Dexterity saving throw with a DC of 8
  + your proficiency bonus + your Intelligence modifier. On a
  failed saving throw, a target takes 4d8 fire damage.
  Artificer Spell List
  Artificer Spell List
  1st Level
  Alarm
  Cure wounds
  Disguise self
  Expeditious retreat
  False life
  Jump
  Longstrider
  Sanctuary
  Shield of faith
  2nd Level
  Aid
  Alter self
  Alter self
  Arcane lock
  Blur
  Continual flame
  Darkvision
  Enhance ability
  Enlarge/reduce
  Invisibility
  Lesser restoration
  Levitate
  Magic weapon
  Protection from poison
  Rope trick
  See invisibility
  See invisibility
  Spider climb
  3rd Level
  Blink
  Fly
  Gaseous form
  Glyph of warding
  Haste
  Protection from energy
  Revivify
  Water breathing
  Water walk
  4th Level
  4th Level
  Arcane eye
  Death ward
  Fabricate
  Freedom of movement
  Leomund’s secret chest
  Mordenkainen’s faithful
  hound
  Mordenkainen’s private
  sanctum
  Otiluke’s resilient sphere
  Stone shape
  Stoneskin
  16
  CLASSES | ARTIFICER
  
  Mystic
  Psionics
  Psionics is a source of power that originates from within a
  creature’s mind, allowing it to augment its physical abilities
  and affect the minds of others. Psionic abilities are called
  psionic disciplines, since each one consists of rigid mental
  exercises needed to place a creature in the correct mindset to
  wield psionic power.
  A discipline offers a number of abilities, but some of them
  require additional energy and expertise to create their effects.
  Psionic talents are akin to disciplines, but they require no
  psi energy and can be used at will. They are almost an innate
  part of the mystic.
  In addition, a creature skilled in the use of psionics can
  exert its psychic focus on a psionic discipline. This effect
  allows a creature to gain a constant benefit from the
  discipline.
  Otherworldly Power
  Not every D&D world features psionic power to the same
  extent. Psionics indirectly originates from the Far Realm, a
  dimension outside the bounds of the known multiverse. The
  Far Realm has its own alien laws of physics and magic. When
  its influence extends to a world, the Far Realm invariably
  spawns horrific monsters and madness as it bends reality to
  its own rules.
  As the laws of reality twist and turn, individual minds can
  be awakened to the cosmic underpinnings that dictate the
  form and nature of reality. The tumult caused by the Far
  Realm creates echoes that can disturb and awaken minds
  that would otherwise slumber. Such awakened creatures look
  on the world in the same way that creatures existing in three
  dimensions might look on a two-dimensional realm. They see
  possibilities, options, and connections that are unfathomable
  to those with a more limited view of reality.
  In worlds that are relatively stable and hew close to the
  archetypal D&D setting presented in the core rulebooks,
  psionics is rare—or might not exist at all. The cosmic
  bindings that define the multiverse are strong in such places,
  making it unlikely that an individual mind can perceive the
  possibilities offered by psionics. Mystics in such worlds might
  be so scarce that a mystic never meets another practitioner of
  the psionic arts.
  Characters might unlock their psionic potential by random
  chance, and ancient tomes, journals, and other accounts of
  mystics might serve as the only guide to mastering this form
  of power.
  Psionics is more common in worlds where the bounds of
  reality have been twisted and warped. The realm of Athas in
  the Dark Sun campaign setting is the prime example of a
  world where psionics is common. The gods are absent, magic
  has been twisted into an ecological scourge, and the common
  threads that bind many worlds of D&D have been sundered.
  By contrast, the world of Eberron is a setting where the
  bounds of reality have been tested but not fully broken.
  Psionics is not as pervasive in Eberron as in Athas, but the
  influence of the otherworldly realm of Xoriat makes it a
  known and studied art.
  Psionics and Magic
  Psionics and magic are two distinct forces. In general, an
  effect that affects a spell has no effect on a psionic effect.
  There is one important exception to this rule. A psionic effect
  that reproduces a spell is treated as magic. A psionic effect
  reproduces a spell when it allows a psionic creature or
  character to cast a spell. In this case, psionic energy taps into
  magic and manipulates it to cast the spell.
  For example, the mind flayer as presented in the Monster
  Manual has the Innate Spellcasting (Psionics) feature. This
  feature allows the mind flayer to cast a set of spells using
  psionic energy.
  These spells can be countered with dispel magic and
  similar effects.
  17
  CLASSES | MYSTIC
  
  The Mystic
  Level
  Proficiency
  Bonus
  Features
  Talents
  Known
  Disciplines
  Known
  Psi
  Points
  Psi Limit
  1st
  +2
  Psionics, Mystic Order
  1
  2
  4
  2
  2nd
  +2
  Mystical Recovery
  1
  3
  6
  2
  3rd
  +2
  Mystic Order feature
  2
  3
  14
  3
  4th
  +2
  Ability Score Improvement, Strength of Mind
  2
  3
  17
  3
  5th
  +3
  —
  2
  4
  27
  5
  6th
  +3
  Mystic Order feature
  2
  4
  32
  5
  7th
  +3
  —
  2
  5
  38
  6
  8th
  +3
  Ability Score Improvement, Mystic Order
  feature
  2
  5
  44
  6
  9th
  +4
  —
  2
  6
  57
  7
  10th
  +4
  Consumptive Power
  3
  6
  64
  7
  Mystic
  A mystic draws on the power of psionics—the energy of the
  mind—to create powerful effects.
  Class Features
  As a mystic, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per mystic level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per mystic level after 1st
  Proficiencies
  Armor: Light armor, medium armor
  Weapons: Simple weapons
  Tools: None
  Saving Throws: Intelligence, Wisdom
  Skills: Choose two skills from Arcana, History, Insight,
  Medicine, Nature, Perception, and Religion
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a spear or (b) a mace
  (a) leather armor or (b) scale mail
  (a) a light crossbow and 20 bolts or (b) any simple weapon
  (a) a scholar’s pack or (b) an explorer’s pack
  Psionics
  As a student of psionics, you can master and use psionic
  disciplines and talents.
  Psionic Talents
  A psionic talent is a minor psionic effect you have mastered.
  At 1st level, you know one psionic talent of your choice (see
  the talent options later in this class description). You learn
  additional talents of your choice at higher levels, as shown in
  the Talents Known column of the Mystic table.
  Psionic Disciplines
  A psionic discipline is a rigid set of mental exercises that
  allows a mystic to manifest psionic power. Such disciplines
  are divided into two categories: lesser disciplines and greater
  disciplines. A mystic masters only a few disciplines at a time.
  At 1st level, you know two lesser disciplines of your choice
  (see the discipline options later in this class description). You
  learn additional disciplines of your choice at higher levels, as
  shown in the Disciplines Known column of the Mystic table.
  You must be at least 5th level to learn a greater discipline.
  In addition, whenever you gain a level in this class, you can
  replace one discipline you know with a different one of your
  choice. You can replace a lesser discipline with a greater
  discipline, but only if you are at least 5th level.
  Psi Points
  You have an internal reservoir of energy that can be devoted
  to the psionic disciplines you know. This energy is
  represented by psi points. Each psionic discipline describes
  effects you can create with it by spending a certain number of
  psi points. A psionic talent requires no psi points.
  The number of psi points you have is based on your mystic
  level, as shown in the Psi Points column of the Mystic table.
  The number shown for your level is your psi point maximum.
  Your psi point total returns to its maximum after you finish a
  long rest. The number of psi points you have can’t go below 0
  or over your maximum.
  18
  CLASSES | MYSTIC
  
  Psi Limit
  Though you have access to a potent amount of psionic energy,
  it takes training and practice to channel that energy. There is
  a limit on the number of psi points you can spend to activate
  a psionic discipline. The limit is based on your mystic level, as
  shown in the Psi Limit column of the Mystic table. For
  example, as a 3rd-level mystic, you can spend no more than 3
  psi points on a discipline each time you use it, no matter how
  many psi points you have.
  Psychic Focus
  You can focus psychic energy on one of your psionic
  disciplines to draw ongoing benefits from it. As a bonus
  action, you can choose one of your psionic disciplines and
  gain its psychic focus benefit, which is detailed in that
  discipline’s description. The benefit lasts until you are
  incapacitated or until you use another bonus action to choose
  a psychic focus benefit. You can have only one psychic focus
  benefit at a time.
  Psionic Ability
  Intelligence is your psionic ability for your psionic disciplines.
  You use your Intelligence modifier when setting the saving
  throw DC for a psionic discipline or when making an attack
  roll with one.
  Discipline save DC = 8 + your proficiency bonus + your
  Intelligence modifier
  Discipline attack modifier = your proficiency bonus + your
  Intelligence modifier
  Mystic Order
  At 1st level, you choose a Mystic Order: the Order of the
  Awakened or the Order of the Immortal, both detailed at the
  end of the class description. Each order specializes in a
  particular approach to psionics. Your order gives you features
  when you choose it at 1st level and additional features at 3rd,
  6th, and 8th level.
  Mystical Recovery
  Starting at 2nd level, you draw vigor from the psi energy you
  use to power psionic disciplines associated with your Mystic
  Order.
  Whenever you spend psi points on a psionic discipline of
  your order, you regain hit points equal to your Intelligence
  modifier if your current hit point total equals half your hit
  point maximum or less.
  Ability Score Improvement
  When you reach 4th level, and again at 8th level, you can
  increase one ability score of your choice by 2, or you can
  increase two ability scores of your choice by 1. As normal, you
  can’t increase an ability score above 20 using this feature.
  Strength of Mind
  Even the simplest psionic techniques require a deep
  understanding of how psionic energy can augment mind and
  body. This understanding allows you to alter your defenses to
  better deal with threats.
  Starting at 4th level, you can replace your proficiency in
  Wisdom saving throws whenever you finish a short or long
  rest. To do so, choose Strength, Dexterity, Constitution, or
  Charisma. You gain proficiency in saves using that ability,
  instead of Wisdom. This change lasts until you finish your
  next short or long rest.
  19
  CLASSES | MYSTIC
  
  Consumptive Power
  At 10th level, you gain the ability to sacrifice your health in
  exchange for psychic power. As a bonus action, you regain up
  to 5 psi points. For each point you choose to regain this way,
  your current hit points and hit point maximum are both
  reduced by 1 for each level you have in this class. This
  reduction can’t be lessened in any way.
  Once you use this feature, you can’t use it again until you
  finish a long rest, and the reduction to your hit point
  maximum lasts until you finish a long rest.
  Mystic Orders
  Psionics is a mysterious form of power within most D&D
  worlds. Secretive orders study its origins and applications,
  while pushing the boundaries of what psychic power can
  achieve.
  Each mystic order pursues a specific goal for psionic
  power. That goal shapes how the members of an order
  understand psionics and determines the disciplines they
  master.
  Order of the Awakened
  Mystics dedicated to the Order of the Awakened seek to
  unlock the full potential of the mind. By transcending the
  physical, the Awakened hope to attain a perfect state of being
  —focused on pure intellect and mental energy.
  The Awakened are skilled at bending minds and
  unleashing devastating psychic attacks, and are able to read
  the secrets of the world through psionic energy. Awakened
  mystics who take to adventuring excel at unraveling
  mysteries, solving puzzles, and defeating monsters by turning
  them into unwilling pawns.
  Mind Mastery
  At 1st level, you gain the mind meld and thought spear
  psionic talents (these are in addition to the talents you gain in
  the Mystic table). If you already have either one, you can pick
  any other talent to replace it.
  Awakened Expertise
  Starting at 1st level, your focused mental training grants you
  extended knowledge. You gain proficiency in two skills of
  your choice.
  In addition, choose one skill you are proficient in. Your
  proficiency bonus is doubled for any ability check you make
  that uses that skill.
  Psionic Investigation
  At 3rd level, you can focus your mind to read the psionic
  imprint left on an object. If you hold an object and
  concentrate on it for 10 minutes (as if concentrating on a
  psionic discipline), you learn a few basic facts about it. You
  gain a mental image from the object’s point of view, showing
  the last creature to hold the object, regardless of how long
  ago it was last handled.
  You also learn of any events that have occurred within 20
  feet of the object within the past 24 hours. The events you
  perceive unfold from the object’s perspective. You see and
  hear such events as if you were there, but can’t use other
  senses.
  Additionally, you can embed an intangible psionic sensor
  within the object. For the next 24 hours, you can use an
  action to learn the object’s location relative to you (its
  distance and direction) and to look at the object’s
  surroundings from its point of view as if you were there. This
  perception lasts until the start of your next turn.
  Psychic Surge
  Starting at 6th level, you overload your psychic focus to batter
  down an opponent’s defenses. You can impose disadvantage
  on a target’s saving throw against a discipline or talent you
  use, but at the cost of using your psychic focus. Your focus
  immediately ends, and you can’t use it again until you finish a
  short or long rest. You can’t use this feature if you can’t use
  your psychic focus.
  Potent Psionics
  At 8th level, you can add your Intelligence modifier to the
  damage you deal with any psionic talent.
  20
  CLASSES | MYSTIC
  
  Order of the Immortal
  The Order of the Immortal strives to achieve physical
  perfection by augmenting the body’s natural strength with
  psychic power. This order’s goal is for its members to achieve
  immortality by overcoming the effects of aging through
  rigorous discipline and psionic perfection. To members of
  this order, psionic energy is a tool to augment, control, and
  perfect the physical body.
  Members of this order who take up the adventuring life are
  skilled warriors. Their psionic abilities allow them to shrug
  off injuries and hazards, while focusing their strength and
  speed in combat.
  Martial Order
  At 1st level, you gain proficiency with martial weapons, heavy
  armor, and shields.
  Psionic Resilience
  At 3rd level, you learn to use psionic energy to speed up your
  natural healing. At the start of each of your turns, you gain
  temporary hit points equal to your Intelligence modifier,
  provided that you have at least 1 hit point.
  Surge of Health
  Starting at 6th level, you can draw on your psychic focus to
  escape death’s grasp. As a reaction when you take damage,
  you can halve that damage against you. Your psychic focus
  immediately ends, and you can’t use it again until you finish a
  short or long rest. You can’t use this ability if you can’t use
  your psychic focus.
  Cutting Resonance
  At 8th level, you gain the ability to infuse your weapon attacks
  with psychic energy. Once on each of your turns when you hit
  a creature with a weapon, you can deal an extra 1d8 psychic
  damage to the target. When you reach 14th level, this extra
  damage increases to 2d8.
  Psionic Disciplines
  Psionic disciplines are the heart of a mystic’s craft. They are
  the mental exercises and psychic formulae used to forge
  inner will into tangible effects.
  Disciplines were each discovered by different orders and
  tend to reflect their creators’ ethos and specialties. However,
  a mystic may learn any discipline regardless of its associated
  order.
  Using a Discipline
  Each discipline has a number of ways you can use it, all
  contained in its description. The discipline specifies the type
  of action and number of psi points needed to use its effect
  options. It also details whether you must concentrate on its
  effects, how many targets it affects, what saving throws it
  requires, and so on.
  The following sections go into more detail on using a
  discipline.
  Psychic Focus
  The Psychic Focus section of a discipline describes the
  benefit you gain when you choose that discipline for your
  psychic focus.
  Effect Options and Psi Points
  A discipline provides different options for how to use it with
  your psi points. Each effect option has a name, and the psi
  point cost of that option appears in parentheses after its
  name. You must spend that number of psi points to use that
  option, while abiding by your psi limit. If you don’t have
  enough psi points left, or the cost is above your psi limit, you
  can’t use the option.
  Some options show a range of psi points, rather than a
  specific cost. To use that option, you must spend a number of
  points within that point range, still abiding by your psi limit.
  Each option notes specific information about its effect,
  including the action required to use it (if any), its range, and
  whether it requires concentration. If an option doesn’t state
  that it is used as an action, a bonus action, or a reaction,
  using it requires no action.
  Components
  Disciplines don’t require the components that many spells
  require. Using a discipline requires no spoken words,
  gestures, or materials. The power of psionics comes from the
  mind.
  Duration
  An option in a discipline specifies how long its effect lasts.
  Instantaneous. If no duration is specified, the effect of an
  option is instantaneous.
  Concentration. Some effect options require concentration.
  This requirement is noted with a “C” after the option’s psi
  point cost.
  Concentrating on a discipline follows the same rules as
  concentrating on a spell. This rule means you can’t
  concentrate on a spell and a discipline at the same time, nor
  can you concentrate on two disciplines at the same time.
  Targets and Areas of Effect
  Psionic disciplines use the same rules as spells for
  determining targets and areas of effect. See chapter 10,
  “Spellcasting,” of the Player’s Handbook.
  Saving Throws and Attack Rolls
  If a discipline requires a saving throw, it specifies the type of
  save and the results of a successful or failed saving throw.
  The DC is determined by your psionic ability.
  Some disciplines require you to make an attack roll to
  determine whether the discipline’s effect hits its target. The
  attack roll uses your psionic ability.
  Combining Psionic Effects
  The effects of different psionic disciplines add together while
  the durations of those disciplines overlap. Likewise, different
  options from a single psionic discipline combine if they are
  active at the same time. However, a specific option from a
  psionic discipline doesn’t combine with itself if that option is
  used multiple times. Instead, the most potent effect—usually
  dependent on how many psi points were used to create the
  effect—applies while the durations of the effects overlap.
  21
  CLASSES | MYSTIC
  
  Psionics and magic are separate effects, and therefore their
  benefits and drawbacks overlap. A psionic effect that
  reproduces a spell is an exception to this rule (see “Psionics
  and Magic” earlier, as well as “Combining Magical Effects” in
  chapter 10, “Spellcasting,” of the Player’s Handbook).
  Discipline Descriptions
  The following disciplines are presented in alphabetical order.
  Psionic Disciplines
  Discipline
  Rank
  Order
  Adaptive Body
  Greater
  Immortal
  Body of Wind
  Greater
  Immortal
  Celerity
  Lesser
  Immortal
  Conquering Mind
  Lesser
  Awakened
  Intellect Fortress
  Lesser
  Awakened
  Iron Durability
  Lesser
  Immortal
  Mind Over Emotion
  Greater
  Awakened
  Mind Vault
  Lesser
  Awakened
  Psionic Restoration
  Lesser
  Awakened
  Psionic Weapon
  Lesser
  Immortal
  Adaptive Body
  Greater discipline (immortal)
  You can alter your body to withstand punishing
  environments.
  Psychic Focus. While focused on this discipline, you don’t
  need to eat, sleep, or breathe.
  Energy Adaptation (5, C). As an action, you touch a
  creature and give it resistance to acid, cold, fire, lightning, or
  thunder damage for up to 1 hour.
  Energy Immunity (7, C). As an action, you touch a
  creature and give it immunity to acid, cold, fire, lightning, or
  thunder damage for up to 1 hour.
  Body of Wind
  Greater discipline (immortal)
  You and your possessions take on a gaseous quality,
  allowing you to move like a howling gale, squeeze through
  small spaces, and escape danger.
  You move with the lightest steps using this discipline.
  Psychic Focus. While focused on this discipline, you take
  no falling damage and ignore difficult terrain.
  Wind Step (1–7). As your move, you can fly up to 20 feet
  for each psi point you spend. You must land at the end of this
  movement, otherwise you fall, unless you have some means
  of staying aloft.
  Wind Form (5, C). As an action, you gain a flying speed of
  60 feet for 10 minutes.
  Misty Form (7, C). As an action, your body becomes mist-
  like. In this form, you gain resistance to bludgeoning,
  piercing, and slashing damage. You can pass through
  openings that are no more than an inch wide. This benefit
  lasts for up to 1 hour.
  Celerity
  Lesser discipline (immortal)
  You channel psionic power into your body, honing your
  reflexes and agility to an incredible degree. In your eyes, the
  world seems to slow down while you continue to move as
  normal.
  Psychic Focus. While focused on this discipline, your
  speed increases by 5 feet, and you have advantage on
  initiative checks. If you are surprised, you can spend 1 psi
  point to no longer be surprised.
  Seize the Initiative (1–5). When you roll initiative, you can
  use your reaction to give yourself or one creature you can see
  within 60 feet of you a +2 bonus to initiative for each psi point
  you spend.
  Surge of Speed (2). As a bonus action, you increase your
  speed by 30 feet until the end of your turn. In addition, you
  don’t provoke opportunity attacks this turn.
  Surge of Action (5). As a bonus action, you can gain an
  additional action this turn. That action can be used only to
  take the Attack (one attack only), Dash, Disengage, Hide, or
  Use an Object action.
  Conquering Mind
  Lesser discipline (awakened)
  By channeling psionic power, you gain the ability to control
  other creatures by substituting your will for their own.
  Psychic Focus. While focused on this discipline, you gain
  proficiency in one of the following skills of your choice:
  Deception, Intimidation, Performance, or Persuasion. You
  can change the chosen skill each time you apply your focus to
  this discipline.
  Exacting Query (2). As an action, you target a creature
  that you can see within 120 feet of you. The target must make
  an Intelligence saving throw (it succeeds automatically if it is
  immune to being charmed). On a failed save, the target
  truthfully answers one brief question you ask it as part of this
  action, provided that it understands the question. On a
  successful save, the target is unaffected, and you can’t use this
  ability on it again until you finish a long rest.
  Occluded Mind (2). As an action, you target a creature that
  you can see within 120 feet of you. The target must make an
  Intelligence saving throw (it succeeds automatically if it is
  immune to being charmed). On a failed save, the target
  believes one statement of your choice for the next 5 minutes,
  provided that it understands the statement. The statement
  can be up to ten words long, and must describe you or a
  creature or object the target can see. On a successful save,
  the target is unaffected, and you can’t use this ability on it
  again until you finish a long rest.
  Broken Will (5). As an action, you target a creature that
  you can see within 120 feet of you. The target must make an
  Intelligence saving throw. On a failed save, the target is
  charmed until the end of its next turn, during which you
  choose its movement and action. On a successful save, the
  target is unaffected, and you can’t use this ability on that
  creature again until you finish a long rest.
  22
  CLASSES | MYSTIC
  
  Psychic Grip (7, C). As an action, you target a creature you
  can see. The target must make an Intelligence saving throw.
  On a failed save, you overload the creature with psychic
  energy. The target is paralyzed for 1 minute, but at the end of
  each of its turns it can make another Intelligence saving
  throw. On a success, this effect ends. On a failure, you can
  use your reaction to force the target to move up to half its
  speed, despite being paralyzed.
  Intellect Fortress
  Lesser discipline (awakened)
  You forge an indomitable wall of psionic energy around
  your mind—one that allows you to launch reflexive
  counterattacks against your opponents.
  Psychic Focus. While focused on this discipline, you gain
  resistance to psychic damage.
  Psychic Backlash (1). As a reaction, you can impose
  disadvantage on one attack roll made against you if you can
  see the attacker. If the attack still hits you, the attacker takes
  psychic damage equal to half your mystic level (rounded up).
  Psychic Parry (1–3). As a reaction when you make an
  Intelligence, a Wisdom, or a Charisma saving throw, you gain
  a +2 bonus to that saving throw for each psi point you spend.
  You can use this ability after rolling the die but before
  applying the result.
  Psychic Redoubt (5, C). As an action, you create a field of
  protective psychic energy. For the next 10 minutes, you and
  creatures of your choice gain the following benefits while
  within 30 feet of you: resistance to psychic damage and
  advantage on Intelligence, Wisdom, and Charisma saving
  throws.
  Iron Durability
  Lesser discipline (immortal)
  This discipline grants you unmatched toughness and
  resilience on the battlefield.
  Psychic Focus. While focused on this discipline, you gain
  a +1 bonus to AC.
  Psionic Recovery (2). As an action, you can spend up to
  two Hit Dice. Roll each die, add your Constitution modifier to
  it, and regain hit points equal to the total.
  Iron Hide (1–3). As a reaction when you are attacked, you
  gain a +2 bonus to AC for each psi point you spend. You
  spend these points after learning the attack’s result but
  before applying its effects.
  Mind Over Emotion
  Greater discipline (awakened)
  You learn to use psionic energy to manipulate others with a
  subtle combination of psi and your own, natural charm.
  Psychic Focus. While focused on this discipline, you gain
  a bonus to Charisma checks. The bonus equals half your
  Intelligence modifier (minimum bonus of +1).
  Charming Presence (1–7). As an action, you exert an aura
  of sympathetic power. Roll 2d8 per psi point you spend on
  this ability; the total is how many hit points worth of
  creatures this spell can affect. Creatures within 30 feet of you
  are affected in ascending order of their hit point maximum,
  ignoring unconscious creatures or creatures immune to this
  effect. Each creature affected by this ability is charmed by you
  for 10 minutes. While charmed, it regards you as a friendly
  acquaintance. A creature engaged in combat is immune to
  this effect.
  Revolting Presence (5, C). As an action, you exert an aura
  of repulsive power. Up to five creatures of your choice that
  you can see within 30 feet of you must each make an
  Intelligence saving throw. On a failed save, a target is
  frightened of you for 10 minutes. While frightened, it takes
  psychic damage equal to twice your mystic level if it doesn’t
  end its turn at least 10 feet farther away from you than it was
  at the start of that turn. It can then make another Intelligence
  saving throw at the end of the turn. On a success, this effect
  ends.
  Invoke Awe (7, C). As an action, you exert an aura that
  inspires awe and adulation in others. Up to five creatures of
  your choice that you can see within 60 feet of you must each
  make an Intelligence saving throw. On a failed save, the target
  is charmed by you for 10 minutes. While charmed, it obeys all
  your orders to the best of its ability and without risking its
  life. The target will only harm creatures that it has seen harm
  you since it first came under the effect of this ability. At the
  end of each of its turns it can make another Intelligence
  saving throw. On a success, this effect ends.
  23
  CLASSES | MYSTIC
  
  Mind Vault
  Lesser discipline (awakened)
  Your mind forms a light but useful link to other living
  things within hundreds of miles. This link allows you to draw
  on the knowledge of others in the following ways.
  Psychic Focus. While focused on this discipline, you gain
  proficiency with one skill, weapon, shield, armor, or tool of
  your choice. Each time you focus on this discipline, you can
  choose a different skill, weapon, shield, armor, or tool.
  Borrow Expertise (2). As a bonus action, you gain
  advantage on one skill check or saving throw of your choice
  that you make before the end of your next turn. You must opt
  to gain the advantage before rolling.
  Borrow Language (5). As an action, you gain the ability to
  speak, read, and understand one language for 8 hours. You
  can use this ability multiple times to gain its benefits with
  several languages.
  Borrow Lore (7). As an action, name one specific location
  in your mind. You learn a summary of the important lore
  regarding that place. At the DM’s option, you also learn up to
  three secrets about it, such as the location of traps,
  passwords, or where treasure is hidden within it
  Psionic Restoration
  Lesser discipline (awakened)
  You wield psionic energy to cure wounds and restore
  health to yourself and others.
  Psychic Focus. While focused on this discipline, you can
  use a bonus action to touch a living creature that has 0 hit
  points and automatically stabilize it.
  Mend Wounds (1–7). As an action, you can restore hit
  points to a creature you touch. The creature regains 3 hit
  points per psi point you spend.
  Restore Health (3). As an action, you can touch a creature
  and remove one of the following conditions from it: blinded,
  deafened, paralyzed, or poisoned.
  Restore Vigor (7). As an action, you can touch a creature
  and choose one of the following: remove any reductions to
  one of its ability scores or remove one effect that reduces its
  hit point maximum.
  Psionic Weapon
  Lesser discipline (immortal)
  You channel psionic energy to lend devastating power to
  your attacks.
  Psychic Focus. While focused on this discipline, you
  charge one nonmagical weapon you carry, or one of your fists,
  with psionic energy. Attacks you make with it are considered
  magical and have a +1 bonus to attack rolls and damage rolls.
  Ethereal Weapon (1). As a bonus action, you can
  momentarily transform a weapon you hold into psionic
  energy. The next attack you make with this weapon requires
  no attack roll. Instead, the target must make a Dexterity
  saving throw against this discipline. On a failed save, the
  target takes the attack’s normal damage and suffers any
  additional effects. On a successful save, the target takes half
  damage from the attack, but suffers no additional effects that
  would normally be imposed on a hit.
  Lethal Strike (1–5). When you hit a target with a melee
  weapon attack, you can increase the damage to that target.
  The target takes an extra 1d10 psychic damage for each psi
  point you spend.
  Augmented Weapon (5, C). As a bonus action, you touch
  one nonmagical weapon and infuse it with psionic energy. For
  up to 10 minutes, it is a magic weapon with a +3 bonus to
  attack rolls and damage rolls.
  Third Eye
  Lesser discipline (awakened)
  This discipline can open a third eye within your mind,
  opening your doors of perception.
  Psychic Focus. While focused on this discipline, you have
  blindsight with a radius of 30 feet.
  Tremorsense (1, C). As a bonus action, you gain
  tremorsense with a radius of 30 feet for up to 1 minute.
  Unwavering Eye (1, C). As a bonus action, you gain
  advantage on Wisdom checks for up to 1 minute.
  Truesight (5, C). As a bonus action, you gain truesight with
  a radius of 30 feet for up to 1 minute.
  24
  CLASSES | MYSTIC
  
  Psionic Talents
  A psionic talent is a psychic ability that requires psionic
  aptitude but doesn’t drain a mystic’s psionic energy. Talents
  are similar to disciplines and use the same rules, but with
  three important exceptions:
  You can never use your psychic focus on a talent.
  Talents don’t require you to spend psi points to use them.
  Talents aren’t linked to psionic orders.
  Beacon
  Psionic talent
  As a bonus action, you cause bright light to radiate from
  your body in a 20-foot radius and dim light for an additional
  20 feet. The light can be colored as you like. The light lasts
  for 1 hour, and you can extinguish it as a bonus action.
  Blade Meld
  Psionic talent
  As an action, you cause one simple or martial melee
  weapon you are holding to dissolve into your body. This
  process is harmless to you and the weapon. Until the weapon
  reappears, it is inaccessible, as are any of its properties. You
  can have only one weapon at a time affected in this way. You
  can summon the weapon to your hand as a bonus action. It
  reappears in your space if you are unconscious or dead.
  Light Step
  Psionic talent
  As a bonus action, you alter your density and weight to
  improve your mobility. For the rest of your turn, your walking
  speed increases by 10 feet, and the next time you stand up,
  you need to spend no more than 10 feet of movement to do
  so.
  Mind Meld
  Psionic talent
  As a bonus action, you can communicate telepathically
  with one creature you can see within 120 feet of you. 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. You can allow a
  creature to respond to you telepathically, but it must
  understand at least one language in order to communicate
  this way. This ability to communicate lasts until the start of
  your next turn. You can’t communicate with an unwilling
  creature.
  Mind Thrust
  Psionic talent
  As an action, you blast psychic energy at one creature that
  you can see within 5 feet of you. The target must succeed on
  an Intelligence saving throw or take 1d6 psychic damage. If
  the target takes any of this damage, you can push it up to 10
  feet away from you.
  The talent’s damage increases by 1d6 when you reach 5th
  level (2d6), 11th level (3d6), and 17th level (4d6).
  Thought Spear
  Psionic talent
  As an action, you psychically strike one creature that you
  can see within 120 feet of you. The target must succeed on
  an Intelligence saving throw or take 1d8 psychic damage.
  The talent’s damage increases by 1d8 when you reach 5th
  level (2d8), 11th level (3d8), and 17th level (4d8).
  Night Eyes
  Psionic talent
  As an action, you grant yourself darkvision with a range of
  30 feet. This benefit lasts for 1 hour.
  25
  CLASSES | MYSTIC
  
  Revised Ranger
  The Ranger
  Level
  Proficiency Bonus
  Features
  Spells Known
  1st 2nd 3rd 4th 5th
  1st
  +2
  Favored Enemy, Natural Explorer
  —
  —
  —
  —
  —
  —
  2nd
  +2
  Fighting Style, Spellcasting
  2
  2
  —
  —
  —
  —
  3rd
  +2
  Primeval Awareness, Ranger Conclave
  3
  3
  —
  —
  —
  —
  4th
  +2
  Ability Score Improvement
  3
  3
  —
  —
  —
  —
  5th
  +3
  Ranger Conclave feature
  4
  4
  2
  —
  —
  —
  6th
  +3
  Greater Favored Enemy
  4
  4
  2
  —
  —
  —
  7th
  +3
  Ranger Conclave feature
  5
  4
  3
  —
  —
  —
  8th
  +3
  Ability Score Improvement, Fleet of Foot
  5
  4
  3
  —
  —
  —
  9th
  +4
  ─
  6
  4
  3
  2
  —
  —
  10th
  +4
  Hide in Plain Sight
  6
  4
  3
  2
  —
  —
  11th
  +4
  Ranger Conclave feature
  7
  4
  3
  3
  —
  —
  12th
  +4
  Ability Score Improvement
  7
  4
  3
  3
  —
  —
  13th
  +5
  ─
  8
  4
  3
  3
  1
  —
  14th
  +5
  Vanish
  8
  4
  3
  3
  1
  —
  15th
  +5
  Ranger Conclave feature
  9
  4
  3
  3
  2
  —
  16th
  +5
  Ability Score Improvement
  9
  4
  3
  3
  2
  —
  17th
  +6
  ─
  10
  4
  3
  3
  3
  1
  18th
  +6
  Feral Senses
  10
  4
  3
  3
  3
  1
  19th
  +6
  Ability Score Improvement
  11
  4
  3
  3
  3
  2
  20th
  +6
  Foe Slayer
  11
  4
  3
  3
  3
  2
  Class Features
  As a ranger, you gain the following class features.
  Hit Points
  Hit Dice: 1d10 per ranger level
  Hit Points at 1st Level: 10 + your Constitution modifier
  Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
  modifier per ranger level after 1st
  Proficiencies
  Armor: Light armor, medium armor, shields
  Weapons: Simple weapons, martial weapons
  Tools: None
  Saving Throws: Strength, Dexterity
  Skills: Choose three from Animal Handling, Athletics,
  Insight, Investigation, Nature, Perception, Stealth, and
  Survival
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) scale mail or (b) leather armor
  (a) scale mail or (b) leather armor
  (a) two shortswords or (b) two simple melee weapons
  (a) a dungeoneer’s pack or (b) an explorer’s pack
  A longbow and a quiver of 20 arrows
  Favored Enemy
  Beginning at 1st level, you have significant experience
  studying, tracking, hunting, and even talking to a certain type
  of enemy commonly encountered in the wilds.
  Choose a type of favored enemy: beasts, fey, humanoids,
  monstrosities, or undead. You gain a +2 bonus to damage
  rolls with weapon attacks against creatures of the chosen
  type. Additionally, you have advantage on Wisdom (Survival)
  checks to track your favored enemies, as well as on
  Intelligence checks to recall information about them.
  When you gain this feature, you also learn one language of
  your choice, typically one spoken by your favored enemy or
  creatures associated with it. However, you are free to pick any
  language you wish to learn.
  26
  CLASSES | REVISED RANGER
  
  Natural Explorer
  You are a master of navigating the natural world, and you
  react with swift and decisive action when attacked. This
  grants you the following benefits:
  You ignore difficult terrain.
  You have advantage on initiative rolls.
  On your first turn during combat, you have advantage on
  attack rolls against creatures that have not yet acted.
  In addition, you are skilled at navigating the wilderness.
  You gain the following benefits when traveling for an hour or
  more:
  Difficult terrain doesn’t slow your group’s travel.
  Your group can’t become lost except by magical means.
  Even when you are engaged in another activity while
  traveling (such as foraging, navigating, or tracking), you
  remain alert to danger.
  If you are traveling alone, you can move stealthily at a
  normal pace.
  When you forage, you find twice as much food as you
  normally would.
  While tracking other creatures, you also learn their exact
  number, their sizes, and how long ago they passed through
  the area.
  Fighting Style
  At 2nd level, you adopt a particular style of fighting as your
  specialty. Choose one of the following options. You can’t take
  a Fighting Style option more than once, even if you later get
  to choose again.
  Archery
  You gain a +2 bonus to attack rolls you make with ranged
  weapons.
  Defense
  While you are wearing armor, you gain a +1 bonus to AC.
  Dueling
  When you are wielding a melee weapon in one hand and no
  other weapons, you gain a +2 bonus to damage rolls with that
  weapon.
  Two-Weapon Fighting
  When you engage in two-weapon fighting, you can add your
  ability modifier to the damage of the second attack.
  Spellcasting
  By the time you reach 2nd level, you have learned to use the
  magical essence of nature to cast spells, much as a druid
  does. See chapter 10 for the general rules of spellcasting and
  chapter 11 for the ranger spell list.
  Spell Slots
  The Ranger table shows how many spell slots you have to
  cast your spells of 1st level and higher. To cast one of these
  spells, you must expend a slot of the spell’s level or higher.
  You regain all expended spell slots when you finish a long
  rest.
  For example, if you know the 1st-level spell animal
  friendship and have a 1st-level and a 2nd level spell slot
  available, you can cast animal friendship using either slot.
  Spells Known of 1st Level and Higher
  You know two 1st-level spells of your choice from the ranger
  spell list.
  The Spells Known column of the Ranger table shows when
  you learn more ranger spells of your choice. Each of these
  spells must be of a level for which you have spell slots. For
  instance, when you reach 5th level in this class, you can learn
  one new spell of 1st or 2nd level.
  Additionally, when you gain a level in this class, you can
  choose one of the ranger spells you know and replace it with
  another spell from the ranger spell list, which also must be of
  a level for which you have spell slots.
  27
  CLASSES | REVISED RANGER
  
  Spellcasting Ability
  Wisdom is your spellcasting ability for your ranger spells,
  since your magic draws on your attunement to nature. You
  use your Wisdom whenever a spell refers to your spellcasting
  ability. In addition, you use your Wisdom modifier when
  setting the saving throw DC for a ranger spell you cast and
  when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your
  Wisdom modifier
  Spell attack modifier = your proficiency bonus + your
  Wisdom modifier
  Primeval Awareness
  Beginning at 3rd level, your mastery of ranger lore allows you
  to establish a powerful link to beasts and to the land around
  you.
  You have an innate ability to communicate with beasts, and
  they recognize you as a kindred spirit. Through sounds and
  gestures, you can communicate simple ideas to a beast as an
  action, and can read its basic mood and intent. You learn its
  emotional state, whether it is affected by magic of any sort, its
  short-term needs (such as food or safety), and actions you can
  take (if any) to persuade it to not attack.
  You cannot use this ability against a creature that you have
  attacked within the past 10 minutes.
  Additionally, you can attune your senses to determine if any
  of your favored enemies lurk nearby. By spending 1
  uninterrupted minute in concentration (as if you were
  concentrating on a spell), you can sense whether any of your
  favored enemies are present within 5 miles of you. This
  feature reveals which of your favored enemies are present,
  their numbers, and the creatures’ general direction and
  distance (in miles) from you.
  If there are multiple groups of your favored enemies within
  range, you learn this information for each group.
  Ranger Conclave
  At 3rd level, you choose to emulate the ideals and training of
  a ranger conclave: the Beast Conclave, the Hunter Conclave,
  or the Stalker Conclave, all detailed at the end of the class
  description. Your choice grants you features at 3rd level and
  again at 5th, 7th, 11th, and 15th level.
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, and
  19th level, you can increase one ability score of your choice
  by 2, or you can increase two ability scores of your choice by
  1. As normal, you can’t increase an ability score above 20
  using this feature.
  Greater Favored Enemy
  At 6th level, you are ready to hunt even deadlier game.
  Choose a type of greater favored enemy: aberrations,
  celestials, constructs, dragons, elementals, fiends, or giants.
  You gain all the benefits against this chosen enemy that you
  normally gain against your favored enemy, including an
  additional language. Your bonus to damage rolls against all
  your favored enemies increases to +4.
  Additionally, you have advantage on saving throws against
  the spells and abilities used by a greater favored enemy.
  Fleet of Foot
  Fleet of Foot
  Beginning at 8th level, you can use the Dash action as a
  bonus action on your turn.
  Hide in Plain Sight
  Starting at 10th level, you can remain perfectly still for long
  periods of time to set up ambushes. When you attempt to
  hide on your turn, you can opt to not move on that turn. If you
  avoid moving, creatures that attempt to detect you take a −10
  penalty to their Wisdom (Perception) checks until the start of
  your next turn. You lose this benefit if you move or fall prone,
  either voluntarily or because of some external effect. You are
  still automatically detected if any effect or action causes you
  to no longer be hidden.
  If you are still hidden on your next turn, you can continue
  to remain motionless and gain this benefit until you are
  detected.
  Vanish
  Starting at 14th level, you can use the Hide action as a bonus
  action on your turn. Also, you can’t be tracked by nonmagical
  means, unless you choose to leave a trail.
  Feral Senses
  At 18th level, you gain preternatural senses that help you fight
  creatures you can’t see. When you attack a creature you can’t
  see, your inability to see it doesn’t impose disadvantage on
  your attack rolls against it.
  You are also aware of the location of any invisible creature
  within 30 feet of you, provided that the creature isn’t hidden
  from you and you aren’t blinded or deafened.
  Foe Slayer
  At 20th level, you become an unparalleled hunter. Once on
  each of your turns, you can add your Wisdom modifier to the
  attack roll or the damage roll of an attack you make. You can
  choose to use this feature before or after the roll, but before
  any effects of the roll are applied.
  Ranger Conclaves
  Across the wilds, rangers come together to form conclaves—
  loose associations whose members share a similar outlook
  on how best to protect nature from those who would despoil
  it.
  Beast Conclave
  Many rangers are more at home in the wilds than in
  civilization, to the point where animals consider them kin.
  Rangers of the Beast Conclave develop a close bond with a
  beast, then further strengthen that bond through the use of
  magic.
  Animal Companion
  At 3rd level, you learn to use your magic to create a powerful
  bond with a creature of the natural world.
  28
  CLASSES | REVISED RANGER
  
  Keeping Track of Proficiency
  When you gain your animal companion at 3rd level, its
  proficiency bonus matches yours at +2. As you gain levels and
  increase your proficiency bonus, remember that your
  companion’s proficiency bonus improves as well, and is
  applied to the following areas: Armor Class, skills, saving
  throws, attack bonus, and damage rolls.
  Why No Multiattack?
  Multiattack is a useful design tool that keeps monsters simple
  for the DM. It provides a boost in offense, but that boost is
  meant to make a beast threatening for one battle—a notion
  that doesn’t mesh well with a beast intended to fight with the
  party, rather than against it. Project Multiattack across an
  entire adventure, and an animal companion runs the risk of
  outclassing the fighters and barbarians in the party.
  So in story terms, your animal companion has traded in
  some of its ferocity (in the form of Multiattack) for better
  awareness and the ability to fight more effectively in concert
  with you.
  Expanding Companion Options
  Depending on the nature of your campaign, the DM might
  choose to expand the options for your animal companion. As a
  rule of thumb, a beast can serve as an animal companion if it is
  Medium or smaller, has 15 or fewer hit points, and cannot deal
  more than 8 damage with a single attack. In general, that
  applies to creatures with a challenge rating of 1/4 or less, but
  there are exceptions.
  With 8 hours of work and the expenditure of 50 gp worth of
  rare herbs and fine food, you call forth an animal from the
  wilderness to serve as your faithful companion. You normally
  select you companion from among the following animals: an
  ape, a black bear, a boar, a giant badger, a giant weasel, a
  mule, a panther, or a wolf. However, your DM might pick one
  of these animals for you, based on the surrounding terrain
  and on what types of creatures would logically be present in
  the area.
  At the end of the 8 hours, your animal companion appears
  and gains all the benefits of your Companion’s Bond ability.
  You can have only one animal companion at a time.
  If your animal companion is ever slain, the magical bond
  you share allows you to return it to life. With 8 hours of work
  and the expenditure of 25 gp worth of rare herbs and fine
  food, you call forth your companion’s spirit and use your
  magic to create a new body for it. You can return an animal
  companion to life in this manner even if you do not possess
  any part of its body.
  If you use this ability to return a former animal companion
  to life while you have a current animal companion, your
  current companion leaves you and is replaced by the restored
  companion.
  Companion’s Bond
  Your animal companion gains a variety of benefits while it is
  linked to you.
  The animal companion loses its multiattack action, if it has
  one.
  The companion obeys your commands as best it can. It
  rolls for initiative like any other creature, but you determine
  its actions, decisions, attitudes, and so on. If you are
  incapacitated or absent, your companion acts on its own.
  When using your Natural Explorer feature, you and your
  animal companion can both move stealthily at a normal pace.
  Your animal companion has abilities and game statistics
  determined in part by your level. Your companion uses your
  proficiency bonus rather than its own. In addition to the areas
  where it normally uses its proficiency bonus, an animal
  companion also adds its proficiency bonus to its AC and to its
  damage rolls.
  Your animal companion gains proficiency in two skills of
  your choice. It also becomes proficient with all saving throws.
  For each level you gain after 3rd, your animal companion
  gains an additional hit die and increases its hit points
  accordingly.
  Whenever you gain the Ability Score Improvement class
  feature, your companion’s abilities also improve. Your
  companion can increase one ability score of your choice by 2,
  or it can increase two ability scores of your choice by 1. As
  normal, your companion can’t increase an ability score above
  20 using this feature unless its description specifies
  otherwise.
  Your companion shares your alignment, and has a
  personality trait and a flaw that you can roll for or select from
  the tables below. Your companion shares your ideal, and its
  bond is always, “The ranger who travels with me is a beloved
  companion for whom I would gladly give my life.”
  29
  CLASSES | REVISED RANGER
  
  Your animal companion gains the benefits of your Favored
  Enemy feature, and of your Greater Favored Enemy feature
  when you gain that feature at 6th level. It uses the favored
  enemies you selected for those features.
  d6 Trait
  1 I’m dauntless in the face of adversity.
  2 Threaten my friends, threaten me.
  3 I stay on alert so others can rest.
  4 People see an animal and underestimate me. I use that
  to my advantage.
  5 I have a knack for showing up in the nick of time.
  6 I put my friends’ needs before my own in all things.
  d6 Flaw
  1 If there’s food left unattended, I’ll eat it.
  2 I growl at strangers, and all people except my ranger are
  strangers to me.
  3 Any time is a good time for a belly rub.
  4 I’m deathly afraid of water.
  5 My idea of hello is a flurry of licks to the face.
  6 I jump on creatures to tell them how much I love them.
  Coordinated Attack
  Beginning at 5th level, you and your animal companion form
  a more potent fighting team. When you use the Attack action
  on your turn, if your companion can see you, it can use its
  reaction to make a melee attack.
  Beast’s Defense
  At 7th level, while your companion can see you, it has
  advantage on all saving throws.
  Storm of Claws and Fangs
  At 11th level, your companion can use its action to make a
  melee attack against each creature of its choice within 5 feet
  of it, with a separate attack roll for each target.
  Superior Beast’s Defense
  At 15th level, whenever an attacker that your companion can
  see hits it with an attack, it can use its reaction to halve the
  attack’s damage against it.
  Hunter Conclave
  Some rangers seek to master weapons to better protect
  civilization from the terrors of the wilderness. Members of
  the Hunter Conclave learn specialized fighting techniques for
  use against the most dire threats, from rampaging ogres and
  hordes of orcs to towering giants and terrifying dragons.
  Hunter’s Prey
  At 3rd level, you gain one of the following features of your
  choice.
  Colossus Slayer. Your tenacity can wear down the most
  potent foes. When you hit a creature with a weapon attack,
  the creature takes an extra 1d8 damage if it’s below its hit
  point maximum. You can deal this extra damage only once
  per turn.
  Giant Killer. When a Large or larger creature within 5 feet
  of you hits or misses you with an attack, you can use your
  reaction to attack that creature immediately after its attack,
  provided that you can see the creature.
  Horde Breaker. Once on each of your turns when you
  make a weapon attack, you can make another attack with the
  same weapon against a different creature that is within 5 feet
  of the original target and within range of your weapon.
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  Defensive Tactics
  At 7th level, you gain one of the following features of your
  choice.
  Escape the Horde. Opportunity attacks against you are
  made with disadvantage.
  Multiattack Defense. When a creature hits you with an
  attack, you gain a +4 bonus to AC against all subsequent
  attacks made by that creature for the rest of the turn.
  Steel Will. You have advantage on saving throws against
  being frightened.
  Multiattack
  At 11th level, you gain one of the following features of your
  choice.
  Volley. You can use your action to make a ranged attack
  against any number of creatures within 10 feet of a point you
  can see within your weapon’s range. You must have
  ammunition for each target, as normal, and you make a
  separate attack roll for each target.
  Whirlwind Attack. You can use your action to make melee
  attacks against any number of creatures within 5 feet of you,
  with a separate attack roll for each target.
  30
  CLASSES | REVISED RANGER
  
  Superior Hunter’s Defense
  At 15th level, you gain one of the following features of your
  choice.
  Evasion. When you are subjected to an effect, such as a
  red dragon’s fiery breath or a lightning bolt spell, that allows
  you to make a Dexterity saving throw to take only half
  damage, you instead take no damage if you succeed on a
  saving throw, and only half damage if you fail.
  Stand Against the Tide. When a hostile creature misses
  you with a melee attack, you can use your reaction to force
  that creature to repeat the same attack against another
  creature (other than itself) of your choice.
  Uncanny Dodge. When an attacker that you can see hits
  you with an attack, you can use your reaction to halve the
  attack’s damage against you.
  Deep Stalker Conclave
  Most folk descend into the depths of the Underdark only
  under the most pressing conditions, undertaking some
  desperate quest or following the promise of vast riches. All
  too often, evil festers beneath the earth unnoticed, and
  rangers of the Deep Stalker Conclave strive to uncover and
  defeat such threats before they can reach the surface.
  Underdark Scout
  At 3rd level, you master the art of the ambush. On your first
  turn during combat, you gain a +10 bonus to your speed, and
  if you use the Attack action, you can make one additional
  attack.
  You are also adept at evading creatures that rely on
  darkvision. Such creatures gain no benefit when attempting
  to detect you in dark and dim conditions. Additionally, when
  the DM determines if you can hide from a creature, that
  creature gains no benefit from its darkvision.
  Deep Stalker Magic
  At 3rd level, you gain darkvision out to a range of 90 feet. If
  you already have darkvision, you increase its range by 30 feet.
  You also gain access to additional spells at 3rd, 5th, 9th,
  13th, and 15th level. Once you gain a deep stalker spell, it
  counts as a ranger spell for you but doesn’t count against the
  number of ranger spells you know.
  Deep Stalker Spells
  Ranger Level
  Spells
  3rd
  disguise self
  5th
  rope trick
  9th
  glyph of warding
  13th
  greater invisibility
  17th
  seeming
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  Iron Mind
  At 7th level, you gain proficiency in Wisdom saving throws.
  Stalker’s Flurry
  Starting at 11th level, once on each of your turns when you
  miss with an attack, you can make another attack.
  Stalker’s Dodge
  At 15th level, whenever a creature attacks you and does not
  have advantage, you can use your reaction to impose
  disadvantage on the creature’s attack roll against you. You
  can use this feature before or after the attack roll is made, but
  it must be used before the outcome of the roll is determined.
  31
  CLASSES | REVISED RANGER
  
  Spell-less Ranger Variant
  Spell-less Ranger
  Level
  Proficiency Bonus
  Features
  Maneuvers
  1st
  +2
  Favored Enemy, Natural Explorer
  —
  2nd
  +2
  Combat Superiority, Fighting Style
  2
  3rd
  +2
  Poultices, Ranger Archetype
  2
  4th
  +2
  Ability Score Improvement
  2
  5th
  +3
  Extra Attack
  3
  6th
  +3
  Favored Enemy and Natural Explorer Improvements
  3
  7th
  +3
  Ranger Archetype Feature
  3
  8th
  +3
  Ability Score Improvement, Land's Stride
  3
  9th
  +4
  Natural Antivenom
  4
  10th
  +4
  Natural Explorer Improvement, Hide in Plain Sight
  4
  11th
  +4
  Ranger Archetype Feature
  4
  12th
  +4
  Ability Score Improvement
  4
  13th
  +5
  Call Natural Allies
  5
  14th
  +5
  Favored Enemy Improvement, Vanish
  5
  15th
  +5
  Ranger Archetype Feature
  5
  16th
  +5
  Ability Score Improvement
  5
  17th
  +6
  Relentless
  6
  18th
  +6
  Feral Senses
  6
  19th
  +6
  Ability Score Improvement
  6
  20th
  +6
  Foe Slayer
  6
  Class Features
  As a Spell-less Ranger, you gain the following class features
  Hit Points
  Hit Dice: 1d10 per spell-less ranger level
  Hit Points at 1st Level: 10 + your Constitution modifier
  Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
  modifier per spell-less ranger level after 1st
  Proficiencies
  Armor: Light armor, medium armor, shields
  Weapons: Simple weapons,martial weapons
  Tools: None
  Saving Throws: Strength, Dexterity
  Skills: Choose three from Animal Handling, Athletics,
  Insight, Investigation, Nature, Perception, Stealth, and
  Survival
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) scale mail or (b) leather armor
  (a) two shortswords or(b) two simple melee weapons
  (a) two shortswords or(b) two simple melee weapons
  (a) a dungeoneer's pack or (b) an explorer's pack
  A longbow and a quiver of 20 Arrows
  Favored Enemy
  Beginning at 1st level, you have significant experience
  studying, tracking, hunting, and even talking to a certain type
  of enemy.
  Choose a type of favored enemy: aberrations, beasts,
  celestials, constructs, dragons, elementals, fey, fiends, giants,
  monstrosities, oozes, plants, or undead. Alternatively, you can
  select two races of humanoid (such as gnolls and orcs) as
  favored enemies.
  You have advantage on Wisdom (Survival) checks to track
  your favored enemies, as well as on Intelligence checks to
  recall information about them.
  When you gain this feature, you also learn one language of
  your choice that is spoken by your favored enemies, if they
  speak one at all.
  You choose one additional favored enemy, as well as an
  associated language, at 6th and 14th level. As you gain levels,
  your choices should reflect the types of monsters you have
  encountered on your adventures.
  32
  CLASSES | SPELL-LESS RANGER
  
  Natural Explorer
  You are particularly familiar with one type of natural
  environment and are adept at traveling and surviving in such
  regions. Choose one type of favored terrain: arctic, coast,
  desert, forest, grassland, mountain, swamp, or the
  Underdark. When you make an Intelligence or Wisdom check
  related to your favored terrain, your proficiency bonus is
  doubled if you are using a skill that you're proficient in.
  While traveling for an hour or more in your favored terrain,
  you gain the following benefits:
  Difficult terrain doesn't slow your group's travel.
  Your group can't become lost except by magical means.
  Even when you are engaged in another activity while
  traveling (such as foraging, navigating, or tracking), you
  remain alert to danger.
  If you are traveling alone, you can move stealthily at a
  normal pace.
  When you forage, you find twice as much food as you
  normally would.
  While tracking other creatures, you also learn their exact
  number, their sizes, and how long ago they passed through
  the area.
  You choose additional favored terrain types at 6th and 10th
  level.
  Combat Superiority
  At 2nd level, you learn maneuvers that are fueled by special
  dice called superiority dice.
  Maneuvers. You learn two maneuvers of your choice,
  which are chosen from the list of maneuvers available to
  fighters with the Battle Master archetype. Many maneuvers
  enhance an attack in some way. You can use only one
  maneuver per attack.
  You learn one additional maneuver of your choice at 5th,
  9th, 13th, and 17th levels. Each time you learn a new
  maneuver, you can also replace one maneuver you know with
  a different one.
  Superiority Dice. You have four superiority dice, which
  are d8s. A superiority die is expended when you use it. You
  regain all of your expended superiority dice when you finish a
  short or long rest.
  You gain another superiority die at 9th level and one more
  at 17th level.
  Saving Throws. Some of your maneuvers require your
  target to make a saving throw to resist the maneuver’s effects.
  The saving throw DC is calculated as follows:
  Maneuver save DC = 8 + your proficiency bonus + your
  Strength or Dexterity modifier (your choice).
  Fighting Style
  At 2nd level, you adopt a particular style of fighting as your
  specialty. Choose one of the following options. You can't take
  a Fighting Style option more than once, even if you later get
  to choose again.
  Archery
  You gain a +2 bonus to attack rolls you make with ranged
  weapons
  Defense
  While you are wearing armor, you gain a +1 bonus to AC.
  Dueling
  When you are wielding a melee weapon in one hand and no
  other weapons, you gain a +2 bonus to damage rolls with that
  weapon.
  Two-Weapon Fighting
  When you engage in two-weapon fighting, you can add your
  ability modifier to the damage of the second attack.
  Poultices
  At 3rd level, you can create special herbal poultices that have
  healing power comparable to some potions. You can spend 1
  hour gathering herbs and preparing herbal poultices using
  treated bandages to create a number of such poultices equal
  to your Wisdom modifier (minimum 1). You can carry a
  number of poultices at one time equal to your Wisdom
  modifier (minimum 1). The poultices you create cannot be
  applied by anyone but you. After 24 hours, any poultices that
  you have not used lose their potency.
  If you spend 1 minute applying one of your poultices to a
  wounded humanoid creature, thereby expending its use, that
  creature regains 1d6 hit points for every two ranger levels
  you have (rounded up).
  Ranger Archetype
  At 3rd level, you choose an archetype that you strive to
  emulate: Hunter or Beast Master, both detailed at the end of
  the c1ass description. Your choice grants you features at 3rd
  level and again at 7th, 11th, and 15th level.
  33
  CLASSES | SPELL-LESS RANGER
  
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, and
  19th level, you can increase one ability score of your choice
  by 2, or you can increase two ability scores of your choice by
  1. As normal, you can't increase an ability score above 20
  using this feature.
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  Land's Stride
  Starting at 8th level, moving through nonmagical difficult
  terrain costs you no extra movement. You can also pass
  through nonmagical plants without being slowed by them and
  without taking damage from them if they have thorns, spines,
  or a similar hazard. In addition, you have advantage on saving
  throws against plants that are magically created or
  manipulated to impede movement, such those created by the
  entangle spell.
  Natural Antivenom
  Starting at 9th level, you have advantage on saving throws
  against poison and have resistance to poison damage.
  Additionally, you can use one of your poultices to cure one
  poison effect on the creature you are applying it to, in
  addition to restoring hit points.
  Hide in Plain Sight
  Starting at 10th level, you can spend 1 minute creating
  camouflage for yourself. You must have access to fresh mud,
  dirt, plants, soot, and other naturally occurring materials with
  which to create your camouflage.
  Once you are camouflaged in this way, you can try to hide
  by pressing yourself up against a solid surface, such as a tree
  or wall, that is at least as tall and wide as you are. You gain a
  +10 bonus to Dexterity (Stealth) checks as long as you
  remain there without moving or taking actions. Once you
  move or take an action or a reaction, you must camouflage
  yourself again to gain this benefit.
  Call Natural Allies
  Starting at 13th level, when you are in an area of your favored
  terrain, you can call natural creatures from that terrain to
  fight on your behalf, using your attunement to the natural
  world to convince them to aid you. The DM chooses beasts
  appropriate to the terrain to come to your aid from among
  those that could hear you and that are within 1 mile of you, in
  one of the following groups:
  One beast of challenge rating 2 or lower
  Two beasts of challenge rating 1 or lower
  Four beasts of challenge rating 1/2 or lower
  Eight beasts of challenge rating 1/4 or lower
  These beasts approach you from their current location, and
  will fight alongside you, attacking any creatures that are
  hostile to you. They are friendly to you and your comrades,
  and you roll initiative for the called creatures as a group,
  which takes its own turns. The DM has the creatures’
  statistics.
  After 1 hour, these beasts return to their previous location.
  Once you use this feature, you cannot use it again in the same
  general area for 24 hours, since the same animals will not
  repeatedly heed your call.
  Vanish
  Starting at 14th level, you can use the Hide action as a bonus
  action on your turn. Also, you can't be tracked by nonmagical
  means, unless you choose to leave a trail.
  Relentless
  Starting at 17th level, when you roll initiative and have no
  superiority dice remaining, you regain 1 superiority die.
  Feral Senses
  At 18th level, you gain preternatural senses that help you fight
  creatures you can't see. When you attack a creature you can't
  see, your inability to see it doesn't impose disadvantage on
  your attack rolls against it. You are also aware of the location
  of any invisible creature within 30 feet of you, provided that
  the creature isn't hidden from you and you aren't blinded or
  deafened.
  Foe Slayer
  At 20th level, you become an unparalleled hunter of your
  enemies. Once on each of your turns, you can add your
  Wisdom modifier to the attack roll or the damage roll of an
  attack you make against one of your favored enemies. You
  can choose to use this feature before or after the roll, but
  before any effects of the roll are applied.
  Ranger Archetypes
  The Ideal of the Ranger has two classic expressions: the
  Hunter and the Beast Master
  Hunter
  Emulating the Hunter archetype means accepting your place
  as a bulwark between civilization and the terrors of the
  wilderness. As you walk the Hunter's path, you learn
  specialized techniques for fighting the threats you face, from
  rampaging ogres and hordes of ores to towering giants and
  terrifying dragons.
  Hunter's Prey
  At 3rd level, you gain one of the following features of your
  choice.
  Colossus Slayer. Your tenacity can wear down the most
  potent foes. When you hit a creature with a weapon attack,
  the creature takes an extra ld8 damage if it's below its hit
  point maximum. You can deal this extra damageonly once per
  turn.
  34
  CLASSES | SPELL-LESS RANGER
  
  Giant Killer. When a Large or larger creature within 5 feet of
  you hits or misses you with an attack, you can use your
  reaction to attack that creature immediately after its attack,
  provided that you can see the creature.
  Horde Breaker. Once on each of your turns when you
  make a weapon attack, you can make another attack with the
  same weapon against a different creature that is within 5 feet
  of the original target and within range of your weapon.
  Defensive Tactics
  At 7th level, you gain one of the following features of your
  choice.
  Escape the Horde. Opportunity attacks against you are
  made with disadvantage.
  Multiattack Defense. When a creature hits you with an
  attack, you gain a +4 bonus to AC against all subsequent
  attacks made by that creature for the rest of the turn.
  Steel Will. You have advantage on saving throws against
  being frightened.
  Multiattack
  At 11th level, you gain one of the following features of your
  choice.
  Volley. You can use your action to make a ranged attack
  against any number of creatures within 10 feet of a point you
  can see within your weapon's range. You must have
  ammunition for each target, as normal, and you make a
  separate attack roll for each target.
  Whirlwind Attack. You can use your action to make a
  melee attack against any number of creatures within 5 feet of
  you, with a separate attack roIl for each target.
  Superior Hunter's Defense
  At 15th level, you gain one of the following features of your
  choice.
  Evasion. You can nimbly dodge out of the way of certain
  area effects, such as a red dragon's fiery breath or a lightning
  bolt spell. When you are subjected to an effect that allows you
  to make a Dexterity saving throw to take only half damage,
  you instead take no damage if you succeed on the saving
  throw, and only half damage if you fail.
  Stand Against the Tide. When a hostile creature misses
  you with a melee attack, you can use your reaction to force
  that creature to repeat the same attack against another
  creature (other than itself) of your choice.
  Uncanny Dodge. When an attacker that you can see hits
  you with an attack, you can use your reaction to halve the
  attack's damage against you.
  Beast Master
  The Beast Master archetype embodies a friendship between
  the civilized races and the beasts of the world. United in
  focus, beast and ranger work as one to fight the monstrous
  foes that threaten civilization and the wilderness alike.
  Emulating the Beast Master archetype means committing
  yourself to this ideal, working in partnership with all animal
  as its companion and friend.
  Ranger's Companion
  At 3rd levei, you gain a beast companion that accompanies
  you on your adventures and is trained to fight alongside you.
  Choose a beast that is no larger than Medium and that has a
  chaIlenge rating of 1/4 or lower (appendix D presents
  statistics for the hawk, mastiff, and panther as examples). Add
  your 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. Its hit point maximum equals its normal
  maximum or four times your ranger level, whichever is higher.
  Like any creature, the beast can spend Hit Dice during a
  short rest.
  The beast obeys your commands as best as it can. It takes
  its turn on your initiative, though it doesn't take an action
  unless you command it to. On your turn, you can verbally
  command the beast where to move (no action required by
  you). You can use your action to verbally command it to take
  the Attack, Dash, Disengage, Dodge, or Help action. Once you
  have the Extra Attack feature, you can make one weapon
  attack yourself when you command the beast to take the
  Attack action.
  If you are incapacitated or absent, the beast acts on its
  own, focusing on protecting you and itself. It never requires
  your command to use its reaction, such as when making an
  opportunity attack.
  While traveling through your favored terrain with only the
  beast, you can move stealthily at a normal pace.
  lf the beast dies, you can obtain another one by spending 8
  hours magicaIly bonding with another beast that isn't hostile
  to you and that meets the requirements.
  Exceptional Training
  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.
  Bestial Fury
  When you command the beast to take the Attack action, the
  beast can attack twice or take the Multiattack action if it has
  that action.
  Beastly Coordination
  Beginning at 15th level, when an attacker that you can see
  hits your beast companion with an attack, you can call out a
  warning. If your beast companion can hear you, it can use its
  reaction to halve the attack’s damage against it.
  35
  CLASSES | SPELL-LESS RANGER
  
  Part 3: Sub-classes
  Barbarian Paths
  At 3rd level, a barbarian gains the Primal Path feature. Here
  are three new options for that feature: the Path of the
  Ancestral Guardian, the Path of the Storm Herald, and the
  Path of the Zealot.
  Path of the Ancestral Guardian
  Some barbarians hail from cultures that revere their
  ancestors. These tribes teach that the warriors of the past
  linger on in the world as mighty spirits who can guide and
  protect the living. When barbarians who follow this path rage,
  they cross the barrier into the spirit world and call on these
  guardian spirits for aid.
  Barbarians who draw on their ancestral guardians fight to
  protect their tribes and their allies. With the spirits’ help, they
  can hinder their foes even as they strike powerful blows
  against them.
  In order to cement ties to their ancestral guardians,
  barbarians who follow this path cover themselves in
  elaborate tattoos that celebrate their ancestors’ deeds. These
  tattoos tell epic sagas of victories against terrible monsters
  and other fearsome rivals.
  Ancestral Protectors
  Starting when you choose this path at 3rd level, spectral
  warriors appear when you rage. These warriors distract a foe
  you designate and hinder its attempts to evade you. While
  you’re raging, you can use a bonus action on your turn to
  choose one creature you can see within 5 feet of you. Until
  the start of your next turn or until your rage ends, the chosen
  creature has disadvantage on any attack roll that doesn’t
  target you, and if the creature takes the Disengage action
  within 5 feet of you, its speed is halved until the end of its
  turn.
  Ancestral Shield
  Beginning at 6th level, the guardian spirits that aid you can
  provide protection for your allies. If you are raging and an ally
  you can see within 30 feet of you takes bludgeoning, piercing,
  or slashing damage, you can use your reaction to transfer
  your resistance to those damage types to the ally. The
  resistance applies to the incoming damage. Until the start of
  your next turn, the ally keeps the resistance and you lack it,
  unless you also have it from a source other than Rage.
  Consult the Spirits
  At 10th level, you gain the ability to consult with your
  ancestral spirits. Right before you make an Intelligence or a
  Wisdom check, you can give yourself advantage on the check.
  You can use this feature three times, and you regain
  expended uses when you finish a long rest.
  Vengeful Ancestors
  At 14th level, your ancestral spirits grow powerful enough to
  strike your foes. When you or an ally you can see within 30
  feet of you is damaged by a melee attack while you’re raging,
  you can use your reaction to cause the attacker to take 2d8
  force damage from the spirits.
  36
  SUB-CLASSES | BARBARIAN PATHS
  
  Path of the Storm Herald
  Typical barbarians harbor a fury that dwells within. Their
  rage grants them superior strength, durability, and speed.
  Barbarians who follow the Path of the Storm Herald learn
  instead to transform their rage into a mantle of primal magic
  that swirls around them. When in a fury, a barbarian of this
  path taps into nature to create powerful, magical effects.
  Storm heralds are typically elite champions who train
  alongside druids, rangers, and others sworn to protect the
  natural realm. Other storm heralds hone their craft in elite
  lodges founded in regions wracked by storms, in the frozen
  reaches at the world’s end, or deep in the hottest deserts.
  Storm of Fury
  When you select this path at 3rd level, choose one of the
  following options: desert, sea, or tundra. The environment
  you choose shapes the nature of the storm you conjure when
  you rage.
  While raging, you emanate an aura in a 10-foot radius. The
  effects of this aura depend on your chosen environment.
  Desert. Any enemy that ends its turn in your aura takes fire
  damage equal to 2 + your barbarian level divided by 4.
  Sea. At the end of each of your turns, you can choose a
  creature in your aura, other than yourself. The target must
  make a Dexterity saving throw against a DC equal to 8 + your
  proficiency bonus + your Constitution modifier. The target
  takes 2d6 lightning damage on a failed save, and half as
  much damage on a successful one. This damage increases to
  3d6 at 10th level and to 4d6 at 15th level.
  Tundra. Any enemy that ends its turn in your aura takes
  cold damage equal to 2 + your barbarian level divided by 4.
  Storm Soul
  At 6th level, your link to the power of the storm grants you
  additional abilities based on the environment you chose at
  3rd level.
  Desert. You gain resistance to fire damage and don’t suffer
  the effects of extreme heat.
  Sea. You gain resistance to lightning damage and can
  breathe underwater.
  Tundra. You gain resistance to cold damage and don’t
  suffer the effects of extreme cold.
  Shield of the Storm
  At 10th level, you learn to use your mastery of the storm to
  protect your allies. While you are raging, allies within your
  aura gain the benefits of your Storm Soul feature.
  Raging Storm
  At 14th level, the power of the storm you channel grows
  mightier.
  Desert. The ground around you becomes like shifting sand.
  Any enemy that attempts to move more than 5 feet per turn
  on the ground while in your aura must make a Strength
  saving throw (DC 8 + your proficiency bonus + your
  Constitution modifier). On a failed save, the creature’s speed
  drops to 0 until the start of its next turn.
  Sea. Roaring winds tear through the area around you. Any
  creature in your aura that you hit with an attack must make a
  Strength saving throw (DC 8 + your proficiency bonus + your
  Strength modifier) or be knocked prone.
  Tundra. The air around you coldly slows your foes. The
  area within your aura is difficult terrain for your enemies.
  Path of the Zealot
  Some deities inspire their followers to pitch themselves into
  a ferocious battle fury. These barbarians are zealots—
  warriors who channel their rage into powerful displays of
  divine power.
  A variety of gods across the worlds of D&D inspire their
  followers to embrace this path. Tempus from the Forgotten
  Realms and Hextor and Erythnul of Greyhawk are all prime
  examples. In general, the gods who inspire zealots are deities
  of combat, destruction, and violence. Not all are evil, but few
  are good.
  Divine Fury
  Starting when you choose this path at 3rd level, you can
  channel divine fury when you start to rage. If you do so, you
  become cloaked in an aura of divine power until the rage
  ends. At the end of each of your turns for that duration, each
  creature within 5 feet of you takes damage equal to 1d6 + half
  your barbarian level. The damage is necrotic or radiant; you
  choose the type of damage when you gain this feature.
  Warrior of the Gods
  At 3rd level, your soul is marked for endless battle. If a spell
  would have the sole effect of restoring you to life (but not
  undeath), the caster does not need material components to
  cast the spell on you.
  Zealous Focus
  At 6th level, the divine power that fuels your rage can shield
  you from harm. If you fail a saving throw while raging, you
  can instead succeed on that saving throw as a reaction.
  However, doing so immediately ends your rage, and you can’t
  rage again until you finish a short or long rest.
  Zealous Presence
  At 10th level, you learn to channel divine power to inspire
  zealotry in others. As an action, you howl in fury and unleash
  a battle cry infused with divine energy. Every ally within 60
  feet of you gains advantage on attack rolls and saving throws
  until the start of your next turn.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Rage Beyond Death
  Beginning at 14th level, the divine power that fuels your rage
  allows you to shrug off fatal blows. While raging, having 0 hit
  points doesn’t knock you unconscious. You still must make
  death saving throws, and you suffer the normal effects of
  taking damage while at 0 hit points. However, if you would die
  due to failing death saving throws, you don’t die until your
  rage ends.
  37
  SUB-CLASSES | BARBARIAN PATHS
  
  Bard Colleges
  At 3rd level, a bard gains the Bard College feature. Here are
  new options for that feature: the College of Glamour, the
  College of Satire, the College of Swords and the College of
  Whispers.
  College of Glamour
  The College of Glamour is open to those bards who mastered
  their craft in the vibrant, deadly realm of the Feywild. Tutored
  by satyrs, eladrin, and other fey, these bards learn to use their
  magic to delight and captivate others.
  The bards of this college are regarded with a mixture of
  awe and fear. Their performances are the stuff of legend. The
  bards of this college are so eloquent that a speech or song
  that one of them performs can cause captors to release the
  bard unharmed and can lull a furious dragon into
  complacency. The same magic that allows them to quell
  beasts can also bend minds. Villainous bards of this college
  can leech off a community for weeks, abusing their magic to
  turn their hosts into thralls.
  Mantle of Inspiration
  When you join the College of Glamour at 3rd level, you gain
  the ability to weave a song of fey magic that enthralls your
  allies with vigor and speed.
  As a bonus action, you can expend a use of Bardic
  Inspiration to grant yourself a wondrous, otherworldly
  appearance. When you do so, choose a number of allies you
  can see and who can see you within 60 feet of you, up to a
  number of them equal to your Charisma modifier (minimum
  of one). Each target gains 2d6 temporary hit points. When a
  target gains these temporary hit points, it can also use its
  reaction to move up to its speed toward you, without
  provoking opportunity attacks. It must take the shortest,
  safest path to you.
  The number of temporary hit points increases when you
  reach certain levels in this class, increasing to 2d8 at 5th
  level, 2d10 at 10th level, and 2d12 at 15th level.
  Enthralling Performance
  Starting at 3rd level, you can charge your performance with
  seductive fey magic. If you perform for at least 10 minutes,
  you can attempt to inspire wonder in your audience by
  singing, reciting a poem, or dancing. At the end of the
  performance, choose a number of humanoids within 60 feet
  of you who watched and listened to all of it, up to a number of
  them equal to your Charisma modifier (minimum of one).
  Each target must succeed on a Wisdom saving throw against
  your spell save DC or be charmed by you. While charmed in
  this way, the target idolizes you, it speaks glowingly of you to
  anyone who speaks to it, and it hinders anyone who opposes
  you, avoiding violence unless it was already inclined to fight
  on your behalf. This effect ends on a target after 1 hour, if it
  takes any damage, if you attack it, or if it witnesses you
  attacking or damaging any of its allies.
  If a target succeeds on its save against this effect, the target
  has no hint that you tried to charm it.
  Once you use this feature, you can’t use it again until you
  finish a short or long rest.
  Mantle of Majesty
  At 6th level, you gain the ability to cloak yourself in a fey
  magic that makes others want to serve you. As a bonus
  action, you take on an appearance of unearthly beauty for 1
  minute. During this time, you can cast command as a bonus
  action on each of your turns, without using a spell slot. This
  effect lasts for 1 minute, and any creature charmed by you
  automatically fails its saving throw against the spell.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Unbreakable Majesty
  At 14th level, you gain an otherworldly aspect to your
  appearance that makes you look more fierce and lovely.
  In addition, through this feature, you can cast sanctuary on
  yourself. If a creature fails its saving throw against the spell,
  you also gain advantage on all Charisma checks against the
  creature for 1 minute, and it has disadvantage on any saving
  throw it makes against your spells on your next turn.
  Once you cast sanctuary using this feature, you can’t do so
  again until you finish a short or long rest.
  38
  SUB-CLASSES | BARD COLLEGES
  
  College of Satire
  Bards of the College of Satire are called jesters. They use
  lowbrow stories, daring acrobatics, and cutting jokes to
  entertain audiences, ranging from the crowds in a rundown
  dockside pub to the nobles of a king’s royal court. Where
  other bards seek forgotten lore or tales of epic bravery, jesters
  ferret out embarrassing and hilarious stories of all kinds.
  Whether telling the ribald tale of a brawny stable hand’s affair
  with an aged duchess or a mocking satire of a paladin of
  Helm’s cloying innocence, a jester never lets taste, social
  decorum, or shame get in the way of a good laugh.
  While jesters are masters of puns, jokes, and verbal barbs,
  they are much more than just comic relief. They are expected
  to mock and provoke, taking advantage of how even the most
  powerful folk are expected by tradition to endure a jester’s
  barbs with good humor. This expectation allows a jester to
  serve as a critic or a voice of reason when others are too
  intimidated to speak the truth.
  For the duchess with a taste for strapping young laborers,
  such tales might serve to warn the targets of her affections
  and force her to change her ways for lack of willing partners.
  Striking back at the jester only ruins her already damaged
  reputation, and might provide the best evidence that the
  jester’s satires have hit their mark. But if she is kind and
  generous to her conquests, the jokes and stories cast her as a
  kind of folk hero, while drawing even more potential partners
  to her.
  Jesters are loyal to only one cause: the pursuit and
  propagation of the truth. They use their comedy and
  innocuous appearance to break down social barriers and
  expose corruption, incompetence, and stupidity among the
  rich and powerful. Whether revealing a con artist’s treachery
  or exposing a baron’s plans for war as driven by greed and
  bloodlust, a jester serves as the conscience of a realm.
  Jesters adventure to safeguard the common folk and to
  undermine the plans of the rich, powerful, and arrogant.
  Their magic bolsters allies’ spirits while casting doubt into
  foes’ minds. Among bards, jesters are unmatched acrobats,
  and their ability to tumble, dodge, leap, and climb makes
  them slippery opponents in battle.
  Bonus Proficiencies
  When you join the College of Satire at 3rd level, you gain
  proficiency with thieves’ tools. You also gain proficiency in
  Sleight of Hand and one additional skill of your choice. If you
  are already proficient with thieves’ tools or in Sleight of Hand,
  choose another skill proficiency for each proficiency you
  already have.
  Tumbling Fool
  At 3rd level, you master a variety of acrobatic techniques that
  allow you to evade danger. As a bonus action, you can tumble.
  When you tumble, you gain the following benefits for the rest
  of your turn:
  You gain the benefits of taking the Dash and Disengage
  actions.
  You gain a climbing speed equal to your current speed.
  You take half damage from falling.
  Fool’s Insight
  At 6th level, your ability to gather stories and lore gains a
  supernatural edge. You can cast detect thoughts up to a
  number of times equal to your Charisma modifier. You regain
  any expended uses of this ability after completing a long rest.
  If a creature resists your attempt to probe deeper and
  succeeds at its saving throw against your detect thoughts, it
  immediately suffers an embarrassing social gaffe. It might
  loudly pass gas, unleash a thunderous burp, trip and fall, or
  be compelled to tell a tasteless joke.
  Fool’s Luck
  Jesters seem to have a knack for pulling themselves out of
  tight situations, transforming what looks like sure failure into
  an embarrassing but effective success.
  At 14th level, you can expend one use of Bardic Inspiration
  after you fail an ability check, fail a saving throw, or miss with
  an attack roll. Roll a Bardic Inspiration die and add the
  number rolled to your attack, saving throw, or ability check,
  using the new result in place of the failed one.
  If using this ability grants you a success on the attack,
  saving throw, or ability check, note the number you rolled on
  the Bardic Inspiration die. The DM can then apply that result
  as a penalty to an attack or check you make, and you cannot
  use this ability again until you suffer this drawback. When the
  DM invokes this penalty, describe an embarrassing gaffe or
  mistake you make as part of the affected die roll.
  39
  SUB-CLASSES | BARD COLLEGES
  
  College of Swords
  Bards of the College of Swords are called blades, and they
  entertain through daring feats of weapon prowess. Blades
  perform stunts such as sword swallowing, knife throwing and
  juggling, and mock combats. But though they use their
  weapons to entertain, they are also highly trained and skilled
  warriors in their own right.
  Their talent with weapons inspires many blades to lead
  double lives. One blade might use a circus troupe as cover for
  nefarious deeds such as assassination, robbery, and
  blackmail. Other blades strike at the wicked, bringing justice
  to bear against the cruel and powerful. Most troupes are
  happy to accept a blade’s talent for the excitement it adds to a
  performance, but few entertainers fully trust them.
  Blades who abandon lives as entertainers have often run into
  trouble that makes maintaining their secret activities
  impossible. A blade caught stealing or engaging in vigilante
  justice is too great a liability for most performer troupes.
  With their weapon skills as their greatest asset, these blades
  either take up work as enforcers for thieves’ guilds or strike
  out on their own as adventurers.
  Bonus Proficiencies
  When you join the College of Blades at 3rd level, you gain
  proficiency with medium armor and with scimitars.
  Fighting Style
  The College of Blades emphasizes mastery with weapons,
  granting you access to the two-weapon fighting option for the
  Fighting Style class feature.
  Two-Weapon Fighting. When you engage in two-weapon
  fighting, you can add your ability modifier to the damage of
  the second attack.
  Blade Flourish
  At 3rd level, you learn to conduct impressive displays of skill
  with your weapons. When you use the Attack action on your
  turn and attack with a dagger, longsword, rapier, scimitar, or
  shortsword, you can attempt one of the following flourishes.
  Defensive Flourish. You spin your weapon around you in
  swift circles, creating a hypnotic display. As a bonus action,
  you expend one use of Bardic Inspiration, rolling a Bardic
  Inspiration die and applying the number rolled as a bonus to
  your AC until the start of your next turn.
  Trick Shooter’s Flourish. This favorite trick of knife
  throwers allows you to expend one use of Bardic Inspiration
  as a bonus action. Roll a Bardic Inspiration die and apply the
  number rolled as a bonus to the next ranged attack roll you
  make with a dagger this turn. If the target of the attack is an
  unattended, inanimate object, the bonus equals double the
  die roll.
  Unnerving Flourish. Your deadly display of combat
  prowess unnerves your opponents, leaving them cowering in
  fear and at your mercy. Whenever you reduce a creature to 0
  hit points with a melee attack, you can use a bonus action to
  expend one use of Bardic Inspiration, and instead leave the
  creature at 1 hit point.
  The creature is frightened of you for a number of minutes
  equal to your Charisma modifier. It must also make a
  Charisma saving throw with a DC equal to your spellcasting
  DC + a bonus equal to the roll of your Bardic Inspiration die.
  If the creature fails this saving throw, it answers truthfully any
  questions you ask it and obeys your direct orders while it is
  frightened by this effect.
  Extra Attack
  Beginning at 6th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  Battle Magic
  At 14th level, you have mastered the art of weaving
  spellcasting and weapon use into a single harmonious act.
  When you use your action to cast a bard spell, you can make
  one weapon attack as a bonus action.
  40
  SUB-CLASSES | BARD COLLEGES
  
  College of Whispers
  Most folk are happy to welcome a bard into their midst.
  Bards of the College of Whispers use this to their advantage.
  They appear to be like any other bard, sharing news, singing
  songs, and telling tales to the audiences they gather. In truth,
  the College of Whispers teaches its students that they are
  wolves among sheep. These bards use their knowledge and
  magic to uncover secrets and turn them against others
  through extortion and threats.
  Many other bards hate the College of Whispers, viewing it
  as a parasite that uses the bards’ reputation to acquire wealth
  and power. For this reason, these bards rarely reveal their
  true nature unless they must. They typically claim to follow
  some other college, or keep their true nature secret in order
  to better infiltrate and exploit royal courts and other settings
  of power.
  Venomous Blades
  When you join the College of Whispers at 3rd level, you gain
  the ability to magically make your weapon attacks toxic for a
  moment.
  When you hit a creature with a weapon attack, you can
  expend one use of your Bardic Inspiration to deal an
  additional 2d6 poison damage to that target. You can do so
  only once per round on your turn.
  The additional damage increases when you reach certain
  levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th
  level, and 2d12 at 15th level.
  Venomous Words
  At 3rd level, you learn to infuse innocentseeming words with
  an insidious magic. A creature that hears you speak can
  become plunged into fear and paranoia.
  If you speak to a humanoid alone for at least 10 minutes,
  you can attempt to seed paranoia and fear into its mind. At
  the end of the conversation, the target must succeed on a
  Wisdom saving throw against your spell save DC or be
  frightened for the next hour, until it is attacked or damaged,
  or until it witnesses its allies being attacked or damaged.
  While frightened in this way, the target is paranoid and tries
  to avoid the company of others, including its allies. The target
  seeks out what it considers the safest, most secret place
  available to it and hides there.
  If the target succeeds on its save, the target has no hint that
  you tried to frighten it.
  Once you use this feature, you can’t use it again until you
  finish a short rest or long rest.
  Mantle of Whispers
  At 6th level, you gain the ability to adopt a creature’s persona.
  When you slay a creature with an attack or a spell or a
  creature dies within 5 feet of you, you can magically capture
  its shadow using your reaction. You can capture only the
  shadow of a creature that is your creature type, such as
  humanoid, and your size (you can capture a Small or Medium
  shadow if you’re Small), and you can have only one shadow
  captured at a time.
  After you capture a creature’s shadow, you can use your
  magic to weave it into a disguise that allows you to take on its
  appearance and gain access to its surface memories. As an
  action, you take on the creature’s appearance for 1 hour or
  until you end this effect as a bonus action.
  During that hour, you gain access to all information that the
  creature would freely share with a casual acquaintance.
  Information includes general details on its background and
  personal life, but does not include secrets. The information is
  enough that you can pass yourself off as the creature by
  drawing on its memories.
  Another creature can see through this disguise by making
  a Wisdom (Insight) check opposed by your Charisma
  (Deception) check, though you gain a +5 bonus to your check.
  The disguise and the knowledge it grants disappears when
  this ability’s duration ends.
  Shadow Lore
  At 14th level, you gain the ability to weave dark magic into
  your words and tap into a creature’s deepest fears.
  As an action, you magically whisper a phrase that only one
  creature of your choice within 30 feet of you can hear. The
  target must make a Wisdom saving throw against your spell
  save DC. It automatically succeeds if it doesn’t share a
  language with you or if it can’t hear you. On a successful
  saving throw, your whisper sounds like unintelligible
  mumbling and has no effect.
  If the target fails its saving throw, it is charmed by you for
  the next 8 hours or until you or your allies attack or damage
  it. It interprets the whispers as a description of its most
  mortifying secret. While you gain no knowledge of this secret,
  the target is convinced you know it.
  While charmed in this way, the creature obeys your
  commands for fear that you will reveal its secret. It won’t risk
  its life for you or fight for you, unless it was already inclined
  to do so. It grants you favors and gifts it would offer to a close
  friend.
  When the effect ends, the creature has no understanding of
  why it held you in such fear.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  41
  SUB-CLASSES | BARD COLLEGES
  
  Divine Domains
  At 1st level, a cleric gains the Divine Domain feature. Here
  are new domain options for that feature: Forge, Grave, and
  Protection.
  Forge Domain
  The gods of the forge are patrons of artisans who work with
  metal, from a humble blacksmith who keeps a village in
  horseshoes and plow blades to the mighty elf artisan whose
  diamond-tipped arrows of mithral have felled demon lords.
  The gods of the forge teach that, with patience and hard
  work, even the most intractable metal can transform from a
  lump of ore to a beautifully wrought object. Clerics of these
  deities quest to search for objects lost to the forces of
  darkness, liberate mines overrun by orcs, and uncover rare
  and wondrous materials necessary to create potent magic
  items. Followers of these gods take great pride in their work,
  and they are willing to craft and use heavy armor and
  powerful weapons to protect them. Deities of this domain
  include Gond, Reorx, Onatar, Moradin, Hephaestus, and
  Goibhniu.
  Forge Domain Spells
  Forge Domain Spells
  Cleric Level Spells
  1st
  searing smite, shield
  3rd
  heat metal, magic weapon
  5th
  elemental weapon, protection from energy
  7th
  fabricate, wall of fire
  9th
  animate objects, creation
  Bonus Proficiency
  When you choose this domain at 1st level, you gain
  proficiency with heavy armor.
  Blessing of the Forge
  At 1st level, you gain the ability to imbue magic into a weapon
  or armor. At the end of a long rest, touch one nonmagical
  object that is a suit of armor or a simple or martial weapon.
  Until the end of your next long rest, the object becomes a
  magic item, granting a +1 bonus to AC if it’s armor or a +1
  bonus to attack and damage rolls if it’s a weapon.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Channel Divinity: Artisan’s Blessing
  Starting at 2nd level, you can use your Channel Divinity to
  create simple items.
  Starting at the beginning of a short rest, you conduct a
  ritual to your deity that grants you the ability to craft a
  finished item that is at least part metal. The item is completed
  at the end of the rest.
  The object can be worth no more than 100 gp, and as part
  of this ritual you must expend metals, such as coins or other
  finished items, with a value equal to the item you want to
  make. The item can be an exact duplicate of a nonmagical
  item, such as a copy of a key, if you possess the original
  during your short rest.
  Soul of the Forge
  Starting at 6th level, your mastery of the forge grants you a
  number of special abilities:
  You gain a +1 bonus to AC while you are wearing medium
  or heavy armor.
  You gain resistance to fire damage.
  When you hit a construct with an attack, you deal
  additional force damage to it equal to your cleric level.
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon strikes
  with the fiery power of the forge. Once on each of your turns
  when you hit a creature with a weapon attack, you can cause
  the attack to deal an extra 1d8 fire damage to the target.
  When you reach 14th level, the extra damage increases to
  2d8.
  Saint of Forge and Fire
  At 17th level, your affinity for fire and metal becomes more
  powerful due to your deity’s blessing. You gain immunity to
  fire damage, and while you’re wearing heavy armor, you have
  resistance to bludgeoning, piercing, and slashing damage
  from nonmagical attacks.
  42
  SUB-CLASSES | CLERIC DOMAINS
  
  Grave Domain
  Gods of the grave watch over the line between life and death.
  To these deities, death and the afterlife are a foundational
  part of the multiverse’s workings. To resist death, or to
  desecrate the dead’s rest, is an abomination. Deities of the
  grave include Kelemvor, Wee Jas, the ancestral spirits of the
  Undying Court, Hades, Anubis, and Osiris. These deities
  teach their followers to respect the dead and pay them due
  homage. Followers of these deities seek to put restless spirits
  to rest, destroy the undead wherever they find them, and ease
  the suffering of dying creatures. Their magic also allows
  them to stave off a creature’s death, though they refuse to use
  such magic to extend a creature’s lifespan beyond its mortal
  limits.
  Grave Domain Spells
  Cleric Level Spells
  1st
  bane, false life
  3rd
  gentle repose, ray of enfeeblement
  5th
  revivify, vampiric touch
  7th
  blight, death ward
  9th
  antilife shell, raise dead
  Bonus Proficiency
  When you choose this domain at 1st level, you gain
  proficiency with heavy armor.
  Circle of Mortality
  At 1st level, you gain the ability to manipulate the line
  between life and death. When you cast a spell that restores
  hit points to a living creature currently at 0, treat any dice
  rolled to determine the spell’s healing as having rolled their
  maximum result. In addition, if you have the spare the dying
  cantrip, you can cast it as a bonus action.
  Eyes of the Grave
  Starting at 1st level, you gain an innate sense of creatures
  whose existence is an insult to the natural cycle of life. If you
  spend 1 minute in uninterrupted contemplation, you can
  determine the presence and nature of undead creatures in
  the area. This detection extends up to 1 mile in all directions.
  You learn the number of undead and their distance and
  direction from you. In addition, you learn the creature type of
  the undead in that area that has the highest challenge rating.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Channel Divinity: Path to the Grave
  Starting at 2nd level, you can use your Channel Divinity to
  mark another creature’s life force for termination.
  As an action, you touch a creature. The next time that
  creature takes damage from a spell or an attack from you or
  an ally, it is vulnerable to that spell or attack’s damage. If the
  source of damage has multiple damage types, the creature is
  vulnerable to all of them. The vulnerability applies only to the
  first time that source inflicts damage, and then ends.
  If the creature has resistance or is immune to the damage,
  it instead loses its resistance or immunity against that spell
  or attack when it first applies damage.
  Sentinel at Death’s Door
  Starting at 6th level, you gain the ability to impede death’s
  progress. As a reaction when you or an ally that you can see
  within 30 feet of you suffers a critical hit, you can turn that
  attack into a normal hit. Any effects triggered by a critical hit
  are canceled.
  Once you use this feature, you can’t use it again until you
  finish a short or long rest.
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon strikes
  with divine energy. Once on each of your turns when you hit a
  creature with a weapon attack, you can cause the attack to
  deal an extra 1d8 necrotic damage. When you reach 14th
  level, the extra damage increases to 2d8.
  Keeper of Souls
  At 17th level, you gain the ability to manipulate the boundary
  between life and death. When an enemy you can see dies
  within 30 feet of you, you or one ally of your choice that is
  within 30 feet of you regains hit points equal to the enemy’s
  number of Hit Dice. You can use this feature as long as you
  aren’t incapacitated, but no more than once per round.
  43
  SUB-CLASSES | CLERIC DOMAINS
  
  Protection Domain
  The protection domain is the purview of deities who charge
  their followers to shield the weak from the strong. The gods’
  faithful dwell in villages and towns on the borderlands, where
  they help bolster defenses and seek out evils to defeat. These
  gods believe that a strong shield and a suit of armor is the
  best defense against evil, second only to a stout mace on hand
  to respond to any attacks in kind. Deities who grant this
  domain include Helm, Ilmater, Torm, Tyr, Heironeous, St.
  Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut,
  Yondalla, Athena, and Odin.
  Protection Domain Spells
  Cleric Level Spells
  1st compelled duel, protection from evil and good
  3rd aid, protection from poison
  5th protection from energy, slow
  7th guardian of faith, Otiluke’s resilient sphere
  9th antilife shell, wall of force
  Bonus Proficiency
  When you choose this domain at 1st level, you gain
  proficiency with heavy armor.
  Shield of the Faithful
  Starting at 1st level, you gain the ability to hinder attacks
  intended for others. When a creature attacks a target other
  than you that is within 5 feet of you, you can use your reaction
  to impose disadvantage on the attack roll. To do so, you must
  be able to see both the attacker and the target. You interpose
  an arm, a shield, or some other part of yourself to try to throw
  the attack off target.
  Channel Divinity: Radiant Defense
  Starting at 2nd level, you can use your Channel Divinity to
  cloak your allies in radiant armor.
  As an action, you channel blessed energy into an ally that
  you can see within 30 feet of you. The first time that ally is hit
  by an attack within the next minute, the attacker takes
  radiant damage equal to 2d10 + your cleric level.
  Blessed Healer
  Beginning at 6th level, the healing spells you cast on others
  can heal you as well. When you cast a spell with a spell slot
  and it restores hit points to any creature other than you this
  turn, you regain hit points equal to 2 + the spell’s level.
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon strikes
  with divine energy. Once on each of your turns when you hit a
  creature with a weapon attack, you can cause the attack to
  deal an extra 1d8 radiant damage to the target. When you
  reach 14th level, the extra damage increases to 2d8.
  Indomitable Defense
  At 17th level, you gain resistance to two damage types of your
  choice, choosing from bludgeoning, necrotic, piercing,
  radiant, and slashing. Whenever you finish a short or long
  rest, you can change the damage types you chose.
  As an action, you can temporarily give up this resistance
  and transfer it to one creature you touch. The creature keeps
  the resistance until the end of your next short or long rest or
  until you transfer it back to yourself as a bonus action.
  44
  SUB-CLASSES | CLERIC DOMAINS
  
  Druid Circles
  At 2nd level, a druid gains the Druid Circle feature. Here are
  new options for that feature: Circle of Dreams, Circle of the
  Shepherd, and Circle of Twilight.
  Circle of Dreams
  Druids who are members of the Circle of Dreams hail from
  regions that have strong ties to the Feywild. The druids’
  guardianship of the natural world makes for a natural
  alliance between them and good-aligned fey. These druids
  seek to fill the world with merriment and light. Their magic
  mends wounds and brings joy to downcast hearts, and the
  realms they protect are gleaming, fruitful places.
  Balm of the Summer Court
  At 2nd level, you become imbued with the blessings of the
  Summer Court. You are a font of energy that lends relief to
  weary feet and respite from injuries. You have a pool of fey
  energy represented by a number of d6s equal to your druid
  level.
  As a bonus action, you can choose an ally you can see
  within 120 feet of you and spend a number of those dice
  equal to half your druid level or less. Roll the spent dice and
  add them together. The target regains a number of hit points
  equal to the total. The target also gains 1 temporary hit point
  per die spent, and its speed increases by 5 feet per die spent.
  The speed increase lasts for 1 minute.
  You regain the expended dice when you finish a long rest.
  Hearth of Moonlight and Shadow
  At 6th level, home is wherever you set up camp. During a
  short or long rest, you can invoke the shadowy power of the
  Gloaming Court to ward your campsite from intruders. At the
  start of the rest, you create an area with a 30-foot radius.
  Within this area, you and your allies gain a +5 bonus to
  Wisdom (Perception) checks to detect creatures, and any
  light from open flames (campfire, torches, and the like) is not
  visible outside the area. These effects end when the rest
  finishes or when you leave the area.
  Hidden Paths
  At 10th level, you can use the hidden, unpredictable magical
  pathways that some fey use to traverse space in a blink of an
  eye. On your turn, you can teleport up to 30 feet to a spot you
  can see. Each foot of this teleportation costs 1 foot of your
  movement.
  You can also use this feature to teleport someone else. As
  an action, you can teleport a willing ally you touch up to 30
  feet to a point you can see.
  Once you use either option—teleporting yourself or an ally
  —you can’t use that option again until 1d4 rounds have
  passed.
  Purifying Light
  At 14th level, the favor of the Summer Court allows you to
  end spells that hamper you and your allies. When you cast a
  spell with a spell slot and it restores hit points to you or an
  ally this turn, you can simultaneously target the healed
  creature with dispel magic, using a spell slot with a level
  equal to the slot used to cast the healing spell.
  You can use this feature three times, and you regain
  expended uses of it when you finish a long rest. If the healing
  spell targets more than one creature, you can use this feature
  on more than one at the same time, expending one use of it
  per creature.
  45
  SUB-CLASSES | DRUID CIRCLES
  
  Circle of the Shepherd
  Druids of the Circle of the Shepherd commune with the
  spirits of beasts. While these druids recognize that all living
  things play a role in the natural world, they focus on
  protecting animals. Shepherds, as they are known, see beasts
  as their charges. They ward off monsters that threaten
  natural creatures, rebuke hunters who kill more prey than
  necessary, and prevent civilization from encroaching on
  habitats and paths needed for animal migrations. Many of
  these druids are happiest far from cities and towns, content
  to spend their days in the company of wild animals.
  Spirit Bond
  Starting at 2nd level, you gain the ability to call forth animal
  spirits and use them to influence the world around you. As a
  bonus action, you magically summon a Medium spirit to an
  unoccupied space you can see within 60 feet of you. The
  spirit creates an aura in a 30-foot radius around it, it doesn’t
  occupy its space, it is immobile, and it counts as neither a
  creature nor an object.
  The nature of the aura depends on the type of spirit you
  choose to summon:
  Bear. The bear spirit grants you and your allies its might and
  endurance. You and your allies who are in the aura when
  the spirit appears each gain temporary hit points equal to 5
  + your druid level. In addition, you and your allies gain
  advantage on Strength checks and Strength saving throws
  while in the aura.
  Hawk. The hawk spirit is a consummate hunter, marking
  your enemies with its keen sight. You and your allies gain
  advantage on ranged attack rolls against targets in the
  spirit’s aura.
  Wolf. The wolf spirit lends you and your allies its precise
  senses, while your magic works to benefit the members of
  your pack. You and your allies gain advantage on all ability
  checks made to detect creatures in the spirit’s aura. In
  addition, if you cast a spell with a spell slot that restores hit
  points to anyone inside or outside the aura, each of your
  allies in the aura also regains hit points equal to your druid
  level.
  The spirit persists for 1 minute. Once you use this feature,
  you can’t use it again until you finish a short or long rest.
  Beast Speech
  At 2nd level, you gain the ability to converse with beasts.
  Beasts can understand your speech, and you gain the ability
  to decipher their noises and motions into recognizable words
  and phrases. Most beasts lack the intelligence to convey or
  understand sophisticated concepts, but a friendly beast could
  relay what it has seen or heard in the recent past.
  This ability does not grant you any special friendship with
  beasts, though you can combine this ability with gifts and
  other favors to curry favor with them as you would any other
  nonplayer character.
  Mighty Summoner
  At 6th level, you gain the ability to conjure forth powerful
  animals. Any beast summoned or created by your spells gains
  two benefits. Its hit point maximum increases by 2 per Hit
  Die, and the damage from its natural weapons is considered
  magical for the purpose of overcoming immunity and
  resistance to nonmagical attacks and damage.
  Guardian Spirit
  At 10th level, you gain the services of a spirit that watches
  over you and protects you from harm. Whenever you finish a
  long rest, you gain the benefits of a death ward spell. The
  spell’s duration is extended to 24 hours.
  46
  SUB-CLASSES | DRUID CIRCLES
  
  Faithful Summons
  Starting at 14th level, the bestial spirits you commune with
  protect you when you are vulnerable. If you are reduced to 0
  hit points or are incapacitated against your will, you can
  immediately gain the benefits of conjure animals as if it was
  cast with a 9th-level spell slot. It summons four beasts of your
  choice that are challenge rating 2 or lower. The conjured
  beasts appear within 20 feet of you. If they receive no
  commands from you, they protect you from harm and attack
  your foes. The spell lasts for 1hour.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Circle of Twilight
  The Circle of Twilight seeks to exterminate undead creatures
  and preserve the natural cycle of life and death that rules over
  the cosmos. Their magic allows them to manipulate the
  boundary between life and death, sending their foes to their
  final rest while keeping their allies from that fate.
  These druids seek out lands that have been tainted by
  undeath. Such places are grim and foreboding. Once vibrant
  forests become gloomy, haunted places devoid of animals and
  filled with plants dying a slow, lingering death. The Circle of
  Twilight goes to such places to banish undeath and restore
  life.
  Harvest’s Scythe
  Starting at 2nd level, you learn to unravel and harvest the life
  energy of other creatures. You can augment your spells to
  drain the life force from creatures. You have a pool of energy
  represented by a number of d10s equal to your druid level.
  When you roll damage for a spell, you can increase that
  damage by spending dice from the pool. You can spend a
  number of dice equal to half your druid level or less. Roll the
  spent dice and add them to the damage as necrotic damage.
  If you kill one or more hostile creatures with a spell
  augmented in this way, you or an ally of your choice that you
  can see within 30 feet of you regains 2 hit points per die
  spent to increase the spell’s damage, or 5 hit points per die if
  at least one of the slain creatures was undead.
  You regain the expended dice when you finish a long rest.
  Speech Beyond the Grave
  At 6th level, you gain the ability to reach beyond death’s veil in
  search of knowledge. Using this feature, you can cast speak
  with dead without material components, and you understand
  what the target of this casting says. It can understand your
  questions, even if you don’t share a language or it is not
  intelligent enough to speak.
  Once you use this feature, you can’t use it again until you
  finish a short or long rest.
  Watcher at the Threshold
  At 10th level, you gain resistance to necrotic and radiant
  damage. In addition, while you aren’t incapacitated, any ally
  within 30 feet of you has advantage on death saving throws.
  Paths of the Dead
  At 14th level, your mastery of death allows you to tread the
  paths used by ghosts and other spirits. Using this feature, you
  can cast etherealness. Once the spell ends, you can’t cast it
  with this feature again until you finish a short or long rest.
  47
  SUB-CLASSES | DRUID CIRCLES
  
  Martial Archetypes
  At 3rd level, a fighters gains the Martial Archetype feature.
  Here are new options for that feature: Arcane Archer,
  Cavalier, Knight, Monster Hunter, Samurai, Scout and
  Sharpshooter
  Arcane Archer
  An Arcane Archer studies a unique elven method of archery
  that weaves magic into attacks to produce supernatural
  effects. Among elves, Arcane Archers are some of their most
  elite warriors. These archers stand watch over the fringes of
  elven domains, keeping a keen eye out for trespassers and
  using magic-infused arrows to defeat monsters and invaders
  before they can reach elven settlements. Over the centuries,
  the methods of these elf archers have been learned by
  members of other races who can also balance arcane
  aptitude with archery.
  Arcane Arrow
  When you choose this archetype at 3rd level, you learn to
  channel magic into your attacks with a longbow or shortbow.
  Create Magic Arrow. As a bonus action on your turn, you
  can create one magic arrow in your hand. The arrow lasts
  until the end of the turn or until it hits or misses a target. You
  can fire the arrow from a shortbow or longbow. The arrow is
  a magic weapon that deals an additional 2d6 force damage
  on a hit.
  You have two uses of this feature, and you regain all
  expended uses of it when you finish a short or long rest.
  Arcane Shot. When you gain this feature, you learn two
  Arcane Shot options of your choice (see the Arcane Shots
  section below). Whenever you create a magic arrow with this
  feature, you can apply the benefits of one of your Arcane Shot
  options to that arrow.
  You gain an additional Arcane Shot option of your choice at
  7th, 10th, 15th, and 18th level.
  Archer’s Lore
  At 3rd level, you learn a few skills relating to the typical duties
  of an Arcane Archer. You learn to understand magical theory
  and develop survival skills for wandering the wilds.
  You gain proficiency in two of the following skills of your
  choice: Arcana, Athletics, Nature, Perception, Stealth, and
  Survival.
  Conjure Arrows
  At 7th level, you learn a minor but useful magical trick. As an
  action, you can conjure 20 nonmagical arrows. The arrows
  appear in your hand or in a container, such as a quiver, on
  your body. The arrows remain for 10 minutes or until you use
  this feature again; they then vanish.
  Ever-Ready Arrow
  Starting at 15th level, you can conjure forth a magic-infused
  arrow more often than before. One minute after expending
  your last remaining use of Arcane Arrow, you regain one use
  of it.
  Deadly Arrow
  At 18th level, your Arcane Arrow’s bonus damage increases to
  4d6 force damage.
  Arcane Shots
  The Arcane Arrow feature lets you choose Arcane Shot
  options at certain levels. The options are presented here in
  alphabetical order.
  These are all magical effects.
  Beguiling Arrow. Your enchantment magic causes this
  arrow to temporarily beguile its target. Choose one of your
  allies within 30 feet of the target. If the arrow hits the target,
  the target can’t attack the chosen ally or include that ally in a
  harmful area of effect until the end of your next turn. The
  target ignores this effect if it is immune to the charmed
  condition. This effect also ends if the chosen ally deals any
  damage to the target.
  Brute Bane Arrow. You weave necromantic magic into
  your arrow. If a creature is hit by the arrow, any bludgeoning,
  piercing, or slashing damage dealt by the creature’s attacks is
  halved until the end of your next turn.
  Bursting Arrow. You imbue your arrow with a blast of
  force energy drawn from the school of evocation. If you hit a
  creature with this arrow, each creature within 10 feet of it
  takes 2d6 force damage.
  Defending Arrow. You use abjuration magic to weave a
  charm that disrupts your enemy’s magic. A creature hit by
  this arrow suffers disadvantage on the next attack roll it
  makes before the end of your next turn.
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  SUB-CLASSES | MARTIAL ARCHETYPES
  
  Grasping Arrow. When this arrow strikes its target,
  conjuration magic creates grasping, thorny brambles that
  wrap around the target. The target hit by the arrow takes a –
  10 penalty to speed, and it takes 2d6 slashing damage if it
  moves 1 foot or more without teleporting. The target or any
  creature that can touch it can use its action to try to remove
  the brambles, which requires a successful DC 10 Strength
  check.
  Otherwise, the brambles last for 1 minute.
  Piercing Arrow. You use transmutation magic to
  transform your arrow into an ethereal dart that passes
  through its targets. When you attack with this arrow, it fires
  forward in a line that is 1 foot wide and 30 feet long. You
  make a separate attack using your Arcane Arrow against
  each creature in that line.
  Seeking Arrow. Using divination magic, you grant your
  arrow the ability to seek out your target, allowing the arrow to
  curve and twist its path in search of its prey. As an action,
  choose one creature you have seen in the past minute, and
  make a ranged attack against it, using the Arcane Arrow. The
  arrow flies around corners if necessary, and this attack
  ignores three-quarters cover, half cover, and disadvantage
  caused by the target being out of sight or being at long range.
  The attack automatically misses if the target is out of the
  weapon’s range or if there is no path large enough for the
  arrow to travel to the target. If the arrow hits its target, you
  know it, but you don’t learn the target’s location unless it’s
  within your line of sight.
  Shadow Arrow. You weave illusion magic into your arrow,
  causing it to occlude your foe’s vision with grasping shadows.
  Until the end of your next turn, the target hit by the arrow
  can’t see more than 30 feet away.
  Cavalier
  The archetypal Cavalier excels at mounted combat. Usually
  born to nobility and raised in a royal court, a Cavalier is
  equally at home leading a cavalry charge or exchanging witty
  repartee at a state dinner.
  Bonus Proficiencies
  When you choose this archetype at 3rd level, you gain
  proficiency in two of the following skills of your choice:
  Animal Handling, Insight, Performance, or Persuasion. You
  can choose to gain one tool proficiency in place of one skill
  proficiency.
  Born to the Saddle
  At 3rd level, you have advantage on saving throws made to
  avoid falling off your mount. If you fall off your mount, you
  always land on your feet if you are capable of taking actions.
  Mounting or dismounting a creature costs you only 5 feet of
  movement, rather than half your speed.
  Combat Superiority
  At 3rd level, you gain a set of abilities that are fueled by
  special dice called superiority dice.
  Superiority Dice. You have four superiority dice, which
  are d8s. A superiority die is expended when you use it. You
  regain all of your expended superiority dice when you finish a
  short or long rest.
  You gain another superiority die at 7th level and one more
  at 15th level.
  Using Superiority Dice. You can expend superiority dice
  to gain a number of different benefits:
  When you make a check to influence or control a creature
  you are riding, you can expend one superiority die to add it
  to the check. You apply this bonus after making the check
  but before learning if it was successful.
  When you make a weapon attack against a creature, you
  can expend one superiority die to add it to the attack roll.
  You can use this ability before or after making the attack
  roll, but before any of the effects of the attack are applied.
  When you make an attack with a lance while mounted, you
  can expend one superiority die to add it to your damage
  roll. In addition, the target of the attack must make a
  Strength saving throw (DC 8 + your proficiency bonus +
  your Strength modifier) or be knocked prone.
  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 your or your mount’s
  AC. If the attack still hits, you or your mount take half
  damage from it.
  Ferocious Charger
  At 7th level, you gain additional benefits when you use
  superiority dice to increase your damage when you attack
  with a lance. You can expend up to two superiority dice on the
  attack, adding both to the damage roll. If you spend two dice,
  the target has disadvantage on its Strength saving throw to
  avoid being knocked prone.
  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.
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  SUB-CLASSES | MARTIAL ARCHETYPES
  
  Knight
  The Knight is a colossus on the battlefield who can shrug off
  attacks and protect allies from harm. Knights fight from the
  saddle when they can, and in combat they are expected to
  seek out and lock down the mightiest of the enemy’s forces.
  On adventures, they are the armored bulwark that strives to
  keep the rest of the party safe.
  Born to the Saddle
  Starting at 3rd level, mounting or dismounting a creature
  costs you only 5 feet of movement, rather than half your
  speed. In addition, you have advantage on saving throws
  made to avoid falling off your mount. If you fall off it, you can
  automatically land on your feet if you aren’t incapacitated and
  you fall less than 10 feet.
  Implacable Mark
  At 3rd level, you excel at foiling attacks and protecting your
  allies by menacing your foes. When you hit a creature with a
  melee weapon attack, the target is marked by you until the
  end of your next turn. A creature ignores this effect if the
  creature can’t be frightened.
  The marked target has disadvantage on any attack roll
  against a creature other than you or someone else who
  marked it.
  If a target marked by you is within 5 feet of you on its turn
  and it moves at least 1 foot or makes an attack that suffers
  disadvantage from this feature, you can make one melee
  weapon attack against it using your reaction. This attack roll
  has advantage, and if it hits, the attack’s weapon deals extra
  damage to the target equal to your fighter level.
  You can make this special attack even if you have already
  expended your reaction this round, but not if you have already
  used your reaction this turn. You can make this attack three
  times, and you regain all expended uses of it when you finish
  a short or long rest.
  Noble Cavalry
  At 7th level, you gain proficiency in two of the following skills
  of your choice: Animal Handling, History, Insight, Persuasion,
  or Religion. Alternatively, you learn one language of your
  choice.
  Hold the Line
  At 10th level, you master the ability to harass and slow your
  enemies. As a reaction when a creature moves at least 1 foot
  within 5 feet of you, you can make one melee weapon attack
  against that creature. If you hit, the attack’s weapon deals
  extra damage to the target equal to half your fighter level, and
  the target’s speed is reduced to 0 until the end of this turn.
  Rapid Strike
  Starting at 15th level, you learn to trade accuracy for swift
  strikes. If you have advantage on a weapon attack against a
  target on your turn, you can forgo that advantage to
  immediately make an additional weapon attack against the
  same target as a bonus action.
  Defender’s Blade
  At 18th level, you respond to danger with extraordinary
  vigilance. You can use your reaction for an opportunity attack
  even if you have already expended your reaction this round,
  but not if you have already used your reaction this turn.
  In addition, you gain a +1 bonus to AC while wearing heavy
  armor.
  50
  SUB-CLASSES | MARTIAL ARCHETYPES
  
  Monster Hunter
  As an archetypal Monster Hunter, you are an expert at
  defeating supernatural threats. Typically mentored by an
  older, experienced Monster Hunter, you learn to overcome a
  variety of unnatural defenses and attacks, including those of
  undead, lycanthropes, and other creatures of horror.
  Bonus Proficiencies
  When you choose this archetype at 3rd level, you gain
  proficiency in two of the following skills of your choice:
  Arcana, History, Insight, Investigation, Nature, or Perception.
  You can gain proficiency with a tool of your choice in place of
  one skill choice.
  Combat Superiority
  When you choose this archetype at 3rd level, you gain a set of
  abilities that are fueled by special dice called superiority dice.
  Superiority Dice. You have four superiority dice, which
  are d8s. A superiority die is expended when you use it. You
  regain all of your expended superiority dice when you finish a
  short or long rest.
  You gain another superiority die at 7th level and one more
  at 15th level.
  Using Superiority Dice. You can expend superiority dice
  to gain a number of different benefits:
  When you make a weapon attack against a creature, you
  can expend one superiority die to add it to the attack roll.
  You can use this ability before or after making the attack
  roll, but before any of the effects of the attack are applied.
  When you damage a creature with a weapon attack, you
  can expend one superiority die to add it to the damage roll.
  You can use this ability after rolling damage. If the attack
  causes the target to make a Constitution saving throw to
  maintain concentration, it has disadvantage on that save.
  When you make an Intelligence, a Wisdom, or a Charisma
  saving throw, you can expend one superiority die to add it
  to the roll. You can use this feature only before you learn if
  the save succeeded or failed.
  When you make a Wisdom (Perception) check to detect a
  hidden creature or object, or a Wisdom (Insight) check to
  determine if someone is lying to you, you can expend one
  superiority die to add it to the roll. You can use this feature
  after seeing the total but before learning if you succeeded
  or failed.
  Hunter’s Mysticism
  At 3rd level, your study of the supernatural gives you a limited
  ability to use magic. You can cast detect magic as a ritual. You
  can cast protection from evil and good, but you cannot cast it
  again with this feature until you finish a long rest.
  Wisdom is your spellcasting ability for these spells. In
  addition, you gain the ability to speak one of the following
  languages of your choice: Abyssal, Celestial, or Infernal.
  Monster Slayer
  At 7th level, whenever you expend superiority dice to add to a
  damage roll, you can expend up to two dice instead of just
  one, adding both to the roll. Both dice are expended as
  normal. If the target of your attack is an aberration, a fey, a
  fiend, or an undead, you deal maximum damage with both
  dice, instead of rolling them.
  Improved Combat Superiority
  At 10th level, your superiority dice turn into d10s. At 18th
  level, they turn into d12s.
  Relentless
  Starting at 15th level, when you roll initiative and have no
  superiority dice remaining, you regain one superiority die.
  Samurai
  The Samurai is a fighter who draws on an implacable fighting
  spirit to overcome enemies. A Samurai’s willpower is nearly
  unbreakable, and the enemies in a Samurai’s path have two
  choices: yield or die fighting.
  Fighting Spirit
  Starting at 3rd level, the might of your willpower can shield
  you and help you strike true. As a bonus action on your turn,
  you can give yourself two benefits: advantage on all attack
  rolls and resistance to bludgeoning, piercing, and slashing
  damage. These benefits last until the end of your next turn.
  You can use this feature three times. You regain all
  expended uses of it when you finish a short or long rest.
  Elegant Courtier
  Starting at 7th level, your discipline and attention to detail
  allow you to excel in social situations that require strict
  adherence to etiquette. You can add your Wisdom modifier to
  any Charisma check you make to persuade or please a noble
  or anyone else of high social station.
  You also gain proficiency in the History, Insight, or
  Persuasion skill (choose one). Alternatively, you learn one
  language of your choice.
  Unbreakable Will
  At 10th level, your superior willpower allows you to shrug off
  mind-assaulting effects. You gain proficiency in Wisdom
  saving throws. If you already have this proficiency, you gain
  proficiency in Intelligence or Charisma saving throws (choose
  one).
  Rapid Strike
  Starting at 15th level, you learn to trade accuracy for swift
  strikes. If you have advantage on a weapon attack against a
  target on your turn, you can forgo that advantage to
  immediately make an additional weapon attack against the
  same target as a bonus action.
  Strength Before Death
  Starting at 18th level, your fighting spirit can delay the grasp
  of death. If you take damage that would reduce you to 0 hit
  points, you can delay that damage and immediately take a
  bonus turn, interrupting the current turn. You don’t take the
  damage until the bonus turn ends. It is possible to do things,
  such as gaining resistance, that change how much of that
  damage you take.
  Once you use this feature, you can’t use it again until you
  finish a long rest
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  SUB-CLASSES | MARTIAL ARCHETYPES
  
  Scout
  The archetypal Scout excels at finding safe passage through
  dangerous regions. Scouts usually favor light armor and
  ranged weapons, but they are comfortable using heavier gear
  when faced with intense fighting.
  Bonus Proficiencies
  When you choose this archetype at 3rd level, you gain
  proficiency in three of the following skills of your choice:
  Acrobatics, Athletics, Investigation, Medicine, Nature,
  Perception, Stealth, or Survival. You can choose to gain
  proficiency with thieves’ tools in place of one skill choice.
  Combat Superiority
  At 3rd level, you gain a set of abilities that are fueled by
  special dice called superiority dice.
  Superiority Dice. You have four superiority dice, which
  are d8s. A superiority die is expended when you use it. You
  regain all of your expended superiority dice when you finish a
  long or short rest.
  You gain another superiority die at 7th level and one more
  at 15th level.
  Using Superiority Dice. You can expend superiority dice
  to gain a number of different benefits:
  When you make a check that allows you to apply your
  proficiency in Athletics, Nature, Perception, Stealth, or
  Survival, you can expend one superiority die to bolster the
  check. Add half the number rolled on the superiority die
  (rounding up) to your check. You apply this bonus after
  making the check but before learning if it was successful.
  When you make a weapon attack against a creature, you
  can expend one superiority die to add it to the attack roll.
  You can use this ability before or after making the attack
  roll, but before any of the effects of the attack are applied.
  If you are hit by an attack while wearing light or medium
  armor, you can expend one superiority die as a reaction,
  adding the number rolled to your AC. If the attack still
  hits, you take half damage from it.
  Natural Explorer
  At 3rd level, you gain the ranger class feature of the same
  name, with the following alteration: You choose additional
  favored terrain types at 7th and 15th level.
  Improved Combat Superiority
  At 10th level, your superiority dice turn into d10s. At 18th
  level, they turn into d12s.
  Relentless
  Starting at 15th level, when you roll initiative and have no
  superiority dice remaining, you regain 1 superiority die.
  Sharpshooter
  The Sharpshooter is a master of ranged combat. An excellent
  sniper and eagle-eyed scout, this fighter is a perilous foe who
  can defeat an entire war band so long as they are kept at
  range.
  Steady Aim
  Beginning when you choose this archetype at 3rd level, your
  aim becomes deadly. As a bonus action on your turn, you can
  take careful aim at a creature you can see that is within range
  of a ranged weapon you’re wielding. Until the end of this turn,
  your ranged attacks with that weapon gain two benefits
  against the target:
  The attacks ignore half and three-quarters cover.
  On each hit, the weapon deal s additional damage to the
  target equal to 2 + half your fighter level.
  You can use this feature three times. You regain all
  expended uses of it when you finish a short or long rest.
  Careful Eyes
  Starting at 7th level, you excel at picking out hidden enemies
  and other threats. You can take the Search action as a bonus
  action. You also gain proficiency in the Perception,
  Investigation, or Survival skill (choose one).
  Close-Quarters Shooting
  At 10th level , you learn to handle yourself in close combat.
  Making a ranged attack roll while within 5 feet of an enemy
  doesn’t impose disadvantage on your roll.
  In addition, if you hit a creature within 5 feet of you with a
  ranged attack on your turn, that creature can’t take reactions
  until the end of this turn.
  Rapid Strike
  Starting at 15th level, you learn to trade accuracy for swift
  strikes. If you have advantage on a weapon attack against a
  target on your turn, you can forgo that advantage to
  immediately make an additional weapon attack against the
  same target as a bonus action.
  Snap Shot
  Starting at 18th level, you are ever ready to spring into action.
  If you take the Attack action on your first turn of a combat,
  you can make one additional ranged weapon attack as part of
  that action.
  52
  SUB-CLASSES | MARTIAL ARCHETYPES
  
  Monastic Traditions
  At 3rd level, a monk gains the Monastic Tradition feature.
  Here are new options for that feature: the Way of the Kensei
  and the Way of Tranquility.
  Way of the Kensei
  Monks of the Way of Kensei train relentlessly with their
  weapons, to the point that the weapon becomes like an
  extension of the body. A kensei sees a weapon in much the
  same way a painter regards a brush or a writer sees
  parchment, ink, and quill. A sword or bow is a tool used to
  express the beauty and elegance of the martial arts. That
  such mastery makes a kensei a peerless warrior is but a side
  effect of intense devotion, practice, and study.
  Path of the Kensei
  When you choose this tradition at 3rd level, you learn to
  extend your knowledge of the martial arts beyond the
  standard array of monk weapons.
  You gain the following benefits:
  You gain proficiency with three martial weapons of your
  choice. A martial weapon is considered a kensei weapon
  for you if you’re proficient with it.
  Whenever you wield a kensei weapon, you choose
  whether to use Dexterity or Strength for the attack and
  damage rolls of the weapon, and you choose whether to
  use your Martial Arts damage die in place of the weapon’s
  damage die.
  When you take the Attack action on your turn and hit a
  target with a kensei weapon, you can use a bonus action to
  pummel the target, dealing an additional 1d4 bludgeoning
  damage to that target and to any other target you hit with
  the weapon as part of the Attack.
  If you make an unarmed strike as part of the Attack action
  on your turn and are holding a kensei weapon, you can
  use that weapon to defend yourself. You gain a +2 bonus to
  AC until the start of your next turn while you are not
  incapacitated and the weapon is in your hand.
  One with the Blade
  At 6th level, you extend your ki into the weapons you hold,
  granting you the following benefits.
  Magic Weapons. Your attacks with your kensei weapons
  count as magical for the purpose of overcoming resistance
  and immunity to nonmagical attacks and damage.
  Precise Strike. You can focus your attention on a single
  target in battle to understand and overcome its defenses. As a
  bonus action, pick one creature you can see within 30 feet of
  you. The next weapon attack you make against that creature
  during the current turn adds double your proficiency bonus to
  the attack roll, rather than your normal proficiency bonus.
  Once you use this ability, you can’t use it again until you finish
  a short or long rest.
  Sharpen the Blade
  At 11th level, you gain the ability to augment your weapons
  with the strength of your ki. As a bonus action, you can
  expend up to 3 ki points to grant a weapon you touch a bonus
  to attack and damage rolls while you wield it. The bonus
  equals the number of ki points you spent. This bonus lasts for
  1 minute.
  Unerring Accuracy
  At 17th level, your mastery of weapons grants you
  extraordinary accuracy. On each of your turns, you can reroll
  one weapon attack roll you make that misses.
  53
  SUB-CLASSES | MONASTIC TRADITIONS
  
  Way of Tranquility
  Monks of the Way of Tranquility see violence as a last resort.
  They use diplomacy, mercy, and understanding to resolve
  conflicts. If pushed, though, they are capable warriors who
  can bring an end to the unjust or cruel folk who refuse to
  listen to reason. When adventuring, these monks make
  excellent diplomats. They are also skilled in the healing arts,
  and can preserve their allies in the face of daunting foes.
  Path of Tranquility
  When you choose this tradition at 3rd level, you can become
  an island of calm in even the most chaotic of situations. With
  this feature, you can cast the sanctuary spell on yourself, no
  material component required, and it lasts up to 8 hours. Its
  saving throw DC equals 8 + your proficiency bonus + your
  Wisdom modifier. A creature that succeeds on the save is
  immune to this effect for 1 hour.
  Once you cast the spell in this way, you can’t do so again for
  1 minute.
  Healing Hands
  Your mystical touch can heal wounds. Starting at 3rd level,
  you have a pool of magical healing power that replenishes
  when you take a long rest. With that pool, you can restore a
  total number of hit points equal to your monk level × 10.
  As an action, you can touch a creature and draw power
  from the pool to restore a number of hit points to that
  creature, up to the maximum amount remaining in the pool.
  Instead of healing the creature, you can expend 5 hit points
  from your pool of healing to cure the target of one disease or
  neutralize one poison affecting it. You can cure multiple
  diseases and neutralize multiple poisons with a single use of
  Healing Hands, expending hit points separately for each one.
  When you use your Flurry of Blows, you can replace one of
  the unarmed strikes with a use of this feature.
  This feature has no effect on undead and constructs.
  Emissary of Peace
  At 6th level, you gain the ability to diffuse violent situations.
  Whenever you make a Charisma check to calm violent
  emotions or to counsel peace, you have advantage on the roll.
  You must make this entreaty in good faith; it doesn’t apply if
  proficiency in the Deception or Intimidation skill applies to
  your check.
  You also gain proficiency in the Performance or Persuasion
  skill (choose one).
  Douse the Flames of War
  At 11th level, you gain the ability to temporarily extinguish a
  creature’s violent impulses. As an action, you can touch a
  creature, and it must make a Wisdom saving throw with a DC
  equal to 8 + your proficiency bonus + your Wisdom modifier.
  The target automatically succeeds if it’s missing any of its hit
  points. If the target fails the save, it can’t attack for 1 minute.
  During that time, it also can’t cast spells that deal damage or
  that force someone to make a saving throw.
  This effect ends if the target is attacked, takes damage, or is
  forced to make a saving throw or if the target witnesses any
  of those things happening to its allies.
  Anger of a Gentle Soul
  At 17th level, you gain the ability to visit vengeance on
  someone who fells others. If you see a creature reduce
  another creature to 0 hit points, you can use your reaction to
  grant yourself a bonus to all damage rolls against the
  aggressor until the end of your next turn. The bonus equals
  your monk level.
  Once you use this ability, you can’t use it again until you
  finish a short or long rest.
  54
  SUB-CLASSES | MONASTIC TRADITIONS
  
  Sacred Oaths
  At 3rd level, a paladin gains the Sacred Oath feature. Here
  are new options for that feature: the Oath of Conquest and
  the Oath of Treachery.
  Oath of Conquest
  The Oath of Conquest calls to paladins who seek glory in
  battle and the subjugation of their enemies. It isn’t enough for
  these paladins to establish order. They must crush the forces
  of chaos.
  Sometimes called knight tyrants or iron mongers, those
  who swear this oath gather into grim orders that serve gods
  or philosophies of war and well-ordered might. Some of these
  paladins go so far as to consort with the powers of the Nine
  Hells.
  The archdevil Bel, warlord of Avernus, counts many of
  these paladins —called hell knights— as his most ardent
  supporters. Hell knights cover their armor with trophies
  taken from fallen enemies, a grim warning to any who dare
  oppose them and the decrees of their lords.
  Tenets of Conquest
  A paladin who takes this oath has the tenets of conquest
  seared on the upper arm. A hell knight’s oath appears in
  Infernal runes, a brutal reminder of vows to the Lords of Hell.
  Douse the Flame of Hope. It is not enough to merely
  defeat an enemy in battle. Your victory must be so
  overwhelming that your enemies’ will to fight is shattered
  forever. A blade can end a life. Fear can end an empire.
  Rule with an Iron Fist. Once you have conquered, tolerate
  no dissent. Your word is law. Those who obey it shall be
  favored. Those who defy it shall be punished as an example to
  all who might follow.
  Strength Above All. You shall rule until a stronger one
  arises. Then you must grow mightier and meet the challenge,
  or fall to your own ruin.
  Oath Spells
  You gain oath spells at the paladin levels listed.
  Oath of Conquest Spells
  Paladin Level
  Spells
  3rd
  armor of Agathys, command
  5th
  hold person, spiritual weapon
  9th
  bestow curse, fear
  13th
  blight, dominate beast
  17th
  dominate person, insect plague
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Conquering Strike. You can use your Channel Divinity to
  break a foe’s will. When you hit a creature with a melee
  weapon attack as part of the Attack action, you can also use
  your Channel Divinity to force the target to make a Wisdom
  saving throw. On a failed save, the target becomes frightened
  of you for 1 minute. The frightened creature can repeat this
  saving throw at the end of each of its turns, ending the effect
  on itself on a success.
  Guided Strike. You can use your Channel Divinity to strike
  with supernatural accuracy. When you make an attack roll,
  you can use your Channel Divinity to gain a +10 bonus to the
  roll. You make this choice after you see the roll, but before the
  DM says whether the attack hits or misses.
  55
  SUB-CLASSES | PALADIN OATHS
  
  Aura of Conquest
  Starting at 7th level, you emanate a menacing aura while
  you’re not incapacitated. The aura includes your space,
  extends 10 feet from you in every direction, and is blocked by
  total cover. Any enemy in the aura has disadvantage on saving
  throws against being frightened. At 18th level, the range of
  this aura increases to 30 feet.
  Implacable Spirit
  Once you reach 15th level, you can no longer be charmed.
  Invincible Conqueror
  At 20th level, you gain the ability to harness extraordinary
  martial prowess. As an action, you can magically become an
  avatar of conquest, gaining the following benefits for 1
  minute:
  You have resistance to all damage.
  When you take the Attack action on your turn, you can
  make one additional attack as part of that action.
  Your melee weapon attacks score a critical hit on a roll of
  19 or 20.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Oath of Treachery
  The Oath of Treachery is the path followed by paladins who
  have forsworn other oaths or who care only for their own
  power and survival. Commonly known as blackguards, these
  profane warriors are faithful only to themselves. Anyone
  desperate enough to follow one of these paladins does so
  because, while deceitful, these paladins command great
  power. Those who follow them without falling prey to their
  treachery hope to indulge in wanton violence and accumulate
  great treasure.
  Many of these paladins pay homage to demon lords,
  especially Grazz’t and Orcus. Even the Lords of Hell are loath
  to ally with these champions of chaos, but sometimes
  Baalzebul and Glasya find a kindred spirit in a blackguard’s
  penchant for double dealing and treachery.
  Fallen Paladins
  The Oath of Treachery is an option for the paladin who has
  strayed from another Sacred Oath or who has rejected the
  traditional paladin life. This option exists alongside the
  Oathbreaker in the Dungeon Master’s Guide. DMs are free to
  use either option to model villainous or fallen paladins.
  If you switch to this oath from another one, replace all of
  the previous oath’s features with the features of this one, and
  if you renounce this oath, replace its features with the features
  of the new one.
  Tenets of Treachery
  A paladin who embraces the Oath of Treachery owes
  allegiance to no one. There are no tenets of this oath, for it
  lacks any substance. Those who are unfortunate enough to
  have close contact with blackguards have observed that a
  blackguard’s overwhelming concern is power and safety,
  especially if both can be obtained at the expense of others.
  Oath Spells
  You gain oath spells at the paladin levels listed.
  Oath of Treachery Spells
  Paladin Level
  Spells
  3rd
  charm person, expeditious retreat
  5th
  invisibility, mirror image
  9th
  gaseous form, haste
  13th
  confusion, greater invisibility
  17th
  dominate person, passwall
  56
  SUB-CLASSES | PALADIN OATHS
  
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Conjure Duplicate. As an action, you create a visual
  illusion of yourself that lasts for 1 minute, or until you lose
  your concentration (as if you were concentrating on a spell).
  The illusion appears in an unoccupied space of your choice
  that you can see within 30 feet of you. The illusion looks
  exactly like you; it is silent; it is your size, is insubstantial, and
  doesn’t occupy its space; and it is unaffected by attacks and
  damage. As a bonus action on your turn, you can move the
  illusion up to 30 feet to a space you can see, but the illusion
  must remain within 120 feet of you.
  For the duration, you can cast spells as though you were in
  the illusion’s space, but you must use your own senses.
  Additionally, when both you and your illusion are within 5 feet
  of a creature that can see the illusion, you have advantage on
  attack rolls against that creature, given how uncanny the
  illusion is.
  Poison Strike. You can use your Channel Divinity to make a
  weapon deadlier. As a bonus action, you touch one weapon or
  piece of ammunition and conjure a special poison on it. The
  poison lasts for 1 minute. The next time you hit a target with
  an attack using that weapon or ammunition, the target takes
  poison damage immediately after the attack. The poison
  damage equals 2d10 + your paladin level, or 20 + your
  paladin level if you had advantage on the attack roll.
  Aura of Treachery
  Starting at 7th level, you emanate an aura of discord, which
  gives you the following benefits.
  Cull the Herd. You have advantage on melee attack rolls
  against any creature that has one or more of its allies within
  5 feet of it.
  Treacherous Strike. If a creature within 5 feet of you
  misses you with a melee attack, you can use your reaction to
  force the attacker to reroll that attack against a creature of
  your choice that is also within 5 feet of the attacker. The
  ability fails and is wasted if the attacker is immune to being
  charmed.
  You can use this ability three times. You regain expended
  uses of it when you finish a short or long rest.
  Blackguard’s Escape
  At 15th level, you have the ability to slip away from your foes.
  Immediately after you are hit by an attack, you can use your
  reaction to turn invisible and teleport up to 60 feet to a spot
  you can see. You remain invisible until the end of your next
  turn or until you attack, deal damage, or force a creature to
  make a saving throw. Once you use this feature, you must
  finish a short or long rest before you can use it again.
  Icon of Deceit
  At 20th level, you gain the ability to emanate feelings of
  treachery. As an action, you can magically become an avatar
  of deceit, gaining the following benefits for 1 minute:
  You are invisible.
  If a creature damages you on its turn, it must succeed on a
  Wisdom saving throw (DC equal to your spell save DC) or
  you control its next action, provided that you aren’t
  incapacitated when it takes the action. A creature
  automatically succeeds on the save if the creature is
  immune to being charmed.
  If you have advantage on an attack roll, you gain a bonus to
  its damage roll equal to your paladin level. Once you use
  this feature, you can’t use it again until you finish a long
  rest.
  57
  SUB-CLASSES | PALADIN OATHS
  
  Ranger Archetypes
  At 3rd level, a ranger gains the Ranger Archetype feature.
  Here are new options for that feature: the Deep Stalker, the
  Horizon Walker and the Primeval Guardian.
  Deep Stalker
  Adventurers descending into the depths on desperate quests
  or in response to the promise of vast riches quickly come face
  to face with the evil that festers beneath the earth. Though
  many such characters are only too happy to escape back to
  the surface world again, rangers with the Deep Stalker
  archetype welcome each foray into the world below, striving
  to uncover and defeat the threats of the Underdark before
  those threats can reach the surface.
  Many Deep Stalkers are elves, as those folk know all too
  well the threat posed by the drow. Deep Stalkers scout for
  new passages into the Underdark, carefully mapping them
  and working to ensure they remain watched at all times. They
  venture into the depths on long, dangerous patrols,
  disappearing for months at a time. Many of them never
  return.
  Deep Stalkers master spells useful in navigating the
  Underdark, and their combat tactics focus on ambush,
  surprise, and stealth. They fight alone or in small groups in
  hostile territory, relying on clever tactics to carry the day.
  Underdark Scout
  At 3rd level, you master the art of the ambush. On your first
  turn during combat, you gain a +10 bonus to your speed. If
  you use the attack action on that turn, you can make one
  additional attack.
  You gain an additional benefit on all turns after your first
  turn. At the end of each such turn, you can attempt to hide as
  a bonus action if you meet the normal requirements for
  hiding. Deep Stalkers often use this ability to make ranged
  attacks, move beyond the scope of their foes’ darkvision, and
  then hide.
  Deep Stalker Magic From 3rd level, you have darkvision
  with a range of 90 feet. You also gain access to additional
  spells at 3rd, 5th, 9th, 13th, and 15th level. You are always
  able to cast these spells, and they do not count against your
  number of ranger spells known.
  Deep Stalker Spells
  Level
  Spell Gained
  3rd
  disguise self
  5th
  rope trick
  9th
  glyph of warding
  13th
  greater invisibility
  17th
  seeming
  Iron Mind
  At 7th level, you gain proficiency in Wisdom saving throws.
  Stalker’s Flurry
  Starting at 11th level, you have the ability to ensure that your
  attacks count. If you miss with an attack during your turn, you
  can immediately make an additional attack. You can gain one
  additional attack during your turn with this ability.
  Stalker’s Dodge
  At 15th level, you master the ability to disrupt an opponent’s
  attacks. If a creature attacks you and does not have advantage
  on the attack roll, you can use your reaction to grant it
  disadvantage on the attack roll. You must use this ability
  before you know the result of the attack.
  Horizon Walker
  Rangers of the Horizon Conclave guard the world against
  threats that originate from other planes. They seek out planar
  portals and keep watch over them, venturing to the outer and
  inner planes as needed to defeat threats.
  Planar Magic
  Starting at 3rd level, you learn an additional spell when you
  reach certain levels in this class, as shown in the Horizon
  Walker Spells table. The spell counts as a ranger spell for
  you, and it doesn’t count against the number of ranger spells
  you know.
  Horizon Walker Spells
  Level
  Spell Gained
  3rd
  protection from evil and good
  5th
  alter self
  9th
  protection from energy
  13th
  banishment
  17th
  teleportation circle
  Planar Warrior
  At 3rd level, you learn to draw on the energy of the planes to
  augment your attacks.
  As a bonus action, choose one creature you can see within
  30 feet of you. Until the end of this turn, your attacks against
  that creature ignore its damage resistances, and the next
  time you hit it on this turn, it takes an additional 1d6 force
  damage.
  Portal Lore
  At 3rd level, you gain the ability to detect the presence of
  planar portals. As an action, you detect the distance and
  direction to any planar portals within 1,000 feet of you. You
  also sense which plane of existence each portal leads to.
  However, if magic obscures any details of a portal, this feature
  doesn’t reveal them.
  Once you use this feature, you can’t use it again until you
  finish a short or long rest. Alternatively, you can use the
  feature again if you expend a spell slot of 2nd level or higher.
  See the “Planar Travel” section in chapter 2 of the
  Dungeon Master’s Guide for examples of planar portals.
  58
  SUB-CLASSES | RANGER ARCHETYPES
  
  Ethereal Step
  At 7th level, you learn to step through the Ethereal Plane. As
  a bonus action on your turn, you can cast the etherealness
  spell with this feature, but the spell ends at the end of the
  current turn. Once you use this feature, you can’t use it again
  until you finish a short or long rest.
  Distant Strike
  At 11th level, you gain the ability to step between the planes
  in a blink of an eye. When you use the Attack action, you can
  teleport up to 10 feet before each attack. You must be able to
  see the destination of the teleportation.
  If you attack at least two different creatures with the action,
  you can make one additional attack with it against a third
  creature.
  Spectral Defense
  At 15th level, your ability to move between planes becomes
  even more finely tuned. As a reaction when you take damage,
  you can halve that damage against you. For a moment, you
  slip into the planar boundary to lessen the harm.
  Primeval Guardian
  Rangers of the Primeval Guardian Conclave follow an ancient
  tradition rooted in powerful druidic magic. These rangers
  learn to become one with nature, allowing them to channel
  the aspects of various beasts and plants in order to overcome
  their foes.
  These rangers dwell in the elder forests of the world. They
  venture out only rarely, as they consider it their sacred duty to
  protect the druidic groves and ancient trees that saw the
  earliest days of the world.
  Guardian Magic
  Starting at 3rd level, you learn an additional spell when you
  reach certain levels in this class, as shown in the Primeval
  Guardian Spells table. The spell counts as a ranger spell for
  you, and it doesn’t count against the number of ranger spells
  you know.
  Primeval Guardian Spells
  Level
  Spell Gained
  3rd
  entangle
  5th
  enhance ability
  9th
  conjure animals
  13th
  giant insect
  17th
  insect plague
  Guardian Soul
  Starting at 3rd level, you gain the ability to temporarily grow
  and take on the appearance of a treelike person, covered with
  leaves and bark. As a bonus action, you assume this guardian
  form, which lasts until you end it as a bonus action or until
  you are incapacitated.
  You undergo the following changes while in your guardian
  form:
  Your size becomes Large, unless you were larger.
  Any speed you have becomes 5 feet, unless the speed was
  lower.
  Your reach increases by 5 feet.
  You gain a number of temporary hit points at the start of
  each of your turns. The number equals half your ranger
  level. When the form ends, you lose any temporary hit
  points you have from it.
  Piercing Thorns
  At 3rd level, your command of primal magic allows you to
  enhance your attacks with thorns. Once during each of your
  turns, you can deal an additional 1d6 piercing damage to one
  creature you hit with a weapon attack.
  Ancient Fortitude
  At 7th level, you gain the endurance of the ancient forests.
  Your hit point maximum and current hit points increase by 2
  per ranger level when you assume your guardian form. This
  increase lasts until you leave the form; your hit point
  maximum then returns to normal, but your current hit points
  remain the same, unless they must decrease to abide by your
  hit point maximum.
  Rooted Defense
  At 11th level, you gain the ability to twist and turn the ground
  beneath you. While you are in your guardian form, the ground
  within 30 feet of you is difficult terrain for your enemies.
  Guardian Aura
  Starting at 15th level, your guardian form emanates a magical
  aura that fortifies your injured allies. When any ally starts
  their turn within 30 feet of your guardian form, that ally
  regains a number of hit points equal to half your ranger level.
  This aura has no effect on a creature that has half or more of
  its hit points, and it has no effect on undead and constructs.
  Revised Ranger
  If you’re using the revised ranger, you can use these
  subclasses with it if you make one addition: give each subclass
  the Extra Attack feature.
  Extra Attack. Beginning at 5th level, you can attack twice,
  instead of once, whenever you take the Attack action on your
  turn.
  59
  SUB-CLASSES | RANGER ARCHETYPES
  
  Roguish Archetypes
  At 3rd level, a rogue gains the Roguish Archetype feature.
  Here are new options for that feature: the Inquisitive and the
  Scout.
  Inquisitive
  As an archetypal Inquisitive, you excel at rooting out secrets
  and unraveling mysteries. You rely on your sharp eye for
  details, but also on your finely honed ability to read the words
  and deeds of other creatures to determine their true intent.
  You excel at defeating creatures that hide among and prey
  upon ordinary folk, and your mastery of lore and your sharp
  eye make you well equipped to expose and end hidden evils.
  Ear for Deceit
  When you choose this archetype at 3rd level, you develop a
  keen ear for picking out lies. Whenever you make a Wisdom
  (Insight) check to sense if a creature is lying, you use the total
  of your check or 8 + your Wisdom modifier, whichever is
  higher. If you are proficient in Insight, you add your
  proficiency bonus to the fixed result. If you chose Insight as a
  skill augmented by your Expertise feature, add double your
  proficiency bonus.
  Eye for Detail
  Starting at 3rd level, you can use the bonus action granted by
  your Cunning Action feature to make a Wisdom (Perception)
  check to spot a hidden creature or object, to make an
  Intelligence (Investigation) check to uncover and decipher
  clues, or to use Insightful Fighting (see below).
  Insightful Fighting
  At 3rd level, you gain the ability to decipher an opponent’s
  tactics and develop a counter to them. As an action (or as a
  bonus action using Eye for Detail), you make a Wisdom
  (Insight) check against a creature you can see that isn’t
  incapacitated, opposed by the target’s Charisma (Deception)
  check. If you succeed, you can use Sneak Attack against that
  creature even if you do not have advantage against it or if no
  enemy of the target is within 5 feet of it. You can use Sneak
  Attack in this way even if you have disadvantage against the
  target.
  This benefit lasts for 1 minute or until you successfully use
  Insightful Fighting against a different target.
  Steady Eye
  At 9th level, you gain advantage on any Wisdom (Perception)
  check made on your turn to find a hidden creature or object if
  you do not move during that turn. If you use this ability before
  moving, you cannot move or ready movement during your
  turn.
  Unerring Eye
  At 13th level, you gain the ability to detect magical deception.
  As an action, you sense the presence within 30 feet of you of
  illusions, shapechanger creatures not in their true form, and
  other magic designed to deceive the senses. Though you
  determine that an effect is attempting to trick you, you gain
  no special insight into what is hidden or its true nature.
  Eye for Weakness
  At 17th level, you learn to exploit a creature’s weaknesses by
  carefully studying its tactics and movement. While your
  Insightful Fighting feature applies to a creature, your Sneak
  Attack damage against that creature increases by 2d6.
  Scout
  You are skilled in woodcraft and stealth, allowing you to
  range ahead of your companions during expeditions. Rogues
  who embrace this archetype are at home in the wilderness
  and among barbarians and fighters, as they serve as the eyes
  and ears of war bands across the world. Compared to other
  rogues, you are skilled at surviving in the wilds.
  Survivalist
  When you choose this archetype at 3rd level, you gain
  proficiency in the Nature and Survival skills. Your proficiency
  bonus is doubled for any ability check you make that uses
  either of those proficiencies.
  Skirmisher
  Starting at 3rd level, you are difficult to pin down during a
  fight. You can move up to half your speed as a reaction when
  an enemy ends its turn within 5 feet of you. This movement
  doesn’t provoke opportunity attacks.
  Superior Mobility
  At 9th level, your walking speed increases by 10 feet. If you
  have a climbing or swimming speed, this increase applies to
  that speed as well.
  Ambush Master
  Starting at 13th level, you excel at leading ambushes. If any of
  your foes are surprised, you can use a bonus action on your
  turn in the first round of the combat to grant each ally who
  can see you a +5 bonus to initiative that lasts until the combat
  ends. If the initiative bonus would increase an ally’s initiative
  above yours, the ally’s initiative instead equals your initiative.
  Each of the allies also receives a 10-foot increase to speed
  that lasts until the end of the ally’s next turn.
  Sudden Strike
  Starting at 17th level, you can strike with deadly speed. If you
  take the Attack action on your turn, you can make one
  additional attack as a bonus action. This attack can benefit
  from your Sneak Attack even if you have already used it this
  turn, but only if the attack is the only one you make against
  the target this turn.
  60
  SUB-CLASSES | ROGUISH ARCHETYPES
  
  Swashbuckler
  You focus your training on the art of the blade, relying on
  speed, elegance, and charisma in equal parts. While other
  warriors are brutes clad in heavy armor, your method of
  fighting looks more like performance. Rakes, duelists, and
  pirates typically follow this archetype.
  A swashbuckler excels in single combat, and can fight with
  two weapons while safely darting away from an opponent.
  Swashbucklers are especially talented at making difficult
  maneuvers to escape enemies or attack from an unexpected
  direction.
  Fancy Footwork
  Starting at 3rd level, you are a continuous blur of motion in
  battle as you dart in, attack, and slip away to safety. During
  your turn, if you make a melee attack against a creature, that
  creature cannot make opportunity attacks against you for the
  rest of your turn.
  Toujours l’Audace
  At 3rd level, your unmistakable confidence propels you into
  battle. You add your Charisma modifier to your initiative rolls.
  In addition, you can use Sneak Attack with any melee
  attack made against a target that has none of your allies
  adjacent to it.
  Panache
  At 9th level, your charm becomes as sharp and dangerous as
  your blade. As an action, you can make a Charisma
  (Persuasion) check contested by a creature’s Wisdom
  (Insight) check. The creature must be able to hear you, and
  the two of you must share a language.
  If you succeed on the check and the creature is hostile, it
  must target you with any attacks it makes and cannot
  willingly move farther away from you. This effect lasts for 1
  minute or until you move more than 60 feet away from the
  target.
  If you succeed on the check and the creature is not hostile,
  it is charmed by you for 1 minute. While charmed, it regards
  you as a friendly acquaintance.
  Elegant Maneuver
  You complete difficult maneuvers with practiced ease.
  Starting at 13th level, you can use a bonus action to gain
  advantage on the next Dexterity (Acrobatics) or Strength
  (Athletics) check you make on your turn.
  Master Duelist
  At 17th level your mastery of the blade lets you turn failure to
  success in combat. If you miss with an attack, you can choose
  to roll the attack again with advantage. Once you use this
  ability, you cannot use it again until you finish a short or long
  rest.
  Swashbucklers and Two‐Weapon
  Fighting
  The swashbuckler relies on a good understanding of the D&D
  rules to realize its potential, specifically when it comes to
  fighting with two weapons. Other characters must use a bonus
  action to Disengage if they want to escape a melee, but a
  swashbuckler’s Fancy Footwork ability bundles a more limited
  version of Disengage within your attack. This allows you to use
  your bonus action to fight with two weapons, and then safely
  evade each foe you attacked.
  61
  SUB-CLASSES | ROGUISH ARCHETYPES
  
  Sorcerous Origin
  At 1st level, a sorcerer gains the Sorcerous Origin feature.
  Here are new options for that feature: the Favored Soul, the
  Phoenix Sorcery, the Sea Sorcery, the Shadow, the Stone
  Sorcery and the Storm.
  Favored Soul
  Sometimes the spark of magic that fuels a sorcerer comes
  from a divine source that glimmers within the soul. Having
  such a favored soul, your innate magic might come from a
  distant but powerful familial connection to a divine being.
  Perhaps your ancestor was an angel, transformed into a
  mortal and sent to fight in a god’s name. Or your birth might
  align with an ancient prophecy, marking you as a servant of
  the gods or a chosen vessel of divine magic.
  Favored souls, with their natural magnetism and strong
  personalities, are often seen as threats by traditional religious
  hierarchies. As outsiders who command the power of the
  gods, these sorcerers can undermine the existing order and
  claim a direct tie to the divine.
  In some cultures, only those who can claim the power of a
  favored soul may command religious power. In these lands,
  ecclesiastical positions are dominated by a few bloodlines
  and preserved over generations.
  Divine Magic
  Your link to the divine allows you to learn spells normally
  associated with the cleric class. When your Spellcasting
  feature lets you learn a sorcerer cantrip or a sorcerer spell of
  1st level or higher, you can choose the new spell from the
  cleric spell list, in addition to the sorcerer spell list. You must
  otherwise obey all the restrictions for selecting the spell, and
  it becomes a sorcerer spell for you.
  Supernatural Resilience
  At 1st level, the blessing of the gods grants you enhanced
  durability. Your hit point maximum increases by 1, and it
  increases by 1 again whenever you gain a level in this class.
  Favored by the Gods
  Starting at 1st level, divine power guards your destiny. If you
  fail a saving throw or miss with an attack roll, you can roll
  2d4 and add it to the total, possibly changing the outcome.
  Once you use this feature, you can’t use it again until you
  finish a short or long rest.
  Blessed Countenance
  At 6th level, your divine essence causes you to undergo a
  minor physical transformation. Your appearance takes on an
  otherworldly version of one of the following qualities (your
  choice): beautiful, youthful, kind, or imposing.
  Whatever your choice, if your proficiency bonus applies to a
  Charisma check, double that bonus.
  Divine Purity
  At 14th level, you become immune to disease, poison damage,
  and the poisoned condition.
  Unearthly Recovery
  At 18th level, you gain the ability to overcome grievous
  injuries. As a bonus action when you have less than half of
  your hit points remaining, you can regain a number of hit
  points equal to half your hit point maximum.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Note: New Favored Soul class
  This Favored Soul is the one found in the UA Sorcerer article
  published (02/06/2017). If you're looking for the old Favored
  Soul found in the "Modifying Classes" article, go to the next
  link: http://homebrewery.naturalcrit.com/share/BJWJ2QLU_g
  62
  SUB-CLASSES | SORCEROUS ORIGINS
  
  Phoenix Sorcery
  Your power draws from the immortal flame that fuels the
  legendary phoenix. You or your ancestors perhaps rendered a
  phoenix a great service, or you were born in its presence.
  Whatever the cause, a shard of the phoenix’s power dwells
  within you.
  That power is a mixed blessing. Like the mythical creature,
  you can invoke fiery energy and gain the ability to cheat death
  itself. This power comes at a cost. The fire within you
  seethes, demanding to be unleashed. You sometimes find
  yourself absentmindedly feeding fires. You can’t bear to allow
  a fire to sputter out. You feel most comfortable while holding
  a lit torch or sitting in front of a campfire.
  More importantly, this gift comes with no special protection
  from fire. You are as vulnerable as any other creature to fiery
  magic, including your own. Phoenix sorcerers can use their
  powers to pull themselves back from the brink of death, and
  all too often their own, rash nature or reliance on destructive
  magic is what puts them there in the first place.
  Such sorcerers are wanderers by necessity. The volatile
  nature of their magic makes other folk nervous. If a fire
  breaks out in town, a phoenix sorcerer had best flee, whether
  guilty or not. Fire is a dangerous force, and phoenix sorcerers
  have a reputation (deserved or not) for reckless behavior,
  confident that the essence of the phoenix can save them.
  Phoenix Soul Quirks
  d6 Quirk
  1 You absentmindedly ignite small fires that quickly
  sputter out.
  2 You cackle like a fiend when you unleash your fire
  spells.
  3 You admire fire, even if it burns your friends.
  4 You are covered in burns that mark the first time your
  power manifested.
  5 You like your food charred.
  6 You are brave to the point of recklessness.
  Ignite
  At 1st level, you gain the ability to start fires with a touch. As
  an action, you can magically ignite a flammable object you
  touch with your hand—an object such as a torch, a piece of
  tinder, or the hem of drapes.
  Mantle of Flame
  Starting at 1st level, you can unleash the phoenix fire that
  blazes within you.
  As a bonus action, you magically wreathe yourself in
  swirling fire, as your eyes glow like hot coals. For 1 minute,
  you gain the following benefits:
  You shed bright light in a 30-foot radius and dim light for
  an additional 30 feet.
  Any creature takes fire damage equal to your Charisma
  modifier if it hits you with a melee attack from within 5
  feet of you or if it touches you.
  Whenever you roll fire damage on your turn, the roll gains
  a bonus to equal to your Charisma modifier.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Phoenix Spark
  Starting at 6th level, the fiery energy within you grows
  restless and vengeful. In the face of defeat, it surges outward
  to preserve you in a fiery roar.
  If you are reduced to 0 hit points, you can use your reaction
  to draw on the spark of the phoenix. You are instead reduced
  to 1 hit point, and each creature within 10 feet of you takes
  fire damage equal to half your sorcerer level + your Charisma
  modifier.
  If you use this feature while under the effects of your
  Mantle of Flame, this feature instead deals fire damage equal
  to your sorcerer level + double your Charisma modifier, and
  your Mantle of Flame immediately ends.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Nourishing Fire
  Starting at 14th level, your fire spells soothe and restore you.
  When you expend a spell slot to cast a spell that includes a
  fire damage roll, you regain hit points equal to the slot’s level
  + your Charisma modifier.
  Form of the Phoenix
  At 18th level, you finally master the spark of fire that dances
  within you. While under the effect of your Mantle of Flame
  feature, you gain additional benefits:
  You have a flying speed of 40 feet and can hover.
  You have resistance to all damage.
  If you use your Phoenix Spark, that feature deals an extra
  20 fire damage to each creature.
  63
  SUB-CLASSES | SORCEROUS ORIGINS
  
  Sea Sorcery
  The power of water is the strength of flexibility, resilience,
  and a relentless nature. Water parts to allow a ship to sail
  over it or a diver to plunge into it, but their passing leaves no
  mark. Water flowing down a mountain reaches the sea. It
  might bend and turn across valleys and down hillsides, but it
  slowly and steadily returns to the waves. Those whose souls
  are touched by the power of elemental water command a
  similar power.
  Your heritage ties to powerful creatures of the sea, such as
  nereids, the lords of the merfolk, and elemental powers. Like
  a river, you feel the call of the ocean. The call is ever present
  in your heart, and you are never completely at peace until you
  are near the sea.
  Soul of the Sea
  At 1st level, your tie to the sea grants you the ability to
  breathe underwater, and you have a swim speed equal to your
  walking speed.
  Curse of the Sea
  When you choose this origin at 1st level, you learn the secret
  of infusing your spells with a watery curse.
  When you hit a creature with a cantrip’s attack or when a
  creature fails a saving throw against your cantrip, you can
  curse the target until the end of your next turn or until you
  curse a different creature with this feature.
  Once per turn when you cast a spell, you can trigger the
  curse if that spell deals cold or lightning damage to the
  cursed target or forces it to move. Doing so subjects the
  target to the appropriate additional effect below, and then the
  curse ends if the spell isn’t a cantrip (you choose the effect to
  use if more than one effect applies):
  Cold Damage. If the affected target takes cold damage from
  your spell, the target’s speed is also reduced by 15 feet until
  the end of your next turn. If the spell already reduces the
  target’s speed, use whichever reduction is greater.
  Lightning Damage. If the affected target takes lightning
  damage from your spell, the target takes additional
  lightning damage equal to your Charisma modifier.
  Forced Movement. If the target is moved by your spell,
  increase the distance it is moved by 15 feet.
  Watery Defense
  At 6th level, you gain resistance to fire damage.
  You also gain the ability to defend yourself by momentarily
  assuming a watery form. As a reaction when you are hit by an
  attack and take bludgeoning, piercing, or slashing damage
  from it, you can reduce that damage by an amount equal to
  your sorcerer level plus your Charisma score, and then you
  can move up to 30 feet without provoking opportunity
  attacks. Once you use this special reaction, you can’t use it
  again until you finish a short or long rest.
  Shifting Form
  Starting at 14th level, you gain the ability to enter a liquid
  state while moving.
  When you move on your turn, you take only half damage
  from opportunity attacks, and you can move through any
  enemy’s space but can’t willingly end your move there.
  On your turn, you can move through any space that is at
  least 3 inches in diameter and do so without squeezing.
  When you stop moving, the regular squeezing rules apply if
  you’re in a space one size smaller than you. You can’t willingly
  stop in a space smaller than that, and if you’re forced to do so,
  you immediately flow to the nearest space that can fit you,
  back along the path of your movement.
  Water Soul
  Starting at 18th level, your being is altered by the power of
  the sea. You gain the following benefits:
  You no longer need to eat, drink, or sleep.
  A critical hit against you becomes a normal hit.
  You have resistance to bludgeoning, piercing, and slashing
  damage.
  64
  SUB-CLASSES | SORCEROUS ORIGINS
  
  Shadow
  Your innate magic comes from the Shadowfell. You might
  trace your lineage to an entity from that place, or perhaps you
  were exposed to its fell energy and transformed in some
  fundamental manner.
  The power of shadow magic casts a strange pall over your
  physical presence. The spark of life that sustains you is
  muffled, as if it struggles to remain viable against the dark
  energy that imbues your soul. At your option, you can pick
  from or roll on the following table to create a unique quirk for
  your character.
  Shadow Sorcerer Quirks
  d6 Quirk
  1 You are always icy cold to the touch
  2 When you are asleep, you don’t appear to breathe
  (though you must still breathe to survive).
  3 You don’t seem to bleed, even when badly injured.
  4 Your heart beats once per minute. This event
  sometimes surprises you.
  5 You have trouble remembering that living creatures and
  corpses should be treated differently.
  6 You blinked. Once. Last week.
  Eyes of the Dark
  From 1st level, you have darkvision with a range of 60 feet.
  You can cast darkness by spending 1 sorcery point. You can
  see through any darkness spell you cast using this ability.
  Strength of the Grave
  Starting at 1st level, your existence in a twilight state between
  life and death makes you difficult to defeat. Whenever
  damage reduces you to 0 hit points, you can make a
  Constitution saving throw (DC 5 + the damage taken). On a
  success, you instead drop to 1 hit point. You cannot use this
  feature if you are reduced to 0 hit points by radiant damage
  or by a critical hit.
  Hound of Ill Omen
  At 6th level, you gain the ability to call forth a howling
  creature of darkness to harass your foes. As a bonus action,
  you can spend 3 sorcery points to summon a hound of ill
  omen to target one creature you can see. The hound uses a
  dire wolf’s statistics with the following changes:
  The hound is size Medium.
  It can move through other creatures and objects as if they
  were difficult terrain. The hound takes 5 force damage if it
  ends its turn inside an object.
  At the start of its turn, the hound automatically knows its
  target’s location. If the target was hidden, it is no longer
  hidden from the hound.
  The hound appears in an unoccupied space of your choice
  within 30 feet of the target. Roll initiative for the hound. On
  its turn, it can move only toward its target by the most direct
  route, and it can use its action only to attack its target. The
  hound makes opportunity attacks, but only against its target.
  Additionally, the target has disadvantage on all saving throws
  against your spells while the hound is within 5 feet of it. The
  hound disappears if it is reduced to 0 hit points, if its target is
  reduced to 0 hit points, or after 5 minutes.
  Shadow Walk
  At 14th level, you gain the ability to step from one shadow
  into another. When you are in dim light or darkness, as a
  bonus action, you can teleport up to 120 feet to an
  unoccupied space you can see that is also in dim light or
  darkness.
  Shadow Form
  At 18th level, you can spend 3 sorcery points to transform
  yourself into a shadow form as a bonus action. In this form,
  you have resistance to all damage except force damage, and
  you can move through other creatures and objects as if they
  were difficult terrain. You take 5 force damage if you end your
  turn inside an object. You remain in this form for 1 minute.
  65
  SUB-CLASSES | SORCEROUS ORIGINS
  
  Stone Sorcery
  Your magic springs from a mystical link between your soul
  and the magic of elemental earth. You might trace a distant
  ancestor to the Plane of Earth, or your family might have
  earned a mighty boon in return for a service to the dao lords.
  Whatever your past, the magic of elemental earth is yours to
  command.
  Your link to earth magic grants you extraordinary
  resilience, and stone sorcerers have a natural affinity for
  combat. A steel blade feels like a natural extension of your
  body, and sorcerers with this origin have a knack for wielding
  both shields and weapons. In combat your place is amid the
  fray. You rely on your elemental nature to shield you from
  harm and your magic and metal weapons to overwhelm your
  foes.
  Bonus Proficiencies
  At 1st level, you gain proficiency with shields, simple
  weapons, and martial weapons.
  Metal Magic
  Your affinity for metal gives you the option to learn some non-
  sorcerer spells that focus on weapon attacks. When your
  Spellcasting feature lets you learn a sorcerer spell of 1st level
  or higher, you can select the spell from the following list of
  spells, in addition to the sorcerer spell list. You must
  otherwise obey all the restrictions for selecting the spell, and
  it becomes a sorcerer spell for you.
  Spell level
  Spell
  1st
  compelled duel
  1st
  searing smite
  1st
  thunderous smite
  1st
  wrathful smite
  2nd
  branding smite
  2nd
  magic weapon
  3rd
  blinding smite
  3rd
  elemental weapon
  4th
  staggering smite
  Stone’s Durability
  At 1st level, your connection to stone gives you extra fortitude.
  Your hit point maximum increases by 1, and it increases by 1
  again whenever you gain a level in this class.
  As an action, you can gain a base AC of 13 + your
  Constitution modifier if you aren’t wearing armor, and your
  skin assumes a stony appearance. This effect lasts until you
  end it as a bonus action, you are incapacitated, or you don
  armor other than a shield.
  Stone Aegis
  Starting at 6th level, your command of earth magic grows
  stronger, allowing you to harness it for your allies’ protection.
  As a bonus action, you can grant an aegis to one allied
  creature you can see within 60 feet of you. The aegis is a dim,
  gray aura of earth magic that protects the target. Any
  bludgeoning, piercing, or slashing damage the target takes is
  reduced by 2 + your sorcerer level divided by 4. This effect
  lasts for 1 minute, until you use it again, or until you are
  incapacitated.
  In addition, when a creature you can see within 60 feet of
  you hits the protected target with a melee attack, you can use
  your reaction to teleport to an unoccupied space you can see
  within 5 feet of the attacker. You can teleport only if you and
  the attacker are on the same surface. You can then make one
  melee weapon attack against the attacker. If that attack hits, it
  deals an extra 1d10 force damage. This extra damage
  increases to 2d10 at 11th level and 3d10 at 17th level.
  Stone’s Edge
  Starting at 14th level, your mastery of earth magic allows you
  to add the force of elemental earth to your spells. When you
  cast a spell that deals damage, choose one creature damaged
  by that spell on the round you cast it. That creature takes
  extra force damage equal to half your sorcerer level. This
  feature can be used only once per casting of a spell.
  Earth Master’s Aegis
  Beginning at 18th level, when you use your Stone’s Aegis to
  protect an ally, you can choose up to three creatures to gain
  its benefits.
  66
  SUB-CLASSES | SORCEROUS ORIGINS
  
  Storm
  Your innate magic comes from the power of elemental air.
  Perhaps you were born during a howling gale so powerful
  that folk still tell stories of it. Your lineage might include the
  influence of potent air creatures such as vaati or djinni.
  Whatever the case, the magic of the storm permeates your
  soul.
  Storm sorcerers are invaluable members of a ship’s crew.
  Their magic allows them to exert control over wind and
  weather in their immediate area. Their abilities also prove
  useful in repelling attacks by sahuagin, pirates, and other
  waterborne threats.
  Stormborn
  The arcane magic you command is infused with elemental
  air. You can speak, read, and write Primordial. In addition,
  you gain the following spells at the listed sorcerer level. These
  spells do not count against the number of sorcerer spells you
  know.
  Storm Sorcerer Bonus Spells
  Sorcerer Level Spells
  1st
  Fog cloud, thunderwave
  3rd
  Gust of wind, levitate
  5th
  Call lightning, sleet storm
  7th
  Conjure minor elementals, ice storm
  9th
  Conjure elemental
  Unless you gain the spell conjure minor elementals from
  another source, you can summon only smoke mephits,
  steam mephits, ice mephits, or dust mephits with it.
  Unless you gain the spell conjure elemental from another
  source, you can summon only air elementals with it.
  Tempestuous Magic
  At 1st level, you are attuned to elemental air magic. Whenever
  you cast a spell other than a cantrip during your turn,
  whirling gusts of elemental air surround you. You can use a
  bonus action to fly 10 feet without provoking opportunity
  attacks.
  Heart of the Storm
  At 6th level, you gain resistance to lightning and thunder
  damage. Whenever you cast a spell other than a cantrip that
  deals lightning or thunder damage, a stormy aura surrounds
  you. In addition to the spell’s effects, creatures of your choice
  within 10 feet of you take lightning or thunder damage
  (choose each time this ability activates) equal to half your
  sorcerer level.
  Storm Guide
  At 6th level, you gain the ability to subtly control the weather
  around you.
  If it is raining, you can use an action to cause the rain to
  stop falling in a 20‐foot radius centered on you. You can end
  this effect as a bonus action.
  If it is windy, you can use a bonus action each round to
  choose the direction that the wind blows in a 100‐foot radius
  around you. The wind blows in that direction until the end of
  your next turn. You have no ability to alter the speed of the
  wind.
  Ribbons
  On the R&D team, any ability meant to convey flavor rather
  than a mechanical advantage is referred to as a ribbon—a
  thing that’s mostly for show. Thieves’ Cant is a great example
  of a ribbon ability, and Storm Guide also falls into this
  category.
  We don’t weigh ribbons when balancing one class or option
  against another. For example, Heart of the Storm carries the
  power load at 6th level for the storm sorcerer, while Storm
  Guide is here only to show how these sorcerers can excel as
  sailors. It isn’t meant to help in combat, but it’s potentially
  very useful in maneuvering a ship.
  Storm’s Fury
  At 14th level, the storm energy you channel through your
  magic seethes within your soul. When you are hit by a melee
  attack, you can use your reaction to deal lightning damage to
  the attacker equal to your sorcerer level. The attacker must
  also make a Strength saving throw, with a DC equal to 8 +
  your Charisma bonus + your proficiency bonus. On a failed
  save, the attacker is pushed in a straight line 20 feet away
  from you.
  Wind Soul
  At 18th level, you gain a flying speed of 60 feet and immunity
  to lightning and thunder damage.
  As an action, you can reduce your flying speed to 30 feet
  for one hour and choose a number of creatures within 30 feet
  of you equal to 3 + your Charisma modifier. The chosen
  creatures gain a flying speed of 30 feet for 1 hour.
  Update/balance note
  This is the Storm sorcerous origin found in the UA Waterborne
  article, which is a bit unbalanced. If you want an updated and
  balanced version, you can find it in the Sword Coast Adventure
  Guide book!
  67
  SUB-CLASSES | SORCEROUS ORIGINS
  
  Warlock Otherworldly
  Patron
  At 1st level, a warlock gains the Otherworldly Patron feature.
  Here are new options for that feature: the Hexblade, the
  Raven Queen, the Seeker and the Undying Light.
  The Hexblade
  You have made your pact with a powerful, sentient magic
  weapon carved from the stuff of the Shadowfell. The mighty
  sword Blackrazor is the most notable of these weapons,
  several of which have spread across the multiverse over the
  ages. These weapons grow stronger as they consume the life
  essence of their victims. The strongest of them can use their
  ties to the Shadowfell to offer power to mortals who serve
  them. The Raven Queen forged the first of these weapons.
  They, along with the hexblade warlocks, are another tool she
  can use to manipulate events in the Material Plane to her
  inscrutable ends.
  Expanded Spell List
  The Hexblade lets you choose from an expanded list of spells
  when you learn a warlock spell. The following spells are
  added to the warlock spell list for you.
  Hexblade Expanded Spells
  Spell Level
  Spells
  1st
  shield, wrathful smite
  2nd
  branding smite, magic weapon
  3rd
  blink, elemental weapon
  4th
  phantasmal killer, staggering smite
  5th
  cone of cold, destructive wave
  Hex Warrior
  At 1st level, you gain proficiency with medium armor, shields,
  and martial weapons. In addition, when attacking with a
  melee weapon that you are proficient with and that lacks the
  two-handed property, you can use your Charisma modifier,
  instead of Strength or Dexterity, for the attack and damage
  rolls.
  Hexblade’s Curse
  Starting at 1st level, you gain the ability to place a baleful
  curse on an enemy. As a bonus action, choose one creature
  you can see within 30 feet of you. The target is cursed for 1
  minute. Until the curse ends, you gain the following benefits:
  You gain a bonus to damage rolls against the cursed
  target. The bonus equals your proficiency bonus.
  Any attack roll you make against the cursed target is a
  critical hit on a roll of 19 or 20 on the d20.
  If the cursed target dies, you regain hit points equal to
  your warlock level + your Charisma modifier.
  You can’t use this feature again until you finish a short or
  long rest.
  Shadow Hound
  Starting at 6th level, your shadow can split from you and
  transform into a hound of pure darkness. Most of the time,
  your shadow hound masquerades as your normal shadow. As
  a bonus action, you can command it to magically slip into the
  shadow of a creature you can see within 60 feet of you. While
  the shadow hound is merged in this manner, the target can’t
  gain the benefits of half cover or three-quarters cover against
  your attack rolls, and you know the distance and direction to
  the target even if it is hidden. The hound can’t be seen by
  anyone but you and those with truesight, and it is unaffected
  by light. The target has a vague feeling of dread while the
  hound is present.
  As a bonus action, you can command your shadow hound
  to return to you. It also automatically returns to you if you and
  the target are on different planes of existence, if you’re
  incapacitated, or if dispel magic, remove curse, or similar
  magic is used on the target.
  Armor of Hexes
  At 10th level, your hex grows more powerful. If the target
  cursed by your Hexblade’s Curse hits you with an attack roll,
  roll a d6. On a 4 or higher, the attack instead misses you.
  Master of Hexes
  Starting at 14th level, you can use your Hexblade’s Curse
  again without resting, but when you apply it to a new target,
  the curse immediately ends on the previous target.
  68
  SUB-CLASSES | WARLOCK PATRONS
  
  The Raven Queen
  You patron is the Raven Queen, a mysterious being who rules
  the Shadowfell from a palace of ice deep within that dread
  realm. The Raven Queen watches over the world, anticipating
  each creature’s death and ensuring that it meets its end at the
  proscribed time and place. As the ruler of the Shadowfell, she
  dwells in a decayed, dark reflection of the world. Her ability to
  reach into the world is limited. Thus, she turns to mortal
  warlocks to serve her will. Warlocks sworn to the Raven
  Queen receive visions and whispers from her in their dreams,
  sending them on quests and warning them of impending
  dangers.
  The Raven Queen’s followers are expected to serve her will
  in the world. She concerns herself with ensuring that those
  fated to die pass from the world as expected, and bids her
  agents to defeat those who seek to cheat death through
  undeath or other imitations of immortality. She hates
  intelligent undead and expects her followers to strike them
  down, whereas mindless undead such as skeletons and
  zombies are little more than stumbling automatons in her
  eyes.
  Expanded Spell List
  The Raven Queen lets you choose from an expanded list of
  spells when you learn a warlock spell. The following spells
  are added to the warlock spell list for you.
  Raven Queen Expanded Spells
  Spell Level
  Spells
  1st
  false life, sanctuary
  2nd
  silence, spiritual weapon
  3rd
  feign death, speak with dead
  4th
  ice storm, locate creature
  5th
  commune, cone of cold
  Sentinel Raven
  Starting at 1st level, you gain the service of a spirit sent by the
  Raven Queen to watch over you. The spirit assumes the form
  and game statistics of a raven, and it always obeys your
  commands, which you can give telepathically while it is
  within 100 feet of you.
  While the raven is perched on your shoulder, you gain
  darkvision with a range of 30 feet and a bonus to your passive
  Wisdom (Perception) score and to Wisdom (Perception)
  checks. The bonus equals your Charisma modifier. While
  perched on your shoulder, the raven can’t be targeted by any
  attack or other harmful effect; only you can cast spells on it; it
  can’t take damage; and it is incapacitated.
  You can see through the raven’s eyes and hear what it hears
  while it is within 100 feet of you.
  In combat, you roll initiative for the raven and control how
  it acts. If it is slain by a creature, you gain advantage on all
  attack rolls against the killer for the next 24 hours.
  The raven doesn’t require sleep. While it is within 100 feet
  of you, it can awaken you from sleep as a bonus action.
  The raven vanishes when it dies, if you die, or if the two of
  you are separated by more than 5 miles.
  At the end of a short or long rest, you can call the raven
  back to you—no matter where it is or whether it died—and it
  reappears within 5 feet of you.
  Soul of the Raven
  At 6th level, you gain the ability to merge with your raven
  spirit. As a bonus action when your raven is perched on your
  shoulder, your body merges with your raven’s form. While
  merged, you become Tiny, you replace your speed with the
  raven’s, and you can use your action only to Dash, Disengage,
  Dodge, Help, Hide, or Search. During this time, you gain the
  benefits of your raven being perched on your shoulder. As an
  action, you and the raven return to normal.
  Raven’s Shield
  At 10th level, the Raven Queen grants you a protective
  blessing. You gain advantage on death saving throws,
  immunity to the frightened condition, and resistance to
  necrotic damage.
  Queen’s Right Hand
  Starting at 14th level, you can channel the Raven Queen’s
  power to slay a creature. You can cast finger of death. After
  you cast the spell with this feature, you can’t do so again until
  you finish a long rest.
  69
  SUB-CLASSES | WARLOCK PATRONS
  
  The Seeker
  Your patron is an inscrutable being who travels the Astral
  Plane in search of knowledge and secrets. In return for your
  patron’s gifts, you wander the world seeking lore that you can
  share with the Seeker.
  Your patron could be any deity or other powerful entity
  dedicated to knowledge or forgotten lore. Celestian is an
  ideal patron for a Greyhawk campaign, and was the
  inspiration for this concept. In the Forgotten Realms, your
  patron might be Azuth or Oghma. Aureon makes an excellent
  patron in Eberron, while in Krynn and the Dragonlance
  campaign setting, Gilean is a good match for the Seeker’s
  role.
  Expanded Spell List
  The Seeker lets you choose from an expanded list of spells
  when you learn a warlock spell. The following spells are
  added to the warlock spell list for you.
  Seeker Expanded Spells
  Spell Level
  Spells
  1st
  feather fall, jump
  2nd
  levitate, locate object
  3rd
  clairvoyance, sending
  4th
  arcane eye, locate creature
  5th
  legend lore, passwall
  Shielding Aurora
  Starting at 1st level, you can invoke the Seeker’s power to
  protect you from harm. As a bonus action, you create a
  whirling aurora of brilliant energy that swirls around you.
  Until the end of your next turn, you gain resistance to all
  damage, and if a hostile creature ends its turn within 10 feet
  of you, it takes radiant damage equal to your warlock level +
  your Charisma modifier.
  Once you use this feature, you can’t use it again until you
  finish a short or long rest.
  Pact Boon: Pact of the Star Chain
  At 3rd level, a character dedicated to the Seeker can select
  this option instead of one of the warlock’s existing Pact Boon
  options.
  The Seeker grants you a chain forged from starlight,
  decorated with seven gleaming motes of brightness. While
  the chain is on your person, you know the augury spell and
  can cast it as a ritual. The spell doesn’t count against your
  number of spells known.
  Additionally, you can invoke the Seeker’s power to gain
  advantage on an Intelligence check while you carry this item.
  Once you use this ability, you cannot use it again until you
  complete a short or long rest.
  If you lose your Star Chain, you can perform a 1-hour
  ceremony to receive a replacement from the Seeker. The
  ceremony can be performed during a short or long rest, and it
  destroys the previous chain. The chain disappears in a flash
  of light when you die.
  The exact form of this item might be different depending
  on your patron. The Star Chain is inspired by the Greyhawk
  deity Celestian.
  Astral Refuge
  At 6th level, you gain the ability to step into an astral refuge.
  As an action, you disappear from the world for a brief
  moment and enter the Astral Plane, taking advantage of its
  timeless nature. While in your astral refuge, you can take two
  actions to cast spells that target only you. After using those
  two actions, you return to the space you occupied and your
  turn ends.
  Far Wanderer
  At 10th level, you no longer need to breathe, and you gain
  resistance to fire damage and cold damage.
  Astral Sequestration
  Starting at 14th level, you gain the ability to sequester
  yourself and your allies on the Astral Plane.
  By performing a special ritual over the course of 5 minutes,
  you shift yourself and up to ten willing creatures you can see
  to the Astral Plane. You and those creatures gain the benefits
  of a short rest while sequestered on the Astral Plane. You
  then return to the spaces you all occupied when you used this
  ability, with no time having passed in the world.
  During this short rest, you and the creatures you sequester
  can make use of any options available during a rest that affect
  only you and the creatures you sequester.
  Once you use this ability, you cannot use it again until you
  complete a long rest.
  70
  SUB-CLASSES | WARLOCK PATRONS
  
  The Undying Light
  Your patron is not a specific entity, but the energy that
  radiates from the Positive Plane. Your pact allows you to
  experience the barest touch of the raw stuff of life that
  powers the multiverse. Anything more, and you would be
  instantly incinerated by its energy.
  Contact with the Positive Plane causes subtle changes to
  your behavior and beliefs. You are driven to bring light to dark
  places, to annihilate undead creatures, and to protect all
  living things. At the same time, you crave the light and find
  total darkness a suffocating experience akin to drowning.
  As an optional way to add more flavor to your character,
  you can pick from or roll on the following table of flaws
  associated with warlocks of the Undying Light.
  Undying Light Flaws
  d6 Flaw
  1 You are afraid of the dark, and must always have a light
  source at hand.
  2 You have a nervous compulsion to keep a bright light
  in even the barest shadow.
  3 You have a compulsion to enter and illuminate dark
  areas.
  4 You have an overwhelming hatred of undead creatures.
  5 You fidget and are irritable when you can’t see the sun.
  6 In a dark area, you always carry a lit torch or lantern.
  Putting it down is an unbearable thought.
  Expanded Spell List
  The Undying Light lets you choose from an expanded list of
  spells when you learn a warlock spell. The following spells
  are added to the warlock spell list for you.
  Undying Light Expanded Spells
  Spell Level
  Spells
  1st
  burning hands
  2nd
  flaming sphere
  3rd
  daylight
  4th
  fire shield
  5th
  flame strike
  Radiant Soul
  Starting at 1st level, your link to the Positive Plane allows you
  to serve as a conduit for radiant energy. You have resistance
  to radiant damage, and when you cast a spell that deals
  radiant damage or fire damage, you add your Charisma
  modifier to that damage. Additionally, you know the sacred
  flame and light cantrips and can cast them at will. They don’t
  count against your number of cantrips known.
  Searing Vengeance
  Starting at 6th level, the radiant energy you channel allows
  you to overcome grievous injuries. When you would make a
  death saving throw, you can instead spring back to your feet
  with a burst of radiant energy. You immediately stand up (if
  you so choose), and you regain hit points equal to half your hit
  point maximum. All hostile creatures within 30 feet of you
  take 10 + your Charisma modifier radiant damage and are
  blinded until the end of your turn.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Radiant Resilience
  Starting at 10th level, you gain temporary hit points whenever
  you finish a long or short rest. These temporary hit points
  equal your warlock level + your Charisma modifier.
  Additionally, choose up to five creatures you can see at the
  end of your rest. Those creatures gain temporary hit points
  equal to half your warlock level + your Charisma modifier.
  Healing Light
  At 14th level, you gain the ability to channel the Undying
  Light to heal yourself and other creatures. As a bonus action,
  you can touch a creature and heal it. With each touch, a
  creature regains from 1d6 to 5d6 hit points (your choice). You
  have a total pool of 15d6 you can expend. Subtract the dice
  you use with each touch from that total.
  You regain all expended dice from your pool when you
  finish a long rest.
  71
  SUB-CLASSES | WARLOCK PATRONS
  
  Eldritch Invocations
  At 2nd level, a warlock gains the Eldritch Invocations feature.
  Here are new playtest options for that feature.
  Many of these new invocations are tied to a patron,
  allowing you to strengthen the bond between your warlock
  and an otherworldly patron.
  Two of the invocations are associated with the Seeker, a
  patron that appeared in another installment of Unearthed
  Arcana.
  Aspect of the Moon
  Prerequisite: The Archfey patron
  You have gained the Maiden of the Moon’s favor. You no
  longer need to sleep and can’t be forced to sleep by any
  means. To gain the benefits of a long rest, you can spend all 8
  hours doing light activity, such as reading and keeping watch.
  Burning Hex
  Prerequisite: The Hexblade patron
  As a bonus action, you cause a target cursed by your
  Hexblade’s Curse to take fire damage equal to your Charisma
  modifier (minimum of 1).
  Caiphon’s Beacon
  Prerequisite: The Great Old One patron
  The purple star Caiphon is the doom of inexperienced
  mariners. Those who use its deceptive light to guide their
  travels invariably come to ruin. You gain proficiency in the
  Deception and Stealth skills, and you have advantage on
  attack rolls against charmed creatures.
  Chilling Hex
  Prerequisite: The Hexblade patron
  As a bonus action, you cause frost to swirl around a target
  cursed by your Hexblade’s Curse, dealing cold damage to
  each of your enemies within 5 feet of the target. The cold
  damage equals your Charisma modifier (minimum of 1).
  Chronicle of the Raven Queen
  Prerequisite: Raven Queen patron, Pact of the Tome feature
  You can place a corpse’s hand or similar appendage on your
  Book of Shadows and ask one question aloud. After 1 minute,
  the answer appears written in blood in your book. The
  answer is provided by the dead creature’s spirit to the best of
  its knowledge and is translated into a language of your
  choice. You must use this ability within 1 minute of a
  creature’s death, and a given creature can only be asked one
  question in this manner.
  Claw of Acamar
  Prerequisite: The Great Old One patron, Pact of the Blade
  feature
  You can create a black, lead flail using your Pact of the
  Blade feature. The flail’s head is sculpted to resemble a pair
  of grasping tentacles. The weapon has the reach property.
  When you hit a creature with it, you can expend a spell slot to
  deal an additional 2d8 necrotic damage to the target per spell
  level, and you can reduce the creature’s speed to 0 feet until
  the end of your next turn.
  Cloak of Baalzebul
  Prerequisite: The Fiend patron
  As a bonus action, you can conjure a swarm of buzzing flies
  around you. The swarm grants you advantage on Charisma
  (Intimidation) checks but disadvantage on all other Charisma
  checks. In addition, a creature that starts its turn within 5 feet
  of you takes poison damage equal to your Charisma modifier.
  You can dismiss the swarm with another bonus action.
  Curse Bringer
  Prerequisite: The Hexblade patron, Pact of the Blade feature
  You can create a greatsword forged from silver, with black
  runes etched into its blade, using your Pact of the Blade
  feature. If you reduce a target cursed by your Hexblade’s
  Curse to 0 hit points with this sword, you can immediately
  change the target of the curse to a different creature. This
  change doesn’t extend the curse’s duration.
  When you hit a creature with this weapon, you can expend
  a spell slot to deal an additional 2d8 slashing damage to the
  target per spell level, and you can reduce the creature’s speed
  to 0 feet until the end of your next turn.
  Kiss of Mephistopheles
  Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip
  You can channel the fires of Mephistopheles through your
  eldritch blast. When you hit a creature with that cantrip, you
  can cast fireball as a bonus action using a warlock spell slot.
  However, the spell must be centered on a creature you hit
  with eldritch blast.
  Frost Lance
  Prerequisite: The Archfey patron, eldritch blast cantrip
  You draw on the gifts of the Prince of Frost to trap your
  enemies in ice. When you hit a creature with your eldritch
  blast cantrip one or more times on your turn, you can reduce
  that creature’s speed by 10 feet until the end of your next
  turn.
  Gaze of Khirad
  Prerequisite: 7th level, the Great Old One patron
  You gain the piercing gaze of the blue star Khirad. As an
  action, you can see through solid objects to a range of 30 feet
  until the end of the current turn. During that time, you
  perceive objects as ghostly, transparent images.
  Grasp of Hadar
  Prerequisite: The Great Old One patron, eldritch blast
  cantrip
  Once during your turn when you hit a creature with your
  eldritch blast cantrip, you can move that creature in a straight
  line 10 feet closer to yourself.
  Green Lord’s Gift
  Prerequisite: The Archfey patron
  The Green Lord oversees a verdant realm of everlasting
  summer. Your soul is linked to his power. Whenever you
  regain hit points, you treat any dice rolled to determine the
  hit points you regain as having rolled their maximum value.
  72
  SUB-CLASSES | ELDRITCH INVOCATIONS
  
  Improved Pact Weapon
  Prerequisite: 5th level, Pact of the Blade feature
  Any weapon you create using your Pact of the Blade
  feature is a +1 weapon. This invocation doesn’t affect a magic
  weapon you transformed into your pact weapon.
  Mace of Dispater
  Prerequisite: The Fiend patron, Pact of the Blade feature
  When you create your pact weapon as a mace, it manifests
  as an iron mace forged in Dis, the second of the Nine Hells.
  When you hit a creature with it, you can expend a spell slot to
  deal an additional 2d8 force damage to the target per spell
  level, and you can knock the target prone if it is Huge or
  smaller.
  Moon Bow
  Prerequisite: The Archfey patron, Pact of the Blade feature
  You can create a longbow using your Pact of the Blade
  feature. When you draw back its string and fire, it creates an
  arrow of white wood, which vanishes after 1 minute. You have
  advantage on attack rolls against lycanthropes with the bow.
  When you hit a creature with it, you can expend a spell slot to
  deal an additional 2d8 radiant damage to the target per spell
  level.
  Path of the Seeker
  Prerequisite: The Seeker patron
  The Seeker bids you to travel in search of knowledge, and
  little can prevent you from waling this path. You ignore
  difficult terrain, have advantage on all checks to escape a
  grapple, manacles, or rope bindings, and advantage on saving
  throws against being paralyzed.
  Raven Queen’s Blessing
  Prerequisite: Raven Queen patron, eldritch blast cantrip
  When you score a critical hit with your eldritch blast
  cantrip, pick yourself or an ally you can see within 30 feet of
  you. The chosen creature can immediately expend a Hit Die
  to regain hit points equal to the roll + the creature’s
  Constitution modifier (minimum of 1 hit point).
  Relentless Hex
  Prerequisite: 5th level, the Hexblade patron
  Your Hexblade’s Curse creates a temporary bond between
  you and your target. As a bonus action, you can magically
  teleport to a space you can see within 5 feet of the target
  cursed by your Hexblade’s Curse. To do so, you must be able
  to see the target and must be within 30 feet of it.
  Sea Twins’ Gift
  Prerequisite: The Archfey patron
  The Sea Twins rule seas in the Feywild. Their gift allows
  you to travel through water with ease. You can breathe
  underwater, and you gain a swimming speed equal to your
  walking speed.
  You can also cast water breathing using a warlock spell
  slot. Once you cast it using this invocation, you can’t do so
  again until you finish a long rest.
  Seeker’s Speech
  Prerequisite: The Seeker patron
  Your quest for knowledge allows you to master any spoken
  language. When you complete a long rest, you can pick two
  languages. You gain the ability to speak, read, and write the
  chosen languages until you finish your next long rest.
  Shroud of Ulban
  Prerequisite: 18th level, the Great Old One patron
  The blue-white star Ulban maintains a fickle presence
  among the stars, fluttering into view only to herald a dire
  omen. As an action, you can turn invisible for 1 minute. If you
  attack, deal damage, or force a creature to make a saving
  throw, you become visible at the end of the current turn.
  Superior Pact Weapon
  Prerequisite: 9th level, Pact of the Blade feature
  Any weapon you create using your Pact of the Blade
  feature is a +2 weapon. This invocation doesn’t affect a magic
  weapon you transformed into your pact weapon.
  Tomb of Levistus
  Prerequisite: The Fiend patron
  As a reaction when you take damage, you can entomb
  yourself in ice, which melts away at the end of your next turn.
  You gain 10 temporary hit points per warlock level, which
  take as much of the triggering damage as possible. You also
  gain vulnerability to fire damage, your speed drops to 0, and
  you are incapacitated. All of these effects end when the ice
  melts.
  Once you use this invocation, you can’t use it again until
  you finish a short or long rest.
  Ultimate Pact Weapon
  Prerequisite: 15th level, Pact of the Blade feature
  Any weapon you create using your Pact of the Blade
  feature is a +3 weapon. This invocation doesn’t affect a magic
  weapon you transformed into your pact weapon.
  73
  SUB-CLASSES | ELDRITCH INVOCATIONS
  
  Wizard Traditions
  At 2nd level, a wizard gains the Arcane Tradition feature.
  Here are new options for that feature: the Artificer, the Lore
  Mastery and the Theurgy.
  Artificer
  Artificers are a key part of the world of Eberron. They
  illustrate the evolution of magic from a wild, unpredictable
  force to one that is becoming available to the masses. Magic
  items are part of everyday life in the Five Nations of
  Khorvaire; with an artificer in your party, they become part of
  every adventuring expedition.
  Infuse Potions
  Starting at 2nd level, you can produce magic potions. You
  spend 10 minutes focusing your magic on a vial of mundane
  water and expend a spell slot to transform it into a potion.
  Once you have expended a spell slot to create a potion, you
  cannot regain that slot until the potion is consumed or after 1
  week, at which time the potion loses its effectiveness. You can
  create up to three potions at a time; creating a fourth potion
  causes the oldest currently active one to immediately lose its
  potency. If that potion has been consumed, its effects
  immediately end.
  The spell slot you expend determines the type of potion you
  can create. See chapter 7 of the Dungeon Master’s Guide for
  complete rules on potions.
  Spell Slot Potion Created
  1st
  Climbing, growth, or healing
  2nd
  Mind reading or greater healing
  3rd
  Invisibility, superior healing, or water breathing
  4th
  Resistance
  Infuse Scrolls
  At 2nd level, you can also tap into your reserves of magical
  energy to create spell scrolls. You can use your Arcane
  Recovery ability to create a scroll instead of regaining
  expended spell slots.
  You must finish a short rest, then spend 10 minutes with
  parchment, quill, and ink to create a spell scroll containing
  one spell chosen from those you know. Subtract the spell’s
  level from the total levels worth of slots you regain using
  Arcane Recovery. This reduction to your Arcane Recovery
  applies until you use the scroll and then finish a long rest.
  Infuse Weapons and Armor
  Beginning at 6th level, you can produce magic weapons and
  armor. You spend 10 minutes focusing your magic on a
  mundane weapon, suit of armor, shield, or bundle of twenty
  pieces of ammunition, and expend a spell slot to infuse it with
  magical energy. The magic item retains its enhancement for
  8 hours or until used (in the case of magic ammunition). You
  can infuse only one item at a time; if you infuse a second one,
  the first immediately loses its potency. Once you have
  expended a spell slot to create such an item, you cannot
  regain that slot until the item becomes nonmagical.
  The spell slot you expend determines the type of weapon,
  armor, or shield you can create.
  Spell Slot Item Created
  2nd
  +1 ammunition (20 pieces)
  3rd
  +1 weapon or +1 shield
  4th
  +1 armor
  5th
  +2 weapon or +2 ammunition (20 pieces)
  6th
  +2 armor
  Superior Artificer
  Starting at 10th level, you can create a second magic weapon,
  suit of armor, shield, or bundle of ammunition using your
  Infuse Weapons and Armor ability. Attempting to infuse a
  third item causes the oldest one to immediately lose its
  potency.
  You can also create one additional potion or scroll using
  Infuse Potions or Infuse Scrolls.
  Master Artificer
  On reaching 14th level, your mastery of arcane magic allows
  you to produce a variety of magic items. You can create a
  single item chosen from Magic Item Tables A and B in
  chapter 7 of the Dungeon Master’s Guide. It takes you 1 week
  to produce such an item, and you must rest for 1 month
  before using this ability to craft another item.
  74
  SUB-CLASSES | WIZARD TRADITIONS
  
  Lore Mastery
  Lore Mastery is an arcane tradition fixated on understanding
  the underlying mechanics of magic. It is the most academic
  of all arcane traditions. The promise of uncovering new
  knowledge or proving (or discrediting) a theory of magic is
  usually required to rouse its practitioners from their
  laboratories, academies, and archives to pursue a life of
  adventure.
  Known as savants, followers of this tradition are a bookish
  lot who see beauty and mystery in the application of magic.
  The results of a spell are less interesting to them than the
  process that creates it. Some savants take a haughty attitude
  toward those who follow a tradition focused on a single
  school of magic, seeing them as provincial and lacking the
  sophistication needed to master true magic. Other savants
  are generous teachers, countering ignorance and deception
  with deep knowledge and good humor.
  Lore Master
  Starting at 2nd level, you become a compendium of
  knowledge on a vast array of topics. Your proficiency bonus is
  doubled for any ability check you make that uses the Arcana,
  History, Nature, or Religion skill if you are proficient in that
  skill.
  In addition, your analytical abilities are so well-honed that
  your initiative in combat can be driven by mental agility,
  rather than physical agility. When you roll initiative, it is
  either an Intelligence check or a Dexterity check for you (your
  choice).
  Spell Secrets
  At 2nd level, you master the first in a series of arcane secrets
  uncovered by your extensive studies.
  When you cast a spell with a spell slot and the spell deals
  acid, cold, fire, force, lightning, necrotic, radiant, or thunder
  damage, you can substitute that damage type with one other
  type from that list (you can change only one damage type per
  casting of a spell). You replace one energy type for another by
  altering the spell’s formula as you cast it.
  When you cast a spell with a spell slot and the spell
  requires a saving throw, you can change the saving throw
  from one ability score to another of your choice. Once you
  change a saving throw in this way, you can’t do so again until
  you finish a short or long rest.
  Altering Spells
  While the Spell Secrets feature offers increased versatility, at
  the table its effects can be difficult to spot by the other
  players. If you’re playing a savant, take a moment to describe
  how you alter your spells. Think of a signature change your
  character is particularly proud of. Be inventive, and make the
  game more fun for everyone by playing up the sudden,
  unexpected tricks you character can employ. For example, a
  fireball transformed to require a Strength save might become a
  sphere of burning rock that shatters and slams into its target.
  A charm person that requires a Constitution save might take
  the form of a vaporous narcotic that alters the target’s mood.
  Alchemical Casting
  At 6th level, you learn to augment spells in a variety of ways.
  When you cast a spell with a spell slot, you can expend one
  additional spell slot to augment its effects for this casting,
  mixing the raw stuff of magic into your spell to amplify it. The
  effect depends on the spell slot you expend.
  An additional 1st-level spell slot can increase the spell’s
  raw force. If you roll damage for the spell when you cast it,
  increase the damage against every target by 2d10 force
  damage. If the spell can deal damage on more than one turn,
  it deals this extra force damage only on the turn you cast the
  spell.
  An additional 2nd-level spell slot can increase the spell’s
  range. If the spell’s range is at least 30 feet, it becomes 1
  mile.
  An additional 3rd-level spell slot can increase the spell’s
  potency. Increase the spell’s save DC by 2.
  Prodigious Memory
  At 10th level, you have attained a greater mastery of spell
  preparation. As a bonus action, you can replace one spell you
  have prepared with another spell from your spellbook. You
  can’t use this feature again until you finish a short or long
  rest.
  Master of Magic
  At 14th level, your knowledge of magic allows you to
  duplicate almost any spell. As a bonus action, you can call to
  mind the ability to cast one spell of your choice from any
  class’s spell list. The spell must be of a level for which you
  have spell slots, you mustn’t have it prepared, and you follow
  the normal rules for casting it, including expending a spell
  slot. If the spell isn’t a wizard spell, it counts as a wizard spell
  when you cast it. The ability to cast the spell vanishes from
  your mind when you cast it or when the current turn ends.
  You can’t use this feature again until you finish a long rest.
  75
  SUB-CLASSES | WIZARD TRADITIONS
  
  Theurgy
  A number of deities claim arcane magic as their domain.
  While the idea of a divine being embracing such power might
  seem contradictory, magic is as much a part of the fabric of
  the cosmos as wind, fire, lightning, and all other primal
  forces. Just as there are deities of the sea and gods of
  warfare, the arcane arts feature their own divine patrons.
  Such deities often have clerics, but many gods of magic bid
  their followers to take up the study of wizardry. These
  religious magic-users follow the arcane tradition of Theurgy,
  and are commonly known as theurgists. Such spellcasters
  are as dedicated and scholarly as any other wizard, but they
  blend their arcane study with religious teachings.
  Divine Inspiration
  When you select this tradition at 2nd level, pick a divine
  domain from your chosen deity’s list of eligible domains.
  Alternatively, the following domains are thematically
  appropriate and easily compatible with the theurgist concept:
  Arcana (From the Sword Coast Adventurers’ Guide.)
  Knowledge
  Light
  Arcane Initiate
  Beginning when you select this tradition at 2nd level,
  whenever you gain a wizard level, you can choose to replace
  one of the wizard spells you add to your spellbook with a
  cleric domain spell for your chosen domain. The spell must
  be of a level for which you hve spell slots.
  If you add all of your domain spells to your spellbook, you
  can subsequently opt to add any spell from the cleric spell list
  instead. The spell must still be of a level for which you hve
  spell slots.
  Other wizards cannot copy cleric spells from your
  spellbook into their own spellbooks.
  Channel Arcana
  At 2nd level, you gain the ability to channel arcane energy
  directly from your deity, using that energy to fuel magical
  effects. You start with two such effects: Divine Arcana and the
  Channel Divinity option granted at 2nd level by your chosen
  domain. You employ that Channel Divinity option by using
  your Channel Arcana ability.
  When you use your Channel Arcana, you choose which
  effect to create. You must then finish a short or long rest to
  use your Channel Arcana again.
  Some Channel Arcana effects require saving throws. When
  you use such an effect, the save DC equals your wizard spell
  save DC.
  Beginning at 6th level, you can use your Channel Arcana
  twice between rests, and beginning at 18th level, you can use
  it three times between rests. When you finish a short or long
  rest, you regain your expended uses.
  When you gain further uses for Channel Divinity from your
  domain, you can employ them by using your Channel Arcana
  ability.
  Channel Arcana: Divine Arcana
  As a bonus action, you speak a prayer to control the flow of
  magic around you. The next spell you cast gains a +2 bonus
  to its attack roll or saving throw DC, as appropriate.
  Arcane Acolyte
  At 6th level, you gain your chosen domain’s 1st level benefits.
  However, you do not gain any weapon or armor proficiencies
  from your domain.
  Arcane Priest
  At 10th level, you gain your chosen domain’s 6thlevel benefits.
  Your faith and your understanding of magic allow you to delve
  into your god’s secrets.
  Arcane High Priest
  At 14th level, you gain your chosen domain’s 17thlevel
  benefits. Your academic nature and understanding of magic
  and doctrine allow you to master this ability sooner than a
  cleric of your domain.
  76
  SUB-CLASSES | WIZARD TRADITIONS
  
  Part 4: Extras
  Dragonmarks
  Mark
  House
  Race
  Influence
  Detection
  Medani
  Half-elf
  Warning Guild
  Finding
  Tharashk
  Half-orc, human
  Finders Guild
  Handling
  Vadalis
  Human
  Handlers Guild
  Healing
  Jorasco
  Halfling
  Healers Guild
  Hospitality
  Ghallanda
  Halfling
  Hostelers Guild
  Making
  Cannith
  Human
  Tinkers Guild, Fabricators Guild
  Passage
  Orien
  Human
  Couriers Guild, Transportation Guild
  Scribing
  Sivis
  Gnome
  Notaries Guild, Speakers Guild
  Sentinel
  Deneith
  Human
  Blademarks Guild, Defenders Guild
  Shadow
  Phiarlan
  Elf
  Entertainers and Artisans Guild
  Shadow
  Thuranni
  Elf
  Shadow Network
  Storm
  Lyrander
  Half-elf
  Windwrights Guild, Raincallers Guild
  Warding
  Kundarak
  Dwarf
  Banking Guild, Warding Guild
  Action Points
  The Eberron campaign setting introduced this concept to
  reflect characters who are larger-than-life heroes destined for
  great things. Action points allow a player to add a bonus on
  any d20 roll so that characters can dodge or at least mitigate
  the effects of bad luck. This rule inspired the “Hero Points”
  optional rule presented in chapter 9 of the Dungeon Master’s
  Guide.
  You start with 5 action points at 1st level. Each time you
  gain a level, you lose any unspent action points and gain a
  new total equal to 5 + half your level.
  You can spend an action point whenever you roll a d20 to
  make an attack roll, an ability check, or a saving throw. You
  don’t have to decide until after you make the roll and learn if
  it succeeded or failed. If you spend an action point, roll a d6
  and add it to your d20 result, possibly changing a failure into
  a success. You can spend only 1 action point per roll.
  In addition, whenever you fail a death saving throw, you can
  spend an action point to make it a success.
  Dragonmarks
  Dragonmarks are elaborate skin patterns, similar to tattoos,
  that grant their bearers innate spellcasting abilities. Each
  type of mark is tied to large, extended families that each
  control a different industry or trade in Eberron. Not every
  member of a given family possesses a dragonmark;
  conversely, merely possessing a dragonmark does not grant
  special status within the house.
  You must use a feat to gain a dragonmark. You are a
  member of its corresponding dragonmarked house (or
  houses, in the case of the Mark of Shadow) and must belong
  to its listed race or races.
  Aberrant dragonmarks occasionally appear, which are not
  tied to the dragonmarked houses and have a variety of effects.
  To represent an aberrant dragonmark for your character,
  choose the Magic Initiate feat from the Player’s Handbook.
  77
  EXTRAS
  
  Feats
  Dragonmark Benefits
  Mark
  Ability
  Least
  Lesser
  Greater
  Detection
  Wisdom
  Detect magic, mage hand
  Detect thoughts
  Clairvoyance
  Finding
  Wisdom
  Identify, mage hand
  Locate object
  Clairvoyance
  Handling
  Wisdom
  Druidcraft, speak with animals
  Beast sense
  Conjure animals
  Healing
  Wisdom
  Cure wounds, spare the dying
  Lesser restoration
  Revivify
  Hospitality Charisma
  Friends, unseen servant
  Rope trick
  Leomund’s tiny hut
  Making
  Intelligence
  Identify, mending
  Magic weapon
  Fabricate
  Passage
  Intelligence
  Expeditious retreat, light
  Misty step
  Teleportation circle
  Scribing
  Intelligence
  Comprehend languages, message
  Sending
  Tongues
  Sentinel
  Wisdom
  Blade ward, compelled duel
  Blur
  Protection from energy
  Shadow
  Charisma
  Dancing lights, disguise self
  Darkness
  Nondetection
  Storm
  Intelligence
  Fog cloud, shocking grasp
  Gust of wind
  Sleet storm
  Warding
  Intelligence
  Alarm, resistance
  Arcane lock
  Magic circle
  Dragonmark
  You have a magical mark that indicates you are a member of
  one of the dragonmarked houses. Select one of the options
  from the Dragonmarks table.
  You gain the ability to innately cast spells and cantrips, as
  summarized in the Dragonmark Benefits table, using the
  spellcasting ability listed under the Ability column. You cast
  each spell at its lowest level.
  Once you cast a given spell this way, you must finish a long
  rest before you can cast it innately again. You must still
  expend any material components. Your dragonmark confers
  the following benefits:
  least
  When you first take this feat, you gain the least
  dragonmark. You learn the spells listed under the Least
  column.
  At 5th level and higher, your mark becomes more potent,
  improving to lesser dragonmark. You also learn the spell
  listed under the Lesser column.
  At 9th level and higher, your mark’s power increases
  again, becoming a greater dragonmark. You also learn
  the spell listed under the Greater column.
  Weapon Mastery Feats
  Fell Handed
  You master the handaxe, battleaxe, greataxe, warhammer,
  and maul. You gain the following benefits when using any of
  them:
  You gain a +1 bonus to attack rolls you make with the
  weapon.
  Whenever you have advantage on a melee attack roll you
  make with the weapon and hit, you can knock the target
  prone if the lower of the two d20 rolls would also hit the
  target.
  Whenever you have disadvantage on a melee attack roll
  you make with the weapon, the target takes bludgeoning
  damage equal to your Strength modifier (minimum of 0) if
  the attack misses but the higher of the two d20 rolls
  would have hit.
  If you use the Help action to aid an ally’s melee attack
  while you’re wielding the weapon, you knock the target’s
  shield aside momentarily. In addition to the ally gaining
  advantage on the attack roll, the ally gains a +2 bonus to
  the roll if the target is using a shield.
  Blade Mastery
  You master the shortsword, longsword, scimitar, rapier, and
  greatsword. You gain the following benefits when using any of
  them:
  You gain a +1 bonus to attack rolls you make with the
  weapon.
  On your turn, you can use your reaction to assume a
  parrying stance, provided you have the weapon in hand.
  Doing so grants you a +1 bonus to your AC until the start
  of your next turn or until you’re not holding the weapon.
  When you make an opportunity attack with the weapon,
  you have advantage on the attack roll.
  78
  EXTRAS | FEATS
  
  Flail Mastery
  The flail is a tricky weapon to use, but you have spent
  countless hours mastering it. You gain the following benefits.
  You gain a +1 bonus to attack rolls you make with a flail.
  As a bonus action on your turn, you can prepare yourself
  to extend your flail to sweep over targets’ shields. Until the
  end of this turn, your attack rolls with a flail gain a +2
  bonus against any target using a shield.
  When you hit with an opportunity attack using a flail, the
  target must succeed on a Strength saving throw (DC 8 +
  your proficiency bonus + your Strength modifier) or be
  knocked prone.
  Spear Mastery
  Though the spear is a simple weapon to learn, it rewards you
  for the time you have taken to master it. You gain the
  following benefits.
  You gain a +1 bonus to attack rolls you make with a spear.
  When you use a spear, its damage die changes from a d6
  to a d8, and from a d8 to a d10 when wielded with two
  hands. (This benefit has no effect if another feature has
  already improved the weapon’s die.)
  You can set your spear to receive a charge. As a bonus
  action, choose a creature you can see that is at least 20
  feet away from you. If that creatures moves within your
  spear’s reach on its next turn, you can make a melee
  attack against it with your spear as a reaction. If the attack
  hits, the target takes an extra 1d8 piercing damage, or an
  extra 1d10 piercing damage if you wield the spear with
  two hands. You can’t use this ability if the creature used
  the Disengage action before moving.
  As a bonus action on your turn, you can increase your
  reach with a spear by 5 feet for the rest of your turn.
  Tool Feats
  Weapons are fun, but feats are intended to support all parts
  of the game. To that end, here are a few feats that grant
  proficiency with tools and some additional thematic benefits.
  Alchemist
  You have studied the secrets of alchemy and are an expert in
  its practice, gaining the following benefits:
  Increase your Intelligence score by 1, to a maximum of 20.
  You gain proficiency with alchemist’s supplies. If you are
  already proficient with them, you add double your
  proficiency bonus to checks you make with them.
  As an action, you can identify one potion within 5 feet of
  you, as if you had tasted it. You must see the liquid for this
  benefit to work.
  Over the course of any short rest, you can temporarily
  improve the potency of one potion of healing of any rarity.
  To use this benefit, you must have alchemist’s supplies
  with you, and the potion must be within reach. If the
  potion is drunk no more than 1 hour after the short rest
  ends, the creature drinking the potion can forgo the
  potion’s die roll and regains the maximum number of hit
  points that the potion can restore.
  Burglar
  You pride yourself on your quickness and your close study of
  certain clandestine activities. You gain the following benefits:
  Increase your Dexterity score by 1, to a maximum of 20.
  You gain proficiency with thieves’ tools. If you are already
  proficient with them, you add double your proficiency
  bonus to checks you make with them.
  Gourmand
  You have mastered a variety of special recipes, allowing you
  to prepare exotic dishes with useful effects. You gain the
  following benefits:
  Increase your Constitution score by 1, to a maximum of
  20.
  You gain proficiency with cook’s utensils. If you are
  already proficient with them, you add double your
  proficiency bonus to checks you make with them.
  As an action, you can inspect a drink or plate of food
  within 5 feet of you and determine whether it is poisoned,
  provided that you can see and smell it.
  During a long rest, you can prepare and serve a meal that
  helps you and your allies recover from the rigors of
  adventuring, provided you have suitable food, cook’s
  utensils, and other supplies on hand. The meal serves up
  to six people, and each person who eats it regains two
  additional Hit Dice at the end of the long rest. In addition,
  those who partake of the meal have advantage on
  Constitution saving throws against disease for the next 24
  hours.
  Master of Disguise
  You have honed your ability to shape your personality and to
  read the personalities of others. You gain the following
  benefits:
  Increase your Charisma score by 1, to a maximum of 20.
  You gain proficiency with the disguise kit. If you are
  already proficient with it, you add double your proficiency
  bonus to checks you make with it.
  If you spend 1 hour observing a creature, you can then
  spend 8 hours crafting a disguise you can quickly don to
  mimic that creature. Making the disguise requires a
  disguise kit. You must make checks as normal to disguise
  yourself, but you can assume the disguise as an action.
  79
  EXTRAS | FEATS
  
  Fighting Styles
  Here are new options for the Fighting Style class feature: the
  close quarters shooter, the mariner and the tunnel fighter.
  Close Quarters Shooter
  You are trained in making ranged attacks at close quarters.
  When making a ranged attack while you are within 5 feet of a
  hostile creature, you do not have disadvantage on the attack
  roll. Your ranged attacks ignore half cover and three-quarters
  cover against targets within 30 feet of you. Finally, you have a
  +1 bonus to attack rolls on ranged attacks.
  Mariner
  As long as you are not wearing heavy armor or using a shield,
  you have a swimming speed and a climbing speed equal to
  your normal speed, and you gain a +1 bonus to AC.
  Mariner Design Notes
  Fighting Style is a good way to introduce a specific flavor of
  game play for multiple characters at once. In a sea‐based
  campaign, you can expect lots of battles in the water and on
  board ships. Swimming and climbing speeds are very handy in
  such environments, but they can also prove useful in other
  areas.
  The mariner’s AC bonus comes with conditions, but it plays
  into the restrictions a mariner must observe to gain a
  swimming or climbing speed. In addition, a ship‐based
  campaign lends itself to fighters who wield scimitars
  (representing a cutlass) and a dagger, and who wear light
  armor. This specific AC bonus helps support that character
  option.
  Tunnel Fighter
  You excel at defending narrow passages, doorways, and other
  tight spaces. As a bonus action, you can enter a defensive
  stance that lasts until the start of your next turn. While in
  your defensive stance, you can make opportunity attacks
  without using your reaction, and you can use your reaction to
  make a melee attack against a creature that moves more than
  5 feet while within your reach.
  80
  EXTRAS | FIGHTING STYLES
  
  New Spells
  The following new conjuration spells appear on the sorcerer
  spell list and the wizard spell list.
  Conjure Barlgura
  4th-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Up to 10 minutes
  You summon a barlgura that appears in an unoccupied
  space you can see within range. The barlgura disappears
  when it drops to 0 hit points or when the spell ends.
  The barlgura is hostile to all non-demons. Roll initiative for
  the barlgura, which has its own turns. At the start of its turn,
  it moves toward and attacks the nearest non-demon it can
  perceive. If two or more creatures are equally near, it picks
  one at random. If it cannot see any potential enemies, the
  barlgura moves in a random direction in search of foes.
  As part of casting the spell, you can scribe a circle on the
  ground using the blood of an intelligent humanoid slain
  within the past 24 hours. The circle is large enough to
  encompass your space. The summoned barlgura cannot
  cross the circle or target anyone in it while the spell lasts.
  Conjure Hezrou
  7th-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (food worth at least 100 gp, which the
  spell consumes)
  Duration: Concentration, up to 1 hour
  You summon a hezrou that appears in an unoccupied space
  you can see within range. The hezrou disappears when it
  drops to 0 hit points or when the spell ends.
  The hezrou’s attitude depends on the value of the food used
  as a material component for this spell. Roll initiative for the
  hezrou, which has its own turns. At the start of the hezrou’s
  turn, the DM makes a secret Charisma check on your behalf,
  with a bonus equal to the food’s value divided by 20. The
  check DC starts at 10 and increases by 2 each round. You can
  issue orders to the hezrou and have it obey you as long as you
  succeed on the Charisma check.
  If the check fails, the spell no longer requires concentration
  and the demon is no longer under your control. The hezrou
  then focuses on devouring any corpses it can see. If there are
  no such meals at hand, it attacks the nearest creatures and
  eats anything it kills. If its hit points are reduced to below half
  its hit point maximum, it returns to the Abyss.
  As part of casting the spell, you can scribe a circle on the
  ground using the blood of an intelligent humanoid slain
  within the past 24 hours. The circle is large enough to
  encompass your space. The summoned hezrou cannot cross
  the circle or target anyone in it while the spell lasts.
  Conjure Lesser Demon
  3rd-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a vial of blood from an intelligent
  humanoid killed within the past 24 hours)
  Duration: Concentration, up to 1 hour
  You summon up to a total of eight manes or dretches that
  appear in unoccupied spaces you can see within range. A
  manes or dretch disappears when it drops to 0 hit points or
  when the spell ends.
  The demons are hostile to all creatures. Roll initiative for
  the summoned demons as a group, which has its own turns.
  The demons attack the nearest non-demons to the best of
  their ability.
  81
  EXTRAS | SPELLS
  
  As part of casting the spell, you can scribe a circle on the
  ground with the blood used as a material component. The
  circle is large enough to encompass your space. The
  summoned demons cannot cross the circle or target anyone
  in it while the spell lasts. Using the material component in
  this manner consumes it.
  At Higher Levels. When you cast this spell using a spell
  slot of 6th or 7th level, you summon sixteen demons. If you
  cast it using a spell slot of 8th or 9th level, you summon thirty-
  two demons.
  Conjure Shadow Demon
  4th-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a vial of blood from an intelligent
  humanoid killed within the past 24 hours)
  Duration: Concentration, up to 1 hour
  You summon a shadow demon that appears in an
  unoccupied space you can see within range. The shadow
  demon disappears when it drops to 0 hit points or when the
  spell ends.
  Roll initiative for the shadow demon, which has its own
  turns. You can issue orders to the shadow demon, and it
  obeys you as long as it can attack a creature on each of its
  turns and does not start its turn in an area of bright light. If
  either of these conditions is not met, the shadow demon
  immediately makes a Charisma check contested by your
  Charisma check. If you fail the check, the spell no longer
  requires concentration and the demon is no longer under
  your control. The demon automatically succeeds on the check
  if it is more than 100 feet away from you.
  As part of casting the spell, you can scribe a circle on the
  ground using the blood of an intelligent humanoid slain
  within the past 24 hours. The circle is large enough to
  encompass your space. The summoned shadow demon
  cannot cross the circle or target anyone in it while the spell
  lasts.
  Conjure Vrock
  5th-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a gem worth at least 100 gp, which
  the spell consumes)
  Duration: Concentration, up to 1 hour
  You summon a vrock that appears in an unoccupied space
  you can see within range. The vrock disappears when it
  drops to 0 hit points or when the spell ends.
  The vrock’s attitude depends on the value of the gem used
  as a material component for this spell. Roll initiative for the
  vrock, which has its own turns. At the start of the vrock’s turn,
  the DM makes a secret Charisma check on your behalf, with
  a bonus equal to the gem’s value divided by 20. The check DC
  starts at 10 and increases by 2 each round. You can issue
  orders to the vrock and have it obey you as long as you
  succeed on the Charisma check.
  If the check fails, the spell no longer requires concentration
  and the vrock is no longer under your control. The vrock
  takes no actions on its next turn and uses its telepathy to tell
  any creature it can see that it will fight in exchange for
  treasure. The creature that gives the vrock the most
  expensive gem can command it for the next 1d6 rounds. At
  the end of that time, it offers the bargain again. If no one
  offers the vrock treasure before its next turn begins, it attacks
  the nearest creatures for 1d6 rounds before returning to the
  Abyss.
  As part of casting the spell, you can scribe a circle on the
  ground using the blood of an intelligent humanoid slain
  within the past 24 hours. The circle is large enough to
  encompass your space. The summoned vrock cannot cross
  the circle or target anyone in it while the spell lasts.
  82
  EXTRAS | SPELLS
  
  Optional Rule: Wild Shape
  Forms
  The Wild Shape feature in the Player’s Handbook lets you
  transform into a beast that you’ve seen before. That rule gives
  you a tremendous amount of flexibility, making it easy to
  amass a large of array of beast form options for yourself,
  assuming you abide by the limitations in the Beast Shapes
  table in that book.
  The optional rule presented here is designed for the player
  and DM who would like to trade some of that flexibility for
  ease of use. The rules here also create a clear in-world
  method for learning new beast shapes.
  Known Beast Shapes
  When you gain the Wild Shape feature at 2nd level, you are
  deeply familiar with three beasts of your choice and can
  transform into them.
  To choose the three beast shapes, you first need to
  determine whether your druid grew up in a temperate or a
  tropical region, consulting with your DM. Then refer to the
  Common Beast Shapes table that corresponds to the region
  you selected. That table lists the beasts you can choose from,
  based on your druid level. The table presents the animals that
  a druid is most likely to have seen as a novice, to have learned
  about through mystic research, or to have a special affinity
  with.
  Each time you gain a druid level later, you can choose one
  more beast shape from the same table you used at 2nd level.
  Common Beast Shapes — Temperate
  Druid Level
  Prerequisite Beasts
  2nd
  Badger, boar, cat, deer, draft horse, elk, goat,
  jackal, lizard, mastiff, mule, panther, pony, rat,
  riding horse, scorpion, spider, weasel, wolf
  4th
  Black bear, crab, frog, octopus, poisonous
  snake, reef shark, sea horse, warhorse
  8th
  Bat, brown bear, eagle, hawk, owl, raven,
  vulture
  A member of the Circle of the Moon can choose the black
  bear, the brown bear and the warhorse at 2nd level.
  Common Beast Shapes — Tropical
  Druid Level
  Prerequisite Beasts
  2nd
  Baboon, badger, boar, camel, cat, deer, draft
  horse, goat, hyena, jackal, lizard, mule,
  panther, pony, rat, riding horse, scorpion,
  spider, weasel
  4th
  Ape, crab, crocodile, constrictor snake, frog,
  octopus, poisonous snake, reef shark, sea
  horse, warhorse
  8th
  Bat, eagle, hawk, lion, owl, raven, tiger, vulture
  A member of the Circle of the Moon can choose the ape,
  the lion, the tiger and the warhorse at 2nd level.
  Starting Beast Shapes
  To begin using Wild Shape quickly at 2nd level, choose one of
  the following starting packages, each of which gives you
  options for combat, climbing, stealth, and serving as a mount.
  Temperate: cat, elk, wolf
  Tropical: panther, riding horse, spider
  Temperate (Circle of the Moon): brown bear, cat, warhorse
  Tropical (Circle of the Moon): ape, tiger, warhorse
  Gaining Extra Beast Shapes
  In addition to the beast shapes you gain for free when you
  level up, you can acquire new shapes on your adventures. Do
  you see a dinosaur, a saber-toothed tiger, a giant eagle, or
  some other exotic critter that you want to turn into? This rule
  gives you a method for learning how to do so. It requires you
  to abide by the limitations in the Wild Shape feature (see the
  Beast Shapes table in the Player’s Handbook, page 66).
  When you see a beast whose shape you’d like to learn, you
  have two options:
  Observation. You learn the beast’s shape after observing
  its behavior for at least 1 hour and succeeding on an
  Intelligence (Nature) check with a DC equal to 10 + the
  beast’s challenge rating. For this observation period, your
  vantage point—whether physical or magical—must be within
  150 feet of the beast. If you previously spent at least 1 hour
  reading a scholarly work about the creature, you have
  advantage on the check.
  Interaction. You learn the beast’s shape after interacting
  with it peacefully for 10 minutes and succeeding on a
  Wisdom (Animal Handling) check with a DC equal to 10 +
  the beast’s challenge rating. For this interaction period, you
  must be within 15 feet of the beast, and if you spend at least a
  minute petting it, you have advantage on the check.
  Either of these options can be assisted by magic. For
  example, divination magic can be used to provide safe
  observation of a dangerous animal, and a spell like animal
  friendship can lay the groundwork for peaceful interaction.
  83
  EXTRAS | WILD SHAPE FORMS
  
  Prestige Classes and Rune
  Magic
  Many of the character concepts that were once prestige
  classes or paragon paths in earlier editions of D&D are now
  options available to 1st level characters. In general, the
  game’s design aims for maximum flexibility, making options
  available to all characters. As such, prestige classes build on
  the game’s broad range of basic options to represent
  specialized options and unique training.
  Using Prestige Classes
  A prestige class requires a high level of skill before a
  character can master even its basic elements. Prestige
  classes might confer lost lore, allow access to an inscrutable
  form of magic, grant mastery of an exotic fighting style, or be
  built around the knowledge harbored by a secret society.
  Mechanically, a prestige class is a character class that
  requires the same training and focus as any other class. You
  enter a prestige class by way of the normal multiclassing
  rules. However, you cannot enter a prestige class until you are
  at least 3rd level—and many prestige classes have even
  higher level requirements.
  Most prestige classes require characters to complete
  specific deeds in order to gain access to the class. You cannot
  advance in a prestige class until its gatekeepers—typically
  those who harbor the class’s lore—agree to accept you.
  A prestige class typically offers access to unique game
  mechanics available only to members of that class. Such
  mechanics reflect specific lore, secrets, or techniques
  impossible to master without earning the respect and trust of
  those who already possess that knowledge.
  Joining a Prestige Class
  In order to join a prestige class, you must first check with
  your Dungeon Master. A DM can opt to include or disallow
  prestige classes in the game. Typically, a prestige class
  requires you to undertake specific actions in the game so that
  your character can begin pursuing that class. If those actions
  aren’t already possible in your campaign, talk to your DM
  about integrating the prestige class that interests you.
  A prestige class uses the normal D&D multiclassing rules
  (see chapter 6, “Customization Options,” in the Player’s
  Handbook). When your character is ready to advance a level,
  you can choose to gain a level in a prestige class. Your levels
  in all your classes, including prestige classes, are added
  together to determine your character level.
  Prerequisites
  Taking up a prestige class through multiclassing involves
  meeting certain prerequisites, just as with multiclassing into
  a standard class. You must meet the ability score
  prerequisites for your current class and for the prestige class
  in order to qualify for it.
  A prestige class requires a minimum character level and a
  minimum score in at least one ability, as well as requiring
  that you complete a specific deed—finding a magic item,
  defeating a monster, surviving a particular challenge, and so
  on—before being able to take up that class.
  Experience Points
  Just as with the standard rules for multiclassing, the
  experience point cost to gain a level is always based on your
  total character level, not your level in a particular class.
  Hit Points and Hit Dice
  Each prestige class specifies the hit points you gain from it.
  You add together the Hit Dice granted by all your classes and
  prestige classes to determine your pool of Hit Dice. If the Hit
  Dice are the same die type, you simply pool them together.
  Proficiency Bonus and Proficiencies
  Your proficiency bonus is always based on your total
  character level, not your level in a particular class. A prestige
  class specifies whether it grants proficiencies when you enter
  it.
  Prestige Class Features
  You gain prestige class features just like normal class
  features. Sometimes, a prestige class can improve features
  you have gained from other classes. If a prestige class grants
  Channel Divinity, Extra Attack, or Unarmored Defense, that
  feature is treated the same way as if you had gained it from
  multiple standard classes.
  Spellcasting
  Some prestige classes grant spellcasting. Each prestige class
  provides details on how to determine your overall
  spellcasting ability, using the rules for spellcasting and
  multiclass characters.
  84
  EXTRAS | PRESTIGE CLASSES
  
  Prestige Class: Rune
  Scribe
  A rune scribe masters the secrets of the runes of power—
  ancient sigils that embody the fundamental magic of creation.
  The giants were the first to master rune magic, though many
  other races eventually stole away or traded for that power.
  Rune magic is exceedingly rare. Some of its secrets have
  been lost, and what lore remains is jealously guarded. Few
  rune scribes share their lore with others. Indeed, most rune
  scribes take on new students only if doing so allows them to
  gain access to a forgotten or missing rune.
  The rune scribe prestige class uses the rules for rune
  magic presented at the end of this article.
  The Rune Scribe
  Level Features
  Spells: 1st 2nd 3rd
  1st Rune Lore, Runic Magic
  2
  — —
  2nd Runic Discovery
  3
  — —
  3rd Runic Discovery
  4
  2
  —
  4th Living Rune
  4
  3
  —
  5th Rune Mastery, Runic Discovery
  4
  3
  2
  Prerequisites
  In order to advance as a rune scribe, you must meet the
  following prerequisites (in addition to the multiclassing
  prerequisites for your existing class):
  Dexterity 13. Rune scribes need agile fingers to master
  the intricate patterns of a rune.
  Intelligence 13. Rune lore requires intense study and
  knowledge.
  Proficiency in the Arcana skill. Rune mastery requires
  an understanding of arcane lore.
  Character level 5th. Rune magic awakens only for
  powerful souls, and you must be a 5th-level character
  before you can gain levels in the rune scribe prestige class.
  Complete a special task. You must find a rune and
  present it to an NPC rune scribe who accepts it in return
  for tutoring you in the ways of rune magic. You cannot
  gain more levels in this prestige class than your tutor has.
  You might need to seek out additional runes and present
  them to more skilled rune scribes in order to reach 5th
  level in this prestige class.
  Class Features
  As a rune scribe, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per rune scribe level
  Hit Points per Level: 1d8 (or 5) + your Constitution
  modifier per rune scribe level
  Proficiencies
  Tools: Calligrapher’s supplies, mason’s tools, woodcarver’s
  tools
  Saving Throws: None
  Skills: None
  Equipment
  The rune scribe prestige class does not grant any special
  equipment.
  Rune Lore
  At 1st level, you learn the basics of scribing runes, and are
  able to activate a master rune’s full range of properties when
  you are properly attuned to it. The “Rune Magic” section
  below contains information on master runes and descriptions
  of runes and their properties.
  The first rune you master is the rune you found and
  presented to your tutor to qualify for this prestige class. Your
  entrance to the class includes the process of mastering that
  rune’s secrets.
  Runic Magic
  Runes can make use of your own magical power to augment
  some of their effects. You gain a number of spell slots as
  specified on the Rune Scribe table, but this prestige class
  does not grant spells known. Instead, as a rune scribe, you
  can expend your spell slots to empower runes, as described
  in the “Rune Magic” section below.
  For the purpose of multiclassing, to determine your total
  spell slots, add your levels in rune scribe to your levels in
  classes that grant you the Spellcasting feature. For example,
  if you are a rune scribe 4/wizard 6, you would have the spell
  slots of a 10th-level character, in addition to having the
  cantrips and spellbook of a 6th-level wizard.
  Runic Discovery
  Your continuing study of runic magic allows you to recreate
  the secrets of new runes without first needing to uncover
  them. At 2nd, 3rd, and 5th level, choose a rare rune. You can
  attune to that rune even if you do not possess the master rune
  for it. (See the “Rune Magic” section below for information
  on rune rarity and master runes.)
  In order to attune to a rune in this manner, you must spend
  a short rest doing nothing but meditating on the rune. At the
  end of the short rest, you are attuned to the rune. You are
  considered to always have the rune on your person for the
  purpose of determining whether you can use its features.
  You can spend another short rest doing nothing but
  meditating on the rune to end your attunement to it.
  85
  EXTRAS | RUNE MAGIC
  
  Living Rune
  Runes are a part of the living world, and your studies allow
  you to connect to their magic in increasingly powerful ways.
  At 4th level, you learn to incorporate rune magic into your
  identity, allowing you to augment your body and mind.
  At the end of a long rest, you can choose to increase one
  ability score of your choice by 2 or increase two ability scores
  of your choice by 1. At the end of each subsequent long rest,
  you can alter this choice, reducing the scores you previously
  increased and improving different scores. (If you chose to
  increase two abilities, you can opt to alter only one of those
  choices.)
  Rune Mastery
  At 5th level, you attain the ability to master an ever-greater
  range of runic magic. When you attune to a rune, you can
  choose to have it not count toward your limit of attuned
  magic items. You can be attuned to only one such rune in this
  manner at a time. You can use this ability again after you end
  your attunement to a rune.
  Rune Magic
  Rune magic allows a character to unlock the power contained
  within magical symbols and sigils. Not every such mark has
  the potential for power. Only those runes forged in the
  ancient days of creation still resonate with the fundamental
  magic of the world.
  Runes work much like magic items. You can discover them,
  attune to them, and use their magic in a variety of ways.
  However, unlike with magic items, only a rune scribe can use
  all the benefits a rune offers.
  Overview
  Runes are powerful icons that you can use for a variety of
  effects. In order to use a rune, you must normally find and
  keep a master rune. A master rune is a rare object—a gem or
  carved rock, a magical token, a shard of some special
  material, and so on—engraved with the rune and empowered
  with magic that allows you to unleash the rune’s effects.
  Those effects are divided into two categories.
  Simple properties are usable by anyone who attunes to a
  master rune.
  Complex properties are usable only by a character who
  attunes to a master rune and who possesses the Rune Lore
  class feature.
  Unless otherwise noted, you must have a master rune on
  your person in order to use its properties.
  Finding Runes
  A rune found as treasure is a master rune, carefully scribed
  into a rare object and available for use as a training tool to
  allow would-be rune scribes to unlock its power. Each rune
  discussed below is detailed as part of a master rune. Master
  runes and the runes they contain are treated much like magic
  items. They are categorized in rarity from rare to legendary,
  and can be placed in a campaign whenever the DM opts to
  place treasure. There are no common or uncommon runes.
  Buying and Selling Runes
  Treat a master rune as a magic item of its equivalent rarity for
  the purpose of buying and selling in the campaign. Just as
  with other magic items, the DM will determine whether such
  items are available to purchase in the campaign and under
  what conditions.
  Identifying Runes
  Runes are identified in a manner similar to magic items.
  Simply handling a master rune causes a strong sense of its
  rune’s identity to echo in a character’s mind. For example,
  touching a master rune item containing the kalt rune (the
  rune of cold) might cause you to experience a sudden chill as
  visions of snow and ice flash through your mind.
  The identify spell immediately reveals a master rune’s
  simple properties. You can also learn its simple properties
  over the course of a short rest while maintaining physical
  contact with the rune.
  86
  EXTRAS | RUNE MAGIC
  
  Runes and Attunement
  A rune always requires attunement to use its simple
  properties. Attuning to a master rune requires you to spend a
  short rest focused on only that item while being in physical
  contact with it. This can’t be the same short rest used to learn
  the rune’s properties. This focus takes the form of carefully
  and repeatedly copying the rune, whether with ink and
  parchment or simply scribing it into the dirt. If the short rest
  is interrupted, the attunement attempt fails. Otherwise, at the
  end of the short rest, you gain an intuitive understanding of
  how to activate the rune’s magical properties.
  A master rune can be attuned to only one creature at a
  time, and all runes count toward your limit of magic items
  you can attune to. Any attempt to attune to a fourth magic
  item or rune fails (though a rune scribe’s Rune Mastery
  feature allows attunement to one additional rune). You cannot
  attune to more than one copy of a rune.
  You can end attunement to a rune in the same manner as
  with any other magic item.
  Master Runes
  Presented here are four runes (in the form of master runes)
  for use in your campaign—just enough to fully outfit a rune
  scribe who reaches 5th level.
  Opal of the Ild Rune
  Master rune, rare (requires attunement)
  This triangular fire opal measures about three inches on
  each side and is half an inch thick. The ild rune—the rune of
  fire—shimmers within its core. Grasping this object causes a
  split second of searing, fiery pain to pass through you. That
  pain quickly fades, giving way to a warming glow.
  Ignite (Simple Property). As an action, you scribe the ild
  rune using ash onto a flammable object. That object
  immediately bursts into flame. While it burns, the fire
  extends 1 foot out from the rune you scribed.
  Fire Tamer (Simple Property). As an action, you touch an
  open flame and scribe the ild rune within it with a hand
  motion. This causes the flame to immediately extinguish. For
  a large blaze, the fire is extinguished in a 10-foot radius
  around you. You can extend this distance by expending a spell
  slot when using the ild rune in this manner. The radius
  extends by 20 feet per level of the expended spell slot.
  Fire’s Friend (Simple Property). While you are attuned to
  this rune, you have resistance to cold damage.
  Combustion (Complex Property). As an action, you scribe
  this rune using ash onto a creature within your reach as you
  expend a spell slot. The creature automatically takes 1d10
  fire damage plus 1d10 fire damage per level of the expended
  spell slot.
  Flame Brand (Complex Property). Over the course of a
  short rest, you inscribe this rune using ash onto a melee or
  ranged weapon, or onto up to 20 pieces of ammunition. The
  weapon or ammunition gains a ghostly aura of yellow flame
  and deals fire damage instead of piercing, slashing, or
  bludgeoning damage.
  In addition, you can expend a spell slot while using this
  property to grant the weapon or ammunition a bonus to
  attack rolls and damage rolls equal to the spell slot’s level
  divided by three.
  These effects last for 24 hours or until you use this
  property again.
  Flame Stoker (Complex Property). While you are attuned
  to this rune, your fire attacks are deadlier. Whenever you roll
  fire damage from an attack or a spell you cast, you can reroll
  that damage and use the higher result.
  Orb of the Stein Rune
  Master rune, rare (requires attunement) This spherical chunk
  of granite is about the size of a human fist. The stein rune—
  the rune of stone—appears on the orb as crystalline veins
  that play across its surface. When first grasped, the stone
  feels impossibly heavy, as if even a titan could not lift it. That
  feeling passes after a moment, allowing you to carry the stone
  with ease.
  Indomitable Stand (Simple Property). As an action, you
  scribe the stein rune onto the ground at your feet. Until you
  move, you have advantage on all ability checks and saving
  throws to resist effects that would force you to move. In
  addition, any creature that moves within 10 feet of you must
  succeed on a DC 12 Strength saving throw or have its
  movement immediately end.
  Stone Soul (Simple Property). While you are attuned to
  this rune, you cannot be petrified.
  Stone’s Secrets (Simple Property). As an action, you
  scribe this rune onto a stone wall or floor. You learn the
  location and size of all creatures standing on or touching that
  surface within 30 feet of you, though only for the moment
  when the property is used.
  Crushing Brand (Complex Property). Over the course of
  a short rest, you inscribe this rune using dirt or crushed stone
  onto one weapon that deals bludgeoning damage. The
  weapon gains a ghostly brown aura, and bludgeoning damage
  dealt by the weapon ignores resistance and immunity. If you
  roll the maximum on the weapon’s damage die or dice, the
  target of your attack is knocked prone if it is a creature.
  In addition, you can expend a spell slot to grant the weapon
  a bonus to attack rolls and damage rolls equal to the spell
  slot’s level divided by three.
  These effects last for 24 hours or until you use this
  property again.
  Earthen Step (Complex Property). While you are attuned
  to this rune, you can cast meld into stone as a bonus action.
  You regain this ability after a short or long rest.
  Overwhelming Bolt (Complex Property). As an action,
  you scribe this rune using dirt or crushed rock onto a
  creature within your reach as you expend a spell slot. The
  creature must succeed on a Strength saving throw (DC 12 +
  the level of the expended spell slot). On a failure, the creature
  takes 2d8 bludgeoning damage plus 1d8 bludgeoning
  damage per level of the expended spell slot and is knocked
  prone. On a successful saving throw, the creature takes half
  as much damage and is not knocked prone.
  87
  EXTRAS | RUNE SCRIBE
  
  Pennant of the Vind Rune
  Master rune, rare (requires attunement) This five-foot-long
  blue pennant is crafted from silk and whips about as if
  buffeted by a strong breeze. The vind rune—the rune of wind
  —flickers across its surface like a shimmering cloud.
  Grasping the pennant causes you to feel a powerful gust of
  wind wash over you, tearing at your clothes and gear. Anyone
  watching you sees nothing out of the ordinary, and the
  sensation passes after a moment.
  Comforting Wind (Simple Property). While you are
  attuned to this rune, you cannot suffocate or drown, and you
  gain advantage on saving throws against poisonous gases,
  inhaled poisons, and similar effects.
  Wind Step (Simple Property). As an action, you scribe the
  vind rune in the air around you and immediately fly 20 feet. If
  you do not land at the end of this flight, you fall.
  Wind’s Grasp (Simple Property). As a reaction when you
  fall, you can scribe this rune in the air around you to take no
  damage from the fall.
  Howling Brand (Complex Property). Over the course of a
  short rest, you inscribe this rune in the air above one ranged
  weapon. The weapon gains a ghostly blue aura and has its
  normal and maximum range doubled. The weapon’s attacks
  do not suffer disadvantage due to range.
  In addition, you can expend a spell slot while using this
  property to grant the weapon a bonus to attack rolls and
  damage rolls equal to the spell slot’s level divided by three.
  These effects last for 24 hours or until you use this
  property again.
  Shrieking Bolt (Complex Property). As an action, you
  scribe this rune in the air between you and a creature you can
  see while you expend a spell slot. The creature must make a
  Strength saving throw (DC 12 + the spell slot’s level). On a
  failure, it takes 2d8 bludgeoning damage plus 1d8
  bludgeoning damage per level of the expended spell slot, and
  is pushed in a straight line directly away from you for 10 feet
  per level of the expended spell slot. On a successful saving
  throw, the creature takes half as much damage and is not
  pushed away from you.
  Wind Walker (Complex Property). While you are attuned
  to this rune, you can cast levitate as a bonus action. You
  regain this ability after a short or long rest.
  Shard of the Kalt Rune
  Master rune, rare (requires attunement)
  This long, slender shard of ice is roughly the size of a
  dagger. The kalt rune—the rune of ice—glows within the
  shard. When first grasped, the shard emits a painful cold that
  leaves your hand and arm numb. That feeling passes after a
  moment, allowing the shard to be handled normally.
  Frigid Touch (Simple Property). As an action, you scribe
  the kalt rune on the surface of any volume of water. The
  water freezes in a 10-foot radius around the spot where you
  scribed the rune.
  Frost Friend (Simple Property). While you are attuned to
  this rune, you have resistance to fire damage.
  Icy Mantle (Simple Property). As an action, you scribe the
  kalt rune using water onto yourself or another creature. The
  water instantly freezes into a mantle of protective ice that
  does not hinder movement or action. The next time the
  creature takes bludgeoning, slashing, or piercing damage,
  that damage is reduced to zero and the icy mantle is
  destroyed.
  Freezing Bolt (Complex Property). As an action, you
  scribe this rune using water onto a creature within your
  reach as you expend a spell slot. The rune freezes in place,
  and the creature must make a Constitution saving throw (DC
  12 + the level of the expended spell slot). On a failure, the
  creature takes 2d8 cold damage plus 1d8 cold damage per
  level of the expended spell slot, and its speed is reduced to 0
  until the end of your next turn. On a successful saving throw,
  the creature takes half as much damage and its speed is not
  affected.
  Ice Brand (Complex Property). Over the course of a short
  rest, you inscribe this rune using water onto a melee or
  ranged weapon, or onto up to 20 pieces of ammunition. The
  weapon or ammunition gains a ghostly white aura and deals
  cold damage instead of piercing, slashing, or bludgeoning
  damage.
  In addition, you can expend a spell slot while using this
  property to grant the weapon or ammunition a bonus to
  attack rolls and damage rolls equal to the spell slot’s level
  divided by three.
  These effects last for 24 hours or until you use this
  property again.
  Winter’s Howl (Complex Property). While you are
  attuned to this rune, you can cast sleet storm as an action.
  You regain this ability after a short or long rest.
  88
  EXTRAS | RUNE SCRIBE
  
  When Armies Clash
  The D&D combat rules in the Player’s Handbook are
  designed to model conflict between small groups—an
  adventuring party of perhaps three to six characters against
  monster groups that rarely exceed a dozen creatures. Combat
  on this scale keeps the focus squarely on the adventurers.
  In some D&D campaigns, though, the story might hinge on
  battles involving dozens or hundreds of monsters and
  warriors. The rules presented here build on the standard
  combat rules to model conflict on a much larger scale, while
  still enabling individual adventurers to lead an army’s charge
  against an enemy regiment, rally dispirited soldiers to rejoin
  the fray, or defeat powerful enemy monsters or leaders.
  In most cases, when two armies oppose one another, the
  DM serves as the general for one side, and one or more
  players serve as generals for the opposing force. These
  leaders direct the soldiers that make up their armies, and
  everyone at the table might also represent individual
  champions (such as the player characters and important
  NPCs) who are capable of turning the tide of battle all by
  themselves.
  The Combatants
  In these rules, the elements of an army are stands, each of
  which represents ten creatures of the same kind, and solos,
  which are powerful individuals that can act alone or join an
  allied stand. A stand behaves much like a single creature in
  the standard combat rules, with its own hit points, saving
  throws, and attacks. Stands and solos on each side are
  grouped into units of dozens or even hundreds of creatures.
  A unit generally moves and attacks as a single entity, with all
  of its members using the same strategy and tactics every
  round.
  Miniatures and Scale
  For ease of play, clarity, and speed of combat resolution, these
  rules assume the use of miniatures and a grid, just as you
  might use for small-scale combat. However, time and distance
  work a bit differently under these rules.
  Time. Each round of combat represents 1 minute.
  Distance. A single square measures 20 feet on each side.
  Diagonals. Diagonally contiguous squares (those that touch
  only at a corner) are not considered adjacent; each is 1
  square away from the other. Stands and solos cannot move
  diagonally. When determining the distance between one
  square and another, do not count squares diagonally.
  Stands
  A stand consists of ten identical creatures that move and fight
  as a single entity. Only creatures of Huge size or smaller can
  be formed into stands. Gargantuan creatures always fight as
  individuals; see “Solos” later in this section.
  Space. A stand of creatures occupies the same space on a
  20-foot grid that a single creature would occupy on a 5-foot
  grid.
  Creature Size Space Medium or smaller 1 square Large 2
  × 2 squares Huge 3 × 3 squares
  Statistics. A stand uses the statistics and special abilities
  of the creatures within the stand, such as Armor Class, hit
  points, attack and damage capabilities, and so on.
  Speed. The speed of a stand is measured in squares, and is
  equal to the speed of an individual creature divided by 5. For
  example, a stand of hobgoblins (individual speed 30 feet) has
  a speed of 6 squares.
  Units
  A unit is a group of stands organized into a single, cohesive
  group that fights and acts as one. A unit can contain stands of
  different kinds of creatures, such as orcs and ogres. A unit
  can have any number of stands.
  Stands can be organized into units of two different types:
  skirmishers and regiments. In general, skirmishers have
  lighter armor and focus on scouting, while regiments focus
  on attacking or defending a point on the battlefield. A unit’s
  type is designated before the battle begins and cannot be
  changed once the fight is in progress.
  Skirmishers. Skirmisher units are loosely organized. They
  excel at moving quickly, making hit-and-run attacks, and
  scouting ahead of the main army.
  A skirmisher unit has the following characteristics:
  All stands in the unit have advantage on Dexterity saving
  throws.
  A skirmisher unit uses the highest Dexterity modifier from
  among its component stands to determine initiative.
  The unit can take the Hide action (see “Battle Actions”
  below).
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  An allied stand can move through the space of a stand of
  skirmishers but can’t end its turn in that location.
  An allied solo can move through the space of a stand of
  skirmishers but can’t end its turn in that location unless it
  uses its action to join that stand.
  A skirmisher stand can use part of its move, take an
  action, and then complete its move.
  To keep from becoming isolated (see “Unit Integrity”
  below), each stand within a skirmisher unit must be no
  more than 1 square away from another stand in that unit
  at the end of a turn.
  Regiments. Regiment units move in strict ranks, creating a
  tight formation. Although they are slower than skirmisher
  units, regiments are adept at delivering powerful attacks and
  holding key points on the battlefield.
  Configuration. A regiment unit begins a battle in one of
  three configurations, as chosen by its general, and it can
  switch between these configurations during the fight. See the
  “Configure” section below.
  A regiment unit has the following characteristics:
  A regiment unit uses the lowest Dexterity modifier from
  among its component stands to determine initiative.
  The unit can take the Configure action (see “Battle
  Actions” below).
  An allied stand cannot move into or through the space of a
  stand in a regiment unit.
  An allied solo can move into the space of a stand of a
  regiment unit only if it uses its action to join that stand.
  To keep from becoming isolated (see “Unit Integrity”
  below), each stand in a regiment unit must be adjacent to
  at least one other stand in that unit at the end of a turn.
  Solos
  A solo is a significant creature on the battlefield—usually a
  player character or a powerful NPC or monster.
  A solo has the following characteristics:
  A solo can be unattached, moving and acting on its own on
  the battlefield, or it can attach itself to a stand and a unit
  by taking the Join action (see “Battle Actions” below).
  An unattached solo can move through the space of an
  allied stand of skirmishers, but it can’t end its turn in that
  location unless it uses its action on the same turn to join
  that stand.
  An unattached solo can move into the space of an allied
  stand of a regiment unit only if it uses its action on the
  same turn to join that stand.
  A solo that has joined a stand can be, and often is, a
  commander. (See the next section.)
  A solo occupies the same space on the battlefield as a
  stand made up of creatures of its size. (A Gargantuan solo
  has a space of 4 × 4 squares.)
  To keep from becoming isolated (see “Unit Integrity”
  below), an unattached solo must be no more than 1 square
  away from any allied stand at the end of a turn.
  Commanders
  Commanders play a key role in shaping a battle. Any player
  character can serve as a commander, as can NPCs that the
  DM designates.
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  Commanders are always solos, and a solo must be joined to a
  stand to act as a unit’s commander. A unit can have only one
  commander; before a new commander can take over, the
  current one must vacate the post.
  A solo can use a bonus action to become commander of a
  unit if it is joined to one of the unit’s stands. It can use
  another bonus action to cease acting as a commander. It also
  no longer serves as commander if it cannot take actions.
  As a bonus action, a commander can apply one of the
  following benefits to all the stands in its unit.
  Prepare
  A commander can order its unit to be more wary by making a
  DC 15 Charisma (Intimidation or Persuasion) check. If it
  succeeds, the unit gains advantage on all saving throws until
  the end of the commander’s next turn.
  Incite
  A commander can try to inspire the soldiers of its unit to
  greater effort by making a DC 15 Charisma (Intimidation or
  Persuasion) check. If it succeeds, the unit gains advantage on
  all attack rolls it makes on its next turn.
  Rally
  A commander can reverse the effects of a failed morale check
  by rallying troops so that they are willing to resume fighting.
  See “Check Morale” below.
  Unit Integrity
  If the components of a unit become too widely separated
  during a battle, stands and solos that become isolated from
  their allies are in danger of being overwhelmed by their
  enemies.
  An isolated stand or solo has disadvantage on attack rolls
  until it is no longer isolated.
  When an isolated stand or solo is attacked, the attacker has
  advantage on its attack roll. If the attack hits, it deals double
  damage.
  Regiment. A stand in a regiment unit is isolated if it is not
  adjacent to another stand in its unit.
  Skirmisher. A stand in a skirmisher unit is isolated if it is
  more than 1 square away from another stand in its unit.
  Solo. An unattached solo is isolated if it is more than 1
  square away from any allied stand regardless of that stand’s
  unit.
  Terrain
  Terrain is a key part of most large-scale combats—important
  enough to be considered a combatant by itself, whether allied
  with or working against the soldiers on the field.
  Each square on the battlefield can have the following
  terrain traits. A square might also be difficult terrain, and
  some types of terrain are always difficult, as noted in their
  entries. The DM should mark squares of difficult terrain.
  Clear. Clear terrain offers no special benefits or
  hindrances. Clear squares filled with rubble or broken
  ground are difficult terrain.
  Road. If the last square of a stand’s movement takes it into
  a road square, the stand can move 1 more square regardless
  of its remaining speed. Road squares are never difficult
  terrain unless they are successfully targeted with the
  Destruction objective (see “Creating Objectives” below).
  Forest. A stand in a forest square gains half cover against
  all attacks. Forest is always difficult terrain.
  Water. Water squares are either deep or shallow water.
  Shallow water is difficult terrain. Only a stand made up of
  creatures that have a swimming speed, or a solo that has a
  swimming speed, can enter deep water.
  High Ground. Any terrain other than water can also have
  this additional trait. An area of high ground is given a number
  that represents its relative height (in multiples of 20 feet)
  compared to nearby squares of a lower elevation. A stand or
  solo on high ground has advantage on melee attack rolls
  made against targets that are at a lower elevation.
  Moving into higher ground costs 1 square of movement for
  each 20 feet of difference in elevation between the stand or
  solo’s current location and its destination square.
  If the higher ground is also difficult terrain, the cost of
  entering it is doubled.
  Combat Procedure
  The combat procedure in a mass battle is very similar to that
  outlined in the standard rules, except that the activity in a
  round is simultaneous rather than sequential. Other
  differences are outlined in this section. Also, units in a mass
  battle have access to the new action types described below.
  Setting up the Fight
  Naturally, before the action can start, the opposing armies
  must be positioned on the battlefield. Before and during this
  activity, a few determinations need to be made:
  Stands must be organized into units, and those units
  designated as skirmishers or regiments.
  Each regiment must begin in one of three configurations
  (see the “Configure” section below).
  Each solo must begin either as unattached or joined to a
  stand. A solo that is joined to a stand is considered to have
  taken the Join action before combat starts, so that it can
  take another action on its first turn.
  A solo that is joined to a stand is eligible to be designated
  as a commander.
  A bit of bookkeeping on the side is also recommended.
  Make a list of which stands belong to which units, so that you
  can tell when a stand becomes isolated or when a unit might
  become broken (see “Check Morale” below). After all these
  tasks are taken care of, it’s time to start the fight.
  Initiative
  Each unit rolls for initiative using the highest or lowest
  Dexterity modifier among its stands (depending on whether
  the unit is a skirmisher or a regiment). This includes solos
  that are attached to a unit at the start of the turn (see “Join”
  below).
  The DM might also rule that some units or unattached
  solos are surprised, based on the situation at the start of the
  battle.
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  Movement
  On a unit’s turn, each stand in the unit can move a number of
  squares according to its speed, following the rules for the unit
  type. A unit of skirmishers can use part of its move, take an
  action, and then complete its move.
  Adjacent to Other Stands. There are no opportunity
  attacks in these rules. Instead, a stand cannot move once it
  becomes adjacent to an enemy stand, unless its unit takes the
  Retreat action. This restriction does not prevent other stands
  in the unit from moving normally—only those stands that are
  adjacent to enemy stands.
  Fleeing the Field. If a stand willingly or unwillingly moves
  off the area covered by the grid, it is considered to have fled
  the battlefield and is eliminated.
  Battle Actions
  One round of combat in these rules represents the aggregate
  results of 1 minute of fighting. On a unit’s turn, choose one
  action for the unit. Each stand in the unit individually takes
  that action or takes no action. Except when otherwise noted
  (see “Cast a Spell” below), stands in the same unit can’t take
  different actions.
  Attack
  Attacks between units work the same as in the standard
  combat rules, except as described here.
  A unit that takes the Attack action fights one or more other
  units, with each stand attacking individually. Each stand in a
  unit directs its attack against another target stand. A stand
  attacks just like its component creatures. For instance, if a
  creature has the Multiattack ability, a stand composed of
  those creatures has that ability as well. Different stands can
  choose different forms of attack, according to their
  capabilities. For instance, one stand of orcs can make a
  melee attack with greataxes, while another stand of orcs in
  the same unit makes ranged attacks with javelins.
  For monster abilities that create a distance effect measured
  in feet, convert that distance to squares by dividing by 5, using
  the same rules for calculating the speed of a stand. For
  example, a minotaur’s charge allows it to push a target up to
  10 feet. A stand of minotaurs would thus be able to push an
  enemy stand 2 squares.
  Roll the stand’s attack and damage as in the standard
  combat rules, applying damage against the target stand’s hit
  points.
  Melee Attacks. A stand that makes a melee attack must be
  able to target a stand or a solo in an adjacent square.
  Reach. A stand that has a reach of 10 feet or greater with
  its melee attack makes a bonus attack as part of its Attack
  action. This benefit represents the stand’s ability to bring
  more of its members to bear when making an attack.
  Ranged Attacks. Determine range as normal (and
  remember that each square is 20 feet on a side). If the range
  of an attack extends at least 10 feet into a square, the attack
  affects that square in its entirety. Similarly, even if an attack’s
  range is less than 20 feet, the attack can still target a stand or
  a solo in an adjacent square.
  Cast a Spell
  Determining the effect of a spell in these rules depends on
  whether the spell requires targets or covers an area of effect,
  and whether a stand or a solo casts it.
  If a unit has some stands that can cast spells and others
  that cannot, the stands that cannot cast spells can instead
  take any action they are normally allowed to choose.
  Range. Determine the range of a spell the same as for a
  ranged attack with a weapon (see above). If the range of a
  spell extends at least 10 feet into a square, the attack affects
  that square in its entirety. Similarly, even if a spell’s range is
  less than 20 feet, the spell can still target a stand or a solo in
  an adjacent square.
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  Targeted Spells. If a spell requires a target, a stand of
  casters can target another stand within range. A spell that
  targets multiple creatures can affect one stand or unattached
  solo per creature it can target.
  For spells requiring an attack roll by a stand against an
  isolated solo, the stand has advantage on the attack roll and
  the spell deals double damage. If the spell allows a saving
  throw, the solo has disadvantage on the saving throw and
  takes double damage if the saving throw fails.
  A solo can cast a targeted spell against another solo,
  following the normal rules for the spell. Such a spell is
  effective against a stand only if the spell normally targets five
  or more creatures.
  Areas of Effect. A spell that covers an area affects all the
  stands in its area. If the area does not include all of the
  squares a stand occupies, the spell either deals half damage
  to that stand (if it deals damage) or has no effect.
  If a stand casts such a spell, assume all the casters use the
  same area of effect. Targets make saving throws as normal
  but take double damage from the spell. Solos cast area spells
  as normal against solos or stands within the area.
  If an area spell has a range of “Self,” its point of origin is
  the midpoint of one of the sides of the caster’s space. If the
  spell has any other range, the distance to its point of origin is
  measured starting at the midpoint of one of the sides of the
  caster’s space.
  Cone. The length of a cone on the battlefield is 1 square
  for every 20 feet. Each square of the area beyond the first one
  must be adjacent to the square that is closer to the point of
  origin. A cone is wider the farther it extends from the point of
  origin. The cone’s width at any place along its length equals
  the number of squares between that square and the point of
  origin. Add squares of length as evenly as possible to both
  sides of the cone.
  Cube, Cylinder, Sphere. The size of a cube or the radius
  of a cylinder or a sphere on the battlefield is 1 square for
  every 20 feet. Any square in the area beyond the one that
  contains the point of origin must be within 1 square of the
  origin square. If the area extends beyond those squares, each
  additional square must be within 2 squares of the origin
  square.
  Line. The length of a line on the battlefield is 1 square for
  every 20 feet. Each square of the area beyond the first one
  must be adjacent to the square that is closer to the point of
  origin.
  Configure
  (Regiments only)
  A regiment begins the battle in one of the following
  configurations. It remains in the chosen configuration until it
  takes this action again.
  Aid. When a unit in the aid configuration uses the Attack
  action to make a melee attack, individual stands in the unit
  can forgo their attacks to support the melee attacks of other
  stands. A stand that does so grants advantage on melee
  attack rolls made by an adjacent stand in its unit. A stand can
  grant advantage in this manner even if it has no legal target
  for an attack of its own (representing soldiers pushing
  forward to replace casualties, covering an exposed flank
  against a counterattack, or distracting the enemy with ranged
  fire).
  A unit in the aid configuration moves at half speed
  (rounding down if necessary) to reflect the fact that some of
  its members are moving around within the ranks instead of
  pressing forward.
  Defend. When a unit is in the defend configuration, all
  stands in the regiment gain a +2 bonus to AC. The unit can’t
  use the Attack action while it remains in this configuration.
  A unit in the defend configuration moves at half speed
  (rounding down if necessary) to reflect the fact that its
  members are focusing on protecting themselves instead of
  pressing forward.
  March. A regiment in the march configuration moves at its
  full speed.
  Dash
  A unit that takes the Dash action gains a bonus to its speed
  equal to its normal speed. A regiment that is configured to aid
  or defend and takes the Dash action can move at its full
  speed (not half speed) on that turn.
  Hide
  (Skirmishers and solos only)
  Taking this action follows the standard combat rules. Make
  a Dexterity (Stealth) check for each stand in a unit that
  attempts to hide. Conditions such as obscuring terrain and
  lack of illumination might mean that some stands in a unit
  can attempt to hide while others can’t.
  A stand that cannot hide (or that chooses not to make the
  attempt) cannot take any other action during the unit’s
  current turn.
  Join
  (Solos only)
  Joining a stand grants a measure of protection to a solo
  creature, so that it does not risk taking the penalties for
  becoming isolated.
  To take the Join action, a solo must first move into the
  space of an allied stand. Its move ceases at that point. Then,
  with its action on that turn, the solo takes the Join action and
  becomes part of the stand.
  A solo cannot join a stand if the solo is more than one size
  category larger than the stand. Within that limitation, any
  number of solos can join a stand.
  Remove the solo from the battlefield and mark the stand in
  some way to note that the solo is part of it.
  When a solo is joined with a stand, it is considered part of
  that stand for the purpose of being targeted by a spell, though
  it continues to use its own AC and saving throws against the
  spell.
  When the stand moves, the solo automatically moves with
  it. On its turn, the solo takes its action as normal but does not
  take its own move. In place of its move, it can either leave the
  stand (entering an empty adjacent space) or immediately join
  another adjacent stand in its unit.
  If the stand is eliminated (see “Eliminate Casualties”
  below), any solos that were joined with the stand remain in
  play. A newly unattached solo can immediately join an
  adjacent stand in its unit or remain unattached and occupy
  one or more of the squares the stand formerly occupied.
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  Retreat
  Any stand in a unit that takes this action can move even if it
  begins its turn adjacent to an enemy stand or becomes
  adjacent to an enemy stand during movement.
  Damage
  Apply damage to a stand’s hit points as though it were an
  individual creature. If a stand takes damage in excess of its
  current hit points, apply the excess damage to an adjacent
  identical stand in its unit, if there is one.
  Because the action in a round is considered to be
  simultaneous, a stand is not immediately destroyed when it is
  reduced to 0 hit points. The stand becomes a casualty but
  remains in play until the end of the round, taking actions
  (including attacks) and moving as normal if it had not already
  taken its turn in the current round. Treat the stand as if it had
  1 hit point remaining. You can push the stand’s miniature
  onto its side or otherwise mark it to represent that it is a
  casualty.
  End of Round
  Unlike the standard D&D combat rules, these rules require
  you to take a few specific steps at the end of each combat
  round. Once everyone involved in a battle has taken a turn,
  you must first assess casualties and then check morale
  before everyone gets to take another turn.
  Eliminate Casualties
  At the end of the round, all casualties are eliminated
  (removed from the battlefield). When a stand is eliminated,
  the person controlling its unit has the option of immediately
  moving an adjacent allied stand into the vacated space.
  (Troops can move over to hold the line, but they create
  another opening elsewhere in doing so.)
  Eliminating a Solo. Solos use all of the standard combat
  rules for damage, death, and dying (in the case of player
  characters). A dying solo makes up to ten death saves at the
  end of the round, one at a time, to determine its fate.
  Check Morale
  Few soldiers want to die. After a unit suffers significant
  losses, the survivors might lose their nerve for battle. Rather
  than stay and fight, the rest of the unit tries to run away.
  If any surviving unit has lost more than half the stands it
  started with, the unit must immediately check morale. A
  morale check is a DC 10 Wisdom saving throw, using the
  highest Wisdom modifier from among the unit’s component
  stands (including any solos that are joined with surviving
  stands in the unit).
  On a failed morale check, the unit becomes broken. For
  the rest of the battle, a broken unit can take only the Retreat
  action. The DM determines where the unit moves, but it must
  seek a safe path away from enemy units.
  A solo, whether joined with a stand or unattached, is never
  broken. It can decide to move with a broken unit or
  immediately leave the unit at the start of any of its turns.
  Rally. If a broken unit has a commander, the unit has a
  chance to rally at the start of its turn. The unit makes another
  DC 10 Wisdom saving throw, with a bonus equal to the
  commander’s Charisma modifier. If the save succeeds, the
  unit is no longer broken. It takes its turn as normal.
  Objectives and Victory
  Points
  A battle rarely lasts until one army massacres the other. Once
  one side has achieved its goals, its opponent usually concedes
  the field, knowing that further combat is fruitless. The rules
  in this section are designed to help the DM integrate a mass
  battle into the campaign by giving each army an appropriate
  goal, and to provide a way of figuring out who wins.
  Objectives define why two armies clash and the victory
  conditions for the battle. Just like the encounter objectives
  described in chapter 3 of the Dungeon Master’s Guide, a
  battle’s objective roots it in the story by grounding it in the
  past, giving it a purpose, and making its outcome significant.
  While objectives provide the goals for a battle, victory
  points (VP) allow you to measure success. An army earns
  victory points for achieving its objectives. An army wins a
  battle when it scores 10 or more victory points.
  Creating Objectives
  Objectives represent the basic goals of an army. Two
  opposing forces might have the same objective (capture a
  bridge) or conflicting ones (destroy the bridge or save it). In
  some cases, two armies might pursue unrelated objectives
  (rescue a captured commander or defend a stronghold).
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  When setting up a battle, consider the following ways to
  define objectives.
  Attrition. One side simply seeks to wear down the other.
  For each enemy unit eliminated, the army with this objective
  earns a number of victory points, as determined by the DM
  and based on the number of units in the battle.
  Destruction. An army seeks to deny the enemy a valuable
  resource, such as by destroying a bridge over a river or laying
  waste to crops that could otherwise sustain an invading force.
  If this objective is in play, the DM chooses a number of
  squares on the battlefield that represent the valuable
  resource and assigns each square a hit point value from 10 to
  100. A stand or a solo can attack an objective square the
  same way it attacks an enemy. A square is automatically hit
  by any melee attacks against it and automatically fails all
  saving throws. The square takes damage from spells whose
  area of effect completely covers it. Targeted spells cast by
  stands can damage a square, but not those cast by solos.
  An army with this objective scores victory points for
  reducing a designated square to 0 hit points. The DM assigns
  each square a VP point value from 1 to 5, depending on the
  objective’s importance.
  Protection. This objective involves defending a key
  position or resource from an attacker. It is always used in
  conjunction with the Destruction objective above.
  At the end of each round, an army with this objective scores
  1 victory point if it has two or more stands adjacent to an
  objective that has not been reduced to 0 hit points, and if no
  enemy stands or solos are within 2 squares of the objective.
  Custom Objectives. To create a unique objective, simply
  assign a VP value, generally from 1 to 5, to a specific action
  or condition that an army must fulfill to achieve its goal.
  A unique objective might involve killing or disabling a
  commander, forcing an opposing army into a specific
  confined area, or occupying and holding a particular location.
  Assigning Objectives Evenly
  Once you have established objectives for the battle, check to
  ensure that both armies have the opportunity to score roughly
  equal numbers of victory points. It’s okay if there is a slight
  disparity (not all battles are fair), but keep in mind that the
  army with more ways to score victory points has a much
  better chance of emerging the overall victor. If you want to
  ensure an even match, try to give both sides an equal number
  of opportunities.
  In a battle where each army has a single specific objective,
  this job is easy. For example, destroying a bridge is worth 10
  VP, while keeping it from being destroyed is worth 10 VP.
  In a more fluid situation with multiple objectives in play,
  give each side at least five opportunities to score victory
  points, and assign VP values that add up to more than 10 per
  side (say, 12 to 15). Spreading out the objectives and their
  rewards in this way gives commanders a few options for
  victory and keeps battles flexible.
  Ending a Battle
  A battle ends when one side has amassed at least 10 VP at
  the end of a round. At that time, determine each side’s victory
  point total.
  If one side has at least 3 VP more than the other, it has
  achieved a total victory. Roll a d20 for each of the loser’s units
  that survived the battle. On a 10 or higher, treat the unit as
  eliminated; its survivors flee and desert the cause.
  If one side has 1 or 2 VP more than the other, the winner
  has scored a tactical victory. The loser withdraws from the
  field with its remaining forces, while both sides tend to their
  wounded . . . and perhaps make plans to meet again.
  If both sides have an equal number of victory points at the
  battle’s end, the DM can declare the battle a draw, or the
  armies can fight one more round to try to determine a winner.
  Because of how objectives inform the action of a conflict,
  the army that loses the battle can still come away with
  positive results. Even if the player characters fought on the
  losing side, they and their army might have achieved the
  objectives necessary to fulfill some of their strategic goals in
  the campaign.
  95
  EXTRAS | WHEN ARMIES CLASH
  
  Mass Combat
  The mass combat rules are designed to allow you, the DM, to
  determine the outcome of battles involving hundreds of
  combatants with a few die rolls. It also zooms down into the
  action with enough detail to allow player characters the
  chance to affect the outcome of a battle.
  The system works by giving each creature a battle rating
  based on the creature’s challenge rating. Battle rating is an
  abstract measure of a creature’s combat effectiveness.
  To make managing hundreds, or even thousands, of
  creatures at a time easier, creatures in the mass combat
  system are organized into units. A unit might include
  hundreds of individuals.
  Each unit involved in a battle also has a morale rating.
  Morale measures the unit’s motivation to engage in battle.
  Units with high morale are willing to fight to the death, while
  ones with low morale are likely to fall apart in the face of
  adversity.
  Commanders play a key role in resolving battles. Each unit
  has a commander, whose Charisma modifiers applies to
  initiative and morale.
  Battle Rating
  The mass combat rules rely on a creature’s battle rating (BR)
  to summarize its effectiveness in combat. A creature’s BR is
  based on its challenge rating (CR), as shown in the Battle
  Rating by Challenge Rating table. BR encompasses a
  creature’s attacks, hit points, AC, and special abilities by
  relying on CR as a summary of its power.
  BR starts as a bonus, from +1 to +50. A creature of CR 1 or
  lower is too weak to provide a BR on its own. The table
  shows that such creatures provide a +1 bonus when they
  gather in large enough groups. For instance, five CR 1/2
  creatures provide a BR of +1. Smaller groups of CR 1/2
  creatures provide no BR.
  In combat, a unit’s BR can be reduced by being attacked,
  going as low as 0 or a negative number. See the “Attacks”
  section later in these rules for details.
  Battle Rating by Challenge Rating
  Battle Rating by Challenge Rating
  CR
  BR
  1/8
  +1 per 20 creatures
  1/4
  +1 per 10 creatures
  1/2
  +1 per 5 creatures
  1
  +1 per 2 creatures
  2
  +1
  3
  +2
  4
  +3
  5
  +4
  6
  +5
  7
  +6
  8
  +8
  9
  +10
  10
  +12
  11
  +16
  12
  +18
  13
  +22
  14
  +26
  15
  +30
  16
  +34
  17
  +38
  18
  +42
  19
  +46
  20
  +50
  96
  MASS COMBAT
  
  Creating Units
  A unit is a single, cohesive group of soldiers that is organized
  to fight together. A unit can comprise up to 400 Tiny, Small,
  or Medium creatures. Larger creatures take up more space
  when counting toward that limit, as shown in the Creature
  Size in Units table. To count toward a unit’s limit, a creature
  must have a BR.
  Creature Size in Units
  Size
  Space in Unit
  Tiny
  1
  Small
  1
  Medium
  1
  Large
  4
  Huge
  9
  Gargantuan
  16
  For example, a unit could include 50 Large creatures and
  200 Medium ones. The total space taken up is 400, 200 for
  the Large creatures and 200 for the Medium ones.
  Commanders
  Each unit must have a commander. The commander needs to
  be one of the creatures included in the unit but does not
  count toward determining the unit’s size. Note the
  commander’s Charisma modifier.
  BR Total
  Once you have created a unit, total up the BR values of its
  creatures, including its commander. The total is the unit’s BR.
  For creatures that are mounted, such as knights riding a
  horse, add the BR for the mounts based on their CR, just as
  you would for any other creatures.
  Unit Space
  A unit takes up a space that measures 100 feet on each side
  regardless of how many creatures are in it. The unit’s size is
  an abstraction to make tracking units on the battlefield easy
  in play.
  Ranged Attackers
  A unit can make ranged attacks if all its members, other than
  its commander, can make an attack with a range of at least
  100 feet on an at-will basis. If this is the case, note the
  shortest maximum range of its members’ ranged attacks.
  This is the unit’s maximum range.
  Unit Design
  It’s best to organize similar or identical creatures into a unit.
  The rules aim to remain simple by reducing a unit’s abilities to
  the lowest common denominator.
  Morale Rating
  Morale is a rating like an ability score modifier. It ranges from
  –10 to +10. These rules sometimes require a unit to make a
  check using its morale rating; roll a d20, add the unit’s morale
  rating, and compare the total to the relevant DC, just as for an
  ability check.
  You select a morale rating for each unit involved in a battle.
  Assign the rating based on how the unit has been treated by
  its allies and commanders, the stakes of the battle, the unit’s
  investment in the outcome, and any other factors that you
  think should play a role.
  Morale Ratings
  Morale
  Description
  –10
  Openly rebellious
  –8
  Mutinous
  –4
  Disgruntled
  –2
  Shaky
  0
  The typical unit
  +2
  Motivated
  +4
  Stalwart
  +8
  Fanatic
  +10
  Unbreakable
  As a rule of thumb, start a unit’s morale at 0 on the Morale
  Ratings table. For each factor that decreases the unit’s
  morale, shift one row up the table. For each factor that
  improves it, shift one row down. When you’re done with this
  exercise, you have a good idea of the unit’s morale rating.
  Or you can simply assign a morale rating based on your
  judgment.
  Finally, you alter the morale rating based on the unit
  commander’s Charisma modifier. Add the commander’s
  Charisma modifier to the unit’s morale, to reflect the
  commander’s ability to motivate and lead.
  Factors Affecting Morale
  Here are some of the factors that can reduce a unit’s morale
  rating:
  poor treatment by a commander or allies
  animosity toward an allied unit
  low or no pay
  no stake in the battle’s outcome
  incompetent or ill-prepared commanders
  a daunting, overwhelming foe
  poor equipment
  The reverse of any of those factors can improve morale.
  97
  MASS COMBAT
  
  Running Battles
  These rules use a structure like the combat rules in the
  Player’s Handbook. The biggest change centers on resolving
  attacks, which uses BR rather than attack rolls, AC, and
  damage.
  Time
  The mass combat rules use a timescale different from the
  regular combat rules, with 1 round representing 1 minute of
  action. This timescale accounts for the time and complexity
  needed to maneuver hundreds or even thousands of
  combatants.
  Initiative
  You don’t roll initiative for units. Instead, each unit has a fixed
  initiative:
  Initiative = 10 + unit morale rating +
  commander’s Charisma modifier
  Units act in order of initiative, from highest to lowest as
  normal. In the event of a tie, randomly determine the order in
  which the tied units act. Determine this once, and then use
  that order for the rest of the combat.
  As in the regular combat rules, a unit can move and take
  one action on its turn (see “Action Options” below). A unit can
  use some or all of its movement before taking its action, and
  can then use the rest of its movement after acting.
  Speed
  A unit’s speed equals 10 times the lowest speed of its
  members. It can use movement modes, such as flight, only if
  every member of the unit can use it. Don’t count the speed of
  mounted creatures when determining the unit’s speed and
  movement types. The riders use their mounts to move.
  Movement. A unit must stop moving if it moves adjacent to
  an enemy unit, and a unit can’t move if it is adjacent to an
  enemy unit, unless it uses the Disengage action that turn.
  Otherwise, use the rules for movement from the Player’s
  Handbook to resolve how far a unit can move.
  Miniatures. It helps to use miniatures to track battles of
  great size. For these rules, use a grid or hexes with each
  square/hex measuring 100 feet on a side and with one
  miniature per unit.
  When moving, a unit can move into a square/hex if the unit
  has at least half the movement needed to enter it available.
  Action Options
  When a unit takes its action, it chooses one of the following
  action options: Attack, Dash, Defend, Disengage, or Guard.
  Each option is described below.
  Attack. An attack is an opposed check between a unit’s BR
  and its target’s BR. A unit can attack at any range that all of
  its members can make attacks at. Full details on resolving
  attacks are given in the “Attacks” section below.
  Dash. A unit that dashes increases its speed for its turn.
  This increase equals the unit’s speed.
  Defend. A unit that defends focuses on building a shield
  wall or otherwise making itself harder to hurt. Until the end
  of its next turn, units that attack it suffer disadvantage on
  their BR checks.
  Disengage. A unit that is adjacent to an enemy unit
  normally can’t move. If the unit takes the Disengage action, it
  has the chance to move away. The unit must immediately
  make a DC 10 morale check. If it fails, it loses its action and
  doesn’t move. If it succeeds, it can move up to half its speed.
  During this move, it doesn’t need to stop if it moves adjacent
  to an enemy unit.
  Guard. A unit that guards prepares to attack any enemy
  that draws close to it. The next time an enemy unit enters a
  space adjacent to this unit, it immediately makes an attack
  against the enemy unit.
  Attacks
  Attacks in the mass combat rules use opposed BR checks to
  determine which side has the upper hand.
  A unit can attack an adjacent enemy unit if any creature in
  the unit is within 5 feet of the target. It can make an attack at
  range if all its members can make ranged attacks that can
  reach the target.
  When a unit attacks a target, the attacking unit rolls a d20
  and adds its BR, as does the target. You then compare the
  results to determine the result of the fight:
  Tie. Nothing happens if the attacker and the target tie.
  Target Wins. If the target’s total is higher, the attack has no
  effect.
  Attacker Wins by 10 or Less. The attacker scores
  casualties, but not enough to break the target unit. The
  target’s BR is reduced by 2.
  Attacker Wins by 11 or More. The attacker scores heavy
  casualties on the target. The target’s BR is reduced by 5, and
  it must immediately make a DC 10 morale check. If the check
  fails, the unit flees the battle and is eliminated. Remove it
  from play.
  The attacker can gain advantage or suffer disadvantage on
  its BR roll, based on the following factors:
  Advantage
  The attacker is on higher ground, such as uphill from the
  defender.
  The defender is adjacent to at least one enemy unit, other
  than the attacker.
  Disadvantage
  The defender is partially behind a wall or similar cover.
  The defender is adjacent to at least two friendly units.
  Abstraction and Battle Rating
  Remember that the mass combat rules are designed to make
  running big, important battles fast and easy. It uses BR to
  summarize a creature’s spells, special abilities, and so on.
  There are no special rules for resistance or spell casting
  because the rules assume that CR has already accounted for
  them.
  98
  MASS COMBAT
  
  Morale Checks
  In addition to the morale checks caused by certain actions, a
  unit must make a morale check if certain conditions occur
  during the battle:
  Casualties. If a unit is reduced to half or less of its starting
  BR, it must immediately make a DC 15 morale check. If it
  fails, it is eliminated from the battle. Remove it from play.
  Friendly Casualties. If a friendly unit within 500 feet of
  the unit is eliminated, the unit must immediately make a DC
  10 morale check. If it fails, the unit can’t move or take actions
  on its next turn.
  Characters in Mass Combat
  The real fun of running a mass battle is giving player
  characters and important NPCs a chance to affect the
  outcome. You might be tempted to absorb such characters
  into units and ignore their special abilities. You can do so by
  using the rules for determining CR in the Dungeon Master’s
  Guide to assign CRs to the characters. However, mass battles
  are more fun for players when they have a chance to engage
  in heroics that alter the course of the fight.
  You can give the characters an opportunity to shine by
  pausing the large-scale battle and letting them engage in a
  regular combat (see “Character-Scale Combat” below) or by
  letting them use their abilities from within a unit (see
  “Characters in Units” below).
  Character Abilities
  Whatever way the characters are involved in a mass combat,
  resolve their features, spells, and other abilities using the
  standard rules, rather than the mass combat rules. For
  example, a wall of ice can block a 100-foot long line. If a unit
  moves next to it, use the individual members’ stats to make
  their saving throws and apply damage. If members of a unit
  are killed, recalculate the unit’s BR after removing the
  casualties.
  Adjudicating these effects requires your judgment as DM.
  Consider the nature of the situation, how a unit interacts with
  a spell or other effect, and apply the effects as you see fit.
  Going back to wall of ice, you might judge that 30 creatures
  from a unit attempt to smash it down. Those creatures suffer
  the wall’s effects, but they also have a chance to damage it.
  Use the rules for handling mobs on page 250 of the Dungeon
  Master’s Guide to speed things up.
  Character-Scale Combat
  You can think of the mass combat rules as looking at a battle
  from high altitude. You lose detail but can see and manage
  the big picture. When PCs take part in a battle, your view can
  zoom down to experience the action in more detail.
  When characters battle units, you can use the standard
  combat rules, with the guidelines for resolving mob attacks
  (see “Handling Mobs” in the Dungeon Master’s Guide, page
  250).
  You may decide that all or part of a unit stops to fight the
  PCs. Pause the mass battle, and resolve the characters’ fight
  like a normal combat, until you are satisfied that you have
  reached a conclusion, with either side defeated or driven off.
  You can then resume the mass combat.
  Characters in Units
  If the characters join a unit, don’t include them in the unit’s
  size or BR calculation. Instead, when the unit attacks, allow
  the characters to make their own separate attacks, cast
  spells, and to use magic items against the enemy unit using
  the guidelines given above. Allow them to pick out which
  members of the unit they want to target, in case the unit is
  composed of several types of creatures. Characters attacking
  in this manner can target only creatures included in the
  target unit’s BR.
  On the unit’s turn, each character has one turn to make
  attacks, cast spells, use a magic item, or the like. Resolve the
  characters’ attacks and spells and determine how many
  targets they eliminate. Determine how the loss of those
  creatures reduces the unit’s BR, then resolve the unit fight as
  normal.
  If a spell or effect leaves a creature unable to move or take
  actions, count that creature as eliminated for the rest of the
  battle.
  If the characters’ unit comes under attack, resolve the fight
  as normal. The results don’t apply to the characters. If their
  unit is eliminated, they remain on the battlefield and can
  continue to act.
  Critical Events
  In addition to allowing characters to take part in fights
  between units, think of critical events that might take place
  during the battle and give characters a chance to take part in
  those events. Critical events can include the following:
  Prevent enemy scouts from seizing a bridge or other
  position.
  Assassinate an enemy commander.
  Hold attackers away from a gate while friendly soldiers
  repair it.
  Sneak into an enemy stronghold to sabotage its defenses.
  Destroy an approaching siege engine.
  Steal the enemy’s battle plans.
  These critical events play out just like short adventures.
  You should map the area, determine the opposition, and
  prepare any NPCs as needed.
  When creating critical events, think about the
  consequences for success and failure. What happens if the
  PCs manage to destroy a bridge the enemy needs to cross a
  river? If the PCs don’t raise the castle gates by dawn, what
  happens next?
  The situation at the start of a clash could be dictated by the
  PCs’ success or failure beforehand. An enemy unit might start
  a battle in a strong position, lurking in a village with cover,
  because the PCs failed to outmaneuver them. Or the PCs
  might destroy an evil wizard’s castle gate, rendering his
  fortification useless in the coming battle.
  NPCs, PCs, and Battle Rating You can always calculate a
  character’s BR and simply include it in a unit, though the
  level of abstraction in the rules removes individual actions
  from a player’s control. This approach is best for NPCs who
  are commanders or who are background players in the battle.
  Treat critical NPCs, such as important villains and rivals, in
  the same way you would manage PCs. Let the players seek
  them out, for the clash between them is undoubtedly a critical
  event in determining how the battle unfolds.
  99
  MASS COMBAT
  
  Variant Rules
  Rules Variant: Players
  Make All Rolls
  This variant has the players roll dice for all parts of combat,
  including such things as monster attack rolls and saving
  throws. By moving die rolls to the players’ side of the table,
  this option keeps things simpler for you as the DM. In
  addition, the more active you can keep the players in your
  game, the more engaged they’ll be.
  This is a good option if your players like rolling the dice,
  and if you don’t mind doing a little work up front to make that
  happen.
  Attacking and Defending
  The players roll their characters’ attacks as normal, but you
  don’t roll for their opponents. Instead, when a character is
  targeted by an attack, the player makes a defense roll.
  A defense roll has a bonus equal to the character’s AC − 10.
  The DC for the roll equals the attacker’s attack bonus + 11.
  On a successful defense roll, the attack misses because it
  was dodged, absorbed by the character’s armor, and so on. If
  a character fails a defense roll, the attack hits.
  If the attacker would normally have advantage on the
  attack roll, you instead apply disadvantage to the defense roll,
  and vice versa if the attacker would have disadvantage.
  If the defense roll comes up as a 1 on the d20, then the
  attack is a critical hit. If the attacker would normally score a
  critical hit on a roll of 19 or 20, then the attack is a critical hit
  on a 1 or 2, and so forth for broader critical ranges.
  Saving Throws
  When a character forces an opponent to make a saving throw,
  that player instead makes a saving throw check. The bonus to
  the d20 roll for a saving throw check equals the effect’s save
  DC −8.
  The DC for this check equals 11 + the target’s saving throw
  modifier. On a successful check, the character overcomes the
  target’s resistance and treats the target as if it failed its saving
  throw. On a failed check, the target is treated as if it
  succeeded on its save.
  As with attacks, the saving throw check has advantage if
  the target would have disadvantage on its saving throw, and
  vice versa.
  Contests and Checks
  Whenever an NPC or monster would normally make an
  ability check, roll initiative, or take part in a contest, neither
  you nor the players roll the d20. Instead, use the rules for
  passive checks to determine the result. See chapter 7, “Using
  Ability Scores,” of the Player’s Handbook for more
  information on passive checks.
  Optional Rule: Vitality
  Some DMs find hit points bothersome. A fighter can survive a
  fireball, a troll’s rending claws, and a one‐hundred‐foot fall,
  only to crumple in a heap due to a kobold’s dagger slash. This
  optional rule more realistically reflects the wear and tear a
  character suffers from wounds.
  Each character has a pool of vitality in addition to hit
  points. A character’s maximum vitality equals the character’s
  Constitution score.
  Whenever a character takes 10 or more damage from an
  attack or effect, the character loses vitality. Divide the damage
  by 10 and round down. The result is how much vitality a
  character loses. In other words, a character loses 1 vitality for
  every 10 points of damage dealt by an attack or effect.
  If a character suffers a critical hit, double the vitality lost,
  so that the character loses 2 vitality for every 10 points of
  damage. If a critical hit deals less than 10 damage, it still
  reduces vitality by 1.
  Losing vitality causes a character’s hit point maximum to
  drop. Calculate the character’s current maximum using
  vitality instead of Constitution. Thus, as vitality drops, a
  character’s Constitution modifier for determining hit points
  also drops.
  A character reduced to 0 vitality is immediately reduced to
  0 hit points. If a character is reduced to 0 hit points but his or
  her vitality remains above 0, any additional damage is applied
  instead to the character’s vitality. A character is not
  unconscious until both hit points and vitality reach 0.
  Completing a long rest increases a character’s vitality by 1
  + the character’s Constitution modifier, up to the character’s
  maximum vitality. Effects that restore hit points have no
  effect on vitality. However, a character with maximum hit
  points who receives healing instead restores 1 vitality for
  every 10 points of healing.
  Rules Variant: Custom
  Alignments
  Alignment serves as a handy label for the general attitudes of
  characters and monsters alike. It works as a sorting
  mechanism, providing a big‐picture assessment of which
  creatures, factions, and NPCs make natural allies or
  enemies.
  The standard alignment system embraces the fundamental
  points of tension in D&D: the struggle between good and evil
  on the one hand, and the conflict between law and chaos on
  the other. The nice thing about this arrangement is that it
  allows for tension even within a good‐aligned party. The law–
  chaos divide means that characters can still disagree on how
  to promote good in the world.
  Alignment is meant to serve only as a quick summary of a
  character, not a rigid definition. It’s a starting point, but
  elements such as flaws and bonds paint a much more
  detailed picture of a character’s identity.
  100
  EXTRAS | VARIANT RULES
  
  You might find that the alignment choices of good and evil,
  law and chaos are too abstract for your campaign. You might
  prefer attitudes that are more nuanced, without the implicit
  demarcation of heroes as good‐aligned creatures and villains
  as evil‐aligned ones. A simple solution is to discard alignment
  in favor of an alternative system that brings the key conflicts
  in your campaign to the forefront.
  Identify the Conflict. Think about the important opposing
  forces in your campaign by asking the following questions.
  Can you place them on opposite ends of a continuum? Are
  there multiple conflicts? What are the key conflicts, and how
  do all the separate conflicts interact?
  For your own alignment system, try to create at least two
  paths, one of which allows a range of options for the player
  characters. The other paths can divide the world between the
  characters (including their allies) and their enemies.
  For example, imagine a campaign setting where an
  ecological crisis engineered by a cabal of necromancers
  threatens to transform the world into a dead wasteland.
  Forming one alignment path are the opposing forces of life
  and death. Like the choice of good or evil, this conflict defines
  the setting, and you would expect most player characters to
  be aligned to life or at least neutral with respect to their
  support for the necromancers’ plans.
  The second conflict path might be preservation versus
  destruction. People who have gathered to protect the land
  might disagree on whether to attack and destroy the
  necromancers, or to work instead at strengthening the
  natural order so that not even the necromancers’ power can
  overwhelm it.
  Multiple Choices. For grittier games that avoid obvious
  classifications of good versus bad, you might create alignment
  paths with more than two choices. In a game that focuses on
  intrigue and power struggles, for example, alignment might
  be a quick reference for which factions a character supports.
  One element of a character’s alignment might indicate his or
  her affiliation with a noble house or guild. A second element
  could call out which deity or pantheon the character is tied to.
  Neutral Alignment. When creating your alignment system,
  think about the role of neutrality, and decide whether there’s
  a midpoint for any alignment path. Neutral creatures might
  choose to sit out a struggle (as is often the case in good
  versus evil) or see strengths in both approaches (as in law
  versus chaos). The role of this choice in your campaign
  should make sense in terms of your central conflict.
  101
  EXTRAS | VARIANT RULES
  
  Traps Revisited
  The rules for traps in the Dungeon Master’s Guide provide
  the basic information you need to manage traps at the game
  table. The material here builds on the DMG rules and
  provides more guidance on creating traps of your own.
  Rather than focus on traps as mechanical or magical, these
  rules separate traps into two categories: simple traps and
  complex traps.
  Simple Traps
  A simple trap activates and is then harmless. A hidden pit
  dug at the entrance of a goblin lair, a poison needle that pops
  from a lock, and a crossbow rigged to fire when an intruder
  steps on a pressure plate are all simple traps.
  Describing a Simple Trap
  Simple traps require three elements to function: a trigger, an
  effect they have once triggered, and the measures that can
  defeat them. In addition, a trap is given a level and an overall
  description of the threat it poses.
  Level and Threat. A trap’s level is expressed as a range of
  levels to give you an idea of its relative strength (levels 1–4, 5–
  10, 11–16, and 17–20). It is then labeled as a moderate,
  dangerous, or deadly threat. The trap’s label tells you how
  powerful the trap is compared to others of its level range.
  Trigger. A simple trap has a trigger that describes what
  causes the trap to activate. The trigger’s description includes
  its location and the action that causes it to activate.
  Effect. A trap’s effect describes what happens when its
  trigger activates. The trap might fire a dart, unleash a cloud of
  poison gas, cause a hidden point to open, and so on. The
  effect specifies who the trap targets, its attack bonus or
  saving throw DC, and what happens on a hit or failed saving
  throw.
  Countermeasures. A trap can be defeated in a variety of
  ways. This section of a trap’s description details the checks or
  spells that can detect and disable it. It also specifies what
  happens, if anything, on a failed attempt to disable it.
  Running a Simple Trap
  When managing a simple trap in play, start by making note of
  the characters’ passive Perception scores. Most traps allow
  Wisdom (Perception) checks to detect their triggers or other
  elements that can tip off their presence. If you stop to ask for
  checks, the players might suspect a hidden danger.
  When a trap triggers, apply its effects as specified in its
  description. Be sure of the players’ intended actions before a
  trap activates so that it springs into action based on what the
  players want to do, rather than a course of action they’re
  arguing about or merely considering.
  If the players discover a trap, be open to adjudicating their
  ideas for defeating it. The trap’s description is a starting point
  for countermeasures, rather than a complete definition.
  The players should be specific in how they want to defeat
  the trap. Simply stating the desire to make a check isn’t
  enough. Ask the players where their characters are
  positioned and what they intend to do to defeat the trap. A
  player can’t just say, “I use thieves’ tools to disable it.” That’s
  too murky. The player instead should describe something
  like, “I use my thieves’ tools to examine the lock and attempt
  to disable the poison needle inside it.” The last thing you
  want is confusion over where the characters are located if a
  trap activates.
  As a default, overcoming a simple trap offers no experience
  point reward. If the characters uncover the trap and avoid or
  disable it, their reward is dodging a threatening element of
  the dungeon. If they stumble into it, they must cope with the
  consequences of a more dangerous situation.
  102
  TRAPS REVISITED
  
  Example Simple Traps
  Here are examples of simple traps that you can use to
  populate your adventures or as models for your own
  creations.
  Bear Trap
  Simple trap (level 1–4, dangerous threat)
  A bear trap resembles a set of iron jaws that springs shut
  when stepped on, clamping down on a creature’s leg. The
  trap is spiked in the ground, leaving the victim immobilized.
  Trigger. A creature that steps on the bear trap triggers it.
  Effect. The trap makes an attack against the triggering
  creature. The attack has a +8 attack bonus and deals 5 (1d10)
  piercing damage on a hit. This attack can’t gain advantage or
  disadvantage. A creature hit by the trap has its speed reduced
  to 0. It can’t move until it breaks free of the trap with a
  successful Strength check (DC 15) made by it or another
  creature adjacent to the trap.
  Countermeasures. A DC 10 Wisdom (Perception) check
  reveals the trap. A DC 10 Dexterity check made with thieves’
  tools disables it.
  Crossbow Trap
  Simple trap (level 1–4, dangerous threat)
  A crossbow trap is a favorite of kobolds and other creatures
  that rely on traps to defend their lairs. It consists of a tripwire
  run across a hallway and connected to a pair of carefully
  hidden heavy crossbows. The crossbows are aimed to fire
  down the hallway at anyone who triggers the tripwire.
  Trigger. A creature that walks through the tripwire triggers
  the trap.
  Effect. The trap makes two attacks against the triggering
  creature. Each attack has a +8 attack bonus and deals 5
  (1d10) piercing damage on a hit. This attack can’t gain
  advantage or disadvantage.
  Countermeasures. A DC 15 Wisdom (Perception) check
  reveals the tripwire. A DC 15 Dexterity check made with
  thieves’ tools disables the tripwire, but a check result of 5 or
  less triggers the trap.
  Falling Gate
  Simple trap (level 1–4, deadly threat)
  Some folk who build dungeons, such as mad wizards in
  search of new victims, have no intention of allowing their
  visitors to make an easy escape. This trap is fiendish because
  it causes a gate to drop some distance away from the
  pressure plate. The gate might close off the dungeon
  entrance, which is hundreds of feet away. Adventurers don’t
  know they are trapped until they decide to head back to town.
  Trigger. A creature that steps on the pressure plate triggers
  this trap.
  Effect. The trap causes an iron gate to drop from the
  ceiling, blocking the exit from the maze.
  Countermeasures. A DC 20 Wisdom (Perception) check
  reveals the pressure plate. A DC 20 Dexterity check made
  with thieves’ tools disables it, but a check result of 5 or less
  triggers the trap.
  Fiery Blast
  Simple trap (level 5–10, dangerous threat)
  The temple of Pyremius, a god of fire, is plagued by thieves
  who seek to steal the fire opals collected by the priests in
  tribute to their god. A mosaic on the floor of the entryway to
  the inner sanctum delivers a fiery rebuke to intruders.
  Trigger. Anyone stepping on the mosaic causes fire to
  erupt from it. Those openly wearing holy symbols of
  Pyremius don’t trigger this trap.
  Effect. A 15-foot cone of fire erupts, covering the pressure
  plate and the area around it. Each creature in the cone must
  make a DC 15 Dexterity saving throw, taking 24 (7d6) fire
  damage on a failed save, or half as much damage on a
  successful one.
  Countermeasures. A DC 15 Intelligence (Investigation)
  check reveals ash and faint burn marks in the shape of the
  fiery cone created by this trap. A DC 15 Intelligence
  (Religion) check allows a creature to destroy the trap by
  defacing a key rune in the mosaic; failing this check causes
  the trap to activate. A successful dispel magic (DC 15) cast on
  the runes destroys the trap.
  Net Trap
  Simple trap (level 1–4, dangerous threat)
  Goblins, with their propensity to enslave their enemies,
  prefer traps that leave intruders intact for work in the goblins’
  mines or elsewhere.
  Trigger. A tripwire strung across a hallway is rigged to a
  large net. If the tripwire is broken, the net falls on intruders.
  An iron bell is also rigged to the tripwire. It rings when the
  trap activates, alerting nearby guards.
  Effect. A net covering a 10-foot-by-10-foot area centered on
  the tripwire falls to the floor as a bell rings. Any creature fully
  within this area must succeed on a DC 15 Dexterity saving
  throw or be restrained. A creature can use its action to make
  a DC 10 Strength check to try to free itself or another
  creature in the net. Dealing 5 slashing damage to the net (AC
  10) also frees a creature without harming the creature.
  Countermeasures. A DC 15 Wisdom (Perception) check
  reveals the tripwire and the net. A DC 15 Dexterity check
  made with thieves’ tools disables the tripwire without
  dropping the net or ringing the bell; failing the check causes
  the trap to activate.
  Pit Trap
  Simple trap (level 1–4, moderate threat)
  This trap consists of a 10-foot deep pit, concealed by a
  tattered canvass covered with leaves and dirt. This type of
  trap is useful for blocking off the entrance to a monster lair
  and usually has narrow, safe ledges along its sides.
  Trigger. Anyone stepping on the canvass might fall into the
  pit.
  Effect. The triggering creature must make a DC 10
  Dexterity saving throw. On a successful save, the creature
  catches on the pit’s edge or instinctively steps back.
  Otherwise, the creature falls into the pit and takes 3 (1d6)
  bludgeoning damage from the fall.
  Countermeasures. A DC 10 Wisdom (Perception) check
  reveals the canvass. A 1-foot wide ledge around the edge of
  the pit is safe to cross.
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  TRAPS REVISITED
  
  Poison Needle
  Simple trap (level 1–4, deadly threat)
  A tiny, poisoned needle hidden in a lock is the perfect way
  to discourage thieves from plundering a hoard. Such a trap is
  usually put in a chest or in the door to a treasure chamber.
  Trigger. Anyone attempting to pick or open the lock
  triggers the trap.
  Effect. The triggering creature must make a DC 20
  Constitution saving throw. On a failed save, the creature takes
  14 (4d6) poison damage and is poisoned for 10 minutes.
  While poisoned in this way, the creature is paralyzed. On a
  successful save, the creature takes half as much damage and
  isn’t poisoned.
  Countermeasures. A DC 20 Wisdom (Perception) check
  reveals the needle, but only if a character inspects the lock. A
  DC 20 Dexterity check made with thieves’ tools disables the
  needle, but a check result of 10 or less triggers the trap.
  Scything Blade
  Simple trap (level 5–10, dangerous threat)
  These deadly blades sweep down through a chamber. A
  wooden lever activates this trap when it is pulled. Kobolds
  particularly love this style of trap, as it puts bigger creatures
  in danger.
  Trigger. When the lever is pulled, the trap activates.
  Effect. Each Medium or larger creature in a 5-foot-wide
  and 20-foot-long area must make a DC 15 Dexterity saving
  throw, taking 14 (4d6) slashing damage on a failed save, or
  half as much damage on a successful one.
  Countermeasures. The lever isn’t hidden. A DC 15
  Intelligence (Investigation) check reveals scrape marks and
  blood stains in the trap’s area of effect. A DC 15 Dexterity
  check made with thieves’ tools disables the lever.
  Sleep of Ages
  Simple trap (level 11–16, deadly threat)
  A pressure plate unleashes a spell that threatens to send
  intruders into a deep slumber. The dungeon’s guardians can
  then dispose of the sleepers.
  Trigger. Stepping on the pressure plate triggers this trap.
  Effect. When activated, this trap casts a sleep spell
  centered on the pressure plate using a 9th level spell slot.
  Countermeasures. A DC 20 Wisdom (Perception) check
  reveals the pressure plate. A DC 20 Intelligence (Arcana)
  check made within 5 feet of the pressure plate disables the
  trap, but a check result of 10 or less triggers it. A successful
  dispel magic (DC 19) cast on the pressure plate destroys the
  trap.
  Designing Simple Traps
  You can create a simple trap by using the following
  guidelines. You can also adapt the example traps by
  modifying DCs and damage values, based on the target level
  and threat for the trap.
  Purpose
  Before diving into the details of your trap, think about its
  purpose. Why would someone build this trap? What is its
  purpose? Think of the trap’s creator, the creator’s purpose,
  and the location that the trap protects. Traps have context in
  the world, and that context drives the trap’s nature and
  effects.
  Described below are a few of the purposes a trap might
  have. Use them to inspire the creation of your own traps.
  Alarm. An alarm trap is designed to alert an area’s
  occupants of intruders. It might cause a bell or gong to sound.
  This type of trap rarely involves a saving throw.
  Delay. These traps serve to slow down intruders, giving a
  dungeon’s inhabitants time to mount a defense or flee. A
  hidden pit is the classic example of this trap. A 10-foot-deep
  pit usually deals little damage and is easy to escape, but it
  slows down intruders. Other examples include collapsing
  walls, a portcullis that drops from the ceiling, and a locking
  mechanism that shuts and bars a door. These traps, when
  they directly threaten characters, usually require a Dexterity
  saving throw to avoid.
  Restrain. A restraining trap tries to keep its victims in
  place, leaving them unable to move. These traps are most
  useful when combined with a regular guard patrol, but in
  ancient dungeons the guards might be long gone. These traps
  usually require a Strength saving throw to avoid, but some
  don’t allow saves. In addition to dealing damage, they also
  render a creature unable to move. A subsequent, successful
  Strength check (use the saving throw DC) or damage against
  the trap can break it and free the captive. Examples include a
  bear trap, a cage that drops from a ceiling, or a device that
  flings a net.
  Slay. These traps are designed to eliminate intruders. They
  include poisoned needles that spring out when a lock is
  tampered with, blasts of fire that fill a room, poison gas, and
  so on. Saving throws—usually Dexterity or Constitution—
  allow creatures to avoid or mitigate the trap’s effects.
  Level and Lethality
  Before creating a trap’s effects, think about its level and its
  lethality. Traps are divided into four level ranges, 1st–4th,
  5th–10th, 11th–16th, and 17th–20th. A trap’s level range
  gives you a starting point for its potency.
  To further calibrate the trap’s strength, pick whether it is a
  moderate, dangerous, or deadly threat within its level range.
  A moderate trap is unlikely to kill a character and is the
  weakest trap type. Dangerous traps deal enough damage that
  a character hit by one is eager for healing. A deadly trap
  might reduce a creature to 0 hit points in one shot, and leaves
  most creatures in need of a short or long rest.
  Consult the following tables when nailing down a trap’s
  effects. The Trap Save DCs and Attack Bonuses table
  provides guidelines for a trap’s save DC, check DC, and attack
  bonus. The check DC is the default number used for any
  check used to interact with the trap.
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  TRAPS REVISITED
  
  The Damage Severity by Level table lists the typical damage a
  trap deals at certain character levels. The damage listed
  assumes the trap damages one creature. Use d6s for damage
  in place of d10s for traps that can affect more than one
  character at a time.
  The Spell Equivalent by Level lists the spell slot level that
  is appropriate for the given character level and the danger
  posed by the trap.
  A spell is a great shortcut to use when designing a trap,
  whether the trap duplicates the spell (a mirror that throws
  charm person on whoever looks into it) or uses its effects (an
  alchemical device that explodes like fireball). Note that the
  Deadly entry for characters above 17th level suggests
  combining a 9th and 5th level spell into one effect. In this
  case, pick two spells, or combine the effects of a spell cast
  using a 9thlevel and a 5th-level slot.
  Trap Save DCs and Attack Bonuses
  Trap Danger
  Save/Check
  DC Attack Bonus
  Moderate
  10
  +5
  Dangerous
  15
  +8
  Deadly
  20
  +12
  Damage Severity by Level
  Character Level
  Moderate
  Dangerous
  Deadly
  1st–4th
  5 (1d10)
  11 (2d10)
  22 (4d10)
  5th–10th
  11 (2d10)
  22 (4d10)
  55 (10d10)
  11th–16th
  22 (4d10)
  55 (10d10)
  99 (18d10)
  17th–20th
  55 (10d10) 99 (18d10) 132 (24d10)
  Spell Equivalent by Level
  Character Level
  Moderate
  Dangerous
  Deadly
  1st–4th
  Cantrip
  1st
  2nd
  5th–10th
  1st
  3rd
  6th
  11th–16th
  3rd
  6th
  9th
  17th–20th
  6th
  9th
  9th + 5th
  Triggers
  A trigger is the circumstance that needs to take place to
  activate the trap.
  Decide what causes the trap to activate and determine how
  the characters can find the trigger. Here are some example
  triggers:
  a pressure plate that, when stepped on, activates the trap
  a tripwire that springs a trap when it is broken, usually
  when someone walks through it
  a doorknob that activates a trap when it is turned the
  wrong way
  a door or chest that triggers a trap when it is opened
  A trigger usually needs to be hidden to be effective.
  Otherwise, avoiding the trap is trivially easy.
  A trigger requires a Wisdom (Perception) check if simply
  spotting it reveals its nature. The characters can foil a pit trap
  hidden by a leafcovered net if they spot the pit through a gap
  in the leaves. A tripwire is foiled if spotted, as is a pressure
  plate.
  Other traps require careful inspection and deduction to
  notice. A doorknob opens a door when turned to the left, but
  activates a trap when turned to the right. Such a subtle trap
  requires a successful Intelligence (Investigation) check to
  notice. The trigger is obvious. Understanding its nature is
  not.
  The DC of the check, regardless of its type, depends on the
  skill and care taken to conceal the trap. Most traps require a
  DC 20 check to spot, but a poorly made or hastily built trap
  has a DC of 15. Exceptionally devious pitfalls might have a
  DC of 25.
  You must then put some thought into what characters learn
  with a successful check. In most cases, the check reveals the
  trap. In other cases, it uncovers useful clues but still requires
  some deduction. The characters might succeed on the check
  but still trigger the trap if they fail to understand what they
  have learned.
  Perception and Investigation
  A Wisdom (Perception) check that reveals a tripwire doesn’t
  tell the players what happens if they break the tripwire. They
  spot it before blundering into it, but must still decide what to
  do next. The nature of the item is not in question, but you
  might not spot it. A successful check reveals it.
  An Intelligence (Investigation) check reveals that the scuff
  marks and wear pattern show that a doorknob can turn both
  ways, but is most often turned clockwise. The players must
  still decide how to open the door. The item is obvious, but its
  true nature is obscured. A successful check reveals the clues
  that point to the item’s purpose.
  Effects
  Designing a trap’s effects is a straightforward process. The
  tables for save DCs, attack bonuses, damage, and the like give
  you a starting point for most simple traps that deal damage.
  For traps with more complex effects, your best starting
  point is to use the Spell Equivalent by Level table to find the
  best match for your trap’s intended effect. Spells are a good
  starting point because they are compact pieces of game
  design that deliver specific effects.
  Once you have chosen the effect the trap delivers, choose
  its damage, attack bonus, and save DC. If you are using a
  spell as a starting point, check to see if you need to tweak its
  effects to fit the trap’s nature. For instance, you can easily
  change the damage type a spell delivers or the saving throw it
  requires.
  Disarming Simple Traps
  Simple traps require a single ability check to disarm. Imagine
  how the trap operates, and then think about how the
  characters can overcome it. Not all traps can be disarmed in
  a traditional way. A hidden pit trap is effectively disarmed
  when the characters notice it. The characters can simply
  walk around it or climb down one side, walk across it, and
  climb up the other side.
  Once you determine how a trap can be disarmed, pick the
  appropriate ability and skill combinations that characters can
  use. In most cases, a Dexterity check made with thieves’
  tools, a Strength (Athletics) check, or an Intelligence (Arcana)
  check can overcome a trap.
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  TRAPS REVISITED
  
  A Dexterity check made with thieves’ tools can apply to any
  trap with a mechanical element. Thieves’ tools can be used to
  safely disable a tripwire or pressure plate, disassemble a
  poison needle mechanism, or stop up a valve that leaks
  poisonous gas into a room.
  Strength checks are useful for traps that can be destroyed
  or held back through brute force. A scything blade can be
  broken, a collapsing roof held in place, a net torn apart.
  Magical traps can be disabled by someone who can
  undermine the magic used to power them. An Intelligence
  (Arcana) check allows a character to figure out how the trap
  functions and how to disable its magic. A statue that belches
  a jet of magical flame might be disabled when one of its glass
  eyes is shattered, disrupting the magic that powers it.
  Finally, decide if there are any drawbacks to a failed
  attempt to disable the trap. If so, pick a threshold for the
  check result or decide that any failure activates the trap. If the
  result hits that threshold or lower, the trap activates. This
  option is a useful tool to make a trap feel dangerous even if
  the characters have discovered it. A trap that can be disabled
  without any danger is like a monster that can’t fight back.
  Of course, use logic to guide your decisions. This element
  makes a trap interesting, but it shouldn’t come at the cost of
  making your game feel illogical or arbitrary. For instance, let’s
  say your trap is a section of floor that opens to send
  characters tumbling into a pit. If the rogue attempting to
  disarm the pit stands next to the trap, it makes no sense for
  the rogue to fall in if the trap activates. Of course, you can
  remedy this by specifying that the character must lean over
  the trap or have one foot on it to reach and disable the
  mechanism.
  Placing Simple Traps
  Context is everything with traps. A log trap that knocks
  characters aside is an inconvenience on the typical forest
  path. It’s a potentially deadly hazard on a narrow trail that
  hugs the side of a towering cliff face.
  Chokepoints and narrow passages that lead to important
  places in a dungeon are a good spot for traps, especially
  those traps that serve as alarms or restraints. These traps foil
  intruders before they can reach a critical location, giving the
  dungeon’s denizens a chance to mount a defense.
  Treasure chests, doors to vaults, and any other barrier or
  container that holds a valuable treasure is the ideal location
  for a slaying trap. In this case, the trap is the final line of
  defense that can eliminate a thief or intruder.
  Alarm traps, since they pose no direct physical threat, are
  ideal for areas that are used by a dungeon’s denizens. If a
  stumbling goblin activates an alarm trap, there’s no real harm
  done. The alarm sounds, the guards arrive, they berate the
  clumsy goblin, and then they reset the trap. Of course, an
  alarm trap that is triggered on accident too often might fail to
  generate a quick response from defenders.
  Above all else, place traps logically and with consideration
  to the time and effort needed to make them. If your
  adventures are sown with too many traps, the game grinds to
  a halt as the players search every square inch of a dungeon
  for tripwires and pressure plates.
  It’s all right if the players correctly deduce a trap’s
  presence. That means your trap was placed logically and the
  players are engaged with the game.
  Complex Traps
  A complex trap poses multiple dangers to adventurers. Once
  a complex trap activates, it remains dangerous round after
  round until the characters avoid it or disable it. Some
  complex traps grow more dangerous over time, as they
  gather power or gain speed.
  Complex traps are also more difficult to disable than
  simple ones. A single check is not enough to disable one.
  Instead, a series of checks is required to slowly disable each
  component. The trap degrades with each check until the
  characters finally deactivate it.
  Most complex traps are designed so that they can be
  disarmed only if you are willing to risk the trap’s effects. For
  example, in a hallway filled with scything blades, the
  mechanism that controls them is on the opposite end from
  the entrance, or a statue that bathes an area in necrotic
  energy can only be disabled while standing in the zone of
  energy it emits.
  Describing a Complex Trap
  Complex traps build on the four parts of a simple trap, adding
  in elements that make the trap a more dynamic threat.
  Level and Threat. A complex trap uses the same level
  bands and ratings for its lethality as a simple trap does.
  Trigger. Just like a simple trap, a complex one has a trigger.
  Some complex traps have multiple triggers.
  Initiative. A complex trap takes turns like a creature does.
  Complex traps are slow (initiative 10), fast (initiative 20), or
  very fast (initiative 20 and 10).
  Active Elements. On a trap’s turn, it activates specific
  effects that are detailed in its description. The trap might
  have multiple active elements, a table you roll on to
  determine its effect at random, or options for you to choose
  from.
  Dynamic Elements. Many complex traps feature a
  changing threat. The trap’s description tells you how the trap
  changes over time. Usually, these changes take effect at the
  end of each of its turns or in response to the characters’
  actions.
  Constant Elements. A complex trap poses a threat even
  when it is not its turn. The constant elements describe how
  these parts of the trap function. Most make an attack or force
  a saving throw against creatures that end their turns within
  certain areas.
  Countermeasures. A trap can be defeated in a variety of
  ways. A trap’s description details the checks or spells that can
  detect and disable it. It also specifies what happens, if
  anything, on a failed attempt to disable it. Disabling a
  complex trap is like disarming a simple trap, except that a
  complex trap requires more checks. It typically takes three
  successful checks to disable one of a complex trap’s
  elements. Many of these traps have multiple elements,
  requiring a lot of work to shut down every part of the trap.
  Usually, a successful check reduces a trap element’s
  effectiveness if it doesn’t disable it.
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  TRAPS REVISITED
  
  Running a Complex Trap
  A complex trap functions in play like a legendary monster.
  When activated, the trap’s active elements act on either
  initiative 20 or 10 (or both, for very fast traps). On that
  initiative count, after all creatures with that same initiative
  have acted, the trap’s features activate. Apply the effects
  detailed in the trap’s description.
  After resolving the effects of the trap’s active elements,
  check its dynamic elements to see if anything changes about
  the trap. Many complex traps have effects that vary over the
  course of an encounter. A magical aura might do more
  damage the longer it is active, or a swinging blade might shift
  which area of a chamber it attacks.
  The trap’s constant elements allow it to have effects when
  it isn’t the trap’s turn. At the end of each creature’s turn, look
  at the trap’s constant elements to see if any of its effects
  trigger.
  Example Complex Traps
  Here are examples of complex traps to inspire your own
  creations.
  Path of Blades
  Complex trap (level 1–4, dangerous threat)
  Hidden within a buried pyramid that marks the location of
  the Lost City of Cynidicea is the tomb of King Alexander and
  Queen Zenobia. The entrance to their tomb is a long hallway
  riddled with traps, accessible only by cunningly hidden secret
  doors. The hallway is 20 feet wide and 160 feet long. It is
  mostly clear. After 80 feet, the floor is broken and cracked
  and is difficult terrain until the 130-foot mark.
  Trigger. This trap activates as soon as a nonundead
  creature enters the hallway, and it remains active while any
  non-undead creature is within it.
  Initiative. The trap acts on initiative 20 and 10.
  Active Elements. The Path of Blades includes a set of
  whirling blades along the first 80 feet of the trap, crushing
  pillars that slam down from the ceiling to the floor before
  rising back up to the ceiling in the next 50 feet, and a rune of
  fear in its final 30 feet.
  Whirling Blades (Initiative 20). The blades attack each
  creature in the first 80 feet of the hallway, with a +5 bonus
  to the attack roll and dealing 11 (2d10) slashing damage on
  a hit.
  Crushing Pillars (Initiative 10). Each creature 81–130 feet
  down the hallway must make a DC 15 Dexterity saving
  throw, taking 11 (2d10) bludgeoning damage and being
  knocked prone on a failed save, or half as much damage on
  a successful one.
  Rune of Fear (Initiative 10). Each creature in the final 30
  feet of the corridor must make a DC 15 Wisdom saving
  throw. On a failed saving throw, the creature is frightened
  of the rune, and the creature must immediately use its
  reaction to move its speed away from the end of the
  corridor. The frightened creature can’t move closer to the
  end of the hallway until it uses an action to succeed on a
  DC 15 Wisdom saving throw, which ends the frightened
  condition on itself.
  Dynamic Element—Blades Miss. The blades move with
  increasing speed, slowing only when they hit a target. Each
  time the blades miss with an attack, increase their damage
  by 3 (1d6) and their attack bonus by +2. These benefits last
  until the blades hit a target.
  Dynamic Element—Rune’s Defense. Tampering with the
  rune of fear to disable it increases the trap’s power. Each
  successful check increases the damage of the blades and
  crushing pillars by 5 (1d10) and increases the rune’s save
  DC by 1.
  Constant Elements. The whirling blades and the rune of
  fear affect creatures that end their turns in the elements’
  areas
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  TRAPS REVISITED
  
  Whirling Blades. Any creature ending its turn in the blade’s
  area is targeted by an attack: +5 to hit; 5 (1d10) slashing
  damage on a hit.
  Rune of Fear. Any creature ending its turn within 30 feet of
  the far end of the corridor must make a saving throw
  against the rune of fear effect.
  Countermeasures. Each of the trap’s active elements offers
  potential countermeasures.
  Whirling Blades. Characters can smash the blades, damage
  their components, or study their pattern to avoid them; the
  blades are disabled if their total attack bonus from attacks
  and attempts to disable them reaches −8:
  Intelligence (Investigation), DC 15. This check reveals the
  blade’s pattern. As an action, a creature that can see the
  blades can attempt this check. Success imposes
  disadvantage on the blades’ attacks against the creature
  while it isn’t incapacitated.
  Attack. A creature in the area can ready an attack to slash at a
  blade. The blade gains advantage on its attack against the
  creature. The creature then attacks. The blades have AC 15
  and 15 hit points. Destroying a blade reduces its attack
  bonus by 2.
  Dexterity check with thieves’ tools, DC 15. Creatures can use
  thieves’ tools in the area attacked by the blades to foil their
  mechanism. A successful check reduces the blades’ attack
  bonus by 2.
  Crushing Pillars. The pillars have no effective
  countermeasure.
  Rune of Fear. The rune can be disabled with three
  successful DC 15 Intelligence (Arcana) checks to disrupt
  the rune. Each check requires an action. A creature must
  be at the end of the hallway to attempt the check, and only
  one creature can work on this task at once. Once a
  creature attempts a check, no other character can make
  the same check until the end of that creature’s next turn.
  Alternatively, the rune can be disabled with three
  successful castings of dispel magic (DC 13) targeting the
  rune.
  Sphere of Crushing Doom
  Complex trap (level 5–10, deadly threat)
  The court jester devised a deadly trap to foil anyone who
  sought to steal his magical fool’s cap. The jester’s tomb is
  located at the end of a 10-foot wide, 150-foot long hallway
  that runs north–south with a sharp slope down. The entrance
  to the tomb is a door at the bottom of the slope at the
  southern end of the hall. A door on the eastern wall allows
  access to the tomb.
  Trigger. This trap activates as soon as the lid to the jester’s
  coffin is opened. A magical portal opens at the northern end
  of the hallway and disgorges a giant, steel sphere, which
  hurtles down the slope. When it reaches the bottom of the
  slope, a second portal briefly appears and teleports the
  sphere back to the top of the slope to begin the process again.
  Initiative. The trap acts on initiative 10 (but see the
  dynamic element below).
  Active Elements—Sphere of Crushing Doom (Initiative
  10). The Sphere of Crushing Doom is a spherical boulder
  that almost fills the hallway.
  Each creature in the hallway must make a DC 20 Strength
  saving throw when the sphere activates. On a failed save, a
  creature takes 22 (4d10) bludgeoning damage and is knocked
  prone. On a successful save, a creature takes half as much
  damage and isn’t knocked prone. Objects that block the
  sphere, such as a conjured wall, take maximum damage from
  the impact.
  Dynamic Element—Speed Kills. After its turn, the
  boulder gains speed, represented by its damage increasing by
  11 (2d10). While its damage is 55 (10d10) or greater, it acts
  on both initiative 20 and 10.
  Countermeasures. There are a few ways that the trap can
  be disarmed.
  Stop the Sphere. Stopping the sphere is the easiest way to
  disrupt the trap. A wall of force can stop it easily, and any
  object that has enough hit points to absorb damage from
  the sphere without being destroyed can stop it.
  Disrupt the Portals. Either portal can be neutralized with
  three successful DC 20 Intelligence (Arcana) checks, but
  the process of analyzing a portal to disrupt it takes time.
  Faint runes in the ceiling and floor on both ends of the
  hallway open the portals. A creature must first use an
  action to examine a set of runes, then use a subsequent
  action to attempt to vandalize them. Each successful check
  reduces the sphere’s damage by 11 (2d10), as the disrupted
  sphere loses speed moving through the failing gate.
  Alternatively, a set of runes can be disabled with three
  successful castings of dispel magic (DC 19) targeting any of
  the runes in the set.
  If the southern portal is destroyed, the sphere slams into
  the wall and comes to a halt. It blocks the door to the tomb,
  but characters can escape.
  Poisoned Tempest
  Complex trap (level 11–16, deadly threat)
  This fiendish trap was built to eliminate intruders who
  infiltrate a yuan-ti temple. The trap is a room, 60-foot square
  with 5-foot-wide stone doors in the middle of each wall. In
  each corner of the room stands a 10-foot-tall statue of a great
  serpent, coiled and ready to strike. The eyes in each statue
  are rubies worth 200 gp a piece.
  Trigger. This trap activates when a ruby is pried from one
  of the statues. Each statue’s mouth slides open, revealing a 1-
  foot-wide pipe running down its throat.
  Initiative. The trap acts on initiative 20 and 10 (but see the
  dynamic element below).
  Active Elements. The Poisoned Tempest fills the room
  with poison and other deadly effects.
  Locked Doors (Initiative 20). The four doors to this room
  slam shut and are locked in place by magic. This effect
  activates once, the first time the trap activates.
  Poison Gas (Initiative 20). Poison gas floods the room.
  Each creature inside must make a DC 20 Constitution
  saving throw, taking 33 (6d10) poison damage on a failed
  save, or half as much damage on a successful one.
  Tempest (Initiative 10). A mixture of air and gas boils up
  from the trap. Roll a d6 and consult the Tempest Effects
  table.
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  Tempest Effects
  d6 Effect
  1 Hallucinatory gas scrambles the mind and senses. All
  Intelligence and Wisdom checks made in the room
  suffer disadvantage until the Tempest element
  activates again.
  2 Explosive gas fills the area. If anyone holds an open
  flame, it explodes and deals 22 (4d10) fire damage to
  everyone in the room (DC 20 Dexterity save for half
  damage). The open flames are then extinguished.
  3 Weakening gas fills the room. All Strength and
  Dexterity checks made in the room suffer disadvantage
  until the Tempest element activates again.
  4 Buffeting winds force everyone in the room to succeed
  on a DC 20 Strength saving throw or be knocked
  prone.
  5 Smoke fills the room. Visibility is reduced to 1 foot
  until the next time the Tempest element activates.
  6 Additional poison floods the room, as in the Poison
  Gas element.
  Dynamic Element—Increased Potency. The damage
  from the Poison Gas element increases by 11 (2d10) after it
  activates, to a maximum of 55 (10d10).
  Countermeasures. There are a few ways that the trap can
  be overcome.
  Open the Doors. Opening the doors is the quickest way to
  escape the trap, but they are warded with magic. To open the
  doors, the characters must first make a DC 20 Wisdom
  (Perception) check to find the locking mechanism. A DC 20
  Intelligence (Arcana) check disables the sphere of force that
  surrounds the lock (dispel magic is ineffective against it).
  Finally, a DC 20 Dexterity check made with thieves’ tools
  picks the lock. Finally, a DC 20 Strength (Athletics) check is
  needed to push the door open. Each check requires an action.
  Disable the Statues. A statue can be disabled by blocking
  the flow of gas from its mouth. Destroying the statue is a bad
  idea, for it leaves the gas vents open. A DC 20 Strength check
  or an attack that deals more than 20 damage to a statue
  cracks it and increases the Poison Gas damage by 5 (1d10). A
  successful DC 20 Dexterity check with thieves’ tools, or a DC
  15 Strength check made to block up the statue with a cloak
  or similar object, decreases the poison damage by 5 (1d10).
  Once a character succeeds at the check, someone must
  remain next to the statue to keep it blocked up. Once all four
  statues are blocked in this manner, the trap deactivates.
  Designing Complex Traps
  Creating a complex trap takes more work than building a
  simple one, but with some practice you can learn the process
  and make it move quickly.
  Familiarize yourself with the guidelines on designing a
  simple trap before proceeding with these guidelines on
  complex ones.
  Purpose
  Complex traps are typically designed to protect an area by
  killing or disabling intruders. It is worth your time to consider
  who made the trap, the trap’s purpose, and its desired result.
  Does the trap protect a treasure? Does it target only certain
  intruders? Use the advice given for simple traps as a starting
  point.
  Level and Lethality
  Complex traps use the same level bands and lethality ratings
  as simple traps. Refer back to that section for a discussion of
  how level and lethality help determine save and check DCs,
  attacks bonuses, and other numerical elements of a complex
  trap.
  Map
  A complex trap has multiple parts, typically relies on the
  characters’ positions to resolve some of its effects, and can
  bring several effects to bear each round. The traps are called
  complex for a reason! To make design easier, draw a map of
  the area affected by the trap using 5 feet for each square on
  your graph paper. This level of detail allows you to develop a
  clear idea of what the trap can do and how each of its parts
  interact. Your map is the starting point and context for the
  rest of the trap-design process.
  Don’t limit yourself to one room. Look at the passages and
  rooms around the area of the trap and think about the role
  they can play. The trap might cause doors to lock and gates to
  fall into place to prevent escape. It could cause darts to fire
  from the walls in one area, forcing characters to enter rooms
  where other devices trigger and threaten them.
  Consider how terrain and furniture can add to the trap’s
  danger. A chasm or pit might create the distance that allows a
  trap to send bolts of magic at the characters while making it
  difficult or even impossible to reach the runes the party must
  deface to foil it.
  Think of your map like a script. Where do the characters
  want to go? What does the trap protect? How can the
  characters get there? What are their likely escape routes?
  Answering those questions tells you where the trap’s various
  elements should be placed.
  Active Elements
  A complex trap’s active elements work the same way as a
  simple trap’s effects, except that a complex trap activates
  every round. Otherwise, the guidelines for picking save DCs,
  attack bonuses, and damage are the same. To make your trap
  logically consistent, make sure the elements you design can
  activate each round. For instance, crossbows rigged to fire at
  the characters need a mechanism to reload them.
  In terms of lethality, it’s better to have multiple dangerous
  effects in a trap than a single deadly one. As a rule of thumb,
  build your trap with two dangerous trap elements and one
  moderate one.
  It’s useful to create multiple active elements, each affecting
  a different area covered by the trap. It is also a good idea to
  use a variety of effects. Some parts of the trap might cause
  damage, and others might immobilize characters or isolate
  them from the rest of the party. Think about how the
  elements can work together. A bashing lever might knock
  characters into the area engulfed by jets of flame.
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  Constant Elements
  In addition to the active steps a complex trap takes, it should
  also present a continual hazard. Often, the active and
  constant effects are the same thing. Imagine a hallway filled
  with whirling saw blades. On the trap’s turn, the blades attack
  anyone in the hall. In addition, anyone who lingers in the
  hallway takes damage at the end of each of their turns,
  representing the constant threat the blades pose.
  A constant element should apply its effect to any character
  who ends their turn in that element’s area. If an active
  element presents a threat when it isn’t its turn, determine the
  threat it poses as a constant element. As a rule of thumb,
  keep the saving throw DC or attack bonus the same but
  reduce the damage by half.
  Avoid filling the entire encounter area with constant
  elements. Part of the puzzle of a complex trap lies in figuring
  out which areas are safe. A moment’s respite can help add an
  element of pacing to a complex trap and give the characters
  the feeling that they aren’t in constant peril. For example,
  walls that slam together might need to reset between slams,
  leaving them harmless when it isn’t their turn.
  Dynamic Elements
  Just as a battle is more interesting if the monsters change
  their tactics or unveil new abilities in later rounds, so too are
  complex traps more fun if their nature changes in some way.
  The whirling blades that protect a treasure chest do more
  damage each round, as they speed up. The poison gas in a
  room grows thicker as more of it floods the chamber, dealing
  more damage and blocking line of sight. The necrotic aura
  around an idol of Demogorgon produces random effects each
  time it triggers its active effect. As water floods a chamber,
  the characters must swim across areas they could walk
  through just a round or two before.
  Since complex traps remain active over the course of
  several rounds, they can pose an ongoing threat to intruders.
  However, if that threat becomes predictable its victims have a
  much better chance of thwarting it. Complex traps work best
  when they present multiple threats to intruders, ones that can
  change each round. The changes can include how a trap
  targets the characters (attack or even type of saving throw),
  the damage or effects it deals, the areas it covers, and so on.
  Some traps might have a random effect each round, while
  others follow a carefully programmed sequence of attacks
  designed to frustrate and slay intruders.
  Dynamic elements can occur on schedule. For a room that
  floods, you can plan out how the rising water level affects the
  area each round. The water might be ankle deep at the end of
  the first round, knee deep the next, and so on. Not only does
  the water carry a drowning risk, but it also makes it harder to
  move across the area; however, the rising water level might
  allow characters to swim to the upper reaches of the
  chamber that they couldn’t reach from the floor.
  Dynamic elements can also come into play in reaction to
  the characters’ actions. Disarming one element of the trap
  might make the others deadlier. Disabling a rune that triggers
  a firebreathing statue might cause the statue to explode, as
  the magic in it runs rampant. If a creature dies in the room,
  the idol to the god Nerull drains its soul and gains a new
  power.
  A trap’s dynamic elements also make for a good timer. For
  example, the damage dealt by poison gas in a room starts at
  11, but doubles each time the trap takes its turn. Smart
  players see that they only have a few rounds to overcome the
  trap before they must flee or risk death.
  Random dynamic elements are fun because they keep the
  players on their toes and make any plan made to foil it
  dependent on the luck of the dice. In this case, you create a
  table and roll on it to see how the trap changes. The players
  can never be sure what might happen next. As a rule of
  thumb, one random element for a complex trap is a good
  limit. A trap that is too random can feel arbitrary and
  frustrating. You want to make planning harder, not
  impossible.
  The dynamic elements should change after the trap’s turn.
  The water level rises after the trap’s active element takes its
  turn. The blades speed up and deal an additional die of
  damage each time they miss a character, their damage
  returning to its starting point after the impact of a successful
  attack causes them to slow down.
  Triggers
  The advice on triggers given for simple traps applies to
  complex ones, with one exception. Complex traps feature
  multiple triggers, or are designed such that avoiding a trigger
  prevents intruders from reaching the area the trap guards.
  Other complex traps use magical triggers that activate on
  specific cues, such as when a door opens or someone enters
  an area without wearing the correct badge, amulet, or robe.
  Look at your map and consider when you want the trap to
  spring into action. It’s best to have a complex trap trigger
  after the characters have committed to exploring an area. A
  simple trap might trigger when the characters open a door. A
  complex one that triggers that early leaves the PCs looking
  into the trapped room and perhaps opting to close the door
  and move on. A simple trap aims to keep intruders out. A
  complex trap wants to lure them in, so that when it activates,
  the intruders must deal with it to escape.
  In general, the trigger for a complex trap should be as
  foolproof as you can make it. A complex trap represents a
  serious expenditure of effort and magical power. No one
  builds one and makes it easy to avoid. Wisdom (Perception)
  and Intelligence (Investigation) checks might be unable to
  spot a trigger, especially a magical one, but they can still give
  hints about the trap before it triggers. Blood stains, ashes,
  gouges in the floor, and so on can point to the trap’s effects
  and give a warning.
  Initiative
  A complex trap acts repeatedly, requiring you to note its
  initiative. Unlike characters and monsters, traps don’t roll for
  initiative. As mechanical or magical devices, they operate in a
  predictable manner. When designing a complex trap, you
  must first decide how often it activates. Complex traps fall
  into three categories: slow, fast, and very fast.
  Slow. These traps take time to build up their effects. Their
  active elements take place on initiative 10. This option is good
  for a trap that works alongside monsters or other guardians,
  as it can give guards the chance to move out of its active
  areas or force characters into them before triggering.
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  TRAPS REVISITED
  
  Modern Magic
  T
  his section presents new rules for expanding
  the repertoire of spellcasting characters in a
  modern setting, extending the modern content
  found in the two pages in chapter 9, “Dungeon
  Master's Workshop in the Dungeon Master's
  Guide
  These rules build on the Behind the Screens article “My
  New d20 Modern Campaign,” which introduces sidearms,
  long arms, and modernarmor for fifth edition D&D.
  City Magic
  Many of the class features and spells in this article depend on
  a character’s presence in an urban environment to function. At
  the DM’s discretion, these features and spells might function
  in smaller urban areas (such as sufficiently population-dense
  large towns or suburbs). However, they do not function in
  areas with little or no artificial construction (such as a wholly
  natural forest settlement), regardless of population.
  Cleric
  For many clerics in a modern campaign, life is dominated by
  the urban environment and its struggles.
  City Domain
  The City domain is concerned with the citizenry, commerce,
  traffic, and even architecture of modern civilization. In the
  eyes of a cleric of the city, the center of modern life is a sense
  and spirit of community, and the gravest enemies of the city
  are those who seek to harm the common weal of its citizens.
  New spells introduced for the City domain are marked with
  an asterisk and detailed in the “New Spells” section at the
  end of this article. For all other spells, see the Player’s
  Handbook.
  City Domain Spells
  Cleric Level Spells
  1st
  comprehend languages, remote access*
  3rd
  find vehicle*, heat metal
  5th
  lightning bolt, protection from ballistics*
  7th
  locate creature, synchronicity*
  9th
  commune with city*, shutdown *
  Bonus Cantrip
  When you choose this domain at 1st level, you gain the on/off
  cantrip (see “New Spells”) in addition to your chosen
  cantrips.
  Bonus Proficiencies
  Also starting at 1st level, you gain proficiency with sidearms
  and proficiency with vehicles (land).
  Heart of the City
  From 1st level, you are able to tap into the spirit of
  community found in the city. While you are within any city,
  you can gain advantage on a single Charisma (Deception,
  Intimidation, or Persuasion) check, and you are considered
  proficient in the appropriate skill. You can use this feature a
  number of times equal to your Wisdom modifier (a minimum
  of once). You regain any expended uses when you finish a
  long rest.
  Channel Divinity: Spirits of the City
  Starting at 2nd level, you can use your Channel Divinity to
  call on the city for aid. As an action, you present your holy
  symbol, and any city utility within 30 feet of you either works
  perfectly or shuts down entirely for 1 minute (your choice).
  Additionally, each hostile creature within 30 feet of you
  must make a Charisma saving throw.On a failed save, the
  creature is knocked prone or restrained (your choice) by
  hazards such as entangling wires, high-pressure water
  erupting from fire hydrants, pavement collapsing to unseen
  potholes, and so on. A restrained creature can escape by
  making a successful Strength (Athletics) or Dexterity
  (Acrobatics) check against your spell save DC.
  This effect is entirely local and affects only utilities within
  30 feet of you. Determination of what utilities are available
  within range and how the physical effects of those utilities
  manifest are left to the DM.
  Block Watch
  Starting at 6th level, your awareness while in the city extends
  preternaturally. While in an urban environment, you are
  considered proficient in the Insight and Perception skills, and
  you add double your proficiency bonus to Wisdom (Insight)
  and Wisdom (Perception) checks, instead of your normal
  proficiency bonus.
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon strikes
  with psychic energy borrowed from the citizens of your city.
  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
  psychic damage to the target. When you reach 14th level, the
  extra psychic damage increases to 2d8.
  Express Transit
  At 17th level, you can use mass transit routes to transport
  instantaneously to other points in the city. Starting from a bus
  stop, train station, subway stop, or other suitable mass transit
  site within the city, you can teleport to any other similar
  transit stop within the city, as if you had cast a teleport spell
  whose destination is a permanent teleportation circle you
  know. Once you use this feature, you must finish a short or
  long rest before using it again.
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  EXTRAS | MODERN MAGIC
  
  Warlock
  A modern warlock channels the unseen randomness of urban
  life, tapping into the energy of technology in unimagined
  ways.
  Otherworldly Patron: Ghost in the
  Machine
  You have made a bargain for power granted by an entity that
  you believe to be completely digital. Whether it is a rogue AI
  or the spirit of a deceased hacker, the Ghost in the Machine is
  capable of feats that defy explanation.
  Expanded Spell List
  The Ghost in the Machine lets you choose from an expanded
  list of spells when you learn a warlock spell. You gain the
  on/off cantrip, and the following new spells are added to the
  warlock spell list for you. See “New Spells” at the end of this
  article.
  Ghost in the Machine Expanded Spells
  Spell Level Spells
  1st
  infallible relay, remote access
  2nd
  arcane hacking, digital phantom
  3rd
  haywire, invisibility to cameras
  4th
  conjure knowbot, system backdoor
  5th
  shutdown, synchronicity
  Bonus Proficiency
  At 1st level, you gain proficiency with hacking tools (see
  “Ability Checks and Hacking Tools,” below .
  Information Surge
  At 1st level, you gain the ability to temporarily render
  computerized devices inoperable. As an action, you can target
  a computerized device within 30 feet of you. If the targeted
  device is held or otherwise actively used by a living creature,
  that creature must make an Intelligence saving throw against
  your spell save DC. On a failed save, the targeted device
  ceases to function until the end of your next turn. If the
  targeted device is not held or used by a creature, the DM
  makes a special saving throw for the device with
  disadvantage and a +0 modifier. Certain shielded devices
  might negate the disadvantage, at the DM’s determination.
  Once you use this feature, you can’t use it again until you
  finish a short or long rest.
  Wire Walk
  Starting at 6th level, you gain the ability to travel short
  distances over electrical wires, data lines, or telephone
  cables. As a bonus action, you can touch a device or socket
  connected to a hardwired network and teleport along this
  network to another device or socket within your line of sight.
  Once you use this feature, you can’t use it again until you
  finish a short or long rest.
  Personal Encryption
  Beginning at 10th level, you have learned to apply your innate
  knowledge of encryption to your thoughts, memories, and
  presence. You have advantage on saving throws against
  scrying, thought detection, or any other method of magically
  learning your whereabouts or reading your thoughts. For any
  such effect that does not grant you a saving throw but which
  requires the creature targeting you to make an ability check,
  the check is made with disadvantage.
  Technovirus
  At 14th level, you gain the ability to infect a humanoid’s body
  with living circuitry. You can use an action to make a melee
  attack against a humanoid creature using your spell attack
  modifier. The target must make a Constitution saving throw
  against your spell save DC as a techno-organic virus quickly
  spreads through its body. On a failed save, the target takes
  8d10 psychic damage, or half as much damage on a
  successful one.
  Additionally, if the target fails the saving throw, you can use
  an action to issue it a single command, as if you were casting
  the command spell. The target makes its saving throw against
  your command with disadvantage. You can issue this
  command at any time while the target remains infected.
  Once you use this feature, you can’t use it again until you
  finish a long rest, at which point the target is cured of the
  technovirus. The infection can also be removed with a lesser
  restoration spell.
  Additional Invocation
  Warlocks who favor modern weapons can learn to channel
  their magic through those weapons.
  Arcane Gunslinger
  Prerequisite: Pact of the Blade feature You can create a pact
  weapon that is a sidearm or long arm, and you can transform
  a magical sidearm or long arm into your pact weapon.
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  EXTRAS | MODERN MAGIC
  
  Wizard
  Knowledge is the heart of the wizard’s craft, and a modern
  environment offers knowledge undreamed of by most mages.
  Arcane Tradition: Technomancy
  Unlike the more common arcane traditions based around the
  schools of magic, the tradition of Technomancy does not
  focus on a singular type of spellcraft or magical energy.
  Rather, students of Technomancy concern themselves with
  how their spells interact with modern technology.
  Technomancers can make use of technology as both a
  conduit and a storage space for magic. In a campaign using
  the optional rules for magic item creation (see the Dungeon
  Master’s Guide , a technomancer might craft disposable
  electronic devices and smartphone apps in lieu of potions and
  scrolls.
  Bonus Proficiencies
  Beginning when you select this arcane tradition at 2nd level,
  you gain proficiency with sidearms and hacking tools.
  Technological Savant
  Also at 2nd level, you trade out your spellbook for a specially
  attuned storage device of your choosing, capable of recording
  magical data. The computing power of this device must be
  equal to or greater than a tablet computer. Only one storage
  device can be attuned to you at any given time. Spells can be
  copied into this device at half the cost of copying spells into a
  spellbook.
  Program Spell
  At 6th level, you can insert a spell within an electronic device
  of your choosing, so that by touching a key or flicking a switch
  using an action, the spell activates. All variables of the spell
  are set at the time of casting. The computing power of this
  device must be equal to or greater than a mobile phone.
  A programmed spell remains placed in its device for 48
  hours, and is gone once it is discharged. You can use this
  feature to place a programmed spell in only one device at a
  time, and a device can hold only one programmed spell. Only
  you can activate the programmed spell in the device. If the
  device is destroyed, the programmed spell is lost.
  A concentration spell placed in a device cannot be activated
  while you are concentrating on another spell. Once you use
  this feature, you can’t use it again until you finish a long rest.
  Online Casting
  At 10th level, you can cast spells through networked
  electronic devices, including cameras, mobile phones, and
  computers. For example, if a creature is under the
  observation of a security camera and you can see the video
  feed from that camera on a computer, you can cast a spell
  into the computer and out through the security camera to
  target that creature.
  If the spell requires the caster to be seen, the target must
  see you or a live image of you. If the spell requires the caster
  to be heard, the target must be able to hear you or a live audio
  transmission of you. The spell’s range is determined using
  the distance from you to your device, and then from the target
  to its device. You must be able to see or otherwise determine
  the location of the target. This feature can be used to cast
  only spells that target specific creatures. Spells that affect an
  area are not subject to online casting.
  This feature can be used a number of times per day equal
  to your Intelligence modifier (minimum of once).
  Chained Device
  By 14th level, you have learned to imprint vestiges of your
  consciousness on electronic devices with significant
  computing power. When you cast a concentration spell, you
  can use a device whose computing power is equal to or
  greater than a tablet computer to maintain concentration of
  the spell on your behalf. The device must be held or worn by
  you to maintain this effect. If the device is destroyed, taken
  from you, dropped, or turned off, the concentration ends.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
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  EXTRAS | MODERN MAGIC
  
  Ability Checks and
  Hacking Tools
  Most characters in a modern campaign setting are well
  versed in using computers, and are automatically successful
  when employing technology for mundane tasks (searching a
  hard drive or the Internet, using the normal functions of an
  electronic device, and so on). For especially challenging
  technological tasks (finding hidden information on a
  computer, restoring information from a device that’s been
  erased, and so on), a character makes an Intelligence check
  against a DC set by the DM. However, some technical tasks—
  including breaking into protected computer systems,
  accessing hidden functions of electronic devices, or using a
  device in a way it was not designed for—require the use of
  specialized hacking tools.
  Hacking Tools. This kit contains the hardware and
  software necessary to allow access into most computer
  systems and electronic devices. Proficiency with hacking
  tools lets you add your proficiency bonus to any Intelligence
  checks you make to connect to or make use of a computer
  system or electronic device. The kit fits snugly in a backpack
  or toolbox.
  New Spells
  The following modern-themed spells are all suitable for the
  sorcerer, warlock, or wizard spell lists. Spells marked † are
  also suitable for the paladin spell list.
  Cantrips (0 Level)
  On/Off
  1st Level
  Infallible Relay
  Remote Access
  2nd Level
  Arcane Hacking
  Digital Phantom
  Find Vehicle †
  3rd Level
  Haywire
  Invisibility to Cameras
  Protection from Ballistics
  4th Level
  Conjure Knowbot
  Synchronicity
  System Backdoor
  5th Level
  Commune with City
  Shutdown
  Technomagic
  Certain of the spells in this section have a special tag:
  technomagic. Such spells are cast normally, but the
  technomagic tag indicates that their magic specifically
  references and interacts with computer systems and
  electronic devices.
  Arcane Hacking
  2nd-level transmutation (technomagic)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (hacking tools)
  Duration: Concentration, up to 1 hour
  You gain advantage on all Intelligence checks using
  hacking tools to break software encryption or online security
  when using a foreign system. This spell also allows you to
  break 2nd-level and lower protective spells such as arcane
  lock or glyph of warding by making an Intelligence check
  using hacking tools against the spell save DC of the spell’s
  caster.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you can attempt to counteract a
  spell set to secure the foreign system if the spell’s level is
  equal to or less than the level of the spell slot you used.
  Commune with City
  5th-level divination (ritual)
  Casting Time: 1 minute
  Range: Self
  Components: V, S
  Duration: Instantaneous
  You briefly become one with the city and gain knowledge of
  the surrounding area. Aboveground, this spell gives you
  knowledge of the area within 1 mile of you. In sewers and
  other underground settings, you gain knowledge of the area
  within 600 feet of you. You instantly gain knowledge of up to
  three facts of your choice about any of the following subjects
  as they relate to the area:
  Terrain and bodies of water
  Prevalent buildings, plants, animals, or intelligent
  creatures
  Powerful (CR 1 or higher) celestials, fey, fiends,
  elementals, or undead
  Influences from other planes of existence
  Electrical currents, wireless signals, and active transit
  lines and tracks
  For example, you could determine the location of powerful
  undead in the area, the location of major sources of electrical
  power or interference, and the location of any nearby parks.
  114
  EXTRAS | MODERN MAGIC
  
  Conjure Knowbot
  4th-level conjuration (technomagic)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 10 minutes
  You touch a single computerized device or computer
  system to conjure a knowbot—a partially sentient piece of
  software imprinted with vestiges of your own skills and
  computer abilities. For the duration of the spell, you can use a
  bonus action to have the knowbot execute a computer-related
  task that would normally require an action. The knowbot
  makes Intelligence ability checks using your ability score and
  proficiency bonuses (including your proficiency with hacking
  tools, if applicable).
  You have a limited telepathic bond with the knowbot, out to
  a range of 500 feet from the device or system where the
  knowbot was conjured. If you move beyond this range, the
  knowbot disappears in 2d4 rounds, as if the duration of the
  spell had expired. Moving within range again immediately
  reestablishes the bond.
  The knowbot is bound to the system in which it was
  created, and it stays there until it is dismissed or the spell’s
  duration expires.
  At Higher Levels. When you cast this spell using a spell
  slot of 5th level or higher, the spell’s duration increases to 1
  hour. Additionally, your telepathic bond with the knowbot is
  effective out to a range of 1,000 feet, and if you leave the
  range of the bond, the knowbot continues performing its last
  directed task until the spell expires.
  Digital Phantom
  2nd-level abjuration (technomagic)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a small piece of copper wire)
  Duration: Concentration, up to 1 hour
  This spell works to actively hide your presence within a
  computer system. For the spell’s duration, you and any other
  users you choose on your local network gain a +10 bonus to
  Intelligence checks to avoid detection by administrators,
  knowbots, tracking software, and the like. Whenever you and
  your chosen users leave any computer system you are
  working in while this spell is in effect, all trace of your
  previous presence in that system is erased.
  Find Vehicle
  2nd-level conjuration
  Casting Time: 10 minutes
  Range: 30 feet
  Components: V, S
  Duration: 8 hours
  You summon a spirit that assumes the form of a
  nonmilitary land vehicle of your choice, appearing in an
  unoccupied space within range. The vehicle has the statistics
  of a normal vehicle of its sort, though it is celestial, fey, or
  fiendish (your choice) in origin. The physical characteristics
  of the vehicle reflect its origin to some degree. For example, a
  fiendish SUV might be jet black in color, with tinted windows
  and a sinister-looking front grille.
  You have a supernatural bond with the conjured vehicle
  that allows you to drive beyond your normal ability. While
  driving the conjured vehicle, you are considered proficient
  with vehicles of its type, and you add double your proficiency
  bonus to ability checks related to driving the vehicle. While
  driving the vehicle, you can make any spell you cast that
  targets only you also target the vehicle.
  If the vehicle drops to 0 hit points, it disappears, leaving
  behind no physical form. You can also dismiss the vehicle at
  any time as an action, causing it to disappear. You can’t have
  more than one vehicle bonded by this spell at a time. As an
  action, you can release the vehicle from its bond at any time,
  causing it to disappear.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you can conjure a nonmilitary
  water vehicle large enough to carry six Medium creatures.
  When you cast this spell using a spell slot of 5th level or
  higher, you can conjure a nonmilitary air vehicle large enough
  to carry ten Medium creatures. When you cast this spell
  using a spell slot of 7th level or higher, you can conjure any
  type of vehicle, subject to the DM’s approval.
  Haywire
  3rd-level enchantment (technomagic)
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  This spell plays havoc with electronic devices, making the
  use of such devices all but impossible. Each electronic device
  in a 10-foot-radius sphere centered on a point you choose
  within range is subject to random behavior while it remains
  within the area. A device not held by a creature is
  automatically affected. If an electronic device is held by a
  creature, that creature must succeed on a Wisdom saving
  throw or have the device affected by the spell.
  At the start of each of your turns, roll a d6 for each affected
  device to determine its behavior. Except where otherwise
  indicated, that behavior lasts until the start of your next turn
  while this spell is in effect.
  1: The device shuts down and must be restarted. Do not
  roll again for this device until it is restarted.
  2–4: The device does not function.
  5: The device experiences a power surge, causing an
  electric shock to the wielder (if any) and one random creature
  within 5 feet of the device. Each affected creature must make
  a Dexterity saving throw against your spell save DC, taking
  6d6 lightning damage on a failed save, or half as much
  damage on a successful one.
  6: The device is usable as normal.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the radius of the sphere affected by
  the spell increases by 5 feet for each slot level above 3rd.
  115
  EXTRAS | MODERN MAGIC
  
  Infallible Relay
  1st-level divination (technomagic)
  Casting Time: 1 minute
  Range: Self
  Components: V, S, M (a mobile phone)
  Duration: Concentration, up to 10 minutes
  With this spell, you can target any creature with whom you
  have spoken previously, as long as the two of you are on the
  same plane of existence. When you cast the spell, the nearest
  functioning telephone or similar communications device
  within 100 feet of the target begins to ring. If there is no
  suitable device close enough to the target, the spell fails.
  The target must make a successful Charisma saving throw
  or be compelled to answer your call. Once the connection is
  established, the call is crystal clear and cannot be dropped
  until the conversation has ended or the spell’s duration ends.
  You can end the conversation at any time, but a target must
  succeed on a Charisma saving throw to end the conversation.
  Invisibility to Cameras
  3rd-level illusion (technomagic)
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S, M (a scrap of black paper)
  Duration: Concentration, up to 1 minute
  Four creatures of your choice within range become
  undetectable to electronic sensors and cameras for the
  duration of the spell. Anything a target is wearing or carrying
  is likewise undetectable as long as it is on the target’s person.
  The targets remain visible to vision.
  On/Off
  Transmutation cantrip (technomagic)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  This cantrip allows you to activate or deactivate any
  electronic device within range, as long as the device has a
  clearly defined on or off function that can be easily accessed
  from the outside of the device. Any device that requires a
  software-based shutdown sequence to activate or deactivate
  cannot be affected by on/off.
  Protection from Ballistics
  3rd-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a shell casing)
  Duration: Concentration, up to 10 minutes
  This spell enchants the flesh of the target against the
  impact of bullets. Until the spell ends, the target has
  resistance to nonmagical ballistic damage.
  Remote Access
  1st-level transmutation (technomagic)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: 10 minutes
  You can use any electronic device within range as if it were
  in your hands. This is not a telekinesis effect. Rather, this
  spell allows you to simulate a device’s mechanical functions
  electronically. You are able to access only functions that a
  person using the device manually would be able to access.
  You can use remote access with only one device at a time.
  Shutdown
  5th-level transmutation (technomagic)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: 10 minutes
  This spell shuts down all electronic devices within range
  that are not wielded by or under the direct control of a
  creature. If an electronic device within range is used by a
  creature, that creature must succeed on a Constitution saving
  throw to prevent the device from being shut down. While the
  spell remains active, no electronic device within range can be
  started or restarted.
  116
  EXTRAS | MODERN MAGIC
  
  Synchronicity
  4th-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 hour
  The creature you touch feels reality subtly shifted to its
  favor while this spell is in effect. The target isn’t
  inconvenienced by mundane delays of any sort. Traffic lights
  are always green, there’s always a waiting elevator, and a taxi
  is always around the corner. The target can run at full speed
  through dense crowds, and attacks of opportunity provoked
  by the target’s movement are made with disadvantage.
  Synchronicity grants advantage to Dexterity (Stealth)
  checks, since the target always finds a handy piece of cover
  available. Additionally, the target has advantage on all ability
  checks made to drive a vehicle.
  In the event that two or more creatures under the effect of
  synchronicity are attempting to avoid being inconvenienced
  by each other, the creatures engage in a contest of Charisma
  each time the effects of the spells would oppose each other.
  System Backdoor
  4th-level transmutation (technomagic)
  Casting Time: 1 minute
  Range: Personal
  Components: V, S, M (hacking tools)
  Duration: Concentration, up to 1 hour
  This spell allows you to bypass system security in order to
  create a secure login on a foreign system. The login you
  create allows you administrator-level privileges in any
  computer system not enhanced through technomagic. The
  login defeats any technomagic spells of 3rd level or lower.
  Once the duration of the spell expires, the login and all
  privileges are wiped from the system. System logs still show
  the activity of the user, but the user identification cannot be
  found or traced.
  At Higher Levels: When you cast this spell using a spell
  slot of 5th level or higher, you are able to bypass technomagic
  spells if the spell’s level is equal to or less than the level of the
  spell slot you used.
  117
  EXTRAS | MODERN MAGIC
  
  Current Version: 1.5
  Changelog:
  V1.5 (02/28/2017): Added the new traps article!
  V1.4 (02/23/2017): Added the Mass combat rules. New
  Codex version: separated in volumes as an alternative to
  the codex as one big book (the completed volumes are
  printer safe: they wont be modified with more content!)
  V1.3 (02/13/2017): Added the Hexblade, the Raven Queen
  and the extra Eldritch Invocations for warlocks. Added the
  Lore Mastery wizard tradition.
  V1.2 (02/06/2017): Added the updated Favored Soul,
  Phoenix Sorcery, Sea Sorcery and Stone Sorcery. Added
  the Modern Magic article (magic stuff for for modern-
  themed campaigns)
  V1.1 (01/27/2017): Added the Mystic class, the
  Swashbuckler and the Storm Sorcerer subclasses. Fixed
  some text issues and added some suggestions from users.
  New Content page design (thanks to /u/calculuschild for
  the code!)
  V1.0 (01/25/2017): Finished adding the "When Armies
  Chash" article and the variant rules. First full relase!
  V0.9 (01/22/2017): Added the Action Points, Dragonmarks,
  Feats, Fighting Styles, Spells and Optional Wild Shape
  Forms rules.
  V0.7 (01/22/2017): Finished all the sub-classes.
  V0.5 (01/21/2017): Eberron races added to the codex! (I've
  also added a bit of information for the new races since the
  original archive just have the race traits). Added the Spell-
  less ranger variant to the class section, cleaned the blank
  pages and compiled as .pdf!
  V0.4 (01/15/2017): Added the Barbarian paths, Bard
  collegues and Cleric domains. Changed the cover and
  added a content page with a PHB like design.
  V0.3 (01/15/2017): Added the Revised Ranger class.
  V0.2 (01/13/2017): Added the Minotaur Race, the Revenant
  subrace and Tiefling variants
  V0.1 (01/13/2017): Created the Codex with the Artificer
  Class and the Paladin Oaths
  Articles Information
  The Codex currently have the contents of the following UA
  Articles (in order of publication in the UA page)
  Unearthed Arcana: Eberron
  Unearthed Arcana: When Armies Clash
  Modifying Classes
  Unearthed Arcana: Waterborne Adventures
  Variant Rules
  Awakened Mystic
  Modern Magic
  Prestige Classes And Rune Magic
  Light, Dark, Underdark!
  That Old Black Magic
  Kits Of Old
  Gothic Heroes
  Feats
  The Faithful
  The Ranger, Revised
  Barbarian Primal Paths
  Bard: Bard Colleges
  Cleric: Divine Domains
  Druid Circles And Wild Shape
  Fighter: Martial Archetypes
  Monk: Monastic Traditions
  Paladin: Sacred Oaths
  Artificer
  Ranger And Rogue
  Sorcerer
  Warlock and Wizard
  Mass Combat
  Traps Revisited
  For more information, visit the official Unearthed Arcana
  page: http://dnd.wizards.com/articles/unearthed-arcana
  Compiled by Draco.exe (/u/AeronDrake)
  118
  APPENDIX
  
  Art Credits
  "Cronicas RPG"by caiomm
  "Changeling" by Eva Widermann
  "Werebear-kin" by Lloyd Allan
  "The Long Winter" by TurnerMohan
  "Warforged Sorcerer" by D-MAC
  "Minotaur" by PabloFernandezArtwrk
  "The Fallen Paladin" by DrStein
  "Inferno" by merl1ncz
  "Tiefling" by Etoli
  "Artificer" by wocstudios
  "Arcane Items" by OlgaDrebas
  "Renia, Gunslinger" by Trefle-Rouge
  "Alchemist's workshop" by mischeviouslittleelf
  "WoTC Work - Drow" by Rhineville
  "Equilibrium" by Kerembeyit
  "Blood Elf" by theDURRRRIAN
  "The Roots of Magic" by theDURRRRIAN
  "Ardent" by JonHodgson
  "Hawkeye" by theDURRRRIAN
  "Najah, Elf Rogue-Ilich Henriquez" by Ilacha
  "Ranger" by choonhachat
  "Dragonwing" by cgartiste
  "Farewell Underdark" by breathing2004
  "Target Down" by NathanParkArt
  "Wolfbane and Silver Arrow" by
  christopherburdett
  "Magic item opener" by caiomm
  "A warhammer axe" by RDD M12-9-7
  "Agail Enthess" by Rhineville
  "Swiftblade" by ae-rie
  "Oracle" by Eric Belisle
  "Bardic College" by LotharZhou
  "Dwarven Warrior" by BobKehl
  "Holy Champion" by Alex Garner
  "Cleric" by JoshCalloway
  "Druid" by erlanarya
  "Is-Talrani" by Tsabo6
  "Magnus Ignis - Druid Eveolved" by PeterLumby
  "Arcane Archer - Heroes of Camelot" by
  icequeen654123
  "Helmet" by gamka
  "Battle Charge" by BillCreative
  "Dragon Katana" by ESCUDERO
  "Elven Scout" by AlmaNeGrA
  "Samurai Challenge 2" by artozi
  "The Monk Temple" by RavenseyeTravisLacey
  "Michael" by Dhennisbalontongart
  "Battle for the Spire" by BobKehl
  "Drow 6 - Forgotten Realms" by Fesbraa
  "Elf Ranger" by Cypritree
  "Guild Initiate" by Satibalzane
  "Pirate" by Mischeviouslittleelf
  "Healing Hands" by RobotDelEspacio
  "Fire Mage" by Sedeptra"
  "Water Mage Stage 4 (Super Rare)" by mictones
  "Darkmage" by Fetsch
  "Lodstone/Magnetite Sorcerer and Golem" by
  LucasParolin
  "Stormchaser Mage - MTG" by ClintCearley
  "Black Warlock" by michalivan
  "The Raven Queen" by WesTalbott
  Art Credits (continuation)
  "Sphere Singer" by Eearl-Graey
  "Cleric" by LASAHIDO
  "Disciple of the Ring" by ClintCearley
  "Artificer's Retreat" by Alayna
  "Lore Master" by lathander1987
  "Priests of Hammeran" bt thegryph
  "Draddeth Edge" by JamesJKrause
  "Ritual Preparations" by OlgaDrebas
  "Monk in the Underdark" by RalphHorsley
  "Summoning Bone Guys" bt Forrestimel
  "Godspawn Vrock" by damie-m
  "Bull Elk" by BenWootten
  "Attack" by redpeggy
  "Rune Master - Algiz" by iluviar
  "Rune Stones" by Sedeptra
  "Siege" by digital-fantasy
  "Orc Siege" by Caiomm
  "Battle" by Gabahadatta
  "The enemy village was too strong" by Pervandr
  "Supporting Troops" by Pervandr
  "Battle" by RaymondMinnaar
  "Adventurers" by sandara
  "Epic Traps" by Ironshod
  "Red Redoubt Hall - DoG" by damie-m
  "Lysara the Dungeoneer" by MaBuArt
  "Crystal Flame" by Static-Ghost
  "Woo-Jin Kim" by zippo514
  "Calypso, the Illuminati Shadow" by Eddy-
  Shinjuku
  "The Dragon Lehr" by Zephyri
  119
  APPENDIX
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Homebrew/Codex - Unearthed Arcana v1.5.pdf