TEXT: Bard Colleges
  The way of a bard is gregarious. Bards seek each other out to
  swap songs and stories, boast of their accomplishments, and
  share their knowledge. Bards form loose associations, which
  they call colleges, to facilitate their gatherings and preserve
  their traditions.
  College of Faith
  Bards of the College of Faith (also called cantors) believe
  their music is a gift from above and that it should be used to
  praise the gods. They follow the tenets of a deity or religion
  and they are as unshakable in their convinction as the most
  devout cleric or the bravest paladin.
  The college's members gather in temple and churches.
  However, they are still scoundrels and free spirits at heart.
  Even when they are closely associated with an organized
  church, they act like free agents and supporters, rather than
  full members.
  Divine Inspiration
  When you join the College of Faith at 3rd level, you must pick
  a divine domain from your chosen deity's list of eligible
  domains. Alternatively, the following domains are
  thematically appropriate and widely taught within the College
  of Faith:
  Arcana (from the Sword Coast Adventurer's Guide)
  Knowledge
  Liberty (from this book)
  Trickery
  Bards from the College of Faith have a few restrictions,
  because of their religious focus, compared to other bards.
  When you gain the Magical Secrets feature (see PHB 54), you
  can only choose spells from the cleric spell list or from the
  spell list of your divine domain.
  Bonus Proficiencies
  Also at 3rd level, you gain proficiency in the Religion skill and
  one additional skill of your choice from the cleric's skill list. If
  you already have proficiency in Religion, choose another skill
  proficiency of your choice from the cleric's list instead.
  Hymn of the Faithful
  Starting at 3rd level, as a bonus action, you can expend two
  uses of Bardic Inspiration to sing a hymn to your deity. Once
  before the end of your next turn, you can can use the Channel
  Divinity option granted at 2nd level by your chosen domain.
  You can use this feature once, or twice beginning at 14th
  level. You regain any expended uses when you finish a short
  or long rest.
  Divine Magic
  At 6th level, you gain the ability to prepare two spells from the
  spell list of your divine domain. The spells you prepare must
  be of a level you can cast, as shown on the Bard table. The
  chosen spells count as bard spells for you but don't count
  against the number of bard spells you know.
  You can change your two prepared spells when you finish a
  long rest. Preparing new spells requires time spent in prayer
  and meditation: at least 1 minute per spell level for each spell.
  Godly Voice
  Beginning at 14th level, if your chosen divine domain grants a
  Channel Divinity option at 6th level, you gain access to it as
  well when you use Hymn of the Faithful. Otherwise, you gain
  the option to use Channel Divinity to Turn Undead (see the
  cleric feature of the same name).
  Credit: Ryan Lord.com
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  HANDBOOK OF CRAFTINESS
  
  College of Heraldry
  Bards of the College of Heraldry (also called heralds) have a
  deep understanding of titles of nobility, banners, and
  ceremony. They work closely with a noble house as
  messengers, diplomats, and confidents.
  Unlike most of their peers, bards of the College of Heraldry
  are highly organized and supervised. They often work in the
  military, inspiring the troops into battle with their music and
  banner. After a battle is won, they make sure the bravery of
  the soldier is not forgotten, singing the praise of their deeds.
  Restriction: Heraldic Requirements
  The College of Heraldry is extremely restrictive and only
  bards who have proficiency in the Animal Handling and
  History skills can join it. Furthermore, a title of nobility is
  usually required of the aspirant.
  Your DM can lift this restriction to better suit the
  campaign. The restrictions might not apply to your DM's
  setting.
  Bonus Proficiencies
  When you join the College of Heraldry at 3rd level, you gain
  proficiency with medium armor, shields, martial weapons,
  and the forgery kit.
  Inspire Superiority
  Also at 3rd level, you must choose two maneuvers, which are
  chosen from the list of maneuvers available to fighters with
  the Battle Master archetype (see PHB 74).
  You aren't able to use these maneuvers the same way a
  battle master would. Instead, any creature that has a Bardic
  lnspiration die granted by you can roll it to use one of these
  maneuvers, as if it was a superiority die. Using the maneuver
  expends the Inspiration die.
  At 6th level, and again at 14th level, you choose one
  additional maneuver.
  Born to the Saddle
  At 6th 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.
  Share Spells
  Beginning at 14th level, when you cast a spell targeting
  yourself, you can also affect another friendly creature with the
  spell if the creature is within 30 feet of you. The spell can't be
  higher than 5th level.
  College of Love
  Bards of the College of Love (also called troubadours) are
  romantics who champion the cult of chivalric love throughout
  their travels. They tell the tales of brave knights and are often
  devoted to a queen or other woman of high status.
  More than anything, bards of the College of Love treasure
  their storytelling ability and the power of words. Their voice
  is intertwined with charming magic that challenges the
  boundary between spells and normal speech.
  Bonus Spells
  When you join the College of Love at 3rd level, you learn the
  friends cantrip and the charm person and calm emotions
  spells. If you already know them, you learn a different bard
  cantrip or spell of your choice for each cantrip or spell you
  already know. These spells don't count against your number
  of cantrips and spells known.
  Fascinate
  Beginning at 3rd level, you can expend one use of Bardic
  Inspiration as a bonus action to fascinate another creature
  within 60 feet of you who can hear you.
  The target will have disadvantage on its next Intelligence,
  Wisdom, or Charisma saving throw within the next 10
  minutes. Until this effect ends, the target also has
  disadvantage on all its Wisdom (Insight) checks regarding
  you.
  Play Heartstrings
  Starting at 6th level, whenever you fall unconscious, you gain
  the benefits of a sanctuary spell for 1 minute or until you
  regain consciousness, whichever happens first. Use your
  bard spell DC for this effect.
  Any creature you have used Bardic Inspiration on within
  the last 24 hours gains the benefits of this feature as well.
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  HANDBOOK OF CRAFTINESS
  
  Credit: CG-Warrior
  Touching Words
  By 14th level, you become so good at seamlessly infusing
  your words with magic that no other creature watching you is
  aware when you are casting an enchantment cantrip or spell.
  The target of an enchantment spell you cast is also
  unaware of your magical influence, even if he saves against
  the effect and even after the end of the spell's duration.
  College of Requiems
  Bards of the College of Requiems (also called banshees if
  female) are fascinated with death. The world is a great
  tragedy and these bards celebrate it with melancholic zeal.
  Dragged by their morbid obsession, bards of the College of
  Requiems spend an unhealthy amount of time in graveyards,
  studying the undead and experimenting with necromantic
  magic.
  Bonus Proficiencies
  When you join the College of Requiems at 3rd level, you gain
  proficiency with martial weapons and the Medicine skill. If
  you already have proficiency in Medicine, choose another
  skill proficiency of your choice instead.
  Dark Requiem
  Also at 3rd level, you can expend one use of your Bardic
  Inspiration as a bonus action to play a dark requiem for one
  creature within 60 feet of you who can hear you. This magical
  song causes aggravated bleeding from any future wound that
  creature suffers.
  Once within the next 10 minutes, when the creature is hit by
  a weapon attack, it takes extra damage equal to your Bardic
  Inspiration die. At the end of its first turn after this happens,
  the creature takes further damage of the same type equal to
  your Bardic Inspiration die.
  Dark Requiem has no effect on constructs and undead.
  Inspiration from Beyond
  At 6th level, you learn the animate dead spell. This spell
  counts as a bard spell for you but doesn't count against the
  number of bard spells you know.
  Furthermore, when you use your Bardic Inspiration ability,
  you can choose to grant an Inspiration die to all undead you
  control (instead of one creature as normal).
  Banshee's Cry
  Starting at 14th level, as an action during your turn, you can
  sacrifice one spell slot to cry a terrible scream.
  Each creature in a 15 ft. cone must make a Constitution
  saving throw. A creature takes necrotic damage equal to 2d6
  per level of the spell slot you sacrificed on a failed saving
  throw, and half as much damage on a successful one. A
  creature that has total cover from you is not affected.
  Credit: Kuang Hong
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  HANDBOOK OF CRAFTINESS
  
  Divine Domains
  In a pantheon, every deity has influence over different aspects
  of mortal life and civilization, called a deity's domain. All the
  domains over which a deity has influence are called the
  deity's portfolio.
  Your choice might correspond to a particular sect
  dedicated to your deity. Alternatively, your choice of domain
  could simply be a matter of personal preference, the aspect of
  the deity that appeals to you most.
  Each domain's description gives examples of deities who
  have influence over that domain. Gods are included from the
  worlds of the Forgotten Realms, Greyhawk, Dragonlance, and
  Eberron campaign settings, as well as from the Celtic, Greek,
  Norse, and Egyptian pantheons of antiquity.
  Dragon Domain
  Creatures as majestic and powerful as dragons are often
  revered by mortals. Dragon cults are common–including cults
  of true dieties like Bahamut, Paladine, Takhisis, Tiamat, and
  the Dragon Below.
  These different dragons have little in common, except for
  the most basic draconic trait of all: the desire to hoard.
  Whether it be power, knowledge, or riches, all dragons and
  those who follow them treasure something above everything
  else. They slowly accumulate it and will defend it with
  ferocity.
  Dragon Domain Spells
  Cleric
  Level
  Spells
  1st
  alarm, charm person
  3rd
  enthrall, knock
  5th
  elemental weapon, fear
  7th
  Leomund's secret chest, Mordenkainen's private
  sanctum
  9th
  animate objects, legend lore
  Dragon Familiar
  At 1st level, you gain the ability to cast the find familiar spell
  as a ritual. When you cast the spell, your familiar has the form
  of a pseudodragon, instead of the normal forms.
  Starting at 3rd level, when you take the Attack action, you
  can forgo one of your own attacks to allow your familiar to
  make one attack of its own with its reaction.
  Channel Divinity: Dragon's Breath
  Starting at 2nd level, you can use your Channel Divinity to
  exhale destructive energy.
  Each creature in a 15 ft. cone must make a Dexterity
  saving throw. A creature takes fire damage equal to 2d6 +
  your cleric level on a failed saving throw, and half as much
  damage on a successful one. A creature that has total cover
  from you is not affected.
  Channel Divinity: Locate Treasure
  Beginning at 6th level, you can use your Channel Divinity to
  determine if there are treasures nearby.
  As an action, you can sense whether any magic item, gem,
  or other precious object worth more than 100 gp are present
  within 1 mile of you. This feature reveals which of kind of
  precious objects are present, their numbers, and their
  general direction. If there are multiple collections of precious
  objects within range, you learn this information for each
  group.
  Divine Strike
  At 8th level, you gain the ability to infuse your strikes, as well
  as your familiar's, with draconic energy. Once on each of your
  turns when either you or your familiar 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.
  Dragon Spirit
  By 17th level, you can no longer be frightened and gain
  immunity to fire damage.
  Credit: Steve Prescott
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  HANDBOOK OF CRAFTINESS
  
  Justice Domain
  The Justice Domain focuses on law and order, two
  fundamental principles on which civilization is established.
  The gods of justice promote these principles and their clerics
  on the Material Plane play an instrumental role in making
  sure laws are upheld. The Justice domain isn't linked to a
  particular ethical or moral code: it's the laws of the land and
  of the legitimate authority that matter.
  Examples of gods of justice include Athena, Forseti,
  Heironeous, Helm, Paladine, Ra-Horakhty, Sargonnas, Tyr,
  and Zeus.
  Justice Domain Spells
  Cleric Level Spells
  1st
  command, comprehend languages
  3rd
  detect thoughts, hold person
  5th
  crusader's mantle, speak with dead
  7th
  banishment, compulsion
  9th
  bigby's hand, geas
  Bonus Proficiencies
  At 1st level, you gain proficiency with martial weapons and
  heavy armor.
  Legal Scholar
  Starting at 1st level, whenever you make an Intelligence
  (History) or (Religion) check related to canon or civil law, or
  the legal system of an unfamiliar place, you are considered
  proficient in the skill and add double your proficiency bonus
  to the check, instead of your normal proficiency bonus.
  You can also add twice your proficiency bonus, instead of
  any proficiency bonus you normally apply, whenever you
  make a Charisma check regarding a legal argument, such as
  convincing a judge or officer you are in the right.
  Channel Divinity: Imprison the Guilty
  Starting at 2nd level, you can use your Channel Divinity to
  hold a creature so that it can be brought to justice.
  As an action, you present your holy symbol and speak a
  prayer of denunciation. Choose one creature within 60 feet of
  you that you can see. That creature must make a Wisdom
  saving throw. If the creature is legally wanted for crimes in
  the country you are in, it has disadvantage on this saving
  throw.
  On a failed save, the creature is paralyzed for 1 minute or
  until it takes any damage. On a successful save, the creature's
  speed is halved for 1 minute or until the creature takes any
  damage.
  Sense of Justice
  Beginning at 6th level, you can touch a creature and magically
  determine whatever it is guilty of any crimes.
  You must make a Wisdom (Insight) check contested by the
  target's Charisma (Deception) check. If you succeed, you
  instantly know the criminal history and any criminal
  accusation currently pending against the target. If you fail,
  you only register information you were already aware of
  beforehand.
  Whether something constitutes a crime is determined by
  the legal system of the country you are corrently in.
  Copyright: Paizo Publishing LLC
  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 psychic damage to the target. When you
  reach 14th level, the extra damage increases to 2d8.
  Divine Retribution
  At 17th level, if you see a creature deal damage or cast a spell
  on an unwilling target (yourself included) who didn't act in the
  same way, you and your allies gain advantage on all attack
  rolls against the offending creature for the next 10 minutes.
  Liberty Domain
  Branchala, Lliira, Fharlanghn, Olladra, Sirrion, Tymora–
  These are deities that champion indepedence, risk-taking,
  and individual freedom. Clerics of these deities are rarely
  part of an organized church, but they believe their god
  watches closely over them, helping them to follow their own
  individual calls.
  Liberty Domain Spells
  Cleric Level Spells
  1st
  protection from evil and good, sanctuary
  3rd
  blur, spider climb
  5th
  counterspell, nondetection
  7th
  dimension door, freedom of movement
  9th
  animate objects, passwall
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  HANDBOOK OF CRAFTINESS
  
  Graceful Step
  At 1st level, you gain proficiency in the Acrobatics and Stealth
  skills.
  Furthermore, any set of clothing you wear is treated as if it
  had the mage armor spell cast on it for as long as you are
  wearing it.
  Channel Divinity: Purge
  At 2nd level, you can use your Channel Divinity to purge a
  creature of negative magic.
  As an action, you must touch one creature. You
  immediately become aware of all enchantment and
  transmutation spells affecting it unwillingly. Choose one that
  is of a spell level you can cast and that can be dispelled by
  dispel magic. That spell's duration immediately ends.
  Blessing of Freedom
  Starting at 6th level, you can use your action to touch a
  willing creature other than yourself to give it advantage on its
  next saving throw against being charmed, paralyzed,
  possessed, or restrained. This blessing lasts for 1 hour, until
  the saving throw is made, or until you use this feature again.
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to the
  damage you deal with any cleric cantrip.
  Field of Liberty
  Starting at 17th level, as an action, you can create a magical
  field that is impervious to any kind of magic constricting a
  creature's freedom. This effect works just like an antimagic
  field centered on you, except that it only affects spells cast on
  unwilling targets.
  Once you use this feature, you can't use it again until you
  finish a long rest.
  Druid Circles
  Though their organization is invisible to most outsiders,
  druids are part of a society that spans the land, ignoring
  political borders. All druids are nominally members of this
  druidic society, though some individuais are so isolated that
  they have never seen any high-ranking members of the
  society or participated in druidic gatherings. Druids
  recognize each other as brothers and sisters. Like creatures
  of the wilderness, however, druids sometimes compete with
  or even prey on each other.
  At a local scale, druids are organized into circles that share
  certain perspectives on nature, balance, and the way of the
  druid.
  Credit: Nathie
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  HANDBOOK OF CRAFTINESS
  
  Circle of the Wind
  The Circle of the Wind is made up of druids who are
  especially devoted to the sky and all kinds of birds.
  Thanks to their focus on flight, they are expert at
  information gathering and intelligence. However, they are
  also extremely secretive, even compared to other druids.
  They favor illusion magic to protect and scout the wilderness.
  Flying Wild Shape
  The rites of your circle grant you the ability to transform into
  flying animals earlier than other druids. Starting at 2nd level,
  you can use your Wild Shape to transform into a beast with
  flying speed (you ignore the “No flying speed” limitation of
  the Beast Shapes table, but must abide by the other
  limitations there).
  Once you reach 8th level, you gain the Beast Spells feature
  (see the druid feature of the same name), much earlier than
  other druids, but you may only use it when you are
  transformed into a beast with flying speed.
  Mirage Druidica
  Druids of the Circle of the Wind are masters of illusion
  magic. You have been taught magical secrets not shared with
  other druids.
  At 2nd level, when you join the Circle of the Wind, add all
  wizard spells from the school of illusion to your spell list.
  These spells count as druid spells for you.
  Upwind
  Starting at 6th level, moving against nonmagical strong wind
  costs you no extra movement. Nonmagical strong winds also
  do not impede your flight (for example, when you are in beast
  shape) in any way.
  In addition, you have advantage on Strength saving throws
  to resist being thrown or pushed by magical winds, as well as
  on saving throws against spells that deal lightning or thunder
  damage.
  One with the Wind
  At 10th level, whenever you use Wild Shape to transform into
  a beast with flying speed, you also gain the benefits of the
  invisibility spell. You expend no spell slot to gain this benefit,
  nor do you need to have invisibility prepared.
  The spell works otherwise as if you had cast it at the
  moment of your transformation.
  Additionally, you can expend one use of Wild Shape as a
  bonus action or reaction against an attack to transform into a
  misty cloud, as per the gaseous form spell. This effect does
  not require concentration.
  Take Away the Gift
  When you reach 14th level, as an action, you can take away
  the ability of flight from a creature within 300 feet. That
  creature must make a Charisma saving throw against your
  druid spell save DC. On a failed save, the creature's flying
  speed is set to 0 for the next 24 hours. The creature cannot
  gain a flying speed before this time has elapsed, not even
  through magic, unless this effect is first removed by a remove
  curse spell or similar magic. On a successful save, the
  creature is immune to this effect for 24 hours.
  Fighter Archetypes
  Different fighters choose different approaches to perfecting
  their fighting prowess. The martial archetype you choose to
  emulate reflects your approach.
  Thug
  Thugs are street fighters, survivors who learns to mix brute
  force with a bit of craftiness. Their skills help keep them alive
  on the mean streets. Despite the name, not all thugs are mere
  hooligans—many are crafty veterans who use their
  knowledge of the streets to gain an advantage against their
  opponents.
  Streetsmarts
  When you choose this archetype at 3rd level, you gain
  proficiency in the Stealth skill and two of the following:
  Deception, Insight, Intimidation, Performance, Sleight of
  Hand, disguise kit, forgery kit, poisoner's kit, or thieves' tools.
  If you already have proficiency in Stealth, choose an
  additional proficiency from the list above.
  Your proficiency bonus is doubled for any ability check you
  make that uses the Stealth proficiency or any of the tool
  proficiencies above.
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  HANDBOOK OF CRAFTINESS
  
  Thieves' Cant
  Also at 3rd level, you gain the rogue class feature of the same
  name.
  Backstab
  Beginning at 7th level, whenever you take the Attack action
  on your turn, you can make one extra attack against one
  surprised creature.
  Dirty Fighting
  Starting at 10th level, you have advantage on any ability check
  you make to perform a special attack action in combat (such
  as grappling or shoving, see PHB 195).
  Eyes Behind Your Back
  By 15th level, backstabbing has become such a second nature
  to you that you are never caught with your guard down.
  If you are surprised at the beginning of combat and aren't
  incapacitated, you can act normally on your first turn.
  However, you can't use your Backstab ability when you are
  surprised.
  Cheating Move
  Starting at 18th level, before rolling the d20 for an attack roll,
  you can choose to expend one use of Action Surge to score a
  20. Such an attack is always a critical hit.
  Ranger Archetypes
  The ideal of the ranger has different classic expressions.
  Skirmisher
  Skirmishers avoid direct confrontation in favor of sudden,
  deadly attacks that leave an opponent without the chance to
  make an effective counterattack.
  Ambuscade
  Starting at 3rd level, when you roll initiative, you gain a
  special turn that takes place before other creatures can act.
  On this turn, you can use your action to take either the Attack
  or Hide action.
  If more than one creature in an encounter has this feature,
  they all act first in order of initiative, then the regular
  initiative order begins.
  If you would normally be surprised at the start of an
  encounter, you are not surprised but you do not gain this
  extra turn.
  Skirmisher's Stealth
  Beginning at 7th level, you combine speed and stealth in
  combat to make yourself hard to pin down. You are difficult to
  detect even if you attack or otherwise take actions that would
  normally reveal your presence.
  At the start of your turn, pick a creature you are hidden
  from. You remain hidden from that creature during your turn,
  regardless of your actions or the actions of other creatures.
  As a bonus action at the end of your turn, you can make a
  Dexterity (Stealth) check to hide again if you fulfill the
  conditions needed to hide. Otherwise, creatures are aware of
  you at the end of your turn.
  Mental Camouflage
  Starting at 11th level, you are always considered under the
  effects of a nondetection spell.
  Patience of a Thousand Stakeouts
  By 15th level, you gain proficiency in Constitution saving
  throws.
  Skirmisher and Ranger Variants
  If you are using the ranger with no spells, you can
  choose the Skirmisher archetype with no
  modifications.
  If you are using the revised ranger and choose the
  Skirmisher Conclave, you gain the following
  additional feature.
  Extra Attack
  Beginning at 5th level, you can attack twice,
  instead of once, whenever you take the Attack
  action on your turn.
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  HANDBOOK OF CRAFTINESS
  
  Wanderer
  Wanderers are unceasing travelers to the universe's most
  dangerous places. As their journeys take them from place to
  place, they adapt to become one with their environment.
  Natural Explorer improvement
  When you choose this archetype at 3rd level, and again at
  15th level, you choose an additional favored terrain type.
  Wanderer Magic
  You gain access to additional spells at 3rd, 5th, 9th, 13th, and
  17th level. Once you gain a wanderer spell, it counts as a
  ranger spell for you but doesn't count against the number of
  ranger spells you know.
  Wanderer Spells
  Ranger Level Spells
  3rd
  comprehend languages, feather fall
  5th
  misty step, spider climb
  9th
  haste, phantom steed
  13th
  dimension door, freedom of movement
  17th
  passwall, teleportation circle
  Fleet of Foot
  Beginning at 7th level, you can use the Dash action as a
  bonus action on your turn.
  Wanderer and Ranger Variants
  If you are using the ranger with no spells and
  choose the Wanderer archetype, you replace the
  Wander Magic feature with the following.
  Wanderer Magic
  Starting at 3rd level, you are always considered
  under the effects of the comprehend languages
  and featherfall spells.
  When you reach 5th level, you gain the ability to
  cast the misty step spell once. You regain the
  ability to do so when you finish a short or long rest.
  At 9th level, you gain the ability to cast the
  phantom steed spell, but only as a ritual, as
  described in PHB chapter 10.
  If you are using the revised ranger and choose the
  Wanderer Conclave, you don't gain any Natural
  Explorer improvement and gain the following
  additional features.
  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
  At 7th level, you gain the PHB ranger feature of the
  same name. This feature replaces the wanderer's
  Fleet of Foot feature (which the revised ranger
  already gets at 8th level).
  Terrain Mastery
  Terrain Mastery
  By 11th level, whenever you spend an hour or more in your
  favorite terrain, you gain the following benefits.
  Terrain Mastery
  Terrain
  Benefit
  Arctic
  Cold resistance
  Coast
  Swimming speed 40 ft.
  Desert
  Fire resistance
  Forest
  Advantage to Wisdom saving throws
  Grassland Advantage to Constitution saving throws
  Mountain Cold resistance
  Swamp
  Acid resistance, poison resistance
  Underdark Darkvision 90 ft. (double its range if you
  already have it)
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  HANDBOOK OF CRAFTINESS
  
  Planar Travel Mastery
  By 15th level, when you are in a different plane of existence,
  you are not negatively affected by its natural conditions. For
  example, you are not damaged by natural fire on the
  Elemental Plane of Fire, but you will still be normally
  damaged by a fireball spell.
  Warden
  Big cities and towns in civilized areas can usually count on an
  organized military for defense and a system of courts to settle
  disputes and deal with criminals. Small settlements on the
  middle of a vast wilderness do not have these privileges.
  Wardens are born in this kind of environment. They protect
  villages against monsters and marauders and they chase
  down criminals who threaten the peace.
  Natural Guardian
  When you choose this archetype at 3rd level, you learn the
  hunter's mark spell. If you already know this spell, you learn a
  different ranger spell of your choice. This spell doesn't count
  against your number of spells known.
  You also gain proficiency in the Investigation and Nature
  skills. If you already have proficiency in either of those skills,
  choose another skill proficiency of your choice for each
  proficiency you already have.
  Your proficiency bonus is doubled for any ability check you
  make that uses either the Investigation or Nature skill.
  Permanent Mark
  Starting at 7th level, your hunter's mark spell no longer
  requires concentration.
  You also gain the benefits of a locate creature spell against
  the target of your hunter's mark without having to expend a
  spell slot.
  Supreme Stalker
  Beginning at 11th level, you can use your action and expend
  one ranger spell slot to help your chase. For 1 minute per
  level of the spell slot you expend, you gain the benefits of the
  find traps and see invisibility spells.
  A Cornered Prey's Terror
  Starting at 15th level, you strike fear in the heart of the
  creatures you chase. A target of your hunter's mark who can
  see or hear you must succeed on a Wisdom saving throw (DC
  equal to 8 + your proficiency bonus + your Wisdom modifier)
  or be frightened of you until the end of your next turn. This
  effect ends if the creature ends its turn out of line of sight.
  If the creature succeeds on its saving throw, he is
  unaffected by this feature until hunter's mark is used on it
  again.
  Warden and Ranger Variants
  If you are using the ranger with no spells and
  choose the Warden archetype, your features are
  modified as follows.
  Natural Guardian: You don't learn the hunter's
  mark spell. Instead, you learn one druid cantrip of
  your choice. Wisdom is your spellcasting ability for
  it.
  Supreme Stalker: You can cast find traps and see
  invisibility once each. You regain the ability to do
  so when you finish a long rest.
  Instead of Permanent Mark and A Cornered Prey's
  Terror, you gain the following features.
  Additional Maneuver
  At 7th level, you learn an additional maneuver of
  your choice.
  Intimidating Presence
  At 15th level, you gain the barbarian's Path of the
  Berserker feature of the same name.
  If you are using the revised ranger and choose the
  Warden Conclave, you gain the following additional
  feature.
  Extra Attack
  Beginning at 5th level, you can attack twice,
  instead of once, whenever you take the Attack
  action on your turn.
  10
  HANDBOOK OF CRAFTINESS
  
  Roguish Archetypes
  Rogues have many features in common, including their
  emphasis on perfecting their skills, their precise and deadly
  approach to combat, and their increasingly quick reflexes.
  But different rogues steer those talents in varying directions,
  embodied by the rogue archetypes. Your choice of archetype
  is a reflection of your focus–not necessarily an indication of
  your chosen profession, but a description of your preferred
  techniques.
  Archeologist
  The archeologist merges a deep knowledge of ancient
  civilizations and languages with the acrobatic skills needed to
  explore ruins and retrieve historical artifacts.
  Archeological Expertise
  When you choose this archetype at 3rd level, you gain
  proficiency in two of the following skills of your choice:
  Arcana, History, Investigation, or Religion. You also learn two
  languages of your choice.
  Additionally, whenever you make an Intelligence (History)
  check related to magic items or historical artifacts, you can
  add twice your proficiency bonus, instead of any proficiency
  bonus you normally apply.
  Finally, you can attempt an Intelligence (History) check to
  decipher any written dead language you don't already know.
  Whip Mastery
  Also at 3rd level, you gain proficiency with the whip. As an
  action, you can use this weapon almost like a third hand, to
  perform feats like punch a botton, retrieve an unattended
  object, and firmly wrap the end of your whip around a pole.
  You can also use your whip to disarm at range (see DMG
  271).
  Furthermore, you can use your whip to trip a creature: this
  works as shoving a creature (see PHB 195), except that you
  must make an attack roll with your whip instead of a
  Strength (Athletics) check, and that you can only knock the
  creature prone or pull it 5 feet closer to you (instead of
  pushing it away).
  Grappling Whip
  Starting at 9th level, you can perform a grapple at range (see
  PHB 195) using your whip. This works like a normal grapple,
  except that you must make an attack roll with your whip
  instead of a Strength (Athletics) check and that, if you
  succeed, you immediately drag the grappled creature within 5
  feet of you.
  Use Magic Device
  By 13th level, you have such deep knowledge of mystical
  artifacts and ancient magic that you can improvise the use of
  items even when they are not intended for you. You ignore all
  class, race, and level requirements on the use of magic items.
  Spell Resistance
  Starting at 17th level, you have advantage on saving throws
  against spells.
  Furthermore, you have resistance against the damage of
  spells.
  Battle Dancer
  The battle dancer is an elegant battle-focused rogue who
  pairs a mystical dancing art with graceful maneuvers in
  battle.
  Bonus Proficiencies
  When you choose this archetype at 3rd level, you gain
  proficiency with scimitars and the Performance skill. If you
  already have proficiency in Performance, choose another skill
  proficiency of your choice instead.
  Battle Dance
  Beginning at 3rd level, while you are wearing no armor and
  not wielding a shield, your AC equals 10 + your Dexterity
  modifier + your Charisma modifier.
  Moreover, when you engage in two-weapon fighting, you
  can add your ability modifier to the damage of the second
  attack.
  Silk Dance
  Starting at 9th level, while you are wearing no armor and not
  wielding a shield, you can add your Charisma modifier to any
  Dexterity check you make that doesn't already include your
  proficiency bonus.
  11
  HANDBOOK OF CRAFTINESS
  
  Ritual Dance
  At 13th level, you gain the ability to cast the meld into stone,
  silence, and water walk spells, but only as rituals, as
  described in PHB chapter 10.
  In order to use these rituals, you must perform a special
  dance that requires you be wearing no armor and not
  wielding a shield.
  Iridescent Dance
  By 17th level, while you are wearing no armor and not
  wielding a shield, you can perform a special dance to cloud
  other creatures' minds.
  As an action, you make a Charisma (Performance) check.
  Every creature within 10 feet if you that isn't immune to
  charm effects must make a Wisdom saving throw against the
  result of your Charisma (Performance) check. If it fails, the
  creature is confused for 1 minute as per the confusion spell.
  At the end of each of its turns, an affected target can make a
  Wisdom saving throw against the same DC to end the effect.
  You can use this feature once. You regain the ability to use
  this feature when you finish a short or long rest.
  Nightstalker
  A nightstalker is a specialised mystic (from the Dragonlance
  setting) that is able to commune with the dead. Kender
  nightstalkers possess all the traits of normal kender, however
  they seek out spirits and speak with them, trying to entertain
  them, gather knowledge, or understand why they cannot pass
  beyond the Material Plane to help them move on.
  Spellcasting
  When you reach 3rd level, you gain the ability to cast spells.
  See PHB chapter 10 for the general rules of spellcasting and
  PHB chapter 11 for the cleric spell list.
  Cantrips. You learn three cantrips: dancing lights and two
  other cantrips of your choice from the cleric spell list. You
  learn another cleric cantrip of your choice at 10th level.
  Spell Slots. The Nightstalker Spellcasting 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 cure wounds
  and have a 1st-level and a 2nd-level spell slot available, you
  can cast cure wounds using either slot.
  Spells Known of 1st-Level and Higher. You know three
  1st-level cleric spells of your choice, two of which you must
  choose from the divination and necromancy spells on the
  cleric spell list.
  The Spells Known column of the Nightstalker Spellcasting
  table shows when you learn more cleric spells of 1st level or
  higher. Each of these spells must be a divination or
  necromancy spell of your choice, and must be of a level for
  which you have spell slots. For instance, when you reach 7th
  level in this class, you can learn one new spell of 1st or 2nd
  level.
  The spells you learn at 8th, 14th, and 20th level can come
  from any school of magic.
  Whenever you gain a level in this class, you can replace one
  of the cleric spells you know with another spell of your choice
  from the cleric spell list. The new spell must be of a level for
  which you have spell slots, and it must be a divination or
  necromancy spell, unless you're replacing the spell you
  gained at 8th, 14th, or 20th level.
  Spellcasting Ability. Wisdom is your spellcasting ability
  for your cleric spells, since you learn your spells through
  mysticism. 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 cleric 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
  12
  HANDBOOK OF CRAFTINESS
  
  Nightstalker Spellcasting
  Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
  3rd
  3
  3
  2
  — — —
  4th
  3
  4
  3
  — — —
  5th
  3
  4
  3
  — — —
  6th
  3
  4
  3
  — — —
  7th
  3
  5
  4
  2
  — —
  8th
  3
  6
  4
  2
  — —
  9th
  3
  6
  4
  2
  — —
  10th
  4
  7
  4
  3
  — —
  11th
  4
  8
  4
  3
  — —
  12th
  4
  8
  4
  3
  — —
  13th
  4
  9
  4
  3
  2
  —
  14th
  4
  10
  4
  3
  2
  —
  15th
  4
  10
  4
  3
  2
  —
  16th
  4
  11
  4
  3
  3
  —
  17th
  4
  11
  4
  3
  3
  —
  18th
  4
  11
  4
  3
  3
  —
  19th
  4
  12
  4
  3
  3
  1
  20th
  4
  13
  4
  3
  3
  1
  Aura of Innocence
  Starting at 3rd level, you are constantly under the effect of
  sanctuary and protection from evil and good, but only against
  undead.
  Spirit Companion
  Starting at 9th level, you can summon your spirit companion
  with a 10 minutes ritual. The companion stays with you until
  you dismiss it or it is dispelled. The spirit companion acts and
  function like the arcane eye spell, except it can become visible
  and talk. You don't mentally receive visual information from
  your spirit companion, but it can verbally communicate with
  you to impart any information it gathered.
  Spirit Blade
  Starting at 13th level, you ignore all resistances and
  immunities to damage possessed by undead creatures.
  Ghostly Manifestation
  By 17th level, your spirit companion can manifest with a
  stronger presence. As a bonus action, you can transform your
  spirit companion into a ghost (see MM 147) for a full hour.
  You can use this feature once. You regain the ability to use
  this feature when you finish a long rest.
  Poacher
  Poachers, unlike most other rogues, put their skills to use in
  the great outdoors, rather than in cramped alleys and
  dungeon corridors. In many ways, they are similar to the
  traditional ranger, though with less combat savvy and with
  none of the ranger's divine link to the natural world.
  Bonus Proficiency
  When you choose this archetype at 3rd level, you gain
  proficiency in one of the following skills of your choice:
  Animal Handling, Nature, or Survival.
  Create Snares and Pits
  Starting at 3rd level, you can create simple pits, deadfalls,
  and snares as well as mechanical traps constructed of natural
  materials. You can only create these kind of traps in natural
  environments.
  Creating a snare or pit requires 10 minutes of work, at the
  end of which you must make a Dexterity (Sleight of Hand) or
  Wisdom (Survival) check. Use the result as the save DC for
  your trap, as well as the Wisdom (Perception) DC required to
  find it.
  You can create a falling net or a simple pit. Both are
  detailed in the Dungeon Master's Guide, page 122, but you
  use your trap DCs instead of the ones indicated there.
  You can also create a simple damage-dealing mechanical
  trap. This kind of trap deals bludgeoning, piercing, or
  slashing damage (your choice) to the first creature to enter a
  1,5-foot-square area, unless they successfully make a
  Dexterity saving throw. The damage depends on your rogue
  level.
  13
  HANDBOOK OF CRAFTINESS
  
  Trap Damage
  Rogue Level
  Damage
  3rd-4th
  2d10
  5th-10th
  4d10
  11th-16th
  10d10
  17th-20th
  18d10
  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 9th and 13th level.
  Land's Stride
  Starting at 9th 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.
  Hide Traces
  Starting at 13th, you and your group leave behind no tracks
  or other traces of your passage, as per the pass without trace
  spell.
  Hide in Plain Sight
  At 17th level, you gain the ranger class feature of the same
  name.
  Sorcerous Origins
  Different sorcerers claim different origins for their innate
  magic.
  Sun and Moon Witchcraft
  Your innate magic comes from your mystical connection with
  the mystical energies of the sun and the moon.
  Sun and Moon Spells
  Starting when you choose this origin at 1st level, you have
  two separate lists of spells known: a list of Sun spells and a
  list of Moon spells. Any spell from the schools of abjuration,
  conjuration, divination, and evocation is treated as a Sun
  spell. Any spell from the schools of enchantment, illusion,
  necromancy, and transmutation is treated as a Moon spell.
  The Spells Known column of the Sorcerer table shows
  how many spells you know for each list. For example, at 1st
  level you know two 1st-level Sun spells and two 1st-level
  Moon spells of your choice from the sorcerer spell list.
  Dual Casting
  You can only ever access one of your lists of spells known at a
  time. You choose which of your lists is active whenever you
  finish a short or long rest.
  14
  HANDBOOK OF CRAFTINESS
  
  Immediately after you cast a sorcerer spell of 1st level or
  higher, you have to roll a d6:
  on a roll of 1, your list of Sun spells (if it's day) or your list
  of Moon spells (if it's night) becomes active, assuming it
  isn't already;
  on a roll of 2, you switch your current active list (from Sun
  to Moon, or vice versa).
  You can cast a spell from your inactive list of spells known
  if you spend the same number of sorcery points required to
  create a spell slot of the level you are using. You must still
  expend the spell slot as normal.
  Sun's Eyes & Moon's Eyes
  Starting at 6th level, while your list of Sun spells is active, you
  can see magical auras, as per the detect magic spell.
  While your list of Moon spells is active, you can see
  normally in darkness, both magical and nonmagical, to a
  distance of 120 feet.
  Sun and Moon's Light
  At 14th level, whenever you cast a spell that deals damage,
  you can spend 2 sorcery points to change its damage type to
  radiant damage (if it's a Sun spell) or necrotic damage (if it's a
  Moon spell).
  In addition, whenever you cast a spell of 1st level or higher,
  you can choose to increase (if it's a Sun spell) or decrease (if
  it's a Moon spell) the lighting conditions 90 feet around you
  by one step (from bright light to dim light or vice versa, and
  from dim light to darkness or vice versa). This effect lasts
  until the start of your next turn.
  Master of Duplicity
  Master of Duplicity
  At 18th level, whenever you roll the d6 because of your Dual
  Casting ability, you can roll twice and use either number.
  Additionally, you gain resistance to radiant damage
  whenever your list of Sun spells is active, and resistance to
  necrotic damage whenever your list of Moon spells is active.
  Arcane Traditions
  The study of wizardry is ancient, stretching back to the
  earliest mortal discoveries of magic. It is firmly established in
  the worlds of D&D, with various traditions dedicated to its
  complex study.
  School of Arcane Archery
  Master of the elven warbands, arcane archers are wizards
  known for their supernatural accuracy with a bow and their
  ability to imbue their arrows with magic.
  Restriction: Elven Heritage
  Only elves and half-elves can join the School of Arcane
  Archery, but humans with a trace of elven heritage (at least
  one-eighth elven blood) can choose this tradition as well.
  Your DM can lift this restriction to better suit the
  campaign. The restriction might not apply to your DM's
  setting.
  15
  HANDBOOK OF CRAFTINESS
  
  Training in Archery
  When you adopt this tradition at 2nd level, you gain
  proficiency with light armor and proficiency with longbows
  and shortbows.
  You also gain proficiency in the Perception skill if you don't
  already have it.
  Enhance Arrow
  Starting 2nd level, every nonmagical arrow you nock and let
  fly becomes magical, ignoring any damage resistance to
  nonmagical weapons.
  Imbue Arrow
  At 6th level, as part of your Attack action, you can place an
  area spell upon an arrow you fire. The spell's area is centered
  on where the arrow lands, even if the spell could normally be
  centered only on the caster or has a range shorter than your
  bow's range.
  Hail of Arrows
  Starting at 10th level, you can use your Attack action to fire
  an arrow at each and every target you choose within range.
  You must make an attack roll separately for each target, and
  each target can only be attacked once.
  You cannot use both Imbue Arrow and Hail of Arrows with
  the same Attack action.
  You can use this feature twice. You regain all expended
  uses of it when you finish a short or long rest.
  Arrow of Death
  At 14th level, as a bonus action you can turn any one arrow in
  an arrow of death, which is an arrow of slaying (see DMG
  152) that works on any target. The arrow of death works only
  if you are the one to fire it. You can only have one such arrow
  in existence at a time.
  You can use this feature once. You regain the ability to use
  this feature when you finish a long rest.
  School of Rituals
  The School of Rituals focuses on the general usefulness of
  spells, rather than their potency in battle. This arcane
  tradition is especially popular among wizards who are not
  adventurers, but adventurer wizards who like to be always
  prepared appreciate this school as well.
  Called ritualists, members of this school are often hired to
  solve relatively mundane problems by those who can afford
  their services.
  Ritual Savant
  Beginning when you select this school at 2nd level, the gold
  and time you must spend to copy a spell with the ritual tag
  into your spellbook is halved.
  Expanded Ritual Casting
  Beginning when you select this school at 2nd level, you treat
  the following wizard spells as if they had the ritual tag. You
  still need to learn them as normal.
  New Ritual Spells
  Spell
  Level Spells
  1st
  disguise self, false life, protection from evil and
  good
  2nd
  alter self, arcane lock, continual flame, knock, rope
  trick
  3rd
  magic circle, remove curse, tongues
  4th
  Leomund's secret chest, Mordenkainen's faithful
  hound, stone shape
  5th
  dream, modify memory, teleportation circle
  Expert Ritualist
  Beginning at 6th level, casting ritual spells comes so easily to
  you that it expends only a fraction of your spellcasting efforts
  even when you aren't casting them as rituals. When you cast
  a ritual spell of 2nd level or higher using a spell slot, you
  regain one expended spell slot. The slot you regain must be
  of a level lower than the spell you cast and can't be higher
  than 5th level.
  16
  HANDBOOK OF CRAFTINESS
  
  Ritual Focus
  Starting at 10th level, whenever you gain a wizard level, you
  can choose to replace one of the wizard spells you add to
  your spellbook with a spell chosen from any other spell list.
  The spell must have the ritual tag and be of a level for which
  you have spell slots.
  Other wizards cannot copy non-wizard spells from your
  spellbook into their own spellbooks.
  Ritual Mastery
  At 14th level, your study of ritual magic is so deep that you
  have created a few rituals of your own. Choose a 1st-level
  wizard spell, a 2nd-level wizard spell, and a 3rd-level wizard
  spell that are in your spellbook. You can now cast these spells
  as rituals.
  School of War Magic
  Wizards of the School of War Magic (also called warmages)
  care for only one thing: war. Guaduates of a special arcane
  war college, they are interested in the most useful spells on
  the battlefield.
  Most people would think about damage dealing spells as
  the epitome of war magic. In actuality, the most useful spells
  on the battlefield are any spells with large areas of effect,
  whether they are damage dealing spells like fireball or
  support spells like fog cloud or magic walls.
  War Training
  When you adopt this tradition at 2nd level, you gain
  proficiency with light armor and proficiency with any one
  martial weapon of your choice.
  You also gain proficiency in the Athletics skill if you don't
  already have it.
  Fog of War
  Beginning at 2nd level, when you cast a spell that creates an
  obscured area, such as the darkness or fog cloud spells, you
  can choose a number of creatures equal to 1 + your Strength
  bonus (if any). The chosen creatures can see normally within
  the area of effect of your spell, as if the spell wasn't there at
  all.
  Sculpt Spells
  Beginning at 6nd level, you can create pockets of relative
  safety within the effects of your evocation spells.
  When you cast an evocation spell that affects other
  creatures that you can see, you can choose a number of them
  equal to 1 + your Strength bonus (if any). The chosen
  creatures automatically succeed on their saving throws
  against the spell, and they take no damage if they would
  normally take half damage on a successful save.
  Open Walls
  Beginning at 10th level, whenever a creature you can see
  attempts to pass through a wall you created with a spell, you
  can use your reaction to let it through unharmed, as if the
  wall wasn't there at all.
  Distraction Expert
  At 14th level, you have become a master at disrupting
  concentration. Other spellcasters have disadvantage on
  Constitution saving throws to maintain their concentration
  when they take damage from you.
  17
  HANDBOOK OF CRAFTINESS
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Homebrew/Handbook of Craftiness v2.pdf