TEXT: Sword Coast
  Sword Coast
  Sword Coast
  Sword Coast
  Sword Coast
  Adventurer's Guide Revised
  Adventurer's Guide Revised
  Adventurer's Guide Revised
  Adventurer's Guide Revised
  Adventurer's Guide Revised
  
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  Credits
  Lead Revisionary: Wade Falk (FrontB/Homebrew Barcana)
  Editoral Assistance: Nathan Chambers, u/HerpDerp1909, &
  u/RSquared
  Cover Illustration: Sword Coast Adventurer's Guide Cover by
  Tyler Jacobson
  Interior Illustrations:
  Azhai, Spellblade Elf by Arif Wijaya
  Dekanter Goblins by Sardinha
  Elminster's Tale by Milivoj Ćeran
  Purple Dragon Knight by Mark Smylie
  Seeing Myself Asleep by ReiShin
  Skeletor by Alex Ross
  Snow White and the Huntsman - Queen concepts 2 by Jeff
  Simpson
  Sword Coast Legends Cover by Tyler Jacobson
  Urdunnir Dwarf by Wayne England
  Playtesters: Ballisticon305, Cherry, CloudX22, Draco,
  Ephemral, Makyle, Nathan Chambers, James Crenshaw,
  Rhett, Wade Falk, u/BardicGaming, u/pastorbasterd, &
  u/TheMinions
  Special Thanks: The numerous members of the Unearthed
  Arcana Reddit that continues to make suggestions for further
  revisions, and the GM Binder developers for provided the
  service for creating this booklet.
  Disclaimer: The content provided in this booklet are non-
  profit revisions to Sword Coast Adventurer's Guide, which
  was a collaboration book between Wizards of the Coast and
  Green Ronin Publishing, for Dungeons & Dragons 5th
  Edition. Members of both companies involved in creating that
  book at the creators of the content this booklet is based on.
  Please support the game and its developers by purchasing a
  copy of the book previously mentioned and throughout this
  booklet.
  Any additions involving races or spells from the Elemental
  Evil Player's Companion, Volo's Guide to Monsters, and
  Xanathar's Guide to Everything books do not included the
  races or spells that are unchanged. Please view your copies of
  those books for said races or spells.
  ATTENTION: Any content from the Sword Coast
  Adventurer's Guide (SCAG) that isn't mentioned in this
  booklet remains unaltered. Please view your copy of the
  official SCAG book for unaltered content.
  Contents
  Preface ..........................................................................................
  Chapter 1: Races of the Realm ..............................
  Dwarves ...........................................................................................
  Elves ..................................................................................................
  Half-Dwarves ...................................................................................
  Half-Elves .........................................................................................
  Monstrous Races ............................................................................
  Chapter 2: Class Options ...........................................
  Barbarians .........................................................................................
  Primal Paths ...................................................................................
  Path of the Battlerager ..............................................................
  Path of the Totem Warrior (Tiger Totem Spirit) ...................
  Fighters ...............................................................................................
  Martial Archetype ...........................................................................
  Purple Dragon Knight (Banneret) ...........................................
  Warlocks ..........................................................................................
  Otherwordly Patron ....................................................................
  Raven Queen .............................................................................
  Undying ......................................................................................
  Wizards ............................................................................................
  Arcane Tradition ..........................................................................
  Bladesinger ................................................................................
  Chapter 3: Racial Feats .............................................
  Appendix A: Designer Notes ...................................
  Bladesinger .......................................................................................
  Path of the Battlerager ...................................................................
  Path of the Totem Warrior (Tiger Totem Spirit) .......................
  Purple Dragon Knight (Banneret) ...............................................
  Raven Queen ....................................................................................
  Undying .............................................................................................
  Appendix B: Change Log ............................................
  Version 1.6 ........................................................................................
  Version 1.5 ........................................................................................
  Version 1.4 ........................................................................................
  Version 1.3 ........................................................................................
  Version 1.2 ........................................................................................
  Version 1.1 ........................................................................................
  On the Cover
  Tyler Jacobson illustrates a moment as combat
  between a band of adventurers and a fierce
  delegation of mountain orcs is about to unfold. The
  adventurers are as featured (left to right) : Skip
  Brickard, a halfling fighter with an orc-sized
  walloping waiting to happen; Illydia Maethellyn, an
  aged moon elf cleric of Sehanine Moonbow taking
  aim; Hitch, a brazen human rogue with shady ties to
  the Zhentarim faction; Makos, a tiefling warlock
  who's hellbent at getting revenge on his infernal
  father; and Nayeli Goldflower, a human paladin
  driven by an oath of vengeance.
  Version: 1.6
  Last Update: May 6th, 2019
  2
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  ©Wizards of the Coast LLC.
  
  3
  
  Preface
  W
  ell met, wanderer! Welcome to the revisions to
  a book that provides options for adventurers
  within a world originally created by Ed
  Greenwood, the Forgotten Realms setting. The
  setting serves as the default setting for this
  edition of Dungeons & Dragons, and it has
  been used by many dungeon masters and
  players for decades now. To think, it was a homebrewed
  setting for Ed's D&D campaigns, and it grew into something
  wonderful that numerous artists, authors, musicians, and
  game developers have come to support and to take inspiration
  from.
  Throughout the pages of this booklet, you'll find new
  versions of character options from the rollercoaster of balance
  that Sword Coast's Adventurer's Guide (SCAG) stands since
  its originally release in 2015. These revisions serve to reignite
  the excitement we all had when that book was released
  without the disappointments of lackluster options. The
  current chapters of this booklet gives you these revisions to
  use however you wish within your D&D campaigns.
  I would like to quickly reiterate that any content from the
  SCAG that isn't mentioned in this booklet remains unchanged.
  Please view your copy of the book for unchanged content. I
  only advise to used this in conjunction with original book.
  In addition, anything mentioned in the Elemental Evil
  Player's Companion document is considered part of SCAG,
  and its content remains unchanged. Please view your copy of
  that document for Aarakocra, Genasi, Goliath, and the new
  spells it added to the game.
  Go forth, and find the revision that awaits your curious eyes.
  Any suggestions you have can be submitted to this Unearthed
  Arcana Reddit link. This booklet serves to better the original
  book about a campaign setting we love.
  4
  
  Chapter 1 - Races of the Realms
  F
  aerûn serves as a beloved home for numerous
  races. Some immigrant from other realms
  through ancient gates and portals that are either
  long forgotten or dispelled. Others are
  newcomers, still trying to find a place to truly call
  home.
  This chapter provides new additions for the races available
  in the Player's Handbook, and some new options. The
  information provided is specific to the Forgotten Realms, so
  this material takes precedence to what is presented in the
  Player's Handbook whenever your D&D games use this
  campaign setting.
  Dwarves
  The stout folk whom are deliberate and withhold traditions
  like oaths of paladins. The original book left out a few of the
  subraces of dwarves throughout Faerûn. Those forgotten
  subraces are presented here.
  Arctic Dwarf
  Artic dwarves, also known as glacier dwarves on Frostfell, or
  Inuggakalikurit, are more isolated than their stout brethren as
  they lived in Faerûn's northernmost regions of the Great
  Glacier. Their architecture combines both ice and stone into
  chilling holds. They are open and friendly to outsiders, with
  the exception of frost giants, whom they despise.
  Ability Score Increase. A harsh environment requires
  harsh power. Your Strength score increases by 1.
  Icecunning. You can use your Stonecunning on unusual
  structures or hazards in ice or snow.
  Icy Resistance. You are resistant to cold damage.
  Orecutter Dwarf (Urdunnir)
  Orecutter dwarves, better known as Urdunnir, are the long-
  forgotten offshoot of their cousin, the shield dwarves, that
  wished to be one with the earth and stone. The world as a
  work of living beauty to them, and they explore its depths like
  divers in the ocean. Most of their travels are due to the
  blessings of Dumathoin, dwarven god of buried secrets.
  Ability Score Increase. Your Wisdom score increases by 1.
  Stone Molder. You learn the mold earth cantrip. When you
  reach 3rd level, you can cast the meld into stone spell, but only
  as a ritual and only on yourself.
  Stone Walk. You are able to pass through stone and earth.
  You gain a burrow speed of 10 feet, but you cannot breathe
  while burrowing in this manner and must hold your breath.
  Extra Language. You can speak, read, and write
  Undercommon.
  Wild Dwarf
  Wild dwarves, also known as albino dwarves, jungle dwarves,
  or dur Authalar ("the People") , are more primitive than their
  disrespected brethen. Most are found in the jungles of Chult,
  the Mhair, and the Black Jungles; as they rejected their
  traditions to begin anew with ever-changing practices.
  Ability Score Increase. Swift and bold actions are best in
  the wild. Your Dexterity score increases by 1.
  Extreme Resilience. You have advantage on saving throws
  against diseases.
  Wild Dwarf Training. You are proficient with the spear,
  blowgun, and the Poisoner's Kit.
  Elves
  The graceful ones that are eloquent and align with the forces
  of nature. As mentioned in the original book, there exists
  several rare elf subraces, but not all of them had statistics.
  Here are those rare subraces options with playable traits.
  Avariel
  The avariel, also known as winged elves, or Aril'Tel'Quessir,
  were among the first races to settle Faerûn. They were more
  common when the worlds of the multiverse were young, but
  frequent conflicts with dragons have reduced their numbers.
  Still, a few colonies persist here and there in the Material
  Plane and on the Plane of Air.
  Ability Score Increase. Often confused for aasimar, but you
  just as charismatic. Your Charisma score increases by 1.
  Winged. You have a flying speed of 30 feet while you aren't
  exceeding your carrying capacity and aren't wearing medium
  or heavy armor.
  Extra Language. You can speak, read, and write Auran.
  5
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  Lythari
  Lythari, also known as lycantropic elves, or Ly'Tel'Quessir, are
  true elven lycantropes. They don't suffer from a curse, nor do
  they have a hybrid form. Most are found in their wolf forms
  within secluded packs throughout the wilds of Faerûn.
  Ability Score Increase. Your Wisdom score increases by 1.
  Silver Vulnerability. You are vulnerable to damage dealt by
  silvered weapons.
  Wolf Form. As an action, you can assume the bestial aspect
  of a wolf . When in wolf form, you gain all the characteristics
  of a wolf (see page 341 of the Monster Manual) as per rules of
  a druid's Wild Shape (See page 66 of the Player's Handbook) ,
  except the following apply to you:
  Your maximum hit points and current hit points remain the
  same in either form.
  The duration last until your next long rest or you can end it
  early as an action.
  Sea Elf
  Sea elves, also known as aquatic elves, or Alu'Tel'Quessir, are
  elves found deep in the Shining Sea, Sea of Swords, and
  many others deep oceans throughout Faerûn. Sea elves that
  are known as "Marel Elves" are those who turn to evil and
  worship the deep and dark gods of vast depths.
  Ability Score Increase. Your Constitution score increases
  by 1.
  Sea Elf Training. You have proficiency with the spear,
  trident, light crossbow, and net.
  Child of the Sea. You have a swimming speed of 30 feet,
  and you can breathe air and water.
  Friend of the Sea. Using gestures and sounds, you can
  communicate simple ideas with any beast that has an innate
  swimming speed.
  Extra Language. You can speak, read, and write Aquan.
  Star Elf
  Star elves, also known as mithrel elves, or Ruar'Tel'Quessir,
  appear similar to moon elves but with flakes of silvers and
  gold in their eyes and skin. They mainly dwell within the
  demiplane of Sildëyuir nearby the Feywild. Their constant
  conflict with the Nilshai, a race of worm-like sorcerers from
  the Ethereal Plane, has forced some of them to leave their
  home and come to Faerûn.
  Ability Score Increase. As beautiful as the stars on a
  cloudless night. Your Charisma score increases by 1.
  Otherworldly Touch. While in dim light or darkness, as a
  bonus action, you can cause one melee weapon you wield to
  become magical if it wasn't already, and you may use your
  Charisma for the attack rolls using that weapon instead of
  Strength or Dexterity. This effect lasts for 1 minute, until you
  are no longer wielding the weapon, or you are no longer in
  dim light or darkness.
  Extraplanar. Star Elves are not native to this world. Spells
  such as banishment will return you to your native realm of
  Sildëyuir.
  Wild Elf
  Wild elves, also known as green elves, or Sy'Tel'Quessir, are
  considered to be the strangest of elves by their kin. They have
  abandoned or lost their ancient culture as dwell deep in the
  jungles of Chult and the forests of Chessenta.
  Ability Score Increase. The wild calls for strength to
  defend oneself. Your Strength score increases by 1.
  Wild Elf Weapon Training. You have proficiency with the
  spear, shortbow, longbow, and net.
  Cantrip. You know one cantrip of your choice from the druid
  spell list. Wisdom is your spellcasting ability for it.
  Half-Dwarves
  The stout folk whom are deliberate and withhold traditions
  like oaths of paladins. The original book left out a few of the
  subraces of dwarves throughout Faerûn. Here are those
  subrace options for dwarves.
  Half-Dwarf Names
  Half-Dwarves use either human or dwarven naming
  conventions. Similar to half-elves, half-dwarves adopt the
  culture they were raised in over having their own societies.
  Half-dwarves raised by humans are often given dwarven
  names to honor and respect dwarves for their bravery and
  loyalty, and those raised by dwarves often take human names
  to honor and respect humans for their ingenuity and
  determination.
  Half-Dwarf Traits
  Your half-dwarf character has some qualities in common with
  dwarves and some that are unique to themselves.
  Some variations are possible if you inherit more from your
  dwarven heritage; see the "Half-Dwarf Variants" sidebar.
  Ability Score Increase. Your Constitution score increases
  by 2, and two other ability scores of your choice increases by
  1.
  Age. Half-dwarves age at the same rate as humans and
  reach adulthood around 20, but dwarves may argue 25 is
  adulthood. They live longer than humans, however, often
  exceeding 120 years.
  Alignment. Half-dwarves share the lawful bent of their
  dwarven heritage. They value both honor and creative
  expression, demonstrating neither unnecessary chaos nor
  desire for losing loyalties. They love organized things, usually
  obey others' demands, and often prove reliable but not entirely
  predictable.
  Size. Half-dwarves are taller than dwarves and on the low
  end of human heights, around 5 feet tall. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Thanks to your dwarf blood, you have superior
  vision in dark and dim 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.
  Dwarven Resilience. You have advantage on saving throws
  against being poisoned, and you have resistance against
  poison damage.
  Tool Versatility. You gain proficiency in two tool kits of your
  choice.
  Languages. You can speak, read, and write Common,
  Dwarven, and one extra language of your choice.
  6
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  ©Wizards of the Coast LLC.
  
  Half-Dwarf Variants
  Some half-dwarves in Faerûn will have a racial trait
  tied to their dwarf parentage moreso than a the
  combination of the two. With DM approval, your
  half-dwarf character can forgo Tool Versatility and
  instead gain the dwarf's Stonecunning trait or a trait
  related to your dwarf parentage:
  Artic Dwarf Descent. You gain the arctic dwarf's
  Icecunning (Stonecunning only for Icecunning
  conditions).
  Duergar Descent. You choose the duergar's
  Duergar Magic (Enlarge/Reduce only), Extra
  Language (Undercommon), or an additional 30 feet
  of darkvision.
  Hill Dwarf Descent. Your hit point maximum
  increases by 1, and it increases by 1 every two
  levels you gain thereafter.
  Mountain Dwarf Descent. You gain the mountain
  dwarf's Dwarven Armor Training.
  Urdunnir Descent. You choose the urdunnir's
  Stone Walk or Extra Language (Undercommon).
  Wild Dwarf Descent. You choose the wild dwarf's
  Extreme Resilience or Wild Dwarf Training.
  Half-Elves
  Half-Elves in Faerûn have the racial traits of those in the
  Player's Handbook, although some variations are possible if
  you inherit more from your elven heritage; see the "Half-Elf
  Variants" sidebar.
  Monstrous Races
  If your DM approves of playable monstrous races, these are
  some additions options to reflect the monsters of Faerûn.
  Mountain Orcs
  The mountain orcs of the North and the Spine of the World
  comprise the oldest and most numerous of the various orc
  races active on Faerûn. Most people assume that all orc races
  are like the savage warmongers found in these regions; not
  identifying orogs or half-orcs as separate races.
  Mountain orcs have the racial traits of orcs in Volo's Guide to
  Monsters. Their bestial heads seemingly sit directly on their
  massive shoulders, and their crismon eyes are piercing with
  hidden anger, and their faces are dominated by porcine snouts
  and grand tusks.
  Dekanter Goblins (Variant Option)
  Dekanter goblins were artifically mutated by the Beast Lord,
  an Alhoon allied with the Zhentarim of the North. One of their
  most notable mutations is their rhinoceros-like horns
  alongside ashen hair and red-yellow skin tones. Their
  namesake comes from the fact these goblins dwell mostly in
  the mines of Dekanter, part of the Greypeak Mountains near
  Anauroch.
  Some goblins can become Dekanter goblins with genetic
  manipulation. Losing the goblin's Fury of the Small and
  related traits to those listed below, you gain the following
  traits:
  Half-Elf Variants
  Some half-elves in Faerûn will have a racial trait tied
  to their elf parentage moreso than a the
  combination of the two. With DM approval, your
  half-elf character can forgo Skill Versatility and
  instead gain the elf's Keen Senses trait or a trait
  related to your elf parentage:
  Avariel Descent. You choose gain the ability to use
  your reaction when you fall to reduce any falling
  damage you take equal to your level, or you can gain
  the avariel's Extra Language (Auran).
  Drow Descent. You choose the drow's Drow
  Magic (faerie fire only), Drow Weapon Training, or
  an additional 30 feet of darkvision.
  Eladrin Descent. You gain the Eladrin's Fey Step
  (1st-level benefits only).
  High Elf Descent. You can choose the high elf's Elf
  Weapon Training or Cantrip.
  Lythari Descent. You gain the Lythari's Wolf Form
  (Once per long rest; duration is up to 1 minute).
  Shadar-Kai Descent. You gain the Shadar-Kai's
  Blessing of the Raven Queen (1st-level benefits
  only).
  Sea Elf Descent. You choose the sea elf's Sea Elf
  Training, Extra Language (Aquan), or you gain a
  swimming speed of 30 feet.
  Star Elf Descent. You gain the star elf's
  Otherworldly Touch (Once per long rest).
  Wild Elf Descent. You choose the wild elf's Wild Elf
  Weapon Training or Cantrip.
  Wood Elf Descent. You choose the wood elf's Elf
  Weapon Training, Fleet of Foot, or Mask of the Wild.
  Ability Score Increase. Your Strength score increases by 2 ,
  and your Constitution score increases by 1.
  Size. You are mutated to be generally larger and more
  aggressive than standard goblins. Your size is Medium.
  Cold Resistance. You are resistant to cold damage.
  Horn. You bear a rhinoceros-like horn that is a natural
  melee weapon, which you are proficient with. When you hit
  with it, the target takes piercing damage equal to 1d4 + your
  Strength modifier.
  Nimble Charge (Replaces Nimble Escape) . You can take
  the Dash action as a bonus action on each of your turns.
  7
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  ©Wizards of the Coast LLC.
  
  Chapter 2 - Class Options
  T
  he twelve classes from the Player's handbook
  are all present in the Forgotten Realms. The
  material described in this chapter includes
  revisions to several of the class-feature options
  for a few of the options provided in the original
  Sword Coast Adventurer's Guide.
  Primal Paths
  Barbarians of the Forgotten Realms have the following Primal
  Path option, Battlerager, and the addition options for
  followers of the Path of the Totem Warrior from the Player's
  Handbook. Reghed and Northlander barbarians tend to follow
  the Path of the Berserker, while Uthgardt barbarians are
  nearly always followers of the Path of the Totem Warrior or
  Path of the Ancestral Guardian.
  Path of the Battlerager
  Being a Battlerager, you become the Kuldjargh ("axe idiot")
  that should have been. You are quick to act and attack, and
  your spiked armor will be the bane of your enemies.
  Restritction: Dwarves Only
  Only dwarves and half-dwarves can follow this Primal Path.
  Being a Battlerager, you fill a particular role with dwarven
  society and culture that is barbaric but sometimes necessary.
  The restriction exists for the Forgotten Realms setting.
  However, your DM can lift this restriction to better suit the
  campaign in mind.
  Battlerager Features
  Barbarian Level
  Features
  3rd
  Battlerager Armor, Dwarven Upkeep
  6th
  Battlerager Charge, Spiked Retribution
  10th
  Piercing Spikes
  14th
  Battlerager Vigor
  Battlerager Armor
  At 3rd level, you gain the rare medium armor known as
  "Spiked Armor." You gain a special version of a hide or scale
  mail that was modified into spiked armor. You are proficient in
  spiked armor as an exotic melee weapon. If you hit with your
  spiked armor, you deal 1d6 + your Strength modifier piercing
  damage to the target.
  While raging in spiked armor, you can use your bonus action
  on each of your turns to make one attack with your spiked
  armor. In addition, any creature you successfully grapple and
  creatures that successfully grapples you takes damage from
  your spiked armor equal to your Strength modifier.
  Once per long rest, you can modify any medium armor to
  become spiked armor. You need 50 gp in raw materials and a
  skill check using Smith’s Tools. Any armor that becomes
  spiked armor causes it to weigh 5 pounds more. If the armor
  is magical, then the gold required is increased by 50 GP for
  each rarity level (common to legendary) , and the damage from
  your spiked armor becomes magical.
  Dwarven Upkeep
  At 3rd level, you learn the mending cantrip as barbarian
  cantrip. Constitution is your spellcasting ability for this
  cantrip.
  Battlerager Charge
  At 6th level, the speed granted by Fast Movement is doubled.
  In addition, while raging, you can take the Dash action as a
  bonus action on each of your turns.
  Spiked Retribution
  Starting at 6th level, when a creature within 5 feet of you hits
  you with an attack, you can use your reaction make an attack
  with your spiked armor against the attacker. If you are raging,
  you can choose to attack recklessly with this attack, unless
  you have already attacked recklessly during your last turn.
  Piercing Spikes
  Starting at 10th level, your dwarven cunning granted insight
  on using your spikes in a more brutal fashion. Whenever you
  score a critical hit with your spiked armor, you roll one
  additional weapon damage die when determining extra
  damage for a critical hit with your spiked armor.
  In addition, whenever you use the Dash action, your spiked
  armor deals double the damage to objects and structures until
  the start of your next turn.
  Battlerager Vigor
  At 14th level, your might is unmatched by most. Whenever you
  use your Relentless Rage, you reduce the DC by an amount
  equal to your Constitution modifier.
  Additionally, when you begin raging and at the start of each
  your turns while raging, you gain temporary hit points equal to
  5 + your Constitution modifier if you have no more than half of
  your hit points remaining. These temporary hit points vanish
  when your rage ends or when you doff your spiked armor.
  Optional Rule: Overrun Benefits
  If your DM allows the Overrun option from page
  272 of the Dungeon Master's Guide, the following
  features also provide these benefits:
  Battlerager Armor. While you are wearing spiked
  armor, any successfully Overrun checks you
  make causes the opposing creature to take
  damage from your spiked armor.
  Battlerager Charge. You gain one free use of
  Overrun when you use the Dash action.
  8
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  Path of the Totem Warrior (Tiger)
  If you follow the Path of the Totem Warrior from the Player's
  Handbook, you have access to two additional spirit options,
  Elk and Tiger. To see every feature gained from this Primal
  Path, see page 50 of the Player's Handbook. To see the Elk
  totem spirit options, see page 122 of the Sword Coast
  Adventurer's Guide.
  Totem Spirit
  As with the spirits in the Player's Handbook, this revised
  option requires a physical marking or object the incorperate
  the spirit option chosen. Additionally, you may have physical
  attributes that emphasize your totem spirit, such as catlike
  eyes or striped birthmarks or tattoos.
  If Tiger totem spirits do not align with you or it from your
  homeland, you can always chose a similar animal to represent
  it. You could chose animals like jaguar, lion, or panther over a
  tiger.
  Tiger. While raging, your unarmed strikes gain the finesse
  property and deal 1d4 + your Strength modifier slashing
  damage, and you can add 10 feet to your long jump distance
  and 3 feet to your high jump distance. The spirit of the tiger
  empowers your leaps and strikes.
  Aspect of the Beast
  These options are available to you when you choose a totem
  animal at 6th level.
  Tiger. You gain proficiency in two skills from the following
  list: Athletics, Acrobatics, Stealth, and Survival. From the two
  chosen skills, choose one to permanently gain double your
  proficiency bonus to any ability check made using it. The tiger
  spirit hones your survival instincts.
  Totemic Attunement
  These options are available to you when you choose a totem
  animal at 14th level.
  Tiger. While raging, if you move at least 20 feet in a straight
  line towards a target that is one size larger than you or
  smaller right before making a melee weapon attack against it,
  you can use a bonus action to make an additional melee
  weapon attack against the target. If the additional melee
  weapon attack would be an unarmed strike, you can make two
  attacks with your unarmed strikes instead.
  Martial Archetype
  Fighters in the Forgotten Realms come in many forms. One
  key option, in addition to those in the Player's Handbook, is
  being a Purple Dragon Knight from Cormyr. Although, a
  Banneret would prove an equal title for those who aren't part
  of Cormyrean Knighthood or reside in other realms.
  Purple Dragon Knight
  Purple Dragon Knight allows for you to be the supportive
  knight or banneret that is both charismatic and inspiring that
  the original intended to be.
  Restriction: Knighthood
  Purple Dragon Knights are tied to a specific order of the
  Cormyrean Knighthood. Banneret serves as the generic name
  for this martial archetype in other campaign settings or
  modelling other warlords of Faerûn.
  Purple Dragon Knight Features
  Fighter Level
  Features
  3rd
  Bonus Proficiency, Banner, Rallying Cry
  6th
  Royal Envoy
  10th
  Inspiring Act, Lead the Charge
  15th
  Bulwark
  Bonus Proficiency
  When you choose this archetype at 3rd level, you gain
  proficiency in one of the following skills of your choice:
  Animal Handling, Insight, Intimidation, Performance, or
  Persuasion. Alternatively, you learn one language of your
  choice.
  Banner
  At 3rd level, you can craft a banner, or use an existing one, to
  represent your order. It can be held in one hand and weighs 6
  pounds. Furling or unfurling the banner requires an action.
  While your banner is unfurled and you are not incapacitated,
  you and all allies within 10 feet of you gain a +1 bonus on
  saving throws against being charmed or frightened, provided
  they can see your banner.
  If your banner is lost or destroyed, you can make a new one
  using 50 gp in raw materials and a skill check using Weaver’s
  Tools over the course of an hour or a short rest.
  The banner's unfurled bonus increases by 1 and its range
  increases by 10 feet at 7th and 18th level.
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  Rallying Cry
  Starting at 3rd level, when you use your Second Wind feature,
  you can choose a number of non-hostile creatures up to your
  Charisma modifier (minimum of 1) within 60 feet of you that
  can see or hear you. Each one gains temporary hit points
  equal to your fighter level for 1 minute.
  If you are holding your banner while using this ability, it is
  unfurled, and you aren't incapacitated, each one of those allies
  within the banner's range gains additional temporary hit
  points equal to your Charisma modifier (minimum of +1) .
  Royal Envoy
  Starting at 7th level, your discipline and attention to detail in
  social situations causes you to gain proficiency in Charisma
  saving throws. If you already have this proficiency, you instead
  gain proficiency in Intelligence or Wisdom saving throws
  (your choice) .
  In addition, you learn two languages of your choice.
  Inspiring Act
  Starting at 10th level, whenever you use your Action Surge
  feature or score a critical hit with a weapon attack, you can
  immediately choose one allied creature within 30 feet of you
  that can see or hear you. That creature gains temporary hit
  points equal to your Charisma modifier (minimum of 1) that
  last for 1 minute. It can also use its reaction to immediately
  make one weapon attack or cast a cantrip with a casting time
  of 1 action.
  The range, number of allied creatures you can target, and
  number of temporary hit points they gain are doubled at 18th
  level.
  Lead the Charge
  Beginning at 10th level, if your banner is unfurled, you and all
  allies within the banner's range gain a bonus to initiative rolls
  equal to your banner's unfurled bonus.
  Bulwark
  Starting at 15th level, whenever you use your Indomitable
  feature to reroll a saving throw and you aren’t incapacitated,
  you can immediately choose one allied creature within 30 feet
  of you that can see or hear you that failed the same effect.
  Both you and that creature reroll the saving throw and must
  use the new rolls.
  Optional Rules: Honor and Sanity
  If your DM allows either the Honor or Sanity ability
  score options from pages 264-265 of the Dungeon
  Master's Guide, the following effects are granted to
  Purple Dragon Knights:
  Honor Ability Score. You can use your Honor
  modifier instead of Charisma modifier for
  features gained from this martial archetype, and
  Royal Envoy grants you either Charisma or
  Honor saving throw proficiency (your choice).
  Sanity Ability Score. Your Rallying Cry, Inspiring
  Act, and Bulwark features also grant target allies
  a bonus to Sanity saving throws equal to your
  banner's unfurled bonus if they are within the
  banner's range for 1 minute.
  Otherwordly Patron
  Death is prevelant in the Forgotten Realms. There are two
  ways to accept this fact. Either one embraces the natural
  order of things or tries to prevents it with undeath through
  some necromantic means. Warlocks have the following
  Otherworldly Patron options, in addition to those in the
  Player's Handbook.
  Raven Queen
  The Raven Queen is a mysterious elven being that rules the
  Shadowfell from her palace of ice. She views the realm with
  anticipation of each creature’s death to ensure its end the
  proscribed time and place alongside the wouldbe power
  gained for it. Her ability to reach into the Material Plane is
  limited, yet she has influenced its inhabitants to become
  clerics and warlocks to serve her and enforce her will.
  Warlocks of the Raven Queen often receive visions and
  whispers from their patron in their dreams and meditations,
  sending them on quests and warning them of impending
  dangers. Those who worship her are said to serve her in
  death within her realm.
  Until that fated day, her servants must address her concerns.
  She hates intelligent undead and will not stand for those who
  seek to cheat dead through undeath or other forms of
  immortality. The mindless undead are minor nuisances at
  best, yet their true death would please her all the more. Orcus
  seems to be one of her greatest concerns.
  The Raven Queen patron comes from the Unearthed
  Arcana: Warlock & Wizard article. The Eldritch Invocations
  options related to it are unchanged.
  Raven Queen Features
  Warlock
  Level
  Features
  1st
  Expanded Spell List, Sentinel Raven,
  Sorrowbound
  6th
  Queen's Death Warrant, Soul of the Raven
  10th
  Raven's Blessed Ward
  14th
  Queen's Right Hand
  Expanded Spell list
  Blessed by the Raven Queen, she lets you choose from an
  expanded list of spells to learn as warlock spells.
  Raven Queen Expanded Spells
  Spell level
  Spells
  1st
  false life, sanctuary
  2nd
  gentle repose, 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 counts as your familiar for
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  the purpose and effects of the find familiar spell, but you
  cannot dismiss it forever. Its maximum hit points is equal to
  your warlock level x 3 .
  While the raven is perched on your shoulder, you gain a
  bonus to your passive Perception score and to Wisdom
  (Perception) checks equal to your Charisma modifier
  (minimum of +1) .
  For the raven, while it is perched on your shoulder, creatures
  have disadvantage on any attacks or harmful effects that only
  target it, and it gains resistance to necrotic damage and
  bludgeoning, piercing, and slashing damage from nonmagical
  weapons. Only you or those creatures you allow can cast
  spells that only target it without disadvantage.
  The raven doesn't require sleep. While it is within 100 feet
  of you, using its bonus action, it can awaken you from sleep.
  The raven vanishes when it dies, if you die, or if the two of you
  are separated by more than 5 miles. If your raven is slain by a
  creature, you gain advantage on all attack rolls against the
  killer until your next long rest.
  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 from a nearby shadow.
  If you later get the Pact of the Chain feature, you gain a
  second raven spirit to command. In combat, both ravens use
  the same initiative and act on the same turn. Both ravens
  reappear if you call them back at end of a short or long rest. If
  you have both ravens perched on your shoulders, the benefits
  they grant do not stack.
  Sorrowbound
  Starting at 1st level, you learn the toll the dead cantrip, and
  you gain darkvision with a range of 30 feet unless you already
  have a form of darkvision.
  While your raven is perched on your shoulder, the range of
  your darkvision increases by an additional 30 feet.
  Queen’s Death Warrant
  Starting at 6th level, when you cast a warlock spell of 1st-level
  or higher that deals cold or necrotic damage to undead, you
  deal additional damage equal to your Charisma modifier
  (minimum of +1) of that spell's damage type only to the
  undead creatures.
  Soul of the Raven
  At 6th level, you gain the ability to merge with your raven
  spirit. As a bonus action, while your raven is perched on your
  shoulder, your body merges with your raven's form.
  While merged together, your game statistics are replaced by
  the statistics of a raven, but you retain your hit dice, hit points,
  alignment, personality, and Intelligence, Wisdom, and
  Charisma scores. You also retain all of your skill and saving
  throw proficiencies, in addition to gaining those of the raven.
  If the raven has the same proficiency as you and the bonus in
  its stat block is higher than yours, use the raven’s bonus
  instead of yours. You can only use your action to Dash,
  Disengage, Dodge, Help, Hide, or Search. You also gain all
  benefits of your raven being perched on your shoulder.
  As an action, or if you have 0 hit points, you and the raven
  return to normal. You can only merge with one of your ravens
  at a time.
  Raven’s Blessed Ward
  At 10th level, the Raven Queen grants you and your followers
  a protective blessing. You gain advantage on death saving
  throws, resistance to cold damage, and immunity to being
  frightened.
  If you command your raven to perched on a willing
  creature’s shoulder, that creature gains a telepathic link with
  you while within 100 feet of you, and it and the raven gain all
  the benefits of having your raven perched on your shoulder,
  using your Charisma modifier for any bonuses.
  Additionally, while merged with your raven, you gain
  immunity to necrotic damage.
  Queen's Right Hand
  Beginning at 14th level, you become one of the Raven Queen’s
  great consorts, granting access to a blessing of true grandeur.
  Once per long rest, you can cast the finger of death spell,
  without expanding a spell slot, that ignores necrotic
  resistances if the target is undead. Creatures you kill using
  this spell in this way cannot be raised as undead.
  Undying
  Death holds no sway over your patron, who has unlocked the
  secrets of everlasting life through undeath. That is the true
  price of this prize. Devoting yourself to this patron allows you
  to become an effective wielder of necromancy and gain the
  sustainability akin to the undead.
  In the Forgotten Realms, some Undying patrons include
  Larloch, the Shadow King; Gilgeam, the God-King of Unther;
  and Atropus, the World Born Dead. You could delve further in
  your studies a choose such undead as an Alhoon, an Atropal,
  or a Dracolich to be your Undying patron.
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  Undying Features
  Warlock
  Level
  Features
  1st
  Expanded Spell List, Amongst the Dead,
  Persistent Life
  6th
  Defy Death, Undying Nature
  10th
  Indestructible Being
  14th
  Spreading the Undeath
  Expanded Spell list
  Drawing from the Undying, you can now choose from an
  expanded list of spells to learn as warlock spells.
  Undying Expanded Spells
  Spell level
  Spells
  1st
  false life, ray of sickness
  2nd
  blindness/deafness, silence
  3rd
  life transference, speak with dead
  4th
  aura of life, death ward
  5th
  cloudkill, raise dead
  Amongst the Dead
  Starting at 1st level, you learn the spare the dying cantrip as a
  warlock cantrip, and you may use it on undead. You also have
  advantage on saving throws and effects against diseases.
  Additionally, you are permanently affected by the sanctuary
  spell against only undead. If you make an attack or cast a spell
  that affects an undead creature, that creature is not affected
  by the spell for the next 24 hours. Any undead that makes the
  Wisdom saving throw are also immune to it for 24 hours.
  Persistent Life
  Starting at 1st level, on your turn, you may use a bonus action
  to regain hit points equal to 1d8 + your warlock level. If you
  put a severed body part of yours back in place when you use
  this feature, it reattaches.
  Once you use this feature, you can't use it again until you
  finish a short or long rest.
  Defy Death
  Starting at 6th level, you can regain hit points equal to 1d8 +
  your Constitution modifier (minimum of 1 hit point) when you
  succeed on a death saving throw or when you stabilize a
  creature with spare the dying.
  Once you use this feature, you can't use it again until you
  finish a short or long rest.
  Undying Nature
  Starting at 6th level, you have resistance to necrotic damage,
  and when you cast a spell that deals necrotic or poison
  damage you can add your Charisma modifier (minimum of 1)
  to one of the damage rolls of that spell against one of its
  targets.
  Indestructible Being
  When you reach 10th level, your patron imbues you with the
  powers to become an everlasting worshipper. You gain the
  following benefits:
  For every 10 years that pass, you age only 1 year, and you
  cannot be magically aged.
  You can hold your breath indefinitely.
  You don’t require food or water to survive, but you may still
  eat and drink if you wish.
  You are immune to poison and diseases.
  You gain a bonus to death saving throws equal to your
  proficiency bonus.
  You may reattach severed body parts as part of a short or
  long rest, but you must spend one or more Hit Dice to gain
  the benefit on short rests.
  Spreading the Undeath
  When you reach 14th level, your soul is empowered by the
  pact with your patron to aid in the effort to amass grim
  followers. You learn the animate dead spell as a warlock spell.
  When you cast animate dead, you can target one additional
  corpse or pile of bones, creating another zombie or skeleton,
  as appropriate.
  You can cast this spell a number of times equal to your
  Charisma modifier per long rest.
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  Arcane Tradition
  Elven wizards in the Forgotten Realms have the following
  Arcane Tradition option, in addition to those in the Player's
  Handbook, that takes advantage of their natural dexterity in
  times of war.
  Bladesinger
  Bladesingers are elves who bravely defend their people and
  lands in times of war. This arcane tradition allows for you to
  be the exquisite swordmage by using a series of intricate,
  elegant manuevers that fend off harm and allow the you to
  channel magic into devastating strikes and cunning defenses.
  Restriction: Elves Only
  Only elves and half-elves can choose the bladesinger arcane
  tradition as it is a closely guarded secret in Faerûn.
  Your DM can lift this restriction to better suit the campaign
  in mind. The restriction reflects the story of bladesingers in
  the Forgotten Realms, but it might not apply to your DM's
  setting or your DM's version of the Realms.
  Bladesinger Features
  Wizard Level
  Features
  2nd
  Training in War and Song, Bladesong
  6th
  Extra Attack
  10th
  Song of Celerity, Song of Defense
  14th
  Song of Victory
  Training in War and Song
  When you adopt this tradition at 2nd level, you gain
  proficiency with light armor and two one-handed melee
  weapons of your choice. If you're proficient with a simple or
  martial melee weapon, you can use it as a spellcasting focus
  for your wizard spells.
  You also gain proficiency in the Performance skill if you
  don't already have it.
  Bladesong
  Starting at 2nd level, you can invoke a secret elven technique
  called the Bladesong as a bonus action. While your Bladesong
  is active, you gain the following benefits if you aren't wearing
  medium or heavy armor or using a shield:
  You gain a bonus to your AC equal to your Intelligence
  modifier (minimum of +1) .
  Your movement speed increases by 10 feet.
  You have advantage on Dexterity (Acrobatics) checks.
  You gain a bonus to any Constitution saving throw you
  make to maintain your concentration on a spell. The bonus
  equals your Intelligence modifier (minimum of +1) .
  Your Bladesong lasts for 1 minute. Your Bladesong ends
  early if you are knocked unconscious, if you don medium or
  heavy armor or a shield, or if you use two hands to make an
  attack with a single weapon. You can also dismiss your
  Bladesong at any time you choose as a bonus action.
  You can use this feature twice. You regain these uses each
  time you complete a short or long rest.
  The number of uses increases by 1 at 14th level.
  Extra Attack
  Starting at 6th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  Song of Celerity
  Starting at 10th level, whenever combat stirs, you can act
  unnaturally fast. Whenever you roll for initiative and aren't
  surprised, you can choose to immediately invoke your
  Bladesong.
  In addition, whenever you make a melee attack against a
  creature while your Bladesong is active, that creature can't
  make opportunity attacks against you for the rest of your turn.
  Song of Defense
  Beginning at 10th level, you can direct your magic to absorb
  damage. While your Bladesong is active, whenever you take
  damage, you can use your reaction to expend one spell slot
  and reduce the damage you take by an amount equal to five
  times the spell slot's level.
  Song of Victory
  Starting at 14th level, while your Bladesong is active, you add
  your Intelligence modifier (minimum of +1) to the damage of
  your melee weapon attacks.
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  14
  
  Chapter 3 - Racial Feats
  G
  oing through adventures and leveling up in a
  class is the main way a character evolves
  during a campaign. Some DMs also allow the
  use of feats to customize a character (See
  Chapter 6, "Customization Options," of the
  Player's Handbook) . The DM decides whether
  they're used and may also decide that some
  feats are available in a campaign and others aren't.
  This section introduces a collection of special feats each
  associated with a race from the Forgotten Realms, as
  summarized in the Racial Feats table. I also recommend
  Expanded Racial Feats by Adam Bradford for more racial
  feats.
  Racial Feats
  Race
  Feat
  Goliath
  Adaptive Nature
  Dragonborn
  Dragon Wings
  Dwarf (Orecutter)
  Dumathoin's Blessing
  Genasi
  Extra Manifestation
  Gnome (Forest)
  Gnomish Distraction
  Human
  Human Determination
  Human
  Human Perseverance
  Adaptive Nature
  Prerequisite: Goliath
  Your ability to adapt can momentarily aid you. You gain the
  following benefits:
  Increase your Strength or Constitution score of your
  choice by 1, to a maximum of 20.
  Whenever you see an allied creature succeed on a skill
  check or saving throw, you can use your reaction to gain
  advantage to the next roll you make for that skill or saving
  throw until the end of your next turn.
  Dragon Wings
  Prerequisite: Dragonborn
  Either suddenly or overtime, you sprout forth a pair of
  draconic wings. You gain the following benefits:
  Increase your Dexterity, Constitution, or Charisma score of
  your choice by 1, to a maximum of 20.
  With your wings, you have a flying speed of 20 feet if you
  aren't exceeding your carrying capacity and aren't wearing
  heavy armor.
  Dumathoin's Blessing
  Prerequisite: Dwarf (orecutter)
  You have been blessed by Dumathoin, granting you greater
  stone spellcasting. You learn the magic stone cantrip. You can
  also cast both Maximilian's earthen grasp and the stone shape
  spells once per long rest. Wisdom is your spellcasting ability
  for these spells.
  Extra Manifestation
  Prerequisite: Genasi
  You suddenly produce another elemental manifestation.
  Choose another subrace of Genasi. You gain your chosen
  subrace's Ability Score Increase and another trait of your
  choice. You also gain the subrace title related to your
  elemental combination from the list below:
  New Form
  Elemental Manifestations
  Dust
  Air and Earth
  Ice
  Air and Water
  Magma
  Earth and Fire
  Ooze
  Earth and Water
  Smoke
  Air and Fire
  Steam
  Fire and Water
  You can select this feat multiple times. Each time you do so,
  you must choose a different subrace of Genasi. Work with
  your DM for fun titles to relate to your elemental
  combinations.
  Gnomish Distraction
  Prerequisite: Gnome (Forest)
  Your natural trickster antics can be used for grand
  distractions. You gain the following benefits:
  Increase your Intelligence score of your choice by 1, to a
  maximum of 20.
  Once per short or long rest, as an action, choose one
  creature you can see within 60 feet of you. The target must
  make an Intelligence saving throw (DC 8 + your
  Intelligence modifier + your proficiency bonus) , or it thinks
  it's perceiving a threatening creature just out of its sight;
  until the end of your next turn, it can't use reactions, and
  melee attack rolls against it have advantage.
  Human Determination
  Prerequisite: Human
  Your sheer determination can draw the unreachable within
  your reach. You gain the following benefits:
  Increase an ability score of your choice by 1, to a maximum
  of 20.
  You gain a +1 bonus to all saving throws.
  Human Perseverance
  Prerequisite: Human
  You are filled with a will to persevere that pushes your
  endurance to survive. You gain the following benefits:
  Increase your Constitution score of your choice by 1, to a
  maximum of 20.
  Whenever you fail a death saving throw, you gain
  advantage on death saving throws for the next 3 rounds.
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  Appendix A: Designer Notes
  G
  reetings, I have always been interested in the
  options provided by the Sword Coast
  Adventurer's Guide since it was the first
  additional book for this edition of Dungeons &
  Dragons, but it always felt underwhelming in
  its balance and emphasizing a theme. I, along
  with countless other players and many DMs,
  have agreed that a revision should occur, and that revision
  should not replicate the issues with the original. Thus, I
  created this overall revision as of January of 2019.
  I started my revisions with the two added options that
  needed it most, Path of the Battlerager and Purple Dragon
  Knight. I consulted the previous editions of this game to find
  what was already captured in their ideas and what was
  forgotten. I avoided to include unchanged options from the
  book to allow you to see what else is presented with its pages
  that don't need revisions made to them, e.g. Way of the Long
  Death for monks.
  Bladesinger
  As the features go, the potential of the class does not seem to
  scale as well as the other arcane traditions provided in both
  the Player's Handbook and Xanathar's Guide to Everything.
  The benefits of playing a bladesinger seemed to help Eldritch
  Knight more than the wizard as it was intended to. The
  Bladesong feature proves useful, but the rest of the features
  may need to be improved or additional features may need to
  be added to support playing this arcane tradition in longer
  campaigns.
  For 2nd level, you are granted two features. Training in War
  and Song did not provide enough support to capture the
  bladesingers that are described to utilize multiple styles as
  described under the Bladesinger Styles section (page 142 of
  Sword Coast Adventurer's Guide). A health increase would
  prove troublesome with the utility and defensive at the
  wizard's fingertips. Bladesong is the defining feature of this
  archetype, and it is great on its own. However, I saw a need to
  have it occur more often, or, at least, it should last longer than
  how it starts at 2nd level at later levels. I believe additional
  uses could solve both issues. Although, two uses proves to be
  enough uses at lower levels through playtesting.
  The Extra Attack at 6th level helps the bladesinger being a
  front line spellcaster. If I were to change it, then I think I
  would cause the Eldritch Knight to be competing with it more
  than it should. An additional feature at 6th level may overload
  the early benefits of the arcane tradition, so I decided,
  alongside the feedback I obtained, to include additional
  features at later levels, i.e. 10th level.
  At 10th level, the Song of Defense proves great for
  bladesingers in reducing damage taken akin to Monk's Slow
  Fall feature. It should not be changed. Although, I did include
  another feature to be gained at this level to aid with the
  previously mentioned issues. Upon researching previous
  implementations of the Bladesinger in other editions of
  Dungeons & Dragons, I found another song that bladesinger
  used to utilize. Song of Celerity would aid in the lack of
  mobility benefits that bladesinger had. I thought about using
  this song to aid in my revision to this arcane tradition. User
  HerpDerp1909 (/u/HerpDerp1909) provided a great
  solution to include this would-be feature without overstepping
  the benefits of your Bladesong. However, I did not wish to take
  away from War Magic wizards, so I did not include the
  initiative bonus equal to your Intelligence modifier. I did
  include the other minor suggestions from other reddit users to
  have it perform something similar to Swashbuckler's Fancy
  Footwork to allow for Bladesingers to get in, attack, and leave
  in an easier fashion. This feature also frees the first bonus
  action on the first turn of combat to not need to activate
  Bladesong unless surprised.
  The final benefit of being a bladesinger comes from Song of
  Victory. With my current feedback on this revision, I realized
  the true potential of this feature. Since Dexterity proves
  important to this arcane tradition in addition to Intelligence, I
  understand how replacing more of the need for Dexterity
  would be undermining it due to how it's presented in both
  features and lore. I decided, like the Extra Attack, to leave it
  unchanged. Furthermore, with the current revisions, the later
  levels are supported more than before, so it does not need to
  change.
  Path of the Battlerager
  Battlerager, what an interesting concept, your armor is your
  weapon. However, the Spiked Armor was restrictive, and the
  features don't take advantage of the description of the primal
  path. This leads to competition with the Path of the Berserker,
  so I tried to solve both issues by making Battlerager unique in
  the face of the other primal paths while being interesting in its
  features.
  Starting strong, Battlerager armor is not necessarily a
  terrible feature. Yet, the Spiked Armor is its own armor rather
  than a modified version of an existing armor. What if you were
  to wear a dire porcupine's hide, or utilize my dwarven features
  to apply spikes to an armor that provides a better AC than 14
  + your Dex (max. +2)? In addition, why do you only do a set 3
  damage when you are in a grappling situation? These were
  the questions answered in my revision. In addition, Dwarven
  Upkeep provides a way to emphasize the dwarven
  craftsmanship and upkeep of the armor you will be wearing.
  In the heat of combat, quick, repair that gap in my armor in
  between rages.
  At 6th level, Spiked Retribution fits perfectly rather than a
  14th-level feature. A simple benefit to something you would
  want to be able to do early on. However, I rebalanced it by
  making it a reaction-based attack to increase damage and
  involvement of the player. The Reckless Attack benefit is to
  capture what was lost with the removal of the Reckless
  Abandon feature. Battlerager Charge has similar issues as it
  proved better as an earlier feature rather than a lackluster
  later one. However, it received an additional benefit since I
  removed Reckless Abandon, and it pairs well with the existing
  benefits of the feature without overpowering it.
  At 10th level, I added the Piercing Spikes feature to enhance
  one's spiked armor without needing to delve into the crafting
  items area. For what I researched, most players enjoy a
  Battlerager that is mobile on the battlefield. This reflects the
  changes to Battlerager Charge I mentioned earlier, but it also
  comes into play with this feature. After using the Dash action,
  you can deal more damage to structures to burst into
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  an area your party needs to be as long as you can break
  through the materials of said structures. You are now a living
  battering ram, and I believe that can lead to some entertaining
  situations and creative combat strategies.
  Lastly, at 14th level, I changed Battlerager Vigor to be more
  in line with maintaining a presence on the battlefield. I
  decided to base this idea on Barbarian's Relentless Rage
  feature alongside temporary hit points. If this is a concern in
  your D&D games, then I suggest changing the temporary hit
  points it also provides to the player to regaining hit points
  instead.
  Path of the Totem Warrior (Tiger)
  Although the Elk totem spirit option proves useful and does
  not need revisions, the Tiger totem spirit option is severely
  lacking in comparison to Elk and the other totem spirit
  options within the Player's Handbook.
  Without changing the benefits too much, I have decided to
  increase the intended benefits at 3rd and 6th level. I
  empowered their unarmed strikes while raging to be that of a
  tiger's claws. The additional skill proficiencies are welcomed,
  yet expertise in at least one of the chosen skills would truly
  hone one's survival instincts. The problem lied with a similar
  benefit in a feat, the Skilled feat, proves to be the better option
  for since it offers three skill proficiencies rather than two.
  Finally, I made their pounce-like ability matter at 14th-level. I
  accounted for size category for D&D games that create and/or
  use Large playable races alongside things would become
  Large, e.g. being under the effects of the Enlarge/Reduce spell.
  A tiger strikes quickly with its claws, so the additional attacks
  are increase for unarmed strikes made with it. Since it is a
  14th-level feature, the concern about multiclassing in Monk is
  lessened by having a max damage die of a d6 over a full Monk
  with d10 damage dies for monk weapons and unarmed
  strikes.
  Altogether, Tiger is now a viable totem spirit option. It
  captures this niche role, and it proves great when mixing
  alongside other totem spirit options.
  Purple Dragon Knight (Banneret)
  With the release of Xanathar's Guide to Everything, it proved
  that Cavalier would be the better option for a supportive
  fighter that overshadows this one alongside the Battle Master
  from the Player's Handbook. It's unfortunate then, this martial
  archetype in the original conveyed a supportive fighter option
  that uses Charisma without delving fully into it. This revision
  goes headfirst into that archetype. A Charisma-based fighter
  that rallies his/her allies.
  For 3rd level, most martial archetypes provide two, and
  usually key, features to represent themselves. Purple Dragon
  Knight/Banneret only had one, Rallying Cry. Additionally, a
  constant benefit would prove enticing instead of relying only
  on modifying class features that every fighter gets. Thus, I
  created the Banner feature to give the Banneret . . . a banner. It
  is similar to a paladin's aura, yet relies on the Banner being
  unfurled (unraveled and open) . Returning to Rallying Cry, to
  have it be Charisma-based rebalances the feature to have the
  fighter focus on improving their Charisma score in addition to
  their other ability scores like how Eldritch Knight has to focus
  on their Intelligence score. The temporary hit point benefit
  solves the original issue with the feature on how it relied on
  your allies being damaged to heal them. The
  conversion to temporary hit points takes from the Inspiring
  Leader feat idea alongside using the new Banner feature to
  empower it. The last thing I added to 3rd level was a Bonus
  Proficiency feature to coincide with similar martial archetypes
  like Cavalier and Samurai. I based the skill options from
  Royal Envoy's skill options.
  Royal Envoy is a decent 7th-level feature, yet an envoy serves
  to be a diplomatic messenger. I also need to make up for the
  Bonus Proficiency feature I added. How can one be diplomatic
  without being able to communicate properly? The proficiency
  in Charisma saving throws is solid to maintain control in
  social encounters and mind-affecting spells, yet a language
  barrier will exist at some points. The two language fluencies
  serve to solve that issue without overpowering the feature
  with more skill proficiencies or advantage/bonus on Charisma
  (Persuasion) checks.
  The main issue with reaching 10th level in this martial
  archetype is that Inspiring Surge, now called "Inspiring Act,"
  is a slightly better Commander's Strike maneuver that occurs
  severely less often (Banneret's 1/rest vs. Battle Master's 3 or
  more/rest) . Improving the benefit with more occurrences and
  a temporary hit point benefit proves to be the best option. The
  temporary hit point is similar to the Rally maneuver, and the
  truly inspiring critical hit benefit reflects the excitement in the
  players when a natural 20 is rolled. Lead the Charge furthers
  the lacking later features of this archetype (no 18th-level
  feature). It serves to be a sort of ribbon feature to reward the
  player for playing this far while reinforcing the rallying effects
  of your Banner.
  Bulwark was an odd feature when it is initially described.
  The concept was clear, yet how often would you use this
  feature? Intelligence is the least common ability saving throw
  to occur in the game, Charisma saving throw fails are very
  rare for this archetype, and Wisdom would be the only ability
  saving throw that proves worthwhile. Thus, I opened it up to
  all abilities. When you hear someone tell you something like
  "You have survived worst, come on!" or "Tough it, sport! A few
  more blows at this monster will fall.", they can rally you to
  capture some inner strength, further your adrenaline, or push
  through pain.
  The 18th-level benefits of this archetype empower earlier
  features. This is fine as it subtly caps the concept of this
  archetype. You empower your party throughout rallies, so
  furthering that empowerment to Banner and Inspiring Act
  does not prove lackluster. If you believe a change is needed to
  incorporate further 18th-level rewards, then I suggest
  increasing Bulwark at 18th to target two allies that failed the
  same saving throw. Another benefit could be the Banner's
  unfurled bonus could apply to all Intelligence, Wisdom, and
  Charisma saving throws rather than those of being charmed
  or frightened to emphasize how much rallying force you have
  holding your Banner.
  I also added optional rulings for D&D games that involve
  Honor and Sanity ability scores. An honorable Banneret is
  similar enough to a charismatic Banneret to be used
  interchangeably. For Sanity, the mental effects of rallying
  allies can have a profound effect of continuing onward
  through an inner determination from this guy/girl holding a
  flag with numerous supportive speeches.
  Raven Queen
  The Raven Queen patron comes from the Unearthed Arcana:
  Warlock & Wizard article. For a lacking of better terms, it did
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  not seem to perform well. This underperformance was to such
  a degree that Wizards of the Coast considered Hexblade
  patron to be the successor of the two like Cavalier being
  mixed with Knight during its Unearthed Arcana playtesting
  phase. However, the problem with that argument is that
  Hexblade's abilities are unique to Hexblade and don't
  incorporate Raven Queen abilities in any way. The flavor of the
  Raven Queen offering these patron weapons isn't unique to
  her. In Forgotten Realms, a Hexblade's patron weapon could
  have been formed from any of the other patron options. In 4th
  Edition, Hexblade players could gain mechanical benefits for
  having their weapons being of the archfey, great old ones,
  fiends, and more. These facts alongside the core concept
  presented in this Otherworldly Patron option has lead to this
  revision.
  To start things off, the core concept of this patron should be
  explained. The Raven Queen was an elven ice sorceress made
  patron deity. She loathes undead as they represent the
  prevention in the natural order of life and death in all living
  beings. When a warlock makes a pact with her, they take on
  her aspects of ice magic, divination through death, and
  maintaining the order of the natural balance like grave
  domain clerics. This differs greatly from other Otherworldly
  Patron options, especially Undying, so this is where her
  unique option makes its presence justified in this campaign
  setting. It is perfectly fine to ignore this option in other
  campaign settings. Without further delay, let us discuss the
  changes from the Unearthed Arcana version.
  At 1st level, you gain the Sentinel Raven feature. Although it
  was a great feature for thematic purposes, I needed to
  restructure the raven familiar's benefits and bonus defenses
  from being perched on your shoulder to account for a RAW
  rule issue with Soul of the Raven at 6th level. The issue with
  be mentioned later when we get to 6th-level features. I also
  changed it to account for warlocks who would take the Pact of
  the Chain as their Pact Boon. Having multiple familiars is not
  an overly powered concept as the flock of familiars spell exists
  to create at least three more under a player's control for an
  hour. Additionally, this extra raven familiar's benefits are listed
  as such to prevent stacking with the other raven familiar. It is
  more to have one perched on your shoulder, while the other
  flies about.
  Although, having one a better than average familiar is not
  much of a 1st-level feature, so I created Sorrowbound based
  on 4th Edition's Raven Knight Sorrowborn epic tier feature.
  This way the player can have defensive, offensive, and utility
  effects at first level. As you may notice throughout the other
  features, this patron is less on power and more on utility.
  Sorrowbound adds a thematic offensive cantrip, toll the dead,
  and it provides darkvision benefits for all races without going
  overboard like Shadow Magic Sorcerer's superior darkvision
  benefit. It is just enough to entice players for further levels.
  At 6th level, we come to the major issue with the Unearthed
  Arcana version. Soul of the Raven would not have been an
  issue if Sentinel Raven did not make you incapacitated from
  being in raven form. As it was written, you would technically
  never be able to use the action to revert back to your original
  form since you were always incapacitated. This is why I fixed
  that glaring problem in my revision. Even if you disagree with
  my revision to Raven Queen, I highly suggest revising that
  yourself to prevent that situation. Again, this feature does not
  seem to provide enough for the level given, so I added another
  thematic feature, Queen's Death Warrant. Similar to
  a ribbon feature with only affecting undead, but it further the
  insurance of maintaining the natural order without adding too
  much alongside Soul of the Raven.
  At 10th level, I modified the benefits Raven's Shield provided
  to add a supportive element to this patron. As I mentioned
  prior, this patron does not focus on offensive capabilities as
  much as divination or defenses. I allowed Raven Queen
  warlocks to support their allies in ways that allow them to get
  a taste of what it is like playing this type of warlock. I also
  furthered the divination aspect by maintaining a telepathic
  link with the willing creature that received your raven. Much
  like a bird, you watch over your allies to prevent their harm as
  you would yourself.
  Lastly, at 14th level, I tweaked the benefits of a free use of
  the finger of death spell. That spell as it is written in the
  Player's Handbook, causes humanoids to become zombies,
  i.e. undead creatures, permanently under your control. Since
  the Raven Queen wants to rid the Realms of undead
  creatures, this would not make sense for what is received. I
  changed it to ensure death to fit her ideals. However, the
  damage can be lackluster if someone is resistant to necrotic
  damage, so I made it ignore said resistance to further its
  power over undead creatures with that resistance.
  Undying
  The Undying patron option for warlocks is strange. Sure, the
  benefits for playing one are not bad, yet those same benefits
  are frankly boring, lacking when less undead are around to
  encounter and they are not necessarily as strong the other
  patron options. In addition, since the release of Xanathar's
  Guide to Everything, I found several spells that would be
  perfect for a warlock with this patron to obtain. Thus, I
  attempted to implement changes to this Otherworldly Patron
  option to be more enticing while bringing it up to pair with the
  other patron options.
  Firstly, Amongst the Dead needed an update to its wording.
  It did not change much, yet it is now easier to understand that
  it was a sanctuary spell against only undead. In addition, I
  made it able to target undead since your ties to undeath are
  stronger than a necromancer but not as powerful in most
  cases. However, the spells granted by this patron should
  capture the patron. The spells silence, feign death, and legend
  lore was replaced with the spells gentle repose, life
  transference, and raise dead. The main spell that should have
  been there from the beginning was the raise dead spell due to
  the importance of a necromancer-themed warlock having the
  ability to, well, raise the dead.
  Secondly, almost half the patron options provide two 1st-
  level benefits. Amongst the Dead serves lackluster on its own
  without any undead, so I included a more universal benefit at
  that level by moving the Indestructible Life feature to 1st level
  and renamed it to sound less powerful. Although that feature
  may seem oddly powerful, the feature serves similar to a self-
  only casting cure wounds spell that can be used 1/rest.
  Clerics, especially Life Domain clerics, can already cause
  similar effects at the same level and to more people than
  themselves.
  At 6th level, the patron grants the Defy Death feature. It is a
  fine feature, yet, there could be more available at this level.
  That is where the Undying Nature feature comes into play.
  Although, I have changed it completely. Undying Nature,
  unlike any feature, has done before for this patron other than
  spells, provides a direct combat benefit. It's now a grim
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  reflection of the Radiant Soul feature that warlocks who have
  a Celestial Patron obtain.
  The 10th-level benefit has been moved, so what should be
  here? Well, I decided to include the original Undying Nature
  ribbons, minus the sleep benefit, here alongside some
  additional ones. Not needing to sleep does little to help when
  your class is centered around abusing rests to your advantage.
  Although, a bonus to death saves, reattaching body parts
  during rests, and immunity to poison and diseases do serve to
  better this final feature. The bonus to death saves isn't
  outright advantage, the reattaching body parts play into
  Persistent Life, and the immunities given are two less
  impactful options.
  The powerful ending to this patron was Indestructible life,
  which is not all too powerful nor interesting. Now that it is
  nicely at 1st level, what should this level provide? I decided to
  give these warlocks a latent necromancy benefit when
  conjuring undead. Necromancers may have better control over
  them. By Spreading the Undeath, the warlock can amass an
  undead to further protect themselves as is the theme to this
  patron option. After some insight provided by
  /u/SamuelWillmore, however, the amount of usage is
  restricted to the warlock's Charisma modifier/long rest.
  19
  
  Appendix B: Change Log
  Last Update: May 6th, 2019
  Version 1.6
  Added "Racial Feats" chapter.
  Moved Dumathoin's Blessing feat to this section.
  Added Half-Dwarves as a playable uncommon race.
  Added Eladrin and Shadar-Kai descent options for Half-
  Elf. In addition, there is now an Extra Language option for
  Avariel Descent and Sea Elf Descent.
  Added Monstrous Races section to chapter 1.
  Added Features tables for each revised subclass.
  Added 'Raven Queen' patron to Designer Notes section.
  Updated 'Purple Dragon Knight' notes in Designer Notes.
  Preface now mentions Elemental Evil's Player Companion
  options.
  Bladesinger
  Proficient weapons can be used as spellcasting foci for
  wizard spells.
  Tweaked Song of Celerity to include a persistent benefit.
  Purple Dragon Knight
  Added Bonus Proficiency at 3rd level.
  Restructured Banner and its benefits throughout features.
  Changed Royal Envoy to give Charisma save proficiency
  and two language fluencies instead.
  Simplified Rallying Cry to give allies temporary hit points.
  Lead the Charge now grants bonus to all allies within
  Banner's range.
  Raven Queen
  Added Sorrowbound at 1st level.
  Added Queen's Death Warrant at 6th level.
  Sentinel Raven considers Pact of Chain benefits, and the
  raven's defenses have been rebalanced for Soul of the
  Raven.
  Soul of the Raven now prevents a permanent raven form
  (mistake in UA article version) .
  Raven's Shield grants supportive benefits for allies.
  Queen's Right Hand now prevents undead creatures being
  created from the spell (Raven Queen hates undead) .
  Renamed Raven's Shield to "Raven's Blessed Ward" for
  thematic purposes.
  Version 1.5
  Added "Contents" title to Table of Contents.
  Added "Races of the Realm" chapter for revisions.
  Added some subraces for dwarves and elves from
  previous editions.
  Changed and updated Half-Elf Variant options.
  Moved subclass revisions to "Class Options" chapter.
  Version 1.4
  Updated Designer Notes section to reflect changes.
  Battlerager
  Battlerager Armor includes conditions for magical armor.
  Bladesinger
  Removed Hit Point Increase to Training in War and Song.
  Reduced Bladesong use increase to only 14th level.
  Totem Warrior
  Fixed grammatical errors with Tiger totem spirit.
  Undying
  Moved Indestructible Being to 10th level, Spreading the
  Undeath to 14th level, and added limited usage to
  Spreading the Undeath based on u/SamuelWillmore's
  suggestions.
  Version 1.3
  Compiled all SCAG revisions to one document/booklet
  with original SCAG cover art by Tyler Jacobson.
  Totem Warrior
  Changed Tiger totem spirit benefits.
  Undying
  Added Spreading the Undeath at 10th level.
  Added Indestructible Being at 14th level.
  Updated Amongst the Dead's wording.
  Modified Expand Spell options for Xanathar's Guide to
  Everything spell options.
  Changed Undying Nature and moved to 6th level.
  Moved Indestructible Life to 1st level and renamed it to
  "Persistent Life."
  Version 1.2
  Battlerager
  Added Piercing Spikes at 10th level.
  Changed Battlerager Vigor and Spiked Retribution
  benefits.
  Returned Battlerager Charge, improved it, and moved it to
  6th level.
  Removed Reckless Modification due to UA Reddit
  feedback from issues with balancing it.
  Bladesinger
  Increased the number of Bladesong uses at later levels.
  Changed Song of Celerity based on u/HerpDerp1909 's
  suggestion and moved it to 10th level.
  Added Hit Point Increase to Training in War and Song.
  Returned Song of Victory.
  Removed Persistent Song.
  Purple Dragon Knight
  Rebalanced Banner.
  Added Lead the Charge at 10th level.
  Version 1.1
  Battlerager
  Changed and/or combined existing features.
  Added Dwarven Upkeep at 3rd level.
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  ©Wizards of the Coast LLC.
  
  Added Reckless Modification at 10th level.
  Moved Spiked Retribution to 6th level.
  Bladesinger
  Improved existing features.
  Fixed wording with Bladesong.
  Removed Song of Victory.
  Added Persistent Song at 14th level and Song of Celerity
  at 6th level.
  Purple Dragon Knight
  Improved existing features.
  Renamed Inspiring Surge to "Inspiring Act."
  Added Banner at 3rd level.
  Version 1.0
  As presented in Sword Coast Adventurer's Guide (SCAG).
  21
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  ©Wizards of the Coast LLC.
  
  Welcome to
  Welcome to
  Welcome to
  Welcome to
  Welcome to
  the revised
  the revised
  the revised
  the revised
  the revised
  Sword Coast
  Sword Coast
  Sword Coast
  Sword Coast
  Sword Coast
  The Sword Coast Adventurer's Guide, created by
  Green Ronin Publishing, is a valuable resource for
  Dungeon Masters but not so much for players.
  This booklet contains some needed revisions to
  some character options contained within the
  original book.
  If you have any suggestions to improve the
  current revisions to this book, please go to this
  Unearthed Arcana subreddit link.
  For use with the fifth edition Player's Handbook,
  Monster Manuel, and Dungeon Master's Guide,
  this booklet provides revised character options
  from the Sword Coast Adventurer's Guide that
  better capture certain elements of the Sword
  Coast of Faerûn.
  Created using
  WWW.GMBINDER.COM
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Sword Coast Adventurer's Guide (SCAG) Revised v1.6.2.pdf