Artificer . . . by ?: You learn intricate methods for magically creating a special homunculus that serves you. You can cast the ''[[Spells/CreateHomunculus | create homunculus]]'' spell, except the material component is only 100 gp. In addition, by using your '__Bonus Action__', you can command it to attack or take another action. Otherwise, the homunculus uses the Dodge action. If you are [[Mechanics/Conditions#incapacitated | %condition%Incapacitated%%]], the homunculus can take any action of its choice.
WarlockHexblade . . . by ?: ''''''^1st-level Hexblade feature^'''''' [[<<]] ''''''^1st-level Hexblade feature^'''''' [[<<]] You acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. ''''''^6th-level Hexblade feature^'''''' [[<<]] ''''''^6th-level Hexblade feature^'''''' [[<<]] You are familiar with cursed objects. As an action, you can scrutinize an item. Make an Arcana check using your spellcasting ability modifier. The DC is based on the rarity of the item (see the Curse Bearer table). On a success, you can tell the item is cursed. If you exceed the DC by 5 or more, you also learn the nature of the curse, as well as any detrimental effects the item might have. ''''''^10th-level Hexblade feature^'''''' [[<<]] ''''''^14th-level Hexblade feature^'''''' [[<<]]
Cleric . . . by ?: Choose a creature type from aberration, celestial, elemental, fey, or fiend. When you use Turn Undead, you can also choose to affect creatures of that type. You can select this option multiple times.
Slayer . . . by ?: When you are hit by an attacker that you can see, you can use your reaction to halve the damage from the attack and any other attacks that hit you until the beginning of your next turn.
Rogue . . . by ?: While using Uncanny Dodge, when an attack still deals damage greater than or equal to your character level, you can switch places with a willing creature within 10 feet of you, and let them take the damage instead. The damage is still reduced by your Uncanny Dodge.
Warlock . . . by ?: You can keep an additional number of spells equal to your Warlock level + your Intelligence modifier as reserved spells. These spells are ones you are familiar with, but cannot readily cast. Whenever you finish a long rest, you can choose one known spell from this class and replace it with one of your reserved spells over the course of 10 minutes, provided they are of the same spell level and are both on the Warlock spell list. The reserved spell becomes a known spell, and the known spell is added to your reserved spells.
Paladin . . . by ?: Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver, and whenever you finish a long rest, you can replace any maneuvers you know with maneuvers from traditions you are proficient with of the same degree over the course of 10 minutes.
Ranger . . . by ?: Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver, and whenever you finish a long rest, you can replace any maneuvers you know with maneuvers from traditions you are proficient with of the same degree over the course of 10 minutes.
Marshal . . . by ?: Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver, and whenever you finish a long rest, you can replace any maneuvers you know with maneuvers from traditions you are proficient with of the same degree over the course of 10 minutes.
Fighter . . . by ?: Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver, and whenever you finish a long rest, you can replace any maneuvers you know with maneuvers from traditions you are proficient with of the same degree over the course of 10 minutes.
Bloodhunter . . . by ?: Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver, and whenever you finish a long rest, you can replace any maneuvers you know with maneuvers from traditions you are proficient with of the same degree over the course of 10 minutes.
Bard . . . by ?: You can keep an additional number of spells equal to your Bard level + your Intelligence modifier as reserved spells. These spells are ones you are familiar with, but cannot readily cast. Whenever you finish a long rest, you can choose one known spell from this class and replace it with one of your reserved spells over the course of 10 minutes, provided they are of the same spell level and are both on the Bard spell list. The reserved spell becomes a known spell, and the known spell is added to your reserved spells.
Barbarian . . . by ?: Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver, and whenever you finish a long rest, you can replace any maneuvers you know with maneuvers from traditions you are proficient with of the same degree over the course of 10 minutes.
ArcaneWarrior . . . by ?: Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver, and whenever you finish a long rest, you can replace any maneuvers you know with maneuvers from traditions you are proficient with of the same degree over the course of 10 minutes.
Adept . . . by ?: Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver, and whenever you finish a long rest, you can replace one maneuver you know with maneuvers from traditions you are proficient with of the same degree over the course of 10 minutes.
WarlockWyrm . . . by ?: * You have blindsight out to a range of 60 feet, or darkvision to a range of 120 feet, for 1 minute. If you already have blightsight or darkvision from another source, its range increases by 30 or 90 feet respectively.
WarlockTalents . . . by ?: You gain darkvision to a range of 120 feet. If you already have darkvision from another source, its range increases by 90 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision.
SorcererShadowSorcery . . . by ?: Starting at 1st level, you gain darkvision to a range of 120 feet. If you already have darkvision from another source, its range increases by 90 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision.
RogueTalents . . . by ?: You gain darkvision to a range of 120 feet. If you already have darkvision from another source, its range increases by 90 feet.
RogueSeeker . . . by ?: At 17th level, your senses have been honed to supernatural levels. You gain darkvision to a range of 120 feet. If you already have darkvision from another source, its range increases by 90 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision. Additionally, you can see into the ethereal plane out to a distance of 30 feet. Additionally, if a creature is an enemy of your faith, you can see them if they are invisible, you can see their true form if they are a Shapechanger, and you can see if they are concealed by Illusion or Transmutation magic while the creature is within 30 feet of you and within line of sight.
PaladinHellknight . . . by ?: As an action, you infuse yourself with the essence of the lower planes. For 1 hour, you gain resistance to fire damage, and you gain darkvision to a range of 120 feet. If you already have darkvision from another source, its range increases by 90 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision.
FighterDragoon . . . by ?: * You have darkvision out to 60 feet. If you already have darkvision from another source, its range increases by 30 feet.
FighterArcaneArcher . . . by ?: At 10th level, you gain darkvision to a range of 120 feet. If you already have darkvision from another source, its range increases by 90 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision.
Druid . . . by ?: * You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. You also gain darkvision at a range of 60 feet. If you already have darkvision from another source, its range increases by 30 feet.
BloodhunterReaper . . . by ?: ||Darkvision 120 ft. (or +90 ft.) || 1 ||
BloodhunterMutant . . . by ?: You have darkvision out to a range of 120 feet. If you already have darkvision, its range increases by 90 feet. You can also see through magical darkness using this darkvision. However, you have '__Disadvantage__' on attack rolls and on '''Wisdom (Perception) checks''' that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
AdeptIllidari . . . by ?: ->'''''Spectral Sight.''''' You have sacrificed your eyes in favor of a unique spectral sight. You have darkvision to a range of 120 feet. If you already have darkvision from another source, its range increases by 90 feet. You are immune to the [[Mechanics/Conditions#blinded | %condition%Blinded%%]] condition, and you can see normally in darkness, both magical and non-magical, in your darkvision, but are [[Mechanics/Conditions#blinded | %condition%Blind%%]] beyond this range. However, this sight does not function in anti-magic fields; you are [[Mechanics/Conditions#blinded | %condition%Blinded%%]] when in such a place, and creatures protected from perception through Divination magic (such as with ''[[Spells/Nondetection | nondetection]]'') are [[Mechanics/Conditions#invisible | %condition%Invisible%%]] to you. You may spend '''2 focus''' to cast ''[[Spells/DetectEvilAndGood | detect evil and good]], [[Spells/DetectMagic | detect magic]], [[Spells/HuntersMark | hunter's mark]],'' or ''[[Spells/EnhanceVision | enhance vision]]'' without providing material components. You gain a number of bonuses to help you in your hunt. ->'''''Hated Enemy.''''' You have gained significant experience studying, tracking, and hunting demons. You deal an additional 1d4 damage with weapon attacks against fiends, and you have '__Advantage__' on '''Wisdom (Survival) checks''' to track fiends, as well as on '''Intelligence checks''' to recall information about them. When you gain this feature, you also learn to speak and read Eredun. If you already speak this language, you may select another. ->'''''Disrupt Mana.''''' You may spend '''3 focus''' to cast the ''[[Spells/ManaBurn | mana burn]]'' spell. At 9th level, you may cast ''[[Spells/ManaBreak | mana break]]'' by spending '''4 focus'''. You may cast these spells at a higher level by spending '''1 additional focus''' per level. You may cast them at 3rd level when you reach 9th level, 4th when you reach 13th level, and 5th when you reach 17th level. Wisdom is your spellcasting ability for these spells. At 11th level, you have begun to take on aspects of the demons you hunt. You have '__Advantage__' on saving throws against spells and abilities used by fiends, and your bonus to damage rolls against fiends increases to 1d6.
AdeptMercy . . . by ?: ''''''^3rd-level Way of Mercy feature^'''''' [[<<]] ''''''^3rd-level Way of Mercy feature^'''''' [[<<]] ''''''^6th-level Way of Mercy feature^'''''' [[<<]] ''''''^11th-level Way of Mercy feature^'''''' [[<<]] ''''''^17th-level Way of Mercy feature^'''''' [[<<]]
AdeptOpenHand . . . by ?: (:div class="introduction":) (:divend:) You have mastered simple mantras which speed up your natural healing and bring you peace of mind. You can easily stride out of harm’s way. When you take a '__Bonus Action__' other than Step of the Wind, you can also use Step of the Wind as part of that '__Bonus Action__'. You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can spend '''4 focus''' to start these imperceptible vibrations, which last for a number of days equal to your Adept level. The vibrations are harmless unless you use your '__Action__' to end them. Alternatively, when you take the '__Attack__' action on your turn, you can replace one of the attacks with this '__Action__'. To use this '__Action__', you and the target must be on the same plane of existence. When you use this '__Action__', the target must make a '''Constitution saving throw''', taking %necrotic%10d12 necrotic damage%% on a failed save or half as much damage on a successful one. If the creature fails this saving throw by 5 or more, it is reduced to 0 hit points. You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly without using an '__Action__'.
AdeptZerth . . . by ?: ''''''^3rd-level Way of Zerth feature^'''''' [[<<]] ''''''^3rd-level Way of Zerth feature^'''''' [[<<]]
AdeptSunSoul . . . by ?: (:div class="introduction":) (:divend:) You have cultivated your inner light to shine through with exceptional radiance. You have resistance to %fire%fire damage%% and %radiant%radiant damage%%, and you can't be [[Mechanics/Conditions#blinded | %condition%Blinded%%]].
AdeptShadow . . . by ?: (:div class="introduction":) (:divend:) You can use your focus to duplicate the effects of certain spells. As an '__Action__', you can spend '''2 focus''' to cast ''[[Spells/Darkness | darkness]], [[Spells/MirrorImage | mirror image]], [[Spells/PassWithoutTrace | pass without trace]]'', or ''[[Spells/Silence | silence]]'', without providing material components. Additionally, you learn the ''[[Spells/MinorIllusion | minor illusion]]'' cantrip if you don't already know it. You may cast these spells at a higher level by spending '''1 additional focus''' per level. You may cast them at 2nd level when you reach 5th level, 3rd level when you reach 9th level, 4th when you reach 13th level, and 5th when you reach 17th level. Wisdom is your spellcasting ability for these spells. You have trained your eyesight to work in even the darkest shadows. You gain darkvision to a range of 120 feet. If you already have darkvision from another source, its range increases by 90 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision. You may spend '''3 focus''' to cast ''[[Spells/Invisibility | invisibility]]'' on yourself without providing material components. You may also cast ''[[Spells/ShadowBlade | shadow blade]]'' at 2nd level for '''3 focus''', or at 3rd level for '''4 focus'''. When you reach 17th level, you can cast it at 5th level for '''6 focus'''. Wisdom is your spellcasting ability for these spells.
AdeptLongDeath . . . by ?: (:div class="introduction":) (:divend:) Additionally, you have resistance to %necrotic%necrotic damage%%, and your maximum hit points and attributes can't be reduced.
AdeptLivingWeapon . . . by ?: (:div class="introduction":) (:divend:) When you choose this tradition, your Martial Arts damage die increases for unarmed strikes. Unarmed strikes deal damage one step higher than the die granted by your Martial Arts ability, to a maximum of d12. This increased damage can only be applied to an unarmed strike, and not to a monk weapon. You also have the power to alter your natural weapons, growing claws or reinforcing your fists. When you use Martial Arts to make an unarmed strike, you can choose whether you inflict %physical%slashing, bludgeoning, or piercing damage%% with the attack. '''''Weretouched.''''' Once per turn, when you hit a creature with an unarmed attack, you can spend '''1 focus''' to rend your target and inflict deep bleeding wounds. The creature begins [[Mechanics/Conditions#bleeding | %condition%Bleeding%%]] for %necrotic%1d4 necrotic damage%%. The saving throw DC for this effect is equal to 15 or your Discipline save DC. Starting at 11th level, when you make a Strength or Dexterity check, you can spend '''1 focus''' to grant yourself '__Advantage__' on the check.
AdeptFourElements . . . by ?: ->'''''Rush of the East Winds.''''' You can spend '''3 focus''' to cast ''[[Spells/GustOfWind | gust of wind]]'' or '''4 focus''' to cast ''[[Spells/WindWall | wind wall]]''.
AdeptCenobite . . . by ?: You may cast these spells at a higher level by spending '''1 additional focus''' per level. You may cast them at 2nd level when you reach 5th level, 3rd level when you reach 9th level, 4th when you reach 13th level, and 5th when you reach 17th level. Wisdom is your spellcasting ability for these spells.
DruidDreams . . . by ?: ||5th ||''beacon of hope'', ''blink'' ||
FighterEchoKnight . . . by ?: Also at 10th level, your control over various timelines allows you to conjure larger images and flicker in and out of existence. You may cast ''blink'' or ''major illusion'' at third level, expending two used of your Unleash Incarnation ability instead of spending mana.
WizardDiviner . . . by ?: [deleted] *. You gain Darkvision out to a range of 120 feet.
DruidShepherd . . . by ?: Beasts and fey that you conjure are more resilient than normal. Any beast, fey, or plant summoned or created by a spell that you cast gains two benefits: Additionally, when you cast a conjure animals, conjure woodland beings, or conjure fey, your concentration can't be broken as a result of taking damage.
SlayerBeastMaster . . . by ?: Beginning at 6th level, while your companion can see you, it has advantage on all saving throws.
MarshalWarlord . . . by ?: When a hostile creature targets another friendly creature within range of your Commanding Presence with an attack or a harmful spell or ability, the creature must first make a Wisdom saving throw (DC = 8 + your Leadership ability modifier + your proficiency bonus). On a failed save, the creature must target you instead or lose the Attack, ability, or spell. A target that successfully saves is immune to this ability for the next 24 hours. When you or a friendly creature who can see or hear you within range of your Commanding Presence would take damage, be knocked prone, or be moved against their will, you can use your reaction to hold the line, and shout to a number of allies equal to your Leadership ability modifier (minimum 1) to allow them to use their reaction to do the same. A creature who does this has resistance to all damage until the start of its next turn, and during this time, they cannot be knocked prone or moved against their will. Once you use this feature, you cannot do so again until you finish a long or short rest.
MarshalStrategist . . . by ?: Additionally, you can use a bonus action to choose one hostile creature within range of your Commanding Presence. A friendly creature of your choice within reach of the hostile creature provokes an opportunity attack from the hostile creature. The target must make a Wisdom saving throw (DC = 8 + your Leadership ability modifier + your proficiency bonus) to avoid taking this opportunity attack. If a hostile creature makes this opportunity attack, all attacks have advantage against that creature until the end of your next turn. Once you use this feature, you cannot do so again until you finish a long or short rest.
MarshalGeneral . . . by ?: When you or a friendly creature who can see or hear you within range of your Commanding Presence makes a saving throw, you can use your reaction to hold the line, and shout to a number of allies equal to your Leadership ability modifier (minimum 1) to allow them to use their reaction to do the same. If a creature does this, when they are subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Once you use this feature, you cannot do so again until you finish a long or short rest.
MarshalCommando . . . by ?: When combat begins, you may choose any number of creatures you can see. These creatures must make a Wisdom saving throw (Save DC= 8 + your proficiency bonus + your Leadership ability modifier). On a failure, the creature is surprised even if it would normally be aware of danger. After you have made a number of creatures equal to your proficiency bonus make this saving throw, you cannot do so again until you finish a long rest.
MarshalAdmiral . . . by ?: When you or a friendly creature who can see or hear you, or a vehicle, within range of your Commanding Presence would be hit by a ranged attack or fail a Dexterity saving throw, you can use your reaction to duck for cover, and shout at a number of allies equal to your Leadership ability modifier (minimum 1) to allow them to use their reaction to do the same. A creature who ducks for cover has half cover until the start of its next turn. If they already have half cover, it becomes superior cover, and if they already have superior cover, they take the Dodge action instead. Once you use this feature, you cannot do so again until you finish a long or short rest.
Classes . . . by ?: ||Adept ||Strength 13 or Dexterity 13 and Constitution 13 or Wisdom 13|| ||Bloodhunter ||Strength 13 or Dexterity 13 and Intelligence 13, Wisdom 13, or Charisma 13 || ||Marshal ||Intelligence 13, Wisdom 13, or Charisma 13 || ||Warlock ||Intelligence 13, Wisdom 13, or Charisma 13 ||
BarbarianWarden . . . by ?: Lifespirit wardens represent the boundless essence of the natural order, and the boundless essence of nature itself. You gain proficiency in the Survival skill if you don't already have it. If you are already proficiency in this skill, your bonus is doubled for any ability check you make that uses this proficiency. You must choose your spells from the Conjuration and Necromancy schools.
PaladinTalents . . . by ?: (:div class="subclass-feature":) !!!! Divine Vision '''''Prerequisite:''' 5th level, Divine Sense'' \ You always have the ''[[Spells/TrueSeeing | enhance vision]]'' spell prepared and can cast it without expending a spell slot. Once you do, you can’t cast it in this way again until you finish a long rest. When you cast it in this way, you can only see invisible creatures of the types chosen by Divine Sense.
PaladinHunt . . . by ?: ||5th ||''[[Spells/TrueSeeing | enhance vision]]'', ''[[Spells/LocateAnimalsOrPlants | locate animals or plants]]'' ||
ArtificerTalents . . . by ?: As a part of a long rest, you may create a tincture to aid you. This tincture is a common or uncommon potion. It costs nothing to make, and only you may use your bonus action to drink the tincture or an action to administer the ticture another creature; if another creature tries, the tincture has no effect. The tincture lasts until you use this ability to make another one. In addition, you have advantage on ability checks made to craft or identify potions.
WarlockArchfey . . . by ?: You learn additional spells when you reach certain levels in this class, as shown on the Archfey Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.
WarlockFiend . . . by ?: You learn additional spells when you reach certain levels in this class, as shown on the Fiend Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.
PaladinDeathKnight . . . by ?: * You are surrounded by an aura of darkness. The magical darkness spreads out in a 30-foot radius around you. A creature with darkvision can't see through this darkness, nonmagical light can't illuminate, and magical light can only pierce it if it is from a source that is 6th-level or higher. You friendly creatures of your choice can see perfectly in.
ArcaneWarriorTalents . . . by ?: You gain darkvision to a range of 60 feet. If you already have darkvision from another source, its range increases by 30 feet. In addition, you learn the ''[[Spells/DetectMagic | detect magic]]'' spell and can cast it without expending a spell slot. Once you do, you can’t cast it in this way again until you finish a long rest. While under the effects of the ''[[Spells/DetectMagic | detect magic]]'' spell, you can see through magical darkness in your darkvision.
WizardIllusionist . . . by ?: You have learned the secret of weaving shadow magic into your illusions to give them a sem-reality. When you cast an Illusion spell with mana, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a Bonus Action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross it. The object can't deal damage or give any conditions.
WizardEvoker . . . by ?: !! Potent Cantrip !! Sculpt Spells ''''''^6th-level Evoker feature^'''''' [[<<]] You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures are unaffected by the spell.
WarlockUndead . . . by ?: You learn additional spells when you reach certain levels in this class, as shown on the Undead Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know. ||! Table: Undead Patron Spells !||
WarlockSeeker . . . by ?: You learn additional spells when you reach certain levels in this class, as shown on the Seeker Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know. ||! Table: Seeker Patron Spells !||
WarlockGhostInTheMachine . . . by ?: You learn additional spells when you reach certain levels in this class, as shown on the Ghost in the Machine Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know. You also learn the [[Spells/OnOff | on/off]] cantrip.
WarlockGenie . . . by ?: You learn additional spells when you reach certain levels in this class, as shown on the Genie Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know. One of these spells at each level is shared among all Genie patrons, while the other is associated with the kind of genie your patron is: dao, djinni, efreeti, or marid.
WarlockFathomless . . . by ?: You learn additional spells when you reach certain levels in this class, as shown on the Fathomless Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.
WarlockCelestial . . . by ?: You learn additional spells when you reach certain levels in this class, as shown on the Celestial Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.
WarlockAncestors . . . by ?: !! Patron Spells You learn additional spells when you reach certain levels in this class, as shown on the Ancestors Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know. ||! Table: Ancestors Patron Spells !||
FighterEldritchKnight . . . by ?: !! Magic Expertise ''''''^10th-level Eldritch Knight feature^'''''' [[<<]] You heighten or broaden your mystic knowledge. Choose one of the following skills you have proficiency with: Arcana, Nature, or Religion. You gain expertise in the chosen skill.
BarbarianTotemWarrior . . . by ?: (:title Barbarian: Path of the Wild Heart:) ''''''^3rd-level Wild Heart feature^'''''' [[<<]] Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals. Wisdom is your spellcasting ability for them. !! Rage of the Wilds ''''''^3rd-level Wild Heart feature^'''''' [[<<]] Your Rage taps into the primal power of animals. You gain one of the following options of your choice. Whenever you gain a Barbarian level, you can change your choice. Your spiritual animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
BarbarianBerserker . . . by ?: As an '__Bonus Action__', you can strike terror into others with your menacing presence, as you swell with primal power. When you do so, each creature of your choice within 30 feet of you—or 60 feet of you if your Rage is active—must make a '''Wisdom saving throw''' (DC equal to @@8 + your proficiency bonus + your Strength modifier@@), provided the creature isn’t behind Total Cover. On a failed save, a creature has the '__Frightened__' condition for 1 minute. At the end of each of the '__Frightened__' creature’s turns, the creature repeats the saving throw, ending the effect on itself on a successful save.
ArtificerArtillerist . . . by ?: The damage bonus of your Arcane Firearm feature increases to 2d8, and the cannon's damage and temporary hit point rolls all increase by 1d8.
DruidMoon . . . by ?: You can cast ''[[Spells/AlterSelf | alter self]]'' at will. When you cast this spell, it is cast at 5th level, lasts until dispelled, and doesn't require concentration.
SlayerGloomStalker . . . by ?: You can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you, you can use your '__Reaction__' to impose '__Disadvantage__' on that roll. If the attack misses, you can teleport up to 30 feet to an unoccupied space you can see.
PaladinAncients . . . by ?: [deleted] you can cast it using a bonus action instead.
BardValor . . . by ?: You excel at inspiring and directing soldiers in battle. A creature with your Bardic Inspiration can expend it to make a single weapon attack as a '__Bonus Action__'.
BardGlamour . . . by ?: ''''''^3rd-level College of Glamour feature^'''''' [[<<]] ''''''^6th-level College of Glamour feature^'''''' [[<<]] ''''''^6th-level College of Glamour feature^'''''' [[<<]] ''''''^14th-level College of Glamour feature^'''''' [[<<]]
RogueThief . . . by ?: ''''''^3rd-level Thief feature^'''''' [[<<]] You learn two additional Skill Tricks of your choice. These Skill Tricks do not count against your total number of Skill Tricks you know. ''''''^9th-level Thief feature^'''''' [[<<]] When you flourish with an attack that deals sneak attack damage while you are hidden, you can spend the flourish to stay hidden as long as you end the turn behind three-quarters or total cover. ''''''^13th-level Thief feature^'''''' [[<<]] You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you, and maximize their use, granting you the following benefits: ''''''^17th-level Thief feature^'''''' [[<<]]
RogueSwashbuckler . . . by ?: You can use a bonus action granted by your Cunning Action on your turn to gain advantage on the next Acrobatics or Athletics check you make during the same turn.
ClericTrickery . . . by ?: You can use this feature a number of times equal to your Wisdom modifier and you regain all expended uses of it when you finish a Long Rest.
RogueAssassin . . . by ?: ''''''^3rd-level Assassin feature^'''''' [[<<]] You are at your deadliest when you get the drop on your enemies. You gain the following features: * '''Lethality.''' When you roll a 1 on a damage die for your Sneak Attack, you can reroll the die, and you must use the new roll. * '''Surprising Strikes.''' You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
PaladinGlory . . . by ?: * '''Charismatic.''' You are blessed with an otherworldly presence, gaining advantage on all Charisma checks. * '''Saving Throw Reroll.''' If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll. * '''Unerring Strike.''' Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
PaladinDevotion . . . by ?: ''''''^3rd-level Oath of Devotion feature^'''''' [[<<]] ''''''^3rd-level Oath of Devotion feature^'''''' [[<<]] You gain the following two Channel Divinity options. ''''''^7th-level Oath of Devotion feature^'''''' [[<<]] Your devotion allows you to protect your allies more easily. You may have two choices active from the Aura class feature at a time. ''''''^15th-level Oath of Devotion feature^'''''' [[<<]] You are always under the effects of a ''protection from evil and good'' spell.
ClericWar . . . by ?: You gain resistance to bludgeoning, piercing, and slashing damage, and you cannot be charmed or frightened.
BardLore . . . by ?: Starting at 14th level, when you make an ability check or an attack roll, you can expend one use of Bardic Inspiration, roll a Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended.
ArcaneWarriorAegis . . . by ?: !! Spellshield As an aegis, you have further mastered martial disciplines to allow you to always be prepared to defend yourself. If you have a free hand and are not wearing a shield, you can conjure a shield in your hand as a part of any ability you use that uses your reaction or bonus action. This conjured shield remains until you doff it or dismiss it (no action required). Alternatively, you can perform a magic ritual that creates a bond between you and a magic shield over the course of 1 hour, which can be done during a short rest. The shield must be within your reach throughout the ritual, at the conclusion of which you touch the shield and forge the bond. A shield you bond with can be summoned and dismissed the same way as the conjured shield. While it is dismissed, it disappears, but you remain attuned to it. You can't be disarmed of shields you conjure or are bonded with, nor can such shields be destroyed.
WizardTalents . . . by ?: (:divend:) !! Requires 3rd Level (:div class="subclass-feature":) !!!! Summa Cum Laude '''''Prerequisites:''' 3rd level, Scholarly Excellence feature'' \ Choose a second option from the Scholarly Excellence class feature. You gain the benefits from it.
SorcererTalents . . . by ?: (:notoc:) !! Requires 5th Level (:div class="feature":) !!!! Magnetic Step '''''Prerequisite:''' 5th level, Spellcasting or Pact Magic'' \ By spending 1 mana, you gain a climb speed and you can move along vertical surfaces without needing to make an ability check until the end of your turn. If you end your turn on such a surface, you may spend 1 mana to maintain the climb speed until the end of your next turn. If you don’t, you immediately fall unless you have some other way to support yourself. (:div class="feature":)
RangerTalents . . . by ?: As a part of a long rest, you can build a basic shelter which protects a number of people up to twice your proficiency bonus from the elements and protects you and your companions from danger. Creatures resting within the shelter can't be surprised except when incapacitated by something other than nonmagical sleep. \\ It lasts for as long as it is needed, but falls apart permanently after being left for a month unattended. Once you have used this feature, you cannot do so again for a week.
MarshalTalents . . . by ?: (:notoc:) (:div class="subclass-feature":) (:divend:) !! Requires 9th Level (:div class="feature":) !!!! Lay of the Land '''''Prerequisites:''' 9th level'' \
FighterTalents . . . by ?: (:notoc:) !! Requires 2nd Level (:div class="subclass-feature":) !!!! Adamantine Attitude '''''Prerequisites:''' 2nd level, Steely Mien feature'' \ Choose a second option from the Steely Mien class feature. You gain the benefits from it. (:divend:)
DruidTalents . . . by ?: (:divend:) !! Requires 3rd Level (:div class="subclass-feature":) !!!! Dual Enrollment '''''Prerequisites:''' 3rd level, Student of Nature'' \ Choose a second option from the Student of Nature class feature. You gain the benefits from it. (:divend:)
ClericTalents . . . by ?: '''''Prerequisite:''' 5th level'' \
BardTalents . . . by ?: (:div class="subclass-feature":) (:div class="subclass-feature":) (:div class="subclass-feature":) !!!! Inspirational Interjection '''''Prerequisite:''' Bardic Inspiration'' \ When another creature within 60 feet of you that can see or hear you fails a d20 test, you can use your reaction to give the creature a bardic inspiration die. The creature immediately rolls that die and adds the number rolled to the d20, potentially turning the failure into a success. !!!! Marching Song When travelling, you and allies within 30 feet of you increase their speed when calculating Travel Pace by 10 feet. Your party cannot use Stealth while traveling in this manner.
BloodhunterTalents . . . by ?: !! Requires 3rd Level !!!! Ritual Scarring '''''Prerequisite:''' Stigmata'' \ Choose a second option from the Stigmata class feature. You gain the benefits and detriments from it. (:divend:) !! Requires 7th Level (:div class="subclass-feature":)
BarbarianHeadhunter . . . by ?: Starting at 3rd level, your training with throwing weapons allows you to use your barbarian class features with throwing weapons. Your Rage and Brutal Critical class features affect ranged weapon attacks you make with melee weapons, and you can use Reckless Attack when you make a ranged weapon attack with a melee weapon. Additionally, you may take the Use an Object action as a bonus action.
WizardAbjurer . . . by ?: Choose a 1st-level Abjuration spell from the Wizard spell list. Add this spell to your spellbook in addition to the spells you normally learn each level. Whenever you gain the ability to cast Wizard spells of a new level, you may choose another Abjuration spell from the Wizard Spell list of that level or lower and add it to your spellbook. In addition, the gold and time you must spend to copy Abjuration spells into your spellbook is halved.
SorcererDraconicBloodline . . . by ?: Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
ArtificerVoyager . . . by ?: When you cast find vehicle after reaching certain artificer levels, it is cast as if it were at a higher level. It counts as if cast one level higher at 5th level, two levels higher at 7th, three levels higher at 11th, and four levels higher at 15th level.
ArtificerMastermaker . . . by ?: You gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
ArtificerArchivist . . . by ?: At 15th level, you are able to receive and transmit more information than ever before.
BloodhunterProfaneSoul . . . by ?: ->'''The Ancestors.''' You learn the ''guidance'' and ''resistance'' cantrips. ->'''The Wyrm.''' The d20 die result required to activate a flourish with weapons affected by your Primal Rites is reduced by 1, and you always flourish as if the attacks are Called Shots. *The Ancestors - ''guiding bolt'' *The Wyrm - ''absorb elements'' *The Ancestors - ''spirit guardians'' *The Wyrm - ''elemental weapon''
ClericCity . . . by ?: (:div class="introduction":) (:divend:)
PaladinRedemption . . . by ?: ''As in '''Xanathar's Guide to Everything''''' except range just matches Aura range.
ClericLife . . . by ?: ''As in the '''Player's Handbook''''' !! Channel Life ''''''^21st-level Life Domain feature^'''''' [[<<]] The radius of your Channel Divinity: Preserve Life increases to 60 feet and can restore a creature back to its hit point maximum. !! Armor of Life ''''''^28th-level Life Domain feature^'''''' [[<<]] When you receive magical healing in excess of your maximum hit points, you gain the same amount of temporary hit points, up to a maximum of half your cleric level. These temporary hit points are kept separate from other sources of temporary hit points you gain, and can stack with themselves and others.
ArtificerMaverick . . . by ?: (:div class="introduction":) In the world of artifice, the Maverick is a jack of all trades and master of none. A Maverick is always experimenting with new designs, forever abandoning yesterday’s work in pursuit of a new obsession. While often dismissed by other artificers as eccentric amateurs, in their refusal to follow established tradition, a Maverick may stumble on remarkable breakthroughs—though their idiosyncratic techniques can rarely be replicated by others. (:divend:)
WizardBladesinging . . . by ?: (:title Wizard: Bladesinging:) '''''Source:''' Tasha's Cauldron of Everything'' !! Bladesong ''''''^2nd-level Bladesinging feature^'''''' [[<<]] ''As in '''Tasha's Cauldron of Everything''''' !! Training in War and Song ''''''^2nd-level Bladesinging feature^'''''' [[<<]] ''As in '''Tasha's Cauldron of Everything'''''
BarbarianSkybreaker . . . by ?: (:title Barbarian: Path of the Skybreaker:) '''''Original Source:''' [[https://www.gmbinder.com/share/-MmL39j0MgwcWlsPM1df | ROYal Brews]]'' (:div class="introduction":) To many, the wrath of a barbarian is only to be feared when one is within their reach. At that point, it is better to wish for a miracle than to fight. These individuals have not meant a Skybreaker. Capable of using their rage and might to fire upon their distant enemies, they earn their name out of the sheer fear that one day they might sunder the sky itself with their wrath. (:divend:) !! Power Shot ''''''^3rd-level Path of the Skybreaker feature^'''''' [[<<]] You use pure bulk over aim for ranged fights. You can use your Strength modifier, instead of Dexterity, for the attack and damage rolls of ranged weapon attacks. Additionally, as long as you are using your Strength to make a ranged weapon attack, you can use Reckless Attack and add your Rage damage to the damage roll.
BarbarianEnlightened . . . by ?: (:title Barbarian: Path of the Enlightened:) '''''Original Source:''' [[https://www.gmbinder.com/share/-MmL39j0MgwcWlsPM1df | ROYal Brews]]'' (:div class="introduction":) To many barbarians, the act of raging is one of unleashing ferocity and unbridled emotion into the world. Those who have found their way wandering the Path of the Enlightened have learned how to reverse this process, their rage now providing them a glimpse of great understanding of the world around them. (:divend:) !! Opened Mind ''''''^3rd-level Path of the Enlightened feature^'''''' [[<<]] You gain proficiency in '''two''' of the following skills: Animal Handling, Arcana, History, Insight, Investigation, Nature, Perception, or Religion.
PaladinValkyrie . . . by ?: (:title Paladin: Oath of the Valkyrie:) '''''Original Source:''' [[https://www.gmbinder.com/share/-MmLCtU51tDz0D8dOpfY | ROYal Brews]]'' (:div class="introduction":) The Oath of the Valkyrie is one that shares its birth with the rise of necromancy. Referred to as Reapers to those who refuse their mortality, paladins that swear upon this oath accept their limited time within the world and wish to uphold the inevitability of death. They vow enmity against the beings who bestow themselves corrupted immortality, their fervor for the destruction of undead the strongest compared to other oaths. Those who aid these paladins in their struggles rarely die in battle, blessed to die instead when they are needed on the other side. !!! Tenets of the Valkyrie A Paladin of the oath of the Valkyrie is sworn to uphold these tenets. * '''''Life is Finite.''''' Life in this realm is meant to be limited. Stop mortals who seek immortality, and destroy those who have gained it through corrupt ways. * '''''Overcome Battle.''''' You are bound to die of natural causes, not by shed blood. Ensure your allies die the same.
PaladinHearth . . . by ?: (:title Paladin: Oath of the Hearth:) '''''Original Source:''' [[https://www.gmbinder.com/share/-MmLCtU51tDz0D8dOpfY | ROYal Brews]]'' (:div class="introduction":) Those bound to the Oath of the Hearth are sworn to be caregivers of those in need. When others may fall into the paths of despair and loss, it is up to a Paladin of the Hearth to aid them in their time of need. They spread with them the rules of hospitality and wield a heavy hand towards those who may break them. !!! Tenets of the Hearth The tenants of the Oath of Hearth has its paladins promote warmth, support, and respite to itself and those in need. * '''''Aid to the Abandoned.''''' Treat every stranger as a guest within your home and help those who have no place to call home. * '''''Fan to the Flames.''''' No flames can exist without the aid of the wind. Fan new hope and passion alight when all that remains are their embers.
PaladinErudition . . . by ?: ||! Table: Oath of Erudition Spells !||
RogueArcaneTrickster . . . by ?: *You can distract a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on the next attack roll against that creature until the end of the turn.
BloodhunterLycan . . . by ?: ''As on '''D&D Beyond''''' except Blood Curse of the Howl is a bonus action.
FighterMedic . . . by ?: ''''''^18th-level Medic feature^'''''' [[<<]]
SorcererRunechild . . . by ?: (:div class="introduction":) (:divend:)
BarbarianBattlerager . . . by ?: Additionally, when you use the '__Attack__' action to grapple a creature, the target takes %physical%piercing damage%% equal to your proficiency bonus if your grapple succeeds.
BarbarianAncestralGuardian . . . by ?: '''''Original Source:''' Xanathar's Guide to Everything'' ''''''^3rd-level Path of the Ancestral Guardian feature^'''''' [[<<]] ''''''^3rd-level Path of the Ancestral Guardian feature^'''''' [[<<]] ''''''^6th-level Path of the Ancestral Guardian feature^'''''' [[<<]] ''''''^10th-level Path of the Ancestral Guardian feature^'''''' [[<<]] ''''''^14th-level Path of the Ancestral Guardian feature^'''''' [[<<]]
BarbarianStormHerald . . . by ?: '''''Original Source:''' Xanathar's Guide to Everything''
RangerSwarmkeeper . . . by ?: ''''''^3rd-level Swarmkeeper feature^'''''' [[<<]] ''''''^3rd-level Swarmkeeper feature^'''''' [[<<]] ''''''^3rd-level Swarmkeeper feature^'''''' [[<<]] Also at 3rd level, you have a symbiotic relationship with the creatures that make up your swarm. You are under the constant effects of the ''[[Spells/SpeakWithAnimals | speak with animals]]'' spell, but can only use it to speak with animals similar to those who make up your swarm. This magical effect cannot be dispelled. If you know the spell, you can still cast it to speak with other types of beasts. Additionally, you can't be '__Surprised__', except when '__Incapacitated__' by something other than nonmagical sleep. Your swarm awakens you and your companions within 30 feet if any of you are sleeping naturally when combat begins. ''''''^7th-level Swarmkeeper feature^'''''' [[<<]] You can condense part of your swarm into a focused mass that aids your mobility. As a bonus action, you gain '''one''' of the following benefits for 1 minute or until you are '__Incapacitated__': ''''''^11th-level Swarmkeeper feature^'''''' [[<<]]
RangerPrimevalGuardian . . . by ?: ''''''^3rd-level Primeval Guardian feature^'''''' [[<<]] ||! Table: Primeval Guardian Spells !|| ||3rd ||''[[Spells/FaerieFire | faerie fire]]'' || ||5th ||''[[Spells/WitherAndBloom | wither and bloom]]'' || ||9th ||''[[Spells/AuraOfVitality | aura of vitality]]'' || ||13th ||''[[Spells/AuraOfPurity | aura of purity]]'' || ||17th ||''[[Spells/CircleOfPower | circle of power]]'' || ''''''^3rd-level Primeval Guardian feature^'''''' [[<<]] Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a '__Bonus Action__', you assume this guardian form, which lasts until you end it as a '__Bonus Action__' or until you are '__Incapacitated__'.
WizardMagister . . . by ?: '''''Original Source:''' Homebrew''
WizardGraviturgy . . . by ?: At 6th level, when another creature that you can see within 60 feet of you hits with a weapon attack, you can use your '__Reaction__' to roll a d10. Add your Intelligence modifier to the number rolled, and reduce the damage by that total. If the damage is reduced to 0, the attack becomes a miss. Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your '__Reaction__' to prevent the fall's damage.
ClericTempest . . . by ?: (:div class="feature":) !!!! Arms of the Storm '''''Prerequisite:''' Spirit Soldier'' \ You gain proficiency with martial weapons and heavy armor. (:div class="feature":) !!!! Acolyte of the Storm You learn '''one''' [[Spells/DruidSpellList | druid cantrip]] of your choice. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency in '''one''' of the following skills of your choice: Intimidation, Nature, Survival. (:divend:)
ClericOrder . . . by ?: '''''Prerequisite:''' Sacred Archer or Spirit Soldier'' \
ClericNature . . . by ?: At 1st level, you learn '''two''' [[Spells/DruidSpellList | druid cantrips]] of your choice. These cantrips doesn't count against the number of cleric cantrips you know. Additionally, choose '''one''' of the following.
ClericGrave . . . by ?: Starting at 1st level, choose '''one''' of the following: (:div class="feature":) !!!! Arms of the Grave '''''Prerequisite:''' Spirit Soldier'' \ You gain proficiency with martial weapons and heavy armor. (:div class="feature":) !!!! Graveyard Shift You learn '''one''' cantrip of your choice from the necromancy school from any class. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency in '''one''' of the following skills of your choice: Arcana, Medicine, Religion.
ClericForge . . . by ?: At 1st level, you gain proficiency with smithing tools. Additionally, choose '''one''' of the following:
ClericDeath . . . by ?: (:div class="feature":) !!!! Arms of Death '''''Prerequisite:''' Spirit Soldier'' \ You gain proficiency with martial weapons. (:div class="feature":) !!!! Acolyte of Death You also gain proficiency in '''one''' of the following skills of your choice: Arcana, Medicine, Religion. (:divend:)
ClericBlood . . . by ?: (:div class="feature":) !!!! Bloody Arms '''''Prerequisite:''' Spirit Soldier'' \ You gain proficiency with martial weapons. (:div class="feature":) !!!! Bloody Study You also gain proficiency in '''one''' of the following skills of your choice: Arcana, Medicine, Religion. (:divend:)
ClericMind . . . by ?: ||! Table: Mind Domain Spells !|| ||1st ||''[[Spells/Alarm | alarm]]'', ''[[Spells/DissonantWhispers | dissonant whispers]]'' || ||3rd ||''[[Spells/DetectThoughts | detect thoughts]]'', ''[[Spells/ThoughtShield | thought shield]]'' || ||5th ||''[[Spells/EnemiesAbound | enemies abound]]'', ''[[Spells/Fear | fear]]'' || ||7th ||''[[Spells/Confusion | confusion]]'', ''[[Spells/PsychicLance | psychic lance]]'' || ||9th ||''[[Spells/DominatePerson | dominate person]]'', ''[[Spells/SynapticStatic | synaptic static]]'' || ''''''^1st-level Mind Domain feature^'''''' [[<<]] At 1st level, you learn '''two''' of the following cantrips: ''[[Spells/EncodeThoughts | encode thoughts]], [[Spells/MageHand | mage hand]], [[Spells/Message | message]], [[Spells/MindSliver | mind sliver]]'', or ''[[Spells/ViciousMockery | vicious mockery]]''. These cantrips doesn't count against the number of cleric cantrips you know.
SorcererPhoenixSorcery . . . by ?: Additionally, you learn the ''[[Spells/ControlFlames | control flames]]'' and ''[[Spells/Druidcraft | druidcraft]]'' cantrips. While your Mantle of Flame is active, you can cast these spells, or use the above ability, as a bonus action.
RogueGambler . . . by ?: Your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. When you choose this archetype at 3rd level, you learn the Guidance cantrip. When you cast this spell, you may count your rogue levels twice when determining the spell's effects.
RogueSurgeon . . . by ?: (:title Rogue: Surgeon:) '''''Original Source:''' Original Homebrew'' !! Acupuncture ''''''^3rd-level Surgeon feature^'''''' [[<<]] At 3rd level, you gain the ability to decipher an opponent’s weak points and target them. As a bonus action, you make a Wisdom or Intelligence (Medicine) check against a creature you can see that isn’t incapacitated, with a DC equal to the target’s Constitution score. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target. !! Doctor
BarbarianDepths . . . by ?: ''''''^3rd-level Path of the Depths feature^'''''' [[<<]] ''''''^3rd-level Path of the Depths feature^'''''' [[<<]] ''''''^6th-level Path of the Depths feature^'''''' [[<<]] ''''''^10th-level Path of the Depths feature^'''''' [[<<]] ''''''^14th-level Path of the Depths feature^'''''' [[<<]]
DruidWitch . . . by ?: ''''''^2nd-level Circle of the Witch feature^'''''' [[<<]] You have learned techniques from your coven that many other druids might consider anathema. You gain the following benefits: ''''''^6th-level Circle of the Witch feature^'''''' [[<<]] ''''''^10th-level Circle of the Witch feature^'''''' [[<<]] ''''''^14th-level Circle of the Witch feature^'''''' [[<<]]
MinstrelValor . . . by ?: Starting at 6th level, you excel at inspiring and directing soldiers in battle. A creature with your Bardic Inspiration can expend it to make a single weapon attack as a bonus action.
BardSwords . . . by ?: [deleted] ->'''Blind Fighting''' [[<<]] You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. ->'''Dueling''' [[<<]] When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. ->'''Free-Hand Fighting''' [[<<]] When you make an attack roll against a creature within 5 feet of you, the d20 die result required to activate a flourish is reduced by 2 as long as you have at least one free hand. ->'''Mariner''' [[<<]] As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. ->'''Two-Weapon Fighting''' [[<<]] When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
MinstrelLore . . . by ?: When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Also at 3rd level, you learn how to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself succeeds on an Ability Check or Attack Roll, you can use your Reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll, potentially turning it into a failure. Alternatively, you can use this ability to reduce a Damage Roll by the amount rolled. !! Improved Cutting Words By 6th level, whenever you use your Cutting Words feature on a creature, you can deal Psychic damage to that creature equal to the number rolled on the Bardic Inspiration die plus your spellcasting ability modifier. Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration, roll a Bardic Inspiration die, and add the number rolled to your ability check. If the check fails, the Bardic Inspiration isn't expended.
BardWhispers . . . by ?: The psychic damage increases by 1d6 for every two levels you gain in this class (3d6 at 5th level, 4d6 at 7th level, and so on).
RogueEnforcer . . . by ?: Most rogues are quiet, subtle, and deft lightfoots that slink in shadows, preferring to keep the attention off of themselves. These individuals protect themselves and dispatch their marks with light weapons, if not ranged ones that allow them to remain far away and unseen. The enforcer, then, is the opposite - a crafty individual who, while more than capable of subtlety when it suits them, thrives best when drawing the attention of the enemy on themselves. Derided as thugs or brutes by their victims, these rogues are suited to be the right hands of those of more subtle or kind approaches, striking fear into those that cross them and using all manner of dangerous weapons to inflict pain on any who cross their path.
Minstrel . . . by ?: * Musical instruments, gaming sets, or artisan tools you are proficient with
ArtificerArmorer . . . by ?: Heavy armor proficiency has been relocated to this feature.
DruidPrimeval . . . by ?: (:title Druid: Circle of the Primeval:) '''''Original Source:''' [[https://media.wizards.com/2022/dnd/downloads/UA2022-drjwf73f8n.pdf | Unearthed Arcana: 2022 Giant Options]]'' !! Circle of the Primeval Spells You have a primal connection to the rawest, primordial essence of the world. This connection grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Primeval Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. || width=45% ||! Table: Circle of the Primeval Spells !||
ArtificerBattleSmith . . . by ?: '''''Original Source:''' Tasha's Cauldron of Everything''
ArtificerAlchemist . . . by ?: '''''Original Source:''' Tasha's Cauldron of Everything''
ArtificerForgeAdept . . . by ?: (:title Artificer: Forge Adept:) '''''Original Source:''' Exploring Eberron'' !! Tool Proficiency ''As in '''Exploring Eberron''''' !! Forge Adept Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Forge Adept Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. ||width=500px
SorcererSeaSorcery . . . by ?: Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an evocation spell from the [[Spells/DruidSpellList | druid]], [[Spells/SorcererSpellList | sorcerer]], or [[Spells/WizardSpellList | wizard]] spell list.
RogueSoulknife . . . by ?: (:title Rogue: Soulknife:) '''''Original Source:''' Tasha's Cauldron of Everything'' !! Psionic Power ''As in '''Tasha's Cauldron of Everything''''' !! Psychic Blades ''As in '''Tasha's Cauldron of Everything''''' !! Soul Blades
RoguePhantom . . . by ?: (:title Rogue: Phantom:) '''''Original Source:''' Tasha's Cauldron of Everything'' !! Whispers of the Dead ''As in '''Tasha's Cauldron of Everything''''' !! Wails from the Grave ''As in '''Tasha's Cauldron of Everything''''' !! Phantom Thief
RogueInquisitive . . . by ?: (:title Rogue: Inquisitive:) '''''Original Source:''' Xanathar's Guide to Everything'' !! Ear for Deceit ''As in '''Xanathar's Guide to Everything''''' !! Cunning Action: Eye for Detail Starting at 3rd level, you learn the Cunning Action: Eye for Detail Skill Trick. This Skill Trick does not count against your total number of Skill Tricks known, and you do not need to meet the prerequisites for it. !! Insightful Fighting
MinstrelSatire . . . by ?: (:title Minstrel: College of Satire:)
MinstrelGlamour . . . by ?: ->'''Glamour Save DC''' = 8 + proficiency bonus + glamour ability
MinstrelWhispers . . . by ?: (:title Minstrel: College of Whispers:) '''''Original Source:''' Xanathar's Guide to Everything'' !! Psychic Blades When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases by 1d6 for every 2 levels you gain in this class (3d6 at 5th level, 4d6 at 7th level, and so on).
BardCreation . . . by ?: '''''Original Source:''' Tasha's Cauldron of Everything''
SlayerSwarmkeeper . . . by ?: (:title Slayer: Swarmkeeper:) '''''Original Source:''' Tasha's Cauldron of Everything'' !! Gathered Swarm ''As in '''Tasha's Cauldron of Everything''''' with the following addition: Additionally, you learn the ''mage hand'' cantrip, which you use by manipulating your swarm as if it were the spell. This effect is not magic, so it cannot be dispelled. !! Symbiotic Swarm Also at 3rd level, you have a symbiotic relationship with the creatures that make up your swarm. You are under the constant effects of the ''speak with animals'' spell, but can only use it to speak with animals similar to those who make up your swarm. This magical effect cannot be dispelled. If you know the spell, you can still cast it to speak with other types of beasts.
SlayerPrimevalGuardian . . . by ?: (:title Slayer: Primeval Guardian:) '''''Original Source:''' [[https://media.wizards.com/2016/dnd/downloads/2017_01_UA_RangerRogue_0117JCMM.pdf | Unearthed Arcana: Ranger and Rogue]]'' !! Guardian Form Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. You undergo the following changes while in your guardian form: * Your size becomes Large, unless you were larger. * Any speed you have becomes 5 feet, unless the speed was lower. * Your reach increases by 5 feet.
SlayerFeyWanderer . . . by ?: ''As in '''Tasha's Cauldron of Everything''''' except change Wisdom modifier to Slayer spellcasting ability modifier.
SlayerHunter . . . by ?: (:title Slayer: Hunter:) '''''Original Source:''' Player's Handbook'' !! Hunter's Prey ''As in the '''Player's Handbook''''' !! Hunter's Technique Also at 3rd level, you train your Ranger abilities even further than before. You gain proficiency in two of the following skills of your choice: Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival. You can alternatively choose harvesting kits, herbalism kits, navigating kits, or poisoner kits. If you are already proficient in the chosen skills or tools, you gain expertise instead.
SlayerHorizonWalker . . . by ?: (:title Slayer: Horizon Walker:) '''''Original Source:''' Xanathar's Guide to Everything'' !! Detect Portal ''As in '''Xanathar's Guide to Everything''''' !! Planar Warrior ''As in '''Xanathar's Guide to Everything''''' !! Ethereal Step
SlayerDrakewarden . . . by ?: (:title Slayer: Drakewarden:) '''''Original Source:''' Fizban's Treasury of Dragons'' !! Draconic Gift he bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits: ->'''''Draconic Charisma.''''' Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. ->'''''Tongue of Dragons.''''' You learn to speak, read, and write Draconic or one other language of your choice. !! Drake Companion
DruidWildfire . . . by ?: (:title Druid: Circle of Wildfire:) '''''Original Source:''' Tasha's Cauldron of Everything'' !! Circle of Wildfire Spells You have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. '''Table: Circle of Wildfire Spells''' || width=45%
DruidStars . . . by ?: (:title Druid: Circle of Stars:) '''''Original Source:''' Tasha's Cauldron of Everything'' !! Circle of Stars Spells You have studied the heavenly bodies extensively. This celestial understanding grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Stars Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. '''Table: Circle of Stars Spells''' || width=45%
DruidSpores . . . by ?: (:title Druid: Circle of Spores:) '''''Original Source:''' Tasha's Cauldron of Everything'' !! Circle of Spores Spells Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells when you reach certain levels in this class, as shown on the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. '''Table: Circle of Spores Spells''' || width=45%
DruidHarvest . . . by ?: (:title Druid: Circle of the Harvest:) '''''Original Source:''' [[https://media.wizards.com/2016/dnd/downloads/UA_Druid11272016_CAWS.pdf | Unearthed Arcana: Druid (Renamed from Circle of Twilight)]]'' The Circle of the Harvest seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate. These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life. !! Circle of the Harvest Spells You have an understanding that all living things must die. This knowledge grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Harvest Spells table.
EchoKnightFighter . . . by ?: '''''Original Source:''' Explorer's Guide to Wildemount''
PaladinOpenSea . . . by ?: (:title Paladin: Oath of the Open Sea:) !! Oath Spells You gain oath spells at the paladin levels listed. '''Table: Oath of the Open Sea Spells''' || width=45% ||!Paladin Level ||!Spells || ||3rd ||''armor of agathys'', ''create or destroy water'' || ||5th ||''misty step'', ''warding wind'' ||
PaladinConquest . . . by ?: '''Table: Oath of Conquest Spells'''
WhispersBard . . . by ?: (:title College of Whispers:) !! Psychic Blades When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases by 1d6 for every 2 levels you gain in this class (3d6 at 5th level, 4d6 at 7th level, and so on). !! Words of Terror
SwordsBard . . . by ?: (:title College of Swords:) !! Bonus Proficiencies ''As in '''Xanathar's Guide to Everything''''' !! Fighting Style ''As in '''Xanathar's Guide to Everything''' except the following options have been added'' ->'''Blind Fighting''' [[<<]] You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. ->'''Dueling''' [[<<]] When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
SatireBard . . . by ?: (:title College of Satire:) Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king's royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds. Whether telling the ribald tale of a brawny stable hand's affair with an aged duchess or a mocking satire of a paladin of Helm's cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh. While jesters are masters of puns, jokes, and verbal barbs, they are much more than just comic relief. They are expected to mock and provoke, taking advantage of how even the most powerful folk are expected by tradition to endure a jester's barbs with good humor. This expectation allows a jester to serve as a critic or a voice of reason when others are too intimidated to speak the truth. For the duchess with a taste for strapping young laborers, such tales might serve to warn the targets of her affections and force her to change her ways for lack of willing partners. Striking back at the jester only ruins her already damaged reputation, and might provide the best evidence that the jester's satires have hit their mark. But if she is kind and generous to her conquests, the jokes and stories cast her as a kind of folk hero, while drawing even more potential partners to her. Jesters are loyal to only one cause: the pursuit and propagation of the truth. They use their comedy and innocuous appearance to break down social barriers and expose corruption, incompetence, and stupidity among the rich and powerful. Whether revealing a con artist's treachery or exposing a baron's plans for war as driven by greed and bloodlust, a jester serves as the conscience of a realm.
LoreBard . . . by ?: (:title College of Lore:) !! Bonus Proficiencies ''As in the '''Player's Handbook''''' !! Cutting Words ''As in the '''Player's Handbook''''' !! Additional Universal Secrets At 6th level, you gain two Universal Secrets of your choice, as per the Bard ability.
CreationBard . . . by ?: (:title College of Creation:) !! Mote of Potential ''As in '''Tasha's Cauldron of Everything''''' !! Performance of Creation ''As in '''Tasha's Cauldron of Everything''' except the following'' Must expend 3 mana to use the ability again before you finish a long rest.
ValorBard . . . by ?: (:title College of Valor:) !! Bonus Proficiencies ''As in the '''Player's Handbook''''' !! Combat Inspiration ''As in the '''Player's Handbook''''' !! Extra Attack ''As in the '''Player's Handbook'''''
GlamourBard . . . by ?: (:title College of Glamour:) !! Mantle of Inspiration ''As in '''Xanathar's Guide to Everything''''' !! Enthralling Performance ''As in '''Xanathar's Guide to Everything''''' !! Mantle of Majesty ''As in '''Xanathar's Guide to Everything'''''
BattleSmithArtificer . . . by ?: (:title Battle Smith:) !! Tool Proficiency ''As in '''Tasha's Cauldron of Everything''''' !! Battle Smith Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ||width=500px ||! Artificer Level ||!Spells ||
ArtilleristArtificer . . . by ?: (:title Artillerist:) !! Tool Proficiency ''As in '''Tasha's Cauldron of Everything''''' !! Artillerist Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ||width=500px ||! Artificer Level ||!Spells ||
ArmorerArtificer . . . by ?: (:title Armorer:) !! Tool Proficiency At 3rd level, you gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice. !! Armorer Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ||width=500px ||! Artificer Level ||!Spells ||
TotemWarriorBarbarian . . . by ?: ->'''''Tiger.''''' While you are raging, your jump distance is tripled, you are immune to fall damage, and the d20 die result required to activate a flourish is reduced by 2. The spirit of the tiger turns you into the consummate hunter. !! Aspect of the Beast ''As in the '''Player's Handbook''' except the following'' ->'''''Wolf.''''' You gain the hunting sensibilities of a wolf. You and up to ten companions within 60 feet of you can track other creatures while traveling at a fast pace, and can move stealthily while traveling at a normal pace, as long as you're not incapacitated. !! Spirit Walker ''As in the '''Player's Handbook'''''
StormHeraldBarbarian . . . by ?: (:title Path of the Storm Herald:) !! Storm Aura ''As in '''Xanathar's Guide to Everything''''' !! Storm Caller Also at 3rd level, you gain the ability to manipulate the elements that flow through you. When you finish a long rest, you may choose a cantrip from the environment you chose for your Storm Aura. You may cast this cantrip while raging. Constitution is your spellcasting ability for these spells. ->'''''Desert.''''' You learn ''control flames'', ''gust'', or ''produce flame''. ->'''''Sea.''''' You learn ''gust'', ''shape water'', or ''jolt''.
DepthsBarbarian . . . by ?: (:title Path of the Depths:) !! Gift of the Drowned Ones At 3rd level when you adopt this path, you gain a swimming speed equal to your walking speed and gain the ability to breathe underwater. !! Dredge Line Starting when you choose this path at 3rd level, you manifest an extra appendage when you enter your rage. This weapon can appear as a kraken tentacle, a giant anchor, preternatural jaws, or something else based on your history. While you are raging, you can use this appendage to strike at one creature of your choice that you can see within 15 feet as a bonus action. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet in a straight line towards you.
BerserkerBarbarian . . . by ?: (:title Path of the Berseker:) !! Enrage At 3rd level, your anger can be sparked by the smallest slight. You can enter a rage using a bonus action or a reaction when you take damage. !! Frenzy Also at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns. When your rage ends, if you have gone into a frenzy twice since your last short or long rest, you gain one level of fatigue.
BeastBarbarian . . . by ?: (:title Path of the Beast:) !! Form of the Beast ''As in '''Tasha's Cauldron of Everything''''' !! Primal Instincts Also at 3rd level, your senses and survival instincts are heightened. You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Nature, Perception, Stealth, or Survival. !! Bestial Soul ''As in '''Tasha's Cauldron of Everything'''''
BattleragerBarbarian . . . by ?: (:title Path of the Battlerager:) !! Battlerager Armor When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon. While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls. Additionally, when you use the Attack action to grapple a creature, the target takes piercing damage equal to your proficiency bonus if your grapple check succeeds. !! Fighting Style
AncestralGuardianBarbarian . . . by ?: ''As in '''Xanathar's Guide to Everything''''' ''As in '''Xanathar's Guide to Everything''''' ''As in '''Xanathar's Guide to Everything'''''
WardenBarbarian . . . by ?: When you choose this archetype at 3rd level, you begin to embody one of the aspects of the natural world. Choose one of the following aspects of nature to exemplify, which decide what spells you can learn, as well as granting you benefits at certain levels. Once this decision is made, it is final and cannot be changed.
CrusaderFighter . . . by ?: Not all holy warriors are paladins and clerics. The Crusader is a relentless warrior who act as the closed fists of a god or gods. While these fighters may have the zeal of a paladin and the devotion of a cleric, they are knights single-minded in their pursuit of justice, and inexorable in the spreading of their faiths. From warrior-monk to missionary to executioner and justicar, the faithful breathe a sigh of relief at the approach of the crusader - while the faithless hold their breath in fear. (:toc:)
SharpshooterFighter . . . by ?: !! Careful Aim At 10th level, you regain all of your expended uses of Careful Aim when you finish a short or long rest. Starting at 15th level, you have learned to fall into a deep focus when you take aim. When you use your Careful Aim bonus action, as long as you haven't moved this turn, you may reduce your speed to 0 until the end of your turn. If you do, in addition to its normal effects, you gain the following two benefits:
CavalierFighter . . . by ?: (:title Cavalier:) !! Cavalier Technique When you choose this archetype at 3rd level, you gain proficiency in one of the following combat traditions: [[Maneuvers/Cavalry]], [[Maneuvers/Determination]], [[Maneuvers/Teamwork]]. When you gain this feature, you may choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from this tradition. !! Born to the Saddle Starting at 3rd level, your mastery as a rider becomes apparent. You gain the Rider fighting style in addition to your other fighting styles. !! Unwavering Mark Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
ArcaneArcherFighter . . . by ?: ->'''''Banishing Arrow.''''' You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow takes 2d6 force damage and must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
ChampionFighter . . . by ?: *** You could as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. ->'''Duelist''' \ Duelists are deft and cunning fighters who are experts at dominating opponents. Swashbucklers, fencers, and nobles often study this discipline of combat. *** You gain proficiency in one of the following combat traditions: [[Maneuvers/Duelist]], [[Maneuvers/Skirmisher]], [[Maneuvers/Skulduggery]]. When you gain this feature, you may choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from this tradition. *** You gain proficiency in one of the following skills of your choice: Acrobatics or Persuasion. *** All one-handed weapons you wield gain the light and finesse qualities. ->'''Gladiator''' \ Gladiators are skilled combatants who are tenacious and charismatic. Captains, crime lords, and pit fighters are natural fits for this archetype.