Torm

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May 5th, 2017
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  16. ##### version: 1.6
  17. </div>
  18.  
  19. \page
  20. <div class='pageNumber auto'></div>
  21. <div class='footnote'>CONTENTS</div>
  22.  
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  78.  
  79. <div class='wide' style="text-align: center">
  80. # Contents
  81. </div>
  82.  
  83. <div class='toc'>
  84. - ### [<span>3</span><span>Part 1: Races and Subraces</span>](#p3)
  85. - #### [<span>3</span><span>**Races**</span>](#p3)
  86. - [<span>3</span><span>Changeling</span>](#p3)
  87. - [<span>4</span><span>Minotaur</span>](#p4)
  88. - [<span>6</span><span>Shifter</span>](#p6)
  89. - [<span>8</span><span>Warforged</span>](#p8)
  90. - #### [<span>9</span><span>**Subraces**</span>](#p9)
  91. - [<span>9</span><span>Revenant</span>](#p9)
  92. - [<span>10</span><span>Tiefling Variants</span>](#p10)
  93.  
  94. - ### [<span>11</span><span>**Part 2: Classes**</span>](#p11)
  95. - [<span>11</span><span>Artificer</span>](#p11)
  96. - [<span>17</span><span>Mystic</span>](#p17)
  97. - [<span>40</span><span>Revised Ranger</span>](#p40)
  98. - [<span>46</span><span>Spell-less Ranger variant</span>](#p46)
  99.  
  100. - ### [<span>50</span><span>**Part 3: Sub-Classes**</span>](#p50)
  101. - #### [<span>50</span><span>**Barbarian Primal Paths**</span>](#p50)
  102. - [<span>50</span><span>Path of the Ancestral Guardian</span>](#p50)
  103. - [<span>51</span><span>Path of the Storm Herald</span>](#p51)
  104. - [<span>51</span><span>Path of the Zealot</span>](#p51)
  105. - #### [<span>52</span><span>**Bard Colleges**</span>](#p52)
  106. - [<span>52</span><span>College of Glamour</span>](#p52)
  107. - [<span>53</span><span>College of Satire</span>](#p53)
  108. - [<span>54</span><span>College of Swords</span>](#p54)
  109. - [<span>55</span><span>College of Whispers</span>](#p55)
  110. - #### [<span>56</span><span>**Cleric Divine Domains**</span>](#p56)
  111. - [<span>56</span><span>Forge Domain</span>](#p56)
  112. - [<span>57</span><span>Grave Domain</span>](#p57)
  113. - [<span>58</span><span>Protection Domain</span>](#p58)
  114. - #### [<span>59</span><span>**Druid Circles**</span>](#p59)
  115. - [<span>59</span><span>Circle of Dreams</span>](#p59)
  116. - [<span>60</span><span>Circle of the Shepherd</span>](#p60)
  117. - [<span>61</span><span>Circle of Twilight</span>](#p61)
  118. - #### [<span>62</span><span>**Fighter Martial Archetypes**</span>](#p62)
  119. - [<span>62</span><span>Arcane Archer</span>](#p62)
  120. - [<span>63</span><span>Cavalier</span>](#p63)
  121. - [<span>64</span><span>Knight</span>](#p64)
  122. - [<span>65</span><span>Monster Hunter</span>](#p65)
  123. - [<span>65</span><span>Samurai</span>](#p65)
  124. - [<span>66</span><span>Scout</span>](#p66)
  125. - [<span>66</span><span>Sharpshooter</span>](#p66)
  126. - #### [<span>67</span><span>**Monastic Traditions**</span>](#p67)
  127. - [<span>67</span><span>Way of the Kensei</span>](#p67)
  128. - [<span>68</span><span>Way of Tranquility</span>](#p68)
  129. - #### [<span>69</span><span>**Paladin Sacred Oaths**</span>](#p69)
  130. - [<span>69</span><span>Oath of Conquest</span>](#p69)
  131. - [<span>70</span><span>Oath of Treachery</span>](#p70)
  132. - #### [<span>72</span><span>**Ranger Archetypes**</span>](#p72)
  133. - [<span>72</span><span>Deep Stalker</span>](#p72)
  134. - [<span>72</span><span>Horizon Walker</span>](#p72)
  135. - [<span>73</span><span>Primeval Guardian</span>](#p73)
  136. </div>
  137.  
  138. ```
  139. ```
  140.  
  141. <div class="toc">
  142. - #### [<span>74</span><span>Roguish Archetypes</span>](#p74)
  143. - [<span>74</span><span>Inquisitive</span>](#p74)
  144. - [<span>74</span><span>Scout</span>](#p74)
  145. - [<span>75</span><span>Swashbuckler</span>](#p75)
  146. - #### [<span>76</span><span>Sorcerous Origins</span>](#p76)
  147. - [<span>76</span><span>Favored Soul</span>](#p76)
  148. - [<span>77</span><span>Phoenix Sorcery</span>](#p77)
  149. - [<span>78</span><span>Sea Sorcery</span>](#p78)
  150. - [<span>79</span><span>Shadow</span>](#p79)
  151. - [<span>80</span><span>Stone Sorcery</span>](#p80)
  152. - [<span>81</span><span>Storm</span>](#p81)
  153. - #### [<span>82</span><span>Warlock Patrons</span>](#p82)
  154. - [<span>82</span><span>The Hexblade</span>](#p82)
  155. - [<span>83</span><span>The Raven Queen</span>](#p83)
  156. - [<span>84</span><span>The Seeker</span>](#p84)
  157. - [<span>85</span><span>The Undying Light</span>](#85)
  158. - [<span>86</span><span>Eldritch Invocations</span>](#p86)
  159. - #### [<span>88</span><span>Wizard Traditions</span>](#p88)
  160. - [<span>88</span><span>Artificer</span>](#p88)
  161. - [<span>89</span><span>Lore Mastery</span>](#p89)
  162. - [<span>90</span><span>Theurgy</span>](#p90)
  163.  
  164. - ### [<span>77</span><span>Part 4: Extras</span>](#p77)
  165. - [<span>77</span><span>Action points</span>](#p77)
  166. - [<span>77</span><span>Dragonmarks</span>](#p77)
  167. - [<span>78</span><span>Feats</span>](#p78)
  168. - [<span>80</span><span>Fighting Styles</span>](#p80)
  169. - [<span>81</span><span>Spells</span>](#p81)
  170. - [<span>83</span><span>Wild Shape Forms</span>](#p83)
  171. - [<span>84</span><span>Prestige Classes and Rune Magic</span>](#p84)
  172. - [<span>89</span><span>When Armies Clash</span>](#p89)
  173. - [<span>96</span><span>Mass Combat</span>](#p96)
  174. - [<span>100</span><span>Variant Rules</span>](#100)
  175. - [<span>102</span><span>Traps Revisited</span>](#102)
  176. - [<span>111</span><span>Modern Magic</span>](#111)
  177. - ### [<span>118</span><span>Appendix</span>](#p118)
  178. - [<span>118</span><span>Changelog</span>](#p118)
  179. - [<span>118</span><span>Articles information</span>](#p118)
  180. - [<span>119</span><span>Credits</span>](#p119)
  181. </div>
  182.  
  183. \page
  184. <div class='pageNumber auto'></div><div class='footnote'>RACES | CHANGELING</div>
  185. # Part 1: Races
  186. ## Changeling
  187.  
  188. Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other creatures’ guises makes them consummate spies and criminals.
  189.  
  190. ### Personality
  191. Changelings are commonly harmless, passive people and are uninterested in politics and social affairs. Due to their capricious ways of life many people have come to distrust the changelings which has led to them becoming social recluses or more commonly has pushed them to create fake identities to escape persecution.
  192.  
  193. Having no culture of their own the changeling slip into other's societies and blend in. Rather than creating their own art and achievements the Changeling are happy with claiming other societies' as their own. This nomadic lifestyle has led the changeling to become exceptionally adaptable people. Changeling will not simply shapeshift into a new person but rather create a new whole one. Most changeling will set up a handful of personas so if one is compromised they can disappear and switch to one of their others. Their personas that they create are incredibly realistic and have their own personality traits, backgrounds and network of friends. The changeling can be evasive and will often try to avoid confrontation or anything that will draw attention to themselves.
  194.  
  195. ### Description
  196. Changelings can look like anyone at any given time though they do have a true form. Their natural look can be scary to some due to their lack of detail and distinctive features. Their skin tone is always pale, the darkest tone some have is a light grey. They have large white eyes but have no pupils and are circled by thick black rings. Their noses are small and subtle with no detail.
  197.  
  198. The changeling's body structures are slender, even more so than elves and border on being frail. Their hair colour is most commonly a light shade of silver followed by platinum and blonde. In rarer cases their hair can be pale shades of green, pink and blue. Also similar to elves the changeling lack body and facial hair.
  199.  
  200. ### Changeling Names
  201. Changeling names are usually monosyllabic and seem to other races more like nicknames than proper names. In fact, changelings collect names and may go by entirely different names in different social circles. They make no distinction between male and female names.
  202.  
  203. **Male and Female Names:** Bin, Dox, Fie, Hars, Jin, Lam, Nit, Ot, Paik, Ruz, Sim, Toox, Yug.
  204.  
  205. ### Changeling Traits
  206. Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other creatures’ guises makes them consummate spies and criminals.
  207.  
  208. As a changeling, you have the following racial traits.
  209.  
  210. ** *Ability Score Increase.* ** Your Dexterity and Charisma scores increase by 1.
  211.  
  212. ** *Size.* ** Changelings are built much like humans, but a little leaner. Your size is Medium.
  213.  
  214. ** *Speed.* ** Your base walking speed is 30 feet.
  215.  
  216. ** *Duplicity.* ** You gain proficiency in the Deception skill.
  217.  
  218. ** *Shapechanger.* ** As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.
  219.  
  220. ** *Languages.* ** You can speak, read, and write Common and two other languages of your choice.
  221.  
  222. <img
  223. src='http://i.imgur.com/lxTtkQA.png'
  224. style='position:absolute;bottom:-20px;left:365px;width:600px' />
  225.  
  226. \page
  227. <div class='pageNumber auto'></div><div class='footnote'>RACES | MINOTAUR</div>
  228.  
  229. ## Minotaur (Krynn)
  230.  
  231. In the world of Krynn, the setting of the Dragonlance saga, minotaurs live in an honor‐based society where strength determines power in both the gladiatorial arenas and in daily life. At home on both land and sea, the minotaurs of Krynn are ferocious sea raiders who rank as the ablest and most dangerous sailors in the world.
  232.  
  233. <img
  234. src='http://i.imgur.com/Y42tgkQ.png'
  235. style='position:absolute;bottom:0px;left:-170px;width:600px' />
  236.  
  237. ```
  238. ```
  239.  
  240. ### Arrogant Conquerors
  241.  
  242. Minotaurs embrace the notion that the weak should perish and that the strong must rule—and that they themselves are the strongest and most powerful race on Krynn. They believe their destiny is to rule the world, and that their dominion will be one of conquest and military might. To that end, all minotaurs are trained in weapons, armor, and tactics from a young age.
  243.  
  244. The minotaurs’ arrogance stems from a combination of strength, cunning, and intellect—three virtues they hold dear, and which they deem the foundation of their greatness. They believe that this combination of traits is what sets them apart from their rivals.
  245.  
  246. ### Trial by Combat
  247.  
  248. Minotaur society is built on the principle that might makes right, and that considerations of justice are unnecessary. The minotaurs are led by an emperor served by a council of eight minotaurs called the Supreme Circle. All posts within the government, including the emperor’s, are won by the strongest and cleverest minotaurs, as proved by combat in the Circus.
  249.  
  250. The Circus is the only means by which a minotaur can rise in society. It is a grand, annual display of single combat in which minotaurs battle each other for supremacy. Minotaur youths must prove themselves in the Circus to earn their passage to adulthood.
  251.  
  252. Participation in the Circus is yet another reason why minotaurs look down on other folk. To the minotaurs, death and glory in battle are a natural process. Combat is the key to ensuring that the strong survive, and that the weak are set aside before they can undermine their superiors’ grand schemes of conquest.
  253.  
  254. ### Honor above All
  255.  
  256. For all their cruelty, minotaurs are bound by a powerful sense of honor. Each victory brings greater honor to both individual minotaurs and their families. Defeat invokes a stain that only death can fully wash away.
  257.  
  258. Honor demands that minotaurs keep their word once it is offered, and each minotaur remains faithful to friends and clan above all else. Minotaurs rarely befriend folk of other races, as they all too often encounter them only in battle. If a minotaur does strike up a friendship, it is typically with other creatures that display the minotaurs’ virtues and love of battle. To such friends, a minotaur becomes an ally whose support will never waver.
  259.  
  260. ### Sea Reavers
  261. In the world of Krynn, the minotaurs rule a chain of islands dominated by the isles of Mithas and Kothas. Bound by the sea on all sides, the minotaurs focused their tenacity, strength, and cunning to become some of the most skilled and ferocious mariners in the world. They range across the water in their ships, raiding and pillaging as they wish. Minotaurs sometimes engage in trade, but they much prefer to take what they want by force. After all, as the strongest of all folk, they deserve the treasures and goods that lesser creatures have gathered.
  262.  
  263. \page
  264. <div class='pageNumber auto'></div><div class='footnote'>RACES | MINOTAUR</div>
  265.  
  266. ### Minotaur Names
  267. Minotaur clan names originate with a great hero whose descendants take on that name as their own, doing their best to live up to the ideals of their ancestor. On Krynn, clan names are always preceded by the prefix “es‐” for minotaurs from lands controlled by the island of Mithas, or “de‐” for minotaurs from areas under the sway of Kothas.
  268.  
  269. **Male Names:** Beliminorgath, Cinmac, Dastrun, Edder, Galdar, Ganthirogani, Hecariverani, Kyris, Tosher, Zurgas
  270.  
  271. **Female Names:** Ayasha, Calina, Fliara, Helati, Keeli, Kyri, Mogara, Sekra, Tariki, Telia
  272.  
  273. **Clan Names:** Athak, Bregan, Entragath, Kaziganthi, Lagrangli, Mascun, Orilg, Sumarr, Teskos, Zhakan
  274.  
  275. ### Minotaur Traits
  276. Your minotaur character possesses a number of traits that reflect the power and superiority of your kind.
  277.  
  278. ** *Ability Score Increase.* ** Your Strength score increases `..` by 1.
  279.  
  280. ** *Conqueror’s Virtue.* ** From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.
  281.  
  282. ** *Age.* ** Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.
  283.  
  284. ** *Alignment.* ** Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.
  285.  
  286. ** *Size.* ** Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.
  287.  
  288. ** *Speed.* ** Your base walking speed is 30 feet.
  289.  
  290. ** *Horns.* ** You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.
  291.  
  292. ** *Goring Rush.* ** When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
  293.  
  294. ** *Hammering Horns.* ** When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.
  295.  
  296. ** *Labyrinthine Recall.* ** You can perfectly recall any path you have traveled.
  297.  
  298. ** *Sea Reaver.* ** You gain proficiency with navigator’s tools and vehicles (water).
  299.  
  300. ** *Languages.* ** You can speak, read, and write Common.
  301.  
  302. ### Minotaur Bonds
  303. When creating a minotaur character rooted in Krynn (or in any campaign that draws on the backstory presented here), you can use the following table of bonds to help flesh out your character. Use this table in addition to or in place of your background’s bond or a bond of your creation.
  304.  
  305. | d6 | Bond |
  306. |:----:|:-------------|
  307. | 1 | My opponent in the Circus for my trial of adulthood was chosen years ago. Though we sparred only once, I fell deeply in love. Rather than fight my beloved to the death, I fled from home and have been branded a coward. |
  308. | 2 | I’m the last of my clan. If I die without achieving great deeds, the hero who is my clan’s patron will be forgotten. |
  309. | 3 | I was part of a raiding party that was defeated and enslaved. I’ve escaped and sworn revenge. |
  310. | 4 | I never shared my people’s love of violence. I’m part of a conspiracy to topple the emperor’s violent regime. |
  311. | 5 | I claim that I am an exile from my people, but in truth I have been sent to serve as a spy. I’m expected to leave secret messages telling my folk of villages and towns that are ripe targets for conquest. |
  312. | 6 | I’m the last survivor of a ship wrecked in a storm. Occasionally, the spirits of my shipmates appear in my dreams and ask me to complete tasks they left unfinished in life. |
  313.  
  314. <div class='descriptive'>
  315. ##### Minotaurs in Your Campaign
  316. We chose the minotaurs of Krynn as the model for our depiction of this race for a very specific reason. Tying them to the sea and a distinct culture helps give minotaurs more flavor than serving as just another big, brutish monster race. After all, we already have half‐ orcs in the Player’s Handbook and the goliath in our Elemental Evil Player’s Companion. As an added bonus, these minotaurs are Medium (as opposed to Large for the monstrous version) and are thus much easier to balance against the Player’s Handbook races.
  317.  
  318. Casting minotaurs as conquest‐minded, honorable pirates gives them a distinct flavor while providing many roleplaying hooks for players. When adding a new race to your own campaign, it’s always a good idea to think about its culture, its relationship to other folk, and how the two can combine to give it a unique place in your world. Creating a table of bonds such as the one provided for minotaurs can be a good place to start.
  319.  
  320. Casting minotaurs as mariners has some interesting implications for a setting. The Labyrinthine Recall ability makes minotaurs perfect sailors, as they can travel the seas with little fear of becoming lost or losing their way. A minotaur navigator is an unmatched master of the sea. When adapting races to your campaign, look for similar hooks that might be buried in special abilities or elements of a creature’s story that you might otherwise overlook.
  321.  
  322. Remember that the story we provide is only a starting point. Modifying this minotaur to move it away from its roots in Krynn is as easy as swapping the proficiencies provided by Sea Reaver for some other option that better reflects your setting. As a guideline, consider swapping the tool proficiencies for proficiency in any one skill, for proficiency with thieves’ tools, or for proficiency with two tools other than thieves’ tools. </div>
  323.  
  324. \page
  325. <div class='pageNumber auto'></div><div class='footnote'>RACES | SHIFTER</div>
  326.  
  327. ## Shifter
  328.  
  329. Shifters, sometimes called “the weretouched,” are descended from humans and natural lycanthropes, now nearly extinct on Khorvaire. Shifters cannot fully change shape but can take on animalistic features—a state they call shifting. Shifters have evolved into a unique race that breeds true. They have a distinct culture with its own traditions and identity
  330.  
  331. ### Personality
  332. Shifters commonly have chaotic personalities and experience extremes in their emotions. They are often temperamental and are liable to change moods in swift and dramatic fashion. Shifters find it difficult to control their emotions, especially in stressful situations. Some have learnt to control their emotions however, it is obvious to others that they're finding it difficult to do so.
  333.  
  334. The shifter mind-set is built up around the idea of being self-sufficient and being able to conjure inner strength in times of need rather than relying on one's allies. Shifters can seem overly cautious or constantly ready for future events. A common saying among shifters is "preparing for the journey yet to come" which reflects how they believe the world can change instantly and how important it is to be prepared to avoid the danger that those changes can bring.
  335.  
  336. Shifters believe that the reward for independence is freedom and thus they feel uncomfortable around those who attempt to impose their will and beliefs upon others. It is also common for a shifter to feel restricted in a human settlement with its rules and law enforcement.
  337.  
  338. Due to their predator instincts shifters can't help acting or thinking like animals and think in terms of hunting and prey. Like wolves longtooth shifters feel the urge to form packs with companions whether they be family or even a group consisting of no other shifters. They make useful companions as they work well in teams, capable of coordinating attacks and will come to the rescue of any of its pack members.
  339.  
  340. Razorclaw shifters are more independent, self-reliant and adaptable than their longtooth cousins. They're just as loyal to their group as longtooth shifters however, they expect their companions to be just as self-reliant and capable as they are. Razorclaw shifters strive to carry their own weight within their groups.
  341.  
  342. Shifters are accustomed to distrust and don't expect better treatment from the other races though, some try to earn trust with their companions through good deeds. Most shifters are neutral and are concerned more with their survival than ethics and morals.
  343.  
  344. ### Description
  345. Shifters resemble humans but with more animal like features. Their bodies are physically fit and lithe, they tend to move around in an animal like manner, crouching, springing and leaping. Like cats they have wide flat noses with large eyes, pointed ears and claw-like nails on both their toes and fingers. Their hair is thick and worn long and some have long sideburns to match. Longtooth shifters claim that werewolves are their ancestors and have canine features while the razorclaw shifters claim weretigers to be their ancestors and display feline features.
  346.  
  347. <img
  348. src='http://i.imgur.com/fPvNjTZ.png'
  349. style='position:absolute;bottom:50px;left:60px;width:1000px' />
  350.  
  351. \page
  352. <div class='pageNumber auto'></div><div class='footnote'>RACES | SHIFTER</div>
  353.  
  354. ### Shifter Names
  355. Shifters use the same names as humans, often ones that sound rustic to city-dwellers.
  356.  
  357. ### Shifter Traits
  358. Shifters are descended from humans and lycanthropes. Although they cannot fully change to animal form, they can take on animalistic features by a process they call shifting.
  359.  
  360. As a shifter, you have the following racial traits.
  361.  
  362. ** *Ability Score Increase.* ** Your Dexterity score increases `12` by 1.
  363.  
  364. ** *Size.* ** Shifters are about the same size as humans. Your size is Medium.
  365.  
  366. ** *Speed.* ** Your base walking speed is 30 feet.
  367.  
  368. ** *Darkvision.* ** Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  369.  
  370. ** *Shifting.* ** On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action.
  371.  
  372. While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your shifter subrace, described below.
  373.  
  374. You must finish a short or long rest before you can shift again.
  375.  
  376. ** *Languages.* ** You can speak, read, and write Common and Sylvan.
  377.  
  378. ```
  379. ```
  380.  
  381. #### Subraces
  382. Several subraces of shifter exist, each with its own animalistic features. Choose one of the options below.
  383.  
  384. #### Beasthide
  385. As a beasthide shifter, you are especially tough and persistent in battle.
  386.  
  387. ** *Ability Score Increase.* ** Your Constitution score increases by 1.
  388.  
  389. ** *Shifting Feature.* ** While shifting, you gain a +1 bonus to AC.
  390.  
  391. #### Cliffwalk
  392. Your cliffwalk heritage grants you the agility of a mountain goat.
  393.  
  394. ** *Ability Score Increase.* ** Your Dexterity score increases `..` by 1.
  395.  
  396. ** *Shifting Feature.* ** While shifting, you gain a climb speed of 30 feet.
  397.  
  398. #### Longstride
  399. Longstride shifters are fleet and elusive.
  400.  
  401. ** *Ability Score Increase.* ** Your Dexterity score increases`...` by 1.
  402.  
  403. ** *Shifting Feature.* ** While shifting, you can use the Dash action as a bonus action.
  404.  
  405. #### Longtooth
  406. As a longtooth shifter, you are a ferocious combatant.
  407.  
  408. ** *Ability Score Increase.* ** Your Strength score increases `..` by 1.
  409.  
  410. ** *Shifting Feature.* ** While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.
  411.  
  412. #### Razorclaw
  413. As a razorclaw shifter, you make swift, slashing strikes in battle.
  414.  
  415. ** *Ability Score Increase.* ** Your Dexterity score `..` increases by 1.
  416.  
  417. ** *Shifting Feature.* ** While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.
  418.  
  419. #### Wildhunt
  420. Your wildhunt heritage makes you a consummate tracker and survivor.
  421.  
  422. ** *Ability Score Increase.* ** Your Wisdom score increases `...` by 1.
  423.  
  424. ** *Shifting Feature.* ** While shifting, you gain advantage on all Wisdom-based checks and saving throws.
  425.  
  426. <img
  427. src='http://i.imgur.com/fvfZkV0.png'
  428. style='position:absolute;bottom:-60px;right:390px;width:600px' />
  429.  
  430. \page
  431. <div class='pageNumber auto'></div><div class='footnote'>RACES | WARFORGED </div>
  432.  
  433. ## Warforged
  434.  
  435. The warforged were made as the ideal soldiers to serve in the devastating Last War. Although they are constructs, they have much in common with living creatures, including emotions and social bonds, and perhaps even souls.
  436.  
  437. ### Personality
  438. Warforged can have unique personality traits though, being constructs, they are restricted in some ways. They experience anger, pain, fear and hatred like their human creators; not all warforged are incredibly reserved and pensive, hiding an array of emotions behind their metallic face. Their faces were not designed to display facial expressions and so it can seem like they are distant to the conversation. Despite their lack of physical facial expressions they're not completely without them as their eyes tend to brighten when experiencing strong or specific emotions.
  439.  
  440. Some warforged are incredibly naive and lack introspection; however, many others are the opposite and question their existence, wonder if they have souls and ask what becomes of them in the after life. The more intelligent warforged create complex philosophies about what they perceive and learn. Though warforged can show loyalty to religions and organisations, typically they become loyal to a small group of comrades.
  441.  
  442. Warforged often have little life experience as they spent most of their time assigned to one specific duty, usually soldiering. If there is one interest all warforged share it is the love of working and many create endless lists of goals and chores. They take pride in their work and work incredibly hard which makes them dislike idleness and failure. Warforged can excel at most tasks having a single-minded efficiency, especially in combat related roles.
  443.  
  444. War and military conditioning create the foundation of warforged personalities, they understand duty, the chain of command and conflict. Due to their bodies more closely resembling males than females, most warforged prefer to be called "he" than "it". Some warforged adopt female names though most of their names are straightforward and are related to their job, abilities or rank. Many warforged simply accept the nicknames given to them by their comrades while others seek to earn more meaningful names that best describe them.
  445.  
  446. ### Description
  447. The warforged are made of stone, metal and wood fibres. The core of a warforged is a skeletal frame made of metal and stone with wood fibres acting as a muscular system. Covering the warforged is an outer shell of metal and stone plates. An internal network of tubes run through the warforged's body, these tubes are filled with a blood like fluid that is designed to lubricate and nourish their systems. Their hands have only two thick fingers and a thumb whilst their feet only have two broad toes.
  448.  
  449. The warforged's face loosely resembles their human creators though they have a toothless jaw, heavy brow line and are lacking noses and hair. Each warforged has a ghulra engraved upon their foreheads. Each of these runes are unique to the warforged giving them a sense of individuality.
  450.  
  451. The warforged have a sexless form and are considered to be mono-gender. The warforged are able to be repaired and modified by artificers or even themselves giving them an endless possibility to their appearances.
  452.  
  453. ### Warforged Names
  454. Warforged do not name themselves and only recently have begun to understand the need of other races to have names for everything. Many accept whatever names others see fit to give them, and warforged traveling with humans often are referred to by nicknames. Some warforged, however, have come to see having a name as a defining moment of their new existence, and thus search long and hard for the perfect name to attach to themselves.
  455.  
  456. ### Warforged Traits
  457. As a warforged, you have the following racial traits.
  458.  
  459. ** *Ability Score Increase.* ** Your Strength and Constitution scores increase by 1.
  460.  
  461. ** *Size.* ** Warforged are generally broader and heavier than humans. Your size is Medium.
  462.  
  463. ** *Speed.* ** Your base walking speed is 30 feet.
  464.  
  465. ** *Composite Plating.* ** Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class.
  466.  
  467. ** *Living Construct.* ** Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish.
  468.  
  469. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
  470.  
  471. ** *Languages.* ** You can speak, read, and write Common and one other language of your choice.
  472.  
  473. <img
  474. src='http://i.imgur.com/fxqYqJJ.png'
  475. style='position:absolute;bottom:-140px;right:-100px;width:600px' />
  476.  
  477. \page
  478. <div class='pageNumber auto'></div><div class='footnote'>SUBRACES | REVENANT</div>
  479.  
  480. ## Subraces
  481. ### Subrace: Revenant
  482. Having met a cruel and undeserved end, you have returned to the realm of the living. As a revenant, you thirst for revenge against those who wronged you in life, or seek to complete a final, critical task you left unfinished.
  483.  
  484. The revenant subrace can be applied to any race that has a subrace, and replaces that race’s existing subrace options. Alternatively, you can apply this new subrace to a race without subrace options using the modification options provided below.
  485.  
  486. Your DM might also allow you to take this subrace for a slain character. In that case, your character rises from the dead with its original subrace replaced (or with the necessary modifications made to its base traits), filled with a determination to seek vengeance or complete its mission.
  487.  
  488. #### Racial Adjustments
  489. For races that don’t have subrace options, taking on the revenant subrace means making changes to your character’s base traits, as follows. (This playtest article provides options only for human and dragonborn characters. Because half-elves and half-orcs have no subrace options, they shouldn’t be used with these revenant subrace rules.)
  490.  
  491. ** *Human Revenant.* ** If you want to play a human revenant, modify the human’s Ability Score Increase trait to the following: Two different ability scores of your choice increase by 1. If you use the variant human traits, remove the Skills trait and the Feat trait.
  492.  
  493. ** *Dragonborn Revenant.* ** If you want to play a dragonborn revenant, modify the dragonborn’s Ability Score Increase trait to the following: Your Strength score increases by 1, and your Charisma score increases by 1. Additionally, your Draconic Ancestry trait uses necrotic damage as its damage type, replacing the damage type that applies to your breath weapon and your damage resistance.
  494.  
  495. ** *Tiefling Revenant.* ** If you use one of the two tiefling variants presented below, you can use any of those subraces to make a tiefling revenant, replacing the subrace options with the revenant subrace options.
  496.  
  497. #### Ability Score Increase
  498.  
  499. Your Constitution score increases by 1.
  500.  
  501. #### Relentless Nature
  502. Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits:
  503. - If you are below half your hit point maximum at the start of your turn, you regain 1 hit point.
  504. - If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it.
  505.  
  506. ```
  507. ```
  508.  
  509. - You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence.
  510.  
  511. When your goal is complete, you finally find rest. You die and cannot be restored to life.
  512.  
  513. <img
  514. src='https://i.imgur.com/yAs0bqC.png'
  515. style='position:absolute;bottom:-25px;right:-200px;width:750px' />
  516.  
  517. \page
  518. <div class='pageNumber auto'></div><div class='footnote'>SUBRACES | TIEFLING VARIANTS </div>
  519.  
  520. ### Tiefling Variants
  521. As presented in the *Player’s Handbook*, all members of the tiefling race share some manner of diabolic origin. The following option allows you to instead create a tiefling with a demonic tie.
  522.  
  523. All tieflings gain the following traits from the standard tiefling race of the *Player’s Handbook*:
  524. - Age
  525. - Alignment
  526. - Size
  527. - Speed
  528. - Darkvision
  529.  
  530. Additionally, the following traits are modified from the Player’s Handbook:
  531.  
  532. - ** *Ability Score Increase. *** Your Charisma score increases by 2.
  533. - ** *Languages.* ** You can speak, read, and write Common.
  534.  
  535. #### Subraces
  536.  
  537. This variant introduces new subraces for the tiefling. Each subrace offers traits in addition to the ones noted above. The race presented in the Player’s Handbook is the infernal tiefling, which is summarized here for ease of reference.
  538.  
  539. #### Infernal Tiefling
  540.  
  541. An infernal tiefling draws upon the power of the Nine Hells and its diabolic masters. These tieflings have the following additional features.
  542.  
  543. - ** *Ability Score Increase.* ** Your Intelligence score increases by 1.
  544. - ** *Hellish Resistance.* ** As described in the *Player’s Handbook.*
  545. - ** *Infernal Legacy.* ** As described in the *Player’s Handbook.*
  546. - ** *Languages.* ** You can speak, read, and write Infernal.
  547.  
  548. ```
  549. ```
  550.  
  551. #### Abyssal Tiefling
  552.  
  553. All abyssal tieflings trace their bloodline to the demons of the Abyss. These tieflings have the following additional features.
  554. - ** *Ability Score Increase.* ** Your Constitution score increases by 1.
  555. - ** *Abyssal Arcana.* ** Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell.
  556.  
  557. You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot.
  558.  
  559. At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result.
  560.  
  561. ##### Abyssal Arcana Spells
  562. | d6 | 1st Level | 3rd Level | 5th Level
  563. |:----:|:----|:----|:----|
  564. | 1 | *Dancing lights* | *Burning hands* | *Alter self*
  565. | 2 | *True strike* | *Charm person* | *Darkness*
  566. | 3 | *Light* | *Magic missile* | *Invisibility*
  567. | 4 | *Message* | *Cure wounds* | *Levitate*
  568. | 5 | *Spare the dying* | *Tasha’s hideous laughter* | *Mirror image*
  569. | 6 | *Prestidigitation* | *Thunderwave* | *Spider climb*
  570.  
  571. ** *Abyssal Fortitude.* ** Your hit point maximum increases by half your level (minimum 1).
  572.  
  573. ** *Languages.* ** You can speak, read, and write Abyssal.
  574.  
  575. <img
  576. src='https://i.imgur.com/n5lBtOj.png'
  577. style='position:absolute;bottom:-13px;right:0px;width:950px' />
  578.  
  579. <img
  580. src='https://i.imgur.com/JeWnFpw.png'
  581. style='position:absolute;bottom:-520px;right:-260px;width:800px' />
  582.  
  583. \page
  584. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | ARTIFICER</div>
  585.  
  586. # Part 2: Classes
  587. ## Artificer
  588.  
  589. A gnome sits hunched over a workbench, carefully using needle and thread to wave runes into a leather satchel. The bag shudders as she completes her work, and a sudden, loud pop echoes through the room as a portal to an extradimensional space springs to being in the bag’s interior. She beams with pride at her newly crafted bag of holding.
  590.  
  591. A troll growls in hunger as it looms over a dwarf, who slides a long, metal tube from a holster at his belt. With a thunderous roar, a gout of flame erupts from the tube, and the troll’s growls turn into shrieks of panic as it turns to flee.
  592.  
  593. An elf scrambles up the castle’s wall, Baron von Hendriks’ men close behind her. As she clambers over the battlements, she reaches into her satchel, pulls out three vials, mixes their contents into a small leather bag, and flings it at her pursuers. The bag bursts at their feet, trapping them in a thick, black glue as she makes her escape.
  594.  
  595. Makers of magic-infused objects, artificers are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation. Artificers, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, useful items.
  596.  
  597. ### Cunning Inventors
  598. Every artificer is defined by a specific craft. Artificers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Some artificers are engineers, students of invention and warfare who craft deadly firearms that they can augment with magic. Other artificers are alchemists. Using their knowledge of magic and various exotic ingredients, they create potions and draughts to aid them on their adventures. Alchemy and engineering are the two most common areas of study for artificers, but others do exist.
  599.  
  600. All artificers are united by their curiosity and inventive nature. To an artificer, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Artificers value novelty and discovery. This penchant pushes them to seek a life of adventure. A hidden ruin might hold a forgotten magic item or a beautifully crafted mirror perfect for magical enhancement. Artificers win respect and renown among their kind by uncovering new lore or inventing new methods of creation.
  601.  
  602. ```
  603. ```
  604.  
  605. ### Intense Rivalries
  606. The artificers’ drive to invent and expand their knowledge creates an intense drive to uncover new magic discoveries. An artificer who hears news of a newly discovered magic item must act fast to get it before any rivals do. Good-aligned artificers recover items on adventures or offer gold or wondrous items to those who possess items they are keen to own. Evil ones have no problem committing crimes to claim what they want.
  607.  
  608. Almost every artificer has at least one rival, someone whom they seek to outdo at every turn. By the same token, artificers with similar philosophies and theories band together into loose guilds. They share their discoveries and work together to verify their theories and keep ahead of their rivals.
  609.  
  610. <img
  611. src='http://i.imgur.com/E8ZUTV6.png'
  612. style='position:absolute;bottom:-10px;right:-130px;width:560px' />
  613.  
  614. \page
  615. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | ARTIFICER</div>
  616.  
  617. <div class='classTable wide'>
  618. ##### The Artificer
  619. | Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th |
  620. |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|
  621. | 1st | +2 | Artificer Specialist, Magic Item Analysis | — | — | — | — | — |
  622. | 2nd | +2 | Tool Expertise, Wondrous Invention | — | — | — | — | — |
  623. | 3rd | +2 | Artificer Specialist feature, Spellcasting | 3 | 2 | — | — | — |
  624. | 4th | +2 | Ability Score Improvement, Infuse Magic| 4 | 3 | — | — | — |
  625. | 5th | +3 | Superior Attunement, Wondrous Invention | 4 | 3 | — | — | — |
  626. | 6th | +3 | Mechanical Servant | 4 | 3 | — | — | — |
  627. | 7th | +3 | — | 5 | 4 | 2 | — | — |
  628. | 8th | +3 | Ability Score Improvement | 6 | 4 | 2 | — | — |
  629. | 9th | +4 | Artificer Specialist feature | 6 | 4 | 2 | — | — |
  630. | 10th | +4 | Wondrous Invention | 7 | 4 | 3 | — | — |
  631. | 11th | +4 | — | 8 | 4 | 3 | — | — |
  632. | 12th | +4 | Ability Score Improvement | 8 | 4 | 3 | — | — |
  633. | 13th | +5 | — | 9 | 4 | 3 | 2 | — |
  634. | 14th | +5 | Artificer Specialist feature | 10 | 4 | 3 | 2 | — |
  635. | 15th | +5 | Superior Attunement, Wondrous Invention | 10 | 4 | 3 | 2 | — |
  636. | 16th | +5 | Ability Score Improvement | 11 | 4 | 3 | 3 | — |
  637. | 17th | +6 | Artificer Specialist feature | 11 | 4 | 3 | 3 | — |
  638. | 18th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | — |
  639. | 19th | +6 | — | 12 | 4 | 3 | 3 | 1 |
  640. | 20th | +6 | Soul of Artifice, Wondrous Invention | 13 | 4 | 3 | 3 | 1 |
  641. </div>
  642.  
  643. ### Creating an Artificer
  644. When creating an artificer character, think about your character’s background and drive for adventure. Does the character have a rival? What is the character’s relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to.
  645.  
  646. #### Quick Build
  647. You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.
  648.  
  649. ## Class Features
  650. As an artificer, you gain the following class features.
  651. #### Hit Points
  652. ___
  653. - **Hit Dice:** 1d8 per artificer level
  654. - **Hit Points at 1st Level:** 8 + your Constitution
  655. modifier
  656. - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per artificer level after 1st
  657.  
  658. ```
  659. ```
  660.  
  661. #### Proficiencies
  662. ___
  663. - **Armor:** Light and medium armor
  664. - **Weapons:** Simple weapons
  665. - **Tools:** Thieves’ tools, two other tools of your
  666. choice
  667. ___
  668. - **Saving Throws:** Constitution, Intelligence
  669. - **Skills:** Choose three from Arcana, Deception, History, Investigation, Medicine, Nature,
  670. Religion, Sleight of Hand
  671.  
  672. #### Equipment
  673. You start with the following equipment, in addition to the equipment granted by your
  674. background:
  675. - *(a)* a handaxe and a light hammer or *(b)* any two simple weapons
  676. - a light crossbow and 20 bolts
  677. - *(a)* scale mail or *(b)* studded leather armor
  678. - thieves’ tools and a dungeoneer’s pack
  679.  
  680. ### Artificer Specialist
  681. At 1st level, you choose the type of Artificer Specialist you are: Alchemist or Gunsmith, both of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th level.
  682.  
  683. \page
  684. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | ARTIFICER</div>
  685.  
  686. ### Magic Item Analysis
  687. Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.
  688.  
  689. ### Tool Expertise
  690. Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.
  691.  
  692. ### Wondrous Invention
  693. At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.
  694.  
  695. Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.
  696.  
  697. You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level.
  698.  
  699. These magic items are detailed in the Dungeon Master’s Guide.
  700. ___
  701. - **2nd Level:** *bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones*
  702. - **5th Level:** *alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets*
  703. - **10th Level:** *bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack*
  704. - **15th Level:** *boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing*
  705. - **20th Level:** *eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying*
  706.  
  707. ### Spellcasting
  708. As part of your study of magic, you gain the ability to cast spells at 3rd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items.
  709.  
  710. #### Spell Slots
  711. The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
  712.  
  713. #### Spells Known of 1st Level and Higher
  714. You know three 1st-level spells of your choice from the artificer spell list (which appears at the end of this document).
  715.  
  716. The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table.
  717.  
  718. Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on the Artificer table.
  719.  
  720. #### Spellcasting Ability
  721. Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
  722. ___
  723. - **Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier
  724. - **Spell attack modifier** = your proficiency bonus + your Intelligence modifier
  725.  
  726. #### Spellcasting Focus
  727. You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, “Equipment,” in the Player’s Handbook for various arcane focus options.
  728.  
  729. ### Infuse Magic
  730. Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.
  731.  
  732. Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.
  733.  
  734. When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.
  735.  
  736. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.
  737.  
  738. ### Ability Score Improvement
  739. When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
  740.  
  741. ### Superior Attunement
  742. At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.
  743.  
  744. At 15th level, this limit increases to five magic items.
  745.  
  746. \page
  747. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | ARTIFICER</div>
  748.  
  749. ### Mechanical Servant
  750. At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.
  751.  
  752. Select a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:
  753. - It is a construct instead of a beast.
  754. - It can’t be charmed.
  755. - It is immune to poison damage and the poisoned condition.
  756. - It gains darkvision with a range of 60 feet if it doesn’t have it already.
  757. - It understands the languages you can speak when you create it, but it can’t speak.
  758. - If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker
  759.  
  760. The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.
  761.  
  762. If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.
  763.  
  764. ### Soul of Artifice
  765. At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  766.  
  767. ```
  768. ```
  769.  
  770. ## Artificer Specialists
  771. Artificers pursue a variety of specializations. The two most common ones, alchemy and engineering, are presented here.
  772.  
  773. ### Alchemist
  774. An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down.
  775.  
  776. #### Alchemist’s Satchel
  777.  
  778. At 1st level, you craft an Alchemist’s Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials.
  779.  
  780. If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials.
  781.  
  782. #### Alchemical Formula
  783. At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels.
  784.  
  785. To use any of these options, your Alchemist’s Satchel must be within reach.
  786.  
  787. If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.
  788.  
  789. ** *Alchemical Fire.* ** As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage.
  790.  
  791. This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).
  792.  
  793. ** *Alchemical Acid.* ** As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized.
  794.  
  795. This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).
  796.  
  797. <img
  798. src='http://i.imgur.com/XYj4oGk.png'
  799. style='position:absolute;bottom:10px;left:90px;width:300px' />
  800.  
  801. \page
  802. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | ARTIFICER</div>
  803.  
  804. `...`** *Healing Draught.* ** As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula.
  805.  
  806. This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).
  807.  
  808. ** *Smoke Stick.* ** As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute.
  809.  
  810. ** *Swift Step Draught.* ** As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.
  811.  
  812. ```
  813. ```
  814.  
  815. `...`** *Tanglefoot Bag.* ** As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.
  816.  
  817. ** *Thunderstone.* ** As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.
  818.  
  819. ### Gunsmith
  820. A master of engineering, you forge a firearm powered by a combination of science and magic.
  821.  
  822. #### Master Smith
  823. When you choose this specialization at 1st level, you gain proficiency with smith’s tools, and you learn the mending cantrip.
  824.  
  825. #### Thunder Cannon
  826. At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease.
  827.  
  828. You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as a bonus action. If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.
  829.  
  830. #### Arcane Magazine
  831. At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning.
  832.  
  833. You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds.
  834.  
  835. If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.
  836.  
  837. <img
  838. src='http://i.imgur.com/mxLeAyG.png'
  839. style='position:absolute;bottom:-60px;left:-160px;width:600px' />
  840.  
  841. \page
  842. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | ARTIFICER</div>
  843.  
  844. #### Thunder Monger
  845. At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit.
  846.  
  847. This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).
  848.  
  849. #### Blast Wave
  850. Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you.
  851.  
  852. This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).
  853.  
  854. #### Piercing Round
  855. Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a pecial attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class.
  856.  
  857. #### Explosive Round
  858. Starting at 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage.
  859.  
  860. <div class='wide'>
  861. </div>
  862.  
  863. ## Artificer Spell List
  864.  
  865. <div class='spellList'>
  866. ##### 1st Level
  867. - Alarm
  868. - Cure wounds
  869. - Disguise self
  870. - Expeditious retreat
  871. - False life
  872. - Jump
  873. - Longstrider
  874. - Sanctuary
  875. - Shield of faith
  876.  
  877. <div style='margin-top:20px'></div>
  878.  
  879. ##### 2nd Level
  880. - Aid
  881. - Alter self
  882. - Arcane lock
  883. - Blur
  884. - Continual flame
  885. - Darkvision
  886. - Enhance ability
  887. - Enlarge/reduce
  888. - Invisibility
  889. - Lesser restoration
  890. - Levitate
  891. - Magic weapon
  892. - Protection from poison
  893. - Rope trick
  894. - See invisibility
  895. - Spider climb
  896.  
  897. ##### 3rd Level
  898. - Blink
  899. - Fly
  900. - Gaseous form
  901. - Glyph of warding
  902. - Haste
  903. - Protection from energy
  904. - Revivify
  905. - Water breathing
  906. - Water walk
  907.  
  908. <div style='margin-top:20px'></div>
  909.  
  910. ##### 4th Level
  911. - Arcane eye
  912. - Death ward
  913. - Fabricate
  914. - Freedom of movement
  915. - Leomund’s secret chest
  916. - Mordenkainen’s faithful hound
  917. - Mordenkainen’s private sanctum
  918. - Otiluke’s resilient sphere
  919. - Stone shape
  920. - Stoneskin
  921. </div>
  922.  
  923. <img
  924. src='http://i.imgur.com/ZjJefyW.png'
  925. style='position:absolute;bottom:-180px;left:0px;width:900px' />
  926.  
  927. \page
  928. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  929.  
  930. ## Mystic
  931.  
  932. A human clad in simple robes walks along a forest path. A gang of goblins emerges from the brush, arrows trained on him, their smiles wide at their good fortune of finding such easy prey for the legion’s slave pens. Their smiles turn to shrieks of terror as the traveler grows to giant size and leaps at them, his staff now a deadly cudgel.
  933.  
  934. The militia forms in ranks to prepare for the orcs’ charge. The growling brutes howl their battle cries and surge forward. To their surprise, the human rabble holds its ground and fights with surprising ferocity. Suddenly, mindless fear clings to the orcs’ minds and they, despite facing a far inferior foe, turn and run, never noticing the calm half-elf standing amid the militia and directing its efforts.
  935.  
  936. Baron von Ludwig was always proud of his grand library. Little did he know that each evening, a gnome laden with blank scrolls slipped past his guards each night and dutifully copied his most heavily guarded archives. When the duke’s men arrived to arrest him for dealing with demons, he never guessed that the gnome scribe traveling with them had spent more time in his keep than he had over the past year.
  937.  
  938. These heroes are all mystics, followers of a strange and mysterious form of power. Mystics shun the world to turn their eyes inward, mastering the full potential of their minds and exploring their psyches before turning to face the world. Mystics are incredibly rare, and most prefer to keep the nature of their abilities secret. Using their inner, psychic strength, they can read minds, fade into invisibility, transform their bodies into living iron, and seize control of the physical world and bend it to their will.
  939.  
  940. ### Hermits and Outcasts
  941. Mystics are loners. Most discover the secrets of their power through vague references in tomes of lore or by ingratiating themselves to a master of the power.
  942.  
  943. In order to master their power, mystics must first master themselves. They spend months and years in quiet contemplation, exploring their minds and leaving nothing uncovered. During this time, they shun society and typically live as hermits at the edge of society. A mystic who studied under a master worked as a virtual slave, toiling away at mundane tasks in return for the occasional lesson or cryptic insight.
  944.  
  945. When mystics finally master their power, they return to the world to broaden their horizons and practice their craft. Some mystics prefer to remain isolated, but those who become adventurers aren’t content to remain on the fringe of the world.
  946.  
  947. ### Eccentric Minds
  948. In order to maintain the strict discipline and intense self-knowledge needed to tap into their power, mystics develop a variety of practices to keep their focus sharp.
  949.  
  950. These practices are reflected in taboos and quirks, strange little behaviors that govern a mystic’s actions. These quirks are oaths or behavioral tics that help keep mystics in the proper frame of mind while maintaining perfect control over their minds and bodies.
  951.  
  952. While these taboos are harmless, they help cast mystics as outsiders. Few feel accepted by society, and fewer still care to become integrated with it. To mystics, the life of the mind is where they feel most at home.
  953.  
  954. <img
  955. src='http://i.imgur.com/MUdkfvD.png'
  956. style='position:absolute;bottom:-55px;right:0px;width:450px' />
  957.  
  958. \page
  959. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  960.  
  961. ### Creating a Mystic
  962. When creating a mystic, consider your character’s background. How did you become a mystic? What first drew you to this practice? Are you self-taught, or did you have a master? If you had a master, what is that relationship like? Consider also why you returned to the world from your hermitage. Did you leave someone or something behind when you took up your studies? Are you driven by revenge or some other motivation?
  963.  
  964. #### Quick Build
  965. You can make a mystic quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity or Constitution. Second, choose the hermit background.
  966.  
  967. ## Class Features
  968. As a mystic, you gain the following class features.
  969.  
  970. #### Hit Points
  971. ___
  972. - **Hit Dice:** 1d8 per mystic level
  973. - **Hit Points at 1st Level:** 8 + your Constitution modifier
  974. - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per mystic level after 1st
  975.  
  976. #### Proficiencies
  977. ___
  978. - **Armor:** Light armor
  979. - **Weapons:** All simple weapons
  980. - **Tools:** None
  981. ___
  982. - **Saving Throws:** Intelligence, Wisdom
  983. - **Skills:** Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion
  984.  
  985. #### Equipment
  986. You start with the following equipment, in addition to the equipment granted by your background:
  987.  
  988. - *(a)* a spear or *(b)* a mace
  989. - *(a)* leather armor or *(b)* studded leather armor
  990. - *(a)* a light crossbow and 20 bolts or *(b)* any simple weapon
  991. - *(a)* a scholar’s pack or *(b)* an explorer’s pack
  992. Alternatively, you can ignore the equipment here and in your background, and buy 5d4 × 10 gp worth of equipment from chapter 5 in the *Player’s Handbook*.
  993.  
  994. ```
  995. ```
  996.  
  997. #### Selecting Quirks
  998. To add some texture to your mystic, consider the quirks your character has acquired. These behaviors have no game effect, but your character might become irritated or upset if forced to break them. They’re a great roleplaying tool to add character to the game. You can roll on or pick from the table below, or create your own quirks. Aim to create two quirks, to give them more of a chance to come into play. Finally, consider why your character chose these behaviors. What do they say about your character’s personality or background? Are they based on a specific incident or a belief?
  999.  
  1000. ##### Mystic Quirks
  1001. | d20 | Quirk |
  1002. |:----:|:-------------|
  1003. | 1 | You never cut your hair. |
  1004. | 2 | You refuse to wear clothes of a specific color. |
  1005. | 3 | You never say your name. |
  1006. | 4 | You never wear footwear. |
  1007. | 5 | You always wear a mask. |
  1008. | 6 | You dye your hair bright blue or green. |
  1009. | 7 | You pick a new name each day. |
  1010. | 8 | You never immerse yourself in water. |
  1011. | 9 | You sleep on bare earth. |
  1012. | 10 | You never consume alcohol. |
  1013. | 11 | You wear a veil to conceal your face. |
  1014. | 12 | You always wear a specific piece of clothing. |
  1015. | 13 | You refuse to light fires. |
  1016. | 14 | You refuse to write things down, instead using pictograms. |
  1017. | 15 | You never sit on a chair, preferring to stand or sit on the floor. |
  1018. | 16 | You never answer to any name but your own. |
  1019. | 17 | You write down the name of each creature you slay, and name ones that are unnamed. |
  1020. | 18 | You consume only water and raw vegetables. |
  1021. | 19 | You spend any money you earn within 1 week of gaining it. |
  1022. | 20 | You often speak to an imaginary companion, and act only with its blessing. |
  1023.  
  1024. <img
  1025. src='http://i.imgur.com/dVG96eV.png'
  1026. style='position:absolute;bottom:-210px;right:-10px;width:830px' />
  1027.  
  1028. \page
  1029. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  1030.  
  1031. <div class='classTable wide'>
  1032. ##### The Mystic
  1033. | Level | Proficiency Bonus | Features | Talents Known | Disciplines Known | Psi Points | Psi Limit |
  1034. |:---:|:---:|:---|:---:|:---:|:---:|:---:|
  1035. |1st |+2| Psionics, Mystic Order | 1 | 1 | 4 | 2 |
  1036. |2nd |+2| Mystical Recovery, Telepathy | 1 | 1 | 6 | 2 |
  1037. |3rd |+2| Mystic Order feature | 2 | 2 | 14 | 3 |
  1038. |4th |+2| Ability Score Improvement, Strength of Mind | 2 | 2 | 17 | 3 |
  1039. |5th |+3| — | 2 | 3 | 27 | 5 |
  1040. |6th |+3| Mystic Order feature | 2 | 3 | 32 | 5 |
  1041. |7th |+3| — | 2 | 4 | 38 | 6 |
  1042. |8th |+3| Ability Score Improvement, Potent Psionics (1d8) | 2 | 4 | 44 | 6 |
  1043. |9th |+4| — | 2 | 5 | 57 | 7 |
  1044. |10th|+4| Consumptive Power | 3 | 5 | 64 | 7 |
  1045. |11th|+4| Psionic Mastery (1/day) | 3 | 5 | 64 | 7 |
  1046. |12th|+4| Ability Score Improvement | 3 | 6 | 64 | 7 |
  1047. |13th|+5| Psionic Mastery (2/day) | 3 | 6 | 64 | 7 |
  1048. |14th|+5| Mystic Order feature, Potent Psionics (2d8) | 3 | 6 | 64 | 7 |
  1049. |15th|+5| Psionic Mastery (3/day) | 3 | 7 | 64 | 7 |
  1050. |16th|+5| Ability Score Improvement | 3 | 7 | 64 | 7 |
  1051. |17th|+6| Psionic Mastery (4/day) | 4 | 7 | 64 | 7 |
  1052. |18th|+6| — | 4 | 8 | 71 | 7 |
  1053. |19th|+6| Ability Score Improvement | 4 | 8 | 71 | 7 |
  1054. |20th|+6| Psionic Body | 4 | 8 | 71 | 7 |
  1055. </div>
  1056.  
  1057. ### Psionics
  1058. As a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear at the end of this document. Psionics is a special form of magic use, distinct from spellcasting.
  1059.  
  1060. #### Psionic Talents
  1061. A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent.
  1062.  
  1063. #### Psionic Disciplines
  1064. A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time.
  1065.  
  1066. At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline.
  1067.  
  1068. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.
  1069.  
  1070. #### Psi Points
  1071. You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table.
  1072.  
  1073. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.
  1074.  
  1075. \page
  1076. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  1077.  
  1078. <img
  1079. src='http://i.imgur.com/7lAtNoM.png'
  1080. style='position:absolute;top:-50px;right:0px;width:816px' />
  1081.  
  1082. <div style='margin-top:380px'></div>
  1083.  
  1084. #### Psi Limit
  1085. Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have.
  1086.  
  1087. #### Psychic Focus
  1088. You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit.
  1089.  
  1090. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.
  1091.  
  1092. #### Psionic Ability
  1093. Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.
  1094. ___
  1095. - **Discipline save DC** = 8 + your proficiency bonus + your Intelligence modifier
  1096. - **Discipline attack modifier** = your proficiency bonus + your Intelligence modifier
  1097.  
  1098. ```
  1099. ```
  1100.  
  1101. <div style='margin-top:380px'></div>
  1102. ### Mystic Order
  1103. At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics.
  1104.  
  1105. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.
  1106.  
  1107. ### Mystical Recovery
  1108. Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines.
  1109.  
  1110. Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.
  1111.  
  1112. ### Telepathy
  1113. At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
  1114.  
  1115. ### Ability Score Improvement
  1116. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20
  1117. using this feature.
  1118.  
  1119. \page
  1120. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  1121.  
  1122. ### Strength of Mind
  1123. Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.
  1124.  
  1125. Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.
  1126.  
  1127. ### Potent Psionics
  1128. At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.
  1129.  
  1130. In addition, you add your Intelligence modifier
  1131. to any damage roll you make for a psionic talent.
  1132.  
  1133. ### Consumptive Power
  1134. At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.
  1135.  
  1136. Once you use this feature, you can’t use it again until you finish a long rest.
  1137.  
  1138. ### Psionic Mastery
  1139. Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can’t also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent.
  1140.  
  1141. If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn’t use these special points, the disciplines end that you’re concentrating on.
  1142.  
  1143. At 15th level, the pool of psi points you gain from this feature increases to 11.
  1144.  
  1145. You have one use of this feature, and you regain any expended use of it with a long rest.You gain one additional use of this feature at 13th, 15th, and 17th level.
  1146.  
  1147. ```
  1148. ```
  1149.  
  1150. ### Psionic Body
  1151. At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:
  1152. * You gain resistance to bludgeoning, piercing, and slashing damage.
  1153. * You no longer age.
  1154. * You are immune to disease, poison damage, and the poisoned condition.
  1155. * If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.
  1156.  
  1157. <img
  1158. src='http://i.imgur.com/J6C55Zc.png'
  1159. style='position:absolute;bottom:-50px;right:-85px;width:510px' />
  1160.  
  1161. \page
  1162. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  1163.  
  1164. ## Mystic Orders
  1165. Psionics is a mysterious form of power within most D&D worlds. Secretive orders study its origins and applications, while pushing the boundaries of what psionic power can achieve.
  1166.  
  1167. Each of these orders pursues a specific goal for psionic power. That goal shapes how the members of an order understand psionics.
  1168.  
  1169. ### Order of the Avatar
  1170. Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers.
  1171.  
  1172. Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.
  1173.  
  1174. #### Bonus Disciplines
  1175. At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Avatar disciplines.
  1176.  
  1177. #### Armor Training
  1178. At 1st level, you gain proficiency with medium armor and shields.
  1179.  
  1180. #### Avatar of Battle
  1181. Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.
  1182.  
  1183. #### Avatar of Healing
  1184. Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.
  1185.  
  1186. #### Avatar of Speed
  1187. Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you can take the Dash action as a bonus action.
  1188.  
  1189. ### Order of the Awakened
  1190. Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy.
  1191.  
  1192. The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.
  1193.  
  1194. #### Bonus Disciplines
  1195. At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Awakened disciplines.
  1196.  
  1197. #### Awakened Talent
  1198. At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion.
  1199.  
  1200. #### Psionic Investigation
  1201. Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours.
  1202.  
  1203. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses.
  1204.  
  1205. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.
  1206.  
  1207. Once you use this feature, you can’t use it again until you finish a short or long rest.
  1208.  
  1209. #### Psionic Surge
  1210. Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest.
  1211.  
  1212. You can’t use this feature if you can’t use your psychic focus.
  1213.  
  1214. #### Spectral Form
  1215. At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it.
  1216.  
  1217. Once you use this feature, you can’t use it again until you finish a long rest.
  1218.  
  1219. ### Order of the Immortal
  1220. The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons.
  1221.  
  1222. Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.
  1223.  
  1224. \page
  1225. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  1226.  
  1227. #### Bonus Disciplines
  1228. At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Immortal disciplines.
  1229.  
  1230. #### Immortal Durability
  1231. Starting at 1st level, your hit point maximum increases by 1 per mystic level.
  1232.  
  1233. In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.
  1234.  
  1235. #### Psionic Resilience
  1236. Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.
  1237.  
  1238. #### Surge of Health
  1239. Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest.
  1240.  
  1241. You can’t use this feature if you can’t use your psychic focus.
  1242.  
  1243. #### Immortal Will
  1244. Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.
  1245.  
  1246. ### Order of the Nomad
  1247. Mystics of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere.
  1248.  
  1249. Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.
  1250.  
  1251. #### Bonus Disciplines
  1252. At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Nomad disciplines.
  1253.  
  1254. #### Breadth of Knowledge
  1255. At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.
  1256.  
  1257. ```
  1258. ```
  1259.  
  1260. #### Memory of One Thousand Steps
  1261. At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you.
  1262.  
  1263. Once you use this feature, you can’t use it again until you finish a short or long rest.
  1264.  
  1265. #### Superior Teleportation
  1266. At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.
  1267.  
  1268. #### Effortless Journey
  1269. Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.
  1270.  
  1271. ### Order of the Soul Knife
  1272. The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes.
  1273.  
  1274. Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.
  1275.  
  1276. #### Martial Training
  1277. At 1st level, you gain proficiency with medium armor and martial weapons.
  1278.  
  1279. #### Soul Knife
  1280. Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action.
  1281.  
  1282. For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals 1d8 psychic damage on a hit. As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.
  1283.  
  1284. #### Hone the Blade
  1285. Starting at 3rd level, you can spend psi points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. This bonus lasts for 10 minutes.
  1286.  
  1287. | Psi Points | Attack and Damage Bonus |
  1288. |:-:|:-:|
  1289. | 2 | +1 |
  1290. | 5 | +2 |
  1291. | 7 | +4 |
  1292.  
  1293. \page
  1294. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  1295.  
  1296. #### Consumptive Knife
  1297. Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 2 psi points.
  1298.  
  1299. #### Phantom Knife
  1300. Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC.
  1301.  
  1302. ### Order of the Wu Jen
  1303. The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it.
  1304.  
  1305. In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.
  1306.  
  1307. #### Bonus Disciplines
  1308. At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Wu Jen disciplines.
  1309.  
  1310. #### Hermit’s Study
  1311. At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.
  1312. ```
  1313. ```
  1314. #### Elemental Attunement
  1315. Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit.
  1316.  
  1317. #### Arcane Dabbler
  1318. At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level. As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.
  1319.  
  1320. | Spell Slot Level | Psi Cost |
  1321. |:-:|:-:|
  1322. | 1st | 2 |
  1323. | 2nd | 3 |
  1324. | 3rd | 5 |
  1325. | 4th | 6 |
  1326. | 5th | 7 |
  1327.  
  1328. The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot.
  1329.  
  1330. Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level.
  1331.  
  1332. #### Elemental Mastery
  1333. Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn.
  1334.  
  1335. <img
  1336. src='http://i.imgur.com/UMVcrah.png'
  1337. style='position:absolute;bottom:0px;right:0px;width:816px' />
  1338.  
  1339. \page
  1340. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  1341.  
  1342. ## Psionic Disciplines and Talents
  1343. Psionic talents and disciplines are the heart of a mystic’s craft. They are the mental exercises and psionic formulae used to forge will into tangible, magical effects.
  1344.  
  1345. Psionic disciplines were each discovered by different orders and tend to reflect their creators’ specialties. However, a mystic can learn any discipline regardless of its associated order.
  1346.  
  1347. ### Using a Discipline
  1348. Each psionic discipline has several ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points it requires. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on.
  1349.  
  1350. The following sections go into more detail on using a discipline. Psionic disciplines are magical and function similarly to spells.
  1351.  
  1352. #### Psychic Focus
  1353. The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus.
  1354.  
  1355. #### Effect Options and Psi Points
  1356. A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit. If you don’t have enough psi points left, or the cost is above your psi limit, you can’t use the option.
  1357.  
  1358. Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit. Some options let you spend additional psi points to increase a discipline’s potency. Again, you must abide by your psi limit, and you must spend all the points when you first use the discipline; you can’t decide to spend additional points once you see the discipline in action.
  1359.  
  1360. Each option notes specific information about its effect, including any action required to use it and its range.
  1361.  
  1362. #### Components
  1363. Disciplines don’t require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind.
  1364.  
  1365. #### Duration
  1366. An option in a discipline specifies how long its effect lasts.
  1367.  
  1368. **Instantaneous.** If no duration is specified, the effect of an option is instantaneous.
  1369.  
  1370. **Concentration.** Some options require concentration to maintain their effects. This requirement is noted with “conc.” after the
  1371. option’s psi point cost. The “conc.” notation is followed by the maximum duration of the concentration. For example, if an option says “conc., 1 min.,” you can concentrate on its effect for up to 1 minute.
  1372.  
  1373. Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See chapter 10, “Spellcasting,” in the *Player’s Handbook* for how concentration works.
  1374.  
  1375. #### Targets and Areas of Effect
  1376. Psionic disciplines use the same rules as spells for determining targets and areas of effect, as presented in chapter 10, “Spellcasting,” of the *Player’s Handbook*.
  1377.  
  1378. #### Saving Throws and Attack Rolls
  1379. If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability.
  1380.  
  1381. Some disciplines require you to make an attack roll to determine whether the discipline’s effect hits its target. The attack roll uses your psionic ability.
  1382.  
  1383. #### Combining Psionic Effects
  1384. The effects of different psionic disciplines add together while the durations of the disciplines overlap. Likewise, different options from a psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn’t combine with itself if the option is used multiple times. Instead, the most potent effect—usually dependent on how many psi points were used to create the effect—applies while the durations of the effects overlap.
  1385.  
  1386. Psionics and spells are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule.
  1387.  
  1388. <img
  1389. src='http://i.imgur.com/YSXgaG0.png'
  1390. style='position:absolute;bottom:-50px;right:-40px;width:480px' />
  1391.  
  1392. \page
  1393. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  1394.  
  1395. <div class='wide' style='column-count:2'>
  1396. ### Psionic Disciplines by Order
  1397. Each psionic discipline is associated with a
  1398. Mystic Order. The following lists organize the
  1399. disciplines by those orders.
  1400.  
  1401. | Order | Discipline |
  1402. |:---:|:------------|
  1403. | Avatar | Crown of Despair |
  1404. | Avatar | Crown of Disgust |
  1405. | Avatar | Crown of Rage |
  1406. | Avatar | Mantle of Command |
  1407. | Avatar | Mantle of Courage |
  1408. | Avatar | Mantle of Fear |
  1409. | Avatar | Mantle of Fury |
  1410. | Avatar | Mantle of Joy |
  1411. | Awakened | Aura Sight |
  1412. | Awakened | Intellect Fortress |
  1413. | Awakened | Mantle of Awe |
  1414. | Awakened | Precognition |
  1415. | Awakened | Psychic Assault |
  1416. | Awakened | Psychic Disruption |
  1417. | Awakened | Psychic Inquisition |
  1418. | Awakened | Psychic Phantoms |
  1419. | Awakened | Telepathic Contact |
  1420. | Immortal | Adaptive Body |
  1421. | Immortal | Bestial Form |
  1422. | Immortal | Brute Force |
  1423.  
  1424. ```
  1425. ```
  1426.  
  1427. <div style='margin-top:58px'></div>
  1428.  
  1429. | Order | Discipline |
  1430. |:---:|:------------|
  1431. | Immortal | Celerity |
  1432. | Immortal | Corrosive Metabolism |
  1433. | Immortal | Diminution |
  1434. | Immortal | Giant Growth |
  1435. | Immortal | Iron Durability |
  1436. | Immortal | Psionic Restoration |
  1437. | Immortal | Psionic Weapon |
  1438. | Nomad | Nomadic Arrow |
  1439. | Nomad | Nomadic Chameleon |
  1440. | Nomad | Nomadic Mind |
  1441. | Nomad | Nomadic Step |
  1442. | Nomad | Third Eye |
  1443. | Wu Jen | Mastery of Air |
  1444. | Wu Jen | Mastery of Fire |
  1445. | Wu Jen | Mastery of Force |
  1446. | Wu Jen | Mastery of Ice |
  1447. | Wu Jen | Mastery of Light and Darkness |
  1448. | Wu Jen | Mastery of Water |
  1449. | Wu Jen | Mastery of Weather |
  1450. | Wu Jen | Mastery of Wood and Earth |
  1451. </div>
  1452. ### Discipline Descriptions
  1453. The following disciplines are presented in alphabetical order.
  1454.  
  1455. #### Adaptive Body
  1456. *Immortal Discipline*
  1457. ___
  1458. You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.
  1459.  
  1460. ** *Psychic Focus.* ** While focused on this discipline, you don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.
  1461.  
  1462. ** *Environmental Adaptation (2 psi).* ** As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.
  1463.  
  1464. ** *Adaptive Shield (3 psi).* ** When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage—until the end of your next turn.
  1465.  
  1466. ** *Energy Adaptation (5 psi; conc., 1 hr.).* ** As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.
  1467.  
  1468. ** *Energy Immunity (7 psi; conc., 1 hr.).* ** As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.
  1469.  
  1470. #### Aura Sight
  1471. *Awakened Discipline*
  1472. ___
  1473. You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.
  1474.  
  1475. ** *Psychic Focus.* ** While focused on this discipline, you have advantage on Wisdom (Insight) checks.
  1476.  
  1477. ** *Assess Foe (2 psi).* ** As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.
  1478.  
  1479.  
  1480. ** *Read Moods (2 psi).* ** As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.
  1481.  
  1482. ** *View Aura (3 psi; conc., 1 hr.).* ** As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.
  1483.  
  1484. \page
  1485. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  1486.  
  1487. `....`** *Perceive the Unseen (5 psi; conc., 1 min.).* ** As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.
  1488. #### Bestial Form
  1489. *Immortal Discipline*
  1490. ___
  1491. You transform your body, gaining traits of different beasts.
  1492.  
  1493. ** *Psychic Focus.* ** While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.
  1494.  
  1495. ** *Bestial Claws (1–7 psi).* ** You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d10 slashing damage per psi point spent.
  1496.  
  1497. ** *Bestial Transformation.* ** As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.
  1498.  
  1499. ** *Amphibious (2 psi).* ** You gain gills; you can breathe air and water.
  1500.  
  1501. ** *Climbing (2 psi).* ** You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.
  1502.  
  1503. ** *Flight (5 psi).* ** Wings sprout from your back. You gain a flying speed equal to your walking speed.
  1504.  
  1505. ** *Keen Senses (2 psi).* ** Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks.
  1506.  
  1507. ** *Perfect Senses (3 psi).* ** You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.
  1508.  
  1509. ** *Swimming (2 psi).* ** You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.
  1510.  
  1511. ** *Tough Hide (2 psi).* ** Your skin becomes as tough as leather; you gain a +2 bonus to AC.
  1512.  
  1513. #### Brute Force
  1514. *Immortal Discipline*
  1515. ___
  1516. You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.
  1517.  
  1518. ** *Psychic Focus.* ** While focused on this discipline, you have advantage on Strength (Athletics) checks.
  1519.  
  1520. ** *Brute Strike (1–7 psi).* ** As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.
  1521.  
  1522. ** *Knock Back (1–7 psi).* ** When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent.
  1523.  
  1524. ** *Mighty Leap (1–7 psi).* ** As part of your movement, you jump in any direction up to 20 feet per psi point spent. Feat of Strength (2 psi). As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.
  1525.  
  1526. #### Celerity
  1527. *Immortal Discipline*
  1528. ___
  1529. You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.
  1530.  
  1531. ** *Psychic Focus.* ** While focused on this discipline, your walking speed increases by 10 feet.
  1532.  
  1533. ** *Rapid Step (1–7 psi).* ** As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.
  1534.  
  1535. ** *Agile Defense (2 psi).* ** As a bonus action, you take the Dodge action.
  1536.  
  1537. ** *Blur of Motion (2 psi).* ** As an action, you cause yourself to be invisible during any of your movement during the current turn.
  1538.  
  1539. ** *Surge of Speed (2 psi).* ** As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.
  1540.  
  1541. ** *Surge of Action (5 psi).* ** As a bonus action, you can Dash or make one weapon attack.
  1542.  
  1543. #### Corrosive Metabolism
  1544. *Immortal Discipline*
  1545. ___
  1546. Your control over your body allows you to deliver acid or poison attacks.
  1547.  
  1548. ** *Psychic Focus.* ** While focused on this discipline, you have resistance to acid and poison damage.
  1549.  
  1550. ** *Corrosive Touch (1–7 psi).* ** As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.
  1551.  
  1552. ** *Venom Strike (1–7 psi).* ** As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d6 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned.
  1553.  
  1554. ** *Acid Spray (2 psi).* ** As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage.
  1555.  
  1556. ** *Breath of the Black Dragon (5 psi).* ** You exhale a wave of acid in a 60-foot line that is 5 feet wide. Each creature in the line must make a Constitution saving throw, taking 6d6 acid damage on a failed save, or half as much on a successful one. You can increase the damage by 1d6 per additional psi point spent on it.
  1557.  
  1558. ** *Breath of the Green Dragon (7 psi).* ** You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 10d6 poison damage on a failed save, or half as much damage on a successful one.
  1559.  
  1560. \page
  1561. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  1562.  
  1563. #### Crown of Despair
  1564. *Avatar Discipline*
  1565. ___
  1566. You have learned to harvest seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction.
  1567.  
  1568. ** *Psychic Focus.* ** While focused on this discipline, you have advantage on Charisma (Intimidation) checks.
  1569.  
  1570. ** *Crowned in Sorrow (1–7 psi).* ** As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage.
  1571.  
  1572. ** *Call to Inaction (2 psi; conc., 10 min.).* ** If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.
  1573.  
  1574. ** *Visions of Despair (3 psi).* ** As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on it.
  1575.  
  1576. ** *Dolorous Mind (5 psi; conc., 1 min.).* ** As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
  1577.  
  1578. #### Crown of Disgust
  1579. *Avatar Discipline*
  1580. ___
  1581. You cause a creature to be flooded with emotions of disgust.
  1582.  
  1583. ** *Psychic Focus.* ** While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened.
  1584.  
  1585. ** *Eye of Horror (1–7 psi).* ** As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage.
  1586.  
  1587. ** *Wall of Repulsion (3 psi; conc., 10 min.).* ** As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly.
  1588.  
  1589. ** *Visions of Disgust (5 psi; conc., 1 min.).* ** You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects.
  1590.  
  1591. ** *World of Horror (7 psi; conc., 1 min.).* ** As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d6 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  1592.  
  1593. #### Crown of Rage
  1594. *Avatar Discipline*
  1595. ___
  1596. You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to.
  1597.  
  1598. ** *Psychic Focus.* ** While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.
  1599.  
  1600. ** *Primal Fury (1–7 psi).* ** As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed.
  1601.  
  1602. ** *Fighting Words (2 psi; conc., 10 min.).* ** If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.
  1603.  
  1604. ** *Mindless Courage (2 psi).* ** You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed.
  1605.  
  1606. \page
  1607. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  1608.  
  1609. `....`** *Punishing Fury (5 psi; conc., 1 min.).* ** You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.
  1610.  
  1611. #### Diminution
  1612. *Immortal Discipline*
  1613. ___
  1614. You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might.
  1615.  
  1616. ** *Psychic Focus.* ** While focused on this discipline, you have advantage on Dexterity (Stealth) checks.
  1617.  
  1618. ** *Miniature Form (2 psi; conc., 10 min.).* ** As a bonus action, you become Tiny until your
  1619. concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing.
  1620.  
  1621. ** *Toppling Shift (2 psi).* ** As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone.
  1622.  
  1623. ** *Sudden Shift (5 psi).* ** As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size.
  1624.  
  1625. ** *Microscopic Form (7 psi; conc., 10 min.).* ** As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, and you can’t make weapon attacks.
  1626.  
  1627. #### Giant Growth
  1628. *Immortal Discipline*
  1629. ___
  1630. You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and durability.
  1631.  
  1632. ** *Psychic Focus.* ** While focused on this discipline, your reach increases by 5 feet.
  1633.  
  1634. ** *Ogre Form (2 psi; conc., 1 min.).* ** As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration.
  1635.  
  1636. ** *Giant Form (7 psi; conc., 1 min.).* ** As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration.
  1637.  
  1638. ```
  1639. ```
  1640.  
  1641. #### Intellect Fortress
  1642. *Awakened Discipline*
  1643. ___
  1644. You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents.
  1645.  
  1646. ** *Psychic Focus.* ** While focused on this discipline, you gain resistance to psychic damage.
  1647.  
  1648. ** *Psychic Backlash (2 psi).* ** As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.
  1649.  
  1650. ** *Psychic Parry (1–7 psi).* ** As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before suffering the results.
  1651.  
  1652. ** *Psychic Redoubt (5 psi; conc., 10 min.).* ** As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.
  1653.  
  1654. #### Iron Durability
  1655. *Immortal Discipline*
  1656. ___
  1657. You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.
  1658.  
  1659. ** *Psychic Focus.* ** While focused on this discipline, you gain a +1 bonus to AC.
  1660.  
  1661. ** *Iron Hide (1–7 psi).* ** As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.
  1662.  
  1663. ** *Steel Hide (2 psi).* ** As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
  1664.  
  1665. ** *Iron Resistance (7 psi; conc., 1 hr.).* ** As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.
  1666.  
  1667. #### Mantle of Awe
  1668. *Awakened Discipline*
  1669. ___
  1670. You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.
  1671.  
  1672. ** *Psychic Focus.* ** While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).
  1673.  
  1674. ** *Charming Presence (1–7 psi).* ** As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat.
  1675.  
  1676. \page
  1677. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  1678.  
  1679. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected.
  1680.  
  1681. ** *Center of Attention (2 psi; conc., 1 min.).* ** As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.
  1682.  
  1683. ** *Invoke Awe (7 psi; conc., 10 min.).* ** As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
  1684.  
  1685. #### Mantle of Command
  1686. *Avatar Discipline*
  1687. ___
  1688. You exert an aura of trust and authority, enhancing the coordination among your allies.
  1689.  
  1690. ** *Psychic Focus.* ** While focused on this discipline, when you end your turn and didn’t move during it, you can use your reaction to allow one ally you can see within 30 feet of you to move up to half their speed, following a path of your choice. To move in this way, the ally mustn’t be incapacitated.
  1691.  
  1692. ** *Coordinated Movement (2 psi).* ** As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice.
  1693.  
  1694. ** *Commander’s Sight (2 psi; conc., 1 rnd.).* ** As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target.
  1695.  
  1696. ** *Command to Strike (3 psi).* ** As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets.
  1697.  
  1698. ** *Strategic Mind (5 psi; conc., 1 min.).* ** As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn.
  1699.  
  1700. ** *Overwhelming Attack (7 psi).* ** As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks.
  1701.  
  1702. ```
  1703. ```
  1704.  
  1705. #### Mantle of Courage
  1706. *Avatar Discipline*
  1707. ___
  1708. You focus your mind on courage, radiating confidence and bravado to your allies.
  1709.  
  1710. ** *Psychic Focus.* ** While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.
  1711.  
  1712. ** *Incite Courage (2 psi).* ** As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature.
  1713.  
  1714. ** *Aura of Victory (1–7 psi; conc., 10 min.).* ** As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect.
  1715.  
  1716. ** *Pillar of Confidence (6 psi; conc., 1 rnd.).* ** As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.
  1717.  
  1718. #### Mantle of Fear
  1719. *Avatar Discipline*
  1720. ___
  1721. You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies.
  1722.  
  1723. ** *Psychic Focus.* ** While focused on this discipline, you have advantage on Charisma (Intimidation) checks.
  1724.  
  1725. ** *Incite Fear (2 psi; conc., 1 min.).* ** As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success.
  1726.  
  1727. ** *Unsettling Aura (3 psi; conc., 1 hr.).* ** As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened.
  1728.  
  1729. ** *Incite Panic (5 psi; conc., 1 min.).* ** As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. This effect ends on a target if it succeeds on three saving throws against it.
  1730.  
  1731. \page
  1732. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  1733.  
  1734. #### Mantle of Fury
  1735. *Avatar Discipline*
  1736. ___
  1737. You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst.
  1738.  
  1739. ** *Psychic Focus.* ** While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn.
  1740.  
  1741. ** *Incite Fury (2 psi; conc., 1 min.).* ** As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll.
  1742.  
  1743. ** *Mindless Charge (2 psi).* ** As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy.
  1744.  
  1745. ** *Aura of Bloodletting (3 psi; conc., 1 min.).* ** As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls.
  1746.  
  1747. ** *Overwhelming Fury (5 psi; conc., 1 min.).* ** As an action, you flood rage into one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  1748.  
  1749. #### Mantle of Joy
  1750. *Avatar Discipline*
  1751. ___
  1752. You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you.
  1753.  
  1754. ** *Psychic Focus.* ** While focused on this discipline, you have advantage on Charisma (Persuasion) checks.
  1755.  
  1756. ** *Soothing Presence (1–7 psi).* ** As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect.
  1757.  
  1758. ** *Comforting Aura (2 psi; conc., 1 min.).* ** As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total.
  1759.  
  1760. ** *Aura of Jubilation (3 psi; conc., 1 min.).* ** As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills.
  1761.  
  1762. ** *Beacon of Recovery (5 psi).* ** As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns.
  1763.  
  1764. ```
  1765. ```
  1766.  
  1767. #### Mastery of Air
  1768. *Wu Jen Discipline*
  1769. ___
  1770. You become one with the power of elemental air.
  1771.  
  1772. ** *Psychic Focus.* ** While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking.
  1773.  
  1774. ** *Wind Step (1–7 psi).* ** As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.
  1775.  
  1776. ** *Wind Stream (1–7 psi).* ** As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d8 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one.
  1777.  
  1778. ** *Cloak of Air (3 psi; conc., 10 min.).* ** As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.
  1779.  
  1780. ** *Wind Form (5 psi; conc., 10 min.).* ** As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends.
  1781.  
  1782. ** *Misty Form (6 psi; conc., 1 min.).* ** As an action, your body becomes like a misty cloud until your concentration ends. In this form, you gain resistance to bludgeoning, piercing, and slashing damage, and you can’t take actions other than the Dash action. You can pass through openings that are no more than 1 inch wide without squeezing.
  1783.  
  1784. ** *Animate Air (7 psi; conc., 1 hr.).* ** As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the *Monster Manual* for its stat block.
  1785.  
  1786. #### Mastery of Fire
  1787. *Wu Jen Discipline*
  1788. ___
  1789. You align your mind with the energy of elemental fire.
  1790.  
  1791. ** *Psychic Focus.* ** While focused on this discipline, you gain resistance to fire damage, and you gain a +2 bonus to rolls for fire damage.
  1792.  
  1793. ** *Combustion (1–7 psi; conc., 1 min.).* ** As an action, choose one creature or object you can see within 120 feet of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per psi point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire.
  1794.  
  1795. ** *Rolling Flame (3 psi; conc., 1 min.).* ** As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage.
  1796.  
  1797. \page
  1798. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  1799.  
  1800. `....`** *Detonation (5 psi).* ** As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 7d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one.
  1801.  
  1802. ** *Fire Form (5 psi; conc., 1 min.).* ** As a bonus action, you become wreathed in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage.
  1803.  
  1804. ** *Animate Fire (7 psi; conc., 1 hr.).* ** As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the *Monster Manual* for its stat block.
  1805.  
  1806. #### Mastery of Force
  1807. *Wu Jen Discipline*
  1808. ___
  1809. As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.
  1810.  
  1811. ** *Psychic Focus.* ** While focused on this discipline, you have advantage on Strength checks.
  1812.  
  1813. ** *Push (1–7 psi).* ** As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage.
  1814.  
  1815. ** *Move (2–7 psi).* ** Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.
  1816.  
  1817. | Psi Spent | Maximum Weight | Bludgeoning Damage |
  1818. |:-:|:-:|:-:|
  1819. | 2 | 25 lbs. | 2d6 |
  1820. | 3 | 50 lbs. | 4d6 |
  1821. | 5 | 250 lbs. | 6d6 |
  1822. | 6 | 500 lbs. | 7d6 |
  1823. | 7 | 1,000 lbs. | 8d6 |
  1824.  
  1825. ** *Inertial Armor (2 psi).* ** As an action, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing armor.
  1826.  
  1827. ** *Telekinetic Barrier (3 psi; conc., 10 min.).* ** As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points.
  1828.  
  1829. ** *Grasp (3 psi; conc., 1 min.).* ** You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple.
  1830.  
  1831. The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit. You gain a +1 bonus per psi point spent. While a target is grappled in this manner, you create one of the following effects as an action:
  1832. ___
  1833. - **Crush (1–7 psi).** The target takes 1d6 bludgeoning damage per psi point spent.
  1834. - **Move (1–7 psi).** You move the target up to 5 feet per psi point spent. You can move it in the air and hold it there. It falls if the grapple ends.
  1835.  
  1836. #### Mastery of Ice
  1837. *Wu Jen Discipline*
  1838. ___
  1839. You master the power of ice, shaping it to meet you demands.
  1840.  
  1841. ** *Psychic Focus.* ** While focused on this discipline, you have resistance to cold damage.
  1842.  
  1843. ** *Ice Spike (1–7 psi).* ** As an action, you hurl a mote of ice at one creature you can see within 120 feet of you. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage.
  1844.  
  1845. ** *Ice Sheet (2 psi).* ** As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes covered in ice for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope.
  1846.  
  1847. ** *Frozen Sanctuary (3 psi).* ** As a bonus action, you sheathe yourself with icy resilience. You gain 20 temporary hit points.
  1848.  
  1849. ** *Frozen Rain (5 psi; conc., 1 min.).* ** As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage.
  1850.  
  1851. As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC.
  1852.  
  1853. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.
  1854.  
  1855. ** *Ice Barrier (6 psi; conc., 10 min.).* ** As an action, you create a wall of ice, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.
  1856.  
  1857. \page
  1858. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  1859.  
  1860. #### Mastery of Light and Darkness
  1861. *Wu Jen Discipline*
  1862. ___
  1863. You claim dominion over light and darkness with your mind.
  1864. ** *Psychic Focus.* ** While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision.
  1865.  
  1866. ** *Darkness (1–7 psi).* ** As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area.
  1867.  
  1868. ** *Light (2 psi; conc., 1 min.).* ** As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage.
  1869.  
  1870. ** *Shadow Beasts (3 psi; conc., 1 min.).* ** As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the *Monster Manual* for their stat block.
  1871.  
  1872. ** *Radiant Beam (5 psi; conc., 1 min.).* ** As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  1873.  
  1874. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.
  1875.  
  1876. #### Mastery of Water
  1877. *Wu Jen Discipline*
  1878. ___
  1879. Your mind becomes one with elemental water, attuning your thoughts to its ebb and flow.
  1880.  
  1881. ** *Psychic Focus.* ** While focused on this discipline, you have a swimming speed equal to your walking speed, and you can breathe underwater.
  1882.  
  1883. ** *Desiccate (1–7 psi).* ** As an action, choose one creature you can see within 60 feet of you. The target must make a Constitution saving throw, taking 1d10 necrotic damage per psi point spent on this ability, or half as much damage on a successful one.
  1884.  
  1885. ** *Watery Grasp (2 psi).* ** As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-20-foot square. At least some portion of the square’s border must be within 5 feet of you. Any creature in that square must make a Strength saving throw. On a failed save, a target takes 2d6 bludgeoning damage, is knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage.
  1886.  
  1887. You can increase this ability’s damage by 1d6 per additional psi point spent on it.
  1888.  
  1889. ** *Water Whip (3 psi).* ** As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it.
  1890.  
  1891. ** *Water Breathing (5 psi).* ** As an action, you grant yourself and up to ten willing creatures you can see within 60 feet of you the ability to breathe underwater for the next 24 hours.
  1892.  
  1893. ** *Water Sphere (6 psi; conc., 1 min.).* ** As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.
  1894.  
  1895. ** *Animate Water (7 psi; conc., 1 hr.).* ** As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the *Monster Manual* for its stat block.
  1896.  
  1897. #### Mastery of Weather
  1898. *Wu Jen Discipline*
  1899. ___
  1900. Your mind reaches into the sky, reshaping the stuff of storms to serve your needs.
  1901.  
  1902. ** *Psychic Focus.* ** While focused on this discipline, you have resistance to lightning and thunder damage.
  1903.  
  1904. ** *Cloud Steps (1–7 psi; conc., 10 min.).* ** As an action, you conjure forth clouds to create a solid, translucent staircase that lasts until your concentration ends. The stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20 feet per psi point spent.
  1905.  
  1906. ** *Hungry Lightning (1–7 psi).* ** As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one.
  1907.  
  1908. ** *Wall of Clouds (2 psi; conc., 10 min.).* ** As an action, you create a wall of clouds, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Creatures can pass through it without hindrance, but the wall blocks vision.
  1909.  
  1910. ** *Whirlwind (2 psi).* ** As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds.
  1911.  
  1912. \page
  1913. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  1914.  
  1915. `....`** *Lightning Leap (5 psi).* ** As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line.
  1916.  
  1917. You can increase this ability’s damage by 1d6 per additional psi point spent on it.
  1918.  
  1919. ** *Wall of Thunder (6 psi; conc., 10 min.).* ** As an action, you create a wall of thunder, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.
  1920.  
  1921. ** *Thunder Clap (7 psi).* ** As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much damage.
  1922.  
  1923. #### Mastery of Wood and Earth
  1924. *Wu Jen Discipline*
  1925. ___
  1926. You attune your mind to seize control of wood and earth.
  1927.  
  1928. ** *Psychic Focus.* ** While focused on this discipline, you have a +1 bonus to AC.
  1929.  
  1930. ** *Animate Weapon (1–7 psi).* ** As an action, your mind seizes control of a one-handed melee weapon you’re holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one-handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks.
  1931.  
  1932. ** *Warp Weapon (2 psi).* ** As an action, choose one nonmagical weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can’t be used to attack until the end of your next turn.
  1933.  
  1934. ** *Warp Armor (3 psi).* ** As an action, choose a nonmagical suit of armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Constitution saving throw, or the creature’s AC becomes 10 + its Dexterity modifier until the end of your next turn.
  1935.  
  1936. ** *Wall of Wood (3 psi; conc., 1 hr.).* ** As an action, you create a wall of wood at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 5-foot wide section of the wall has AC 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact.
  1937.  
  1938. ** *Armored Form (6 psi; conc., 1 min.).* ** As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends.
  1939.  
  1940. ** *Animate Earth (7 psi; conc., 1 hr.).* ** As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the *Monster Manual* for its stat block.
  1941.  
  1942. #### Nomadic Arrow
  1943. *Nomad Discipline*
  1944. ___
  1945. You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.
  1946.  
  1947. ** *Psychic Focus.* ** While you are focused on this discipline, any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can’t benefit from advantage.
  1948.  
  1949. ** *Speed Dart (1–7 psi).* ** As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent.
  1950.  
  1951. ** *Seeking Missile (2 psi).* ** As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target.
  1952.  
  1953. ** *Faithful Archer (5 psi; conc., 1 min.).* ** As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it.
  1954.  
  1955. #### Nomadic Chameleon
  1956. *Nomad Discipline*
  1957. ___
  1958. You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.
  1959.  
  1960. ** *Psychic Focus.* ** While focused on this discipline, you have advantage on Dexterity (Stealth) checks.
  1961.  
  1962. ** *Chameleon (2 psi).* ** As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.
  1963.  
  1964. ** *Step from Sight (3 psi; conc., 1 min.).* ** As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you.
  1965.  
  1966. Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.
  1967.  
  1968. ** *Enduring Invisibility (7 psi; conc., 1 min.).* ** As a bonus action, you turn invisible and remain so until your concentration ends.
  1969.  
  1970. \page
  1971. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  1972.  
  1973. #### Nomadic Mind
  1974. *Nomad Discipline*
  1975. ___
  1976. You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.
  1977.  
  1978. ** *Psychic Focus.* ** Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.
  1979.  
  1980. ** *Wandering Mind (2–6 psi; conc., 10 min.).* ** You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required.
  1981.  
  1982. ** *Find Creature (2 psi; conc., 1 hr.).* ** You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane.
  1983.  
  1984. ** *Item Lore (3 psi; conc., 1 hr.).* ** You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item.
  1985.  
  1986. ** *Psychic Speech (5 psi).* ** As an action, you attune your mind to the psychic imprint of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.
  1987.  
  1988. ** *Wandering Eye (6 psi; conc., 1 hr.).* ** As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
  1989.  
  1990. ** *Phasing Eye (7 psi; conc., 1 hr.).* ** As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends.
  1991.  
  1992. #### Nomadic Step
  1993. *Nomad Discipline*
  1994. ___
  1995. You exert your mind on the area around you, twisting the intraplanar pathways you perceive to allow instantaneous travel.
  1996.  
  1997. ** *Psychic Focus.* ** After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your teleportation. You can receive this increase only once per turn.
  1998.  
  1999. ** *Step of a Dozen Paces (1–7 psi).* ** If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn. Nomadic Anchor (1 psi). As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use this psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability.
  2000.  
  2001. ** *Defensive Step (2 psi).* ** When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see. There and Back Again (2 psi). As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.
  2002.  
  2003. ** *Transposition (3 psi).* ** If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space.
  2004.  
  2005. ** *Baleful Transposition (5 psi).* ** As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination space.
  2006.  
  2007. ** *Phantom Caravan (6 psi).* ** As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.
  2008.  
  2009. ** *Nomad’s Gate (7 psi; conc., 1 hr.).* ** As an action, you create a 5-foot cube of dim, gray light within 5 feet of you. You create an identical cube at any point of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.
  2010.  
  2011. #### Precognition
  2012. *Awakened Discipline*
  2013. ___
  2014. By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.
  2015.  
  2016. ** *Psychic Focus.* ** While focused on this discipline, you have advantage on initiative rolls.
  2017.  
  2018. ** *Precognitive Hunch (2 psi; conc., 1 min.).* ** As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.
  2019.  
  2020. ** *All-Around Sight (3 psi).* ** In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.
  2021.  
  2022. \page
  2023. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  2024.  
  2025. `....`** *Danger Sense (5 psi; conc., 8 hr.).* ** As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.
  2026.  
  2027. ** *Victory Before Battle (7 psi).* ** When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.
  2028.  
  2029. #### Psionic Restoration
  2030. *Immortal Discipline*
  2031. ____
  2032. You wield psionic energy to cure wounds and restore health to yourself and others.
  2033.  
  2034. ** *Psychic Focus.* ** While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.
  2035.  
  2036. ** *Mend Wounds (1–7 psi).* ** As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d8 hit points per psi point spent.
  2037.  
  2038. ** *Restore Health (3 psi).* ** As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature.
  2039.  
  2040. ** *Restore Life (5 psi).* ** As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.
  2041.  
  2042. ** *Restore Vigor (7 psi).* ** As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one.
  2043.  
  2044. #### Psionic Weapon
  2045. *Immortal Discipline*
  2046. ___
  2047. You have learned how to channel psionic energy into your attacks, lending them devastating power.
  2048.  
  2049. ** *Psychic Focus.* ** Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls.
  2050.  
  2051. ** *Ethereal Weapon (1 psi).* ** As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.
  2052.  
  2053. ** *Lethal Strike (1–7 psi).* ** As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent.
  2054.  
  2055. ** *Augmented Weapon (5 psi; conc., 10 min.).* ** As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls.
  2056.  
  2057. #### Psychic Assault
  2058. *Awakened Discipline*
  2059. ___
  2060. You wield your mind like a weapon, unleashing salvos of psionic energy.
  2061.  
  2062. ** *Psychic Focus.* ** While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage.
  2063.  
  2064. ** *Psionic Blast (1–7 psi).* ** As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per psi point spent on this ability.
  2065.  
  2066. ** *Ego Whip (3 psi).* ** As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage.
  2067.  
  2068. ** *Id Insinuation (5 psi).* ** As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage.
  2069.  
  2070. ** *Psychic Blast (6 psi).* ** As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more psi point on this ability.
  2071.  
  2072. ** *Psychic Crush (7 psi).* ** As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.
  2073.  
  2074. #### Psychic Disruption
  2075. *Awakened Discipline*
  2076. ___
  2077. You create psychic static that disrupts other creatures’ ability to think clearly.
  2078.  
  2079. ** *Psychic Focus.* ** While focused on this discipline, you have advantage on Charisma (Deception) checks.
  2080.  
  2081. ** *Distracting Haze (1–7 psi; conc., 1 min.).* ** As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and can’t see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage.
  2082.  
  2083. ** *Daze (3 psi).* ** As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage.
  2084.  
  2085.  
  2086. \page
  2087. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  2088.  
  2089. `....`** *Mind Storm (5 psi).* ** As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability.
  2090.  
  2091. #### Psychic Inquisition
  2092. *Awakened Discipline*
  2093. ___
  2094. You reach into a creature’s mind to uncover information or plant ideas within it.
  2095.  
  2096. ** *Psychic Focus.* ** While focused on this discipline, you know when a creature communicating with you via telepathy is lying.
  2097.  
  2098. ** *Hammer of Inquisition (1–7 psi).* ** As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.
  2099.  
  2100. ** *Forceful Query (2 psi).* ** As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed.
  2101.  
  2102. ** *Ransack Mind (5 psi; conc., 1 hr.).* ** While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails. With one failed saving throw, you learn its key memories from the past 12 hours. With two failed saving throws, you learn its key memories from the past 24 hours. With three failed saving throws, you learn its key memories from the past 48 hours.
  2103.  
  2104. ** *Phantom Idea (6 psi; conc., 1 hr.).* ** While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.
  2105.  
  2106. ```
  2107. ```
  2108.  
  2109. #### Psychic Phantoms
  2110. *Awakened Discipline*
  2111. ___
  2112. Your power reaches into a creature’s mind and causes it false perceptions.
  2113.  
  2114. ** *Psychic Focus.* ** While focused on this discipline, you have advantage on Charisma (Deception) checks.
  2115.  
  2116. ** *Distracting Figment (1–7 psi).* ** As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and thinks it perceives 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. On a successful save, it takes half as much damage.
  2117.  
  2118. ** *Phantom Foe (3 psi; conc., 1 min.).* ** As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for each additional psi point spent on the ability.
  2119.  
  2120. ** *Phantom Betrayal (5 psi; conc., 1 min.).* ** As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.
  2121.  
  2122. ** *Phantom Riches (7 psi; conc., 1 min.).* ** As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  2123.  
  2124. #### Telepathic Contact
  2125. *Awakened Discipline*
  2126. ___
  2127. By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.
  2128.  
  2129. ** *Psychic Focus.* ** While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline.
  2130.  
  2131. \page
  2132. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  2133.  
  2134. `....`** *Exacting Query (2 psi).* ** As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
  2135.  
  2136. ** *Occluded Mind (2 psi).* ** As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
  2137.  
  2138. ** *Broken Will (5 psi).* ** As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
  2139.  
  2140. ** *Psychic Grip (6 psi; conc., 1 min.).* ** As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed.
  2141.  
  2142. ** *Psychic Domination (7 psi; conc., 1 min.).* ** As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.
  2143.  
  2144. #### Third Eye
  2145. *Nomad Discipline*
  2146. ___
  2147. You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.
  2148.  
  2149. ** *Psychic Focus.* ** While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.
  2150.  
  2151. ** *Tremorsense (2 psi; conc., 1 min.).* ** As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.
  2152.  
  2153. ** *Unwavering Eye (2 psi).* ** As a bonus action, you gain advantage on Wisdom checks for 1 minute.
  2154.  
  2155. ** *Piercing Sight (3 psi; conc., 1 min.).* ** As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends.
  2156.  
  2157. ** *Truesight (5 psi; conc., 1 min.).* ** As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.
  2158.  
  2159. ### Psionic Talents
  2160. Psionic talents are minor abilities that require psionic aptitude but don’t drain a mystic’s reservoir of psionic power. Talents are similar to disciplines and use the same rules, but with three important exceptions:
  2161.  
  2162. * You can never use your psychic focus on a talent.
  2163. * Talents don’t require you to spend psi points to use them.
  2164. * Talents aren’t linked to Mystic Orders.
  2165.  
  2166. The talents are presented below in alphabetical order.
  2167.  
  2168. #### Beacon
  2169. *Psionic Talent*
  2170. ___
  2171. As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action.
  2172.  
  2173. #### Blade Meld
  2174. *Psionic Talent*
  2175. ___
  2176. As a bonus action, a one-handed melee weapon you hold becomes one with your hand. For the next minute, you can’t let go of the weapon nor can it be forced from your grasp.
  2177.  
  2178. #### Blind Spot
  2179. *Psionic Talent*
  2180. ___
  2181. As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.
  2182.  
  2183. #### Delusion
  2184. *Psionic Talent*
  2185. ___
  2186. As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create.
  2187.  
  2188. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute.
  2189.  
  2190. If you create an object, it must fit within a 5-foot cube and can’t move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it.
  2191.  
  2192. #### Energy Beam
  2193. *Psionic Talent*
  2194. ___
  2195. As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice).
  2196.  
  2197. The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  2198.  
  2199. \page
  2200. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | MYSTIC </div>
  2201.  
  2202. #### Light Step
  2203. *Psionic Talent*
  2204. ___
  2205. As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.
  2206.  
  2207. #### Mind Meld
  2208. *Psionic Talent*
  2209. ___
  2210. As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted.
  2211.  
  2212. This communication can occur until the end of the current turn. You don’t need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target’s choice, gaining perfect recall of one thing it saw or did.
  2213.  
  2214. #### Mind Slam
  2215. *Psionic Talent*
  2216. ___
  2217. As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone.
  2218.  
  2219. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  2220.  
  2221. #### Mind Thrust
  2222. *Psionic Talent*
  2223. ___
  2224. As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage.
  2225.  
  2226. The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  2227.  
  2228. #### Mystic Charm
  2229. *Psionic Talent*
  2230. ___
  2231. As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn.
  2232.  
  2233. #### Mystic Hand
  2234. *Psionic Talent*
  2235. ___
  2236. You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction.
  2237.  
  2238. This talent allows you to open an unlocked door, pour out a beer stein, and so on.
  2239.  
  2240. The object falls to the ground at the end of your turn if you leave it suspended in midair.
  2241.  
  2242. ```
  2243. ```
  2244.  
  2245. #### Psychic Hammer
  2246. *Psionic Talent*
  2247. ___
  2248. As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater.
  2249.  
  2250. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  2251.  
  2252. <img
  2253. src='http://i.imgur.com/mdrKZaF.png'
  2254. style='position:absolute;bottom:-230px;right:-170px;width:600px' />
  2255.  
  2256. \page
  2257. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | REVISED RANGER</div>
  2258.  
  2259. # Revised Ranger
  2260.  
  2261. ## Class Features
  2262. As a ranger, you gain the following class features.
  2263.  
  2264. #### Hit Points
  2265. ___
  2266. - **Hit Dice:** 1d10 per ranger level
  2267. - **Hit Points at 1st Level:** 10 + your Constitution modifier
  2268. - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per ranger level after 1st
  2269.  
  2270. #### Proficiencies
  2271. ___
  2272. - **Armor:** Light armor, medium armor, shields
  2273. - **Weapons:** Simple weapons, martial weapons
  2274. - **Tools:** None
  2275. - **Saving Throws:** Strength, Dexterity
  2276. - **Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
  2277.  
  2278. #### Equipment
  2279. You start with the following equipment, in addition to the equipment granted by your background:
  2280. - *(a)* scale mail or *(b)* leather armor
  2281. - *(a)* two shortswords or *(b)* two simple melee
  2282. weapons
  2283. - *(a)* a dungeoneer’s pack or *(b)* an explorer’s pack
  2284. - A longbow and a quiver of 20 arrows
  2285.  
  2286. ### Favored Enemy
  2287. Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
  2288.  
  2289. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
  2290.  
  2291. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
  2292.  
  2293. <div class='classTable wide'>
  2294. ##### The Ranger
  2295. | Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
  2296. |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
  2297. | 1st | +2 | Favored Enemy, Natural Explorer | — | — | — | — | — | — |
  2298. | 2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | — | — | — | — |
  2299. | 3rd | +2 | Primeval Awareness, Ranger Conclave | 3 | 3 | — | — | — | — |
  2300. | 4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
  2301. | 5th | +3 | Ranger Conclave feature | 4 | 4 | 2 | — | — | — |
  2302. | 6th | +3 | Greater Favored Enemy | 4 | 4 | 2 | — | — | — |
  2303. | 7th | +3 | Ranger Conclave feature | 5 | 4 | 3 | — | — | — |
  2304. | 8th | +3 | Ability Score Improvement, Fleet of Foot | 5 | 4 | 3 | — | — | — |
  2305. | 9th | +4 | ─ | 6 | 4 | 3 | 2 | — | — |
  2306. | 10th | +4 | Hide in Plain Sight | 6 | 4 | 3 | 2 | — | — |
  2307. | 11th | +4 | Ranger Conclave feature| 7 | 4 | 3 | 3 | — | — |
  2308. | 12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — |
  2309. | 13th | +5 | ─ | 8 | 4 | 3 | 3 | 1 | — |
  2310. | 14th | +5 | Vanish | 8 | 4 | 3 | 3 | 1 | — |
  2311. | 15th | +5 | Ranger Conclave feature | 9 | 4 | 3 | 3 | 2 | — |
  2312. | 16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | — |
  2313. | 17th | +6 | ─ | 10 | 4 | 3 | 3 | 3 | 1 |
  2314. | 18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
  2315. | 19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
  2316. | 20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
  2317. </div>
  2318.  
  2319. \page
  2320. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | REVISED RANGER</div>
  2321.  
  2322. ### Natural Explorer
  2323.  
  2324. You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
  2325. - You ignore difficult terrain.
  2326. - You have advantage on initiative rolls.
  2327. - On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
  2328.  
  2329. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
  2330.  
  2331. - Difficult terrain doesn’t slow your group’s travel.
  2332. - Your group can’t become lost except by magical means.
  2333. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  2334. - If you are traveling alone, you can move stealthily at a normal pace.
  2335. - When you forage, you find twice as much food as you normally would.
  2336. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  2337.  
  2338. ### Fighting Style
  2339. At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
  2340.  
  2341. #### Archery
  2342. You gain a +2 bonus to attack rolls you make with ranged weapons.
  2343.  
  2344. #### Defense
  2345. While you are wearing armor, you gain a +1 bonus to AC.
  2346.  
  2347. #### Dueling
  2348. 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.
  2349.  
  2350. #### Two-Weapon Fighting
  2351. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  2352.  
  2353. ### Spellcasting
  2354. By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.
  2355.  
  2356. #### Spell Slots
  2357. The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
  2358.  
  2359. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd level spell slot available, you can cast animal friendship using either slot.
  2360.  
  2361. #### Spells Known of 1st Level and Higher
  2362. You know two 1st-level spells of your choice from the ranger spell list.
  2363.  
  2364. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
  2365.  
  2366. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
  2367.  
  2368. <img
  2369. src='http://i.imgur.com/LmvD11K.png'
  2370. style='position:absolute;bottom:-92px;right:-225px;width:790px' />
  2371.  
  2372. \page
  2373. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | REVISED RANGER</div>
  2374.  
  2375. #### Spellcasting Ability
  2376. Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
  2377.  
  2378. **Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
  2379.  
  2380. **Spell attack modifier** = your proficiency bonus + your Wisdom modifier
  2381.  
  2382. ### Primeval Awareness
  2383. Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
  2384.  
  2385. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
  2386.  
  2387. You cannot use this ability against a creature that you have attacked within the past 10 minutes.
  2388.  
  2389. Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.
  2390.  
  2391. If there are multiple groups of your favored enemies within range, you learn this information for each group.
  2392.  
  2393. ### Ranger Conclave
  2394. At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.
  2395.  
  2396. ### Ability Score Improvement
  2397. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
  2398.  
  2399. ### Greater Favored Enemy
  2400. At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.
  2401.  
  2402. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
  2403.  
  2404. ### Fleet of Foot
  2405. Beginning at 8th level, you can use the Dash action as a bonus action on your turn.
  2406.  
  2407. ### Hide in Plain Sight
  2408. Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.
  2409.  
  2410. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
  2411.  
  2412. ### Vanish
  2413. Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
  2414.  
  2415. ### Feral Senses
  2416. At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
  2417.  
  2418. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
  2419.  
  2420. ### Foe Slayer
  2421. At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
  2422.  
  2423. ## Ranger Conclaves
  2424. Across the wilds, rangers come together to form conclaves—loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it.
  2425.  
  2426. ### Beast Conclave
  2427. Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.
  2428.  
  2429. #### Animal Companion
  2430. At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.
  2431.  
  2432. \page
  2433. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | REVISED RANGER</div>
  2434.  
  2435. <img
  2436. src='http://i.imgur.com/7tmO5wG.png'
  2437. style='position:absolute;top:-20px;right:-70px;width:1000px' />
  2438.  
  2439. <div style='height:30px'></div>
  2440. <div class='descriptive'>
  2441.  
  2442. ##### Keeping Track of Proficiency
  2443. When you gain your animal companion at 3rd level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your companion’s proficiency bonus improves as well, and is applied to the following areas: Armor Class, skills, saving throws, attack bonus, and damage rolls.
  2444.  
  2445. ##### Why No Multiattack?
  2446. Multiattack is a useful design tool that keeps monsters simple for the DM. It provides a boost in offense, but that boost is meant to make a beast threatening for one battle—a notion that doesn’t mesh well with a beast intended to fight with the party, rather than against it. Project Multiattack across an entire adventure, and an animal companion runs the risk of outclassing the fighters and barbarians in the party.
  2447.  
  2448. So in story terms, your animal companion has traded in some of its ferocity (in the form of Multiattack) for better awareness and the ability to fight more effectively in concert with you.
  2449.  
  2450. ##### Expanding Companion Options
  2451. Depending on the nature of your campaign, the DM might choose to expand the options for your animal companion. As a rule of thumb, a beast can serve as an animal companion if it is Medium or smaller, has 15 or fewer hit points, and cannot deal more than 8 damage with a single attack. In general, that applies to creatures with a challenge rating of 1/4 or less, but there are exceptions.
  2452. </div>
  2453.  
  2454. <div style='height:25px'></div>
  2455.  
  2456. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an **ape**, a **black bear**, a **boar**, a **giant badger**, a **giant weasel**, a **mule**, a **panther**, or a **wolf**. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.
  2457.  
  2458. At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.
  2459.  
  2460. If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.
  2461.  
  2462. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.
  2463.  
  2464. ```
  2465. ```
  2466.  
  2467. <div style='height:450px'></div>
  2468. #### Companion’s Bond
  2469. Your animal companion gains a variety of benefits while it is linked to you.
  2470.  
  2471. The animal companion loses its multiattack action, if it has one.
  2472.  
  2473. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
  2474.  
  2475. When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.
  2476.  
  2477. Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.
  2478.  
  2479. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
  2480.  
  2481. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.
  2482.  
  2483. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
  2484.  
  2485. Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”
  2486.  
  2487. \page
  2488. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | REVISED RANGER</div>
  2489.  
  2490. Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.
  2491.  
  2492. | d6 | Trait |
  2493. |:----:|:----|
  2494. | 1 | I’m dauntless in the face of adversity. |
  2495. | 2 | Threaten my friends, threaten me. |
  2496. | 3 | I stay on alert so others can rest. |
  2497. | 4 | People see an animal and underestimate me. I use that to my advantage. |
  2498. | 5 | I have a knack for showing up in the nick of time. |
  2499. | 6 | I put my friends’ needs before my own in all things. |
  2500.  
  2501. | d6 | Flaw |
  2502. |:----:|:----|
  2503. | 1 | If there’s food left unattended, I’ll eat it. |
  2504. | 2 | I growl at strangers, and all people except my ranger are strangers to me. |
  2505. | 3 | Any time is a good time for a belly rub. |
  2506. | 4 | I’m deathly afraid of water. |
  2507. | 5 | My idea of hello is a flurry of licks to the face. |
  2508. | 6 | I jump on creatures to tell them how much I love them. |
  2509.  
  2510. #### Coordinated Attack
  2511. Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.
  2512.  
  2513. #### Beast’s Defense
  2514. At 7th level, while your companion can see you, it has advantage on all saving throws.
  2515.  
  2516. #### Storm of Claws and Fangs
  2517. At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
  2518.  
  2519. #### Superior Beast’s Defense
  2520. At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
  2521.  
  2522. ```
  2523. ```
  2524.  
  2525. ### Hunter Conclave
  2526. Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
  2527.  
  2528. #### Hunter’s Prey
  2529. At 3rd level, you gain one of the following features of your choice.
  2530.  
  2531. ** *Colossus Slayer.* ** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per
  2532. turn.
  2533.  
  2534. ** *Giant Killer.* ** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
  2535.  
  2536. ** *Horde Breaker.* ** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
  2537.  
  2538. #### Extra Attack
  2539. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
  2540.  
  2541. #### Defensive Tactics
  2542. At 7th level, you gain one of the following features of your choice.
  2543.  
  2544. ** *Escape the Horde.* ** Opportunity attacks against you are made with disadvantage.
  2545.  
  2546. ** *Multiattack Defense.* ** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
  2547.  
  2548. ** *Steel Will.* ** You have advantage on saving throws against being frightened.
  2549.  
  2550. #### Multiattack
  2551. At 11th level, you gain one of the following features of your choice.
  2552.  
  2553. ** *Volley.* ** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
  2554.  
  2555. ** *Whirlwind Attack.* ** You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.
  2556.  
  2557. <img
  2558. src='http://i.imgur.com/ZUrAbzT.png'
  2559. style='position:absolute;bottom:-60px;left:110px;width:500px' />
  2560.  
  2561. <img
  2562. src='http://i.imgur.com/8dxdp8m.png'
  2563. style='position:absolute;bottom:-150px;left:-70px;width:800px' />
  2564.  
  2565. \page
  2566. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | REVISED RANGER</div>
  2567.  
  2568. #### Superior Hunter’s Defense
  2569. At 15th level, you gain one of the following features of your choice.
  2570.  
  2571. ** *Evasion.* ** When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
  2572.  
  2573. ** *Stand Against the Tide.* ** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
  2574.  
  2575. ** *Uncanny Dodge.* ** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
  2576.  
  2577. ### Deep Stalker Conclave
  2578. Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Deep Stalker Conclave strive to uncover and defeat such threats before they can reach the surface.
  2579.  
  2580. #### Underdark Scout
  2581. At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed, and if you use the Attack action, you can make one additional attack.
  2582.  
  2583. You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision.
  2584.  
  2585. #### Deep Stalker Magic
  2586. At 3rd level, you gain darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet.
  2587.  
  2588. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a deep stalker spell, it counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.
  2589.  
  2590. ##### Deep Stalker Spells
  2591. | Ranger Level | Spells |
  2592. |:----:|:-------------|
  2593. | 3rd | *disguise self* |
  2594. | 5th | *rope trick* |
  2595. | 9th | *glyph of warding* |
  2596. | 13th | *greater invisibility* |
  2597. | 17th | *seeming* |
  2598.  
  2599. #### Extra Attack
  2600. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
  2601.  
  2602. #### Iron Mind
  2603. At 7th level, you gain proficiency in Wisdom saving throws.
  2604.  
  2605. ```
  2606. ```
  2607.  
  2608. #### Stalker’s Flurry
  2609. Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack.
  2610.  
  2611. #### Stalker’s Dodge
  2612. At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.
  2613.  
  2614. <img
  2615. src='http://i.imgur.com/52ej3j1.png'
  2616. style='position:absolute;bottom:0px;left:256px;width:660px' />
  2617.  
  2618. \page
  2619. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | SPELL-LESS RANGER</div>
  2620.  
  2621. # Spell-less Ranger Variant
  2622.  
  2623. ## Class Features
  2624. As a Spell-less Ranger, you gain the following class features
  2625.  
  2626. #### Hit Points
  2627. ___
  2628. - **Hit Dice:** 1d10 per spell-less ranger level
  2629. - **Hit Points at 1st Level:** 10 + your Constitution modifier
  2630. - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per spell-less ranger level after 1st
  2631.  
  2632. #### Proficiencies
  2633. ___
  2634. - **Armor:** Light armor, medium armor, shields
  2635. - **Weapons:** Simple weapons,martial weapons
  2636. - **Tools:** None
  2637. - **Saving Throws:** Strength, Dexterity
  2638. - **Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
  2639.  
  2640. #### Equipment
  2641. You start with the following equipment, in addition to the equipment granted by your background:
  2642. - *(a)* scale mail or *(b)* leather armor
  2643. - *(a)* two shortswords or*(b)* two simple melee weapons
  2644. - *(a)* a dungeoneer's pack or *(b)* an explorer's pack
  2645. - A longbow and a quiver of 20 Arrows
  2646.  
  2647. ### Favored Enemy
  2648. Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
  2649.  
  2650. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
  2651.  
  2652. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
  2653.  
  2654. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
  2655.  
  2656. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
  2657.  
  2658. <div class='classTable wide'>
  2659. ##### Spell-less Ranger
  2660. | Level | Proficiency Bonus | Features | Maneuvers|
  2661. |:---:|:---:|:---|:---:|
  2662. | 1st | +2 | Favored Enemy, Natural Explorer | — |
  2663. | 2nd | +2 | Combat Superiority, Fighting Style | 2 |
  2664. | 3rd | +2 | Poultices, Ranger Archetype | 2 |
  2665. | 4th | +2 | Ability Score Improvement | 2 |
  2666. | 5th | +3 | Extra Attack | 3 |
  2667. | 6th | +3 |Favored Enemy and Natural Explorer Improvements | 3 |
  2668. | 7th | +3 | Ranger Archetype Feature | 3|
  2669. | 8th | +3 | Ability Score Improvement, Land's Stride | 3 |
  2670. | 9th | +4 | Natural Antivenom | 4 |
  2671. | 10th | +4 | Natural Explorer Improvement, Hide in Plain Sight | 4 |
  2672. | 11th | +4 | Ranger Archetype Feature | 4 |
  2673. | 12th | +4 | Ability Score Improvement | 4 |
  2674. | 13th | +5 | Call Natural Allies | 5 |
  2675. | 14th | +5 | Favored Enemy Improvement, Vanish | 5 |
  2676. | 15th | +5 | Ranger Archetype Feature | 5 |
  2677. | 16th | +5 | Ability Score Improvement | 5 |
  2678. | 17th | +6 | Relentless | 6 |
  2679. | 18th | +6 | Feral Senses | 6 |
  2680. | 19th | +6 | Ability Score Improvement | 6 |
  2681. | 20th | +6 | Foe Slayer | 6 |
  2682. </div>
  2683.  
  2684. \page
  2685. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | SPELL-LESS RANGER</div>
  2686.  
  2687. ### Natural Explorer
  2688.  
  2689. You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
  2690.  
  2691. While traveling for an hour or more in your favored terrain, you gain the following benefits:
  2692.  
  2693. - Difficult terrain doesn't slow your group's travel.
  2694. - Your group can't become lost except by magical means.
  2695. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  2696. - If you are traveling alone, you can move stealthily at a normal pace.
  2697. - When you forage, you find twice as much food as you normally would.
  2698. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  2699.  
  2700. You choose additional favored terrain types at 6th and 10th level.
  2701.  
  2702. ### Combat Superiority
  2703. At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.
  2704.  
  2705. ** *Maneuvers.* ** You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
  2706.  
  2707. You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
  2708.  
  2709. ** *Superiority Dice.* ** You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
  2710.  
  2711. You gain another superiority die at 9th level and one more at 17th level.
  2712.  
  2713. ** *Saving Throws.* ** Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
  2714. ___
  2715. **Maneuver save DC** = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  2716.  
  2717. ```
  2718. ```
  2719.  
  2720. ### Fighting Style
  2721. At 2nd level, you adopt a particular style of fighting as
  2722. your specialty. Choose one of the following options.
  2723. You can't take a Fighting Style option more than once,
  2724. even if you later get to choose again.
  2725.  
  2726. #### Archery
  2727. You gain a +2 bonus to attack rolls you make with ranged weapons
  2728.  
  2729. #### Defense
  2730. While you are wearing armor, you gain a +1 bonus to AC.
  2731.  
  2732. #### Dueling
  2733. When you are wielding a melee weapon in one hand and
  2734. no other weapons, you gain a +2 bonus to damage rolls
  2735. with that weapon.
  2736.  
  2737. #### Two-Weapon Fighting
  2738. When you engage in two-weapon fighting, you can add
  2739. your ability modifier to the damage of the second attack.
  2740.  
  2741. ### Poultices
  2742. At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
  2743.  
  2744. If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).
  2745.  
  2746. ### Ranger Archetype
  2747. At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the c1ass description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
  2748.  
  2749. <img
  2750. src='http://i.imgur.com/02P87vH.png'
  2751. style='position:absolute;bottom:-150px;left:0px;width:816px' />
  2752.  
  2753. \page
  2754. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | SPELL-LESS RANGER</div>
  2755.  
  2756. ### Ability Score Improvement
  2757. When you reach 4th level, and again at 8th, 12th, 16th,
  2758. and 19th level, you can increase one ability score of your
  2759. choice by 2, or you can increase two ability scores of
  2760. your choice by 1. As normal, you can't increase an ability
  2761. score above 20 using this feature.
  2762.  
  2763. ### Extra Attack
  2764. Beginning at 5th level, you can attack twice, instead of
  2765. once, whenever you take the Attack action on your turn.
  2766.  
  2767. ### Land's Stride
  2768. Starting at 8th level, moving through nonmagical
  2769. difficult terrain costs you no extra movement. You can
  2770. also pass through nonmagical plants without being
  2771. slowed by them and without taking damage from them if
  2772. they have thorns, spines, or a similar hazard.
  2773. In addition, you have advantage on saving throws
  2774. against plants that are magically created or manipulated
  2775. to impede movement, such those created by the
  2776. *entangle* spell.
  2777.  
  2778. ### Natural Antivenom
  2779. Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.
  2780.  
  2781. ### Hide in Plain Sight
  2782. Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
  2783.  
  2784. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface,
  2785. such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
  2786.  
  2787. ### Call Natural Allies
  2788. Starting at 13th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:
  2789. - One beast of challenge rating 2 or lower
  2790. - Two beasts of challenge rating 1 or lower
  2791. - Four beasts of challenge rating 1/2 or lower
  2792. - Eight beasts of challenge rating 1/4 or lower
  2793.  
  2794. These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics.
  2795.  
  2796. After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.
  2797.  
  2798. ### Vanish
  2799. Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
  2800.  
  2801. ### Relentless
  2802. Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
  2803.  
  2804. ### Feral Senses
  2805. At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
  2806.  
  2807. ### Foe Slayer
  2808. At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
  2809.  
  2810. ## Ranger Archetypes
  2811. The Ideal of the Ranger has two classic expressions: the Hunter and the Beast Master
  2812.  
  2813. ### Hunter
  2814. Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of ores to towering giants and terrifying dragons.
  2815.  
  2816. #### Hunter's Prey
  2817. At 3rd level, you gain one of the following features of your choice.
  2818.  
  2819. ** *Colossus Slayer.* ** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra ld8 damage if it's below its hit point maximum. You can deal this extra damageonly once per turn.
  2820.  
  2821. \page
  2822. <div class='pageNumber auto'></div><div class='footnote'>CLASSES | SPELL-LESS RANGER</div>
  2823.  
  2824. `....`** *Giant Killer.* ** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
  2825.  
  2826. ** *Horde Breaker.* ** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
  2827.  
  2828. #### Defensive Tactics
  2829. At 7th level, you gain one of the following features of your choice.
  2830.  
  2831. ** *Escape the Horde.* ** Opportunity attacks against you are made with disadvantage.
  2832.  
  2833. ** *Multiattack Defense.* ** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
  2834.  
  2835. ** *Steel Will.* ** You have advantage on saving throws against being frightened.
  2836.  
  2837. #### Multiattack
  2838. At 11th level, you gain one of the following features of your choice.
  2839.  
  2840. ** *Volley.* ** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
  2841.  
  2842. ** *Whirlwind Attack.* ** You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roIl for each target.
  2843.  
  2844. #### Superior Hunter's Defense
  2845. At 15th level, you gain one of the following features
  2846. of your choice.
  2847.  
  2848. ** *Evasion.* ** You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a *lightning bolt* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  2849.  
  2850. ** *Stand Against the Tide.* ** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
  2851.  
  2852. ** *Uncanny Dodge.* ** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
  2853.  
  2854. ### Beast Master
  2855. The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with all animal as its companion and friend.
  2856.  
  2857. ```
  2858. ```
  2859.  
  2860. #### Ranger's Companion
  2861. At 3rd levei, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a chaIlenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.
  2862.  
  2863. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
  2864.  
  2865. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.
  2866.  
  2867. While traveling through your favored terrain with only
  2868. the beast, you can move stealthily at a normal pace.
  2869.  
  2870. lf the beast dies, you can obtain another one by
  2871. spending 8 hours magicaIly bonding with another beast
  2872. that isn't hostile to you and that meets the requirements.
  2873.  
  2874. #### Exceptional Training
  2875. Beginning at 7th level, on any of your turns when
  2876. your beast companion doesn't attack, you can use a
  2877. bonus action to command the beast to take the Dash,
  2878. Disengage, Dodge, or Help action on its turn.
  2879.  
  2880. #### Bestial Fury
  2881. When you command the beast to take the Attack action, the beast can attack twice or take the Multiattack action if it has that action.
  2882.  
  2883. #### Beastly Coordination
  2884. Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack’s damage against it.
  2885.  
  2886. <img
  2887. src='http://i.imgur.com/mIlaMdO.png'
  2888. style='position:absolute;bottom:-25px;left:420px;width:340px' />
  2889.  
  2890. \page
  2891. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | BARBARIAN PATHS </div>
  2892.  
  2893. <div style='margin-top:700px'></div>
  2894.  
  2895. <img
  2896. src='http://i.imgur.com/JgdPWz9.png'
  2897. style='position:absolute;top:-30px;left:0px;width:900px' />
  2898.  
  2899. # Part 3: Sub-classes
  2900.  
  2901. ## Barbarian Paths
  2902. At 3rd level, a barbarian gains the Primal Path feature. Here are three new options for that feature: the Path of the Ancestral Guardian, the Path of the Storm Herald, and the Path of the Zealot.
  2903.  
  2904. ### Path of the Ancestral Guardian
  2905.  
  2906. Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid.
  2907.  
  2908. Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals.
  2909.  
  2910. #### Ancestral Protectors
  2911. Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. These warriors distract a foe you strike and hinder its attempts to harm your companions. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors. Until the start of your next turn or until your rage ends, that target has disadvantage on any attack roll that doesn’t target you, and creatures other than you have resistance to the damage of the target’s attacks.
  2912.  
  2913. <div style='height:155px'></div>
  2914.  
  2915. #### Spirit Shield
  2916. Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection for your allies. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d8.
  2917.  
  2918. When you reach certain levels in this class, you can reduce the damage by more: by 3d8 at 10th level and by 4d8 at 14th level.
  2919.  
  2920. #### Consult the Spirits
  2921. At 10th level, you gain the ability to consult with your ancestral spirits and use them to scout faroff areas. When you do so, you cast the *clairvoyance* spell, without needing a spell slot. Rather than creating a spherical sensor, the spell invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for the spell.
  2922.  
  2923. After you cast the spell in this way, you can't do so again until you finish a short or long rest.
  2924.  
  2925. #### Vengeful Ancestors
  2926. At 14th level, your ancestral spirits grow powerful enough to strike foes that dare to harm those you protect. When you use your Spirit Shield to protect a creature damaged by an attack, the attacker takes the same amount of damage that your Spirit Shield prevents.
  2927.  
  2928. \page
  2929. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | BARBARIAN PATHS </div>
  2930.  
  2931. ### Path of the Storm Herald
  2932.  
  2933. Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.
  2934.  
  2935. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
  2936.  
  2937. #### Storm of Fury
  2938. When you select this path at 3rd level, choose one of the following options: desert, sea, or tundra. The environment you choose shapes the nature of the storm you conjure when you rage.
  2939.  
  2940. While raging, you emanate an aura in a 10-foot radius. The effects of this aura depend on your chosen environment.
  2941.  
  2942. ** *Desert.* ** Any enemy that ends its turn in your aura takes fire damage equal to 2 + your barbarian level divided by 4.
  2943.  
  2944. ** *Sea.* ** At the end of each of your turns, you can choose a creature in your aura, other than yourself. The target must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. The target takes 2d6 lightning damage on a failed save, and half as much damage on a successful one. This damage increases to 3d6 at 10th level and to 4d6 at 15th
  2945. level.
  2946.  
  2947. ** *Tundra.* ** Any enemy that ends its turn in your aura takes cold damage equal to 2 + your barbarian level divided by 4.
  2948.  
  2949. #### Storm Soul
  2950. At 6th level, your link to the power of the storm grants you additional abilities based on the environment you chose at 3rd level.
  2951.  
  2952. ** *Desert.* ** You gain resistance to fire damage and don’t suffer the effects of extreme heat.
  2953.  
  2954. ** *Sea.* ** You gain resistance to lightning damage and can breathe underwater.
  2955.  
  2956. ** *Tundra.* ** You gain resistance to cold damage and don’t suffer the effects of extreme cold.
  2957.  
  2958. #### Shield of the Storm
  2959. At 10th level, you learn to use your mastery of the storm to protect your allies. While you are raging, allies within your aura gain the benefits of your Storm Soul feature.
  2960.  
  2961. #### Raging Storm
  2962. At 14th level, the power of the storm you channel grows mightier.
  2963.  
  2964. ** *Desert.* ** The ground around you becomes like shifting sand. Any enemy that attempts to move more than 5 feet per turn on the ground while in your aura must make a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature’s speed drops to 0 until the start of its next turn.
  2965.  
  2966. ** *Sea.* ** Roaring winds tear through the area around you. Any creature in your aura that you hit with an attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
  2967.  
  2968. ** *Tundra.* ** The air around you coldly slows your foes. The area within your aura is difficult terrain for your enemies.
  2969.  
  2970. ### Path of the Zealot
  2971. Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power.
  2972.  
  2973. A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.
  2974.  
  2975. #### Divine Fury
  2976. Starting when you choose this path at 3rd level, you can channel divine fury when you start to rage. If you do so, you become cloaked in an aura of divine power until the rage ends. At the end of each of your turns for that duration, each creature within 5 feet of you takes damage equal to 1d6 + half your barbarian level. The damage is necrotic or radiant; you choose the type of damage when you gain this feature.
  2977.  
  2978. #### Warrior of the Gods
  2979. At 3rd level, your soul is marked for endless battle. If a spell would have the sole effect of restoring you to life (but not undeath), the caster does not need material components to cast the spell on you.
  2980.  
  2981. #### Zealous Focus
  2982. At 6th level, the divine power that fuels your rage can shield you from harm. If you fail a saving throw while raging, you can instead succeed on that saving throw as a reaction. However, doing so immediately ends your rage, and you can’t rage again until you finish a short or long rest.
  2983.  
  2984. #### Zealous Presence
  2985. At 10th level, you learn to channel divine power to inspire zealotry in others. As an action, you howl in fury and unleash a battle cry infused with divine energy. Every ally within 60 feet of you gains advantage on attack rolls and saving throws until the start of your next turn.
  2986.  
  2987. Once you use this feature, you can’t use it again until you finish a long rest.
  2988.  
  2989. #### Rage Beyond Death
  2990. Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows. While raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends.
  2991.  
  2992. <img
  2993. src='http://i.imgur.com/t4IsRhR.png'
  2994. style='position:absolute;bottom:-230px;left:345px;width:500px' />
  2995.  
  2996. <img
  2997. src='http://i.imgur.com/AAnpOB9.png'
  2998. style='position:absolute;bottom:-280px;left:300px;width:500px' />
  2999.  
  3000. \page
  3001. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | BARD COLLEGES</div>
  3002.  
  3003. ## Bard Colleges
  3004. At 3rd level, a bard gains the Bard College feature. Here are new options for that feature: the College of Glamour, the College of Satire, the College of Swords and the College of Whispers.
  3005.  
  3006. ### College of Glamour
  3007. The College of Glamour is open to those bards who mastered their craft in the vibrant, deadly realm of the Feywild. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.
  3008.  
  3009. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. The bards of this college are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, abusing their magic to turn their hosts into thralls.
  3010.  
  3011. #### Mantle of Inspiration
  3012. When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that enthralls your allies with vigor and speed.
  3013.  
  3014. As a bonus action, you can expend a use of Bardic Inspiration to grant yourself a wondrous, otherworldly appearance. When you do so, choose a number of allies you can see and who can see you within 60 feet of you, up to a number of them equal to your Charisma modifier (minimum of one). Each target gains 2d6 temporary hit points. When a target gains these temporary hit points, it can also use its reaction to move up to its speed toward you, without provoking opportunity attacks. It must take the shortest,
  3015. safest path to you.
  3016.  
  3017. The number of temporary hit points increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level.
  3018.  
  3019. #### Enthralling Performance
  3020. Starting at 3rd level, you can charge your performance with seductive fey magic. If you perform for at least 10 minutes, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number of them equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
  3021.  
  3022. If a target succeeds on its save against this effect, the target has no hint that you tried to charm it.
  3023.  
  3024. Once you use this feature, you can’t use it again until you finish a short or long rest.
  3025.  
  3026. ```
  3027. ```
  3028.  
  3029. #### Mantle of Majesty
  3030. At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you take on an appearance of unearthly beauty for 1 minute. During this time, you can cast *command* as a bonus action on each of your turns, without using a spell slot. This effect lasts for 1 minute, and any creature charmed by you automatically fails its saving throw against the spell.
  3031.  
  3032. Once you use this feature, you can’t use it again until you finish a long rest.
  3033.  
  3034. #### Unbreakable Majesty
  3035. At 14th level, you gain an otherworldly aspect to your appearance that makes you look more fierce and lovely.
  3036.  
  3037. In addition, through this feature, you can cast *sanctuary* on yourself. If a creature fails its saving throw against the spell, you also gain advantage on all Charisma checks against the creature for 1 minute, and it has disadvantage on any saving throw it makes against your spells on your next turn.
  3038.  
  3039. Once you cast *sanctuary* using this feature, you can’t do so again until you finish a short or long rest.
  3040.  
  3041. <img
  3042. src='http://i.imgur.com/p0B2ep2.png'
  3043. style='position:absolute;bottom:0px;left:320px;width:550px' />
  3044.  
  3045. \page
  3046. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | BARD COLLEGES</div>
  3047.  
  3048. ### College of Satire
  3049. 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.
  3050.  
  3051. 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.
  3052.  
  3053. 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.
  3054.  
  3055. 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.
  3056.  
  3057. Jesters adventure to safeguard the common folk and to undermine the plans of the rich, powerful, and arrogant. Their magic bolsters allies’ spirits while casting doubt into foes’ minds. Among bards, jesters are unmatched acrobats, and their ability to tumble, dodge, leap, and climb makes them slippery opponents in battle.
  3058.  
  3059. #### Bonus Proficiencies
  3060. When you join the College of Satire at 3rd level, you gain proficiency with thieves’ tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves’ tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have.
  3061.  
  3062. #### Tumbling Fool
  3063. At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:
  3064.  
  3065. - You gain the benefits of taking the Dash and Disengage actions.
  3066. - You gain a climbing speed equal to your current speed.
  3067. - You take half damage from falling.
  3068.  
  3069. ```
  3070. ```
  3071.  
  3072. #### Fool’s Insight
  3073. At 6th level, your ability to gather stories and lore gains a supernatural edge. You can cast *detect thoughts* up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest.
  3074.  
  3075. If a creature resists your attempt to probe deeper and succeeds at its saving throw against your *detect thoughts*, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke.
  3076.  
  3077. #### Fool’s Luck
  3078. Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success.
  3079.  
  3080. At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one.
  3081.  
  3082. If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll.
  3083.  
  3084. <img
  3085. src='http://i.imgur.com/U6hr1Qu.png'
  3086. style='position:absolute;bottom:10px;left:400px;width:400px' />
  3087.  
  3088. \page
  3089. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | BARD COLLEGES</div>
  3090.  
  3091. ### College of Swords
  3092. Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
  3093.  
  3094. Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust them.
  3095.  
  3096. <img
  3097. src='http://i.imgur.com/6S2Mdd0.png'
  3098. style='position:absolute;bottom:-85px;left:-95px;width:600px' />
  3099.  
  3100. ```
  3101. ```
  3102.  
  3103. Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most performer troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
  3104.  
  3105. #### Bonus Proficiencies
  3106. When you join the College of Blades at 3rd level, you gain proficiency with medium armor and scimitars. If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
  3107.  
  3108. #### Fighting Style
  3109. At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
  3110.  
  3111. ** *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.
  3112.  
  3113. ** *Two-Weapon Fighting.* ** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  3114.  
  3115. #### Blade Flourish
  3116. At 3rd level, you learn to conduct impressive displays of martial prowess and speed.
  3117.  
  3118. As an action, you can make one melee weapon attack, and your walking speed increases by 10 feet until the end of the current turn. Whenever you use this action, you can also use one of the following Blade Flourish options as part of it.
  3119.  
  3120. ** *Defensive Flourish.* ** You spin your weapon in circles, creating a hypnotic display. You can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to your AC until the start of your next turn.
  3121.  
  3122. ** *Slashing Flourish.* ** If the attack hits its target, you can expend one of your uses of Bardic Inspiration to cause the weapon to damage each creature of your choice, other than the target, that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
  3123.  
  3124. ** *Mobile Flourish.* ** If the attack hits its target, you can expend one of your uses of Bardic Inspiration to push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on the Bardic Inspiration die. You can then immediately use your reaction to move up to your speed to an unoccupied space within 5 feet of the target.
  3125.  
  3126. #### Cunning Flourish
  3127. Beginning at 6th level, you can attack twice, instead of once, whenever you use the Blade Flourish action on your turn. You can, nevertheless, still use only one Blade Flourish option when you take that action.
  3128.  
  3129. #### Master’s Flourish
  3130. Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
  3131.  
  3132. \page
  3133. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | BARD COLLEGES</div>
  3134.  
  3135. ### College of Whispers
  3136. Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.
  3137.  
  3138. Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards’ reputation to acquire wealth and power. For this reason, these bards rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better infiltrate and exploit royal courts and other settings of power.
  3139.  
  3140. #### Venomous Blades
  3141. When you join the College of Whispers at 3rd level, you gain the ability to magically make your weapon attacks toxic for a moment.
  3142.  
  3143. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 poison damage to that target. You can do so only once per round on your turn.
  3144.  
  3145. The additional damage increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level.
  3146.  
  3147. #### Venomous Words
  3148. At 3rd level, you learn to infuse innocentseeming words with an insidious magic. A creature that hears you speak can become plunged into fear and paranoia.
  3149.  
  3150. If you speak to a humanoid alone for at least 10 minutes, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened for the next hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. While frightened in this way, the target is paranoid and tries to avoid the company of others, including its allies. The target seeks out what it considers the safest, most secret place available to it and hides there.
  3151.  
  3152. If the target succeeds on its save, the target has no hint that you tried to frighten it.
  3153.  
  3154. Once you use this feature, you can’t use it again until you finish a short rest or long rest.
  3155.  
  3156. #### Mantle of Whispers
  3157. At 6th level, you gain the ability to adopt a creature’s persona. When you slay a creature with an attack or a spell or a creature dies within 5 feet of you, you can magically capture its shadow using your reaction. You can capture only the shadow of a creature that is your creature type, such as humanoid, and your size (you can capture a Small or Medium shadow if you’re Small), and you can have only one shadow captured at a time.
  3158.  
  3159. ```
  3160. ```
  3161.  
  3162. After you capture a creature’s shadow, you can use your magic to weave it into a disguise that allows you to take on its appearance and gain access to its surface memories. As an action, you take on the creature’s appearance for 1 hour or until you end this effect as a bonus action.
  3163.  
  3164. During that hour, you gain access to all information that the creature would freely share with a casual acquaintance. Information includes general details on its background and personal life, but does not include secrets. The information is enough that you can pass yourself off as the creature by drawing on its memories.
  3165.  
  3166. Another creature can see through this disguise by making a Wisdom (Insight) check opposed by your Charisma (Deception) check, though you gain a +5 bonus to your check.
  3167.  
  3168. The disguise and the knowledge it grants disappears when this ability’s duration ends.
  3169.  
  3170. #### Shadow Lore
  3171. At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.
  3172.  
  3173. As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
  3174.  
  3175. If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret. While you gain no knowledge of this secret, the target is convinced you know it.
  3176.  
  3177. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.
  3178.  
  3179. When the effect ends, the creature has no understanding of why it held you in such fear.
  3180.  
  3181. Once you use this feature, you can’t use it again until you finish a long rest.
  3182.  
  3183. <img
  3184. src='http://i.imgur.com/p8mmovI.png'
  3185. style='position:absolute;bottom:0px;left:16px;width:800px' />
  3186.  
  3187. \page
  3188. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | CLERIC DOMAINS </div>
  3189.  
  3190. ## Divine Domains
  3191. At 1st level, a cleric gains the Divine Domain feature. Here are new domain options for that feature: Forge, Grave, and Protection.
  3192.  
  3193. ### Forge Domain
  3194. The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can transform from a lump of ore to a beautifully wrought object. Clerics of these deities quest to search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
  3195.  
  3196. ```
  3197. ```
  3198.  
  3199. <img
  3200. src='http://i.imgur.com/VuOzUwZ.png'
  3201. style='position:absolute;bottom:-22px;left:-50px;width:540px' />
  3202.  
  3203. ##### Forge Domain Spells
  3204. | Cleric Level | Spells |
  3205. |:----:|:-------------|
  3206. |1st | *searing smite, shield*
  3207. |3rd | *heat metal, magic weapon*
  3208. |5th | *elemental weapon, protection from energy*
  3209. |7th | *fabricate, wall of fire*
  3210. |9th | *animate objects, creation*
  3211.  
  3212. #### Bonus Proficiency
  3213. When you choose this domain at 1st level, you gain proficiency with heavy armor.
  3214.  
  3215. #### Blessing of the Forge
  3216. At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.
  3217.  
  3218. Once you use this feature, you can’t use it again until you finish a long rest.
  3219.  
  3220. #### Channel Divinity: Artisan’s Blessing
  3221. Starting at 2nd level, you can use your Channel Divinity to create simple items.
  3222.  
  3223. Starting at the beginning of a short rest, you conduct a ritual to your deity that grants you the ability to craft a finished item that is at least part metal. The item is completed at the end of the rest.
  3224.  
  3225. The object can be worth no more than 100 gp, and as part of this ritual you must expend metals, such as coins or other finished items, with a value equal to the item you want to make. The item can be an exact duplicate of a nonmagical item, such as a copy of a key, if you possess the original during your short rest.
  3226.  
  3227. #### Soul of the Forge
  3228. Starting at 6th level, your mastery of the forge grants you a number of special abilities:
  3229.  
  3230. - You gain a +1 bonus to AC while you are wearing medium or heavy armor.
  3231. - You gain resistance to fire damage.
  3232. - When you hit a construct with an attack, you deal additional force damage to it equal to your cleric level.
  3233.  
  3234. #### Divine Strike
  3235. At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
  3236.  
  3237. #### Saint of Forge and Fire
  3238. At 17th level, your affinity for fire and metal becomes more powerful due to your deity’s blessing. You gain immunity to fire damage, and while you’re wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  3239.  
  3240. \page
  3241. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | CLERIC DOMAINS </div>
  3242.  
  3243. ### Grave Domain
  3244. Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse’s workings. To resist death, or to desecrate the dead’s rest, is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. These deities teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. Their magic also allows them to stave off a creature’s death, though they refuse to use such magic to extend a creature’s lifespan beyond its mortal limits.
  3245.  
  3246. ##### Grave Domain Spells
  3247. | Cleric Level | Spells
  3248. |:----:|:-------------|
  3249. | 1st | *bane, false life*
  3250. | 3rd | *gentle repose, ray of enfeeblement*
  3251. | 5th | *revivify, vampiric touch*
  3252. | 7th | *blight, death ward*
  3253. | 9th | *antilife shell, raise dead*
  3254.  
  3255. #### Bonus Proficiency
  3256. When you choose this domain at 1st level, you gain proficiency with heavy armor.
  3257.  
  3258. #### Circle of Mortality
  3259. At 1st level, you gain the ability to manipulate the line between life and death. When you cast a spell that restores hit points to a living creature currently at 0, treat any dice rolled to determine the spell’s healing as having rolled their maximum result. In addition, if you have the *spare the dying* cantrip, you can cast it as a bonus action.
  3260.  
  3261. #### Eyes of the Grave
  3262. Starting at 1st level, you gain an innate sense of creatures whose existence is an insult to the natural cycle of life. If you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area. This detection extends up to 1 mile in all directions. You learn the number of undead and their distance and direction from you. In addition, you learn the creature type of the undead in that area that has the highest challenge rating.
  3263.  
  3264. Once you use this feature, you can’t use it again until you finish a long rest.
  3265.  
  3266. #### Channel Divinity: Path to the Grave
  3267. Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
  3268.  
  3269. As an action, you touch a creature. The next time that creature takes damage from a spell or an attack from you or an ally, it is vulnerable to that spell or attack’s damage. If the source of damage has multiple damage types, the creature is vulnerable to all of them. The vulnerability applies only to the first time that source inflicts damage, and then ends.
  3270.  
  3271. If the creature has resistance or is immune to the damage, it instead loses its resistance or immunity against that spell or attack when it first applies damage.
  3272.  
  3273. ```
  3274. ```
  3275.  
  3276. #### Sentinel at Death’s Door
  3277. Starting at 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.
  3278.  
  3279. Once you use this feature, you can’t use it again until you finish a short or long rest.
  3280.  
  3281. #### Divine Strike
  3282. At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.
  3283.  
  3284. #### Keeper of Souls
  3285. At 17th level, you gain the ability to manipulate the boundary between life and death. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature as long as you aren’t incapacitated, but no more than once per round.
  3286.  
  3287. <img
  3288. src='http://i.imgur.com/5AECoE8.png'
  3289. style='position:absolute;bottom:0px;right:-15px;width:650px' />
  3290.  
  3291.  
  3292. \page
  3293. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | CLERIC DOMAINS </div>
  3294.  
  3295. ### Protection Domain
  3296. The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin.
  3297.  
  3298. ##### Protection Domain Spells
  3299. | Cleric | Level Spells|
  3300. |:----:|:-------------|
  3301. | 1st | *compelled duel, protection from evil and good*
  3302. | 3rd | *aid, protection from poison*
  3303. | 5th | *protection from energy, slow*
  3304. | 7th | *guardian of faith, Otiluke’s resilient sphere*
  3305. | 9th | *antilife shell, wall of force*
  3306.  
  3307. #### Bonus Proficiency
  3308. When you choose this domain at 1st level, you gain proficiency with heavy armor.
  3309.  
  3310. #### Shield of the Faithful
  3311. Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.
  3312.  
  3313. ```
  3314. ```
  3315.  
  3316. #### Channel Divinity: Radiant Defense
  3317. Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.
  3318.  
  3319. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.
  3320.  
  3321. #### Blessed Healer
  3322. Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell’s level.
  3323.  
  3324. #### Divine Strike
  3325. At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
  3326.  
  3327. #### Indomitable Defense
  3328. At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.
  3329.  
  3330. As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.
  3331.  
  3332. <img
  3333. src='http://i.imgur.com/LOhSe5p.png'
  3334. style='position:absolute;bottom:-155px;left:-0px;width:900px' />
  3335.  
  3336. \page
  3337. <div class='pageNumber auto'></div>
  3338. <div class='footnote'>SUB-CLASSES | DRUID CIRCLES </div>
  3339.  
  3340. <img
  3341. src='http://i.imgur.com/Dxz2rTh.png'
  3342. style='position:absolute;top:-200px;left:-83px;width:900px' />
  3343.  
  3344. <div style='margin-top:390px'></div>
  3345.  
  3346. ## Druid Circles
  3347. At 2nd level, a druid gains the Druid Circle feature. Here are new options for that feature: Circle of Dreams, Circle of the Shepherd, and Circle of Twilight.
  3348.  
  3349. ### Circle of Dreams
  3350. Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with merriment and light. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places.
  3351.  
  3352. #### Balm of the Summer Court
  3353. At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that lends relief to weary feet and respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.
  3354.  
  3355. As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent, and its speed increases by 5 feet per die spent. The speed increase lasts for 1 minute.
  3356.  
  3357. You regain the expended dice when you finish a long rest.
  3358.  
  3359. ```
  3360. ```
  3361.  
  3362. <div style='margin-top:280px'></div>
  3363. #### Hearth of Moonlight and Shadow
  3364. At 6th level, home is wherever you set up camp. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to ward your campsite from intruders. At the start of the rest, you create an area with a 30-foot radius. Within this area, you and your allies gain a +5 bonus to Wisdom (Perception) checks to detect creatures, and any light from open flames (campfire, torches, and the like) is not visible outside the area. These effects end when the rest finishes or when you leave the area.
  3365.  
  3366. #### Hidden Paths
  3367. At 10th level, you can use the hidden, unpredictable magical pathways that some fey use to traverse space in a blink of an eye. On your turn, you can teleport up to 30 feet to a spot you can see. Each foot of this teleportation costs 1 foot of your movement.
  3368.  
  3369. You can also use this feature to teleport someone else. As an action, you can teleport a willing ally you touch up to 30 feet to a point you
  3370. can see.
  3371.  
  3372. Once you use either option—teleporting yourself or an ally—you can’t use that option again until 1d4 rounds have passed.
  3373.  
  3374. #### Purifying Light
  3375. At 14th level, the favor of the Summer Court allows you to end spells that hamper you and your allies. When you cast a spell with a spell slot and it restores hit points to you or an ally this turn, you can simultaneously target the healed creature with *dispel magic*, using a spell slot with a level equal to the slot used to cast the healing spell.
  3376.  
  3377. You can use this feature three times, and you regain expended uses of it when you finish a long rest. If the healing spell targets more than one creature, you can use this feature on more than one at the same time, expending one use of it per creature.
  3378.  
  3379. \page
  3380. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | DRUID CIRCLES </div>
  3381.  
  3382. <img
  3383. src='http://i.imgur.com/i2cpVYb.png'
  3384. style='position:absolute;bottom:-80px;left:0px;width:800px' />
  3385.  
  3386. ### Circle of the Shepherd
  3387. Druids of the Circle of the Shepherd commune with the spirits of beasts. While these druids recognize that all living things play a role in the natural world, they focus on protecting animals. Shepherds, as they are known, see beasts as their charges. They ward off monsters that threaten natural creatures, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on habitats and paths needed for animal migrations. Many of these druids are happiest far from cities and towns, content to spend their days in the company of wild animals.
  3388.  
  3389. #### Spirit Bond
  3390. Starting at 2nd level, you gain the ability to call forth animal spirits and use them to influence the world around you. As a bonus action, you
  3391. magically summon a Medium spirit to an unoccupied space you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around it, it doesn’t occupy its space, it is immobile, and it counts as neither a creature nor an object.
  3392.  
  3393. The nature of the aura depends on the type of spirit you choose to summon:
  3394. ___
  3395. - ** *Bear.* ** The bear spirit grants you and your allies its might and endurance. You and your allies who are in the aura when the spirit appears each gain temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
  3396.  
  3397. ```
  3398. ```
  3399. ___
  3400. - ** *Hawk.* ** The hawk spirit is a consummate hunter, marking your enemies with its keen sight. You and your allies gain advantage on ranged attack rolls against targets in the spirit’s aura.
  3401. - ** *Wolf.* ** The wolf spirit lends you and your allies its precise senses, while your magic works to benefit the members of your pack. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each of your allies in the aura also regains hit points equal to your druid level.
  3402.  
  3403. The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.
  3404.  
  3405. #### Beast Speech
  3406. At 2nd level, you gain the ability to converse with beasts. Beasts can understand your speech, and you gain the ability to decipher their noises and motions into recognizable words and phrases. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past.
  3407.  
  3408. This ability does not grant you any special friendship with beasts, though you can combine this ability with gifts and other favors to curry favor with them as you would any other nonplayer character.
  3409.  
  3410. #### Mighty Summoner
  3411. At 6th level, you gain the ability to conjure forth powerful animals. Any beast summoned or created by your spells gains two benefits. Its hit point maximum increases by 2 per Hit Die, and the damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
  3412.  
  3413. #### Guardian Spirit
  3414. At 10th level, you gain the services of a spirit that watches over you and protects you from harm. Whenever you finish a long rest, you gain the benefits of a death *ward spell*. The spell’s duration is extended to 24 hours.
  3415.  
  3416.  
  3417. \page
  3418. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | DRUID CIRCLES </div>
  3419.  
  3420. #### Faithful Summons
  3421. Starting at 14th level, the bestial spirits you commune with protect you when you are vulnerable. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of *conjure animals* as if it was cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1hour.
  3422.  
  3423. Once you use this feature, you can’t use it again until you finish a long rest.
  3424.  
  3425. ### Circle of Twilight
  3426. The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate.
  3427.  
  3428. 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.
  3429.  
  3430. #### Harvest’s Scythe
  3431. Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level.
  3432.  
  3433. When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell’s damage, or 5 hit points per die if at least one of the slain creatures was undead.
  3434.  
  3435. You regain the expended dice when you finish a long rest.
  3436.  
  3437. #### Speech Beyond the Grave
  3438. At 6th level, you gain the ability to reach beyond death’s veil in search of knowledge. Using this feature, you can cast speak with dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don’t share a language or it is not intelligent enough to speak.
  3439.  
  3440. Once you use this feature, you can’t use it again until you finish a short or long rest.
  3441.  
  3442. #### Watcher at the Threshold
  3443. At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren’t incapacitated, any ally within 30 feet of you has advantage on death saving throws.
  3444.  
  3445. ```
  3446. ```
  3447.  
  3448. #### Paths of the Dead
  3449. At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast etherealness. Once the spell ends, you can’t cast it with this feature again until you finish a short or long rest.
  3450.  
  3451. <img
  3452. src='http://i.imgur.com/ezoAGXU.png'
  3453. style='position:absolute;bottom:-30px;left:285px;width:700px' />
  3454.  
  3455. \page
  3456. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | MARTIAL ARCHETYPES </div>
  3457.  
  3458. ## Martial Archetypes
  3459. At 3rd level, a fighters gains the Martial Archetype feature. Here are new options for that feature: Arcane Archer, Cavalier, Knight, Monster Hunter, Samurai, Scout and Sharpshooter
  3460.  
  3461. ### Arcane Archer
  3462. An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, Arcane Archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
  3463.  
  3464. #### Magic Arrow
  3465. When you choose this archetype at 3rd level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it a magic arrow, with a +1 bonus to the attack and damage rolls. The magic fades from the arrow immediately after it hits or misses its target
  3466.  
  3467. #### Arcane Shot
  3468. At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see the “Arcane Shot Options” section below).
  3469.  
  3470. Once per turn when you fire a magic arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
  3471.  
  3472. You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
  3473.  
  3474. #### Arcane Archer’s Lore
  3475. At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You gain proficiency in either the Arcana or the Nature skill.
  3476.  
  3477. #### Curving Shot
  3478. At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
  3479.  
  3480. #### Ever-Ready Arrow
  3481. Starting at 15th level, your magical archery is ever available to you when you need it most. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.
  3482.  
  3483. ```
  3484. ```
  3485.  
  3486. #### Arcane Shots
  3487. The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
  3488.  
  3489. If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
  3490.  
  3491. ** *Banishing Arrow.* ** You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its 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.
  3492.  
  3493. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
  3494.  
  3495. ** *Brute Bane Arrow.* ** You weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.
  3496.  
  3497. The necrotic damage increases to 4d6 when you reach 18th level in this class.
  3498.  
  3499. <img
  3500. src='http://i.imgur.com/JMshXwX.png'
  3501. style='position:absolute;bottom:-15px;right:0px;width:435px' />
  3502.  
  3503. \page
  3504. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | MARTIAL ARCHETYPES </div>
  3505.  
  3506. `....`** *Bursting Arrow.* ** You imbue your arrow with a blast of force energy drawn from the school of evocation. If the arrow hits a creature, the target and each creature within 10 feet of it also take 2d6 force damage each.
  3507.  
  3508. The force damage increases to 4d6 when you reach 18th level in this class.
  3509.  
  3510. ** *Grasping Arrow.* ** When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature, the target takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
  3511.  
  3512. The poison and slashing damage both increase to 4d6 when you reach 18th level in this class.
  3513.  
  3514.  
  3515. ** *Mind-Scrambling Arrow.* ** Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.
  3516.  
  3517. The psychic damage increases to 4d6 when you reach 18th level in this class.
  3518.  
  3519. ** *Piercing Arrow.* ** You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line that is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
  3520.  
  3521. The piercing damage increases to 2d6 when you reach 18th level in this class.
  3522.  
  3523. ** *Seeking Arrow.* ** Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
  3524.  
  3525. The force damage increases to 2d6 when you reach 18th level in this class.
  3526.  
  3527. ** *Shadow Arrow.* ** You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
  3528.  
  3529. The psychic damage increases to 4d6 when you reach 18th level in this class.
  3530.  
  3531. ### Cavalier
  3532. The archetypal Cavalier excels at mounted combat. Usually born to nobility and raised in a royal court, a Cavalier is equally at home leading a cavalry charge or exchanging witty repartee at a state dinner.
  3533.  
  3534. #### Bonus Proficiencies
  3535. When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Animal Handling, Insight, Performance, or Persuasion. You can choose to gain one tool proficiency in place of one skill proficiency.
  3536.  
  3537. #### Born to the Saddle
  3538. At 3rd level, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount, you always land on your feet if you are capable of taking actions. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
  3539.  
  3540. #### Combat Superiority
  3541. At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.
  3542.  
  3543. ** *Superiority Dice.* ** You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
  3544.  
  3545. You gain another superiority die at 7th level and one more at 15th level.
  3546.  
  3547. ** *Using Superiority Dice.* ** You can expend superiority dice to gain a number of different benefits:
  3548.  
  3549. - When you make a check to influence or control a creature you are riding, you can expend one superiority die to add it to the check. You apply this bonus after making the check but before learning if it was successful.
  3550.  
  3551. <img
  3552. src='http://i.imgur.com/NoyMX5c.png'
  3553. style='position:absolute;bottom:15px;right:10px;width:400px' />
  3554.  
  3555. \page
  3556. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | MARTIAL ARCHETYPES </div>
  3557.  
  3558. - When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
  3559. - When you make an attack with a lance while mounted, you can expend one superiority die to add it to your damage roll. In addition, the target of the attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
  3560. - If either you or your mount is hit by an attack while you are mounted, you can expend one superiority die as a reaction, adding the number rolled to your or your mount’s AC. If the attack still hits, you or your mount take half damage from it.
  3561.  
  3562. #### Ferocious Charger
  3563. At 7th level, you gain additional benefits when you use superiority dice to increase your damage when you attack with a lance. You can expend up to two superiority dice on the attack, adding both to the damage roll. If you spend two dice, the target has disadvantage on its Strength saving throw to avoid being knocked prone.
  3564.  
  3565. #### Improved Combat Superiority
  3566. At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
  3567.  
  3568. #### Relentless
  3569. Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die
  3570.  
  3571. ### Knight
  3572. The Knight is a colossus on the battlefield who can shrug off attacks and protect allies from harm. Knights fight from the saddle when they can, and in combat they are expected to seek out and lock down the mightiest of the enemy’s
  3573. forces. On adventures, they are the armored bulwark that strives to keep the rest of the party safe.
  3574.  
  3575. #### Born to the Saddle
  3576. Starting at 3rd level, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren’t incapacitated and you fall less than 10 feet.
  3577.  
  3578. #### Implacable Mark
  3579. At 3rd level, you excel at foiling attacks and protecting your allies by menacing your foes. When you hit a creature with a melee weapon attack, the target is marked by you until the end of your next turn. A creature ignores this effect if the creature can’t be frightened.
  3580.  
  3581. The marked target has disadvantage on any attack roll against a creature other than you or someone else who marked it.
  3582.  
  3583. If a target marked by you is within 5 feet of you on its turn and it moves at least 1 foot or makes an attack that suffers disadvantage from this feature, you can make one melee weapon attack against it using your reaction. This attack roll has advantage, and if it hits, the attack’s weapon deals extra damage to the target equal to your fighter level.
  3584.  
  3585. You can make this special attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. You can make this attack three times, and you regain all expended uses of it when you finish a short or long rest.
  3586.  
  3587. #### Noble Cavalry
  3588. At 7th level, you gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Persuasion, or Religion. Alternatively, you learn one language of your choice.
  3589.  
  3590. #### Hold the Line
  3591. At 10th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack’s weapon deals extra damage to the target equal to half your fighter level, and the target’s speed is reduced to 0 until the end of this turn.
  3592.  
  3593. #### Rapid Strike
  3594. Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
  3595.  
  3596. #### Defender’s Blade
  3597. At 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn.
  3598.  
  3599. In addition, you gain a +1 bonus to AC while wearing heavy armor.
  3600.  
  3601. <img
  3602. src='http://i.imgur.com/Ze5YYul.png'
  3603. style='position:absolute;bottom:-245px;right:40px;width:400px' />
  3604.  
  3605. \page
  3606. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | MARTIAL ARCHETYPES </div>
  3607.  
  3608. ### Monster Hunter
  3609. As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror.
  3610.  
  3611. #### Bonus Proficiencies
  3612. When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can gain proficiency with a tool of your choice in place of one skill choice.
  3613.  
  3614. #### Combat Superiority
  3615. When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.
  3616.  
  3617. ** *Superiority Dice.* ** You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
  3618.  
  3619. You gain another superiority die at 7th level and one more at 15th level.
  3620.  
  3621. ** *Using Superiority Dice.* ** You can expend superiority dice to gain a number of different benefits:
  3622.  
  3623. - When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
  3624. - When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
  3625. - When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.
  3626. - When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.
  3627.  
  3628. #### Hunter’s Mysticism
  3629. At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast *detect magic* as a ritual. You can cast *protection from evil and good*, but you cannot cast it again with this feature until you finish a long rest.
  3630.  
  3631. Wisdom is your spellcasting ability for these spells. In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.
  3632.  
  3633. #### Monster Slayer
  3634. At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them.
  3635.  
  3636. #### Improved Combat Superiority
  3637. At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
  3638.  
  3639. #### Relentless
  3640. Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.
  3641.  
  3642. ### Samurai
  3643. The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s willpower is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.
  3644.  
  3645. #### Fighting Spirit
  3646. Starting at 3rd level, the might of your willpower can shield you and help you strike true. As a bonus action on your turn, you can give yourself two benefits: advantage on all attack rolls and resistance to bludgeoning, piercing, and slashing damage. These benefits last until the end of your next turn.
  3647.  
  3648. You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.
  3649.  
  3650. #### Elegant Courtier
  3651. Starting at 7th level, your discipline and attention to detail allow you to excel in social situations that require strict adherence to etiquette. You can add your Wisdom modifier to any Charisma check you make to persuade or please a noble or anyone else of high social station.
  3652.  
  3653. You also gain proficiency in the History, Insight, or Persuasion skill (choose one). Alternatively, you learn one language of your choice.
  3654.  
  3655. #### Unbreakable Will
  3656. At 10th level, your superior willpower allows you to shrug off mind-assaulting effects. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you gain proficiency in Intelligence or Charisma saving throws (choose one).
  3657.  
  3658. #### Rapid Strike
  3659. Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
  3660.  
  3661. #### Strength Before Death
  3662. Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that would reduce you to 0 hit points, you can delay that damage and immediately take a bonus turn, interrupting the current turn. You don’t take the damage until the bonus turn ends. It is possible to do things, such as gaining resistance, that change how much of that damage you take.
  3663.  
  3664. Once you use this feature, you can’t use it again until you finish a long rest
  3665.  
  3666. <img
  3667. src='http://i.imgur.com/QVu9qBf.png'
  3668. style='position:absolute;bottom:-220px;right:-150px;width:700px' />
  3669.  
  3670.  
  3671. \page
  3672. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | MARTIAL ARCHETYPES </div>
  3673.  
  3674. ### Scout
  3675. The archetypal Scout excels at finding safe passage through dangerous regions. Scouts usually favor light armor and ranged weapons, but they are comfortable using heavier gear when faced with intense fighting.
  3676.  
  3677. #### Bonus Proficiencies
  3678. When you choose this archetype at 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves’ tools in place of one skill choice.
  3679.  
  3680. #### Combat Superiority
  3681. At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.
  3682.  
  3683. ** *Superiority Dice.* ** You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest.
  3684.  
  3685. You gain another superiority die at 7th level and one more at 15th level.
  3686.  
  3687. ** *Using Superiority Dice.* ** You can expend superiority dice to gain a number of different benefits:
  3688. - When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.
  3689. - When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
  3690. - If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.
  3691.  
  3692. #### Natural Explorer
  3693. At 3rd level, you gain the ranger class feature of the same name, with the following alteration: You choose additional favored terrain types at 7th and 15th level.
  3694.  
  3695. #### Improved Combat Superiority
  3696. At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
  3697.  
  3698. #### Relentless
  3699. Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
  3700.  
  3701. ```
  3702. ```
  3703.  
  3704. ### Sharpshooter
  3705. The Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are kept at range.
  3706.  
  3707. #### Steady Aim
  3708. Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you’re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:
  3709. - The attacks ignore half and three-quarters cover.
  3710. - On each hit, the weapon deal s additional damage to the target equal to 2 + half your fighter level.
  3711.  
  3712. You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.
  3713.  
  3714. #### Careful Eyes
  3715. Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action. You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).
  3716.  
  3717. #### Close-Quarters Shooting
  3718. At 10th level , you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll.
  3719.  
  3720. In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the end of this turn.
  3721.  
  3722. #### Rapid Strike
  3723. Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
  3724.  
  3725. #### Snap Shot
  3726. Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.
  3727.  
  3728. <img
  3729. src='http://i.imgur.com/YQfnZa1.png'
  3730. style='position:absolute;bottom:-300px;right:0px;width:816px' />
  3731.  
  3732. \page
  3733. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | MONASTIC TRADITIONS</div>
  3734.  
  3735. ## Monastic Traditions
  3736. At 3rd level, a monk gains the Monastic Tradition feature. Here are new options for that feature: the Way of the Kensei and the Way of Tranquility.
  3737.  
  3738. ### Way of the Kensei
  3739. Monks of the Way of Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. A kensei sees a weapon in much the same way a painter regards a brush or a writer sees parchment, ink, and quill. A sword or bow is a tool used to express the beauty and elegance of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
  3740.  
  3741. #### Path of the Kensei
  3742. When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. You gain the following benefits:
  3743. - Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—melee or ranged—to be a kensei weapon for you, following the criteria above.
  3744.  
  3745. ```
  3746. ```
  3747.  
  3748. - If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
  3749. - You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
  3750.  
  3751. #### One with the Blade
  3752. At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.
  3753.  
  3754. ** *Magic Weapons.* ** Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  3755.  
  3756. ** *Precise Strike.* ** When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
  3757.  
  3758. #### Sharpen the Blade
  3759. At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again.
  3760.  
  3761. #### Unerring Accuracy
  3762. At 17th level, your mastery of weapons grants you extraordinary accuracy. If you make an attack roll with a monk weapon and miss, you can reroll it. You can use this feature only once on each of your turns.
  3763. <img
  3764. src='http://i.imgur.com/gNUVN87.png'
  3765. style='position:absolute;bottom:-50px;right:-130px;width:1000px' />
  3766.  
  3767. \page
  3768. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | MONASTIC TRADITIONS</div>
  3769.  
  3770. <img
  3771. src='http://i.imgur.com/FEc55Ac.png'
  3772. style='position:absolute;top:0px;right:0px;width:816px' />
  3773.  
  3774. <div style='height:360px'></div>
  3775.  
  3776. ### Way of Tranquility
  3777. Monks of the Way of Tranquility see violence as a last resort. They use diplomacy, mercy, and understanding to resolve conflicts. If pushed, though, they are capable warriors who can bring an end to the unjust or cruel folk who refuse to listen to reason. When adventuring, these monks make excellent diplomats. They are also skilled in the healing arts, and can preserve their allies in the face of daunting foes.
  3778.  
  3779. #### Path of Tranquility
  3780. When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast the *sanctuary* spell on yourself, no material component required, and it lasts up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour.
  3781.  
  3782. Once you cast the spell in this way, you can’t do so again for 1 minute.
  3783. #### Healing Hands
  3784. Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level × 10.
  3785.  
  3786. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool. Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one.
  3787.  
  3788. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature.
  3789.  
  3790. This feature has no effect on undead and constructs.
  3791.  
  3792. ```
  3793. ```
  3794.  
  3795. <div style='height:375px'></div>
  3796.  
  3797. #### Emissary of Peace
  3798. At 6th level, you gain the ability to diffuse violent situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn’t apply if proficiency in the Deception or Intimidation skill applies to your check.
  3799.  
  3800. You also gain proficiency in the Performance or Persuasion skill (choose one).
  3801.  
  3802. #### Douse the Flames of War
  3803. At 11th level, you gain the ability to temporarily extinguish a creature’s violent impulses. As an action, you can touch a creature, and it must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The target automatically succeeds if it’s missing any of its hit points. If the target fails the save, it can’t attack for 1 minute. During that time, it also can’t cast spells that deal damage or that force someone to make a saving throw.
  3804.  
  3805. This effect ends if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies.
  3806.  
  3807. #### Anger of a Gentle Soul
  3808. At 17th level, you gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your monk level.
  3809.  
  3810. Once you use this ability, you can’t use it again until you finish a short or long rest.
  3811.  
  3812. \page
  3813. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | PALADIN OATHS</div>
  3814.  
  3815. ## Sacred Oaths
  3816. At 3rd level, a paladin gains the Sacred Oath feature. Here are new options for that feature: the Oath of Conquest and the Oath of Treachery.
  3817.  
  3818. ### Oath of Conquest
  3819. The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos.
  3820.  
  3821. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells.
  3822.  
  3823. The archdevil Bel, warlord of Avernus, counts many of these paladins —called hell knights— as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords.
  3824.  
  3825. #### Tenets of Conquest
  3826. A paladin who takes this oath has the tenets of conquest seared on the upper arm. A hell knight’s oath appears in Infernal runes, a brutal reminder of vows to the Lords of Hell.
  3827.  
  3828. ** *Douse the Flame of Hope.* ** It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.
  3829.  
  3830. ** *Rule with an Iron Fist.* ** Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
  3831.  
  3832. ** *Strength Above All.* ** You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
  3833.  
  3834. #### Oath Spells
  3835. You gain oath spells at the paladin levels listed.
  3836.  
  3837. ##### Oath of Conquest Spells
  3838. | Paladin Level | Spells |
  3839. |:----:|:-------------|
  3840. | 3rd | *armor of Agathys, command* |
  3841. | 5th | *hold person, spiritual weapon* |
  3842. | 9th | *bestow curse, fear* |
  3843. | 13th | *blight, dominate beast* |
  3844. | 17th | *dominate person, insect plague* |
  3845.  
  3846. ```
  3847. ```
  3848.  
  3849. #### Channel Divinity
  3850.  
  3851. When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  3852.  
  3853. ** *Conquering Strike.* ** You can use your Channel Divinity to break a foe’s will. When you hit a creature with a melee weapon attack as part of the Attack action, you can also use your Channel Divinity to force the target to make a Wisdom saving throw. On a failed save, the target becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
  3854.  
  3855. ** *Guided Strike.* ** You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
  3856.  
  3857. <img
  3858. src='http://i.imgur.com/a8jDpEL.png'
  3859. style='position:absolute;bottom:-10px;right:-190px;width:640px' />
  3860.  
  3861. \page
  3862. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | PALADIN OATHS</div>
  3863.  
  3864. <img
  3865. src='http://i.imgur.com/9zNsgAz.png'
  3866. style='position:absolute;top:-80px;right:-20px;width:900px' />
  3867.  
  3868. <div style='margin-top:330px'></div>
  3869.  
  3870. #### Aura of Conquest
  3871. Starting at 7th level, you emanate a menacing aura while you’re not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover. Any enemy in the aura has disadvantage on saving throws against being frightened. At 18th level, the range of this aura increases to 30 feet.
  3872.  
  3873. #### Implacable Spirit
  3874. Once you reach 15th level, you can no longer be charmed.
  3875.  
  3876. #### Invincible Conqueror
  3877. At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
  3878. - You have resistance to all damage.
  3879. - When you take the Attack action on your turn, you can make one additional attack as part of that action.
  3880. - Your melee weapon attacks score a critical hit on a roll of 19 or 20.
  3881.  
  3882. Once you use this feature, you can’t use it again until you finish a long rest.
  3883.  
  3884. ### Oath of Treachery
  3885. The Oath of Treachery is the path followed by paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure.
  3886.  
  3887. ```
  3888. ```
  3889.  
  3890. <div style='margin-top:330px'></div>
  3891. ##### Fallen Paladins
  3892. Many of these paladins pay homage to demon lords, especially Grazz’t and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard’s penchant for double dealing and treachery.
  3893.  
  3894. <div class='descriptive'>
  3895.  
  3896. The Oath of Treachery is an option for the paladin who has strayed from another Sacred Oath or who has rejected the traditional paladin life. This option exists alongside the Oathbreaker in the Dungeon Master’s Guide. DMs are free to use either option to model villainous or fallen paladins.
  3897.  
  3898. If you switch to this oath from another one, replace all of the previous oath’s features with the features of this one, and if you renounce this oath, replace its features with the features of the new one.</div>
  3899.  
  3900. #### Tenets of Treachery
  3901. A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard’s overwhelming concern is power and safety, especially if both can be obtained at the expense of others.
  3902.  
  3903. #### Oath Spells
  3904. You gain oath spells at the paladin levels listed.
  3905.  
  3906. ##### Oath of Treachery Spells
  3907. | Paladin Level | Spells |
  3908. |:----:|:-------------|
  3909. | 3rd | *charm person, expeditious retreat* |
  3910. | 5th | *invisibility, mirror image* |
  3911. | 9th | *gaseous form, haste* |
  3912. | 13th | *confusion, greater invisibility* |
  3913. | 17th | *dominate person, passwall* |
  3914.  
  3915. \page
  3916. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | PALADIN OATHS</div>
  3917.  
  3918. #### Channel Divinity
  3919. When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  3920.  
  3921. **Conjure Duplicate.** As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you.
  3922.  
  3923. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.
  3924.  
  3925. ```
  3926. ```
  3927.  
  3928. **Poison Strike.** You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.
  3929.  
  3930. #### Aura of Treachery
  3931. Starting at 7th level, you emanate an aura of discord, which gives you the following benefits.
  3932.  
  3933. **Cull the Herd.** You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.
  3934.  
  3935. **Treacherous Strike.** If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed.
  3936.  
  3937. You can use this ability three times. You regain expended uses of it when you finish a short or long rest.
  3938.  
  3939. #### Blackguard’s Escape
  3940. At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.
  3941.  
  3942. #### Icon of Deceit
  3943. At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:
  3944. - You are invisible.
  3945. - If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren’t incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.
  3946. - If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level. Once you use this feature, you can’t use it again until you finish a long rest.
  3947.  
  3948. <img
  3949. src='http://i.imgur.com/PnlmiZQ.png'
  3950. style='position:absolute;bottom:-80px;left:-200px;width:650px'/>
  3951.  
  3952. \page
  3953. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | RANGER ARCHETYPES </div>
  3954.  
  3955. ## Ranger Archetypes
  3956. At 3rd level, a ranger gains the Ranger Archetype feature. Here are new options for that feature: the Deep Stalker, the Horizon Walker and the Primeval Guardian.
  3957.  
  3958. ### Deep Stalker
  3959. Adventurers descending into the depths on desperate quests or in response to the promise of vast riches quickly come face to face with the evil that festers beneath the earth. Though many such characters are only too happy to escape back to the surface world again, rangers with the Deep Stalker archetype welcome each foray into the world below, striving to uncover and defeat the threats of the Underdark before those threats can reach the surface.
  3960.  
  3961. Many Deep Stalkers are elves, as those folk know all too well the threat posed by the drow. Deep Stalkers scout for new passages into the Underdark, carefully mapping them and working to ensure they remain watched at all times. They venture into the depths on long, dangerous patrols, disappearing for months at a time. Many of them never return.
  3962.  
  3963. Deep Stalkers master spells useful in navigating the Underdark, and their combat tactics focus on ambush, surprise, and stealth. They fight alone or in small groups in hostile territory, relying on clever tactics to carry the day.
  3964.  
  3965. #### Underdark Scout
  3966. At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed. If you use the attack action on that turn, you can make one additional attack.
  3967.  
  3968. You gain an additional benefit on all turns after your first turn. At the end of each such turn, you can attempt to hide as a bonus action if you meet the normal requirements for hiding. Deep Stalkers often use this ability to make ranged attacks, move beyond the scope of their foes’ darkvision, and then hide.
  3969.  
  3970. Deep Stalker Magic
  3971. From 3rd level, you have darkvision with a range of 90 feet. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. You are always able to cast these spells, and they do not count against your number of ranger spells known.
  3972.  
  3973. ##### Deep Stalker Spells
  3974. | Level | Spell Gained |
  3975. |:----:|:-------------|
  3976. | 3rd | *disguise self* |
  3977. | 5th | *rope trick* |
  3978. | 9th | *glyph of warding* |
  3979. | 13th | *greater invisibility* |
  3980. | 17th | *seeming* |
  3981.  
  3982. #### Iron Mind
  3983. At 7th level, you gain proficiency in Wisdom saving throws.
  3984.  
  3985. ```
  3986. ```
  3987.  
  3988. #### Stalker’s Flurry
  3989. Starting at 11th level, you have the ability to ensure that your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability.
  3990.  
  3991. #### Stalker’s Dodge
  3992. At 15th level, you master the ability to disrupt an opponent’s attacks. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack.
  3993.  
  3994. ### Horizon Walker
  3995. Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.
  3996.  
  3997. #### Planar Magic
  3998. Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.
  3999.  
  4000. ##### Horizon Walker Spells
  4001. | Level | Spell Gained |
  4002. |:----:|:-------------|
  4003. | 3rd | *protection from evil and good* |
  4004. | 5th | *alter self* |
  4005. | 9th | *protection from energy* |
  4006. | 13th | *banishment* |
  4007. | 17th | *teleportation circle* |
  4008.  
  4009. #### Planar Warrior
  4010. At 3rd level, you learn to draw on the energy of the planes to augment your attacks.
  4011.  
  4012. As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its
  4013. damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.
  4014.  
  4015. #### Portal Lore
  4016. At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn’t reveal them.
  4017.  
  4018. Once you use this feature, you can’t use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.
  4019.  
  4020. See the “Planar Travel” section in chapter 2 of the *Dungeon Master’s Guide* for examples of planar portals.
  4021.  
  4022. \page
  4023. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | RANGER ARCHETYPES </div>
  4024.  
  4025. #### Ethereal Step
  4026. At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the *etherealness* spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
  4027.  
  4028. #### Distant Strike
  4029. At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.
  4030.  
  4031. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
  4032.  
  4033. #### Spectral Defense
  4034. At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.
  4035.  
  4036. ### Primeval Guardian
  4037. Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.
  4038.  
  4039. These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
  4040.  
  4041. #### Guardian Magic
  4042. Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.
  4043.  
  4044. ##### Primeval Guardian Spells
  4045. | Level | Spell Gained |
  4046. |:----:|:-------------|
  4047. | 3rd | *entangle* |
  4048. | 5th | *enhance ability* |
  4049. | 9th | *conjure animals* |
  4050. | 13th | *giant insect* |
  4051. | 17th | *insect plague* |
  4052.  
  4053. #### Guardian Soul
  4054. 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.
  4055.  
  4056. You undergo the following changes while in your guardian form:
  4057. - Your size becomes Large, unless you were larger.
  4058. - Any speed you have becomes 5 feet, unless the speed was lower.
  4059. - Your reach increases by 5 feet.
  4060. - You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
  4061.  
  4062. #### Piercing Thorns
  4063. At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.
  4064.  
  4065. #### Ancient Fortitude
  4066. At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.
  4067.  
  4068. #### Rooted Defense
  4069. At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.
  4070.  
  4071. #### Guardian Aura
  4072. Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
  4073.  
  4074. <div style='margin-top:315px'></div>
  4075. <div class='descriptive'>
  4076. ##### Revised Ranger
  4077. If you’re using the revised ranger, you can use these subclasses with it if you make one addition: give each subclass the Extra Attack feature.
  4078.  
  4079. **Extra Attack.** Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
  4080. </div>
  4081.  
  4082. <img
  4083. src='http://i.imgur.com/aagD51S.png'
  4084. style='position:absolute;bottom:-240px;right:-70px;width:500px'/>
  4085.  
  4086. \page
  4087. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | ROGUISH ARCHETYPES </div>
  4088.  
  4089. ## Roguish Archetypes
  4090. At 3rd level, a rogue gains the Roguish Archetype feature. Here are new options for that feature: the Inquisitive and the Scout.
  4091.  
  4092. ### Inquisitive
  4093. As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for details, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.
  4094.  
  4095. #### Ear for Deceit
  4096. When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to sense if a creature is lying, you use the total of your check or 8 + your Wisdom modifier, whichever is higher. If you are proficient in Insight, you add your proficiency bonus to the fixed result. If you chose Insight as a skill augmented by your Expertise feature, add double your proficiency bonus.
  4097.  
  4098. #### Eye for Detail
  4099. Starting at 3rd level, you can use the bonus action granted by your Cunning Action feature to make a Wisdom (Perception) check to spot a hidden creature or object, to make an Intelligence (Investigation) check to uncover and decipher clues, or to use Insightful Fighting (see below).
  4100.  
  4101. #### Insightful Fighting
  4102. At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As an action (or as a bonus action using Eye for Detail), you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, opposed by the target’s Charisma (Deception) check. If you succeed, you can use Sneak Attack against that creature even if you do not have advantage against it or if no enemy of the target is within 5 feet of it. You can use Sneak Attack in this way even if you have disadvantage against the target.
  4103.  
  4104. This benefit lasts for 1 minute or until you successfully use Insightful Fighting against a different target.
  4105.  
  4106. #### Steady Eye
  4107. At 9th level, you gain advantage on any Wisdom (Perception) check made on your turn to find a hidden creature or object if you do not move during that turn. If you use this ability before moving, you cannot move or ready movement during your turn.
  4108.  
  4109. #### Unerring Eye
  4110. At 13th level, you gain the ability to detect magical deception. As an action, you sense the presence within 30 feet of you of illusions, shapechanger creatures not in their true form, and other magic designed to deceive the senses. Though you determine that an effect is attempting to trick you, you gain no special insight into what is hidden or its true nature.
  4111.  
  4112. ```
  4113. ```
  4114.  
  4115. #### Eye for Weakness
  4116. At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 2d6.
  4117.  
  4118. ### Scout
  4119. You are skilled in woodcraft and stealth, allowing you to range ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and fighters, as they serve as the eyes and ears of war bands across the world. Compared to other rogues, you are skilled at surviving in the wilds.
  4120.  
  4121. #### Survivalist
  4122. When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
  4123.  
  4124. #### Skirmisher
  4125. Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
  4126.  
  4127. #### Superior Mobility
  4128. At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
  4129.  
  4130. #### Ambush Master
  4131. Starting at 13th level, you excel at leading ambushes. If any of your foes are surprised, you can use a bonus action on your turn in the first round of the combat to grant each ally who can see you a +5 bonus to initiative that lasts until the combat ends. If the initiative bonus would increase an ally’s initiative above yours, the ally’s initiative instead equals your initiative.
  4132.  
  4133. Each of the allies also receives a 10-foot increase to speed that lasts until the end of the ally’s next turn.
  4134.  
  4135. #### Sudden Strike
  4136. Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but only if the attack is the only one you make against the target this turn.
  4137.  
  4138. <img
  4139. src='http://i.imgur.com/XRVqtAz.png'
  4140. style='position:absolute;bottom:-300px;right:-25px;width:500px'/>
  4141.  
  4142. \page
  4143. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | ROGUISH ARCHETYPES </div>
  4144.  
  4145. ### Swashbuckler
  4146. You focus your training on the art of the blade, relying on speed, elegance, and charisma in equal parts. While other warriors are brutes clad in heavy armor, your method of fighting looks more like performance. Rakes, duelists, and pirates typically follow this archetype.
  4147.  
  4148. A swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. Swashbucklers are especially talented at making difficult maneuvers to escape enemies or attack from an unexpected direction.
  4149.  
  4150. #### Fancy Footwork
  4151. Starting at 3rd level, you are a continuous blur of motion in battle as you dart in, attack, and slip away to safety. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn.
  4152.  
  4153. #### Toujours l’Audace
  4154. At 3rd level, your unmistakable confidence propels you into battle. You add your Charisma modifier to your initiative rolls.
  4155.  
  4156. In addition, you can use Sneak Attack with any melee attack made against a target that has none of your allies adjacent to it.
  4157.  
  4158. #### Panache
  4159. At 9th level, your charm becomes as sharp and dangerous as your blade. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
  4160.  
  4161. If you succeed on the check and the creature is hostile, it must target you with any attacks it makes and cannot willingly move farther away from you. This effect lasts for 1 minute or until you move more than 60 feet away from the target.
  4162.  
  4163. If you succeed on the check and the creature is not hostile, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance.
  4164.  
  4165. #### Elegant Maneuver
  4166. You complete difficult maneuvers with practiced ease. Starting at 13th level, you can use a bonus action to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make on your turn.
  4167.  
  4168. #### Master Duelist
  4169. At 17th level your mastery of the blade lets you turn failure to success in combat. If you miss with an attack, you can choose to roll the attack again with advantage. Once you use this ability, you cannot use it again until you finish a short or long rest.
  4170.  
  4171. ```
  4172. ```
  4173.  
  4174. <div class='descriptive'>
  4175. ##### Swashbucklers and Two‐Weapon Fighting
  4176. The swashbuckler relies on a good understanding of the D&D rules to realize its potential, specifically when it comes to fighting with two weapons. Other characters must use a bonus action to Disengage if they want to escape a melee, but a swashbuckler’s Fancy Footwork ability bundles a more limited version of Disengage within your attack. This allows you to use your bonus action to fight with two weapons, and then safely evade each foe you attacked.
  4177. </div>
  4178.  
  4179. <img
  4180. src='http://i.imgur.com/bWhwaah.png'
  4181. style='position:absolute;bottom:-16px;right:-150px;width:600px'/>
  4182.  
  4183. \page
  4184. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | SORCEROUS ORIGINS </div>
  4185.  
  4186. ## Sorcerous Origin
  4187. At 1st level, a sorcerer gains the Sorcerous Origin feature. Here are new options for that feature: the Favored Soul, the Phoenix Sorcery, the Sea Sorcery, the Shadow, the Stone Sorcery and the Storm.
  4188.  
  4189. ### Favored Soul
  4190. Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of celestial magic.
  4191.  
  4192. Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command celestial power, these sorcerers can undermine the existing order and claim a direct tie to the divine.
  4193.  
  4194. In some cultures, only those who can claim the power of a favored soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
  4195.  
  4196. #### Favored by the Gods
  4197. Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
  4198.  
  4199. Once you use this feature, you can’t use it again until you finish a short or long rest.
  4200.  
  4201. ```
  4202. ```
  4203.  
  4204. #### Divine Magic
  4205. Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
  4206.  
  4207. You also learn the cure wounds spell, which doesn’t count against your number of sorcerer spells known.
  4208.  
  4209. #### Empowered Healing
  4210. Starting at 6th level, the celestial energy coursing through you can empower your healing magic. Whenever you roll dice to determine the number of hit points a sorcerer spell of yours restores, you can spend 1 sorcery point to reroll any number of those dice once.
  4211.  
  4212. #### Angelic Form
  4213. At 14th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing.
  4214.  
  4215. In addition, as a bonus action, you can manifest a pair of spectral wings from your back. The wings last until you’re incapacitated or you dismiss them as a bonus action. While the wings are present, you have a flying speed of 30 feet.
  4216.  
  4217. #### Unearthly Recovery
  4218. At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
  4219.  
  4220. Once you use this feature, you can’t use it again until you finish a long rest.
  4221.  
  4222. <img
  4223. src='http://i.imgur.com/V69z0Cv.png'
  4224. style='position:absolute;bottom:-150px;right:0px;width:816px'/>
  4225.  
  4226. \page
  4227. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | SORCEROUS ORIGINS </div>
  4228.  
  4229. ### Phoenix Sorcery
  4230. Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix’s power dwells within you.
  4231.  
  4232. That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can’t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.
  4233.  
  4234. More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place.
  4235.  
  4236. Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.
  4237.  
  4238. ##### Phoenix Soul Quirks
  4239. | d6 | Quirk |
  4240. |:----:|:-------------|
  4241. | 1 | You absentmindedly ignite small fires that quickly sputter out. |
  4242. | 2 | You cackle like a fiend when you unleash your fire spells. |
  4243. | 3 | You admire fire, even if it burns your friends. |
  4244. | 4 | You are covered in burns that mark the first time your power manifested. |
  4245. | 5 | You like your food charred. |
  4246. | 6 | You are brave to the point of recklessness. |
  4247.  
  4248. #### Ignite
  4249. At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.
  4250.  
  4251. #### Mantle of Flame
  4252. Starting at 1st level, you can unleash the phoenix fire that blazes within you.
  4253.  
  4254. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
  4255. - You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
  4256. - Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
  4257. - Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier.
  4258.  
  4259. Once you use this feature, you can’t use it again until you finish a long rest.
  4260.  
  4261. #### Phoenix Spark
  4262. Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.
  4263.  
  4264. If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.
  4265.  
  4266. If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends.
  4267.  
  4268. Once you use this feature, you can’t use it again until you finish a long rest.
  4269.  
  4270. #### Nourishing Fire
  4271. Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier.
  4272.  
  4273. #### Form of the Phoenix
  4274. At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:
  4275.  
  4276. - You have a flying speed of 40 feet and can hover.
  4277. - You have resistance to all damage.
  4278. - If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.
  4279.  
  4280. <img
  4281. src='http://i.imgur.com/KS1gXWd.png'
  4282. style='position:absolute;bottom:-130px;right:-60px;width:500px'/>
  4283.  
  4284. \page
  4285. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | SORCEROUS ORIGINS </div>
  4286.  
  4287. ### Sea Sorcery
  4288. The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.
  4289.  
  4290. Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.
  4291.  
  4292. ```
  4293. ```
  4294.  
  4295. #### Soul of the Sea
  4296. At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed.
  4297.  
  4298. #### Curse of the Sea
  4299. When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse.
  4300.  
  4301. When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.
  4302.  
  4303. Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies):
  4304. ___
  4305. - **Cold Damage.** If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater.
  4306. - **Lightning Damage.** If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.
  4307. - **Forced Movement.** If the target is moved by your spell, increase the distance it is moved by 15 feet.
  4308.  
  4309. #### Watery Defense
  4310. At 6th level, you gain resistance to fire damage.
  4311.  
  4312. You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest.
  4313.  
  4314. #### Shifting Form
  4315. Starting at 14th level, you gain the ability to enter a liquid state while moving.
  4316.  
  4317. When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there.
  4318.  
  4319. On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.
  4320.  
  4321. #### Water Soul
  4322. Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits:
  4323. - You no longer need to eat, drink, or sleep.
  4324. - A critical hit against you becomes a normal hit.
  4325. - You have resistance to bludgeoning, piercing, and slashing damage.
  4326.  
  4327. <img
  4328. src='http://i.imgur.com/HBtjLTq.png'
  4329. style='position:absolute;bottom:0px;left:-150px;width:580px'/>
  4330.  
  4331. \page
  4332. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | SORCEROUS ORIGINS </div>
  4333.  
  4334. ### Shadow
  4335. Your innate magic comes from the Shadowfell. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed in some fundamental manner.
  4336.  
  4337. The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the following table to create a unique quirk for your character.
  4338.  
  4339. ##### Shadow Sorcerer Quirks
  4340. | d6 | Quirk |
  4341. |:----:|:-------------|
  4342. | 1 | You are always icy cold to the touch |
  4343. | 2 | When you are asleep, you don’t appear to breathe (though you must still breathe to survive). |
  4344. | 3 | You don’t seem to bleed, even when badly injured. |
  4345. | 4 | Your heart beats once per minute. This event sometimes surprises you. |
  4346. | 5 | You have trouble remembering that living creatures and corpses should be treated differently. |
  4347. | 6 | You blinked. Once. Last week. |
  4348.  
  4349. #### Eyes of the Dark
  4350. From 1st level, you have darkvision with a range of 60 feet. You can cast *darkness* by spending 1 sorcery point. You can see through any *darkness* spell you cast using this ability.
  4351.  
  4352. #### Strength of the Grave
  4353. Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. Whenever damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
  4354.  
  4355. #### Hound of Ill Omen
  4356. At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see. The hound uses a dire wolf’s statistics with the following changes:
  4357. - The hound is size Medium.
  4358. - It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
  4359. - At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
  4360.  
  4361. The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound makes opportunity attacks, but only against its target. Additionally, the target has disadvantage on all saving throws against your spells while the hound is within 5 feet of it. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
  4362.  
  4363. #### Shadow Walk
  4364. At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
  4365.  
  4366. #### Shadow Form
  4367. At 18th level, you can spend 3 sorcery points to transform yourself into a shadow form as a bonus action. In this form, you have resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute.
  4368.  
  4369. <img
  4370. src='http://i.imgur.com/rv90VbD.png'
  4371. style='position:absolute;bottom:-34px;right:-40px;width:480px'/>
  4372.  
  4373. \page
  4374. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | SORCEROUS ORIGINS </div>
  4375.  
  4376. <img
  4377. src='http://i.imgur.com/iZGLS6E.png'
  4378. style='position:absolute;top:-40px;right:-60px;width:1000px'/>
  4379.  
  4380. <div style='margin-top:120px'></div>
  4381.  
  4382. ### Stone Sorcery
  4383. Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command.
  4384.  
  4385. Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.
  4386.  
  4387. #### Bonus Proficiencies
  4388. At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.
  4389.  
  4390. #### Metal Magic
  4391. Your affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
  4392.  
  4393. | Spell level | Spell |
  4394. |:----:|:-------------|
  4395. |1st| *compelled duel*
  4396. |1st| *searing smite*
  4397. |1st| *thunderous smite*
  4398. |1st| *wrathful smite*
  4399. |2nd| *branding smite*
  4400. |2nd| *magic weapon*
  4401. |3rd| *blinding smite*
  4402. |3rd| *elemental weapon*
  4403. |4th| *staggering smite*
  4404.  
  4405. #### Stone’s Durability
  4406. At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
  4407.  
  4408. As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.
  4409.  
  4410. ```
  4411. ```
  4412.  
  4413. <div style='margin-top:440px'></div>
  4414. #### Stone Aegis
  4415. Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies’ protection.
  4416.  
  4417. As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
  4418.  
  4419. In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.
  4420.  
  4421. #### Stone’s Edge
  4422. Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.
  4423.  
  4424. #### Earth Master’s Aegis
  4425. Beginning at 18th level, when you use your Stone’s Aegis to protect an ally, you can choose up to three creatures to gain its benefits.
  4426.  
  4427. \page
  4428. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | SORCEROUS ORIGINS </div>
  4429.  
  4430. ### Storm
  4431. Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale so powerful that folk still tell stories of it. Your lineage might include the influence of potent air creatures such as vaati or djinni. Whatever the case, the magic of the storm permeates your soul.
  4432.  
  4433. Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
  4434.  
  4435. #### Stormborn
  4436. The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. In addition, you gain the following spells at the listed sorcerer level. These spells do not count against the number of sorcerer spells you know.
  4437.  
  4438. ##### Storm Sorcerer Bonus Spells
  4439. | Sorcerer Level | Spells |
  4440. |:----:|:-------------|
  4441. |1st| *Fog cloud*, *thunderwave*
  4442. |3rd| *Gust of wind*, *levitate*
  4443. |5th| *Call lightning*, *sleet storm*
  4444. |7th| *Conjure minor elementals*, *ice storm*
  4445. |9th| *Conjure elemental*
  4446.  
  4447. - Unless you gain the spell *conjure minor elementals* from another source, you
  4448. can summon only smoke mephits, steam mephits, ice
  4449. mephits, or dust mephits with it.
  4450. - Unless you gain the spell *conjure elemental* from another source, you
  4451. can summon only air elementals with it.
  4452.  
  4453. #### Tempestuous Magic
  4454. At 1st level, you are attuned to elemental air magic. Whenever you cast a spell other than a cantrip during your turn, whirling gusts of elemental air surround you. You can use a bonus action to fly 10 feet without provoking opportunity attacks.
  4455.  
  4456. #### Heart of the Storm
  4457. At 6th level, you gain resistance to lightning and thunder damage. Whenever you cast a spell other than a cantrip that deals lightning or thunder damage, a stormy aura surrounds you. In addition to the spell’s effects, creatures of your choice within 10 feet of you take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
  4458.  
  4459. #### Storm Guide
  4460. At 6th level, you gain the ability to subtly control the weather around you.
  4461.  
  4462. If it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius centered on you. You can end this effect as a bonus action.
  4463.  
  4464. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100‐foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.
  4465.  
  4466. #### Storm’s Fury
  4467. At 14th level, the storm energy you channel through your magic seethes within your soul. When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker equal to your sorcerer level. The attacker must also make a Strength saving throw, with a DC equal to 8 + your Charisma bonus + your proficiency bonus. On a failed save, the attacker is pushed in a straight line 20 feet away from you.
  4468.  
  4469. #### Wind Soul
  4470. At 18th level, you gain a flying speed of 60 feet and immunity to lightning and thunder damage.
  4471.  
  4472. As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour.
  4473.  
  4474. <div style='margin-top:30px'></div>
  4475.  
  4476. <div class='descriptive'>
  4477. ##### Update/balance note
  4478. This is the Storm sorcerous origin found in the UA Waterborne article, which is a bit unbalanced. If you want an updated and balanced version, you can find it in the *Sword Coast Adventure Guide* book!
  4479. </div>
  4480.  
  4481. <img
  4482. src='http://i.imgur.com/eZAnkDc.png'
  4483. style='position:absolute;bottom:-35px;right:-260px;width:700px'/>
  4484.  
  4485. \page
  4486. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | WARLOCK PATRONS </div>
  4487.  
  4488. <img
  4489. src='http://i.imgur.com/rvLWYM2.png'
  4490. style='position:absolute;top:-500px;right:-208px;width:1024px'/>
  4491.  
  4492. <div style='margin-top:120px'></div>
  4493.  
  4494. ## Warlock Otherworldly Patron
  4495. At 1st level, a warlock gains the Otherworldly Patron feature. Here are new options for that feature: the Hexblade, the Raven Queen, the Seeker and the Undying Light.
  4496.  
  4497. ### The Hexblade
  4498. You have made your pact with a powerful, sentient magic weapon carved from the stuff of the Shadowfell. The mighty sword Blackrazor is the most notable of these weapons, several of which have spread across the multiverse over the ages. These weapons grow stronger as they consume the life essence of their victims. The strongest of them can use their ties to the Shadowfell to offer power to mortals who serve them. The Raven Queen forged the first of these weapons. They, along with the hexblade warlocks, are another tool she can use to manipulate events in the Material Plane to her inscrutable ends.
  4499.  
  4500. #### Expanded Spell List
  4501. The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
  4502.  
  4503. ##### Hexblade Expanded Spells
  4504. | Spell Level | Spells |
  4505. |:----:|:-------------|
  4506. | 1st | *shield*, *wrathful smite*
  4507. | 2nd | *branding smite*, *magic weapon*
  4508. | 3rd | *blink*, *elemental weapon*
  4509. | 4th | *phantasmal killer*, *staggering smite*
  4510. | 5th | *cone of cold*, *destructive wave*
  4511.  
  4512. #### Hex Warrior
  4513. At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  4514.  
  4515. #### Hexblade’s Curse
  4516. Starting at 1st level, you gain the ability to place a baleful curse on an enemy. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits:
  4517. - You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  4518.  
  4519. ```
  4520. ```
  4521.  
  4522. <div style='margin-top:380px'></div>
  4523. - Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  4524. - If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.
  4525.  
  4526. You can’t use this feature again until you finish a short or long rest.
  4527.  
  4528. #### Shadow Hound
  4529. Starting at 6th level, your shadow can split from you and transform into a hound of pure darkness. Most of the time, your shadow hound masquerades as your normal shadow. As a bonus action, you can command it to magically slip into the shadow of a creature you can see within 60 feet of you. While the shadow hound is merged in this manner, the target can’t gain the benefits of half cover or three-quarters cover against your attack rolls, and you know the distance and direction to the target even if it is hidden. The hound can’t be seen by anyone but you and those with truesight, and it is unaffected by light. The target has a vague feeling of dread while the hound is present.
  4530.  
  4531. As a bonus action, you can command your shadow hound to return to you. It also automatically returns to you if you and the target are on different planes of existence, if you’re incapacitated, or if *dispel magic*, *remove curse*, or similar magic is used on the target.
  4532.  
  4533. #### Armor of Hexes
  4534. At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you.
  4535.  
  4536. #### Master of Hexes
  4537. Starting at 14th level, you can use your Hexblade’s Curse again without resting, but when you apply it to a new target, the curse immediately ends on the previous target.
  4538.  
  4539. \page
  4540. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | WARLOCK PATRONS </div>
  4541.  
  4542. ### The Raven Queen
  4543. You patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature’s death and ensuring that it meets its end at the proscribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers.
  4544.  
  4545. The Raven Queen’s followers are expected to serve her will in the world. She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality. She hates intelligent undead and expects her followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in her eyes.
  4546.  
  4547. ```
  4548. ```
  4549.  
  4550. #### Expanded Spell List
  4551. The Raven Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
  4552.  
  4553. ##### Raven Queen Expanded Spells
  4554. | Spell Level | Spells
  4555. |:----:|:-------------|
  4556. | 1st | *false life*, *sanctuary*
  4557. | 2nd | *silence*, *spiritual weapon*
  4558. | 3rd | *feign death*, *speak with dead*
  4559. | 4th | *ice storm*, *locate creature*
  4560. | 5th | *commune*, *cone of cold*
  4561.  
  4562. #### Sentinel Raven
  4563. Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.
  4564.  
  4565. While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.
  4566.  
  4567. You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.
  4568.  
  4569. In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.
  4570.  
  4571. The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
  4572.  
  4573. The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.
  4574.  
  4575. 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.
  4576.  
  4577. #### Soul of the Raven
  4578. At 6th level, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven’s form. While merged, you become Tiny, you replace your speed with the raven’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal.
  4579.  
  4580. #### Raven’s Shield
  4581. At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.
  4582.  
  4583. #### Queen’s Right Hand
  4584. Starting at 14th level, you can channel the Raven Queen’s power to slay a creature. You can cast finger of death. After you cast the spell with this feature, you can’t do so again until you finish a long rest.
  4585.  
  4586. <img
  4587. src='http://i.imgur.com/sD6vgJ0.png'
  4588. style='position:absolute;bottom:0px;left:-100px;width:530px'/>
  4589.  
  4590. \page
  4591. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | WARLOCK PATRONS </div>
  4592.  
  4593. ### The Seeker
  4594. Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron’s gifts, you wander the world seeking lore that you can share with the Seeker.
  4595.  
  4596. Your patron could be any deity or other powerful entity dedicated to knowledge or forgotten lore. Celestian is an ideal patron for a Greyhawk campaign, and was the inspiration for this concept. In the Forgotten Realms, your patron might be Azuth or Oghma. Aureon makes an excellent patron in Eberron, while in Krynn and the Dragonlance campaign setting, Gilean is a good match for the Seeker’s role.
  4597.  
  4598. #### Expanded Spell List
  4599. The Seeker lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
  4600.  
  4601. ##### Seeker Expanded Spells
  4602. | Spell Level | Spell |
  4603. |:----:|:-------------|
  4604. | 1st | *feather fall, jump* |
  4605. | 2nd | *levitate, locate object* |
  4606. | 3rd | *clairvoyance, sending* |
  4607. | 4th | *arcane eye, locate creature* |
  4608. | 5th | *legend lore, passwall* |
  4609.  
  4610. #### Shielding Aurora
  4611. Starting at 1st level, you can invoke the Seeker’s power to
  4612. protect you from harm. As a bonus action, you create a
  4613. whirling aurora of brilliant energy that swirls around you.
  4614. Until the end of your next turn, you gain resistance to all
  4615. damage, and if a hostile creature ends its turn within 10 feet
  4616. of you, it takes radiant damage equal to your warlock level +
  4617. your Charisma modifier.
  4618. Once you use this feature, you can’t use it again until you
  4619. finish a short or long rest.
  4620.  
  4621. #### Pact Boon: Pact of the Star Chain
  4622. At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options.
  4623.  
  4624. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
  4625.  
  4626. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest.
  4627.  
  4628. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die.
  4629.  
  4630. The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian.
  4631.  
  4632. ```
  4633. ```
  4634.  
  4635. #### Astral Refuge
  4636. At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.
  4637.  
  4638. #### Far Wanderer
  4639. At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.
  4640.  
  4641. #### Astral Sequestration
  4642. Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane.
  4643.  
  4644. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world.
  4645.  
  4646. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester.
  4647.  
  4648. Once you use this ability, you cannot use it again until you complete a long rest.
  4649.  
  4650. <img
  4651. src='http://i.imgur.com/kT8St5P.png'
  4652. style='position:absolute;bottom:0px;right:-30px;width:460px' />
  4653.  
  4654. \page
  4655. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | WARLOCK PATRONS </div>
  4656.  
  4657. <img
  4658. src='http://i.imgur.com/nxPrC7L.png'
  4659. style='position:absolute;top:-1px;right:-1px;width:818px' />
  4660.  
  4661. <div style='margin-top:245px'></div>
  4662. ### The Undying Light
  4663. Your patron is not a specific entity, but the energy that radiates from the Positive Plane. Your pact allows you to experience the barest touch of the raw stuff of life that powers the multiverse. Anything more, and you would be instantly incinerated by its energy.
  4664.  
  4665. Contact with the Positive Plane causes subtle changes to your behavior and beliefs. You are driven to bring light to dark places, to annihilate undead creatures, and to protect all living things. At the same time, you crave the light and find total darkness a suffocating experience akin to drowning. As an optional way to add more flavor to your character, you can pick from or roll on the following table of flaws associated with warlocks of the Undying Light.
  4666.  
  4667. ##### Undying Light Flaws
  4668. | d6 | Flaw |
  4669. |:----:|:-------------|
  4670. | 1 | You are afraid of the dark, and must always have a light source at hand. |
  4671. | 2 | You have a nervous compulsion to keep a bright light in even the barest shadow. |
  4672. | 3 | You have a compulsion to enter and illuminate dark areas. |
  4673. | 4 | You have an overwhelming hatred of undead creatures. |
  4674. | 5 | You fidget and are irritable when you can’t see the sun. |
  4675. | 6 | In a dark area, you always carry a lit torch or lantern. Putting it down is an unbearable thought. |
  4676.  
  4677. #### Expanded Spell List
  4678. The Undying Light lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
  4679.  
  4680. ##### Undying Light Expanded Spells
  4681. | Spell Level | Spell |
  4682. |:----:|:-------------|
  4683. | 1st | *burning hands* |
  4684. | 2nd | *flaming sphere* |
  4685. | 3rd | *daylight* |
  4686. | 4th | *fire shield* |
  4687. | 5th | *flamestrike* |
  4688.  
  4689. ```
  4690. ```
  4691.  
  4692. <div style='margin-top:265px'></div>
  4693. #### Radiant Soul
  4694. Starting at 1st level, your link to the Positive Plane allows you to serve as a conduit for radiant energy. You have resistance
  4695. to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage. Additionally, you know the sacred flame and light cantrips and can cast them at will. They don’t count against your number of cantrips known.
  4696.  
  4697. #### Searing Vengeance
  4698. Starting at 6th level, the radiant energy you channel allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of radiant energy. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. All hostile creatures within 30 feet of you take 10 + your Charisma modifier radiant damage and are blinded until the end of your turn.
  4699.  
  4700. Once you use this feature, you can’t use it again until you finish a long rest.
  4701.  
  4702. #### Radiant Resilience
  4703. Starting at 10th level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your warlock level + your Charisma modifier.
  4704.  
  4705. #### Healing Light
  4706. At 14th level, you gain the ability to channel the Undying Light to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a total pool of 15d6 you can expend. Subtract the dice you use with each touch from that total. You regain all expended dice from your pool when you finish a long rest.
  4707.  
  4708. \page
  4709. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | ELDRITCH INVOCATIONS </div>
  4710.  
  4711. ## Eldritch Invocations
  4712. At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new playtest options for that feature.
  4713.  
  4714. Many of these new invocations are tied to a patron, allowing you to strengthen the bond between your warlock and an otherworldly patron.
  4715.  
  4716. Two of the invocations are associated with the Seeker, a patron that appeared in another installment of Unearthed Arcana.
  4717.  
  4718. #### Aspect of the Moon
  4719. *Prerequisite: The Archfey patron*
  4720.  
  4721. You have gained the Maiden of the Moon’s favor. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
  4722.  
  4723. #### Burning Hex
  4724. *Prerequisite: The Hexblade patron*
  4725.  
  4726. As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1).
  4727.  
  4728. #### Caiphon’s Beacon
  4729. *Prerequisite: The Great Old One patron*
  4730.  
  4731. The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
  4732.  
  4733. #### Chilling Hex
  4734. *Prerequisite: The Hexblade patron*
  4735.  
  4736. As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).
  4737.  
  4738. #### Chronicle of the Raven Queen
  4739. *Prerequisite: Raven Queen patron, Pact of the Tome feature*
  4740.  
  4741. You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.
  4742.  
  4743. #### Claw of Acamar
  4744. *Prerequisite: The Great Old One patron, Pact of the Blade feature*
  4745.  
  4746. You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
  4747.  
  4748. ```
  4749. ```
  4750.  
  4751. #### Cloak of Baalzebul
  4752. *Prerequisite: The Fiend patron*
  4753.  
  4754. As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.
  4755.  
  4756. #### Curse Bringer
  4757. *Prerequisite: The Hexblade patron, Pact of the Blade feature*
  4758.  
  4759. You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration. When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
  4760.  
  4761. #### Kiss of Mephistopheles
  4762. *Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip*
  4763.  
  4764. You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
  4765.  
  4766. #### Frost Lance
  4767. *Prerequisite: The Archfey patron, eldritch blast cantrip*
  4768.  
  4769. You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your eldritch blast cantrip one or more times on your turn, you can reduce that creature’s speed by 10 feet until the end of your next turn.
  4770.  
  4771. #### Gaze of Khirad
  4772. *Prerequisite: 7th level, the Great Old One patron*
  4773.  
  4774. You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
  4775.  
  4776. #### Grasp of Hadar
  4777. *Prerequisite: The Great Old One patron, eldritch blast cantrip*
  4778.  
  4779. Once during your turn when you hit a creature with your eldritch blast cantrip, you can move that creature in a straight line 10 feet closer to yourself.
  4780.  
  4781. #### Green Lord’s Gift
  4782. *Prerequisite: The Archfey patron*
  4783.  
  4784. The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
  4785.  
  4786. \page
  4787. <div class='pageNumber auto'></div><div class='footnote'>SUB-CLASSES | ELDRITCH INVOCATIONS </div>
  4788.  
  4789. #### Improved Pact Weapon
  4790. *Prerequisite: 5th level, Pact of the Blade feature*
  4791.  
  4792. Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
  4793.  
  4794. #### Mace of Dispater
  4795. *Prerequisite: The Fiend patron, Pact of the Blade feature*
  4796.  
  4797. When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
  4798.  
  4799. #### Moon Bow
  4800. *Prerequisite: The Archfey patron, Pact of the Blade feature*
  4801.  
  4802. You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
  4803.  
  4804. #### Path of the Seeker
  4805. *Prerequisite: The Seeker patron*
  4806.  
  4807. The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
  4808.  
  4809. #### Raven Queen’s Blessing
  4810. *Prerequisite: Raven Queen patron, eldritch blast cantrip*
  4811.  
  4812. When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).
  4813.  
  4814. #### Relentless Hex
  4815. *Prerequisite: 5th level, the Hexblade patron*
  4816.  
  4817. Your Hexblade’s Curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport to a space you can see within 5 feet of the target cursed by your Hexblade’s Curse. To do so, you must be able to see the target and must be within 30 feet of it.
  4818.  
  4819. ```
  4820. ```
  4821.  
  4822. #### Sea Twins’ Gift
  4823. *Prerequisite: The Archfey patron*
  4824.  
  4825. The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing using a warlock spell slot.
  4826.  
  4827. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
  4828.  
  4829. #### Seeker’s Speech
  4830. *Prerequisite: The Seeker patron*
  4831.  
  4832. Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
  4833.  
  4834. #### Shroud of Ulban
  4835. *Prerequisite: 18th level, the Great Old One patron*
  4836.  
  4837. The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.
  4838.  
  4839. #### Superior Pact Weapon
  4840. *Prerequisite: 9th level, Pact of the Blade feature*
  4841. Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
  4842.  
  4843. #### Tomb of Levistus
  4844. *Prerequisite: The Fiend patron*
  4845.  
  4846. As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts.
  4847.  
  4848. Once you use this invocation, you can’t use it again until you finish a short or long rest.
  4849.  
  4850. #### Ultimate Pact Weapon
  4851. *Prerequisite: 15th level, Pact of the Blade feature*
  4852.  
  4853. Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.
  4854.  
  4855. <img
  4856. src='http://i.imgur.com/aJ1aCqf.png'
  4857. style='position:absolute;bottom:-1px;right:-1px;width:818px' />
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