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100% found this document useful (3 votes)
355 views123 pages

DD Rebalanced Classes and Subclasses David Pencil 1 1

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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D&D Rebalanced

Classes and Subclasses

David
David Pencil
Pencil
Author's Note
The purpose of this book is to rebalance the official classes and subclasses of D&D 5e in
light of the release of newer subclasses, spells, and features. The changes made here are
intended to preserve the spirit and theme of the original classes and subclasses, while
making corrections or improvements to problematic or underperforming features, so that
every class and subclass may be equally rewarding to play.
Due to copyright restrictions on reprinting large amounts of content from the official
source books, only features that have been changed are included here. This book should
be used as a companion resource alongside the official source books, and will reference
those books where appropriate. Spells referred to in this book can come from any of the
official source books as well, and all of the optional features presented in Tasha's
Cauldron of Everything are incorporated into the classes.
Many features throughout this book will be marked as New, Changed, or Reworked. When
a feature is marked as New, it is a completely original addition. When a feature is marked
as Changed, any new text added to the feature will be in bold to highlight what aspects of
the feature were changed. In some cases, only the relevant portion of a feature will be
included, and a reference to its source book will be given for its other unchanged details.
When a feature is marked as Reworked, it retains the same name or theme as the feature it
replaces but is a new take on that feature. Unchanged features will be listed with a
reference to their source book page number.
There is also a Changelog at the end of this book which provides a brief summary of the
changes made to each class and subclass.
Special thanks to the Dungeon Dudes and Treantmonk's Temple, whose Youtube content
on ranking the subclasses of D&D 5e were an inspiration for this rebalancing project, and
of course, thanks to Wizards of the Coast for developing all of the original content for
the D&D 5e classes and subclasses.

Multiclassing
The classes and subclasses in this book are primarily balanced around taking a single
class from levels 1-20. Any multiclassing should be limited to no more than one
additional class beyond a character's starting class.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA
and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2021 by David Pencil and published under the Community Content
Agreement for Dungeon Masters Guild.

Cover art: "The Scales of Justice" by Mikhail Fedorenko


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Table of Contents
Page Subject
30 Peace Domain
2 Author's Note, Multiclassing
30-31 Tempest Domain
3-4 Table of Contents
31 Trickery Domain
31 Twilight Domain
5-6 ARTIFICER
32 War Domain
7-8 Artificer Infusions
9-10 Alchemist
33-34 DRUID
10-11 Armorer
34-35 Circle of Dreams
11-12 Artillerist
35-36 Circle of the Land
12 Battlesmith
36-37 Circle of the Moon
37 Circle of the Shepherd
13-14 BARBARIAN
37-38 Circle of Spores
14 Path of the Ancestral Guardian
38 Circle of Stars
14-15 Path of the Battlerager
38-39 Circle of Wildfire
15 Path of the Beast
15-16 Path of the Berserker
40 FIGHTER
16 Path of the Storm Herald
40-41 Arcane Archer
16-17 Path of the Totem Warrior
42 Banneret (Purple Dragon Knight)
17-18 Path of Wild Magic
42 Battle Master
18 Path of the Zealot
43 Battle Master Maneuvers
43-44 Cavalier
19-20 BARD
44 Finding and Taming a Mount
20-21 College of Creation
44 Champion
21 College of Eloquence
44 Echo Knight
22 College of Glamour
44-45 Eldritch Knight
22 College of Lore
45-46 Psi Warrior
22 College of Spirits
46-47 Rune Knight
22-23 College of Swords
47 Samurai
23 College of Valor
23 College of Whispers
48-50 MONK
50 Way of the Ascendant Dragon
24-25 CLERIC
50-51 Way of the Astral Self
25 Arcana Domain
51 Way of the Drunken Master
26 Death Domain
51-52 Way of the Four Elements
26 Forge Domain
53 Way of the Kensei
26-27 Grave Domain
53 Way of the Long Death
27-28 Knowledge Domain
53-54 Way of Mercy
28 Life Domain
54 Way of the Open Hand
28-29 Light Domain
54 Way of Shadow
29 Nature Domain
54-55 Way of the Sun Soul
29-30 Order Domain

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Table of Contents
Page Subject
85-88 WARLOCK
56 PALADIN
89-90 Eldritch Invocations
57 Oath of the Ancients
91 The Archfey
57 Oath of Conquest
91 The Celestial
57-58 Oath of the Crown
92 The Fathomless
58 Oath of Devotion
92-93 The Fiend
58-59 Oath of Glory
93 The Genie
59 Oath of Redemption
94 The Great Old One
59-60 Oath of Vengeance
94-95 The Hexblade
60 Oath of the Watchers
95 The Undead
60 Oathbreaker
95-96 The Undying

61-63 RANGER
97 WIZARD
63-64 Beast Master
97 School of Abjuration
64 Drakewarden
97 School of Bladesinging
64 Fey Wanderer
97-98 School of Chronurgy
64 Gloom Stalker
98 School of Conjuration
65 Horizon Walker
98 School of Divination
65-66 Hunter
98-99 School of Enchantment
66 Monster Slayer
99 School of Evocation
66-67 Swarmkeeper
99 School of Graviturgy
100 School of Illusion
68-69 ROGUE
100 School of Necromancy
69-70 Arcane Trickster
100-101 Order of Scribes
70 Assassin
102-103 School of Transmutation
71 Inquisitive
103 School of War Magic
71-72 Mastermind
72 Phantom Changelog
72-73 Scout 104 ARTIFICER
73 Soulknife 105 BARBARIAN
73-74 Swashbuckler 106 BARD
74 Thief 106-108 CLERIC
108-109 DRUID
75-77 SORCERER
110-111 FIGHTER
77-78 Aberrant Mind
112-113 MONK
78 Clockwork Soul
113-114 PALADIN
78-79 Draconic Bloodline
115-116 RANGER
79-81 Divine Soul
116-117 ROGUE
82 Shadow Magic
117-119 SORCERER
82-83 Storm Sorcery
119-121 WARLOCK
83-84 Wild Magic
121-122 WIZARD

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Artificer
The Artificer is the quintessential support character. To help facilitate a playstyle that leans into this archetype, the most
significant change made to the base class doubles the amount of infusions you can have active, but only allows you to
benefit from half of them yourself. This encourages sharing infused items with other party members. The rate at which
you gain infusions has also been changed, aligning more with the standard tiers of play.

The Artificer _______________________________________________ Spell Slots per Spell Level


Proficiency Infusions My Cantrips
Level Bonus Features Known Infusions Known 1st 2nd 3rd 4th 5th
Magical Tinkering, Spellcasting, Replenish
1st +2 — — 2 2 — — — —
Resources
2nd +2 Infuse Item 2 1 2 2 — — — —
Artificer Specialist, The Right Tool for the
3rd +2 2 1 2 3 — — — —
Job
4th +2 Ability Score Improvement 2 1 2 3 — — — —
5th +3 Artificer Specialist feature 4 2 2 4 2 — — —
6th +3 Tool Expertise 4 2 2 4 2 — — —
7th +3 Flash of Genius 4 2 2 4 3 — — —
8th +3 Ability Score Improvement 6 3 2 4 3 — — —
9th +4 Artificer Specialist feature 6 3 2 4 3 2 — —
10th +4 Magic Item Adept 6 3 3 4 3 2 — —
11th +4 Spell-Storing Item 8 4 3 4 3 3 — —
12th +4 Ability Score Improvement 8 4 3 4 3 3 — —
13th +5 — 8 4 3 4 3 3 1 —
14th +5 Magic Item Savant 10 5 4 4 3 3 1 —
15th +5 Artificer Specialist feature 10 5 4 4 3 3 2 —
16th +5 Ability Score Improvement 10 5 4 4 3 3 2 —
17th +6 — 12 6 4 4 3 3 3 1
18th +6 Magic Item Master 12 6 4 4 3 3 3 1
19th +6 Ability Score Improvement 12 6 4 4 3 3 3 2
20th +6 Soul of Artifice 12 6 4 4 3 3 3 2

Hit Points, Proficiencies, and Magical Tinkering


Equipment See Tasha's Cauldron of Everything pg. 11.
See Tasha's Cauldron of Everything pg. 10. Spellcasting
See Tasha's Cauldron of Everything pg. 11.

Contents
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Replenish Resources (New) Your infusion remains in an item indefinitely, but when you
die, the infusion vanishes after a number of days equal to
At 1st level, you can take time to replenish some of your your Intelligence modifier (minimum of 1 day). The infusion
sources of magical power (such as mixing chemicals for a also vanishes if you replace your knowledge of the infusion.
sparkle grenade that serves as your means of casting Faerie You can infuse more than one object at the end of a
Fire). Once per day when you finish a short rest, you can long rest. The maximum number of items you can infuse
choose expended spell slots to replenish. The spell slots can equals your Infusions Known. You must touch each of the
have a combined level that is equal to or less than half your objects, and each of your infusions can be in only one object
artificer level (rounded up). at a time. Moreover, no object can bear more than one of your
For example, if you're a 4th-level artificer, you can recover infusions at a time. If you try to exceed your maximum
up to two levels worth of spell slots. You can recover either a number of infusions, the oldest infusion ends, and then the
2nd-level spell slot or two 1st-level spell slots. new infusion applies.
If an infusion ends on an item that contains other things,
Infuse Item (Changed) like a bag of holding, its contents harmlessly appear in and
At 2nd level, you've gained the ability to imbue mundane around its space.
items with certain magical infusions, turning those objects Artificer Specialist
into magic items. In some cases, specified within an
infusion's description, certain magic items may also See Tasha's Cauldron of Everything pg. 13.
benefit from an infusion.
The Right Tool for the Job
Infusions Known
When you gain this feature, pick four artificer infusions to See Tasha's Cauldron of Everything pg. 13.
learn. You learn additional infusions of your choice when you Ability Score Improvement
reach certain levels in this class, as shown in the Infusions
Known column of the Artificer table. See Tasha's Cauldron of Everything pg. 13.
Whenever you gain a level in this class, you can replace one
of the artificer infusions you learned with a new one. Tool Expertise
My Infusions See Tasha's Cauldron of Everything pg. 13.
The number in the My Infusions column of the Artificer Flash of Genius
table specifies the amount of infused items your
character may carry and utilize. Remaining "Infusions See Tasha's Cauldron of Everything pg. 13.
Known" can be used on items that other player
characters may carry and utilize. If a non-player Magic Item Adept
character, pet, or summoned creature attempts to use an See Tasha's Cauldron of Everything pg. 13.
infused item, the infusion has no effect.
For example, a 2nd level artificer might select Spell-Storing Item
Enhanced Defense, Enhanced Arcane Focus, Enhanced
Weapon, and Armor of Magical Strength. In such a case, See Tasha's Cauldron of Everything pg. 13.
the artificer could infuse their own armor and arcane
focus with Enhanced Defense and Enhanced Arcane Magic Item Savant
Focus, as well as infuse the fighter's sword and armor See Tasha's Cauldron of Everything pg. 14.
with Enhanced Weapon and Armor of Magical Strength.
The artificer could forgo taking any infusions for Magic Item Master
themselves and use Enhanced Defense and Enhanced
Arcane Focus on the bard's armor and arcane focus See Tasha's Cauldron of Everything pg. 14.
instead. Or if the artificer learned four Replicate Items,
they could use two and other players could use two. Soul of Artifice (Changed)
Infusing an Item At 20th level, you develop a mystical connection to your magic
Whenever you finish a long rest, you can touch a nonmagical items, which you can draw on for protection:
object (unless the infusion specifies otherwise) and imbue You gain a +1 bonus to all saving throws per magic item
it with one of your artificer infusions, turning it into a magic you are currently attuned to.
item (if it is not already). An infusion works on only certain If you're reduced to 0 hit points but not killed out-right,
kinds of objects, as specified in the infusion's description. If you can use your reaction to end one of your artificer
the item requires attunement, you can attune yourself to it infusions that you are carrying or utilizing, causing you
the instant you infuse the item. If you decide to attune to the to drop to 1 hit point instead of 0.
item later, you must do so using the normal process for
attunement (see the attunement rules in the Dungeon
Master's Guide).

Contents
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Artificer Infusions
Infusing Magic Items (New) 2nd-Level Artificer
The following Artificer Infusion prerequisites have been Armor of Magical Strength
changed to allow their application to magic as well as Enhanced Arcane Focus
mundane items. See Tasha's Cauldron of Everything pg. 20 Enhanced Defense
for infusion descriptions. Enhanced Weapon
Homunculus Servant
Arcane Propulsion Armor - Prerequisites: 14th level, A Mind Sharpener
suit of armor (requires attunement). The chosen suit of Repeating Shot
armor may already be magical. If the armor already Replicate Magic Item (see below)
requires attunement, there is no additional attunement Returning Weapon
requirement for this infusion.
Armor of Magical Strength - Prerequisite: A suit of 5th-Level Artificer
armor (requires attunement). The chosen suit of armor Boots of the Winding Path
may already be magical. If the armor already requires Resistant Armor
attunement, there is no additional attunement Spell-Refueling Ring
requirement for this infusion.
Enhanced Arcane Focus - Prerequisite: A rod, staff, or 8th-Level Artificer
wand (requires attunement). The chosen rod, staff, or Radiant Weapon
wand may already be magical. If the weapon already Repulsion Shield
requires attunement, there is no additional attunement
requirement for this infusion. 11th-Level Artificer
Enhanced Defense - Prerequisite: A suit of armor or a Helm of Awareness
shield. The chosen armor or shield may already be
magical. 14th-Level Artificer
Enhanced Weapon - Prerequisite: A simple or martial Arcane Propulsion Armor
weapon. The chosen weapon may already be magical.
Mind Sharpener - Prerequisite: A suit of armor or robes. Replicate Magic Item
The chosen armor or robes may already be magical. The items that can created by this infusion have also been
Radiant Weapon - Prerequisites: 8th level, A simple or sorted into the same level distribution as follows:
martial weapon (requires attunement). The chosen
weapon may already be magical. If the weapon already Replicable Items (2nd-Level Artificer)
requires attunement, there is no additional attunement Magic Item Attunement
requirement for this infusion.
Repeating Shot - Prerequisite: A simple or martial Alchemy jug No
weapon with the ammunition property (requires Bag of holding No
attunement). The chosen weapon may already be magical.
If the weapon already requires attunement, there is no Cap of water breathing No
additional attunement requirement for this infusion. Goggles of night No
Repulsion Shield - Prerequisites: 8th level, A shield
(requires attunement). The chosen shield may already be Rope of climbing No
magical. If the shield already requires attunement, there is Sending stones No
no additional attunement requirement for this infusion.
Resistant Armor - Prerequisites: 5th level, A suit of armor Wand of magic detection No
(requires attunement). The chosen suit of armor may Wand of secrets No
already be magical. If the armor already requires
attunement, there is no additional attunement Replicable Items (5th-Level Artificer)
requirement for this infusion.
Returning Weapon - Prerequisite: A simple or martial Magic Item Attunement
weapon with the thrown property. The chosen weapon Boots of elvenkind No
may already be magical. Cloak of elvenkind Yes
Prerequisite Levels (New) Cloak of the manta ray No
The levels at which Artificer Infusions can be learned have Eyes of charming Yes
been adjusted to the following levels: 2nd, 5th, 8th, 11th, and Gloves of thievery No
14th. All infusions are listed below, categorized by the level at
which they become available. See Tasha's Cauldron of Lantern of revealing No
Everything pg. 20 for infusion descriptions. Pipes of haunting No
Ring of water walking No
Contents
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Replicable Items (8th-Level Artificer) Enhanced Arcane Focus (Changed)
Magic Item Attunement Prerequisites - see Infusing Magic Items
Boots of striding and springing Yes While holding this item, a creature gains a +1 bonus to
spell attack rolls. In addition, the creature ignores half cover
Brooch of shielding Yes when making a spell attack.
Eyes of the eagle Yes When you reach 10th level in this class, applying this
infusion to an arcane focus grants a +2 bonus to spell attack
Gloves of missile snaring Yes rolls made with it.
Gloves of swimming and climbing Yes This bonus stacks with any other bonuses the arcane
Medallion of thoughts Yes
focus already provides up to a maximum of +3
Necklace of adaptation Yes Enhanced Defense (Changed)
Pipes of the sewers Yes Prerequisites - see Infusing Magic Items
Quiver of Ehlonna No A creature gains a +1 bonus to Armor Class while wearing
(armor) or wielding (shield) the infused item.
Ring of jumping Yes When you reach 10th level in this class, applying this
Slippers of spider climbing Yes infusion to a suit of armor or shield grants a +2 bonus to
Armor Class while wearing (armor) or wielding (shield) the
Ventilating lungs Yes infused item.
This bonus stacks with any other bonuses the armor or
Replicable Items (11th-Level Artificer) shield already provides up to a maximum of +3.
Magic Item Attunement
Boots of the winterlands Yes
Enhanced Weapon (Changed)
Bracers of archery Yes
Prerequisites - see Infusing Magic Items
This magic weapon grants a +1 bonus to attack and
Cloak of protection Yes damage rolls made with it.
Gauntlets of ogre power Yes When you reach 10th level in this class, applying this
infusion to a mundane weapon grants a +2 bonus to attack
Hat of disguise Yes and damage rolls made with it.
Headband of intellect Yes This bonus stacks with any other bonuses the weapon
already provides up to a maximum of +3.
Helm of telepathy Yes
Periapt of wound closure Yes Repulsion Shield (Changed)
Ring of mind shielding Yes Prerequisites - see Infusing Magic Items
A creature gains a +1 bonus to Armor Class while wielding
Winged boots Yes this shield, stacking with any other bonuses the shield
already provides up to a maximum of +3.
Replicable Items (14th-Level Artificer) The shield has 4 charges. While holding it, the wielder can
Magic Item Attunement use a reaction immediately after being hit by a melee attack
Amulet of health Yes
to expend 1 of the shield's charges and push the attacker up
to 15 feet away. The shield regains 1d4 expended charges
Arcane propulsion arm Yes daily at dawn.
Belt of hill giant strength Yes
Returning Weapon (Changed)
Boots of levitation Yes
Prerequisites - see Infusing Magic Items
Boots of speed Yes This magic weapon grants a +1 bonus to attack and
Bracers of defense Yes damage rolls made with it, stacking with any other bonuses
the weapon already provides up to a maximum of +3. It
Cloak of the bat Yes returns to the wielder's hand immediately after it is used to
Dimensional shackles No make a ranged attack.
Gem of seeing Yes
Horn of blasting No
Ring of free action Yes
Ring of protection Yes
Ring of the ram Yes

Contents
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Artificer Subclasses
Potency
Alchemist Artificer Level Potency Die roll
The main change to the Alchemist is a reimagining of the 3-4 1, 2 1d2 (1d6: 1-3/4-6)
Experimental Elixir feature. Rather than randomizing the
effect of the elixir, you will roll to determine the potency 5-8 1, 2, 3 1d3 (1d6: 1-2/3-4/5-6)
of the elixir of your choice. Additional elixir options have 9-20 1, 2, 3, 4 1d4
been added to provide more offensive options as well.
Tool Proficiency Alchemical Savant (Changed)
See Tasha's Cauldron of Everything pg. 14. At 5th level, you've developed masterful command of magical
chemicals, enhancing the healing and damage you create
Alchemist Spells (Changed) through them. Whenever you craft an Experimental Elixir
that restores hit points or deals acid, fire, necrotic, or
Starting at 3rd level, you always have certain spells prepared poison damage, the elixir gains a bonus to the healing or
after you reach particular levels in this class, as shown in the damage done that equals your Intelligence modifier
Alchemist Spells table. These spells count as artificer spells (minimum of +1). Additionally, if you cast a spell using your
for you, but they don’t count against the number of artificer alchemist's supplies as the spellcasting focus that restores hit
spells you prepare. points or deals acid, fire, necrotic, or poison damage, you
gain this bonus to one roll of the spell.
Artificer Level Spells
3rd Healing Word, Sleep Restorative Reagents
5th Flaming Sphere, Pyrotechnics See Tasha's Cauldron of Everything pg. 15.
9th Slow, Mass Healing Word Chemical Mastery
13th Death Ward, Sickening Radiance See Tasha's Cauldron of Everything pg. 15.
17th Cloudkill, Raise Dead

Experimental Elixir (Changed)


Beginning at 3rd level, whenever you finish a long rest, you
can magically produce a number of experimental elixirs
equal to your proficiency modifier. Each elixir requires its
own empty flask, which you must touch as part of
creating the elixir. Choose an elixir type from the
Experimental Elixir table and roll a die to determine the
potency of the elixir you create (see Potency table).
As an action, a creature can drink the elixir or administer it
to an incapacitated creature. You may also use your action
to take an elixir from your inventory and throw it at a
creature. When you throw an elixir, make an attack roll
using your spell attack modifier. If you target a willing
creature, their AC is 10 for this attack, otherwise use the
creature's Armor Class. On a successful hit, the targeted
creature takes 1 point of slashing damage as the flask
shatters and the effects of the elixir are immediately
applied to them. On a miss, the elixir is destroyed and
has no effect.
You can create additional experimental elixirs by
expending a spell slot of 1st level or higher for each one.
When you do so, you use your action to create the elixir in an
empty flask you touch. Choose an elixir type from the
Experimental Elixir table and roll a die to determine the
potency of the elixir you create (see Potency table).
Using the elixirs presented here as a template, the DM
is welcome to concoct other homebrew elixirs which may
be added to this list or discovered as recipes during a
campaign.

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Experimental Elixir
Potency Potency Potency Potency
Type Effect 1 2 3 4
The target regains a number of hit points equal to 1d6 plus your Potency
Healing 1d6 2d6 3d6 4d6
roll.
The target's walking speed increases for 1 hour by the number of feet
Swiftness 10 20 30 40
determined by your Potency roll.
The target gains a +1 bonus to AC for a duration determined by you 1 10
Resilience 1 hour 8 hours
Potency roll. minute minutes
For the next 10 minutes, the target can add the number determined by
Boldness 1 2 3 4
your Potency roll to every attack roll and saving throw they make.
The target gains a flying speed for 1 hour equal to the number of feet
Flight 10 20 30 40
determined by your Potency roll.
The target's body is transformed as if by the Alter Self spell. The target
1 10
Transformation determines the transformation caused by the spell, the effects of which 1 hour 8 hours
minute minutes
last for a duration determined by you Potency roll.
The target takes 1d6 plus your Potency roll in necrotic damage.
Additionally, every creature within 10 feet of the target must use their
Putrid 1d6 2d6 3d6 4d6
reaction, if available, to move as far away from the target as possible. This
movement does not provoke attacks of opportunity from the target.
The target takes 1d6 plus your Potency roll in acid damage. Additionally,
the target's Armor Class is reduced by 1 for 1 minute or until they or an
Acid 1d6 2d6 3d6 4d6
ally uses an action to scrape off the acid. This effect also ends early if the
target is completely submerged in water.
The target takes 1d6 plus your Potency roll in poison damage.
Additionally, the target becomes poisoned for 1 minute or until they or
Poison 1d6 2d6 3d6 4d6
an ally uses an action to wipe off the poison. This effect also ends early if
the target is completely submerged in water.
The target takes 1d6 plus your Potency roll in fire damage. Additionally,
the target is set on fire, taking 1d10 fire damage at the start of their turn
Molotov for 1 minute or until they or an ally uses an action to pat out the fire. This 1d6 2d6 3d6 4d6
effect also ends early if the target is completely submerged in water. A
flammable object hit by this elixir ignites if it isn't being worn or carried.
The target is covered in oil and becomes vulnerable to fire damage. The
target remains covered in oil for a number of rounds equal to your
Oil 1 2 3 4
Potency roll, starting at the end of your current turn. This effect ends
early if the target is completely submerged in water.

Artificer Level Spells


Armorer 3rd Magic Missile, Shield
The Armorer just needed a few tweaks to the armor 5th Mirror Image, Shatter
models.
9th Hypnotic Pattern, Lightning Bolt
Tools of the Trade 13th Fire Shield, Greater Invisibility
See Tasha's Cauldron of Everything pg. 15. 17th Passwall, Wall of Force

Armorer Spells (Changed) Arcane Armor


Starting at 3rd level, you always have certain spells prepared See Tasha's Cauldron of Everything pg. 15.
after you reach particular levels in this class, as shown in the
Armorer Spells table. These spells count as artificer spells
for you, but they don't count against the number of artificer
spells you prepare.
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Armor Model (Changed) Artillerist
See Tasha's Cauldron of Everything pg. 16 for further details The Artillerist needed a bit of help to achieve its theme as
of this feature. the true blaster of the artificers. Its damage output has
Thunder Gauntlets. Each of the armor's gauntlets counts been increased accordingly.
as a simple light melee weapon while you aren't holding
anything in it, and it deals 1d8 thunder damage on a hit. Tool Proficiency
When using two-weapon fighting to attack on your See Tasha's Cauldron of Everything pg. 17.
bonus action, you may add your Intelligence modifier
to the damage dealt. A creature hit by the gauntlet has Artillerist Spells
disadvantage on attack rolls against targets other than you
until the start of your next turn, as the armor magically See Tasha's Cauldron of Everything pg. 17.
emits a distracting pulse when the creature attacks
someone else. Eldritch Cannon (Changed)
Lightning Launcher. A gemlike node appears on one of See Tasha's Cauldron of Everything pg. 17 for further details
your armored fists or on the chest (your choice). It counts of this feature.
as a simple ranged weapon, with a normal range of 90 feet Eldritch Cannon
and a long range of 300 feet, and it deals 1d6 lightning
damage on a hit. Once on each of your turns when you hit Cannon Activation
a creature with it, you can deal an extra 1d6 lightning The cannon exhales fire in an adjacent 15-
damage to that target and any other creature of your foot cone that you designate. Each creature
choice within 10 feet it, if the original attack roll in that area must make a Dexterity saving
would hit those creatures. throw against your spell save DC, taking
3d6 fire damage on a failed save or half as
Flamethrower
Extra Attack much damage on a successful one. The fire
ignites any flammable objects in the area
See Tasha's Cauldron of Everything pg. 16. that aren't being worn or carried. You may
use your action, bonus action, or both to
Armor Modifications (Changed) direct this cannon to move and fire.
At 9th level, you learn how to use your artificer infusions to Make a ranged spell attack, originating from
specially modify your Arcane Armor. That armor now counts the cannon, at one creature or object within
as separate items for the purposes of your My Infusions 120 feet of it. On a hit, the target takes 3d6
feature: armor (the chest piece), boots, helmet, and the Force Ballista
force damage, and if the target is a creature,
armor's special weapon. Each of those items can bear one of it is pushed up to 5 feet away from the
your infusions, and the infusions transfer over if you change cannon. You may use your action, bonus
your armor's model with the Armor Model feature. In action, or both to direct this cannon to move
addition, you now add 2 to the number in the My Infusions and fire.
column of the Artificer table. The cannon emits a burst of positive energy
that grants itself and each creature of your
Perfected Armor (Changed) Protector choice within 10 feet of it a number of
temporary hit points equal to 2d6 + your
See Tasha's Cauldron of Everything pg. 17 for further details Intelligence modifier (minimum of +1).
of this feature.
Infiltrator. Any creature that takes lightning damage from Arcane Firearm (Changed)
your Lightning Launcher glimmers with magical light At 5th level, You know how to turn a wand, staff, or rod into
until the start of your next turn. The glimmering creature an arcane firearm, a conduit for your destructive spells.
sheds dim light in a 5-foot radius, and it has disadvantage When you finish a long rest, you can use woodcarver's tools
on attack rolls against you, as the light jolts it if it attacks to carve special sigils into a wand, staff, or rod and thereby
you. In addition, the next attack roll against a target that turn it into your arcane firearm. The sigils disappear from the
was hit directly by your Lightning Launcher has object if you later carve them on a different item. The sigils
advantage, and if that attack hits, the target takes an extra otherwise last indefinitely.
1d6 lightning damage. Advantage and extra damage is You can use your arcane firearm as a spellcasting focus for
not granted against targets that only received splash your artificer spells. When you cast an artificer spell through
damage, but they do glimmer and have disadvantage the firearm, roll 2d6, and you gain a bonus to one of the
on attack rolls against you. spell's damage rolls equal to the number rolled.

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Explosive Cannon (Changed) Arcane Jolt
Starting at 9th level, every eldritch cannon you create is more See Tasha's Cauldron of Everything pg. 18.
destructive:
Improved Defender
The cannon's damage rolls all increase by 2d6, and See Tasha's Cauldron of Everything pg. 18.
healing rolls increase by 1d6.
As an action, you can command the cannon to detonate if
you are within 60 feet of it. Doing so destroys the cannon
and forces each creature within 20 feet of it to make a
Dexterity saving throw against your spell save DC, taking
5d6 force damage on a failed save or half as much
damage on a successful one.
Fortified Position (Changed)
By 15th level, you’re a master at forming well-defended
emplacements using Eldritch Cannon:
You and your allies have half cover while within 10 feet of
a cannon you create with Eldritch Cannon, as a result of a
shimmering field of magical protection that the cannon
emits.
You can now have two cannons at the same time. You can
create two with the same action (but not the same spell
slot), and you can activate both of them at the same time.
You can't create two of the same type of eldritch
cannons or create a third cannon while you have two.
Battlesmith
The Battlesmith was already a great subclass. Only a few
of its spells needed to be replaced.
Tool Proficiency
See Tasha's Cauldron of Everything pg. 19.
Battlesmith Spells (Changed)
Starting at 3rd level, you always have certain spells prepared
after you reach particular levels in this class, as shown in the
Battle Smith Spells table. These spells count as artificer
spells for you, but they don’t count against the number of
artificer spells you prepare.
Artificer Level Spells
3rd Heroism, Shield
5th Warding Bond, Web
9th Aura of Vitality, Crusader's Mantle
13th Fire Shield, Otiluke's Resilient Sphere
17th Banishing Smite, Mass Cure Wounds

Battle Ready
See Tasha's Cauldron of Everything pg. 17.
Steel Defender
See Tasha's Cauldron of Everything pg. 17.
Extra Attack
See Tasha's Cauldron of Everything pg. 18.
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Barbarian
The Barbarian's main weakness was failing to keep up with the power curve of other classes at later levels. Adjustments to
the number or rages and amount of rage damage granted per level help the Barbarian to keep pace.

The Barbarian
Level Proficiency Bonus Features Rages Rage Damage
1st +2 Rage, Unarmored Defense 2 +1
2nd +2 Reckless Attack, Danger Sense 3 +1
3rd +2 Primal Path, Primal Knowledge 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 4 +3
6th +3 Path feature 4 +3
7th +3 Feral Instinct, Instinctive Pounce 4 +4
8th +3 Ability Score Improvement 5 +4
9th +4 Brutal Critical (1 die) 5 +5
10th +4 Path feature, Primal Knowledge 5 +5
11th +4 Relentless Rage 6 +6
12th +4 Ability Score Improvement 6 +6
13th +5 Brutal Critical (2 dice) 6 +7
14th +5 Path feature 7 +7
15th +5 Persistent Rage 7 +8
16th +5 Ability Score Improvement 7 +8
17th +6 Brutal Critical (3 dice) 8 +9
18th +6 Indomitable Might 8 +9
19th +6 Ability Score Improvement 8 +10
20th +6 Primal Champion Unlimited +10

Hit Points, Proficiencies, and Unarmored Defense


Equipment See Player's Handbook pg. 48.
See Player's Handbook pg. 47. Danger Sense
Rage (Changed) See Player's Handbook pg. 48.
See Player's Handbook pg. 48 for further details of this Reckless Attack
feature.
The number of rages available to you each day is based See Player's Handbook pg. 48.
on your Barbarian level, starting with 2 at 1st level. From
2nd level onward, you gain an additional use of your rage Primal Path
every three levels until 20th level, when the number of See Player's Handbook pg. 48.
times you can rage per day becomes unlimited.
The extra damage you deal with melee attacks while Primal Knowledge
raging increases by 1 point at each odd numbered level,
starting with 1 extra point of damage at 1st level up to 10 See Tasha's Cauldron of Everything pg. 24.
extra points of damage at 19th level.
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Ability Score Improvement Brutal Critical
See Player's Handbook pg. 49. See Player's Handbook pg. 49.
Extra Attack Relentless Rage
See Player's Handbook pg. 49. See Player's Handbook pg. 49.
Fast Movement Persistent Rage
See Player's Handbook pg. 49. See Player's Handbook pg. 49.
Feral Instinct Indomitable Might
See Player's Handbook pg. 49. See Player's Handbook pg. 49.
Instinctive Pounce Primal Champion
See Tasha's Cauldron of Everything pg. 24. See Player's Handbook pg. 49.

Barbarian Subclasses
Path of the Ancestral Path of the Battlerager
Guardian The Battlerager has received a complete overhaul. It no
longer relies on finding spiked armor in the world.
The Ancestral Guardian fulfills its roll as a defender well. Instead, you become the crafter of your own armor and
Just a couple of flavorful perks have been added. can add a variety of modifications to it.
Ancestral Knowledge (New) Racial Restriction Removal (New)
Starting when you choose this path at 3rd level, you gain This subclass is not restricted to any particular race.
proficiency in the History skill. If you already have proficiency
in this skill, you gain expertise in it. Forge Master (New)
Ancestral Protectors When you choose this path at 3rd level, you gain proficiency
with smith's tools. If you already have this proficiency, you
See Xanathar's Guide to Everything pg. 10. gain proficiency with one other type of artisan's tools of your
choice.
Spirit Shield
See Xanathar's Guide to Everything pg. 10. Battlerager Armor (Reworked)
When you choose this path at 3rd level, you gain the ability to
Consult the Spirits (Changed) modify your armor in a variety of ways. When you spend 8
At 10th level, you gain the ability to consult with your hours working at a forge or other location where metal can
ancestral spirits. You have advantage on History checks. Also, be similarly heated, and consume 50 gold worth of resources,
when you consult with your ancestral spirits, you may cast you may choose a piece of armor that you will wear and add
the Augury, Clairvoyance, or Speak with Dead spell, without one of the following modifications to it:
using a spell slot or material components. Rather than Steel Plating. Gain a +1 bonus to your armor class (up to
creating a spherical sensor, this use of Clairvoyance invisibly a maximum of +3) while wearing this armor.
summons one of your ancestral spirits to the chosen location.
For Speak with Dead, your ancestral spirit acts as an Reinforced Plating. (Prerequisite: Steel Plating) Gain an
intermediary between you and the dead creature. Wisdom additional +1 bonus to your armor class (up to a
is your spellcasting ability for these spells. maximum of +3) while wearing this armor, and reduce
After you cast one of these spells, you can’t use this feature your walking speed by 5 feet.
to cast a spell again until you finish a short or long rest.
Spiked Gauntlets. While you are raging or as part of
Vengeful Ancestors entering a rage, you can use a bonus action to make one
melee weapon attack with your Spiked Gauntlets against
See Xanathar's Guide to Everything pg. 10. a target within 5 feet of you. If the attack hits, the spikes
deal 1d4 piercing damage. Use your Strength modifier for
the attack and damage rolls.
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Spiked Carapace. Once per turn, when you hit with a Form of the Beast (Changed)
melee weapon, you can add 1d4 piercing damage to the
attack. See Tasha's Cauldron of Everything pg. 24 for further details
Iron Maiden. When you use the Attack action to grapple a of this feature.
creature while you are raging and succeed, you may Bite. Your mouth transforms into a bestial muzzle or great
immediately attempt another grapple check against that mandibles (your choice). It deals 1d8 piercing damage on
creature. If the second check also succeeds, the creature a hit. Once on each of your turns when you damage a
is restrained, otherwise they remain grappled. Additionally, creature with this bite, you regain a number of hit points
on your turn, you can attempt a grapple check to restrain a equal to half the damage dealt, provided you have less
creature you are currently grappling. than half your hit points when you hit.
Multiple modifications may be added to the same piece of Bestial Soul
armor, but you can't apply a modification to a piece of armor
more than once. Labor and cost will be necessary for each See Tasha's Cauldron of Everything pg. 25.
modification added.
Modifications may be made to any armor you are proficient Infectious Fury
with, whether mundane or magical, but may not be made to See Tasha's Cauldron of Everything pg. 25.
shields or other equipment that is not worn over the chest.
Only you are proficient with a piece of armor you have Call the Hunt (Changed)
modified. If another creature attempts to wear armor you
have modified, they do not receive the benefits of any At 14th level, the beast within you grows so powerful that you
modifications. can spread its ferocity to others and gain resilience from
them joining your hunt. When you enter your rage, you can
Reckless Abandon (Reworked) choose a number of willing creatures you can see within
30 feet of you equal to your Constitution modifier (minimum
Beginning at 6th level, once on your turn, when you use of one creature). You may select yourself as one of these
Reckless Attack while raging, if both attack dice would hit the creatures. You gain 5 temporary hit points for each creature
target, add 1 additional weapon damage die to the damage that accepts this feature. Until the rage ends, the chosen
dealt. creatures can use the following benefit once on each of their
turns: when the creature hits a target with an attack roll and
Battlerager Charge (Reworked) deals damage to it, the creature can roll a d6 and gain a
Beginning at 10th level, while you are raging, if you move at bonus to the damage equal to the number rolled.
least 20 feet straight toward a creature and then hit it with a You can use this feature a number of times equal to your
melee attack on the same turn, that target must succeed on a proficiency bonus, and you regain all expended uses when
Strength saving throw. The DC is 8 + your proficiency bonus you finish a long rest.
+ your Strength modifier. If the creature fails its saving throw
you can choose to knock them prone or push them back 5
feet.
Path of the Berserker
The Berserker mainly needed its exhaustion penalty
Spiked Retribution (Reworked) removed. That, along with some additional improvements
help to bring this subclass in line with others.
Starting at 14th level, while you are raging, if a creature
within 5 feet of you hits you with a melee attack, and you are Scary Strong (New)
wearing armor with the Spiked Gauntlets modification, you
can use your reaction to make a retributive strike against that Starting when you choose this path at 3rd level, you gain
creature using your Spiked Gauntlets. proficiency in the Intimidation skill. If you already have
proficiency in the chosen skill, you gain expertise in it.
Additionally, you may use your Strength modifier instead of
Path of the Beast Charisma when rolling an Intimidation check.
The Beast gains a few small additions and improvements
to help round out the subclass. Frenzy (Changed)
Starting when you choose this path at 3rd level, you can go
Bestial Physique (New) into a frenzy when you rage. If you do so, for the duration of
Starting when you choose this path at 3rd level, you gain your rage you can make a single melee weapon attack as a
proficiency in the Athletics or Acrobatics skill (your choice). If bonus action on each of your turns after this one.
you already have proficiency in the chosen skill, you gain When your rage ends, on the next turn you would be
expertise in it. able to take an action, you instead can't move or take
actions until after that turn, as a wave of lethargy sweeps
over you.

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Mindless Rage (Changed) Sea. When this effect is activated, and until your rage
ends, any creature within your aura that attacks you
Beginning at 6th level, you can't be charmed or frightened suffers a -1 penalty to their attack rolls against you, as
while raging. If you are charmed or frightened when you swirling winds buffet their attacks. The penalty
enter your rage, the effect ends. As long as you maintain increases when you reach certain levels in this class,
control over your body, you can't be prevented from increasing to -2 at 10th level, -3 at 15th level, and -4 at
raging while charmed or frightened. 20th level.
Intimidating Presence (Changed) Tundra. When this effect is activated, and at the start of
each of your turns until your rage ends, you may
Beginning at 10th level, when you take the Attack action, choose another creature inside your aura. You and that
you can replace one of your attacks with an intimidating creature gain 1d6 temporary hit points, as icy spirits
roar to frighten nearby creatures. When you do so, choose inure you both to suffering. The temporary hit points
a number of creatures equal to your Strength Modifier increase when you reach certain levels in this class,
that you can see within 10 feet of you. If the creatures can increasing to 1d8 at 5th level, 1d10 at 10th level, 1d12
hear you, they must succeed on a Wisdom saving throw (DC at 15th level, and 1d20 at 20th level.
equal to 8 + your proficiency bonus + your Strength modifier)
or be frightened of you until the end of your next turn. On Storm Soul (Changed)
subsequent turns, you can repeat this roar to extend the
duration of the effect on frightened creatures and See Xanathar's Guide to Everything pg. 10 for further details
potentially frighten additional creatures until the end of of this feature.
your next turn. This effect ends on a creatures if they end Sea. You gain resistance to lightning and thunder
their turn out of line of sight or more than 60 feet away from damage, and you can breathe underwater. You also gain a
you. swimming speed of 30 feet.
If the creature succeeds on its saving throw, you can't use
this feature on that creature again for 24 hours. Shielding Storm
Retaliation (Changed) See Xanathar's Guide to Everything pg. 10.
Starting at 14th level, when you take damage from a creature Raging Storm (Changed)
that is within 5 feet of you, you can use your reaction to make
a melee weapon attack against that creature with advantage. See Xanathar's Guide to Everything pg. 11 for further details
of this feature.
Path of the Storm Herald Tundra. When a creature starts its turn within your
The most significant change to the Storm Herald is to its aura or moves into it for the first time on a turn, you
Storm Aura, whose abilities have been fully reworked and can use your reaction to force the creature to make a
which now remains active as long as you are raging. A Strength saving throw. On a failed save, the creature's
few other improvements have been added to its other speed is reduced to 0 until the start of your next turn, as
features as well. magical frost covers it.

Eye of the Storm (New) Path of the Totem


When you select this path at 3rd level, you learn the Lightning
Lure cantrip. Your Spell save DC for this spell = 8 + your
Warrior
proficiency bonus + your Constitution modifier. As one of the most popular barbarian subclasses, the
changes to the Totem Warrior were mainly focused on
Storm Aura (Changed) improving feature choices that often went ignored
because of other more powerful options.
When you select this path at 3rd level, you emanate a stormy,
magical aura while you rage. The aura extends 10 feet from Spirit Seeker
you in every direction, but not through total cover.
Your aura has an effect that activates when you enter See Player's Handbook pg. 50.
your rage. Choose desert, sea, or tundra. Your aura's effect
depends on that chosen environment, as detailed below. You Totem Spirit (Changed)
can change your environment choice whenever you gain a See Player's Handbook pg. 50 for further details of this
level in this class. feature.
Desert. When this effect is activated, and until your rage Eagle. While you're raging and aren't wearing heavy
ends, any hostile creature that moves into your aura armor, you can take the Dash and Disengage actions at
on a turn or starts its turn there takes fire damage the same time, and may do so as an action or as a
equal to your rage damage bonus, as scorching heat bonus action on your turn. The spirit of the eagle makes
emanates off of you. you into a predator who can weave through the fray with
ease.

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Elk. While you're raging and aren't wearing heavy armor, Totemic Attunement (Changed)
your walking speed increases by 15 feet. Additionally,
you can add 10 feet to your long jump distance and 3 See Player's Handbook pg. 50 for further details of this
feet to your high jump distance. The spirit of the elk feature.
makes you extraordinarily swift and nimble. Eagle. While you're raging, you have a flying speed equal
Tiger. While you're raging, once on a turn, you can to your current walking speed. This benefit works only in
double the rage damage you deal on a hit with a melee short bursts; you begin falling if you end your turn in the
weapon. The spirit of the tiger makes you a ferocious air and nothing else is holding you aloft. At the end of
attacker. your turn you may use your reaction to attempt to
grapple an airborne creature within reach.
You may choose a different totem animal from this
feature if you spend a day of downtime making or Tiger. While you're raging, once on a turn, if you roll a
acquiring a new totem for the animal you choose. natural 18 or 19 for an attack that hits, you can
immediately make one additional melee weapon attack
Aspect of the Beast (Changed) against the same target.
See Player's Handbook pg. 50 for further details of this Wolf. While you're raging, you may use a bonus action
feature. to mark a target. Until the target dies or you mark a
different target, any attack made by you or your allies
Bear. You gain the might of a bear. Your carrying capacity that hits the target does +2 damage to them.
(including maximum load and maximum lift) is doubled,
and you have advantage on Strength checks made to push, You may choose a different totem animal from this
pull, lift, or break objects. You also gain advantage on feature if you spend a day of downtime making or
Constitution saving throws while you are raging. acquiring a new totem for the animal you choose.
Eagle. You gain the eyesight of an eagle. You can see up to
1 mile away with no difficulty, able to discern even fine Path of Wild Magic
details as though looking at something no more than 100 The concept behind the Wild Magic barbarian is great,
feet away from you. Additionally, dim light doesn't impose but the features needed some adjustment to really bring
disadvantage on your Wisdom (Perception) checks. You it to life. In particular, many of the options in the Wild
also gain proficiency in the Perception skill. If you Surge table have been improved.
already have proficiency, you gain expertise in that
skill. Magic Awareness
Elk. Whether mounted or on foot, your travel pace is See Tasha's Cauldron of Everything pg. 25.
doubled, as is the travel pace of up to ten companions
while they're within 60 feet of you and you're not Wild Surge (Changed)
incapacitated. Additionally, while raging, any ally that See Tasha's Cauldron of Everything pg. 25 for further details
begins their turn within 30 feet of you gains an extra of this feature.
10 feet of walking speed, unless their speed is already See the Wild Surge table for changes.
0 or becomes 0 as a result of a failed saving throw
made at the beginning of their turn.
Bolstering Magic (Changed)
Wolf. You gain the hunting sensibilities of a wolf. You can Beginning at 6th level, you can harness your wild magic to
track other creatures while traveling at a fast pace, and bolster yourself or a companion. As an action, you can touch
you can move stealthily while traveling at a normal pace. one creature (which can be yourself) and confer one of the
You also gain proficiency in the Stealth skill. If you following benefits of your choice to that creature:
already have proficiency, you gain expertise in that
skill. For 10 minutes, the creature can roll a d4 whenever
You may choose a different totem animal from this making an attack roll or an ability check and add the
feature if you spend a day of downtime making or number rolled to the d20 roll.
acquiring a new totem for the animal you choose. Roll 1d4 - 1. The creature regains one expended spell
slot, the level of which equals the number rolled or
Spirit Walker (Changed) lower (the creature’s choice). If the result of the roll is
At 10th level, you can cast the Commune with Nature spell, a 0, the creature regains 2 1st level spell slots. Once a
but only as a ritual. When you do so, a spiritual version of one creature receives this benefit, that creature can’t
of the animals you chose for Totem Spirit or Aspect of the receive it again until after a long rest.
Beast appears to you to convey the information you seek. You can take this action a number of times equal to your
Additionally, you can cast the Dream spell without proficiency bonus, and you regain all expended uses when
using a spell slot or material components. When you cast you finish a long rest.
this spell, the messenger you create takes the form of one
of your totem animals. After you cast this spell, you can’t Unstable Backlash
do so again until you finish a long rest.
See Tasha's Cauldron of Everything pg. 25.
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Controlled Surge (Changed)
At 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash.
If you roll the same number on both dice, you can ignore the number and choose any effect on the table, or you can choose to roll
both dice again and activate both effects of the new rolls simultaneously.

Wild Surge
d8 Effect
Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or
1 take 1d12 plus your proficiency bonus in necrotic damage. You also gain the same number of temporary hit points if at
least one creature fails their saving throw. Until your rage ends you can use your action to activate this effect again.
You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on
2 each of your turns as a bonus action. If you teleport within 5 feet of a hostile creature, you can immediately use your
reaction to make one melee weapon attack against that creature.
An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your
choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature
3 within 5 feet of it must succeed on a Dexterity saving throw or take 1d12 plus your proficiency bonus in force damage
and be knocked prone. Until your rage ends, you can use this effect again, summoning another spirit, on each of your
turns as a bonus action.
Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type
changes to force, and it gains the light and thrown properties, with a range of 60 feet. If the weapon leaves your hand,
4
the weapon reappears in your hand at the end of the current turn. If you hit a target by throwing this weapon, they are
pushed up to 10 feet away from you.
Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d12 plus your proficiency
5 bonus in force damage, as magic lashes out in retribution. You can then use your reaction to reduce the damage from that
attack by the same amount.
Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within
6
10 feet of you, your allies gain the same bonus.
Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain
for your enemies. Any enemy that attempts to leave your reach or move within your reach provokes an opportunity attack. If
7
hit, they must immediately roll a Dexterity saving throw. On a failed save, the creature's speed is reduced to 0 until the start of
its next turn.
A bolt of light shoots from your chest. Another creature of your choice that you can see within 60 feet of you must
succeed on a Constitution Saving throw, taking 2d12 plus your proficiency bonus in radiant damage on a failed save, or half
8
as much damage on a successful one. Until your rage ends, you can use this effect again on each of your turns as a bonus
action.

Path of the Zealot


The Zealot is a excellently designed subclass and one of Fanatical Focus
the strongest barbarians available. No changes were
necessary. See Xanathar's Guide to Everything pg. 11.
Divine Fury Zealous Presence
See Xanathar's Guide to Everything pg. 11. See Xanathar's Guide to Everything pg. 11.
Warrior of the Gods Rage Beyond Death
See Xanathar's Guide to Everything pg. 11. See Xanathar's Guide to Everything pg. 11.

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Bard
The Bard's Magical Secrets feature has been expanded to include selections at 2nd and 6th level. This, along with
adjustments to Countercharm and Superior Inspiration help to make every feature the Bard receives useful and exciting.

The Bard _______________________________________________ Spell Slots per Spell Level


Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2 — — — — — — — —
Magical Secrets, Jack of All Trades, Song of
2nd +2 3 5 3 — — — — — — — —
Rest (d6), Magical Inspiration
3rd +2 Bard College, Expertise 3 6 4 2 — — — — — — —
4th +2 Ability Score Improvement, Bardic Versatility 4 7 4 3 — — — — — — —
5th +3 Bardic Inspiration (d8), Font of Inspiration 4 8 4 3 2 — — — — — —
Magical Secrets, Countercharm, Bard College
6th +3 4 10 4 3 3 — — — — — —
feature
7th +3 — 4 11 4 3 3 1 — — — — —
8th +3 Ability Score Improvement, Bardic Versatility 4 12 4 3 3 2 — — — — —
9th +4 Song of Rest (d8) 4 13 4 3 3 2 1 — — — —
Magical Secrets, Bardic Inspiration (d10),
10th +4 5 15 4 3 3 2 2 — — — —
Expertise
11th +4 — 5 16 4 3 3 2 2 1 — — —
12th +4 Ability Score Improvement, Bardic Versatility 5 17 4 3 3 2 2 1 — — —
13th +5 Song of Rest (d10) 5 18 4 3 3 2 2 1 1 — —
14th +5 Magical Secrets, Bard College feature 5 20 4 3 3 2 2 1 1 — —
15th +5 Bardic Inspiration (d12) 5 21 4 3 3 2 2 1 1 1 —
16th +5 Ability Score Improvement, Bardic Versatility 5 22 4 3 3 2 2 1 1 1 —
17th +6 Song of Rest (d12) 5 23 4 3 3 2 2 1 1 1 1
18th +6 Magical Secrets 5 25 4 3 3 3 2 1 1 1 1
19th +6 Ability Score Improvement, Bardic Versatility 5 25 4 3 3 3 2 2 1 1 1
20th +6 Superior Inspiration 5 25 4 3 3 3 2 2 2 1 1

Hit Points, Proficiencies, and The Spells Known column of the Bard table shows when
you learn more bard spells of your choice. Each of these
Equipment spells must be of a level for which you have spell slots, as
See Player's Handbook pg. 52. shown on the table. For instance, when you reach 3rd level in
this class, you can learn one new spell of 1st or 2nd level. You
Spellcasting (Changed) gain at least one spell known at each level, reaching a
total of 25 spells known by 18th level. Spells learned
See Player's Handbook pg. 52 for further details of this through Magical Secrets are included in this total.
feature. Additionally, when you gain a level in this class, you can
choose one of the bard spells you know and replace it with
Spells Known of 1st Level and Higher another spell from the bard spell list, which also must be of a
You know four 1st-level spells of your choice from the bard level for which you have spell slots.
spell list.

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Bardic Inspiration Expertise
See Player's Handbook pg. 53. See Player's Handbook pg. 54.
Magical Secrets (Changed) Ability Score Improvement
At 2nd level, you begin to plunder magical knowledge See Player's Handbook pg. 54.
from a wide spectrum of disciplines. You learn one
cantrip and one 1st level spell from the Bard or Sorcerer Bardic Versatility
spell lists. See Tasha's Cauldron of Everything pg. 28.
When you reach 6th level in this class, you may learn
one Bard spell and one additional spell from any class, Font of Inspiration
including this one.
When you reach 10th, 14th, and 18th level in this class, See Player's Handbook pg. 54.
you may learn two spells from any class, including this one.
A spell you choose must be of a level you can cast, as Countercharm (Changed)
shown on the Bard table. The chosen spells count as bard At 6th level, you gain the ability to use musical notes or words
spells for you and are included in the number on the Spells of power to disrupt mind-influencing effects. When you or a
Known column of the Bard table. friendly creature within 30 feet of you is about to make a
saving throw against being frightened or charmed, you
Jack of All Trades may use your reaction to give all friendly creatures within
See Player's Handbook pg. 54. 30 feet of you (including yourself) advantage on that
saving throw.
Song of Rest Superior Inspiration (Reworked)
See Player's Handbook pg. 54. At 20th level, when you roll initiative against hostile
Magical Inspiration creatures, you regain a number of uses of inspiration (to a
maximum of 5) based on the highest challenge rating of
See Tasha's Cauldron of Everything pg. 27. monster engaged in combat.
Bard College Challenge Rating Inspiration Regained
See Player's Handbook pg. 54. 5-15 1
16-20 2
21+ 3

Bard Subclasses
The combined total gp value of all items you create
College of Creation with feature can't be more than 20 times your bard level.
The Creation bard's features have been moved around to One of the items you create may be up to Medium size,
allow summoning of the dancing item at 3rd level. The but the rest must be either Small or Tiny. The items
number of items that can be created has also been glimmers softly, and a creature can faintly hear music when
increased. touching them. The created items disappears if you are
ever more than 300 feet away from them.
Bonus Cantrip (New) For examples of items you can create, see the equipment
chapter of the Player's Handbook, which includes
When you join the College of Creation at 3rd level, you learn categories such as weapons, armor, adventuring gear,
the Light cantrip, which doesn't count against the number of tools, mounts, vehicles, food, drink, and trade goods.
bard cantrips you know. If you already know this cantrip, you Additionally, poisons, material spell components, and
may choose a different cantrip from the bard spell list. other nonmagical items not included in the equipment
chapter of the Player's Handbook may be created, but you
Performance of Creation must have seen such an item before.
(Changed) You are unable to create items that contain knowledge
When you join the College of Creation at 3rd level, as an that you do not possess or detailed features that are
action, you can channel the magic of the Song of Creation to specific to an object you do not have in your possession,
create nonmagical items of your choice in unoccupied such as the grooves of a specific key. Also, some items
spaces within 10 feet of you. The number of items you may be impossible to create because they are not
can create equals your Charisma modifier (minimum of appropriate to your game world.
one). The items must appear on a surface or in a liquid that
can support them.
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Once you create items with this feature, you can't do so again Bonus Cantrip (New)
until you finish a long rest, unless you expend a spell slot of
2nd level or higher to use this feature again. You can only When you join the College of Eloquence at 3rd level, you
ever have a number of items created by this feature equal learn the Friends cantrip, which doesn't count against the
to your Charisma modifier at a time. If you create an item number of bard cantrips you know. If you already know this
that would exceed that number, you choose which of the cantrip, you may choose a different cantrip from the bard
previously created items disappears. spell list.
The size of the larger item you can create with this feature
increases by one size category when you reach 6th level Silver Tongue
(Large) and 14th level (Huge). The rest of the items must See Tasha's Cauldron of Everything pg. 30.
continue to be Small or Tiny.
Unsettling Words
Animating Performance (Changed)
See Tasha's Cauldron of Everything pg. 30.
See Tasha's Cauldron of Everything pg. 29 for further details
of this feature. Unfailing Inspiration
Also at 3rd level, as an action, you can target a Large or
smaller nonmagical item you can see within 30 feet of you See Tasha's Cauldron of Everything pg. 30.
that is not being worn or carried and animate it. The
animate item uses the Dancing Item stat block, which uses Universal Speech
your proficiency bonus (PB), The item is friendly to you and See Tasha's Cauldron of Everything pg. 30.
your companions and obeys your commands. It lives for 1
hour, until it is reduced to 0 hit points, or until you die. Infectious Inspiration
Mote of Potential (Changed) See Tasha's Cauldron of Everything pg. 30.
See Tasha's Cauldron of Everything pg. 28 for further details College of Glamour
of this feature.
At 6th level, whenever you give a creature a Bardic Besides adding a bonus cantrip, the only other change
Inspiration die, you can utter a note from the Song of needed was an in-combat use for Enthralling
Creation to create a Tiny mote of potential, which orbits Performance.
within 5 feet of that creature. The mote is intangible and
invulnerable, and it lasts until the Bardic Inspiration die is Bonus Cantrip (New)
lost. The mote looks like a musical note, a star, a flower, or When you join the College of Glamour at 3rd level, you learn
another symbol of art or life that you choose. the Minor Illusion cantrip, which doesn't count against the
Spell's Damage Roll. Immediately after the creature number of bard cantrips you know. If you already know this
rolls the Bardic Inspiration die to add it to a spell's cantrip, you may choose a different cantrip from the bard
damage roll against a target, the mote transforms to spell list.
resemble an arcane rune and then vanishes. The
target takes double the damage rolled on the Bardic Mantle of Inspiration
Inspiration die. See Xanathar's Guide to Everything pg. 14.
Spell's Healing Roll. Immediately after the creature
rolls the Bardic Inspiration die to add it to a spell's Enthralling Performance
healing roll on a target, the mote glows red and then (Changed)
vanishes. The target receives double the healing rolled See Tasha's Cauldron of Everything pg. 30 for further details
on the Bardic Inspiration die. of this feature.
Creative Crescendo (Changed) When your reach 6th level, you learn how to infuse your
Enthralling Performance with additional magical power,
At 14th level, when you use your Performance of Creation quickening its effect. When you use this feature, you may
feature, you can create up to 10 items at once. If you create spend a 3rd-level spell slot to reduce the duration to
an item that would exceed that number, you choose which of activate this feature from 1 minute to 1 action.
the previously created items disappears. Only one of these
items can be of the maximum size you can create; the rest Mantle of Majesty
must be Small or Tiny.
You are no longer limited by gp value when creating items See Tasha's Cauldron of Everything pg. 30.
with Performance of Creation. Unbreakable Majesty
College of Eloquence See Tasha's Cauldron of Everything pg. 30.
As one of the best designed subclasses for Bard, the only
thing it was missing was the Friends cantrip.

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College of Lore Spirit Session (Changed)
Despite other bard subclasses getting early access to At 6th level, spirits provide you with supernatural insights.
Magical Secrets as well, the Lore bard still ends up with You can conduct an hour-long ritual channeling spirits (which
two more spells than any other bard. Cutting words has can be done during a short or long rest) using your Spiritual
also been adjusted to make it more effective against Focus. You can conduct the ritual with a number of willing
creatures with multiple attacks. creatures equal to your proficiency bonus (including yourself).
At the end of the ritual, you temporarily learn two spells of
Bonus Proficiencies your choice from any class.
The spells you choose must be of a level equal to the
See Player's Handbook pg. 54. number of creatures that conducted the ritual or less, the
spells must of a level you can cast, and they must be in the
Bonus Cantrip (New) school of Conjuration, Divination or Necromancy. The
At 3rd level, you also learn one of the following cantrips: chosen spells counts as a bard spell for you but don't count
Control Flames, Mold Earth, or Shape Water, which doesn’t against the number of bard spells you know.
count against the number of bard cantrips you know. Once you perform the ritual, you can’t do so again until you
start a long rest, and you know the chosen spells until you
Cutting Words (Changed) use this feature again.
Also at 3rd level, you learn how to use your wit to distract, Mystical Connection
confuse, and otherwise sap the confidence and competence See Van Richten's Guide to Ravenloft pg. 29.
of others. When a creature that you can see within 60 feet of
you makes an attack roll, an ability check, or a damage roll,
you can use your reaction to expend one of your uses of College of Swords
Bardic Inspiration, rolling a Bardic Inspiration die and The Swords bard was missing a few useful fighting
subtracting the number rolled from all attack rolls, ability styles, but otherwise is well balanced.
checks, or damage rolls made by that creature until the
start of its next turn. You can choose to use this feature after Bonus Proficiencies
the creature makes its roll, but before the DM determines
whether the attack roll or ability check succeeds or fails, or See Xanathar's Guide to Everything pg. 15.
before the creature deals its damage. The creature is immune
if it can't hear you or if it's immune to being charmed. Fighting Style (Changed)
Additional Magical Secrets At 3rd level, you adopt a particular style of fighting as your
specialty. Choose one of the following options. You can't take
See Player's Handbook pg. 55. a Fighting Style option more than once, even if you later get
to choose again.
Peerless Skill
Blind Fighting
See Player's Handbook pg. 55. You have blindsight with a range of 10 feet. Within that
range, you can effectively see anything that isn't behind
College of Spirits total cover, even if you're blinded or in darkness. You can
The Spirits bard is a very unique take on the bard, whose see an invisible creature within that range, unless the
theme focuses more on being a storyteller or soothsayer. creature successfully hides from you.
Improvements were made to Tales from Beyond and In addition, when you hit a creature that is invisible or
Spirit Session. heavily obscured with a melee weapon attack, you gain
a +2 bonus to the damage roll.
Guiding Whispers
See Van Richten's Guide to Ravenloft pg. 29. Defense
While you are wearing armor, you gain a +1 bonus to AC.
Spiritual Focus Dueling
See Van Richten's Guide to Ravenloft pg. 29. When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with that
Tales from Beyond (Changed) weapon.
See Van Richten's Guide to Ravenloft pg. 29 for further Two-Weapon Fighting
details of this feature. When you engage in two-weapon fighting, you can add your
As part of finishing a short or long rest, you may roll on ability modifier to the damage of the second attack.
the Spirit Tales table once without expending a use of
your Bardic Inspiration. In addition, the number of attacks you can make with
your off-hand weapon increases to two at character
level 11.
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Blade Flourish If you speak for at least 1 minute, you can attempt to
seed paranoia and fear into the minds of your listeners.
See Xanathar's Guide to Everything pg. 15. When you finish speaking, choose a number of
humanoids within 60 feet of you who watched and
Extra Attack listened to all of what you said, up to a number equal to
See Xanathar's Guide to Everything pg. 15. your Charisma modifier (minimum of one). Each target
must succeed on a Wisdom saving throw against your spell
Master's Flourish save DC or be frightened of you or another creature of your
choice. This frightened condition persists for 1 hour, until
See Xanathar's Guide to Everything pg. 15. the frightened creature is attacked or damaged, or until it
witnesses its allies being attacked or damaged.
College of Valor If a target succeeds on its saving throw, the target has no
hint that you tried to charm it.
This subclass is very well balanced already. Once you use this feature, you can’t use it again until you
finish a short or long rest.
Bonus Proficiencies When your reach 6th level, you learn how to infuse your
See Player's Handbook pg. 55. Words of Terror with additional magical power,
quickening its effect. When you use this feature, you may
Combat Inspiration spend a 3rd-level spell slot to reduce the duration to
activate this feature from 1 minute to 1 action.
See Player's Handbook pg. 55.
Mantle of Whispers (Changed)
Extra Attack See Xanathar's Guide to Everything pg. 16 for further details
See Player's Handbook pg. 55. of this feature.
If you attack a surprised creature while disguised, you
Battle Magic have advantage on attack rolls against that target and
See Player's Handbook pg. 55. they have disadvantage on saving throws until the end of
your first turn. If you deal damage to that target on your
first turn, you may apply the full extra damage from your
College of Whispers Psychic Blades feature without expending a Bardic
Some important changes were made to make the Inspiration die.
Whispers bard's features more regularly useful. It is now
a very powerful alternative to playing a rogue. Shadow Lore
See Xanathar's Guide to Everything pg. 16.
Bonus Cantrip (New)
When you join the College of Whispers at 3rd level, you learn
the Mind Sliver cantrip, which doesn't count against the
number of bard cantrips you know. If you already know this
cantrip, you may choose a different cantrip from the bard
spell list.
Psychic Blades (Changed)
When you join the College of Whispers at 3rd level, you gain
the ability to amplify your damage with psychic energy.
Once on a turn, when you hit a creature with a weapon
attack, you can choose to deal an additional 1d6 psychic
damage to the target.
When you reach 5th level in this class, you can choose
to expend one use of your Bardic Inspiration to increase
the damage of your use of Psychic Blades from 1d6 to
3d6.
The psychic damage you deal when you expend one use
of Bardic Inspiration to use this feature increases when
you reach certain levels in this class, increasing to 5d6 at
10th level, and 8d6 at 15th level.
Words of Terror (Changed)
At 3rd level, you learn to infuse innocent-seeming words with
an insidious magic that can inspire terror.

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Cleric
The Cleric class is a great chassis. The only change necessary was to increase the power of Destory Undead and rework
the subclass features Divine Strike, Potent Spellcasting, and Blessed Strikes into a single class feature now called Divine
Enhancement.

The Cleric __________________________________________________ Spell Slots per Spell Level


Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2 — — — — — — — —
Channel Divinity (x1), Destroy Undead (CR 1/4), Divine
2nd +2 3 3 — — — — — — — —
Domain feature, Harness Divine Power
3rd +2 — 3 4 2 — — — — — — —
4th +2 Ability Score Improvement, Cantrip Versatility 4 4 3 — — — — — — —
5th +3 Destroy Undead (CR 1) 4 4 3 2 — — — — — —
6th +3 Channel Divinity (x2), Divine Domain feature 4 4 3 3 — — — — — —
7th +3 — 4 4 3 3 1 — — — — —
Ability Score Improvement, Cantrip Versatility, Destroy
8th +3 4 4 3 3 2 — — — — —
Undead (CR 2), Divine Enhancement
9th +4 — 4 4 3 3 2 1 — — — —
10th +4 Divine Intervention 5 4 3 3 2 2 — — — —
11th +4 Destroy Undead (CR 3) 5 4 3 3 2 2 1 — — —
12th +4 Ability Score Improvement, Cantrip Versatility 5 4 3 3 2 2 1 — — —
13th +5 — 5 4 3 3 2 2 1 1 — —
14th +5 Destroy Undead (CR 4), Divine Enhancement improvement 5 4 3 3 2 2 1 1 — —
15th +5 — 5 4 3 3 2 2 1 1 1 —
16th +5 Ability Score Improvement, Cantrip Versatility 5 4 3 3 2 2 1 1 1 —
17th +6 Destroy Undead (CR 5), Divine Domain feature 5 4 3 3 2 2 1 1 1 1
18th +6 Channel Divinity (x3) 5 4 3 3 3 2 1 1 1 1
19th +6 Ability Score Improvement, Cantrip Versatility 5 4 3 3 3 2 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 2 2 2 1 1

Hit Points, Proficiencies, and


Equipment Divine Domain
See Player's Handbook pg. 57. See Player's Handbook pg. 58.
Spellcasting Channel Divinity
See Player's Handbook pg. 58. See Player's Handbook pg. 58.

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Destroy Undead (Changed) Divine Enhancement (New)
At 2nd level, when an undead fails its saving throw against At 8th level, your connection to the divine allows you to
your Turn Undead feature, the creature is instantly destroyed enhance your combat abilities in one of three ways. Choose
if its challenge rating is at or below a certain threshold, as one of the following features to apply to your character:
shown in the Destroy Undead above. Divine Strike. You gain the ability to infuse your weapon
Destroy Undead strikes with divine energy. Once on each of your turns
when you hit a creature with a weapon attack, you can
Cleric Level Destroy Undead of CR... cause the attack to deal an extra 1d8 radiant damage to
2nd 1/4 or lower the target.
5th 1 or lower
When you reach 14th level, the extra damage increases
to 2d8.
8th 2 or lower
Potent Spellcasting. You add your Wisdom modifier to
11th 3 or lower the damage you deal with any cleric cantrip.
14th 4 or lower When you reach 14th level, you gain a +1 bonus to your
17th 5 or lower
spell save DC.
Blessed Strikes. When a creature takes damage from
Harness Divine Power one of your cantrips or weapon attacks, you can also deal
1d8 radiant damage to that creature. Once you deal this
See Tasha's Cauldron of Everything pg. 30. damage, you can't use this feature again until the start of
your next turn.
Ability Score Improvement When you reach 14th level, you gain a +1 bonus to your
See Player's Handbook pg. 58. weapon and spell attack rolls.
Cantrip Versatility This feature replaces the 8th level feature of cleric
subclasses, allowing players to freely choose the
See Tasha's Cauldron of Everything pg. 31. enhancement they prefer.
Divine Intervention
See Player's Handbook pg. 58.

Cleric Subclasses
Arcana Domain Channel Divinity: Arcane
The Arcana cleric received some updated domain spells Abjuration (Changed)
and an improvement to the Arcane Abjuration feature. See Sword Coast Adventurer's Guide pg. 126 for further
details of this feature.
Arcana Domain Spells (Changed)
Arcane Banishment
Cleric Level Spells
Cleric Level Banishes Creature of CR...
1st Detect Magic, Find Familiar
5th 1 or lower
3rd Levitate, Invisibility
8th 2 or lower
5th Counterspell, Dispel Magic
11th 3 or lower
7th Arcane Eye, Modenkainen's Private Sanctum
14th 4 or lower
9th Teleportation Circle, Wall of Force
17th 5 or lower

Arcane Initiate Spell Breaker


See Sword Coast Adventurer's Guide pg. 125. See Sword Coast Adventurer's Guide pg. 126.
Arcane Mastery
See Sword Coast Adventurer's Guide pg. 126.
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Death Domain Bonus Proficiencies
As the true necromancer of clerics, Death clerics needed See Xanathar's Guide to Everything pg. 19.
a better spell list and several improvements to their Blessing of the Forge (Changed)
features.
At 1st level, you gain the ability to imbue magic into weapons
Death Domain Spells (Changed) and armor. At the end of a long rest, you can touch one
nonmagical object that is a suit of armor or a simple or
Cleric Level Spells martial weapon. The object becomes a magic item, granting a
1st Cause Fear, Ray of Sickness +1 bonus to AC if it’s armor or a +1 bonus to attack and
3rd Blindness/Deafness, Phantasmal Force
damage rolls if it’s a weapon. At any time, the total number
of items in existence that you have used this feature on
5th Animate Dead, Summon Undead may not be greater than your Wisdom Modifier (minimum
7th Phantasmal Killer, Sickening Radiance
of 1). If you attempt to imbue another item beyond this
maximum, you must choose one of the items your
9th Danse Macabre, Negative Energy Flood previously imbued to become nonmagical again.
Once you use this feature, you can’t use it again until you
Bonus Proficiency (Changed) finish a long rest.
When you choose this domain at 1st level, you gain Channel Divinity: Artisan's
proficiency with heavy armor and martial weapons.
Blessing
Reaper See Xanathar's Guide to Everything pg. 19.
See Dungeon Master's Guide pg. 96.
Channel Divinity: Exploit
Channel Divinity: Touch of Death Weakness (New)
(Changed) Also at 2nd level, you can use your Channel Divinity to strike
Starting at 2nd level, you can use Channel Divinity to destroy at a weak point in a creature's armor. When you hit a creature
another creature's life force. When you deal damage to a with an attack, you can expend one use of your Channel
target, you can use Channel Divinity to deal extra necrotic Divinity to reduce the creature's AC by 2 for 1 minute.
damage to the target. The damage equals 10 + twice your Creatures with the Amorphous or Incorporeal Movement
cleric level. feature are immune to this effect.
Inescapable Destruction (Changed) Soul of the Forge
Starting at 6th level, your ability to channel negative energy See Xanathar's Guide to Everything pg. 19.
becomes more potent. Necrotic damage dealt by your cleric
spells and Channel Divinity options ignores resistance to Saint of Forge and Fire
necrotic damage. This necrotic damage also ignores See Xanathar's Guide to Everything pg. 19.
necrotic immunity, dealing half damage to such targets.
Improved Reaper Grave Domain
See Dungeon Master's Guide pg. 97. As the anti-undead cleric, the Grave cleric needed some
adjustments to its features to make them work in a more
impactful way.
Forge Domain
The Forge cleric needed some help to fully play into its Grave Domain Spells (Changed)
theme. New spells, the ability to craft multiple items, and Cleric Level Spells
a new Channel Divinity option all make this theme shine.
1st Sanctuary, Shield
Forge Domain Spells (Changed) 3rd Gentle Repose, Warding Bond
Cleric Level Spells 5th Revivify, Life Transference
1st Earth Tremor, Grease 7th Aura of Life, Death Ward
3rd Heat Metal, Shatter 9th Circle of Power, Raise Dead
5th Erupting Earth, Tiny Servant
7th Stone Shape, Wall of Fire
9th Animate Objects, Transmute Rock

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Circle of Mortality (Changed) Knowledge Domain
At 1st level, you gain the ability to manipulate the line As the information gathering cleric, the Knowledge cleric
between life and death. Whenever you attempt to heal a gained improvements to help it play into its roll even
creature at 0 hit points, double the number of hit points better.
you restore to that creature.
In addition, you learn the Spare the Dying cantrip, which Knowledge Domain Spells
doesn't count against the number of cleric cantrips you know.
For you, it has a range of 30 feet, and you can cast it as a (Changed)
bonus action. Cleric Level Spells
Eyes of the Grave (Changed) 1st Command, Identify
At 1st level, you gain the ability to occasionally sense the 3rd Detect Thoughts, Suggestion
presence of the undead, whose existence is an insult to the 5th Sending, Speak with Dead
natural cycle of life. As an action, you can open your
awareness to magically detect undead. Until the end of your 7th Arcane Eye, Confusion
next turn, you know the location of any undead within 120 9th Commune, Scrying
feet of you that isn't protected from detection by
divination magic. This sense doesn't tell you anything about
a creature's capabilities or identity. Blessings of Knowledge
Additionally, if the use of this feature reveals an See Player's Handbook pg. 59.
invisible undead creature's location, you are able to see
that creature as though you had cast the See Invisibility Channel Divinity: Knowledge of
spell. the Ages (Changed)
You can use this feature a number of times equal to your
Wisdom modifier (minimum of once). You regain all Starting at 2nd level, you can use your Channel Divinity to tap
expended uses when you finish a long rest. into a divine well of knowledge. As an action, you choose one
skill or tool. For 1 hour, you have expertise with the chosen
Channel Divinity: Path to the skill or tool.
Grave (Changed) Channel Divinity: Read Thoughts
Starting at 2nd level, you can use your Channel Divinity to (Changed)
mark another creature’s life force for termination.
As a bonus action, you choose one creature you can see At 6th level, you can use your Channel Divinity to read a
within 30 feet of you, cursing it until the end of your next creature's thoughts. You can then use your access to the
turn. The next time you or an ally of yours does damage to creature's mind to command it.
that target, the creature has vulnerability to all of that As a bonus action, choose one creature that you can see
damage, and then the curse ends. If the creature is immune within 60 feet of you. That creature must make a Wisdom
to the type of damage received, their immunity is ignored saving throw. If the creature succeeds on the saving throw,
and the creature instead takes half damage. you can't use this feature on it again until you finish a long
rest.
Sentinel at Death's Door If the creature fails its save, you can read its surface
See Xanathar's Guide to Everything pg. 20. thoughts (those foremost in its mind, reflecting its current
emotions and what it is actively thinking about) when it is
Keeper of Souls (Changed) within 60 feet of you. You also gain advantage on any
attack rolls you make against the target and they have
At 17th level, you can seize a trace of vitality from a parting disadvantage on any saving throws you force them to
soul and use it to heal the living. When an enemy you can see make. This effect lasts for 1 minute. In combat, an effected
dies within 30 feet of you, you or one ally of your choice that creature is aware of your intrusion into their mind and
is within 30 feet of you regains hit points equal to the enemy’s can use its action to attempt to push you out of its mind
number of Hit Dice. You can use this feature once a turn as by making a Wisdom (Insight) check against your spell
long as you aren't incapacitated. save DC, or by moving more than 60 feet away.
During that time, you can use your action to end this effect
and cast the Suggestion spell on the creature without
expending a spell slot. The target automatically fails its
saving throw against the spell.

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Visions of the Past (Changed) Blessed Healer (Changed)
See Player's Handbook pg. 60 for further details of this Beginning at 6th level, the healing spells you cast on others
feature. heal you as well. When you cast a spell of 1st level or higher
that restores hit points to a creature other than you, you
Creature Reading. Touching a creature as you regain hit points equal to 2 + the spell's level. This includes
meditate, you see visions of the creature's past, going spells that target yourself along with other creatures. If
back a number of days equal to your Wisdom score. you maintain concentration on a spell that provides
You can choose to spend additional minutes focusing healing each round to your allies, you regain hit points
on particular days to learn more information. These equal to 2 + the spell's level on each of your turns as long
minutes are then deducted from the total number of as one of your allies regained hit points since your
days you perceive. If the creature you touch is previous turn.
unwilling to share their past with you, they can make a If you are at maximum hit points when this feature is
Wisdom saving throw against you spell save DC. If activated, you instead gain temporary hit points equal to 2
they succeed, you are prevented from learning any + the spell's level.
information from them in this way for 24 hours.
Supreme Healing (Changed)
Life Domain Starting at 17th level, when you would normally roll one or
The Life cleric is the classic healer, but a number of its more dice to restore hit points with a spell, you instead use
features suffered from issues that needed correction or the highest number possible for each die. For example,
improvement. instead of restoring 2d6 hit points to a creature, you restore
12.
Life Domain Spells (Changed) When you cast Aid, the selected creatures gain an
Cleric Level Spells
additional 5 temporary hit points. When you cast Heal,
the target gains an additional 10 hit points. When you
1st Bless, Cure Wounds cast Mass Heal, you restore up to 800 hit points.
3rd Aid, Spiritual Weapon
5th Aura of Vitality, Revivify
Light Domain
7th Death Ward, Otiluke's Resilient Sphere The Light cleric is a good blaster. Warding Flare received
an improvement to better defend against creatures with
9th Mass Cure Wounds, Summon Celestial multiple attacks, and Radiance of Dawn was given level
scaling.
Bonus Proficiency
Light Domain Spells (Changed)
See Player's Handbook pg. 60.
Cleric Level Spells
Disciple of Life (Changed) 1st Burning Hands, Faerie Fire
Also starting at 1st level, your healing spells are more 3rd Dragon's Breath, Scorching Ray
effective. Whenever you use a spell of 1st level or higher to
restore hit points to a creature, the creature regains 5th Daylight, Fireball
additional hit points equal to 2 + the spell's level. Spells that 7th Wall of Fire, Summon Elemental
create items which restore hit points do not benefit from
this feature. If a spell provides multiple instances of 9th Dawn, Wall of Light
healing, apply this bonus to each instance.
Bonus Cantrip
Channel Divinity: Preserve Life See Player's Handbook pg. 61.
(Changed)
Starting at 2nd level, you can use your Channel Divinity to Warding Flare (Changed)
bolster your healing even further. Also at 1st level, you can interpose divine light between
As part of casting a spell that restores hit points, you yourself and an attacking enemy. When you are attacked by a
present your holy symbol and evoke healing energy that can creature within 30 feet of you that you can see, you can use
restore a number of hit points equal to five times your cleric your reaction to force the creature to make an additional
level. Choose any creatures within 30 feet of you, and attack roll and use the lower of the two rolls. You also
divide those hit points among them. You can't use this impose disadvantage on all other attack rolls made by that
feature on an undead or a construct. creature against you until the start of your next turn. An
attacker that can't be blinded is immune to this feature.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest.

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Channel Divinity: Radiance of the Channel Divinity: Charm Animals,
Dawn (Changed) Plants, Elementals, and Fey
Starting at 2nd level, you can use your Channel Divinity to (Changed)
harness sunlight, banishing darkness and dealing radiant Starting at 2nd level, you can use your Channel Divinity to
damage to your foes. charm animals, plants, elementals, and fey.
As an action, you present your holy symbol, and any As an action, you present your holy symbol and invoke the
magical darkness within 30 feet of you is dispelled. name of your deity. Each beast, plant, elemental, or fey
Additionally, each hostile creature within 30 feet of you must creature that can see you within 30 feet of you must make a
make a Constitution saving throw. A creature takes radiant Wisdom saving throw. If the creature fails its saving throw, it
damage equal to 2d10 on a failed saving throw, and half as is charmed by you for 1 minute or until it takes damage.
much damage on a successful one. A creature that has total While it is charmed by you, it is friendly to you and other
cover from you is not affected. creatures you designate.
Creatures within 5 feet of you make their saving throw
with disadvantage, and creatures that are more than 10 Dampen Elements (Changed)
feet away from you make their saving throw with
advantage. Starting at 6th level, when you or a creature within 30 feet of
The damage of this feature increases when you reach you takes acid, cold, fire, lightning, or thunder damage, you
certain levels in this class: 5th (3d10), 7th (4d10), 9th can use your reaction to grant resistance to the creature
(5d10), 11th (6d10), 13th (7d10), 15th (8d10), 17th against that instance of damage, and that damage type until
(9d10), and 19th (10d10). the start of the creature's next turn.
Improved Flare Master of Nature (Changed)
See Player's Handbook pg. 61. At 17th level, you gain the ability to command animals, plant,
elementals, and fey creatures. While creatures are charmed
Corona of Light by your Charm Animals, Plants, Elementals, and Fey
feature, you can take a bonus action on your turn to verbally
See Player's Handbook pg. 61. command what each of those creatures will do on its next
turn.
Nature Domain
Besides updating the Nature cleric's spells to draw on Order Domain
more useful druid spells, the types of creatures affected The Order cleric's playstyle is very similar to an
by this subclass' features have been expanded to include Enchanter wizard. Adjustments have been made to help
elementals and fey creatures. that theme to shine.
Nature Domain Spells (Changed) Order Domain Spells (Changed)
Cleric Level Spells Cleric Level Spells
1st Entangle, Goodberry 1st Command, Heroism
3rd Spike Growth, Summon Beast 3rd Hold Person, Suggestion
5th Plant Growth, Sleet Storm 5th Haste, Slow
7th Grasping Vine, Guardian of Nature 7th Compulsion, Confusion
9th Tree Stride, Wrath of Nature 9th Dominate Person, Hold Monster

Acolyte of Nature Bonus Proficiencies


See Player's Handbook pg. 62. See Tasha's Cauldron of Everything pg 32.
Bonus Proficiency Voice of Authority (Changed)
See Player's Handbook pg. 62. Starting at 1st level, you can invoke the power of law to
embolden an ally to attack. If you cast a spell of 1st level or
higher and target an ally with the spell, that ally can use their
reaction immediately after the spell to make one weapon
attack against a creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally
who can make the attack.
Casting a spell from a magic item or scroll does not
trigger this feature.

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Channel Divinity: Order's Demand Emboldening Bond (Changed)
(Changed) Starting at 1st level, you can forge an empowering bond
Starting at 2nd level, you can use your Channel Divinity to among people who are at peace with one another. As an
exert an intimidating presence over others. action, you choose a number of willing creatures within 30
As an action, you present your holy symbol, and each feet of you (this can include yourself) equal to your
creature of your choice that can see or hear you within 30 proficiency bonus. You create a magical bond among them
feet of you must succeed on a Wisdom saving throw or for 10 minutes or until you use this feature again. While any
become incapacitated until the end of your next turn or until bonded creature is within 30 feet of another, the creature can
the incapacitated creature takes any damage. While gain a +2 bonus to one attack roll, ability check, or saving
incapacitated in this way, the creature's speed is also throw it makes. Each creature can benefit from this bonus
reduced to 0. You can also cause any of the incapacitated no more than once per turn, and must use their reaction
creatures to drop what they are holding when they fail the to benefit from it on a turn that is not their own.
saving throw. You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when
Embodiment of the Law (Changed) you finish a long rest.
At 6th level, you become remarkably adept at channeling Channel Divinity: Balm of Peace
magical energy to compel others. See Tasha's Cauldron of Everything pg 33.
If you cast a spell of the enchantment school using a spell
slot of 1st level or higher, you can change the spell's casting Protective Bond (Changed)
time to 1 bonus action for this casting, provided the spell's
casting time is normally 1 action. If you do so, you may also Beginning at 6th level, the bond you forge between people
cast a leveled spell as an action on the same turn. helps them protect each other. When a creature affected by
You can use this feature a number of times equal to your your Emboldening Bond feature is about to take damage, a
Wisdom modifier (minimum of once), and you regain all second bonded creature within 30 feet of the first that can
expended uses of it when you finish a long rest. see the attack may use its reaction to take all the damage
instead.
Order's Wrath (Changed)
Starting at 17th level, enemies you designate for destruction Expansive Bond
wilt under the combined efforts of you and your allies. If you See Tasha's Cauldron of Everything pg 33.
deal your Divine Enhancement damage to a creature on
your turn, you can curse that creature until the start of your Tempest Domain
next turn. The next time one of your allies hits the cursed
creature with an attack, the target also takes 3d6 psychic The storm themed Tempest cleric was missing a number
damage, and the curse ends. You can curse a creature in this of important features to make it fully live up to its
way only once per turn. thematic intentions. Thunder and Lightning are both of
equal importance to this cleric now.
Peace Domain Tempest Domain Spells (Changed)
The Peace cleric is one of the few subclasses that needed Cleric Level Spells
to be reigned in. Both Emboldening Bond and Protective
Bond have had their power level reduced. 1st Fog Cloud, Thunderwave
3rd Gust of Wind, Shatter
Peace Domain Spells
5th Lightning Bolt, Thunder Step
See Tasha's Cauldron of Everything pg 33.
7th Storm Sphere, Watery Sphere
Implement of Peace 9th Destructive Wave, Maelstrom
See Tasha's Cauldron of Everything pg 33.
Bonus Proficiencies
See Player's Handbook pg. 62.

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Wrath of the Storm (Changed) The illusion animates as if it were alive, and you may
choose to have it gesture at will. When you speak, you
Also at 1st level, you can thunderously rebuke attackers. may choose whether your voice comes from yourself or
When a creature within 5 feet of you that you can see hits you your duplicate.
with an attack, you can use your reaction to cause the For the duration, you can cast spells as though you were in
creature to make a Dexterity saving throw. The creature takes the illusion's space, but you must use your own senses.
2d8 plus your cleric level in lightning or thunder damage Additionally, when both you and your illusion are within 5
(your choice) on a failed saving throw, and half as much feet of a creature that can see the illusion, you have
damage on a successful one. advantage on attack rolls against that creature, given how
You can use this feature a number of times equal to your distracting the illusion is to the target.
Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest. Cloak of Shadows (Changed)
Channel Divinity: Destructive Starting at 6th level, you can use an action to become
invisible until the end of your next turn. You become visible if
Wrath (Changed) you attack or cast a spell.
Starting at 2nd level, you can use your Channel Divinity to You can use this feature a number of times equal to
wield the power of the storm with unchecked ferocity. your Wisdom modifier (minimum of once), and you regain
When you roll lightning or thunder damage, you can use all expended uses of it when you finish a long rest.
your Channel Divinity to deal maximum damage, instead of Improved Duplicity (Changed)
rolling.
At 17th level, you can create up to four duplicates of yourself,
Thunderous Strike (Changed) instead of one, when you use Invoke Duplicity. As a bonus
At 6th level, when you deal lightning or thunder damage to action on your turn, you can move any number of them up to
a Large or smaller creature, you can also push it up to 10 feet 30 feet, to a maximum range of 120 feet.
away from you. Additionally, when two of your illusions are within 5
Additionally, you become resistant to lightning and feet of a creature that can see them, you and your allies
thunder damage. have advantage on attack rolls against that creature. If
the creature knows that both of the duplicates are
Stormborn (Changed) illusions by virtue of having truesight, physically
interacting with them, or by making a Wisdom
At 17th level, you have a flying speed equal to your walking (Perception) check against your spell save DC, this
speed. You also become immune to lightning and thunder feature does not grant advantage against that creature.
damage.
Twilight Domain
Trickery Domain Both Eyes of Night and Twilight Sanctuary needed to be
The rogue-like Trickery cleric can now use its features tuned down to keep this subclass in line with others.
with more ease and to greater effect.
Twilight Domain Spells
Trickery Domain Spells See Tasha's Cauldron of Everything pg 34.
See Player's Handbook pg. 63.
Bonus Proficiencies
Blessing of the Trickster See Tasha's Cauldron of Everything pg 34.
(Changed)
Starting when you choose this domain at 1st level, you can Eyes of Night (Changed)
use your action to touch a willing creature other than yourself Starting at 1st level, You can see through the deepest gloom.
to give it advantage on Charisma (Deception), Dexterity You have darkvision out to a range of 120 feet. In that radius,
(Slight of Hand), and Dexterity (Stealth) checks. This you can see in dim light as if it were bright light and in
blessing lasts for 1 hour or until you use this feature again. darkness as if it were dim light.
As an action, you can magically share the darkvision of this
Channel Divinity: Invoke Duplicity feature with willing creatures you can see within 10 feet of
(Changed) you, up to a number of creatures equal to your Wisdom
modifier (minimum of one creature). The shared darkvision
Starting at 2nd level, you can use your Channel Divinity to lasts for 1 hour. Once you share it, you can't do so again until
create an illusory duplicate of yourself. you finish a long rest, unless you expend a spell slot of any
As an action, you create a perfect illusion of yourself that level to share it again.
lasts for 1 minute. The illusion appears in an unoccupied
space that you can see within 30 feet of you. As a bonus Vigilant Blessing
action on your turn, you can move the illusion up to 30 feet to
a space you can see, but it must remain within 120 feet of See Tasha's Cauldron of Everything pg 35.
you.
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Channel Divinity: Twilight Channel Divinity: Guided Strike
Sanctuary (Changed) See Player's Handbook pg. 63.
At 2nd level, you can use your Channel Divinity to refresh Channel Divinity: War God's
your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of Blessing
twilight emanates from you. The sphere is centered on you, See Player's Handbook pg. 63.
has a 10-foot radius, and is filled with dim light. The sphere
moves with you, and it lasts for 1 minute or until you are Avatar of Battle (Changed)
incapacitated or die. Whenever a creature (including you)
ends its turn in the sphere, you can grant that creature one of At 17th level, you gain resistance to bludgeoning, piercing,
these benefits: and slashing damage.
You grant it temporary hit points equal to your cleric
level.
You end one effect on it causing it to be charmed or
frightened.
Steps of Night
See Tasha's Cauldron of Everything pg 35.
Twilight Shroud
See Tasha's Cauldron of Everything pg 35.
War Domain
The War cleric borrows much of its theme from the
paladin. Of particular note is the change to War Priest
which allows you to regain a use of that feature when
dealing a killing blow.
War Domain Spells (Changed)
Cleric Level Spells
1st Shield, Shield of Faith
3rd Misty Step, Spiritual Weapon
5th Crusader's Mantle, Spirit Guardians
7th Find Greater Steed, Freedom of Movement
9th Banishing Smite, Hold Monster

Bonus Proficiency
See Player's Handbook pg. 63.
War Priest (Changed)
From 1st level, your god delivers bolts of inspiration to you
while you are engaged in battle. When you use the Attack
action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
You also regain one use whenever you deal the killing
blow with a weapon attack to a hostile creature of CR 1
or higher.

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Druid
The Druid now receives a benefit from wearing certain natural armors, rather than being restricted from wearing metal
armor. It also gains improvements to Wild Shape all the way up to 20th level.

The Druid __________________________________________________ Spell Slots per Spell Level


Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Nature's Adornment, Druidic, Spellcasting 2 2 — — — — — — — —
2nd +2 Wild Shape, Druid Circle, Wild Companion 2 3 — — — — — — — —
3rd +2 — 2 4 2 — — — — — — —
Wild Shape improvement, Ability Score
4th +2 3 4 3 — — — — — — —
Improvement, Cantrip Versatility
5th +3 — 3 4 3 2 — — — — — —
6th +3 Druid Circle feature 3 4 3 3 — — — — — —
7th +3 — 3 4 3 3 1 — — — — —
Wild Shape improvement, Ability Score
8th +3 3 4 3 3 2 — — — — —
Improvement, Cantrip Versatility
9th +4 — 3 4 3 3 2 1 — — — —
10th +4 Druid Circle feature 4 4 3 3 2 2 — — — —
11th +4 — 4 4 3 3 2 2 1 — — —
Wild Shape improvement, Ability Score Improvement,
12th +4 4 4 3 3 2 2 1 — — —
Cantrip Versatility
13th +5 — 4 4 3 3 2 2 1 1 — —
14th +5 Druid Circle feature 4 4 3 3 2 2 1 1 — —
15th +5 — 4 4 3 3 2 2 1 1 1 —
Wild Shape improvement, Ability Score Improvement,
16th +5 4 4 3 3 2 2 1 1 1 —
Cantrip Versatility
17th +6 — 4 4 3 3 2 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 2 1 1 1 1
19th +6 Ability Score Improvement, Cantrip Versatility 4 4 3 3 3 2 2 1 1 1
20th +6 Wild Shape improvement, Archdruid 4 4 3 3 3 2 2 2 1 1

Hit Points, Proficiencies, and You can also apply this bonus to other types of armor that
do not contain metal, as long as their base AC is not greater
Equipment (Changed) than 11 + (dexterity mod) or 14 + (dexterity mod, max of 2).
See Player's Handbook pg. 65 for further details of this If you have fewer levels in druid than you have in a different
feature. class, this feature does not function.
Proficiencies Druidic
Armor: Light armor, medium armor, shields See Player's Handbook pg. 65
Nature's Adornment (New) Spellcasting
While wearing leather armor or hide armor, you gain a +1 See Player's Handbook pg. 65
bonus to your spell save DC.

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Wild Shape (Changed) Ability Score Improvement
See Player's Handbook pg. 66 for further details of this See Player's Handbook pg. 67.
feature.
Cantrip Versatility
Beast Shapes See Tasha's Cauldron of Everything pg 36.
Level Max CR Limitations Example
2nd 1/4 No flying/swimming Wolf Timeless Body (Changed)
4th 1/2 No flying Crocodile Starting at 18th level, the primal magic that you wield causes
you to age more slowly. For every 10 years that pass, your
8th 1 Giant Eagle body ages only 1 year.
12th 2 Hunter Shark Additionally, your hit point maximum cannot be
16th 3 Giant Scorpion
reduced in any way.
20th 4 Elephant Beast Spells
See Player's Handbook pg. 67.
Druid Circle
See Player's Handbook pg. 67. Archdruid (Changed)
At 20th level, you can use your Wild Shape an unlimited
Circle Spells (New) number of times, but you can only transform into a
Each circle has a list of spells-its circle spells that you gain at creature with a Challenge Rating of 2 or higher up to
the druid levels noted in the circle description. Once you gain three times per short rest.
a circle spell, you always have it prepared, and it doesn't count Additionally, you can ignore the verbal and somatic
against the number of spells you can prepare each day. components of your druid spells, as well as any material
If you gain access to a spell that doesn't appear on the components that lack a cost and aren't consumed by a spell.
Druid Spell List, the spell is nonetheless a druid spell for you. You gain this benefit in both your normal shape and your
beast shape from Wild Shape.
Wild Companion
See Tasha's Cauldron of Everything pg 35.

Druid Subclasses
As a bonus action, you can choose an ally you can see
Circle of Dreams within 120 feet of you and spend a number of those dice
The Dreams druid has a unique theme focused on equal to half your druid level or less. Roll the spent dice and
healing and rest. Circle spells were added, and several add them together. The target regains a number of hit points
features were adjusted to help this theme to shine. equal to the total. The target also gains 1 temporary hit point
per die spent.
Circle Spells (New) Once per day, you may regain dice equal to half your
druid level when you finish a short rest. You regain all
Druid Level Spells expended dice when you finish a long rest.
2nd Create Bonfire, Alarm
Hearth of Moonlight and Shadow
3rd Aid, Silence (Changed)
5th Catnap, Hypnotic Pattern See Xanathar's Guide to Everything pg. 22 for further details
7th Guardian of Faith, Hallucinatory Terrain of this feature.
9th Dream, Modify Memory
Any creature that expends hit dice to heal while within
the sphere, regains an additional d8 hit points for each
hit dice they spend.
Balm of the Summer Court
(Changed) Hidden Paths (Changed)
At 2nd level, you become imbued with the blessings of the See Xanathar's Guide to Everything pg. 22 for further details
Summer Court. You are a font of energy that offers respite of this feature.
from injuries. You have a pool of fey energy represented by a You may also spend a spell slot of 2nd level or higher to
number of d6s equal to your druid level. use this feature again.
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Walker in Dreams
See Xanathar's Guide to Everything pg. 23.
Circle of the Land
The Land druid has been given greater flexibility to swap Forest
the land they associate with and provided additional Druid Level Spells
benefits based on that land selection. 2nd Thorn Whip, Entangle
Bonus Cantrip 3rd Spider Climb, Spike Growth
See Player's Handbook pg. 68. 5th Plant Growth, Speak with Plants
7th Grasping Vine, Polymorph
Natural Recovery
9th Awaken, Tree Stride
See Player's Handbook pg. 68.
Circle Spells (Changed) Grassland
Druid Level Spells
When you choose this circle at 2nd level, your mystical
connection to the land infuses you with the ability to cast 2nd Minor Illusion, Expeditious Retreat
certain spells. You gain access to circle spells connected to 3rd Invisibility, Pass Without Trace
the type of land you are attuned to. Choose that land –
arctic, coast, desert, forest, grassland, mountain, swamp, or 5th Haste, Leomund's Tiny Hut
Underdark – and consult the associated list of spells. 7th Dimension Door, Freedom of Movement
Whenever you finish a long rest in one of these lands, you
may choose to attune to it, swapping the spells granted to 9th Far Step, Control Winds
you by this feature to those associated with the land you
are now attuned to. Mountain
Druid
Arctic Level Spells
Druid Level Spells 2nd Mold Earth, Earth Tremor
2nd Ray of Frost, Ice Knife 3rd Earthbind, Maximillian's Earthen Grasp
3rd Hold Person, Snilloc's Snowball Swarm 5th Erupting Earth, Meld into Stone
5th Sleet Storm, Slow Stone Shape, Stoneskin (no material
7th
7th Freedom of Movement, Ice Storm component)
9th Cone of Cold, Hold Monster 9th Passwall, Wall of Stone

Coast Swamp
Druid Level Spells Druid Level Spells
2nd Thunderclap, Thunderwave 2nd Acid Splash, Tasha's Caustic Brew
3rd Misty Step, Shatter 3rd Darkness, Melf's Acid Arrow
5th Fly, Lightning Bolt 5th Gaseous Form, Stinking Cloud
7th Storm Sphere, Watery Sphere 7th Sickening Radiance, Vitriolic Sphere
9th Destructive Wave, Maelstrom 9th Cloudkill, Insect Plague

Desert Underdark
Druid Level Spells Druid Level Spells
2nd Fire Bolt, Burning Hands 2nd Toll the Dead, Cause Fear
3rd Mirror Image, Heat Metal 3rd Blindness/Deafness, Web
5th Fireball, Melf's Minute Meteors 5th Counterspell, Fear
7th Hallucinatory Terrain, Wall of Fire 7th Greater Invisibility, Confusion
9th Immolation, Mislead 9th Seeming, Transmute Rock

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Land's Stride (Changed) Circle of the Moon
See Player's Handbook pg. 69 for further details of this The Moon druid has been substantially reworked to
feature. utilize the forms developed for the new summon spells
You also gain additional benefits based on the land you released in Tasha's Cauldron of Everything instead of
are attuned to: beast and elemental stat blocks from the Monster
Arctic. You gain immunity to extreme cold weather Manual.
conditions.
Circle Spells (New)
Coast. You can breathe underwater. Druid
Desert. You gain immunity to extreme heat weather Level Spells
conditions. 2nd Primal Savagery, Animal Friendship
Forest. Once a turn, when a spell you cast utilizes 3rd Alter Self, Moonbeam
plants to deal damage, you can deal an extra 1d6 of 5th Aura of Vitality, Tongues
that damage type to one target affected by the spell.
7th Dominate Beast, Guardian of Nature
Grassland. Your walking speed increases by 10 feet.
Commune with Nature, Rary's Telepathic
9th
Mountain. You do not take damage or fall prone from Bond
falling 10 feet or more, unless you fall from a height
greater than 500 feet. Combat Wild Shape
Swamp. You become resistant to poison damage and See Player's Handbook pg. 69.
immune to disease.
Underdark. You gain darkvision out to 120 feet. Bestial Form (Reworked)
Replaces "Circle Forms."
Nature's Ward (Changed) Starting at 2nd level, you can use your Wild Shape ability
See Player's Handbook pg. 69 for further details of this to take the form of a Bestial Spirit as if conjured by the
feature. Summon Beast spell (see Level Scaling table). Water form
You also gain additional benefits based on the land you becomes available at 4th level, and Air form becomes
are attuned to: available at 8th level.
Arctic. You gain resistance to cold damage. Level Scaling
When you use your Wild Shape to transform into one of the
Coast. You gain a swim speed equal to your walking forms provided by this subclass, the stats of the form match
speed. those of a spirit summoned by its corresponding spell, as if it
had been cast using a spell slot equal to the Form Level.
Desert. You gain resistance to fire damage.
Druid Level Form Level
Forest. The feature gained from Land's Stride is
improved, dealing 2d6 extra damage instead of 1d6. 2-6 2

Grassland. You have advantage on Dexterity (Stealth) 7-10 4


checks. 11-20 6
Mountain. You gain resistance to bludgeoning damage. Any
Your highest available spell slot
(concentration on spells is prohibited)
Swamp. You become immune to poison damage and
the poisoned condition. Primal Strike (Changed)
Underdark. You have advantage on saving throws Starting at 6th level, your attacks in Wild Shape count as
against being frightened. magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
Nature's Sanctuary (Changed)
See Player's Handbook pg. 69 for further details of this Elemental Form (Reworked)
feature. Replaces "Elemental Wild Shape."
In addition, while you are in your attuned land, you gain Starting at 10th level, you can use your Wild Shape ability
a +1 bonus to your AC and saving throws. to take the form of an Elemental Spirit as if conjured by the
Summon Elemental spell (see Level Scaling table).

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Otherworldly Forms (Reworked) Circle of Spores
Replaces "Thousand Forms." The Spres druid is essentially the necromancer of druids,
Starting at 14th level, you can use your Wild Shape ability but there were several problems with its original
to take the form of a Fey Spirit or Shadow Spirit as if execution that required correction.
conjured by their respective summon spells (see Level
Scaling table). Circle Spells (Changed)
Archdruid Restriction (New) Your symbiotic link to fungi and your ability to tap into the
At 20th level, you can use your Wild Shape to transform cycle of life and death grants you access to certain spells.
using the Bestial, Elemental, or Otherworldly Forms features Druid Level Spells
a total of three times per short rest.
2nd Chill Touch, Inflict Wounds

Circle of the Shepherd 3rd Blindness/Deafness, Gentle Repose

The Shepherd druid is the ultimate summoner, as 5th Animate Dead, Summon Undead
reflected in its Circle Spells. 7th Blight, Confusion
9th Danse Macabre, Contagion
Circle Spells (New)
Druid
Level Spells Halo of Spores (Changed)
2nd Infestation, Beast Bond Starting at 2nd level, you are surrounded by invisible, necrotic
spores that are harmless until hostile creatures approach
3rd Beast Sense, Summon Beast you. When a hostile creature you can see moves into a
5th Conjure Animals, Summon Fey space within 10 feet of you or starts its turn there, that
creature must succeed on a Constitution saving throw
7th
Conjure Woodland Beings, Summon against your spell save DC or take 1d4 necrotic damage.
Elemental The necrotic damage increases to 1d6 at 6th level, 1d8 at
9th Awaken, Conjure Elemental 10th level, and 1d10 at 14th level.
Symbiotic Entity (Changed)
Speech of the Woods
Also at 2nd level, you gain the ability to channel magic into
See Xanathar's Guide to Everything pg. 23. your spores. As an action, you can expend a use of your Wild
Shape feature to awaken those spores, rather than
Spirit Totem (Changed) transforming into a beast form, and you gain 4 temporary hit
See Xanathar's Guide to Everything pg. 23 for further details points for each level you have in this class. While this feature
of this feature. is active, you gain the following benefits:
Hawk Spirit. The hawk spirit is a consummate hunter, When you deal your Halo of Spores damage, roll the
aiding you and your allies with its keen sight. When a damage die a second time and add it to the total.
creature makes an attack roll against a target in the Your melee weapon attacks deal an extra 1d6 necrotic
spirit’s aura, you can use your reaction to grant advantage damage to any target they hit.
to that creature's attack rolls (including the triggering These benefits last for 10 minutes, or until you use
attack) until the end of the current turn. In addition, you your Wild Shape again.
and your allies have advantage on Wisdom (Perception)
checks while in the aura. Fungal Infestation (Changed)
Mighty Summoner At 6th level, your spores gain the ability to infest a corpse and
See Xanathar's Guide to Everything pg. 24. animate it. If a hostile creature of Small or Medium size that
has taken damage from your Halo of Spores dies within
Guardian Spirit (Changed) 60 feet of you, you can use your reaction to animate it,
causing it to stand up immediately with 1 hit point. The
Beginning at 10th level, your Spirit Totem safeguards the creature uses the Zombie stat block in the Monster Manual.
beasts and fey that you call forth with your magic. When a It is friendly to you and your allies and remains animate for
beast, elemental, or fey that you summoned or created with 1 hour, after which time it collapses and dies.
a spell ends its turn in your Spirit Totem aura, that creature In combat, the zombie's turn comes immediately after
regains a number of hit points equal to half your druid level. yours. It obeys your mental commands, and the only action it
can take is the Attack action, making one melee attack.
Faithful Summons You can use this feature a number of times equal to your
See Xanathar's Guide to Everything pg. 24. Wisdom modifier (minimum of once), and you regain all
expended uses of it when you finish a long rest.

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Spreading Spores (Changed) You can cast Guiding Bolt without expending a spell slot.
You can do so a number of times equal to your proficiency
At 10th level, you gain the ability to seed an area with deadly bonus, and you regain all expended uses when you finish a
spores. As a bonus action while your Symbiotic Entity feature long rest.
is active, you can hurl spores up to 30 feet away, where they If you cast Guidance on an ally whose skill check
swirl in a 10-foot cube for 1 minute. The spores disappear succeeds because of the bonus you provided from casting
early if you use this feature again, if you dismiss them as a Guidance, you regain one use of Guiding Bolt.
bonus action, or if your Symbiotic Entity feature is no longer You can also upcast your free Guiding Bolt by
active. expending additional uses when you cast it. The number
Whenever a hostile creature moves into the cube or starts of uses spent equals the spell level you cast it at.
its turn there, that creature takes your Halo of Spores If you lose the map, you can perform a 1-hour ceremony to
damage, unless the creature succeeds on a Constitution magically create a replacement. This ceremony can be
saving throw against your spell save DC. A creature can take performed during a short or long rest, and it destroys the
this damage no more than once per turn. previous map.
While the cube of spores persists, it is the only location
where your Halo of Spores damage can occur. Starry Form (Changed)
Fungal Body See Tasha's Cauldron of Everything pg. 38 for further details
of this feature.
See Tasha's Cauldron of Everything pg. 37.
Archer. A constellation of an archer appears on you.
When you activate this form, and as a bonus action on
Circle of Stars your subsequent turns while it lasts, you can make a
Besides gaining additional circle spells, the Stars druid ranged weapon attack, firing a luminous arrow that
also gets an adjustment to the Archer Starry Form that targets one creature within 60 feet of you. On a hit, the
opens up a unique ranged weapon oriented playstyle. attack deals radiant damage equal to 1d8 + your Wisdom
modifier. While in this form, you can use Wisdom
Star Map (Changed) instead of Dexterity for the attack and damage rolls of
your ranged weapons.
At 2nd level, You've created a star chart as part of your
heavenly studies. It is a Tiny object and can serve as a Cosmic Omen (Changed)
spellcasting focus for your druid spells. You determine its
form by rolling on the Star Map table or by choosing one. See Tasha's Cauldron of Everything pg. 39 for further details
of this feature.
Star Map You can choose to use this feature after the creature
d6 Map Form makes its roll, but before the DM determines whether the
roll succeeds or fails.
1 A scroll covered with depictions of constellations You can also spend a spell slot of 2nd level or higher to
2 A stone tablet with fine holes drilled through it use this feature again.
3 A speckled owlbear hide, tooled with raised marks Twinkling Constellations
4 A collection of maps bound in an ebony cover See Tasha's Cauldron of Everything pg. 39.
A crystal that projects starry patterns when placed
5
before a light Full of Stars
6 Glass disks that depict constellations See Tasha's Cauldron of Everything pg. 39.
Additionally, you are granted access to certain spells Circle of Wildfire
when you reach certain levels in this class, as shown on
the Circle Spells table. The Wildfire druid balance healing and fire damage.
Besides improving its Circle Spells, it only needed a few
Circle Spells minor adjustments.
Druid Level Spells
2nd Guidance, Guiding Bolt
Circle Spells (Changed)
When you join this circle at 2nd level, you have formed a bond
3rd Augury, Locate Object with a wildfire spirit, a primal being of creation and
5th Clairvoyance, Phantom Steed destruction. Your link with this spirit grants you access to
7th Arcane Eye, Divination
some spells when you reach certain levels in this class.
9th Scrying, Wall of Light

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Druid Level Spells
2nd Fire Bolt, Burning Hands
3rd Aganazzar's Scorcher, Aid
5th Fireball, Revivify
7th Aura of Life, Wall of Fire
9th Mass Cure Wounds, Raise Dead

Summon Wildfire Spirit (Changed)


See Tasha's Cauldron of Everything pg. 40 for the Wildfire
Spirit statblock.
At 2nd level, You can summon the primal spirit bound to
your soul. As an action, you can expend one use of your Wild
Shape feature to summon your wildfire spirit, rather than
assuming a beast form.
The spirit appears in an unoccupied space of your choice
that you can see within 30 feet of you. Each creature within
10 feet of the spirit (other than you) when it appears must
succeed on a Dexterity saving throw against your spell save
DC or take 2d6 plus half your druid level in fire damage.
The spirit is friendly to you and your companions and
obeys your commands. See this creature's game statistics in
the Wildfire Spirit stat block, which uses your proficiency
bonus (PB) in several places. You determine the spirit's
appearance. Some spirits take the form of a humanoid figure
made of gnarled branches covered in flame, while others look
like beasts wreathed in fire.
In combat, the spirit shares your initiative count, but it
takes its turn immediately after yours. The only action it takes
on its turn is the Dodge action, unless you take a bonus
action on your turn to command it to take another action.
That action can be one in its stat block or some other action.
If you are incapacitated, the spirit can take any action of its
choice, not just Dodge.
The spirit manifests for a number of hours equal to half
your druid level, until it is reduced to 0 hit points, until you
use this feature to summon the spirit again, or until you die.
Enhanced Bond (Changed)
At 6th level, the bond with your wildfire spirit enhances your
destructive and restorative spells. Whenever you cast a spell
that deals fire damage or restores hit points while your
wildfire spirit is summoned, you can add a d8 to the
damage or healing of the spell. If the spell's effect lasts
for multiple rounds, you can roll a d8 and add it to the
damage or healing once a turn.
Spells that restore 1 hit point at a time, including
Goodberry, do not benefit from this feature.
In addition, when you cast a spell with a range other than
self, the spell can originate from you or your wildfire spirit.
Cauterizing Flames
See Tasha's Cauldron of Everything pg. 40.
Blazing Revival
See Tasha's Cauldron of Everything pg. 40.

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Fighter
The Fighter is simple and elegant. The class itself required no changes, but several of the Fighting Styles were
underperforming and required improvement.
Class Table, Hit Points, Superior Technique
See Tasha' Cauldron of Everything pg. 41 for further details
Proficiencies, and Equipment of this feature.
See Player's Handbook pg. 71. (Including Martial Versatility) You gain one superiority die, which is a d6 (this die is
added to and matches the die type of any superiority
Fighting Style (Changed) dice you have from another source). This die is used to
See Player's Handbook pg. 72 and Tasha's Cauldron of fuel your maneuvers. A superiority die is expended when
Everything pg. 41 for other fighting styles. you use it. You regain your expended superiority dice
when you finish a short or long rest.
Blind Fighting Two-Weapon Fighting
See Tasha' Cauldron of Everything pg. 41 for further details See Player's Handbook pg. 72 for further details of this
of this feature. feature.
In addition, when you hit a creature that is invisible or In addition, the number of attacks you can make with
heavily obscured with a melee weapon attack, you gain your off-hand weapon increases to two at character
a +2 bonus to the damage roll. level 11.
Great Weapon Fighting Second Wind
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two See Player's Handbook pg. 72.
hands, you can roll an additional damage die and add it to
the damage dealt. You can add this additional die only Action Surge
once per attack. The weapon must have the two-handed or See Player's Handbook pg. 72.
versatile property for you to gain this benefit.
Interception Martial Archetype
When a creature you can see hits a target, other than you, See Player's Handbook pg. 72.
within reach of you with an attack, you can use your
reaction to reduce the damage the target takes by 1d10 + Ability Score Improvement
your character level (rounded down, to a minimum of 0 See Player's Handbook pg. 72.
damage). You must be wielding a shield or a simple or martial
weapon to use this reaction. Martial Versatility
Protection See Tasha' Cauldron of Everything pg. 42.
When a creature you can see attacks a target other than you
that is within 5 feet of you, you can use your reaction to grant Extra Attack
the target a +2 bonus to their AC until the end of the See Player's Handbook pg. 72.
current turn. You must be wielding a shield to use this
reaction. You can choose to use this reaction after the Indomitable
creature makes its roll, but before the DM determines
whether the attack roll hits. See Player's Handbook pg. 72.

Fighter Subclasses
Arcane Shot (Reworked)
Arcane Archer At 3rd level, you learn to imbue your arrows with magical
The Arcane Archer has received a significant rework to energy. When you gain this feature, you learn two Arcane
make its Arcane Shot feature a constant part of its Shot options of your choice (see "Arcane Shot Options"
playstyle. below).
As a bonus action, you can choose one of the Arcane Shot
Arcane Archer Lore Options you know and imbue your arrows with the chosen
See Xanathar's guide to Everything pg. ??. effect for that turn. You can continue using your bonus action
in this way for 1 minute.
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You can use this feature a number of times equal to your Ice Arrows
proficiency modifier, and regain all uses when you finish a Your arrowheads freeze as you nock them on your bow. When
long rest. you hit a creature with one of these arrows, the attack does
You gain two additional Arcane Shot option of your choice an extra 1d6 cold damage and the creature's speed is
when you reach certain levels in this class: 7th, 10th, 15th, reduced by 5 feet until the start of your next turn turn.
and 18th level.
When you become an 18th-level fighter, each Arcane Shot Lightning Arrows
option does an additional 1d6 of its damage type. Your arrowheads crackle with electrical energy as you nock
them on your bow. When you hit a creature with one of these
Magic Arrow (Changed) arrows, the attack does an extra 1d6 lightning damage. The
At 7th level, whenever you fire an arrow from a shortbow or lightning then arcs toward another creature of your choice
longbow, it is considered magical for the purpose of within 10 feet of the target. If the original attack roll would hit
overcoming resistance and immunity to nonmagical the second creature, it also takes that lightning damage.
attacks and damage. Necrotic Arrows
Curving Shot (Changed) Your arrowheads emits a red mist as you nock them on your
bow. When you hit a creature with one of these arrows, the
Also at 7th level, you learn how to direct an errant arrow attack does an extra 1d6 necrotic damage and the creature
toward a new target. When you make an attack roll with an must subtract 1 from any Strength, Dexterity, or Constitution
arrow and miss, you can use your reaction to reroll the checks or saving throws they make until the start of your next
attack roll against a different target within 60 feet of the turn.
original target.
Poison Arrows
Ever-Ready Shot (Reworked) Your arrowheads drip with poison as you nock them on your
Starting at 15th level, if you are first to act in combat and take bow. When you hit a creature with one of these arrows, the
the Attack action, you can make one additional attack with a attack does an extra 1d6 poison damage and the creature
longbow or shortbow as part of that action. becomes poisoned until the start of your next turn.
Additionally, you cannot be surprised while you are awake. If you hit a creature that is poisoned, the poison damage of
your arrows is doubled.
Arcane Shot Options Psychic Arrows
(Reworked) Your arrowheads pulse with waves of psychic energy as you
nock them on your bow. When you hit a creature with one of
The Arcane Shot feature lets you choose options for it at these arrows, the attack does an extra 1d6 psychic damage
certain levels. Each option is associated with a different and the creature must subtract 1 from any Intelligence,
damage type. Wisdom, or Charisma checks or saving throws they make
Each hit from an arcane shot does damage and applies a until the start of your next turn.
secondary effect. Secondary effects stack when they are
applied multiple times on the same turn. Radiant Arrows
If you hit a creature that is resistant or immune to the Your arrowheads glow brightly as you nock them on your
damage type of your Arcane Shot arrow, the arrow's bow. When you hit a creature with one of these arrows, the
secondary effects are ignored. attack does an extra 1d6 radiant damage and the creature
begins to shine, making them unable to hide or become
Acid Arrows invisible until the start of your next turn.
Your arrowheads drip with acid as you nock them on your
bow. When you hit a creature with one of these arrows, the If you hit the creature with a radiant arrow again, while it
attack does an extra 1d6 acid damage and their AC is is shining, it also becomes blinded until the start of your
reduced by 1 until the start of your next turn. next turn.
Fire Arrows Thunder Arrows
Your arrowheads burst into flame as you nock them on your Your arrowheads pulse with sonic energy as you nock them
bow. When you hit a creature with one of these arrows, the on your bow. When you hit a creature with one of these
attack does an extra 1d6 fire damage and the creature is set arrows, the attack does an extra 1d6 thunder damage and the
on fire. At the start of its turn, unless another creature has creature becomes deafened until the start of your next turn.
used its action to put out the flames, the creature takes fire If you hit the creature with a thunder arrow again, while it
damage equal to the total fire damage you dealt to it on your is deafened, it also becomes silenced until the start of your
turn. The flames then vanish. next turn.
Force Arrows
Your arrowheads sparkle as you nock them on your bow.
When you hit a creature with one of these arrows, the attack
does an extra 1d6 force damage and the creature is pushed
up to 5 feet away from you.
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Banneret (Purple Dragon Battle Master
The Battle Master is one of the most flexible fighter
Knight) subclasses. Some adjustments were make to Know Your
The Banneret fighter is a subclass that focuses on Enemy and Relentless to make them more regularly
supporting allies through improvements to the base useful, and a number of underperforming maneuvers
features of the fighter class. The main improvement were improved.
made to this subclass was to grant an additional use of
each of these features. Combat Superiority
See Player's Handbook pg. 73.
Rallying Cry (Changed)
When you choose this archetype at 3rd level, you learn how to Student of War
inspire your allies to fight on past their injuries. When you See Player's Handbook pg. 73.
use your Second Wind feature, in addition to healing
yourself up to the amount you rolled, you can also divide Know Your Enemy (Changed)
an equal amount of healing to any allied creatures within
60 feet of you, provided that they can see or hear you. Starting at 7th level, if you spend at least 1 minute observing
For example, if a 5th level fighter gained 13 points of or interacting with another creature outside of combat, you
healing from using Second Wind, that fighter could heal a can learn certain information about its capabilities compared
total of 13 hit points to allies within 60 feet, perhaps by to your own. For each minute you spend in this way, you
healing one character 10 hit points and a different can learn one piece of information about the creature.
character 3 hit points. The DM tells you if the creature is your equal, superior, or
You also gain an additional use of your Second Wind inferior in regard to the following characteristics of your
feature, which you regain when you finish a short or long choice:
rest. Strength score
Starting at 18th level, you can roll 2d10 instead of 1d10 Dexterity score
when using Second Wind. Constitution score
Intelligence score
Knightly Training (Reworked) Wisdom score
Replaces "Royal Envoy." Charisma score
At 7th level, your knightly training has helped you further Armor Class
diversify your style of fighting. You learn one additional Current hit points
Fighting Style option of your choice. The one you choose Total class levels, if any
must be different from any fighting styles you already have. Fighter class levels, if any
If you spend at least 10 minutes observing or
Inspiring Surge (Changed) interacting with the creature, you learn all of this
Starting at 10th level, when you use your Action Surge information about them.
feature, you can choose one creature within 60 feet of you If you attack this creature within the next 10 minutes
that is allied with you. That creature can make one melee or after learning all of the information listed above, your
ranged weapon attack with its reaction, provided that it can first attack against them is made with advantage and is
see or hear you. considered a critical hit if the attack hits.
You also gain an additional use of your Action Surge
feature, which you regain when you finish a short or long Improved Combat Superiority
rest. See Player's Handbook pg. 74.
Starting at 18th level, you can choose two allies within 60
feet of you, rather than one. Relentless (Reworked)
Bulwark (Changed) Starting at 15th level, when you roll initiative against hostile
creatures, you regain a number superiority dice (to a
Beginning at 15th level, you can extend the benefit of your maximum of 5) based on the highest challenge rating of
Indomitable feature to an ally. When you decide to use monster engaged in combat.
Indomitable to reroll a saving throw and you aren't
incapacitated, you can choose one ally within 60 feet of you Challenge Rating Superiority Dice Regained
that also failed its saving throw against the same effect. If 5-15 1
that creature can see or hear you, it can reroll its saving
throw and must use the new roll. 16-20 2
You also gain an additional use of your Indomitable 21+ 3
feature which you regain when you finish a long rest.
Starting at 18th level, you can choose two allies within
60 feet of you to benefit from this feature, rather than
one.
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Battlemaster Maneuvers Cavalier
The Cavalier fighter excels at mounted combat, but some
(Changed) adjustments to its features were necessary to allow them
See Player's Handbook pg. 74 and Tasha' Cauldron of to work as more reliably and more often.
Everything pg. 42 for other battlemaster maneuvers.
Bonus Proficiencies (Changed)
Evasive Footwork When you choose this archetype at 3rd level, you gain
When you are forced to make a Dexterity saving throw, proficiency in two of the following skills of your choice:
you can use your reaction to expend one superiority die. Animal Handling, History, Insight, Performance, Persuasion,
Roll the die and add the number to your saving throw. If or Survival.
you would normally take half damage on a success, you
instead take no damage. Born to the Saddle (Changed)
Feinting Attack Starting at 3rd level, your mastery as a rider becomes
You can expend one superiority die and use a bonus action on apparent. You have advantage on saving throws made to
your turn to feint, choosing one creature within 5 feet of you avoid falling off your mount. If you fall off your mount and
as your target. You have advantage on your next attack roll descend no more than 10 feet, you can land on your feet if
against that creature before the end of your turn. The first you’re not incapacitated. Mounting or dismounting a creature
time you hit that creature with a melee weapon attack costs you only 5 feet of movement, rather than half your
before the end of your turn, roll the superiority die and speed.
add it to the attack's damage roll. Additionally, merchants are more likely to give you a
good deal when purchasing a mount, and you have
Lunging Attack advantage on checks for Finding and Taming a Mount.
As a bonus action, you can expend one superiority die to
move up to half your speed toward a creature. The first Unwavering Mark (Changed)
time you hit that creature with a melee weapon attack Starting at 3rd level, you can menace your foes, foiling their
before the end of your turn, roll the superiority die and attacks and punishing them for harming others. When you hit
add it to the attack's damage roll. a creature with a melee weapon attack, you can mark the
Maneuvering Attack creature until the end of your next turn. This effect ends early
When you hit a creature with a weapon attack, you can if you are incapacitated or you die, or if someone else marks
expend one superiority die to maneuver one of your the creature.
comrades into a more advantageous position. You add the While it is within your reach, a creature marked by you
superiority die to the attack's damage roll, and you choose a has disadvantage on any attack roll that doesn't target you.
friendly creature who can see or hear you. That creature can In addition, if a creature marked by you deals damage to
use its reaction to move its speed without provoking anyone other than you, you can make a special melee weapon
opportunity attacks from the target of your attack. attack against the marked creature as a bonus action on your
next turn. You have advantage on the attack roll.
Parry
When another creature damages you with a melee attack, you Warding Maneuver (Changed)
can use your reaction and expend one superiority die to At 7th level, you learn to fend off strikes directed at you, your
reduce the damage by the number you roll on your mount, or other creatures nearby. If you or a creature you can
superiority die + your character level. see within 5 feet of you is hit by an attack, you can roll 1d8 as
a reaction if you're wielding a melee weapon or a shield. Roll
Rally the die, and add the number rolled to the target's AC until
On your turn, you can use a bonus action and expend one the end of the current turn. If any attack still hits, the target
superiority die to bolster the resolve of your companions. has resistance against the damage of those attacks.
Choose a number of creatures within 10 feet of you You can use this feature a number of times equal to your
(which can include yourself) up to your Constitution proficiency bonus, and you regain all expended uses of it
Modifier (minimum of 1). Each chosen creature receives when you finish a long rest.
temporary hit points equal to one superiority die roll + your
Constitution modifier. Hold the Line (Changed)
Sweeping Attack At 10th level, you become a master of locking down your
When you hit a creature with a melee weapon attack, you can enemies. Creatures provoke an opportunity attack from you
expend one superiority die to attempt to damage another when they move 5 feet or more while within your reach, and
creature with the same attack. Choose another creature if you hit a creature with an opportunity attack, the target's
within 5 feet of the original target and within your reach. If speed is reduced to 0 until the end of the current turn.
the original attack roll would hit the second creature, it takes Creatures provoke opportunity attacks from you even if
half the damage of the original attack. The damage is of they take the Disengage action.
the same type dealt by the original attack.

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Ferocious Charger Echo Knight
See Xanathar's Guide to Everything pg. 30. The Echo Knight is one of the most powerful fighter
subclasses. The only change made to it was to remove the
Vigilant Defender restriction of being able to attack through your echo only
See Xanathar's Guide to Everything pg. 30. when using the Attack action.
Manifest Echo (Changed)
Finding and Taming a See Explorer's Guide to Wildemount pg. 183 for further
Mount (New) details of this feature.
When you spend 8 hours in a terrain where a horse or other When you attack another creature on your turn with a
such mount could reasonably live, you can attempt to find weapon, any attack you make can originate from your
and tame a mount to your service. space or the echo's space. You make this choice for each
attack.
First, make a DC 10 Wisdom (Survival) check. If you fail,
you spend 8 hours searching but fail to find a suitable Unleash Incarnation
mount. If you succeed, you find a mount within 4 hours. If
the result of the check is at least 15, it only takes you 2 See Explorer's Guide to Wildemount pg. 183.
hours to find a mount.
Echo Avatar
Then, make a DC 10 Wisdom (Animal Handling) check. If See Explorer's Guide to Wildemount pg. 183.
you fail, you unsuccessfully spend the remainder of the 8
hours attempting to tame the mount. If you succeed, you Shadow Martyr
train the mount within 4 hours. If the result of the check is
at least 15, it only takes you 2 hours to train the mount. See Explorer's Guide to Wildemount pg. 183.
The DM may increase the DC of either check as they feel Reclaim Potential
appropriate to the environment or type of creature being
tamed. In such cases, the threshold to reduce the time See Explorer's Guide to Wildemount pg. 184.
needed to complete searching for or taming a mount is
always 5 greater than the DC. Legion of One
See Explorer's Guide to Wildemount pg. 184.
Champion
The Champion is one of the simplest fighters, focusing Eldritch Knight
mainly on boosting critical damage. Several changes have The Eldritch Knight offers a unique spellcasting playstyle
been made to improve this subclass' features. for the fighter. The number of spells known and spell
slots gained has been adjusted, and the War Magic
Improved Critical (Changed) feature has been reworked.
Beginning when you choose this archetype at 3rd level, your
weapon attacks score a critical hit on a roll of 19 or 20. Spellcasting
Additionally, when you score a critical hit, you deal See Player's Handbook pg. 75.
additional damage equal to 5 times your proficiency
bonus. Weapon Bond
Additional Fighting Style See Player's Handbook pg. 75.
(Changed) War Magic (Reworked)
At 7th level, you can choose a second option from the Beginning at 7th level, when you take the Attack action, you
Fighting Style class feature. can replace one of your attacks with the casting of a cantrip.
Remarkable Athlete (Reworked) Eldritch Strike
Starting at 10th level, you gain advantage on Strength checks See Player's Handbook pg. 75.
and Strength saving throws.
Your walking speed also increases by 10 feet. Arcane Charge
Superior Critical See Player's Handbook pg. 75.
See Player's Handbook pg. 73. Improved War Magic
Survivor See Player's Handbook pg. 75.
See Player's Handbook pg. 73.
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Eldritch Knight Spellcasting ________________________________ Spell Slots per Spell Level
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 — — —
4th 2 3 2 — — —
5th 2 4 3 — — —
6th 2 4 3 — — —
7th 2 5 4 2 — —
8th 2 6 4 2 — —
9th 2 7 4 3 — —
10th 3 7 4 3 — —
11th 3 8 4 3 1 —
12th 3 8 4 3 1 —
13th 3 9 4 3 2 —
14th 3 10 4 3 2 —
15th 3 11 4 3 3 —
16th 3 11 4 3 3 —
17th 3 12 4 3 3 1
18th 3 12 4 3 3 1
19th 3 12 4 3 3 1
20th 3 13 4 3 3 2

Protective Field
Psi Warrior When you or another creature you can see within 30 feet of
The Psi Warrior has a unique jedi-like theme, but several you takes damage, you can use your reaction to expend one
improvements and additions were necessary to really Psionic Energy die, roll the die, and reduce the damage taken
make its theme shine. by the number rolled plus your Intelligence modifier
(minimum reduction of 1), as you create a momentary shield
Psionic Power (Changed) of telekinetic force.
At 3rd level, you harbor a wellspring of psionic energy within Psionic Strike
yourself. This energy is represented by your Psionic Energy You can propel your weapons with psionic force. Once on
dice, which are each a d6. You have a number of these dice each of your turns, immediately after you hit a target within
equal to twice your proficiency bonus, and they fuel various 30 feet of you with an attack and deal damage to it with a
psionic powers you have, which are detailed below. weapon, you can expend one Psionic Energy die, rolling it
Some of your powers expend the Psionic Energy die they and dealing force damage to the target equal to the number
use, as specified in a power's description, and you can't use a rolled plus your fighter level.
power if it requires you to use a die when your dice are all
expended. You regain all your expended Psionic Energy dice Telekinetic Movement
when you finish a long rest. In addition, as a bonus action, You can move an object or a creature with your mind. As a
you can regain two expended Psionic Energy die, but you bonus action, you target one loose object that is Large or
can't do so again until you finish a short or long rest. smaller or one willing creature, other than yourself. If you can
When you reach certain levels in this class, the size of your see the target and it is within 30 feet of you, you can move it
Psionic Energy dice increases: at 5th level (d8), 11th level up to 30 feet to an unoccupied space you can see.
(d10), and 17th level (d12). Alternatively, if it is a Tiny object, you can move it to or from
The powers below use your Psionic Energy dice. your hand. Either way, you can move the target horizontally,
vertically, or both. Once you take this action, you can't do so
again until you finish a short or long rest, unless you expend
a Psionic Energy die to take it again.
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Clouded Mind (New)
As a bonus action, you can expend one Psionic Energy die to
Rune Knight
attempt to cloud the mind of a creature you can see within 30 The Rune Knight is a powerful and unique fighter
feet of you. The creature you choose must succeed on an subclass, but several features required some minor
Intelligence saving throw against a DC equal to 8 + your adjustments. Several of the available runes were also
proficiency bonus + your Intelligence modifier. If the save underperforming, and an additional rune has been added
fails, roll the Psionic Energy die. Until the start of your next as well.
turn, if the creature makes an attack roll or forces a saving
throw, you can reduce one of its attack rolls or save DCs by Bonus Proficiencies
the number you rolled on the Psionic Energy die. You can See Tasha's Cauldron of Everything pg. 44.
choose to use this feature after seeing the result of the attack
roll or saving throws, potentially turning a hit into a miss or Rune Carver (Changed)
failed saves into successes.
Alternatively, if you and the creature are not engaged in See Tasha's Cauldron of Everything pg. 44 for further details
combat, you can expend one Psionic Energy die to attempt to of this feature.
subtly cloud its mind. Roll a Dexterity (Slight of Hand) check
contested by the DMs choice of the creature's active or Cloud Rune
passive Wisdom (Perception). Roll the Psionic Energy die This rune emulates the deceptive magic used by some cloud
and add the number to this check. If you succeed the contest giants. While wearing or carrying an object inscribed with
by 5 or more, the creature makes their Intelligence saving this rune, you have advantage on Charisma (Deception)
throw with disadvantage. If you fail the contest, the creature checks and initiative rolls.
makes their Intelligence saving throw with advantage. Fire Rune
Instead of effecting the creature's attack rolls or saving throw
DCs, if the creature fails their Intelligence saving throw for This rune's magic channels the masterful craftsmanship of
Clouded Mind, you can influence the creature's mind as great smiths. While wearing or carrying an object inscribed
though you had cast the Suggestion spell. To maintain the with this rune, your proficiency bonus is doubled for any
effect for its full duration, you must concentrate as though ability check you make that uses your proficiency with a tool,
concentrating on a spell. and you have resistance to fire damage.
Telekinetic Adept (Changed) Frost Rune
This rune's magic evokes the might of those who survive in
See Tasha's Cauldron of Everything pg. 43 for further details the wintry wilderness, such as frost giants. While wearing or
of this feature. carrying an object inscribed with this rune, you have
advantage on Wisdom (Survival) checks, and you have
Psychic Restraint (New) resistance to cold damage.
As an action, you can expend one Psionic Energy die to
attempt to restrain a creature you can see within 30 feet of In addition, you can invoke the rune as an action or
you. The creature you choose must succeed on a Wisdom bonus action to increase your sturdiness. For 10 minutes,
saving throw against a DC equal to 8 + your proficiency you gain a +2 bonus to all ability checks and saving throws
bonus + your Intelligence modifier. If the save fails, the that use Strength, Constitution, or Wisdom. Once you
creature takes psychic damage equal to two rolls of your invoke this rune, you can't do so again until you finish a
Psionic Energy die and becomes restrained until the end of short or long rest.
your next turn, or until you lose concentration (as though
concentrating on a spell). Hill Rune (7th Level or Higher)
On subsequent turns, as long as you maintain In addition, you can invoke the rune as an action or
concentration, you can use a bonus action to attempt to bonus action, gaining resistance to bludgeoning, piercing,
maintain your Psychic Restraint on that creature without and slashing damage for 1 minute. Once you invoke this
expending any additional Psionic Energy dice. The effected rune, you can't do so again until you finish a short or long
creature makes a new saving throw each time you attempt to rest.
maintain your Psychic Restraint on them. If the creature fails Storm Rune (7th Level or Higher)
their save on a subsequent turn, they remain restrained. If In addition, you can invoke the rune as an action or
they succeed, your Psychic Restraint immediately ends. bonus action to enter a prophetic state for 1 minute or
Guarded Mind until you're incapacitated. Until the state ends, when you
or another creature you can see within 60 feet of you
See Tasha's Cauldron of Everything pg. 43. makes an attack roll, a saving throw, or an ability check,
you can use your reaction to cause the roll to have
Bulwark of Force advantage or disadvantage. Once you invoke this rune, you
See Tasha's Cauldron of Everything pg. 43. can't do so again until you finish a short or long rest.
Telekinetic Master
See Tasha's Cauldron of Everything pg. 43.

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Titan Rune (15th Level or Higher) Bonus Proficiencies (Changed)
This rune's magic channels the unsurpassed might of the When you choose this archetype at 3rd level, you gain
great titans of old. While wearing or carrying an object proficiency in one of the following skills of your choice:
inscribed with this rune, you gain proficiency in Strength History, Insight, Performance, Persuasion, or Religion. You
(Athletics) if you do not have it already and your also learn one language of your choice.
proficiency bonus is doubled for any checks made with
that skill. You also cannot be knocked prone. Fighting Spirit (Changed)
In addition, you can invoke the rune as an action or Starting at 3rd level, your intensity in battle can shield you
bonus action to draw on the elemental forces of nature and help you strike true. You can give yourself advantage
to further augment your power. Choose between on all weapon attack rolls until the end of the current
bludgeoning, cold, fire, or lightning. For 1 minute all of turn (no action required). When you do so, you also gain 10
your damage is of the type you chose and your weapon temporary hit points. The number of hit points increases
attacks do additional damage equal to your proficiency when you reach certain levels in this class, increasing to 20
bonus. at 10th level and 30 at 15th level.
You can use this feature a number of times equal to your
Giant Might (Changed) proficiency modifier and you regain all expended uses of
At 3rd level, you have learned how to imbue yourself with the it when you finish a long rest.
might of giants. As a bonus action, you magically gain the
following benefits, which last for 1 minute: Blood Sacrifice (New)
You can use Fighting Spirit without expending one of your
If you are smaller than Large, you become Large, along daily uses of it if you spend a bonus action to sacrifice some
with anything you are wearing. If you lack the room to of your hit points to do so. The number of hit points you must
become Large, your size doesn't change. sacrifice is proportional to your character level (as shown in
You have advantage on Strength checks and Strength the Blood Sacrifice table). You do not gain temporary hit
saving throws. points when you sacrifice hit points to use Fighting Spirit.
Your attacks with a weapon or an unarmed strike deal
an extra 1d4 damage to a target on a hit. Blood Sacrifice
Character Level Hit Point Reduction
You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses of it 3-5 10
when you finish a long rest. 6-8 15
Runic Shield 9-11 20
See Tasha's Cauldron of Everything pg. 45. 12-14 25
15-20 30
Great Stature (Changed)
By 10th level, the magic of your runes permanently alters you. Elegant Courtier (Changed)
When you gain this feature, roll 3d4. You grow a number of
inches in height equal to the roll. Your reach also increases See Xanathar's Guide to Everything pg.31 for further details
by 5 feet and your walking speed increases by 10 feet. of this feature.
Your self-control also causes you to gain proficiency in
Master of Runes Intelligence, Wisdom, and Charisma saving throws.
See Tasha's Cauldron of Everything pg. 46. Tireless Spirit
Runic Juggernaut (Changed) See Xanathar's Guide to Everything pg.31.
At 18th level, you learn how to amplify your rune-powered Rapid Strike
transformation. When you use your Giant's Might feature,
your size can increase to Huge. See Xanathar's Guide to Everything pg.31.
Additionally, once on your turn, while you are Huge,
you can force a creature you hit to make a Strength Strength Before Death (Changed)
saving throw or be knocked prone. The DC for this saving See Xanathar's Guide to Everything pg.31 for further details
throw equals 8 + your proficiency bonus + your Strength of this feature.
modifier. Using Blood Sacrifice to reduce your hit points to 0 can
also trigger this feature.
Samurai
The Samurai's signature ability, Fighting Spirit, has been
improved by adding a new mechanic to gain more uses of
that feature, called Blood Sacrifice.

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Monk
The Monk has struggled to stay competitive with the other martial classes, but with the various changes made to the base
class and subclasses, this class now offers a unique and equally potent option for the martial combatant.

The Monk
Proficiency Martial Ki Unarmored
Level Bonus Arts Points Movement Features
1st +2 1d4 — — Unarmored Defense, Martial Arts
Ki, Step of the Wind, Unarmored Movement, Dedicated
2nd +2 1d4 2 +10 ft.
Weapon
3rd +2 1d4 3 +10 ft. Monastic Tradition, Deflect Missiles, Ki-Fueled Attack
4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall, Quickened Healing
Extra Attack, Stunning Strike, Focused Aim, Deep
5th +3 1d6 5 +10 ft.
Meditation
6th +3 1d6 6 +15 ft. Ki-Empowered Strikes, Monastic Tradition feature
7th +3 1d6 7 +15 ft. Evasion, Stillness of Mind
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Purity of Body, Unarmored Movement improvement
10th +4 1d6 10 +20 ft. Ability Score Improvement
11th +4 1d8 11 +20 ft. Monastic Tradition feature
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Diamond Soul
14th +5 1d8 14 +25 ft. Ability Score Improvement
15th +5 1d8 15 +25 ft. Timeless Body, Tongue of the Sun and Moon
16th +5 1d10 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Monastic Tradition feature
18th +6 1d10 18 +30 ft. Empty Body
19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Perfect Self

Hit Points, Proficiencies and Unarmored Defense


Equipment (Changed) See Player's Handbook pg. 78.
See Player's Handbook pg. 77 for further details of this Martial Arts (Changed)
feature.
At 1st level, your practice of martial arts gives you mastery of
Proficiencies combat styles that use unarmed strikes and monk weapons,
Armor: Light armor which are shortswords, longswords, and any simple melee
Weapons: Simple weapons, shortswords, longswords weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or
wielding only monk weapons and you aren't wielding a
shield.

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Ki (Changed) Ability Score Improvement
Starting at 2nd level, your training allows you to harness the (Changed)
mystic energy of ki. Your access to this energy is represented When you reach 4th level, and again at 8th, 10th, 12th, 14th,
by a number of ki points. Your monk level determines the 16th, and 19th level, you can increase one ability score of
number of points you have, as shown in the Ki Points column your choice by 2, or you can increase two ability scores of
of the Monk table. your choice by 1. As normal, you can't increase an ability
You can spend these points to fuel various ki features. You score above 20 using this feature.
start knowing three such features: Flurry of Blows, Patient
Defense, and Flying Leap. You learn more ki features as you Slow Fall
gain levels in this class.
When you spend a ki point, it is unavailable until you finish See Player's Handbook pg. 78.
a short or long rest, at the end of which you draw all of your
expended ki back into yourself. You must spend at least 30 Quickened Healing (Changed)
minutes of the rest meditating to regain your ki points. Also at 4th level, as an action, you can spend 1 ki point and
Some of your ki features require your target to make a roll a Martial Arts die. You regain a number of hit points
saving throw to resist the feature's effects. The saving throw equal to the number rolled plus your proficiency bonus.
DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom Extra Attack
modifier
See Player's Handbook pg. 79.
Flurry of Blows. Immediately after you take the Attack
action on your turn, you can spend 1 ki point to make two Stunning Strike (Changed)
unarmed strikes as a bonus action. See Player's Handbook pg. 78 for further details of this
Patient Defense. You can spend 1 ki point to take the feature.
Dodge action as a bonus action on your turn. If you do You can choose to spend an additional ki point to force
not use any movement on the turn you use this bonus the target to roll its Constitution saving throw with
action, you gain a +2 bonus to your AC until the start disadvantage.
of your next turn.
Focused Aim (Changed)
Flying Leap. You can spend 1 ki point to double your Also at 5th level, when you miss with an attack roll, you can
jump distance and increase your speed by 10 feet for spend 1 ki point to reroll the attack and take the second
that turn. result, potentially turning the miss into a hit.
Step of the Wind (Reworked)
Deep Meditation (New)
Starting at 2nd level, you can take the Disengage or Dash
action as a bonus action on your turn. Also at 5th level, if you take 1 minute to sit still and mentally
Additionally, you can use your Dexterity score instead of prepare yourself, you can use an action to enter a deep
your Strength score to calculate your jump distance. meditative state immediately after your preparation is
complete. While in this meditative state:
Unarmored Movement You are blind and your speed becomes 0.
See Player's Handbook pg. 78. You do not need to breathe.
You have resistance to all damage.
Dedicated Weapon You gain 1 ki point for every uninterrupted period of 10
minutes that passes, up to 5 over the limit determined by
See Tasha's Cauldron of Everything pg. 48. your monk level.
Monastic Tradition You may end your meditation at any time. Any ki points
See Player's Handbook pg. 78. gained through meditation are retained until they are
expended.
Deflect Missiles Ki-Empowered Strikes (Changed)
See Player's Handbook pg. 78. See Player's Handbook pg. 78 for further details of this
feature.
Ki-Fueled Attack Additionally, once on each of your turns, when you hit
See Tasha's Cauldron of Everything pg. 48. with an unarmed strike, you can deal extra damage to the
target equal to your monk level.
Evasion
See Player's Handbook pg. 79.

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Stillness of Mind Tongue of the Sun and Moon
See Player's Handbook pg. 79. (Changed)
Also at 15th level, you learn to touch the ki of other minds
Purity of Body (Changed) so that you understand all spoken languages. Moreover, any
At 9th level, your mastery of the ki flowing through you creature that can understand a language can understand
makes you immune to disease and poison. what you say.
Diamond Soul (Changed) Empty Body
Beginning at 13th level, your mastery of ki grants you See Player's Handbook pg. 79.
proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, Perfect Self (Reworked)
you can spend 1 ki point to reroll it and take the second At 20th level, when you roll initiative against hostile
result. creatures, you regain a number of ki points (to a maximum of
10) based on the highest challenge rating of monster engaged
Timeless Body (Changed) in combat.
At 15th level, your ki sustains you so that you suffer none of Challenge Rating Ki Points Regained
the frailty of old age, and you can't be aged magically. You can
still die of old age, but your life-span is double your race's 5-15 3
normal life-span. You also no longer need food or water. 16-20 4
21+ 5

Monk Subclasses
Way of the Ascendant Arms of the Astral Self (Changed)
See Tasha' Cauldron of Everything pg. 50 for further details
Dragon of this feature.
Since the Ascendant Dragon monk's official release is While the spectral arms are present, you gain the following
still upcoming in Fizban's Treasury of Dragons, no benefits:
changes are suggested at this time. You can use your Wisdom modifier in place of your
Strength modifier when making Strength checks and
Draconic Disciple Strength saving throws.
See Fizban's Treasury of Dragons pg. TBD. You can use the spectral arms to make unarmed strikes,
which can deal bludgeoning or force damage (your
Breath of the Dragon choice).
When you make an unarmed strike or attempt a grapple
See Fizban's Treasury of Dragons pg. TBD. with your spectral arms, your reach is 5 feet greater than
normal.
Wings Unfurled When you hit with an unarmed strike using your
See Fizban's Treasury of Dragons pg. TBD. spectral arms, you deal extra force damage equal to
your Wisdom modifier.
Aspect of the Wyrm
Visage of the Astral Self (Changed)
See Fizban's Treasury of Dragons pg. TBD.
When you reach 6th level, you can summon the visage of your
Ascendant Aspect astral self. As part of the bonus action you take to activate
Arms of the Astral Self, you can summon this visage for 10
See Fizban's Treasury of Dragons pg. TBD. minutes. It vanishes early if you are incapacitated or die.
The spectral visage covers your face like a helmet or mask.
Way of the Astral Self You determine its appearance.
While the spectral visage is present, you gain the following
The Astral Self monk needed improvements to most of its benefits.
features in order be competitive with other subclasses.
Astral Sight. You can see normally in darkness, both
magical and nonmagical, to a distance of 120 feet.
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Wisdom of the Spirit. You have advantage on Wisdom Tipsy Sway (Changed)
(Insight), Charisma (Intimidation), and Wisdom
(Perception) checks. Starting at 6th level, you can move in sudden, swaying ways.
Word of the Spirit. When you speak, you can direct your You gain the following benefits.
words to a creature of your choice that you can see within Leap to Your Feet. When you're prone, you can stand up
60 feet of you, making it so only that creature can hear by spending 5 feet of movement, rather than half your
you. Alternatively, you can amplify your voice so that all speed.
creatures within 600 feet can hear you.
Redirect Attack. When a creature misses you with a
Body of the Astral Self (Changed) melee attack roll, you can use your reaction to cause that
Starting at 11th level, when you have your astral arms and attack to hit one creature of your choice, other than the
visage summoned, you can expend 1 ki point to cause the attacker, that you can see within 5 feet of you.
body of your astral self to appear (no action required). This Change Places. When a creature of Medium or smaller
spectral body covers your physical form like a suit of armor, size misses you with a melee attack roll, you can use
connecting with the arms and visage. You determine its your reaction to move into that creature's space and
appearance. force them to move into the space you left. This swap
While the spectral body is present, you gain the following does not provoke opportunity attacks and does not
benefits. count as movement for either you or the creature.
Deflect Energy. When you take acid, cold, fire, force, Slippery. You have advantage on checks to avoid or
lightning, or thunder damage, you can use your reaction to escape being grappled.
deflect it. When you do so, the damage you take is reduced
by 1d10 + your Wisdom modifier + your monk level Unpredictable Stance. If you do not move on your
(minimum reduction of 1). turn, attacks against you have disadvantage until the
Empowered Arms. Your unarmed strikes while using start of your next turn.
Arms of the Astral Self gain a +2 bonus to their attack
and damage rolls. Drunkard's Luck (Changed)
Awakened Astral Self (Changed) Starting at 11th level, you always seem to get a lucky bounce
at the right moment. When you make an ability check, an
Starting at 17th level, your connection to your astral self is attack roll, or a saving throw and have disadvantage, you can
complete, allowing you to unleash its full potential. As a spend 1 ki point to give yourself advantage on that roll
bonus action, you can spend 3 ki points to summon the instead.
arms, visage, and body of your astral self and awaken it for 10
minutes. This awakening ends early if you are incapacitated Intoxicated Frenzy (Changed)
or die.
While your astral self is awakened, you gain the following At 17th level, you gain the ability to make an overwhelming
benefits. number of attacks against your enemies. When you use
your Flurry of Blows, you can make up to two additional
Armor of the Spirit. You gain a +2 bonus to Armor Class. attacks with it (up to a total of four Flurry of Blows
Astral Ascension. You gain a fly speed equal to your attacks).
walking speed and can hover.
Outstretched Arms. Your reach with your Arms of the Way of the Four Elements
Astral Self becomes 30 feet.
The Four Elements monk has received a complete
Way of the Drunken rework, offering a more powerful and thematically
focused version of the subclass.
Master Disciple of the Elements
The Drunken Master monk focuses on mobility and rapid (Reworked)
strikes. Several of its features have been enhanced to
make this a valid and engaging subclass. When you choose this tradition at 3rd level, you learn to
harness the power of the four elements. When you finish a
Bonus Proficiencies long rest, choose an element to attune to - Earth, Air, Fire, or
See Xanathar's Guide to Everything pg. 34. Water. Until you finish your next long rest, you have access to
the features of this subclass that are tied to that element.
Drunken Technique (Changed) Each element's features are themed as follows: Earth
(Defense), Air (Speed), Fire (Damage), Water (Healing).
See Xanathar's Guide to Everything pg. 34 for further details
of this feature. Disciple of Earth
Additionally, when you use your Flurry of Blows, you You can cast the Mold Earth cantrip.
can make one additional attack with it (up to a total of You can spend 1 ki point to cast the spell: Earth Tremor.
three Flurry of Blows attacks). You gain a +2 bonus to your AC as long as you are
touching the ground.
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Disciple of Air Adept of Air
You can cast the Gust cantrip. You can spend 2 ki point to cast either of these spells: Gust of
You can spend 1 ki point to cast the spell: Thunderwave. Wind or Shatter.
You gain a +2 bonus to your attack rolls as long as you are
not touching the ground. Adept of Fire
You can spend 2 ki point to cast either of these spells:
Disciple of Fire Aganazzar's Scorcher or Scorching Ray.
You can cast the Control Flames cantrip.
You can spend 1 ki point to cast the spell: Burning Hands. Adept of Water
Your unarmed strikes can deal bludgeoning or fire You can spend 2 ki point to cast either of these spells: Lesser
damage (your choice). You also deal extra fire damage Restoration or Snilloc's Snowball Swarm.
equal to your proficiency bonus.
Invoker of the Elements (New)
Disciple of Water
You can cast the Shape Water cantrip. Starting at 11th level, you gain access to one of the features
You can spend 1 ki point to cast the spell: Ice Knife. below based on the element you are attuned to.
Once on your turn, when you hit a creature with an Invoker of Earth
unarmed strike, you can restore hit points to yourself You can spend 3 ki point to cast either of these spells:
equal to one role of your Martial Arts die plus your Erupting Earth or Slow.
proficiency bonus.
Casting Elemental Spells (Changed) Invoker of Air
When you cast one of the spells provided by this subclass, You can spend 3 ki point to cast either of these spells: Haste
you use its casting time and other rules, but you don't need to or Fly (targeting yourself, for either spell).
provide material components for it. Invoker of Fire
Additionally, if you use your action to cast a spell from You can spend 3 ki point to cast either of these spells:
one of this subclasses features, you may make one Fireball or Melf's Minute Meteors.
unarmed strike as a bonus action or perform any bonus
actions that spends ki points. Invoker of Water
Once you reach 5th level in this class, you can spend You can spend 3 ki point to cast either of these spells: Sleet
additional ki points to increase the level of a spell that you Storm or Tidal Wave.
cast from one of this subclasses features, provided that the
spell has an enhanced effect at a higher level, as Burning Master of the Elements (New)
Hands does. The spell's level increases by 1 for each
additional ki point you spend. For example, if you are a 5th- At 17th level, you gain access to one of the features below
level monk and cast Burning Hands, you can spend 2 ki based on the element you are attuned to.
points to cast it as a 2nd-level spell (the spell's base cost You can spend 4 ki to cast Summon Elemental, but the only
of 1 ki points plus 1). form you may choose is the one associated with the element
The maximum number of ki points you can spend to cast a you are attuned to.
spell in this way (including its base ki point cost and any Additionally, you may select one elemental feature of your
additional ki points you spend to increase its level) is choice from the Disciple, Adept, and Invoker features. They
determined by your monk level, as shown in the Spells and Ki do not all need to correspond to the same element.
Points table.
Master of Earth
Spells and Ki Points You can spend 4 ki point to cast Stoneskin (targeting
Monk Levels Maximum Ki Points for a Spell yourself) or 5 ki points to cast Wall of Stone.
5th-8th 2 Master of Air
9th-12th 3 You can spend 4 ki point to cast Freedom of Movement
13th-16th 4
(targeting yourself) or 5 ki points to cast Steel Wind Strike.
17th-20th 5 Master of Fire
You can spend 4 ki point to cast Wall of Fire or 5 ki points to
Adept of the Elements (New) cast Immolation.
Starting at 6th level, you gain access to one of the features Master of Water
below based on the element you are attuned to. You can spend 4 ki point to cast Watery Sphere or 5 ki points
to cast Cone of Cold.
Adept of Earth
You can spend 2 ki point to cast either of these spells:
Earthbind or Maximillian's Earthen Grasp.

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Way of the Kensei Touch of Death (Changed)
With the introduction of Dedicated Weapons, the Kensei See Sword Coast Adventurer's Guide pg. 130 for further
monk lost one of its main unique features. The changes details of this feature.
made to this subclass allow the Kensei monk to again feel Additionally, your unarmed strikes can deal
unique among monks, as a truly unrestricted weapon bludgeoning or necrotic damage (your choice). You also
user. deal extra necrotic damage equal to your proficiency
bonus.
Path of the Kensei (Changed) Hour of Reaping (Changed)
See Xanathar's Guide to Everything pg. 35 for further details Starting at 6th level, you can spend 1 ki point to use your
of this feature. bonus action to unsettle or terrify those around you, for your
Kensei Weapons. Choose two types of weapons to be soul has been touched by the shadow of death. Each
your kensei weapons: one melee weapon and one ranged creature of your choice within 30 feet of you that can see
weapon. Each of these weapons can be any simple or you must succeed on a Wisdom saving throw or be frightened
martial weapon. You gain proficiency with these weapons of you until the end of your next turn.
if you don't already have it. Weapons of the chosen types
are monk weapons for you. Many of this tradition's Mastery of Death
features work only with your kensei weapons. When you See Sword Coast Adventurer's Guide pg. 130.
reach 6th, 11th, and 17th level in this class, you can
choose another type of weapon – either melee or ranged – Touch of the Long Death
to be a kensei weapon for you.
(Reworked)
Kensei's Shot. When you hit with a ranged attack Starting at 17th level, your touch can channel the energy of
using a kensei weapon, you deal extra damage of the death into a creature, turning its own resilience against itself.
weapon’s type equal to your Martial Arts die. As an action, you can touch one creature within 5 feet of you,
One with the Blade (Changed) which must make a Constitution saving throw. Multiply the
number rolled by a number of ki points you choose to spend
See Xanathar's Guide to Everything pg. 35 for further details (up to a maximum of 5). The creature then takes necrotic
of this feature. damage equal to the total of the saving throw roll times the ki
points spent.
Deft Strike. When you hit a target with a kensei weapon, A creature with legendary resistances can expend one use
you can spend 1 ki point to deal extra damage equal to of its legendary resistance to roll its save with disadvantage.
your Martial Arts die. If you reduce your target to 0 hit You can't use this feature against a creature more than
points with this attack, you regain 1 ki point. You can once in a 24 hour period, unless you chose to expend 0 ki
use this feature only once on each of your turns. points on your previous use against that creature.
Sharpen the Blade (Changed)
At 11th level, you gain the ability to augment your weapons Way of Mercy
further with your ki. As a bonus action, you can expend up to The Mercy monk is one of the best monk subclasses, and
3 ki points to grant one kensei weapon you touch a bonus to so only required a couple of small tweaks.
attack and damage rolls when you attack with it. The bonus
equals the number of ki points you spent. This bonus lasts for Implements of Mercy
1 hour or until you use this feature again. See Tasha's Cauldron of Everything pg. 49.
This feature can be applied to a magical and
nonmagical weapon, but can't augment a magic weapon Hands of Healing
beyond a maximum of +3 to its attack and damage rolls.
See Tasha's Cauldron of Everything pg. 49.
Unerring Accuracy
See Xanathar's Guide to Everything pg. 35. Hands of Harm (Changed)
At 3rd level, you use your ki to inflict wounds. When you hit a
Way of the Long Death creature with an unarmed strike, you can spend 1 ki point to
deal extra necrotic damage equal to one roll of your Martial
Several of the Long Death monk's features have been Arts die + your Wisdom modifier. You can use this feature
enhanced to provide this subclass greater potency. Of only once per turn, until you reach 17th level, at which
particular note are the rework to Touch of the Long point you can use this feature twice per turn.
Death, which now uses the high Constitution saving
throws of powerful monsters against them. Physician's Touch
See Tasha's Cauldron of Everything pg. 50.

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Flurry of Healing and Harm Way of Shadow
(Changed) The Shadow monk is the most rogue-like of the monk
See Tasha's Cauldron of Everything pg. 50 for further details subclasses, always at home in the dark. One notable
of this feature. change that was made gives the Shadow monk the ability
In addition, when you make an unarmed strike with Flurry to see in their own Darkness.
of Blows, you can use Hands of Harm with that strike without
spending the ki point for Hands of Harm. You can still use Shadow Arts (Changed)
Hands of Harm only once per turn, until you reach 17th Starting when you choose this tradition at 3rd level, you can
level. use your ki to duplicate the effects of certain spells. As an
Hand of Ultimate Mercy action, you can spend 2 ki points to cast Darkness,
Darkvision, Pass without Trace, or Silence, without providing
See Tasha's Cauldron of Everything pg. 50. material components. You also learn the Control Flames
and Minor Illusion cantrips.
Way of the Open Hand Additionally, you can spend 1 ki point (no action
required) to grant yourself the ability to see within the
The Open Hand monk excels at being a defender. Several magical darkness created by a Darkness spell that you
changes were made to help this subclass shine in that cast.
role.
Shadow Step (Changed)
Open Hand Technique (Changed)
At 6th level, you gain the ability to step from one shadow into
See Player's Handbook pg. 80 for further details of this another. When you are in dim light or darkness, as a bonus
feature. action you can teleport up to 60 feet to an unoccupied space
It must make a Constitution saving throw or have its you can see that is also in dim light or darkness. If you
speed reduced to 0 until the end of your next turn. teleport to a space within 5 feet of a creature, you can
immediately make an unarmed strike against that
Wholeness of Body (Changed) creature dealing extra damage equal to one roll of your
Martial Arts die.
At 6th level, you gain the ability to heal yourself. As an action, The extra damage from this attack increases to two
you can regain hit points equal to five times your monk level. rolls of your Martial Arts die at 11th level and three rolls
You must finish a long rest before you can use this feature of your Martial Arts die at 17th level.
again, unless you spend a number of ki points equal to
your proficiency bonus to use it again. Cloak of Shadows (Changed)
Tranquility (Changed) See Player's Handbook pg. 80 for further details of this
feature.
See Player's Handbook pg. 80 for further details of this While invisible, you can spend 1 ki point to remain
feature. invisible for 1 round while in bright light, and can repeat
If a creature within 5 feet of you hits you with a melee spending ki points in this way to maintain your invisibility
attack while you are under the effect of the Sanctuary in bright light. The invisibility ends if you make an attack
spell from this feature, you can use your reaction to make or cast a spell.
an unarmed strike against that creature. This unarmed
strike does extra damage equal to one roll of your Martial Opportunist
Arts die, and making this strike does not end the effect of See Player's Handbook pg. 80.
the Sanctuary spell on you.
As a bonus action, you can spend 2 ki points to gain the
effects of this feature again, if it has been lost. Way of the Sun Soul
Quivering Palm The Sun Soul monk's potential as a radiant blaster monk
wasn't fully realized initially. The changes made to this
See Player's Handbook pg. 80. subclass bring it to life as a truly potent and engaging
option.
Radiant Sun Bolt (Changed)
Starting when you choose this tradition at 3rd level, you can
hurl searing bolts of magical radiance.

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Sun Bolt
You gain a new attack option that you can use with the Attack
action. It is a ranged spell attack with a range of 60 feet.
You are proficient with it, and you add your Dexterity modifier
to its attack and damage rolls. Its damage is radiant, and its
damage die is a d4. This die changes as you gain monk levels,
as shown in the Martial Arts column of the Monk table.
When you gain the Extra Attack feature, Sun Bolt can be
used for any of the attacks you make as part of the Attack
action.
Additionally, if you spend at least 10 minutes
meditating in direct sunlight, your Sun Bolts do extra
damage equal to your proficiency bonus until you
complete a long rest.
Flurry of Bolts
When you take the Attack action on your turn and use the
Sun Bolt as part of it, you can spend 1 ki point to make two
Sun Bolt attacks as a bonus action.
Channel the Light (New)
Replaces "Searing Arc Strike."
At 6th level, when you spend 1 ki point to use Flurry of
Bolts, you can channel your ki into those attacks to create
scattered rays or a focused blast.
Scattered Rays. Once on your turn, when you hit with a
Flurry of Bolts attack, you can scatter radiant energy out
from the original target toward two other creatures within
30 feet of the original target and not more than 60 feet
away from you. Those creatures take radiant damage
equal to a roll of your Martial Arts die, if the original
attack roll would hit those creatures.
Focused Blast. Once on your turn, when you hit with a
Flurry of Bolts attack, you can channel your radiant
energy into a focused blast against your target, dealing
extra damage equal to a roll of your Martial Arts die.
Searing Sunburst (Changed)
At 11th level, you gain the ability to create an orb of light that
erupts into a devastating explosion. As an action, you
magically create an orb and hurl it at a point you choose
within 150 feet, where it erupts into a sphere of radiant light
for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must make a
Dexterity saving throw. A target takes 4d6 radiant damage
on a failed save, or half as much damage on a successful
one. A creature doesn't need to make the save if the creature
is behind total cover that is opaque.
You can increase the sphere's damage by spending ki
points. Each point you spend, up to a maximum of 3,
increases the damage by 2d6.
Sun Shield
See Xanathar's Guide to Everything pg.35.

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Paladin
The Paladin is one of the strongest base classes in D&D. No changes were made beyond an improvement to Blessed
Warrior and copying updated versions of several fighting styles from the Fighter.
Class Table, Hit Points, Spellcasting
Proficiencies, and Equipment See Player's Handbook pg. 84.
See Player's Handbook pg. 83. (Including Harness Divine
Power and Martial Versatility) Divine Smite
See Player's Handbook pg. 85.
Divine Sense
See Player's Handbook pg. 84. Divine Health
See Player's Handbook pg. 85.
Lay on Hands
See Player's Handbook pg. 84. Sacred Oath
See Player's Handbook pg. 85.
Fighting Style (Changed) Oath Spells
See Player's Handbook pg. 84 for other fighting styles. See Player's Handbook pg. 85.
Blessed Warrior Channel Divinity
See Tasha's Cauldron of Everything pg. 52 for further details
of this feature. See Player's Handbook pg. 85.
You also gain 1 additional spell slot of 1st level. Harness Divine Power
Blind Fighting See Tasha's Cauldron of Everything pg. 53.
See Tasha' Cauldron of Everything pg. 41 for further details Ability Score Improvement
of this feature.
See Player's Handbook pg. 85.
In addition, when you hit a creature that is invisible or
heavily obscured with a melee weapon attack, you gain Martial Versatility
a +2 bonus to the damage roll.
See Tasha's Cauldron of Everything pg. 53.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you Extra Attack
make with a melee weapon that you are wielding with two See Player's Handbook pg. 85.
hands, you can roll an additional damage die and add it to
the damage dealt. You can add this additional die only Aura of Protection
once per attack. The weapon must have the two-handed or
versatile property for you to gain this benefit. See Player's Handbook pg. 85.
Interception Aura of Courage
When a creature you can see hits a target, other than you, See Player's Handbook pg. 85.
within reach of you with an attack, you can use your
reaction to reduce the damage the target takes by 1d10 + Improved Divine Smite
your character level (rounded down, to a minimum of 0
damage). You must be wielding a shield or a simple or martial See Player's Handbook pg. 85.
weapon to use this reaction.
Cleansing Touch
Protection See Player's Handbook pg. 85.
When a creature you can see attacks a target other than you
that is within 5 feet of you, you can use your reaction to grant
the target a +2 bonus to their AC until the end of the
current turn. You must be wielding a shield to use this
reaction. You can choose to use this reaction after the
creature makes its roll, but before the DM determines
whether the attack roll hits.

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Paladin Subclasses
Oath of the Ancients Elder Champion (Changed)
The Ancients paladin borrows much of its theme from the See Player's Handbook pg. 87 for further details of this
druid, but needed several improvements to fulfill that feature.
theme's vision in an impactful way. Once you use this feature, you can't use it again until you
finish a long rest, unless you expend a 5th-level spell slot
Oath Spells (Changed) to use it again.
You gain oath spells at the paladin levels listed. Oath of Conquest
Oath of the Ancients Spells The Conquest paladin is a frighteningly strong subclass,
Paladin Level Spells but many of its oath spells deserved replacement.
3rd Ensnaring Strike, Speak with Animals
Oath Spells (Changed)
5th Healing Spirit, Misty Step
You gain oath spells at the paladin levels listed.
9th Plant Growth, Protection from Energy
Oath of Conquest Spells
13th Guardian of Nature, Stoneskin
Paladin Level Spells
17th Commune with Nature, Transmute Rock
3rd Armor of Agathys, Cause Fear

Channel Divinity (Changed) 5th Phantasmal Force, Spiritual Weapon

See Player's Handbook pg. 87 for further details of this 9th Fear, Major Image
feature. 13th Confusion, Shadow of Moil
Nature's Wrath. You can use your Channel Divinity to 17th Dominate Person, Hold Monster
invoke primeval forces to ensnare your foes. For 1
minute, you can use your bonus action on each of your Channel Divinity
turns to cause spectral vines to spring up and reach for
any creatures you choose within 30 feet of you that you See Xanathar's Guide to Everything pg. 38.
can see. The creatures must succeed on a Dexterity
saving throw or be restrained. While restrained by the Aura of Conquest
vines, each creature makes a Strength saving throw at See Xanathar's Guide to Everything pg. 38.
the end of each of its turns. On a success, it frees itself
and the vine that was holding it vanishes. You cannot Scornful Rebuke
target the same creature more than once with this
ability. See Xanathar's Guide to Everything pg. 38.
Aura of Warding (Changed) Invincible Conqueror (Changed)
Beginning at 7th level, ancient magic lies so heavily upon you See Xanathar's Guide to Everything pg. 38 for further details
that it forms an eldritch ward. You and friendly creatures of this feature.
within 10 feet of you have resistance to damage from spells Once you use this feature, you can’t use it again until you
and magical effects, such as a dragon's breath weapon. finish a long rest, unless you expend a 5th-level spell slot
At 18th level, the range of this aura increases to 30 feet. to use it again.
Undying Sentinel (Changed) Oath of the Crown
Starting at 15th level, when you are reduced to 0 hit points The Crown paladin needed some significant changes to
and are not killed outright, you can choose to drop to 1 hit make it a competitive subclass. Of particular note, Divine
point instead. You regain the use of this feature when you Allegiance has been reworked to allow you and a chosen
finish a long rest, or whenever your current hit points are ally to gain the benefits of Pack Tactics with each other.
equal to your maximum hit points, not including
temporary hit points. Oath Spells (Changed)
Additionally, you suffer none of the drawbacks of old age,
and you can't be aged magically. You gain oath spells at the paladin levels listed.

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Oath of Devotion Spells
Oath of the Crown Spells
Paladin Level Spells
Paladin Level Spells
3rd Protection from Evil and Good, Sanctuary
3rd Command, Compelled Duel
5th Aid, Prayer of Healing
5th Suggestion, Warding Bond
9th Hypnotic Pattern, Mass Healing Word
9th Counterspell, Spirit Guardians
13th Divination, Guardian of Faith
13th Compulsion, Guardian of Faith
17th Greater Restoration, Holy Weapon
17th Dominate Person, Geas
Channel Divinity (Changed)
Channel Divinity (Changed)
See Player's Handbook pg. 86 for further details of this
When you take this oath at 3rd level, you gain the following feature.
two Channel Divinity options.
Sacred Weapon. As a bonus action, you can imbue one
Champion Challenge. As a bonus action, you issue a weapon that you are holding with positive energy, using
challenge that compels other creatures to do battle with your Channel Divinity. For 1 minute, you add your
you. Each creature of your choice that you can see within Charisma modifier to attack rolls made with that weapon
60 feet of you must make a Wisdom saving throw. On a (with a minimum bonus of +1). The weapon also emits
failed save, a creature must use its movement on its bright light in a 20-foot radius and dim light 20 feet
next turn to move as close to you as possible. If a beyond that. If the weapon is not already magical, it
creature is forced to move toward you, it also has becomes magical for the duration.
disadvantage on attacks against other creatures until You can end this effect on your turn as part of any
the end of that turn. other action. If you are no longer holding or
Turn the Tide. As a bonus action, you can bolster injured carrying this weapon, or if you fall unconscious,
creatures with your Channel Divinity. Each creature of this effect ends.
your choice that can hear you within 60 feet of you Aura of Devotion
regains hit points equal to 2d6 + your Charisma
modifier (minimum of 1). See Player's Handbook pg. 86.
Divine Allegiance (Reworked) Purity of Spirit
At 7th level, you can choose one humanoid creature. You may See Player's Handbook pg. 86.
pledge your allegiance to them, or they may pledge their
allegiance to you. In either case, you both develop a divine Holy Nimbus (Changed)
connection that bolsters your abilities in combat when you See Player's Handbook pg. 86 for further details of this
fight side by side. You and the creature you chose have feature.
advantage on melee attack rolls if both of you are within 5 Once you use this feature, you can't use it again until you
feet of each other and neither is incapacitated. finish a long rest, unless you expend a 5th-level spell slot
Unyielding Saint (Changed) to use it again.
Starting at 15th level, you have advantage on saving throws to Oath of Glory
avoid becoming grappled, restrained, paralyzed or stunned.
The Glory paladin is a solid subclass, but some
Exalted Champion (Changed) adjustments to its Oath Spells and Aura of Alacrity were
See Sword Coast Adventurer's Guide pg. 133 for further necessary.
details of this feature.
This effect ends early if you are incapacitated or die. Once Oath Spells (Changed)
you use this feature, you can't use it again until you finish a You gain oath spells at the paladin levels listed.
long rest, unless you expend a 5th-level spell slot to use it
again. Oath of Glory Spells
Paladin Level Spells
Oath of Devotion 3rd Guiding Bolt, Expeditious Retreat
The Devotion paladin is the classic archetype for 5th Enhance Ability, Enlarge/Reduce
paladins. Changes were mainly limited to updating spells 9th Haste, Thunder Step
and converting Sacred Weapon to use a bonus action.
13th Freedom Of Movement, Polymorph
Oath Spells (Changed) 17th Bigby's Hand, Legend Lore
You gain oath spells at the paladin levels listed.
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Channel Divinity Rebuke the Violent. You can use your Channel Divinity to
rebuke those who use violence. Immediately after an
See Tasha's Cauldron of Everything pg. 54. attacker within 30 feet of you deals damage with an attack
against a creature other than you, you can use your
Aura of Alacrity (Changed) reaction to force the attacker to make a Wisdom saving
At 7th level, you emanate an aura that fills you and your throw. On a failed save, the attacker takes radiant damage
companions with supernatural speed, allowing you to race equal to the total amount of damage it dealt to the
across a battlefield in formation. Your speed increases by 10 creature on that turn. On a successful save, it takes half
feet. In addition, if you aren't incapacitated, any ally that as much damage.
starts their turn within 10 feet of you, or moves within 10 Aura of the Guardian (Changed)
feet of you on their turn, gains an additional 10 feet to
their speed until the end of that turn. Starting at 7th level, you can shield your allies from harm at
When you reach 18th level in this class, the range of the the cost of your own health. When a creature within 10 feet
aura increases to 30 feet. of you takes damage, you can use your reaction to magically
take that damage and any other effects that might
Glorious Defense accompany the damage, instead of that creature taking it.
See Tasha's Cauldron of Everything pg. 54. At 18th level, the range of this aura increases to 30 feet.

Living Legend (Changed) Protective Spirit


See Tasha's Cauldron of Everything pg. 54 for further details See Xanathar's Guide to Everything pg. 39.
of this feature. Emissary of Redemption (Changed)
Once you use this feature, you can’t use it again until you
finish a long rest, unless you expend a 5th-level spell slot At 20th level, you become an avatar of peace, which gives you
to use it again. the following benefits.
Whenever a creature damages you, divide the damage in
Oath of Redemption half. You take half of the damage and the creature
The Redemption paladin's theme focuses on pacifism and takes radiant damage equal to the other half.
protection. General improvements were made to most of When a creature forces you to make a saving throw,
its features to make it more competitive. you have advantage on that saving throw.
If you attack a creature, cast a spell on it, or deal damage to
Oath Spells (Changed) it by any means but this feature, neither benefit works against
You gain oath spells at the paladin levels listed. that creature until you finish a long rest, unless you expend
a 5th-level spell slot to use it again.
Oath of Redemption Spells
Paladin Level Spells Oath of Vengeance
3rd Armor of Agathys, Sanctuary The Vengeance paladin is a strong and powerful subclass.
5th Calm Emotions, Suggestion The only significant improvement made was to further
punish fleeing enemies with Relentless Avenger.
9th Counterspell, Hypnotic Pattern
13th Otiluke's Resilient Sphere, Stoneskin Oath Spells
17th Hold Monster, Wall of Force See Player's Handbook pg. 55.

Channel Divinity (Changed) Channel Divinity


When you take this oath at 3rd level, you gain the following See Player's Handbook pg. 55.
two Channel Divinity options. Relentless Avenger (Changed)
Emissary of Peace. You can use your Channel Divinity to See Player's Handbook pg. 55 for further details of this
augment your presence with divine power. As an action, feature.
you grant yourself a +5 bonus to Charisma (Persuasion) If you move within reach of the creature you hit with
checks for the next 8 hours. the opportunity attack and that creature continues its
movement, leaving your reach for a second time on its
turn, you can make a second opportunity attack against
that creature.
Soul of Vengeance
See Player's Handbook pg. 55.

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Avenging Angel (Changed) When you hit a creature with an attack roll and deal
damage to it, you can also force it to make a Charisma
See Player's Handbook pg. 55 for further details of this saving throw against your spell save DC. On a failed save,
feature. the creature is magically banished to its native plane of
Once you use this feature, you can't use it again until you existence if it's currently not there. The creature is then
finish a long rest, unless you expend a 5th-level spell slot barred from returning to the plane it was banished
to use it again. from for 24 hours. On a successful save, the creature
can't be banished by this feature for 24 hours.
Oath of the Watchers Oathbreaker
The Watcher paladin is a powerful defender against
invaders from other planes. Most of its Oath Spells were The Oathbreaker is the necromancer of paladins. Many of
replaced with better alternatives, and several adjustments its Oath Spells have been replaced with more appropriate
were made to allow more frequent and reliable use of its alternatives, Aura of Hate no longer provides its benefits
features. to enemies, and Supernatural Resistance is no longer
limited to nonmagical damage.
Oath Spells (Changed)
Oath Spells (Changed)
You gain oath spells at the paladin levels listed.
You gain oath spells at the paladin levels listed.
Oath of the Watchers Spells
Paladin Level Spells Oathbreaker Spells
Paladin Level Spells
3rd Hunter's Mark, Faerie Fire
3rd Disguise Self, Hex
5th Mind Spike, Tasha's Mind Whip
5th Blindness/Deafness, Darkness
9th Counterspell, Glyph of Warding
9th Animate Dead, Summon Undead
13th Arcane Eye, Banishment
13th Confusion, Shadow of Moil
17th Planar Binding, Scrying
17th Contagion, Danse Macabre
Channel Divinity (Changed)
Channel Divinity
See Tasha's Cauldron of Everything pg. 55 for further details
of this feature. See Dungeon Master's Guide pg. 97.
Watcher's Will. You can use your Channel Divinity to Aura of Hate (Changed)
invest your presence with the warding power of your faith.
As an action, you can choose a number of creatures you Starting at 7th level you, as well any fiends and undead
can see within 30 feet of you, up to a number equal to your within 10 feet of you that are friendly to you, gain a bonus to
Charisma modifier (minimum of one creature). For 10 melee weapon damage rolls equal to your Charisma modifier
minutes, you and the chosen creatures have advantage on (minimum of +1). A creature can benefit from this feature
Intelligence, Wisdom, and Charisma saving throws. from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet.
Aura of the Sentinel
Supernatural Resistance (Changed)
See Tasha's Cauldron of Everything pg. 55.
At 15th level, you gain resistance to bludgeoning, piercing,
Vigilant Rebuke (Changed) and slashing damage.
At 15th level, you've learned how to chastise anyone who Dread Lord (Changed)
dares wield magic against you and your wards. Whenever
you or a creature you can see within 30 feet of you succeeds See Dungeon Master's Guide pg. 97 for further details of this
on a saving throw (excluding saves to maintain feature.
concentration), you can use your reaction to deal force After activating the aura, you can't do so again until you
damage equal to 2d8 plus your Charisma modifier to the finish a long rest, unless you expend a 5th-level spell slot
creature that forced the saving throw. to use it again.
Mortal Bulwark (Changed)
See Tasha's Cauldron of Everything pg. 55 for further details
of this feature.

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Ranger
The Ranger is a class that specializes in the exploration pillar of D&D. A number of positive changes were presented in
Tasha's Cauldron of Everything, but these were offered as alternatives to the original features from the Player's Handbook.
Rather than choosing one or the other, this rebalanced version of the ranger grants all of these features together, and
provides new synergies between those features.

The Ranger _________________________________________________ Spell Slots per Spell Level


Proficiency Spells
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Favored Foe, Natural Explorer, Deft Explorer — — — — — —
2nd +2 Fighting Style, Spellcasting, Spellcasting Focus 2 2 — — — —
3rd +2 Ranger Conclave, Primeval Awareness, Primal Awareness 3 3 — — — —
4th +2 Ability Score Improvement, Martial Versatility 3 3 — — — —
5th +3 Extra Attack 4 4 2 — — —
Favored Enemy Improvement, Natural Explorer Improvement, Deft
6th +3 4 4 2 — — —
Explorer Feature
7th +3 Ranger Conclave Feature 5 4 3 — — —
8th +3 Ability Score Improvement, Martial Versatility 5 4 3 — — —
9th +4 — 6 4 3 2 — —
Natural Explorer Improvement, Deft Explorer Feature, Hide in Plain
10th +4 6 4 3 2 — —
Sight, Nature's Veil
11th +4 Ranger Conclave Feature 7 4 3 3 — —
12th +4 Ability Score Improvement, Martial Versatility 7 4 3 3 — —
13th +5 — 8 4 3 3 1 —
14th +5 Favored Enemy Improvement, Vanish 8 4 3 3 1 —
15th +5 Ranger Conclave Feature 9 4 3 3 2 —
16th +5 Ability Score Improvement, Martial Versatility 9 4 3 3 2 —
17th +6 — 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement, Martial Versatility 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

Hit Points, Proficiencies, and Human: All Humans, and anything close to human that
does not fall into any of the following categories.
Equipment
Bigfolk: Goliaths, Warforged, and other humanoids
See Player's Handbook pg. 90. that are larger than most other humanoids.
Favored Enemy (Changed) Birdfolk: Aarakocra, Kenku, and other humanoids with
Beginning at 1st level, you become an expert at studying, feathers.
tracking, and hunting your prey. Elfkin: Elves, Half-Elves, Drow, and other humanoids
Choose a type of favored enemy: Aberrations, Beasts, with elf-like features.
Celestials, Constructs, Dragons, Elementals, Fey, Fiends,
Giants, Monstrosities, Oozes, Plants, or Undead. Fangfolk: Gnolls, Half-Orcs, Orcs, Tabaxi and other
Alternatively, you can select one of the following collections humanoids with fangs or tusks.
of humanoid races:
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Goblinoid: Goblins, Orcs, Hobgoblins, Bugbears, and Deft Explorer (Changed)
other humanoids with the goblinoid tag.
Planetouched: Aasimar, Gith, Genasi, Tiefling, and See Tasha's Cauldron of Everything pg. 56 for further details
other humanoids that are native to the outer planes. of this feature.
Also at 1st level, you are an unsurpassed explorer and
Scaleborn: Dragonborn, Lizardfolk, Kobolds, Yuan-ti, survivor, both in the wilderness and in dealing with others on
and other non-aquatic humanoids with scales. your travels. You gain the Canny benefit below, and you gain
an additional benefit when you reach 6th level and 10th level
Seafolk: Merfolk, Sahuagin, Tortle, Triton, and other in this class.
aquatic humanoids.
Weefolk: Gnomes, Halflings, Dwarves, and other Fighting Style (Changed)
humanoids that are smaller than most other See Player's Handbook pg. 91 for other fighting styles.
humanoids.
Werefolk: Werewolves, Werebears, and all humanoids Blind Fighting
with "were" in their name. You have blindsight with a range of 10 feet. Within that range,
you can effectively see anything that isn't behind total cover,
You have advantage on Wisdom (Survival) checks to track even if you're blinded or in darkness. You can see an invisible
your favored enemies, Wisdom (Perception) checks and creature within that range, unless the creature successfully
Passive Perception (+5) to see your favored enemies, hides from you.
such as when they are attempting to hide, and Intelligence In addition, when you hit a creature that is invisible or
checks to recall information about them. heavily obscured with a melee weapon attack, you gain
When you gain this feature, you also learn one language of a +2 bonus to the damage roll.
your choice that is spoken by your favored enemies, if they
speak one at all. Druidic Warrior
You choose one additional favored enemy, as well as an You learn two cantrips of your choice from the Druid spell
associated language, at 6th and 14th level. list. They count as ranger spells for you, and Wisdom is your
If you spend at least 1 hour observing a type of spellcasting ability for them. Whenever you gain a level in this
creature without being noticed by it, you can choose to class, you can replace one of these cantrips with another
replace one of your favored enemies with the creature cantrip from the Druid spell list.
type you were observing.
You also gain 1 additional spell slot of 1st level.
Favored Foe (Changed)
Two-Weapon Fighting
Also at 1st level, when you hit a creature with an attack roll, When you engage in two-weapon fighting, you can add your
you can call on your mystical bond with nature to mark the ability modifier to the damage of the second attack.
target as your Favored Foe for 1 minute.
The first time on each of your turns that you hit the In addition, the number of attacks you can make with
creature and deal damage to it, including when you mark it, your off-hand weapon increases to two at character
you increase that damage by 1d4. level 11.
If the creature you hit is one of your Favored Enemies,
the die type of damage dealt is one greater than normal Spellcasting
(1d6 instead of 1d4). See Player's Handbook pg. 91.
You can use this feature to mark a creature a number of
times equal to your proficiency bonus, and you regain all Spellcasting Focus
expended uses when you finish a long rest.
This feature's extra damage increases when you reach See Tasha's Cauldron of Everything pg. 56.
certain levels in this class: to 1d6 (1d8 against a Favored
Enemy) at 6th level and to 1d8 (1d10 against a Favored Ranger Archetype
Enemy) at 14th level. See Player's Handbook pg. 92.
Natural Explorer (Changed) Primeval Awareness (Changed)
See Player's Handbook pg. 91 for further details of this Beginning at 3rd level, you can use your action to focus your
feature. awareness on the region around you. For 1 minute, you can
After finishing three consecutive long rests in a single sense whether the following types of creatures are present
type of natural environment, you can choose to replace within 1 mile of you (or within up to 6 miles if you are in your
one of your favored terrains with the terrain you have favored terrain): aberrations, celestials, dragons, elementals,
been resting in. fey, fiends, and undead. This feature doesn’t reveal the
creatures’ location or number.
Once you use this feature, you can't use it again until
you finish a long rest, unless you expend a spell slot to
use it again.
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Primal Awareness (Changed) If you begin moving again or take an action that does
not reveal your location to hostile creatures, you must
See Tasha's Cauldron of Everything pg. 57 for further details make a new Dexterity (Stealth) check without the +10
of this feature. bonus. You can attempt to hide again with the +10 bonus
Also at 3rd level, you can focus your awareness through if you press yourself up against a solid surface again.
the interconnections of nature: you learn additional spells If a hostile creature discovers you, or if you otherwise
when you reach certain levels in this class if you don't already reveal yourself to them, this camouflage no longer
know them, as shown in the Primal Awareness Spells table. provides any benefits to you, and you must spend another
These spells don't count against the number of ranger spells 10 minutes crafting a new camouflage for yourself to be
you know. able to benefit from this feature again.
Ability Score Improvement Nature's Veil (Changed)
See Player's Handbook pg. 92. Also at 10th level, you can draw on the powers of nature to
hide yourself from view briefly. As a bonus action, you can
Martial Versatility magically become invisible, along with any equipment you are
See Tasha's Cauldron of Everything pg. 57. wearing or carrying, until the start of your next turn. This
invisibility immediately ends if you make an attack or cast
Extra Attack a spell.
You can use this feature a number of times equal to your
See Player's Handbook pg. 92. proficiency bonus, and you regain all expended uses when
you finish a long rest.
Land's Stride
See Player's Handbook pg. 92. Vanish
See Player's Handbook pg. 92.
Hide in Plain Sight (Changed)
Starting at 10th level, you can spend 10 minutes creating Feral Senses
camouflage for yourself. You must have access to fresh mud, See Player's Handbook pg. 92.
dirt, plants, soot, and other naturally occurring materials with
which to create your camouflage. This camouflage lasts for Foe Slayer (Changed)
1 hour unless you are fully submerged in water, which At 20th level, you become an unparalleled hunter of your
removes the camouflage immediately. enemies. Once on each of your turns, you can add your
During the hour you are camouflaged in this way, you can Wisdom modifier to the attack roll or the damage roll of an
try to hide by pressing yourself up against a solid surface, attack you make against one of your Favored Enemies or
such as a tree or wall, that is at least as tall and wide as you any creature marked by your Favored Foe ability. You can
are. You gain a +10 bonus to Dexterity (Stealth) checks as choose to use this feature before or after the roll, but before
long as you remain there without moving or taking actions. any effects of the roll are applied.

Ranger Subclasses
Beast Master Beast Master Spells
Ranger Level Spells
The Beast Master Companions in Tasha's Cauldron of
Everything helped to significantly improved this subclass 3rd Beast Bond
from its original version, but it still needed subclass 5th Warding Bond
spells, as well as an improvement to Bestial Fury and an
additional 15th level feature. 9th Fly
13th Death Ward
Primal Companion
17th Mass Cure Wounds
See Tasha's Cauldron of Everything pg. 61.
Beast Master Magic (New) Exceptional Training
Also at 3rd level, you learn an additional spell when you reach See Player's Handbook pg. 93.
certain levels in this class, as shown in the Beast Master
Spells table. The spell counts as a ranger spell for you, but it
doesn't count against the number of ranger spells you know.
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Bestial Fury (Changed) Fey Wanderer Magic (Changed)
Starting at 11th level, when you command your primal See Tasha's Cauldron of Everything pg. 58 for further details
companion to take the Attack action, the beast can make of this feature.
two attacks.
In addition, you can use an action to touch your primal Fey Wanderer Spells
companion and expend a 2nd-level spell slot to grant it Ranger Level Spell
extra damage on its attacks equal to your Wisdom 3rd Faerie Fire
modifier for 10 minutes.
5th Misty Step
Share Spells 9th Hypnotic Pattern
See Player's Handbook pg. 93. 13th Dimension Door
Bonded for Life (New) 17th Mislead
Also starting at 15th level, your connection with your primal
companion is so strong that your life forces are now fully Otherworldly Glamour
intertwined. As a bonus action, you can choose to transfer See Tasha's Cauldron of Everything pg. 59.
some of your hit points to your primal companion, or transfer
some of your primal companion's hit points to yourself (up to Beguiling Twist
the receiving creature's hit point maximum).
See Tasha's Cauldron of Everything pg. 59.
Drakewarden Fey Reinforcements
Since the Drakewarden ranger's official release is still See Tasha's Cauldron of Everything pg. 59.
upcoming in Fizban's Treasury of Dragons, no changes
are suggested at this time. Misty Wanderer
Draconic Gift See Tasha's Cauldron of Everything pg. 59.
See Fizban's Treasury of Dragons pg. TBD.
Gloom Stalker
Drake Companion The Gloom Stalker ranger is an amazing subclass in
See Fizban's Treasury of Dragons pg. TBD. every respect. It needed no changes.
Bond of Fang and Scale Gloom Stalker Magic
See Fizban's Treasury of Dragons pg. TBD. See Xanathar's Guide to Everything pg. 42.
Drake’s Breath Dread Ambusher
See Fizban's Treasury of Dragons pg. TBD. See Xanathar's Guide to Everything pg. 42.
Perfected Bond Umbral Sight
See Fizban's Treasury of Dragons pg. TBD. See Xanathar's Guide to Everything pg. 42.
Iron Mind
Fey Wanderer See Xanathar's Guide to Everything pg. 42.
This flavorful subclass needed very little adjustment, just
a couple spell replacements and an adjustment to the Stalker's Flurry
Dreadful Strikes feature.
See Xanathar's Guide to Everything pg. 42.
Dreadful Strikes (Changed)
Shadowy Dodge
At 3rd level, you can augment your weapon strikes with mind-
scarring magic, drawn from the gloomy hollows of the See Xanathar's Guide to Everything pg. 42.
Feywild. Once a turn, when you hit a creature with a weapon
attack, you can deal an extra 1d8 psychic damage to the
target.
The extra damage increases to 2d8 when you reach 11th
level in this class.

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Horizon Walker Hunter Spells
Ranger Level Spells
The Horizon Walker ranger has one foot in the material
plane, and one foot outside of it. With this subclass 3rd Hunter's Mark
offering a unique and evocative suite of features, only 5th Invisibility
minor changes were made to a few of them.
9th Slow
Horizon Walker Magic 13th Greater Invisibility
See Xanathar's Guide to Everything pg. 42. 17th Hold Monster

Detect Portal (Changed)


Hunter's Prey (Reworked)
At 3rd level, you gain the ability to magically sense the
presence of a planar portal. As an action, you detect the Starting at 3rd level, whenever you finish a long rest, you can
distance and direction to the closest planar portal within 10 choose to activate two of your available Hunter
miles of you. Specializations (see "Hunter Specializations" below).
Once you use this feature, you can't use it again until you Defensive Tactics (Reworked)
finish a short or long rest.
See the "Planar Travel" section in chapter 2 of the Starting at 7th level, whenever you finish a long rest, you can
Dungeon Master's Guide for examples of planar portals. choose to activate three of your available Hunter
Additionally, all of the Outer Planes are considered Specializations (see "Hunter Specializations" below).
favored terrain for you (as per the ranger's Natural
Explorer feature). Multiattack (Reworked)
Planar Warrior (Changed) Starting at 11th level, whenever you finish a long rest, you
can choose to activate four of your available Hunter
At 3rd level, you learn to draw on the energy of the multiverse Specializations (see "Hunter Specializations" below).
to augment your attacks.
Once a turn, when you hit a creature with a weapon Superior Hunter's Defense
attack, you can turn the damage dealt by the attack into (Reworked)
force damage. The creature also takes an extra 1d8 force
damage from the attack. When you reach 11th level in this Starting at 15th level, whenever you finish a long rest, you
class, the extra damage increases to 2d8. can choose to activate five of your available Hunter
Specializations (see "Hunter Specializations" below).
Ethereal Step
See Xanathar's Guide to Everything pg. 42. Hunter Specializations
Distant Strike (Changed)
See Xanathar's Guide to Everything pg. 42. When you gain certain levels in this subclass, you gain
access to different hunter specializations. If a hunter
Spectral Defense (Changed) specialization has a level requirement, you must be at
least that level to activate it.
See Xanathar's Guide to Everything pg. 42 for further details
of this feature. Colossus Slayer
If you already have resistance to a damage type used in Your tenacity can wear down the most potent foes. When you
the attack, your reaction instead grants you immunity to hit a creature with a weapon attack, the creature takes an
all of that attack's damage on this turn. extra 1d8 damage if it’s below its hit point maximum. You can
deal this extra damage only once per turn.
Hunter Giant Killer
The Hunter ranger has been reworked to offer more When a Large or larger creature hits or misses you with an
freedom to choose from a variety of specializations. attack, you can use your reaction to attack that creature
Subclass spells were also added. immediately after its attack, provided that you can see the
creature.
Hunter Magic (New)
Starting at 3rd level, you learn an additional spell when you Horde Breaker
reach certain levels in this class, as shown in the Hunter Once on each of your turns when you make a weapon attack,
Spells table. The spell counts as a ranger spell for you, but it you can make another attack with the same weapon against a
doesn’t count against the number of ranger spells you know. different creature that is within 10 feet of the original target
and within range of your weapon.

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Escape the Horde (7th Level or Higher) Monster Slayer Magic (Changed)
When two or more hostile creatures are within 5 feet of Starting at 3rd level, you learn an additional spell when you
you, you can use your reaction to move up to half your reach certain levels in this class, as shown in the Monster
movement speed without provoking opportunity attacks Slayer Spells table. The spell counts as a ranger spell for you,
from those creatures. but it doesn't count against the number of ranger spells you
Multiattack Defense (7th Level or know.
Higher) Monster Slayer Spells
When a creature hits you with an attack as part of taking Ranger Level Spells
the Multiattack action, you gain a +2 bonus to AC against
that attack and all subsequent attacks made by that 3rd Protection from Evil and Good
creature for the rest of the turn. 5th Mind Spike
Steel Will (7th Level or Higher) 9th Magic Circle
You have advantage on saving throws against being charmed 13th Otiluke's Resilient Sphere
or frightened.
17th Bigby's Hand
On a Roll (11th Level or Higher)
When you take the Attack action and hit both times, you Hunter's Sense
can attack a third time as part of that action.
See Xanathar's Guide to Everything pg. 43.
Volley (11th Level or Higher)
You can use your action to make a ranged attack against any Slayer's Prey (Changed)
number of creatures within 10 feet of a point you can see Starting at 3rd level, you can focus your ire on one foe,
within your weapon’s range. You must have ammunition for increasing the harm you inflict on it. Your Favored Foe
each target, as normal, and you make a separate attack roll feature is improved. You now roll two dice instead of one
for each target. to determine its damage. Your uses of Favored Foe can
also be regained when you finish a short or long rest.
Whirlwind Attack (11th Level or Higher)
You can use your action to make melee attacks against any Supernatural Defense (Changed)
number of creatures within 5 feet of you, with a separate
attack roll for each target. At 7th level, you gain extra resilience against your prey’s
assaults on your mind and body. Whenever your Favored
Evasion (15th Level or Higher) Foe forces you to make a saving throw and whenever you
When you are subjected to an effect, such as a red dragon’s make an ability check to escape that target's grapple, add 1d6
fiery breath or a lightning bolt spell, that allows you to make a to your roll.
Dexterity saving throw to take only half damage, you instead
take no damage if you succeed on a saving throw, and only Magic-User's Nemesis
half damage if you fail See Xanathar's Guide to Everything pg. 43.
Stand Against the Tide (15th Level or Slayer's Counter (Changed)
Higher)
When a hostile creature misses you with a melee attack, you At 15th level, you gain the ability to counterattack when your
can use your reaction to force that creature to repeat the prey tries to sabotage you. If your Favored Foe forces you to
same attack against another creature (other than itself) of make a saving throw, you can use your reaction to make one
your choice. weapon attack against the quarry. You make this attack
immediately before making the saving throw. If the attack
Uncanny Dodge (15th Level or Higher) hits, your save automatically succeeds, in addition to the
When an attacker that you can see hits you with an attack, attack’s normal effects.
you can use your reaction to halve the attack’s damage
against you. Swarmkeeper
The Swarmkeeper ranger can now use its swarm either
Monster Slayer offensively or defensively, generally increasing the
The Monster Slayer ranger needed some small tweaks, subclass' effectiveness and versatility.
but the main change has been the incorporation of Gathered Swarm (Changed)
Favored Foe into this subclasses' features.
See Tasha's Cauldron of Everything pg. 60 for further details
of this feature.
At the start of each of your turns, you choose whether
your swarm will aid you offensively or defensively. Your
choice determines how the swarm behaves until the start
of your next turn.
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Offensive Swarm. Once on your turn, your swarm
attacks a creature you hit with a weapon attack,
dealing 1d6 piercing damage to that creature. The
creature must then succeed on a Strength saving
throw against your spell save DC or be moved by the
swarm up to 15 feet horizontally in a direction of your
choice.
Defensive Swarm. Your swarm surrounds you,
shielding you from harm. You gain a +2 bonus to your
AC, and your movement does not provoke opportunity
attacks.
Swarmkeeper Magic (Changed)
See Tasha's Cauldron of Everything pg. 60 for further details
of this feature.
Swarmkeeper spells
Ranger Level Spell
3rd Faerie Fire, Mage Hand
5th Web
9th Gaseous Form
13th Giant Insect
17th Insect Plague

Writhing Tide (Changed)


Beginning at 7th level, you can condense part of your swarm
into a focused mass that lifts you up. As a bonus action, you
gain a flying speed of 10 feet and can hover. While you are
flying at least 5 feet above the ground, enemy creatures
have disadvantage on ranged attacks against you. This
effect lasts for 1 minute or until you are incapacitated.
You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.
Additionally, your Offensive Swarm's attacks are
considered as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and
damage.
Mighty Swarm (Changed)
At 11th level, your Gathered Swarm grows mightier in the
following ways:
Offensive Swarm. The damage of your Offensive
Swarm increases to 2d6, and if the creature attacked
by the swarm fails its saving throw against being
moved by the Offensive Swarm, you can also cause the
swarm to knock the creature prone.
Defensive Swarm. While your Gathered Swarm is
acting as a Defensive Swarm, you gain a +10 bonus to
your speed, and enemy creatures have disadvantage on
melee attacks against you.
Swarming Dispersal
See Tasha's Cauldron of Everything pg. 60.

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Rogue
The Rogue is the master of skills and cunning. The main change made to the class was moving its 9th and 13th level
subclass features up to 6th and 11th level.

The Rogue
Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves' Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Archetype, Steady Aim
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Roguish Archetype feature
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Expertise
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Roguish Archetype feature
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Reliable Talent
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Roguish Archetype feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

Hit Points, Proficiencies, and Thieves' Cant


Equipment See Player's Handbook pg. 96.
See Player's Handbook pg. 95. Cunning Action
Expertise (Changed) See Player's Handbook pg. 96.
See Player's Handbook pg. 96 for further details of this
feature. Roguish Archetype (Changed)
At 9th level, you can choose two more of your proficiencies At 3rd level, you choose an archetype that you emulate in the
(in skills or with thieves' tools) to gain this benefit. exercise of your rogue abilities. Your archetype choice grants
you features at 3rd level and then again at 6th, 11th, and
Sneak Attack 17th level.
See Player's Handbook pg. 96. Steady Aim
See Tasha's Cauldron of Everything pg. 62.

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Ability Score Improvement Blindsense
See Player's Handbook pg. 96. See Player's Handbook pg. 96.
Uncanny Dodge Slippery Mind
See Player's Handbook pg. 96. See Player's Handbook pg. 96.
Evasion Elusive
See Player's Handbook pg. 96. See Player's Handbook pg. 96.
Reliable Talent (Changed) Stroke of Luck (Changed)
By 13th level, you have refined your chosen skills until they See Player's Handbook pg. 97 for further details of this
approach perfection. Whenever you make an ability check feature.
that lets you add your proficiency bonus, you can treat a d20 Once you use this feature, you can't use it again until you
roll of 9 or lower as a 10. finish a short or long rest, or until you score a critical hit
against a hostile creature.

Rogue Subclasses
Arcane Trickster
The Arcane Trickster rogue is very similar to the Eldritch Knight fighter. They share the same spell progression and
number of spells known. One additional change was made to Versatile Trickster as well.

Arcane Trickster Spellcasting _______________________________ Spell Slots per Spell Level


Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd Mage Hand + 2 3 2 — — —
4th Mage Hand + 2 3 2 — — —
5th Mage Hand + 2 4 3 — — —
6th Mage Hand + 2 4 3 — — —
7th Mage Hand + 2 5 4 2 — —
8th Mage Hand + 2 6 4 2 — —
9th Mage Hand + 2 7 4 3 — —
10th Mage Hand + 3 7 4 3 — —
11th Mage Hand + 3 8 4 3 1 —
12th Mage Hand + 3 8 4 3 1 —
13th Mage Hand + 3 9 4 3 2 —
14th Mage Hand + 3 10 4 3 2 —
15th Mage Hand + 3 11 4 3 3 —
16th Mage Hand + 3 11 4 3 3 —
17th Mage Hand + 3 12 4 3 3 1
18th Mage Hand + 3 12 4 3 3 1
19th Mage Hand + 3 12 4 3 3 1
20th Mage Hand + 3 13 4 3 3 2

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Spellcasting Impostor. You must spend at least one hour studying a
humanoid's behavior. For each hour spent, you can
See Player's Handbook pg. 98. learn to impersonate one of the following elements of
their behavior: their mannerisms, their speech, or
Mage Hand Legerdemain their handwriting. You must be able to observe
See Player's Handbook pg. 98. examples of these behaviors in order to imitate them.
When using any of the behaviors you have learned to
Magical Ambush (Changed) imitate, your ruse is indiscernible to the casual observer.
If a wary creature suspects something is amiss, you have
Starting at 6th level, if you are hidden from a creature when advantage on any Charisma (Deception) check you make
you cast a spell on it, the creature has disadvantage on any to avoid detection.
saving throw it makes against the spell this turn. Starting at 11th level, you gain advantage on skill
Versatile Trickster (Changed) checks to use a Disguise Kit.
At 11th level, you gain the ability to distract targets with your Poison Expert (New)
Mage Hand. As a bonus action on your turn, you can move
the spectral hand created by the spell, and if it stops Replaces "Impostor."
within 5 feet of a creature you designate, you gain At 11th level, you master the art of crafting deadly poisons
advantage on attack rolls against that creature until the end for consumption or application to your weapons. You gain
of the turn. several benefits:
You gain advantage on skill checks to use a Poisoner's Kit
Spell Thief or to harvest reagents used in crafting poisons.
See Player's Handbook pg. 98. The sample poisons listed in the Dungeon Master's Guide
on pages 257-258 may be purchased for half the cost or
Assassin crafted in half the time.
You also learn how to craft a poison whose recipe is
Two of the Assassin's features have been rolled into one, known only to rogue assassins: Rogue's Revenge.
and a new 11th level feature focusing on poisons has
been created. Rogue's Revenge
This poison, exclusively craftable by assassin rogues, is a
Bonus Proficiencies clear liquid that can be consumed or applied to a weapon or
piece of ammunition.
See Player's Handbook pg. 97.
When consumed, a creature must make a Constitution
Assassinate saving throw (DC 8 + your Dexterity modifier + your
See Player's Handbook pg. 97. proficiency bonus). On a failed save, the creature is
paralyzed for 1 minute, taking 6d6 necrotic damage
Infiltration Expertise (Changed) immediately and at the start of each of its turns. The
creature may make a new saving throw at the end of each
Starting at 6th level, your ability to escape notice is of its turns, ending the poison's effects on a success.
heightened. As a reaction, you can use the Hide action
whenever you are about to be noticed by a creature that When a creature is hit by a weapon or piece of
was not already aware of your presence, as long as there ammunition that this poison has been applied to, it must
is something within 5 feet of you that could serve as total make a Constitution saving throw (DC 8 + your Dexterity
cover. modifier + your proficiency bonus). On a failed save, the
Additionally, you can unfailingly create false identities for creature takes an extra 2d6 necrotic damage and is
yourself in either of the following ways: paralyzed until the end of its next turn. One dose of poison
is enough to apply this effect to three pieces of
Fabrication. You must spend seven days and 25 gp to ammunition or three consecutive hits with a melee
establish the history, profession, and affiliations for an weapon.
identity that you fabricate and that does not belong to
someone else. For example, you might acquire As part of completing a long rest, you can craft one dose of
appropriate clothing, letters of introduction, and official- Rogue's Revenge if you have access to your Poisoner's Kit.
looking certification to establish yourself as a member of a The poison becomes a harmless liquid after 24 hours.
trading house from a remote city so you can insinuate
yourself into the company of other wealthy merchants. Death Strike
Thereafter, if you adopt the new identity as a disguise, See Player's Handbook pg. 97.
other creatures believe you to be that person until given an
obvious reason not to.

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Eye for Weakness (Reworked)
Inquisitive At 17th level, you learn to discover a creature’s hidden
As one of the weakest subclasses released for the rogue, weakness in the heat of battle. During combat, you can use a
this version has received substantial changes, now bonus action to make a Wisdom (Perception) check against a
making it one of the strongest options available. hostile creature. That creature must roll a Charisma saving
throw. The DC for the save equals the result of your Wisdom
Ear for Deceit (Changed) (Perception) check. If the creature fails it save, roll on the
When you choose this archetype at 3rd level, you develop a Hidden Vulnerability table. That creature is then permanently
keen ear for picking out lies. Whenever you make a Wisdom considered vulnerable to the damage type you rolled. If the
(Insight) check, treat a roll of 9 or lower on the d20 as an creature is immune or resistant to the damage type rolled,
10. they are unaffected, and their hidden vulnerability has not yet
Additionally, you have honed your ability to listen and been revealed.
understand the subtlest of sounds. Whenever you make a A creature can only have one hidden vulnerability.
skill check that relies on your ability to hear something, Hidden Vulnerability
you make that check with advantage.
d10 Vulnerability
Eye for Detail (Changed) 1 Acid
Starting at 3rd level, you can use a bonus action to make 2 Cold
Wisdom (Perception) checks and Intelligence
(Investigation) checks. These checks might be used to 3 Fire
spot a hidden creature or object, or to uncover or decipher 4 Force
clues. 5 Lightning
You can use your Wisdom modifier instead of your
Intelligence modifier when making Investigation checks. 6 Necrotic
Additionally, if you are aware of an invisible creature's 7 Poison
location and can see its space, you do not suffer
disadvantage when attacking that creature. 8 Psychic
9 Radiant
Insightful Fighting (Changed)
10 Thunder
At 3rd level, you gain the ability to decipher an opponent’s
tactics and develop a counter to them. As a bonus action, you
make a Wisdom (Insight) check against a creature you can Mastermind
see that isn’t incapacitated, contested by the target’s The Mastermind rogue received several substantial
Charisma (Deception) check. If you succeed, you can use your improvements to make it competitive with other
Sneak Attack against that target even if you don't have subclasses.
advantage on the attack roll, but not if you have disadvantage
on it. Your Sneak Attack also deals an extra 1d6 damage
to that target. Master of Intrigue (Changed)
This benefit lasts for 1 minute or until you successfully use See Xanathar's Guide to Everything pg. 46 for further details
this feature against a different target. of this feature.
The extra damage of this feature increases to 2d6 at Moreover, when you make a Charisma (Deception)
11th level and 3d6 at 17th level. check, you can add your Dexterity modifier to the result
of the check.
Steady Eye (Changed)
At 6th level, you gain advantage on any Wisdom (Perception) Master of Tactics (Changed)
or Intelligence (Investigation) check if you move no more than Starting at 3rd level, when an ally is about to make an
half your speed on the same turn. attack, you can use your reaction to use the Help action
against the target of the attack. Additionally, when you use
Unerring Eye (Changed) the Help action to aid an ally in attacking a creature, the
At 11th level, your senses are almost impossible to foil. As an target of that attack can be within 30 feet of you, rather than
action, you can enter a state of heightened awareness. For 5 feet of you, if the target can see or hear you.
10 minutes, you sense the presence of illusions, Insightful Manipulator (Changed)
shapechangers not in their original form, and other magic
designed to deceive the senses within 30 feet of you, provided Starting at 6th level, if you spend at least 1 minute observing
you aren't blinded or deafened. You sense that an effect is or interacting with another creature outside of combat, you
attempting to trick you and can pinpoint its location, but can learn certain information about its capabilities compared
you gain no insight into what is hidden or into its true nature. to your own. For each minute you spend in this way, you
You can use this feature a number of times equal to your learn one piece of information about the creature. The
Wisdom modifier (minimum of once), and you regain all DM tells you if the creature is your equal, superior, or inferior
expended uses of it when you finish a long rest. in regard to the following characteristics of your choice:
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Strength score Tokens of the Departed (Changed)
Dexterity score
Constitution score See Tasha's Cauldron of Everything pg. 62 for further details
Intelligence score of this feature.
Wisdom score At 6th level, when a life ends in your presence, you're able
Charisma score to snatch a token from the departing soul, a sliver of its life
Armor Class essence that takes physical form: as a reaction when a
Current hit points creature you can see dies within 30 feet of you, you can open
Total class levels, if any your free hand and cause a Tiny trinket to appear there, a
Rogue class levels, if any soul trinket. CR 0 creatures do not produce soul trinkets.
If you spend at least 10 minutes observing or The DM determines the trinket's form or has you roll on the
interacting with the creature, you learn all of this Trinkets table in the Player's Handbook to generate it.
information about them. When you deal Sneak Attack damage on your turn, you
If you attack this creature within the next 10 minutes can destroy two of your soul trinkets that are on your
after learning all of the information listed above, your person and then immediately use Wails from the
first attack against them is made with advantage and is Grave, dealing the necrotic damage to both the first
considered a critical hit if the attack hits. and the second creature, without expending a use of
At the DM's option, after learning at least one that feature.
characteristic, you might also realize you know a piece of the
creature's history or one of its personality traits, if it has any. Ghost Walk (Changed)
Misdirection (Changed) See Tasha's Cauldron of Everything pg. 63 for further details
of this feature.
Beginning at 11th level, you can sometimes cause another At 11th level, you can phase partially into the realm of the
creature to suffer an attack meant for you. When you are dead, becoming like a ghost.
targeted by an attack while a creature within 5 feet of you is
granting you cover against that attack, you can use your Death's Friend (Changed)
reaction to have the attack target that creature instead of you. See Tasha's Cauldron of Everything pg. 63 for further details
If your source of cover is an ally, the attack is made with of this feature.
disadvantage.
When you use your Wails from the Grave, you can now
Soul of Deceit (Changed) deal the necrotic damage to both the first and the second
See Xanathar's Guide to Everything pg. 46 for further details creature without expending a second use of Wails from
of this feature. the Grave or a second soul trinket.
Moreover, your deceptiveness works to your advantage
in battle. You are permanently under the effects of the Scout
Dodge and Disengage actions as long as you are not
under the effect of any of the following conditions: The Scout rogue focuses heavily on high mobility and has
blinded, charmed, deafened, frightened, grappled, some kinship with rangers. The changes made here help
incapacitated, paralyzed, petrified, poisoned, prone, to improve on this theme's execution.
restrained, stunned, unconscious, or exhausted.
Skirmisher (Changed)
Phantom 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
The Phantom rogue's connection to death makes it a an enemy comes within 5 feet of you. This movement
unique and evocative subclass. The most significant doesn’t provoke opportunity attacks.
change made here was allowing you to expend two uses
of Wails from the Grave or Tokens of the Departed to deal Survivalist (Changed)
damage to both the original target and a second target.
See Xanathar's Guide to Everything pg. 47 for further details
Whispers of the Dead of this feature.
Once per day, if you spend at least 1 hour foraging in a
See Tasha's Cauldron of Everything pg. 62. healthy wooded area, you can make a Wisdom (Survival)
check. On a result of 20 or higher, you find ten rare
Wails from the Grave (Changed) berries that have the same properties as the berries
See Tasha's Cauldron of Everything pg. 62 for further details created by the Goodberry spell.
of this feature.
Starting at 6th level, you can choose to expend two Superior Mobility (Changed)
uses of this feature to deal the necrotic damage to both At 6th level, your speed increases by 10 feet. You also gain
the first and the second creature. a climbing speed and swimming speed equal to your
walking speed.

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Ambush Master (Changed) Psychic Veil (Changed)
See Xanathar's Guide to Everything pg. 47 for further details See Tasha's Cauldron of Everything pg. 65 for further details
of this feature. of this feature.
Starting at 11th level, you excel at leading ambushes and At 11th level, you can weave a veil of psychic static to
acting first in a fight. mask yourself.
Sudden Strike Rend Mind
See Xanathar's Guide to Everything pg. 47. See Tasha's Cauldron of Everything pg. 65.
Soulknife Swashbuckler
The Soulknife is a great subclass with very forgiving The Swashbuckler is particularly suited to melee combat,
resource usage mechanics. Some adjustments were such as two weapon fighting, as well as being a
made to Psychic Blades and Psychic Teleportation. particularly charismatic rogue. It needed a number of
improvements to make it function successfully.
Psionic Power
See Tasha's Cauldron of Everything pg. 64. Fancy Footwork (Changed)
See Xanathar's Guide to Everything pg. 47 for further details
Psychic Blades (Changed) of this feature.
Also at 3rd level, you can manifest your psionic power as Additionally, if you move at least 10 feet straight toward
shimmering blades of psychic energy. When you choose to a creature before attacking, you deal extra damage equal
activate your Psychic Blades feature (no action required), to your proficiency bonus on your attacks against that
a psychic blade manifests from your free hand. If you no creature until the start of your next turn.
longer have the psychic blade in your free hand, you can Rakish Audacity
cause a new psychic blade to immediately appears in its
place. If both of your hands are free, you can choose See Xanathar's Guide to Everything pg. 47.
which hand the psychic blade manifests in, or manifest
one in each hand. When you chose to deactivate your Panache (Changed)
Psychic Blades feature (no action required), the psychic At 6th level, your charm becomes extraordinarily beguiling.
blades vanish. As a bonus action, you can make a Charisma (Persuasion)
This magic blade is a simple melee weapon with the check contested by a creature's Wisdom (Insight) check. The
finesse and thrown properties. It has a normal range of 60 creature must be able to hear you, and the two of you must
feet and no long range, and on a hit, it deals psychic damage share a language.
equal to 1d6 plus the ability modifier you used for the attack If you succeed on the check and the creature is hostile to
roll. The blade vanishes immediately after it hits or misses its you, before it can attack you, it must first make a Wisdom
target, and it leaves no mark on its target if it deals damage. saving throw (DC = 8 + your proficiency bonus + your
After attacking with the psychic blade, you can use a Charisma modifier). On a failed save, the creature must
bonus action on the same turn to make an additional choose a new target or lose the attack or spell. This effect
psychic blade attack. On a hit, this bonus action attack lasts for 1 minute, or until your concentration is broken (as
does extra damage equal to your rogue level. if concentrating on a spell).
Soul Blades (Changed) If you succeed on the check and the creature isn't
hostile to you, it is charmed by you for 1 minute. While
See Tasha's Cauldron of Everything pg. 65 for further details charmed, it regards you as a friendly acquaintance. This
of this feature. effect ends immediately if you or your companions do
Starting at 6th level, your Psychic Blades are now an anything harmful to it. When the charm ends, the
expression of your psi-suffused soul, giving you these powers creature knows it was charmed by you.
that use your Psionic Energy dice: You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended uses
Psychic Teleportation. As a bonus action, you manifest when you finish a long rest. If you fail the contested skill
one of your Psychic Blades and throw the blade at an check, you do not expend a use of this feature.
unoccupied space you can see. If you expend one
Psionic Energy die, you can throw the blade up to 60 Elegant Maneuver (Changed)
feet away. If you expend two Psionic Evergy dice, you
can throw the blade up to 120 feet away. You then Starting at 11th level, you gain advantage on Dexterity
teleport to that space, and the blade vanishes. (Acrobatics) or Strength (Athletics) checks.
In addition, your walking speed increases by 10 feet.

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Master Duelist (Changed) Use Magic Device (Changed)
Beginning at 17th level, your mastery of the blade lets you By 11th level, you have learned enough about the workings
turn failure into success in combat. If you miss with an attack of magic that you can improvise the use of items even when
roll, you can roll it again with advantage. Once you do so, you they are not intended for you. You ignore all class, race, and
can't use this feature again until you finish a short or long level requirements on the use of magic items.
rest, or until you score a critical hit against a hostile
creature. Thief's Reflexes
See Player's Handbook pg. 97.
Thief
The Thief is the truly iconic rogue. One improvement of
note is the rework of Second-Story Work that now offers
incentives for taking the high ground.
Fast Hands (Changed)
Starting at 3rd level, you can use the bonus action granted by
your Cunning Action to make a Dexterity (Sleight of Hand)
check, use your thieves' tools to disarm a trap or open a lock,
take the Use an Object action, or take the Activate an Item
action.
You can't use the Activate an Item action more than
once on your turn, and you are limited to activating only
magic items that are Common or Uncommon in this way.
Second-Story Work (Reworked)
When you choose this archetype at 3rd level, you gain a
climbing speed equal to your walking speed, falling from a
height of 100 feet or less does not cause you to fall prone,
and you use your Dexterity score instead of your Strength
score to determine your allowed jump distance.
You also gain two abilities that allow you to take advantage
of having the high ground over your enemies:
Rooftop Sniper
When you make a ranged weapon attack against a creature
that is at least 10 feet below you, you gain a +2 bonus to your
attack and damage rolls.
Death from Above
When you jump down from a height between 100-10 feet, you
can take the Attack action as part of the fall, attempting to
make a melee attack and transfer the damage of your fall to
your target. If you hit with the melee attack, the target takes
damage from the attack as well as your fall damage, instead
of you. If the target takes 20 or more hit points of fall damage
from you, it must also make a Stength saving throw (DC = 8 +
your proficiency bonus + your Dexterity modifier) or be
knocked prone. If you miss, you can use your reaction to
reduce the fall damage you take by half.
Supreme Sneak (Changed)
Starting at 6th level, you have advantage on a Dexterity
(Stealth) check if you move no more than half your speed on
the same turn. If the result of your roll is a 20 or higher,
you make no sound and leave no trace of your passage
while sneaking.

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Sorcerer
Sorcerers are powerful innate acrane spellcasters, but their very limited number of spells known has long been
problematic. With the new subclasses released in Tasha's Cauldron of Everything, we saw the inclusion of known spells
granted through the subclass. This template has been applied to the other Sorcerer subclasses as well. In addition, of all
of the classes in D&D, the Sorcerer is the most well suited to use the optional Spell Points system introduced in the
Dungeon Master's Guide. This system has been incorporated into the rebalanced version of the class, but optional rules
remain for playing with spell slots if that is your preference.

The Sorcerer _________________________________________________ Spell Point Progression


Proficiency Sorcery Cantrips Spells
Level Bonus Points Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 — Spellcasting, Sorcerous Origin 4 2 4 — — — — — — — —
2nd +2 2 Font of Magic 4 3 6 — — — — — — — —
3rd +2 3 Metamagic (2) 4 4 ~ 14 — — — — — — —
Ability Score Improvement,
4th +2 4 5 5 ~ 17 — — — — — — —
Sorcerous Versatility
Magic in the Blood (x1), Magical
5th +3 5 5 6 ~ ~ 27 — — — — — —
Guidance
6th +3 6 Sorcerous Origin feature 5 7 ~ ~ 32 — — — — — —
7th +3 7 Metamagic (3) 5 8 ~ ~ ~ 38 — — — — —
Ability Score Improvement,
8th +3 8 5 9 ~ ~ ~ 44 — — — — —
Sorcerous Versatility
9th +4 9 — 5 10 ~ ~ ~ ~ 57 — — — —
10th +4 10 Magic in the Blood (x2) 6 11 ~ ~ ~ ~ 64 — — — —
11th +4 11 Metamagic (4) 6 12 ~ ~ ~ ~ ~ 73 — — —
Ability Score Improvement,
12th +4 12 6 12 ~ ~ ~ ~ ~ 73 — — —
Sorcerous Versatility
13th +5 13 — 6 13 ~ ~ ~ ~ ~ ~ 83 — —
14th +5 14 Sorcerous Origin feature 6 13 ~ ~ ~ ~ ~ ~ 83 — —
15th +5 15 Magic in the Blood (x3) 6 14 ~ ~ ~ ~ ~ ~ ~ 94 —
Ability Score Improvement,
16th +5 16 6 14 ~ ~ ~ ~ ~ ~ ~ 94 —
Sorcerous Versatility
17th +6 17 Metamagic (5) 6 15 ~ ~ ~ ~ ~ ~ ~ ~ 107
18th +6 18 Sorcerous Origin feature 6 15 ~ ~ ~ ~ ~ ~ ~ ~ 114
Ability Score Improvement,
19th +6 19 6 15 ~ ~ ~ ~ ~ ~ ~ ~ 129
Sorcerous Versatility
20th +6 20 Sorcerous Restoration 6 15 ~ ~ ~ ~ ~ ~ ~ ~ 133

Hit Points, Proficiencies, and Spellcasting (Changed)


Equipment See Player's Handbook pg. 101 for further details of this
See Player's Handbook pg. 100. feature.

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Spell Points (Replaces Spell Slots) Sorcery Points into Spell Points
To cast one of your sorcerer spells of 1st level or higher, Sorcerer Level Sorcery Point Cost Spell Point Gain
you must spend a number of spell points (see the Spell
Point Cost table). You can't reduce your spell point total 2nd 2 2
to less than 0, and you regain all spent spell points when 3rd-4th 3 3
you finish a long rest.
On the Sorcerer table, your Spell Point Progression 5th-6th 5 5
shows the number of spell points you have to spend, 7th-8th 6 6
based on your level as a sorcerer, and the highest spell
level available to you to cast spells. 9th-20th 7 7

Spell Point Cost Spell Points into Sorcery Points


Spell Level Spell Point Cost Point Cost Math Sorcerer Level Spell Point Cost Sorcery Point Gain
1st 2 spell level + 1 2nd 2 1
2nd 3 spell level + 1 3rd-4th 3 2
3rd 5 spell level + 2 5th-6th 5 3
4th 6 spell level + 2 7th-8th 6 4
5th 7 spell level + 2 9th-10th 7 5
6th* 9 spell level + 3 11th-12th 9 6
7th* 10 spell level + 3 13th-14th 10 7
8th* 11 spell level + 3 15th-16th 11 8
9th* 13 spell level + 4 17th-20th 13 9

Spells of 6th level and higher are particularly taxing to Spell Slot Spellcasting (Optional)
cast. After you cast a spell of 6th level or higher, or upcast
to that level, you can't cast a spell at that spell level again While it is recommended to use spell points instead of spell
until you finish a long rest. slots for sorcerer spellcasting, as this provides a unique style
of play that helps set sorcerers apart from other classes, if the
Sorcerous Origin player would prefer to use spell slots instead, they may do so.
See Player's Handbook pg. 101. In that case, the sorcerer would use the spell slot progression
found in the Sorcerer chart in the Player's Handbook pg. 100.
Font of Magic (Changed) They would also ignore the Flexible Casting (Spell Points)
feature above, and instead use the Flexible Casting feature
See Player's Handbook pg. 101. found in the Player's Handbook pg. 101.
Flexible Casting (Spell Points) Metamagic (Changed)
You can use your sorcery points to gain additional spell See Player's Handbook pg. 102 for further details of this
points, or sacrifice spell points to gain additional sorcery feature.
points. You learn other ways to use your sorcery points as you At 3rd level, you gain the ability to twist your spells to suit
reach higher levels. your needs. You gain two of the following Metamagic options
Converting Sorcery Points into Spell Points. You can of your choice. You gain another one at 7th, 11th and 17th
transform unexpended sorcery points into spell points as level.
a bonus action on your turn. The Sorcery Points into You can use only one Metamagic option on a spell when
Spell Points table shows the costs of this conversion. As you cast it, unless otherwise noted.
you gain levels in sorcerer, the number of points you
can convert at one time increases. Any spell points you Careful Spell
have above the number determined by your level When you cast a spell that forces other creatures to make a
vanish at the end of a long rest. saving throw, you can protect some of those creatures from
the spell's full force. To do so, you spend 1 sorcery point and
Converting Spell Points into Sorcery Points. You can choose a number of those creatures up to your Charisma
transform unexpended spell points into sorcery points as modifier (minimum of one creature). A chosen creature
a bonus action on your turn. The Spell Points into automatically succeeds on its saving throw against the spell.
Sorcery Points table shows the costs of this conversion.
As you gain levels in sorcerer, the number of points You can choose to spend 1 additional sorcery point to
you can convert at one time increases. You can't have the creatures you chose take no damage from the
increase the number of sorcery points you have spell.
beyond the number determined by your level.

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Extended Spell Magical Guidance
When you cast a spell that has a duration of 1 minute or See Tasha's Cauldron of Everything pg. 66.
longer, you can spend 1 sorcery point to increase its
duration (see the Extended Spell table). Sorcerous Restoration (Changed)
Extended Spell At 20th level, you regain 5 expended sorcery points whenever
Original Spell Duration Extended Spell Duration you finish a short rest.
In addition, when you use Magic in the Blood to regain
1 minute 10 minutes sorcery points, you can treat a roll of 4 or lower as a 5.
10 minutes 1 hour
1 hour 8 hours Multiclassing Sorcerer
8 hours 24 hours Whether a player intends to make Sorcerer their primary or
secondary class when multiclassing should determine
Seeking Spell whether the player uses the spell points or spell slots option
If you make an attack roll for a spell and miss, you can spend for Sorcerer spellcasting.
1 sorcerer point to reroll the d20, and you must use the new Primary Sorcerer
roll. If multiclassing into a secondary class or subclass that has
You can use Seeking Spell even if you have already used a the Spellcasting feature, instead of gaining spell slots from
different Metamagic option during the casting of the spell. that class, the number of spell points you have equals the
number a single-class sorcerer would have at a level equal to
Transmuted Spell the combined levels of both classes (1/2 casters divide they're
You can spend 1 sorcery point to change the damage type level by 2 and 1/3 casters divide their level by 3, rounding
of a spell to one of the listed types: acid, cold, fire, down). For example, a character that has 5 levels in sorcerer
lightning, poison, or thunder. For 1 hour, any time you and 3 levels in bard would have 44 spell points (like an 8th
cast that spell, it uses the damage type you selected. level sorcerer). Whereas, a character that has 10 levels in
sorcerer and 6 levels in paladin would have 83 spell points
Ability Score Improvement (like a 13th level sorcerer), since 10 + (6/2) = 13.
See Player's Handbook pg. 102. You can upcast to the spell level aligned with the number of
spell points available to you on the Sorcerer table, but can't
Sorcerous Versatility cast spells that either class couldn't learn if they were a
single-class character. For example, a 5th level sorcerer/3rd
See Tasha's Cauldron of Everything pg. 66. level bard can learn spells up to 3rd level and can upcast to
4th level because they have spell points equal to an 8th level
Magic in the Blood (New) sorcerer.
Starting at 5th level, as part of a short rest, you can choose to If a feature from another class that has the Spellcasting
roll three hit dice and recover sorcery points equal to the feature references spell slots, use the Spell Point Cost table
highest number rolled on one of the dice, up to the maximum to translate the spell slot level into spell points. For example,
allowed by your level. When you use this feature, you expend if a sorcerer/paladin uses their smite feature to smite with a
all three rolled hit dice but gain no hit points from them. 2nd-level spell slot, they would spend 3 spell points to
Other features that refer to hit dice do not have any effect on perform the smite.
this feature. Secondary Sorcerer
You can use this feature once a day starting at 5th level, If multiclassing into sorcerer as a secondary class, use the
twice a day starting at 10th level, and three times a day optional Spell Slot Spellcasting rules.
starting at 15th level.

Sorcerer Subclasses
Psionic Spells
Aberrant Mind Sorcerer
The Aberrant Mind sorcerer is a very well made and Level Spells
balanced subclass. Mind Sliver was removed to keep all 1st Arms of Hadar, Dissonant Whispers
subclass spell lists uniform, and a small change was 3rd Calm Emotions, Detect Thoughts
made to Telepathic Speech.
5th Hunger of Hadar, Sending
Psionic Spells (Changed) Evard's Black Tentacles, Summon
7th
See Tasha's Cauldron of Everything pg. 67 for further details Aberration
of this feature. 9th Rary's Telepathic Bond, Telekinesis
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Telepathic Speech (Changed) Bastion of Law (Changed)
Starting at 1st level, you can form a telepathic connection See Tasha's Cauldron of Everything pg. 68 for further details
between your mind and the mind of another. As a bonus of this feature.
action, choose one creature you can see. You and the chosen The ward is represented by a number of d6s equal to two
creature can speak telepathically with each other while the times the number of sorcery points spent to create it. For
two of you are within a number of miles of each other equal example, spending 2 sorcery points creates 4d6s. When
to your Charisma modifier (minimum of 1 mile). To the warded creature takes damage, it can expend a number
understand each other, you each must speak mentally in a of those dice, roll them, and reduce the damage taken by the
language the other knows. total rolled on those dice.
The telepathic connection lasts for a number of minutes
equal to your sorcerer level. It ends early if you are Trance of Order (Changed)
incapacitated or die, if you use this ability to form a Starting at 14th level, you gain the ability to align your
connection with a different creature, or if you choose to consciousness to the endless calculations of Mechanus. As a
sever the connection (no action required). bonus action, you can enter this state for 1 minute. For the
Psionic Sorcery duration, attack rolls against you can't benefit from
advantage, and whenever you make an ability check or a
See Tasha's Cauldron of Everything pg. 68. saving throw, you can treat a roll of 9 or lower on the d20 as
a 10.
Psychic Defenses In addition, you can choose yourself or one creature
See Tasha's Cauldron of Everything pg. 68. within 60 feet of you. While you are in your Trance of
Order, the creature you chose can treat any attack roll
Revelation in Flesh they make of 9 or lower on the d20 as a 10.
Once you use this bonus action, you can't use it again until
See Tasha's Cauldron of Everything pg. 68. you finish a long rest, unless you spend 5 sorcery points to
use it again.
Warping Implosion
See Tasha's Cauldron of Everything pg. 68. Clockwork Cavalcade (Changed)
See Tasha's Cauldron of Everything pg. 68 for further details
Clockwork Soul of this feature.
The Clockwork Soul sorcerer is a protector with a The following conditions are ended on creatures of
number of good features, but some further improvements your choice in the cube: blinded, charmed, deafened,
were necessary. diseased, frightened, incapacitated, paralyzed,
poisoned, possessed, or stunned.
Clockwork Magic
See Tasha's Cauldron of Everything pg. 68. Draconic Bloodline
The Draconic sorcerer now has Draconic Magic spell
Restore Balance (Changed) lists for the various types of dragon ancestries, as well as
See Tasha's Cauldron of Everything pg. 68 for further details a new Draconic Sorcery feature.
of this feature.
You expend a use of this feature only when a roll that Dragon Ancestor
you prevented from being affected by advantage fails, or a See Player's Handbook pg. 102.
roll that you prevented from being affected by
disadvantage succeeds. Draconic Magic (New)
Clockwork Sorcery (New) You learn additional spells when you reach certain levels in
this class based on your draconic ancestry, as shown on the
Beginning at 6th level, when you cast any spell of 1st level or Draconic Spells tables. Each spell counts as a sorcerer spell
higher from your Clockwork Spells feature, you can cast it by for you, but it doesn’t count against the number of sorcerer
expending spell points (or a spell slot) as normal or by spells you know.
spending a number of sorcery points equal to the spell's level. Whenever you gain a sorcerer level, you can replace one
If you cast the spell using sorcery points, the duration of the spell you gained from this feature with another spell of the
spell is extended as though the Extended Spell metamagic same level. The new spell must be an evocation or a
were used on it. transmutation spell from the sorcerer, warlock, or wizard
spell list.

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Draconic Spells - Black and Copper Draconic Resilience
Ancestry (Acid) See Player's Handbook pg. 102.
Sorcerer Level Spells
1st Absorb Elements, Tasha's Caustic Brew
Draconic Sorcery (New)
3rd Dragon's Breath, Melf's Acid Arrow
Beginning at 6th level, when you cast any spell of 1st level or
higher from your Draconic Spells feature, you can cast it by
5th Counterspell, Protection from Energy expending spell points (or a spell slot) as normal or by
7th Summon Elemental, Vitriolic Sphere
spending a number of sorcery points equal to the spell's level.
If you cast the spell using sorcery points, you may choose its
9th Cloudkill, Scrying damage type, as though the Transmuted Spell metamagic
were used on it.
Draconic Spells - Blue and Bronze
Ancestry (Lightning) Elemental Affinity (Changed)
Sorcerer Level Spells Starting at 6th level, once a turn, when a spell you cast
1st Absorb Elements, Thunderwave
deals damage of the type associated with your draconic
ancestry, add your Charisma modifier to one damage roll of
3rd Dragon's Breath, Shatter that spell.
5th Lightning Bolt, Protection from Energy At the same time, you can spend 1 sorcery point to gain
resistance to that damage type for 1 hour. If you already
7th Summon Elemental, Storm Sphere have resistance to that damage type from a source other
9th Destructive Wave, Scrying than this feature, you instead gain immunity to that
damage type for 1 minute.
Draconic Spells - Brass, Gold, and Red
Ancestry (Fire)
Dragon Wings
Sorcerer Level Spells See Player's Handbook pg. 103.
1st Absorb Elements, Burning Hands Draconic Presence (Changed)
3rd Dragon's Breath, Flaming Sphere Beginning at 18th level, you can channel the dread presence
5th Fireball, Protection from Energy of your dragon ancestor, causing those around you to become
awestruck or frightened. As a bonus action, you can spend 5
7th Summon Elemental, Wall of Fire sorcery points to draw on this power and exude an aura of
9th Immolation, Scrying awe or fear (your choice) to a distance of 60 feet. For 1
minute, each hostile creature that starts its turn in this aura
Draconic Spells - Green Ancestry (Poison) must succeed on a Wisdom saving throw or be charmed (if
you chose awe) or frightened (if you chose fear) until the aura
Sorcerer Level Spells ends. A creature that succeeds on this saving throw is
1st Absorb Elements, Ray of Sickness immune to your aura for 24 hours.
3rd Dragon's Breath, Protection from Poison
5th Protection from Energy, Stinking Cloud
Divine Soul
7th Summon Elemental, Giant Insect
The Divine Soul sorcerer has had its Divine Magic
feature reworked to allow access to any of the cleric
9th Contagion, Scrying domain spell lists. It also gets a new feature, Divine
Sorcery, as well as several other improvements.
Draconic Spells - Silver and White
Ancestry (Cold) Divine Magic (Reworked)
Sorcerer Level Spells Your link to the divine allows you to learn spells normally
1st Absorb Elements, Armor of Agathys
associated with the cleric class. When your Spellcasting
feature lets you learn a sorcerer cantrip or a sorcerer spell of
3rd Dragon's Breath, Snilloc's Snowball Swarm 1st level or higher, you can choose the new spell from the
5th Protection from Energy, Sleet Storm
cleric spell list or the sorcerer spell list. You must otherwise
obey all the restrictions for selecting the spell, and it becomes
7th Summon Elemental, Ice Storm a sorcerer spell for you.
9th Cone of Cold, Scrying You also learn additional spells when you reach certain
levels in this class. Choose a cleric domain: Arcana, Death,
Forge, Grave, Knowledge, Life, Light, Nature, Order, Peace,
Tempest, Trickery, Twilight, or War. The domain spells
granted to that subclass count as sorcerer spells for you, but
don't count against the number of sorcerer spells you know.
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Whenever you gain a sorcerer level, you can choose a
different cleric domain, losing access to the spells from the
previous domain and gaining access to the spells from the
newly chosen domain.
Arcana Domain Spells
Sorcerer Life Domain Spells
Level Spells Sorcerer Level Spells
1st Detect Magic, Find Familiar 1st Bless, Cure Wounds*
3rd Levitate*, Invisibility* 3rd Aid, Spiritual Weapon
5th Counterspell, Dispel Magic* 5th Aura of Vitality, Revivify*
Arcane Eye, Modenkainen's Private 7th Death Ward*, Otiluke's Resilient Sphere*
7th
Sanctum
9th Mass Cure Wounds, Summon Celestial
9th Teleportation Circle, Wall of Force
Light Domain Spells
Death Domain Spells Sorcerer Level Spells
Sorcerer Level Spells
1st Burning Hands, Faerie Fire
1st Cause Fear*, Ray of Sickness*
3rd Dragon's Breath, Scorching Ray
3rd Blindness/Deafness*, Phantasmal Force*
5th Daylight, Fireball
5th Animate Dead, Summon Undead
7th Wall of Fire, Summon Elemental
7th Phantasmal Killer*, Sickening Radiance
9th Dawn, Wall of Light
9th Danse Macabre, Negative Energy Flood*
Nature Domain Spells
Forge Domain Spells Sorcerer Level Spells
Sorcerer Level Spells
1st Entangle, Goodberry
1st Earth Tremor, Grease
3rd Spike Growth, Summon Beast
3rd Heat Metal, Shatter
5th Plant Growth, Sleet Storm
5th Erupting Earth, Tiny Servant
7th Grasping Vine, Guardian of Nature
7th Stone Shape, Wall of Fire
9th Tree Stride, Wrath of Nature
9th Animate Objects, Transmute Rock
Order Domain Spells
Grave Domain Spells Sorcerer Level Spells
Sorcerer Level Spells
1st Command*, Heroism*
1st Sanctuary*, Shield
3rd Hold Person*, Suggestion*
3rd Gentle Repose*, Warding Bond
5th Haste*, Slow
5th Revivify*, Life Transference
7th Compulsion, Confusion
7th Aura of Life, Death Ward*
9th Dominate Person*, Hold Monster*
9th Circle of Power, Raise Dead*
Peace Domain Spells
Knowledge Domain Spells Sorcerer
Sorcerer Level Spells Level Spells
1st Command*, Identify 1st Heroism*, Sanctuary*
3rd Detect Thoughts, Suggestion* 3rd Aid, Warding Bond
5th Sending, Speak with Dead 5th Beacon of Hope, Sending
7th Arcane Eye, Confusion 7th Aura of Purity, Otiluke's Resilient Sphere*
9th Commune, Scrying Greater Restoration*, Rary's Telepathic
9th
Bond

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If you cast a 4th-level spell from your domain spells with
Tempest Domain Spells sorcery points and chose to twin it, you must spend 1
Sorcerer Level Spells additional sorcery point to do so (total of 5 sorcery points).
1st Fog Cloud, Thunderwave If you cast a 5th-level spell from your domain spells with
sorcery points and chose to twin it, you must spend 2
3rd Gust of Wind, Shatter additional sorcery point to do so (total of 7 sorcery points).
5th Lightning Bolt, Thunder Step
Empowered Healing (Changed)
7th Storm Sphere, Watery Sphere
Starting at 6th level, the divine energy coursing through you
9th Destructive Wave, Maelstrom can empower healing spells. Whenever you or an ally within
30 feet of you rolls dice to determine the number of hit
Trickery Domain Spells points a spell restores, you can spend 1 sorcery point to reroll
Sorcerer Level Spells any number of those dice once, provided you aren't
incapacitated. You can use this feature only once per turn.
1st Charm Person*, Disguise Self Additionally, when you roll hit dice to regain hit points,
3rd Mirror Image, Pass without Trace you have advantage on the roll.
5th Blink, Dispel Magic*
Angelic Form (Changed)
7th Dimension Door, Polymorph*
Starting at 14th level, you can use a bonus action to manifest
9th Dominate Person*, Modify Memory* a pair of spectral wings from your back. While the wings are
present, you have a flying speed of 30 feet. The wings last
Twilight Domain Spells until you're incapacitated, you die, or you dismiss them as a
Sorcerer Level Spells
bonus action.
The domain you chose for your Divine Magic feature
1st Faerie Fire, Sleep determines the appearance of the spectral wings.
3rd Moonbeam, See Invisibility
Suggested Wing Appearance
5th Aura of Vitality, Leomund's Tiny Hut Domain Wing Appearance
7th Aura of Life, Greater Invisibility* Arcana Runic
9th Circle of Power, Mislead Death Bat
Forge Steel
War Domain Spells
Sorcerer Grave Stone
Level Spells Knowledge Paper
1st Shield, Shield of Faith* Life Angelic
3rd Misty Step, Spiritual Weapon Light Flaming
5th Crusader's Mantle, Spirit Guardians Nature Dragonfly
Find Greater Steed, Freedom of Order Eagle
7th
Movement*
Peace Dove
9th Banishing Smite, Hold Monster*
Tempest Lightning
Favored by the Gods (Changed) Trickery Mirror
See Xanathar's Guide to Everything pg. 50 for further details Twilight Raven
of this feature. War Swords
Starting at 3rd level, you can spend 3 sorcery points to
use this feature again, but you can't use it more that once
on the same roll. Unearthly Recovery (Changed)
See Xanathar's Guide to Everything pg. 50 for further details
Divine Sorcery (New) of this feature.
Beginning at 6th level, when you cast any spell of 1st level or Once you use this feature, you can’t use it again until you
higher from your Domain Spells feature, you can cast it by finish a long rest, unless you spend 5 sorcery points to use
expending spell points (or a spell slot) as normal or by it again.
spending a number of sorcery points equal to the spell's level.
If you cast the spell using sorcery points, you can cast the
spell at two targets, as though the Twinned Spell metamagic
were used on it. Not all spells on your domain spell list
qualify to be twinned. Those that do are marked with a *.
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Shadow Magic Umbral Form
The Shadow sorcerer is at home in the dark. It gains See Xanathar's Guide to Everything pg. 51.
Shadow Magic and Shadow Sorcery as well as an
improvement to Eyes of the Dark. Storm Sorcery
Shadow Magic (New) The Storm sorcerer gains Storm Magic and Storm
Sorcery. It has also received improvements to several
You learn additional spells when you reach certain levels in other features, including a reworked version of Storm
this class, as shown on the Shadow Spells table. Each spell Guide.
counts as a sorcerer spell for you, but it doesn’t count against
the number of sorcerer spells you know. Wind Speaker
Whenever you gain a sorcerer level, you can replace one See Xanathar's Guide to Everything pg. 52.
spell you gained from this feature with another spell of the
same level. The new spell must be an illusion or a Storm Magic (New)
necromancy spell from the sorcerer, warlock, or wizard spell
list. You learn additional spells when you reach certain levels in
this class, as shown on the Storm Spells table. Each spell
Shadow Spells counts as a sorcerer spell for you, but it doesn’t count against
Sorcerer the number of sorcerer spells you know.
Level Spells Whenever you gain a sorcerer level, you can replace one
spell you gained from this feature with another spell of the
1st Bane, Disguise Self same level. The new spell must be a conjuration or an
3rd Darkness, Pass without Trace evocation spell from the sorcerer, warlock, or wizard spell
5th Hunger of Hadar, Summon Shadowspawn
list.
Greater Invisibility, Mordenkainen's Faithful Storm Spells
7th
Hound Sorcerer Level Spells
9th Mislead, Passwall 1st Chromatic Orb, Thunderwave
3rd Dragon's Breath, Shatter
Eyes of the Dark (Changed)
5th Call Lightning, Lightning Bolt
From 1st level, you have darkvision with a range of 120 feet.
When you reach 3rd level in this class, you can choose to 7th Summon Elemental, Storm Sphere
cast Darkness by spending 2 sorcery points. If you cast 9th Destructive Wave, Maelstrom
Darkness with sorcery points, you can see through the
darkness created by the spell. Tempestuous Magic (Changed)
When you reach 5th level in this class, you can choose
to cast Hunger of Hadar by spending 3 sorcery points. If Starting at 1st level, you can use a bonus action on your turn
you cast Hunger of Hadar with sorcery points, you can to cause whirling gusts of elemental air to briefly surround
see into the void created by the spell. you, immediately before or after you cast a spell of 1st level or
higher. Doing so allows you to fly up to 15 feet without
Strength of the Grave provoking opportunity attacks.
See Xanathar's Guide to Everything pg. 51. You can choose to activate this feature without casting
a spell by spending 1 sorcery point to use it. You can also
Shadow Sorcery (New) use additional sorcery points to continue flying at a rate
of 15 feet per sorcery point expended.
Beginning at 6th level, when you cast any spell of 1st level or
higher from your Shadow Spells feature, you can cast it by Storm Sorcery (New)
expending spell points (or a spell slot) as normal or by Beginning at 6th level, when you cast any spell of 1st level or
spending a number of sorcery points equal to the spell's level. higher from your Storm Spells feature, you can cast it by
If you cast the spell using sorcery points, it requires no verbal expending spell points (or a spell slot) as normal or by
or somatic components, and it requires no material spending a number of sorcery points equal to the spell's level.
components, unless they are consumed by the spell. If you cast the spell using sorcery points, you can reroll its
Hound of Ill Omen damage dice, as though the Empowered Spell metamagic
were used on it.
See Xanathar's Guide to Everything pg. 51.
Shadow Walk
See Xanathar's Guide to Everything pg. 51.

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Heart of the Storm (Changed) Wild Magic
At 6th level, you gain resistance to lightning and thunder The Wild Magic sorcerer gains Wild Spells and Wild
damage. In addition, whenever you start casting a spell of 1st Sorcery as well as some other improvements to make the
level or higher that deals lightning or thunder damage, subclass more reliably useful.
stormy magic erupts from you. This eruption causes
creatures of your choice that you can see within 15 feet of Wild Magic (New)
you to take lightning or thunder damage (choose each time
this ability activates) equal to half your sorcerer level. You learn additional spells when you reach certain levels in
this class, as shown on the Wild Spells table. Each spell
Storm Guide (Reworked) counts as a sorcerer spell for you, but it doesn’t count against
At 6th level, you gain the ability to control the weather in a the number of sorcerer spells you know.
sphere centered on you with a radius of up to 120 feet. You Whenever you gain a sorcerer level, you can replace one
can use a special action once per minute during certain spell you gained from this feature with another spell of the
weather conditions. If you spend 1 hour concentrating on same level. The new spell must be an enchantment or a
controlling the weather, you can change the weather transmutation spell from the sorcerer, warlock, or wizard
conditions around you one stage higher or lower than they spell list.
currently are, as shown on the Weather Stages table. Each Wild Spells
stage builds on the others. For example, a lightning storm
would include thunder, rain, and wind, and you could use the Sorcerer Level Spells
actions associated with each of them. 1st Chaos Bolt, Tasha's Hideous Laughter
Weather Stages 3rd Enlarge/Reduce, Tasha's Mind Whip
Stage Condition Action Effect 5th Blink, Summon Fey
1 Clear skies None 7th Confusion, Polymorph
Scattered and Choose the direction that the wind 9th Seeming, Synaptic Static
2
Windy blows

3
Overcast / Cause rain to start falling / Cause rain Wild Magic Surge (Changed)
Raining to stop falling
Starting when you choose this origin at 1st level, your
4 Thunderstorm Cause a thunderclap spellcasting can unleash surges of untamed magic.
Lightning Immediately after you cast a sorcerer spell of 1st level or
5
storm
Cast Call Lightning higher, roll a d20. If you roll a 1, roll on the Wild Magic
Surge table to create a random magical effect (see Player's
Thunderclap. You cause a loud thunderclap focused over Handbook pg. 104 for the Wild Magic Surge table).
a 20-foot diameter location within your sphere. Creatures Your DM may also choose to direct you to roll on the
within that area are deafened until the end of your next Wild Magic Surge table at any time during play.
turn.
Tides of Chaos (Changed)
Call Lightning. Within a lightning storm that you have Starting at 1st level, you can manipulate the forces of chance
created, using Storm Sorcery to cast Call Lightning only and chaos to gain advantage on one attack roll, ability check,
costs 1 sorcery point, instead of 3. or saving throw. Once you do so, you must finish a long rest
Storm's Fury before you can use this feature again.
If you roll on the Wild Magic Surge table, you regain
See Xanathar's Guide to Everything pg. 52. the use of this feature if it had already been expended.
Wind Soul (Changed) Wild Sorcery (New)
See Xanathar's Guide to Everything pg. 52 for further details Beginning at 6th level, when you cast any spell of 1st level or
of this feature. higher from your Wild Spells feature, you can cast it by
Once you reduce your flying speed in this way, you can't do expending spell points (or a spell slot) as normal or by
so again until you finish a short or long rest, unless you spending a number of sorcery points equal to the spell's level.
spend 5 sorcery points to use it again. If you cast the spell using sorcery points, roll a d20. If you roll
an 11 or higher, you can choose to cast the spell as a bonus
action, as though the Quickened Spell metamagic were used
on it.

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Bend Luck (Changed)
Starting at 6th level, you have the ability to twist fate using
your wild magic. When another creature you can see makes
an attack roll, an ability check, or a saving throw, you can use
your reaction and spend 1 sorcery point to roll 1d4 and
apply the number rolled as a bonus or penalty (your choice)
to the creature's roll. You can do so after the creature rolls but
before any effects of the roll occur.
Controlled Chaos
See Player's Handbook pg. 103.
Spell Bombardment (Reworked)
At 18th level, choose a spell you know of 1st through 5th level
with a casting time of 1 action that deals damage. Whenever
you cast this spell, you can do so by spending a number of
sorcery points equal to the spell's level. If you cast the spell
using sorcery points, you can spend double that amount of
sorcery points (rounded up) to cast the same spell again as a
bonus action on the same turn.
If the spell is one of your Wild Spells, you can use Wild
Sorcery to attempt to quicken it. If you quicken the spell
using Wild Sorcery, you can cast the spell as a bonus action
and then as an action on the same turn, spending a number
of sorcery points equal to the spell's level for each casting.
You can change the chosen spell for this feature when you
finish a long rest.

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Warlock
The Warlock has often been seen as a better class to dip than to take as a primary class. The goal of this rebalance is
largely to correct that issue, making Warlock a fun and effective class to take from 1-20.

The Warlock
Proficiency Cantrips Spells Spell Spell Invocations
Level Bonus Features Known Known Slots Level Known
1st +2 Otherworldly Patron, Pact Magic 3 2 1 1st —
2nd +2 Eldritch Invocations 3 3 2 1st 2
3rd +2 Pact Boon 3 4 2 2nd 2
Ability Score Improvement, Eldritch
4th +2 4 5 2 2nd 2
Versatility
5th +3 — 4 6 3 3rd 3
6th +3 Otherworldly Patron feature 4 7 3 3rd 3
7th +3 — 4 8 3 4th 4
Ability Score Improvement, Eldritch
8th +3 4 9 3 4th 4
Versatility
9th +4 — 4 10 3 5th 5
10th +4 Otherworldly Patron feature 5 10 3 5th 5
11th +4 Mystic Arcanum (6th level) 5 11 4 5th 6
Ability Score Improvement, Eldritch
12th +4 5 11 4 5th 6
Versatility
13th +5 Mystic Arcanum (7th level) 5 12 4 5th 7
14th +5 Otherworldly Patron feature 5 12 4 5th 7
15th +5 Mystic Arcanum (8th level) 5 13 4 5th 8
Ability Score Improvement, Eldritch
16th +5 5 13 4 5th 8
Versatility
17th +6 Mystic Arcanum (9th level) 5 14 5 5th 9
18th +6 Patron's Blessing 5 14 5 5th 9
Ability Score Improvement, Eldritch
19th +6 5 15 5 5th 10
Versatility
20th +6 Eldritch Master 5 15 5 5th 10

Hit Points, Proficiencies, and Pact Magic (Changed)


Equipment See Player's Handbook pg. 107 for further details of this
See Player's Handbook pg. 106. feature.
Otherworldly Patron Cantrips
You know Eldritch Blast and two other cantrips of your
See Player's Handbook pg. 107. choice from the warlock spell list. You learn additional
warlock cantrips of your choice at higher levels, as shown in
the Cantrips Known column of the Warlock table.

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Spell Slots Pact of the Blade
The Warlock table shows how many spell slots you have. The See Player's Handbook pg. 107 for further details of this
table also shows what the level of those slots is; all of your feature.
spell slots are the same level. To cast one of your warlock You gain proficiency with medium armor.
spells of 1st level or higher, you must expend a spell slot. You When you attack with your pact weapon, you can use
regain all expended spell slots when you finish a short or long your Charisma modifier, instead of Strength or
rest. Dexterity, for the attack and damage rolls.
For example, when you are 5th level, you have three 3rd-
level spell slots. To cast the 1st-level spell Armor of Agathys, Pact of the Chain
you must spend one of those slots, and you cast it as a 3rd- You learn the Find Familiar spell and can cast it as a
level spell. ritual. The spell doesn't count against your number of
spells known.
Eldritch Invocations When you cast the spell, you can choose one of the normal
See Player's Handbook pg. 107. forms for your familiar or one of the following special
forms: chained imp, chained pseudodragon, chained
Pact Boon (Changed) quasit, or chained sprite.
In combat, if you choose one of the special forms
At 3rd level, your otherworldly patron bestows a gift upon you granted by this pact, instead of rolling its own
for your loyal service. You gain one of the following features initiative, your familiar shares your initiative count,
of your choice. but it takes its turn immediately after yours. It can
take other actions as normal, but it can't attack unless
you use your action to command it to make an attack
on its turn. If you are incapacitated, your familiar can
take any action of its choice, including the Attack
action.

Chained Imp Shapechanger. The imp can use its action to polymorph
into a beast form that resembles a rat (speed 20 ft.),
Tiny fiend (devil) spirit
a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20
ft.), or back into its true form. Its statistics are the
Armor Class 13 same in each form, except for the speed changes
Hit Points 10 + five times your warlock level noted. Any equipment it is wearing or carrying isn't
Speed 20 ft., fly 40 ft. transformed. It reverts to its true form if it dies.
Devil's Sight. Magical darkness doesn't impede the
imp's darkvision.
STR DEX CON INT WIS CHA Magic Resistance. The imp has advantage on saving
throws against spells and other magical effects.
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

Skills Deception +4, Insight +3, Persuasion +4, Stealth Actions


+5 Sting (Bite in Beast Form). Melee Weapon Attack: your
Damage Resistances Cold; Bludgeoning, Piercing, and spell attack modifier to hit, reach 5 ft., one target. Hit:
Slashing from Nonmagical Attacks that aren't 1d4 + PB piercing damage, and the target must make a
Silvered DC 10 + PB Constitution saving throw, taking 10 (3d6)
Damage Immunities Fire, Poison poison damage on a failed save, or half as much
Condition Immunities Poisoned damage on a successful one.
Senses Darkvision 120 ft., Passive Perception 11
Languages Common, Infernal Invisibility. The imp magically turns invisible until it
Challenge - attacks or until its concentration ends (as if
Proficiency Bonus (PB) equals your bonus concentrating on a spell). Any equipment the imp wears
or carries is invisible with it.

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Chained Pseudodragon Limited Telepathy. The pseudodragon can magically
communicate simple ideas, emotions, and images
Tiny dragon spirit
telepathically with any creature within 100 feet of it
that can understand a language.
Armor Class 13
Hit Points 10 + five times your warlock level
Speed 15 ft., fly 60 ft. Actions
Bite. Melee Weapon Attack: your spell attack modifier
to hit, reach 5 ft., one target. Hit: 1d4 + PB piercing
STR DEX CON INT WIS CHA damage.
6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0) Sting. Melee Weapon Attack: your spell attack modifier
to hit, reach 5 ft., one creature. Hit: 1d4 + PB piercing
Skills Perception +3, Stealth +4 damage, and the target must succeed on a DC 10 + PB
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Constitution saving throw or become poisoned for 1
Perception 13 minute. If the saving throw fails by 5 or more, the target
Languages Understands Common and Draconic but falls unconscious for the same duration, or until it takes
can't speak them damage or another creature uses an action to shake it
Challenge - awake.
Proficiency Bonus (PB) equals your bonus

Keen Senses. The pseudodragon has advantage on


Wisdom (Perception) checks that rely on sight,
hearing, or smell.
Magic Resistance. The imp has advantage on saving
throws against spells and other magical effects.

Chained Quasit Actions


Tiny fiend (demon, shapechanger) spirit
Claws (Bite in Beast Form). Melee Weapon Attack: your
Armor Class 13 spell attack modifier to hit, reach 5 ft., one target. Hit:
Hit Points 10 + five times your warlock level 1d4 + PB piercing damage, and the target must
Speed 40 ft. succeed on a DC 10 + PB Constitution saving throw or
take 2d4 poison damage and become poisoned for 1
minute. The target can repeat the saving throw at the
STR DEX CON INT WIS CHA end of each of its turns, ending the effect on itself on a
success.
5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0)
Scare (1/Minute). One creature of the quasit's choice
Skills Stealth +5 within 20 feet of it must succeed on a DC 10 + PB
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Wisdom saving throw or be frightened for 1 minute.
Piercing, and Slashing from Nonmagical Attacks The target can repeat the saving throw at the end of
Damage Immunities Poison each of its turns, with disadvantage if the quasit is
Condition Immunities Poisoned within line of sight, ending the effect on itself on a
Senses Darkvision 120 ft., Passive Perception 10 success.
Languages Abyssal, Common Invisibility. The quasit magically turns invisible until it
Challenge - attacks or uses Scare, or until its concentration ends (as
Proficiency Bonus (PB) equals your bonus if concentrating on a spell). Any equipment the quasit
wears or carries is invisible with it.
Shapechanger. The quasit can use its action to
polymorph into a beast form that resembles a bat
(speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40
ft.), or a toad (40 ft., swim 40 ft.), or back into its
true form. Its statistics are the same in each form,
except for the speed changes noted. Any equipment
it is wearing or carrying isn't transformed. It reverts
to its true form if it dies.
Magic Resistance. The quasit has advantage on saving
throws against spells and other magical effects.

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Chained Sprite Shortbow. Ranged Weapon Attack: your spell attack
modifier to hit, range 40/160 ft., one target. Hit: 1d4 +
Tiny fey spirit
PB piercing damage, and the target must succeed on a
DC 10 + PB Constitution saving throw or become
Armor Class 13 poisoned for 1 minute. If its saving throw result is 5 or
Hit Points 10 + five times your warlock level lower, the poisoned target falls unconscious for the
Speed 10 ft., fly 40 ft. same duration, or until it takes damage or another
creature takes an action to shake it awake.
STR DEX CON INT WIS CHA Heart Sight. The sprite touches a creature and magically
knows the creature's current emotional state. If the
3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0) target fails a DC 10 + PB Charisma saving throw, the
sprite also knows the creature's alignment. Celestials,
Skills Perception +3, Stealth +8 fiends, and undead automatically fail the saving throw.
Senses Passive Perception 13 Invisibility. The sprite magically turns invisible until it
Languages Common, Elvish, Sylvan attacks or casts a spell, or until its concentration ends
Challenge - (as if concentrating on a spell). Any equipment the
Proficiency Bonus (PB) equals your bonus sprite wears or carries is invisible with it.

Actions
Longsword. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target. Hit: 1d4 + PB
slashing damage.

Pact of the Talisman Eldritch Master (Changed)


Your patron gives you an amulet, a talisman that can aid At 20th level, you can draw on your inner reserve of mystical
the wearer when the need is great. When the wearer fails power while entreating your patron to regain expended spell
an ability check, they can add a d4 to the roll, potentially slots. You can use an action to entreat your patron for aid to
turning the roll into a success. This benefit can be used a regain all your expended spell slots from your Pact Magic
number of times equal to the wearer's proficiency bonus, feature. Once you regain spell slots with this feature, you
and all expended uses are restored when the wearer must finish a long rest before you can do so again.
finishes a long rest. Uses of this feature are expended
only if the d4 turns a failure into a success.
If you lose the talisman, you can perform a 1-hour
ceremony to receive a replacement from your patron. This
ceremony can be performed during a short or long rest,
and it destroys the previous amulet. The talisman turns to
ash when you die.
Pact of the Tome
See Player's Handbook pg. 108.
Ability Score Improvement
See Player's Handbook pg. 108.
Eldritch Versatility
See Tasha's Cauldron of Everything pg.70.
Mystic Arcanum
See Player's Handbook pg. 108.
Patron's Blessing (New)
At 18th level, your patron grants you a blessing in recognition
of your long history together. An ability score of your choice
increases by 2, which can increase the ability score beyond
the usual maximum of 20.
If you have completed a quest of great importance to your
patron, they may choose to increase that ability score by 4,
instead of by 2.
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Eldritch Invocation Quick Reference
Always On Features Action Features
Level Invocation Level Invocation
— Beguiling Influence — Gaze of Two Minds
— Devils Sight 5th Maddening Hex
— Eldritch Mind 5th One with Shadows
— Eyes of the Rune Keeper 7th Relentless Hex
— Witch Sight
Once Per Short Rest Features
Eldritch Blast Invocations Level Invocation
Level Invocation 5th Cloak of Flies
— Agonizing Blast 5th Tomb of Levistus
— Eldritch Spear 7th Ghostly Gaze
— Grasp of Hadar
At-Will Spells
— Lance of Lethargy
Level Invocation Spell
— Repelling Blast
— Armor of Shadows Mage Armor
Pact of the Blade Invocations — Eldritch Sight Detect Magic
Level Invocation — Fiendish Vigor False Life
3rd Improved Pact Weapon — Mask of Many Faces Disguise Self
5th Eldritch Smite — Misty Visions Silent Image
5th Thirsting Blade — Otherworldly Leap Jump
12th Lifedrinker Speak with
— Speech of the Woods
Animals/Plants
Pact of the Chain Invocations 9th Ascendant Step Levitate
Level Invocation 9th Whispers of the Grave Speak with Dead
3rd Gift of the Ever-Living Ones 15th Master of Myriad Forms Alter Self
3rd Investment of the Chain Master 15th Shroud of Shadow Invisibility
3rd Voice of the Chain Master Visions of Distant
15th Arcane Eye
15th Chains of Carceri Realms

Pact of the Talisman Invocations Once Daily Spells


Level Invocation Level Invocation Spell
3rd Rebuke of the Talisman — Thief of Five Fates Bane
7th Protection of the Talisman 5th Gift of the Depths Water Breathing
12th Bond of the Talisman 5th Mire the Mind Slow
5th Sign of Ill Omen Bestow Curse
Pact of the Tome Invocations
5th Undying Servitude Animate Dead
Level Invocation
7th Bewitching Whispers Compulsion
3rd Aspect of the Moon
7th Dreadful Word Confusion
3rd Book of Ancient Secrets
7th Minions of Chaos Summon Elemental
5th Far Scribe
7th Sculptor of Flesh Polymorph
9th Gift of the Protectors
7th Trickster's Escape Freedom of Movement

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Eldritch Invocations (Changed)
See Player's Handbook pg. 110 and Tasha's Cauldron pg. 170 Mire the Mind
for other Eldritch Invocations.
Prerequisite: 5th level
Bewitching Whispers You can cast Slow without using a spell slot or material
Prerequisite: 7th level components. You can't do so again until you finish a long
You can cast Compulsion without using a spell slot. You rest.
can't do so again until you finish a long rest. Protection of the Talisman
Chains of Carceri Prerequisite: 7th level, Pact of the Talisman feature
Prerequisite: 15th level, Pact of the Chain feature When the wearer of your talisman fails a saving throw, they
You can cast Hold Monster without using a spell slot or can add a d4 to the roll, potentially turning the save into a
material components. Once you do so, you can't cast it in success. This benefit can be used a number of times equal to
this way again until you finish a long rest. your proficiency bonus, and all expended uses are restored
In addition, you can cast Hold Monster at will – targeting a when you finish a long rest. Uses of this feature are
celestial, fiend, or elemental – without expending a spell slot. expended only if the d4 turns a failure into a success.
You must finish a long rest before you can cast Hold Monster Sculptor of Flesh
in this way on the same creature again.
Prerequisite: 7th level
Dreadful Word You can cast Polymorph without using a spell slot or
Prerequisite: 7th level material components. You can't do so again until you finish
You can cast Confusion without using a spell slot or a long rest.
material components. You can't do so again until you finish Sign of Ill Omen
a long rest.
Prerequisite: 5th level
Eyes of the Rune Keeper You can cast Bestow Curse without using a spell slot. You
You can read all writing and have advantage on skill checks can't do so again until you finish a long rest.
that involve understanding or interpreting writing. Speech of the Woods (Replaces
Maddening Hex Beast Speech)
Prerequisite: 5th level, Hex spell or a warlock feature that You can cast Speak with Animals and Speak with Plants at
curses will, without expending a spell slot.
As a bonus action, you cause a psychic disturbance around
the target cursed by your Hex spell or by a warlock feature of Thief of Five Fates
yours, such as Hexblade’s Curse and Sign of Ill Omen. When You can cast Bane without using a spell slot. You can't do so
you do so, you deal psychic damage to the cursed target and again until you finish a long rest.
each creature of your choice within 10 feet of it. The psychic
damage equals 1d6 + your Charisma modifier (minimum of Voice of the Chain Master
1 damage). To use this invocation, you must be able to see the
cursed target, and it must be within 60 feet of you. Prerequisite: Pact of the Chain feature
The range of your ability to telepathically communicate
Minions of Chaos with your familiar and perceive through their senses
Prerequisite: 7th level extends to anywhere on the same plane of existence.
You can cast Summon Elemental without using a spell Additionally, while perceiving through your familiar's senses,
slot or material components. You can't do so again until you you can also speak through your familiar in your own voice,
finish a long rest. even if your familiar is normally incapable of speech.

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Warlock Subclasses
The Archfey Dark Delirium
The Archfey gains Archfey Magic and Comedy of Errors Starting at 14th level, you can plunge a creature into an
and has received improvements to several of its other illusory realm. As an action, choose a creature that you can
features. see within 60 feet of you. It must make a Wisdom saving
throw against your warlock spell save DC. On a failed save, it
Archfey Magic (Reworked) is charmed or frightened by you (your choice) for 1 minute.
This effect ends early if the creature takes any damage.
Replaces "Expanded Spell List." Until this illusion ends, the creature thinks it is lost in a
The Archfey grants you additional spells when you reach misty realm, the appearance of which you choose. The
certain levels in this class, as shown in the Archfey Spells creature can see and hear only itself, you, and the illusion.
table. These spells count as warlock spells for you, but don't You must finish a short or long rest before you can use this
count against the number of warlock spells you know. feature again.
Archfey Spells
Spell Level Spells
The Celestial
1st Faerie Fire, Sleep
The Celestial is a strong healing option for the warlock. It
gains Celestial Magic, but is otherwise well balanced.
2nd Calm Emotions, Phantasmal Force
3rd Hypnotic Pattern, Summon Fey Celestial Magic (Reworked)
4th Banishment, Greater Invisibility Replaces "Expanded Spell List."
The Celestial grants you additional spells when you reach
5th Dominate Person, Seeming certain levels in this class, as shown in the Celestial Spells
table. These spells count as warlock spells for you, but don't
Fey Presence (Changed) count against the number of warlock spells you know.
Starting at 1st level, your patron bestows upon you the ability Celestial Spells
to project the beguiling and fearsome presence of the fey. As Spell Level Spells
an action, you can cause each creature of your choice within
30 feet of you to make a Wisdom saving throw against your 1st Cure Wounds, Guiding Bolt
warlock spell save DC. The creatures that fail their saving 2nd Flaming Sphere, Lesser Restoration
throws are all charmed or frightened by you (your choice)
until the end of your next turn. 3rd Spirit Guardians, Revivify
Once you use this feature, you can't use it again until you 4th Death Ward, Wall of Fire
finish a short or long rest. 5th Greater Restoration, Summon Celestial
Misty Escape (Changed)
Starting at 6th level, you can vanish in a puff of mist in Bonus Cantrips
response to harm. When you take damage, you can use your See Xanathar's Guide to Everything pg. 54.
reaction to turn invisible and teleport up to 60 feet to an
unoccupied space you can see. You remain invisible for 1 Healing Light
minute or until you attack or cast a spell. See Xanathar's Guide to Everything pg. 54.
Once you use this feature, you can't use it again until you
finish a short or long rest. Radiant Soul (Changed)
Comedy of Errors (New) Starting at 6th level, your link to the Celestial allows you to
Also at 6th level, as a bonus action, you can enter a mirthful serve as a conduit for radiant energy. You have resistance to
state for 1 minute, allowing you to make the best of your radiant damage. Once a turn, when a spell you cast deals
mistakes. During that time, when you miss with an attack roll, radiant or fire damage, you add your Charisma modifier
you deal half damage to your target. (minimum of +1) to one radiant or fire damage roll of that
You can use this feature a number of times equal to your spell.
proficiency bonus, and you regain all expended uses when Celestial Resistance
you finish a long rest.
See Xanathar's Guide to Everything pg. 55.
Beguiling Defenses
See Player's Handbook pg. 109. Searing Vengeance
See Xanathar's Guide to Everything pg. 55.
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The Fathomless Gift of the Sea
The Fathomless warlock is a strong subclass whether in See Tasha's Cauldron of Everything pg. 72.
a seafaring campaign or not. It gains Fathomless Magic, a Oceanic Soul
new grapple attack for its tentacle, and an improvement
to Fathomless Plunge. See Tasha's Cauldron of Everything pg. 73.
Fathomless Magic (Reworked) Guardian Coil
Replaces "Expanded Spell List." See Tasha's Cauldron of Everything pg. 73.
The Fathomless grants you additional spells when you
reach certain levels in this class, as shown in the Fathomless Grasping Tentacles
Spells table. These spells count as warlock spells for you, but See Tasha's Cauldron of Everything pg. 73.
don't count against the number of warlock spells you know.
Fathomless Spells Fathomless Plunge (Changed)
Spell When you reach 14th level, you can magically open
Level Spells temporary conduits to watery destinations. As an action, you
can teleport yourself and up to five other willing creatures
1st Create or Destroy Water, Thunderwave that you can see within 30 feet of you. Amid a whirl of
2nd Gust of Wind, Silence tentacles, you all vanish and then reappear up to 10 miles
3rd Lightning Bolt, Sleet Storm
away in a body of water you've seen (pond size or larger) or
within 30 feet of it, each of you appearing in an unoccupied
4th Control Water, Summon Elemental space within 30 feet of the others.
Bigby's Hand (appears as a tentacle), Cone of In addition, you can spend 1 hour carving a symbol that
5th
Cold represents your patron on a chunk of wood or stone, and
then bury that symbol below the shoreline of a body of
water. As long as the symbol remains buried there and
Tentacle of the Deep (Changed) you are within 100 miles of it, you can choose to use this
At 1st level, you can magically summon a spectral tentacle feature to teleport to that location.
that strikes at your foes. As a bonus action, you create a 10- Once you use this feature, you can't use it again until you
foot-long tentacle at a point you can see within 60 feet of you. finish a short or long rest.
The tentacle lasts for 1 minute or until you use this feature to
create another tentacle. The Fiend
When you create the tentacle, you can cause it to make
either a slam attack or a grapple attack. The Fiend warlock is one of most well rounded and
iconic of the warlock subclasses. The only change made
Slam. You make a melee spell attack against one creature was the addition on Fiendish Magic.
within 10 feet of the tentacle. On a hit, the target takes
1d8 cold damage, and its speed is reduced by 10 feet until Fiendish Magic (Reworked)
the start of your next turn. When you reach 10th level in Replaces "Expanded Spell List."
this class, the damage increases to 2d8.
The Fiend grants you additional spell when you reach
Grapple. You direct the tentacle to attempt to grapple certain levels in this class, as shown in the Fiendish Spells
one creature within 10 feet of it that is Huge or table. These spells count as warlock spells for you, but don't
smaller. Roll a d20 and add your Charisma modifier count against the number of warlock spells you know.
and proficiency bonus to the roll. The creature must
then succeed on an Athletics or Acrobatics check (its Fiendish Spells
choice), contested by your roll, to avoid the grapple. Spell Level Spells
While the creature is grappled, your tentacle has 1st Burning Hands, Command
advantage on slam attacks against it. Your tentacle
can't attack any other target until it releases the 2nd Aganazzar's Scorcher, Suggestion
grapple or the grapple is broken. 3rd Fireball, Melf's Minute Meteors
As a bonus action on your turn, you can move the tentacle 4th Fire Shield, Wall of Fire
up to 30 feet (or 15 feet if grappling) and make an attack. 5th Geas, Infernal Calling
You can summon the tentacle a number of times equal to
your proficiency bonus, and you regain all expended uses
when you finish a long rest. When you reach 9th level, you can petition your patron
to grant you the talisman of an individual devil for your
use with the Infernal Calling spell.

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Dark One's Blessing The Genie
See Player's Handbook pg. 109. The Genie warlock is a versatile and flavorful subclass
with some great features. It gains Genie Magic and
Dark One's Own Luck improvements to the Bottled Respite, Genie's Wrath, and
See Player's Handbook pg. 109. Limited Wish features.
Fiendish Resilience Genie Magic (Reworked)
See Player's Handbook pg. 109. Replaces "Expanded Spell List."
The Genie grants you additional spells when you reach
Hurl Through Hell certain levels in this class, as shown in the Genie Spells
table. These spells count as warlock spells for you, but don't
See Player's Handbook pg. 109. count against the number of warlock spells you know.
The Genie Spells table shows the genie spells that all
genie pact warlocks learn, along with the spells associated
in the table with your patron's kind: dao, djinni, efreeti, or
marid.

Genie Spells
Spell Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
1st Sanctuary Earth Tremor Thunderwave Burning Hands Fog Cloud
2nd Enlarge/Reduce Spike Growth Warding Wind Scorching Ray Snilloc's Snowball Swarm
3rd Create Food and Water Erupting Earth Gaseous Form Fireball Sleet Storm
4th Summon Elemental Stone Shape Greater Invisibility Fire Shield Watery Sphere
5th Creation Wall of Stone Seeming Immolation Cone of Cold

Genie’s Vessel (Changed) Genie’s Wrath: Once during each of your turns when you
hit with an attack roll, you can deal extra damage to the
See Tasha's Cauldron of Everything pg. 73 for further details target equal to 2 times your proficiency bonus. The type
of this feature. of this damage is determined by your patron: bludgeoning
(dao), thunder (djinni), fire (efreeti), or cold (marid).
Bottled Respite: As an action, you can magically vanish
and enter your vessel, which remains in the space you left. Elemental Gift
The interior of the vessel is an extradimensional space in
the shape of a 20-foot-radius cylinder, 20 feet high, and See Tasha's Cauldron of Everything pg. 74.
resembles your vessel. The interior is appointed with
cushions and low tables and is a comfortable temperature. Sanctuary Vessel
While inside, you can hear the area around your vessel as See Tasha's Cauldron of Everything pg. 74.
if you were in its space. You can remain inside the vessel
up to a number of hours equal to twice your proficiency Limited Wish (Changed)
bonus. You exit the vessel early if you use a bonus action
to leave, if you die, or if the vessel is destroyed. When you See Tasha's Cauldron of Everything pg. 74 for further details
exit the vessel, you appear in the unoccupied space closest of this feature.
to it. Any objects left in the vessel remain there until Once you use this feature, you can't use it again until you
carried out, and if the vessel is destroyed, every object finish a long rest.
stored there harmlessly appears in the unoccupied spaces
closest to the vessel's former space. Once you enter the Mystic Arcanum Option: Wish (New)
vessel, you can't enter again until you finish a long rest, At 17th level, Wish is added to the list of available spells you
unless you expend a warlock spell slot to do so again. can choose for your 9th level Mystic Arcanum.

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The Great Old One Create Thrall (Changed)
The Great Old One warlock's theme is strongly tied to See Player's Handbook pg. 110 for further details of this
psychic abilities. It is the closest a player can reasonably feature.
get to playing a Mind Flayer. It gains Great Old One While the creature is charmed by you, you can attempt
Magic and Psychic Blast, as well as adjustments to to command it telepathically. The creature must roll a
several other features. Wisdom save against your spell DC. On a failure, it
attempts to follow your command in a way that avoids
Great Old One Magic (Reworked) causing harm to itself. On a success, you can't command
the creature in this way again for 24 hours.
Replaces "Expanded Spell List."
The Great Old One grants you additional spell when you The Hexblade
reach certain levels in this class, as shown in the Great Old
One Spells table. These spells count as warlock spells for The Hexblade, as originally designed, far outclassed other
you, but don't count against the number of warlock spells you warlock subclasses, especially as a multiclass dip. This
know. was primarily due to gaining proficiency in medium
armor, shields, and martial weapons, as well being able to
Great Old One Spells use Charisma for weapon attack and damage rolls. Some
Spell Level Spells of these features have now been moved to the Pact of the
Blade, which requires a deeper multiclass investment,
1st Dissonant Whispers, Tasha's Hideous Laughter but also opens up other warlock subclasses as viable
2nd Mind Spike, Tasha's Mind Whip options. The Hexblade gets Hexblade Magic and an
3rd Hunger of Hadar, Slow
improvement to Accursed Specter (now Accursed Spirit).
4th Evard's Black Tentacles, Summon Aberration Hexblade Magic (Reworked)
5th Dominate Person, Telekinesis Replaces "Expanded Spell List."
The Hexblade grants you additional spell when you reach
Awakened Mind (Changed) certain levels in this class, as shown in the Hexblade Spells
table. These spells count as warlock spells for you, but don't
See Player's Handbook pg. 110 for further details of this count against the number of warlock spells you know.
feature.
When you reach 3rd level, you can cast Detect Hexblade Spells
Thoughts once without using a spell slot, and you regain Spell Level Spells
the ability to do so when you finish a short or long rest.
1st Hex, Shield
Entropic Ward (Changed) 2nd Hold Person, Mirror Image
See Player's Handbook pg. 110 for further details of this 3rd Haste, Summon Shadowspawn
feature. 4th Fire Shield, Shadow of Moil
Once you use this feature, you can't use it again until you
finish a short or long rest, unless the attack you imposed 5th Destructive Wave, Hold Monster
disadvantage on still hits you.
Hexblade's Curse
Thought Shield (Changed)
See Xanathar's Guide to Everything pg. 55.
Also at 6th level, your thoughts can't be read by telepathy or
other means unless you allow it. You also have resistance to Hex Warrior (Changed)
psychic damage, and whenever a creature deals psychic
damage to you, that creature takes the same amount of At 1st level, you acquire the training necessary to effectively
damage that you do. arm yourself for battle. You gain proficiency with shields
and martial weapons.
Psychic Blast (New)
Starting at 10th level, you draw on the power of your patron
to release a blast of psychic energy in a 60-foot cone. Each
creature of your choice in that area must succeed on an
Intelligence saving throw against your spell save DC or take
4d8 psychic damage and be stunned until the end of your
next turn.
Once you use this feature, you can't use it again until you
finish a long rest.

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Accursed Spirit (Reworked) Grave Touched (Changed)
Replaces "Accursed Specter." At 6th level, your patron’s powers have a profound effect on
Starting at 6th level, when a hostile creature of Medium or your body and magic. You don’t need to eat, drink, or breathe.
larger size dies while it is under the effect of your Hexblade's In addition, when you hit a creature with an attack and
Curse or Hex spell, you can cause its spirit to rise from its roll damage against the creature, you can replace the damage
corpse, temporarily binding it in your service. This spirit uses type with necrotic damage.
the statistics of the Undead Spirit (Ghostly form) as if it were Once on a turn, while you are using your Form of Dread
conjured by the Summon Shadowspawn spell cast at 3rd and replace the damage type of an attack with necrotic
level. It is an ally to you and your companions. In combat, the damage, you can roll one additional damage die when
creature shares your initiative count, but it takes its turn determining the necrotic damage the target takes.
immediately after yours. It obeys your verbal commands (no
action required by you). If you don’t issue any, it takes the Necrotic Husk (Changed)
Dodge action and uses its move to avoid danger. See Van Richten's Guide to Ravenloft pg. 30 for further
The spirit remains in your service until the end of your next details of this feature.
long rest or until it is destroyed, at which point it vanishes to In addition, when you are reduced to 0 hit points, you can
the afterlife. use your reaction to drop to 1 hit point instead and cause
Once you bind a spirit with this feature, you can't use the your body to erupt with deathly energy. Each creature of your
feature again until you finish a long rest. choice that is within 30 feet of you takes necrotic damage
Armor of Hexes equal to 2d10 + your warlock level. You then gain 1 level of
exhaustion. Once you use this reaction, you can’t do so again
See Xanathar's Guide to Everything pg. 55. until you finish a long rest.
Master of Hexes Spirit Projection (Changed)
See Xanathar's Guide to Everything pg. 55. See Van Richten's Guide to Ravenloft pg. 30 for further
details of this feature.
The Undead Your spirit resembles your mortal form in almost every
way, replicating game statistics and any possessions that
The Undead warlock is the necromancer of warlocks, are not consumable. Any damage or other effects that apply
having a kinship with the undead. It gains Undead Magic to your spirit or physical body affects the other. Your spirit
as well as small improvements to each of its features. can remain outside your body for up to 1 hour. When your
projection ends, your spirit returns to your body or your body
Undead Magic (Reworked) magically teleports to your spirit’s space (your choice).
Replaces "Expanded Spell List."
The Undead grants you additional spell when you reach The Undying
certain levels in this class, as shown in the Undead Spells The Undying warlock needed a substantial rework to be
table. These spells count as warlock spells for you, but don't viable. The subclass' theme now focuses more clearly on
count against the number of warlock spells you know. becoming like a lich. It gains several new features:
Undead Spells Undying Magic, Wisdom of the Ages, and Power Through
Spell Level Spells
Sacrifice, with reworks to the Defy Death and
Indestructible Life features.
1st Bane, False Life
2nd Blindness/Deafness, Phantasmal Force Undying Magic (Reworked)
3rd Animate Dead, Summon Undead Replaces "Expanded Spell List."
The Undying grants you additional spell when you reach
4th Death Ward, Greater Invisibility certain levels in this class, as shown in the Undying Spells
5th Cloudkill, Danse Macabre table. These spells count as warlock spells for you, but don't
count against the number of warlock spells you know.
Form of Dread (Changed) Undying Spells
See Van Richten's Guide to Ravenloft pg. 30 for further Spell Level Spells
details of this feature. 1st Cause Fear, Command
Once during each of your turns, when you hit a creature 2nd Aid, Tasha's Mind Whip
with an attack, you can deal extra necrotic damage to 3rd Counterspell, Spirit Shroud
the creature equal to your proficiency bonus and force
it to make a Wisdom saving throw, and if the saving throw 4th Aura of Life, Death Ward
fails, the target is frightened of you until the end of your 5th Dispel Evil and Good, Raise Dead
next turn.

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Wisdom of the Ages (New)
At 1st level, your patron grants you knowledge from its vast
experience. You learn one skill proficiency, one tool
proficiency, and one langauge of your choice.
Among the Dead
See Sword Coast Adventurer's Guide pg. 139.
Defy Death (Reworked)
Starting at 6th level, if damage reduces you to 0 hit points,
you must make a Constitution saving throw (DC of 5 + the
damage taken), unless the damage is radiant or from a critical
hit. On a success, you drop to 1 hit point instead.
You can use this feature a number of times equal to your
Constitution modifier (minimum of once), and you regain all
expended uses of it when you finish a long rest.
Undying Nature (Changed)
Also beginning at 6th level, you can hold your breath
indefinitely, and you don't require food, water, or sleep,
although you still require rest to reduce exhaustion and still
benefit from finishing short and long rests.
In addition, you age at a slower rate. For every 10 years
that pass, your body ages only 1 year, and you are immune to
being magically aged.
Power Through Sacrifice (New)
Starting at 10th level, you have learned how to channel some
of your life energy into magical power. As an action, you can
expend 5 of your hit dice to regain 1 warlock spell slot.
Indestructible Life (Reworked)
When you reach 14th level, your patron blesses you with the
power of continual regeneration. You regain 5 hit points at
the start of each of your turns if you have at least 1 hit point.
If you take radiant damage, this trait doesn't function at the
start of your next turn.
While you live, if any part of your body is removed or
destroyed, it grows back over the course of 24 hours.
Alternatively, you can hold a severed part of your body to the
spot it was severed from for 1 hour and the body part will
reattach itself.

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Wizard
The Wizard is one of the most powerful classes in the game, if not the most powerful. No changes were necessary to the
base class, as its power does not come chiefly from class features, but rather from the versatility of its spellcasting.
Class Table, Hit Points, Cantrip Formulas
Proficiencies, and Equipment See Tasha's Cauldron of Everything pg. 76.
See Player's Handbook pg. 113. Ability Score Improvement
Spellcasting See Player's Handbook pg. 115.
See Player's Handbook pg. 114. Spell Mastery
Arcane Recovery See Player's Handbook pg. 115.
See Player's Handbook pg. 115. Signature Spells
Arcane Tradition See Player's Handbook pg. 115.
See Player's Handbook pg. 115.

Wizard Subclasses
Bladesong
School of Abjuration See Tasha's Cauldron of Everything pg. 76.
The Abjuration wizard is a powerful defensive subclass,
but an improvement to Arcane Ward was warranted. Extra Attack
Abjuration Savant See Tasha's Cauldron of Everything pg. 76.
See Player's Handbook pg. 115. Song of Defense (Changed)
Arcane Ward (Changed) Beginning at 10th level, you can direct your magic to absorb
damage while your Bladesong is active. When you take
See Player's Handbook pg. 115 for further details of this damage, you can use your reaction to grant yourself
feature. resistance to that instance of damage.
In addition, if the ward absorbs 5 hit points of Once you use this feature, you can’t do so again until you
nonmagical bludgeoning, piercing, or slashing damage, it finish a short or long rest, unless you expend a spell slot of
grants resistance against any remaining damage taken 3rd level or higher to use it again.
from that attack.
Song of Victory
Projected Ward See Tasha's Cauldron of Everything pg. 76.
See Player's Handbook pg. 115.
Improved Abjuration School of Chronurgy
See Player's Handbook pg. 115. The Chronurgy wizard is arguably the strongest subclass
in all of D&D. The only changes made were a small
Spell Resistance improvement to Momentary Stasis and a limitation to
Arcane Abeyance to avoid abuses of that feature.
See Player's Handbook pg. 116.
Chronal Shift
School of Bladesinging See Explorer's Guide to Wildemount pg. 184.
The Bladesinger is one of the strongest gish subclasses.
Only Song of Defense needed some adjustment. Temporal Awareness
See Explorer's Guide to Wildemount pg. 184.
Training in War and Song
See Tasha's Cauldron of Everything pg. 76.
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Momentary Stasis (Changed) Benign Transportation (Changed)
When you reach 6th level, as a bonus action, you can Starting at 6th level, you can use your bonus action to
magically force a Large or smaller creature you can see teleport up to 30 feet to an unoccupied space that you can
within 60 feet of you to make a Constitution saving throw see. Alternatively, you can choose a space within range that is
against your spell save DC. Unless the saving throw is a occupied by a Small or Medium creature. If that creature is
success, the creature is encased in a field of magical energy willing, you both teleport, swapping places.
until the end of your next turn or until the creature takes any Once you use this feature, you can't use it again until you
damage. While encased in this way, the creature is finish a long rest or you cast a conjuration spell of 1st level or
incapacitated and has a speed of 0. higher.
You can use this feature a number of times equal to your
Intelligence modifier (a minimum of once). You regain all Focused Conjuration (Changed)
expended uses when you finish a long rest. See Player's Handbook pg. 116 for further details of this
Arcane Abeyance (Changed) feature.
In addition, when you cast Summon Construct or
At 10th level, when you cast a spell with a casting time of Summon Elemental, you can immediately cast one of
one action, using a spell slot of 4th level or lower, you can those spells again as a bonus action and maintain
condense the spell's magic into a mote. The spell is frozen in concentration on both spells simultaneously. When cast
time at the moment of casting and held within a gray bead for together, neither spell can be cast above 6th level.
1 hour. This bead is a Tiny object with AC 15 and 1 hit point,
and it is immune to poison and psychic damage. When the Durable Summons
duration ends, or if the bead is destroyed, it vanishes in aflash See Player's Handbook pg. 116.
of light, and the spell is lost.
A creature holding the bead can use its action to release
the spell within, whereupon the bead disappears. The spell School of Divination
uses your spell attack bonus and save DC, and the spell treats The Divination wizard is one of the most popular wizard
the creature who released it as the cast for all other subclasses, with good reason. No changes were
purposes. necessary.
Once you create a bead with this feature, you can't do so
again until you finish a short or long rest. Divination Savant
Convergent Future See Player's Handbook pg. 116.
See Explorer's Guide to Wildemount pg. 185. Portent
School of Conjuration See Player's Handbook pg. 116.
The Conjuration wizard was one of the weaker wizard Expert Divination
subclass options. It has received improvements to Minor See Player's Handbook pg. 116.
Conjuration, Benign Transportation, and Focused
Conjuration. The Third Eye
Conjuration Savant See Player's Handbook pg. 116.
See Player's Handbook pg. 116. Greater Portent
Minor Conjuration (Changed) See Player's Handbook pg. 117.
Starting at 2nd level when you select this school, you can use
your action to conjure up an inanimate object in your hand or School of Enchantment
on the ground in an unoccupied space that you can see within The Enchantment wizard is a good subclass, but some
10 feet of you. This object can be no larger than 5 feet on a improvements were warranted for Hypnotic Gaze and
side and weigh no more than 20 pounds, and its form must Alter Memories.
be that of a nonmagical object that you have seen. The object
is visibly magical, radiating dim light out to 5 feet. Enchantment Savant
If you conjure a weapon with this feature, it is
considered magical for the purposes of overcoming See Player's Handbook pg. 117.
immunity and resistance to nonmagical attacks.
The object disappears after 1 hour or when you use this
feature again.

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Hypnotic Gaze (Changed) Overchannel (Changed)
Starting at 2nd level when you choose this school, your soft Starting at 14th level, you can increase the power of your
words and enchanting gaze can magically enthrall another simpler spells. When you cast a wizard spell of 5th level or
creature. As an action, choose one creature that you can see lower that deals damage and isn't a cantrip, you can deal
within 30 feet of you. If the target can see or hear you, it maximum damage with that spell.
must succeed on a Wisdom saving throw against your wizard If the spell requires concentration, the maximized
spell save DC or be charmed by you until the end of your next damage is maintained until the start of your next turn. At
turn. The charmed creature's speed drops to 0, and the the start of each of your following turns, as long as the
creature is incapacitated and visibly dazed. spell lasts, you can choose to take 10 necrotic damage to
On subsequent turns, you can use your bonus action to maintain the maximized damage of the spell until the
maintain this effect, extending its duration until the end of start of your next turn. You must roll a Constitution
your next turn. However, the effect ends if you lose saving throw to maintain concentration against this
concentration (as though concentrating on a spell), move damage.
more than 30 feet away from the creature, if the creature can The first time you use this feature, you suffer no adverse
neither see nor hear you, or if the creature takes damage. effect. If you use this feature again before you finish a long
Once the effect ends, or if the creature succeeds on its rest, you take 1d10 necrotic damage for each level of the
initial saving throw against this effect, you can't use this spell, immediately after you cast it. Each time you use this
feature on that creature again until you finish a long rest. feature again before finishing a long rest, the necrotic
damage per spell level increases by 1d10. Any damage you
Instinctive Charm take from this feature ignores resistance and immunity, and
can't be reduced in any way or taken by a different
See Player's Handbook pg. 117. creature.
Split Enchantment School of Graviturgy
See Player's Handbook pg. 117.
The Graviturgy wizard is another great wizard subclass,
Alter Memories (Changed) but it was missing a second starting feature. Focused
Gravitation has been added, and an improvement has also
See Player's Handbook pg. 117 for further details of this been made to Gravity Well.
feature.
You learn the Charm Monster spell if you don't already Adjust Density
know it, and can cast that spell once without expending a
spell slot. You can't cast it in this way again until you See Explorer's Guide to Wildemount pg. 185.
finish a long rest.
Focused Gravitation (New)
School of Evocation Starting at 2nd level, you can use your reaction to ignore any
effect that would force you to move against your will until the
The Evocation wizard is a solid subclass, but needed end of that turn.
improvements for Potent Cantrips, Empowered In addition, when you cast a Dunamancy spell that requires
Evocation, and Overchannel. a Constitution saving throw, you can force the first saving
throw creatures make against that spell to be made with
Evocation Savant disadvantage.
See Player's Handbook pg. 117. You can impose disadvantage in this way a number of
times equal to your proficiency bonus, and you regain all
Sculpt Spells expended uses when you finish a long rest.
See Player's Handbook pg. 117. Gravity Well (Changed)
Potent Cantrip (Changed) When you reach 6th level, whenever you cast a spell, you
can move any creatures affected by the spell 10 feet
See Player's Handbook pg. 117 for further details of this toward an unoccupied space of your choice that you can
feature. see if the target is willing to move, the spell hits it with an
In addition, you learn one cantrip of your choice that attack, or it fails a saving throw against the spell.
requires a saving throw from any spell list.
This cantrip counts as a wizard spell for you and Violent Attraction
doesn't count against the number of cantrips you know.
See Explorer's Guide to Wildemount pg. 185.
Empowered Evocation (Changed)
Event Horizon
Beginning at 10th level, once a turn, when you deal damage
with a wizard evocation spell, you can add 1d10 + your See Explorer's Guide to Wildemount pg. 185.
Intelligence modifier (minimum of +1) to one damage roll
of that spell.
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School of Illusion Undead Thralls (Changed)
The Illusion wizard has good features, but just needed At 6th level, you add the Animate Dead and Summon
more opportunities to use them. Changes were made to Undead spells to your spellbook if they were not there
Improved Minor Illusion, Illusory Self, and Illusory already.
Reality. When you cast Animate Dead, you can target one
additional corpse or pile of bones, creating another zombie or
Illusion Savant skeleton, as appropriate.
Whenever you create an undead using a necromancy spell,
See Player's Handbook pg. 118. it has additional benefits:
Improved Minor Illusion (Changed) The creature's hit point maximum is increased by an
amount equal to your wizard level.
See Player's Handbook pg. 118 for further details of this The creature adds your proficiency bonus to its damage
feature. rolls.
When you cast Minor Illusion, you can do so using either
an action or bonus action. You also create both a sound Starting at 10th level, if you have no zombies or
and an image with a single casting of the spell. skeletons under your control when you cast Summon
Undead, you can immediately cast Summon Undead
Malleable Illusions again as a bonus action, and maintain concentration on
both versions of the spell simultaneously. When cast
See Player's Handbook pg. 118. together, neither spell can be cast above 6th level.
Illusory Self (Changed) Inured to Undeath
See Player's Handbook pg. 118 for further details of this See Player's Handbook pg. 119.
feature.
Once you use this feature, you can't use it again until you Command Undead
finish a short or long rest, unless you expend a spell slot of
2nd level or higher to use it again. See Player's Handbook pg. 119.
Illusory Reality (Changed) Order of Scribes
See Player's Handbook pg. 118 for further details of this The Order of Scribes is a very flavorful subclass for the
feature. most scholarly of wizards. The only change made was the
You can extend the duration the object remains real by addition of a new Experimental Scrolls feature.
expending a spell slot before the duration expires. The
level of the spell slot expended equals the number of Wizardly Quill
additional minutes the object remains real.
See Tasha's Cauldron of Everything pg. 77.
School of Necromancy Experimental Scrolls (New)
Although some other classes play at necromancy, the Also starting at 2nd level, once a day, if you have paper
Necromancer wizard is a true lord of the undead. Grim available, you can use your Wizardly Quill to write an
Harvest was in need of a rework, and Undead Thralls was experimental scroll (See the Experimental Scrolls table). Roll
updated to include Summon Undead. a d20 to determine the outcome. The scroll loses its magic
after 24 hours.
Necromancy Savant
See Player's Handbook pg. 118. Awakened Spellbook
See Tasha's Cauldron of Everything pg. 78.
Grim Harvest (Reworked)
At 2nd level, you gain the ability to reap life energy from dying Manifest Mind
creatures. When a hostile creature dies within 60 feet of you, See Tasha's Cauldron of Everything pg. 78.
you can use your reaction to begin drawing the life energy
from dying creatures into yourself. At the start of your next Master Scriviner
turn, you heal a number of hit points equal to the combined
total of the challenge ratings of any hostile creatures that See Tasha's Cauldron of Everything pg. 78.
were killed within 60 feet of you since using your reaction.
Creatures with a challenge rating of 1/8, 1/4, or 1/2 count One with the Word
as CR 1 creatures for the purposes of this feature. Undead, See Tasha's Cauldron of Everything pg. 78.
constructs, and creatures with a challenge rating of 0 do not
count toward this feature.

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Experimental Scrolls
d20 Scroll effect
Volatile Reaction: Upon completion, the scroll immediately burst into flames. Roll a Dexterity saving throw (DC 10).
1
On a failure, you take 1d10 fire damage.
2 Indecipherable Nonsense: You create a series of unintelligible symbols.
3 Art for Art's Sake: You draw a pretty picture.
Rooted: Upon completion, tree roots burst out of your legs into the ground, rooting you in place for 1 minute. Your
4
speed becomes 0 until the effect ends, at which time the roots vanish and any trace on your body or ground is erased.
Moldy Earth: Upon completion, the scroll immediately bursts into a shower for spores that cover you and a 10-foot
5
radius around you. Mold grows rapidly on all solid surfaces for 1 minute and then vanishes.
Zone of Lies: Upon completion, the scroll immediately vanishes. Any creature within a 30-foot radius of the scroll
6
when it vanishes can't tell the truth for 1 minute.
Phantasmal Forks: Upon completion, the scroll immediately transforms into a set of illusory silverware that vanish after
7
1 minute.
Lose the Path: Upon completion, the scroll immediately vanishes. For 1 minute, you forget the location of every
8
structure you know of.
Tiniest Servant: Upon completion, the scroll transforms into a 1 inch tall mechanical humanoid, which dances
9
enthusiastically on the surface that the scroll was written on for 1 minute before vanishing.
Breaking Wind: When you use this scroll, you can cause a breeze to blow from any direction toward one creature you
10
choose within 30 feet, carrying with it a pungent oder.
Butterfly Effect: When you use this scroll, it transforms into 20 butterflies that fly around for 1 minute before
11
vanishing.
Time Flop: When you use this scroll, time stops for 1 round, but you are unable to move or take any actions until time
12
resumes again.
Psychic Squeak: When you use this scroll, all creatures within a 30-foot radius of you hear the sound of a mouse
13
squeak in their minds.
Hindsight: When you use this scroll, you can recall one event that you observed within the past 24 hours in perfect
14
detail.
Love Letter: When this scroll is read, the reader must succeed on a Wisdom saving throw (DC 15) or become charmed
15 by you for 1 minute. The charmed creature regards you as a friendly acquaintance. Afterward, the creature knows it
was charmed by you.
Funniest Joke in the World: When this scroll is read, the reader must succeed on a Wisdom saving throw (DC 15) or
16 find it hilariously funny and fall into fits of laughter, falling prone and becoming incapacitated and unable to stand up
for 1 minute. The creature can repeat the saving throw at the start of each of its turns to end the effect early.
Blinded by the Light: When this scroll is read, it vanishes in a burst of bright light. The reader must succeed on a
17 Dexterity saving throw (DC 15) or be blinded for 1 minute. The creature can repeat the saving throw at the start of
each of its turns to end the effect early.
18 1st level success: You create a 1st-level spell scroll. The spell is chosen randomly by the DM from the wizard spell list.
19 2nd level success: You create a 2nd-level spell scroll. The spell is chosen randomly by the DM from the wizard spell list.
20 3rd level success: You create a 3rd-level spell scroll. The spell is chosen randomly by the DM from the wizard spell list.

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Minor Alchemy (Changed)
School of Transmutation Starting at 2nd level when you select this school, you can
The Transmutation wizard was the weakest of the wizard temporarily alter the physical properties of one nonmagical
subclasses. Its theme is that of the ancient alchemists, object, changing it from one substance into another. You
turning mundane objects into things of great value. perform a special alchemical procedure on one object
Substantial changes were made to Minor Alchemy, composed entirely of wood, stone (but not a gemstone), iron,
Transmuter's Stone, Shapechanger, and Master copper, or silver, transforming it into a different one of those
Transmuter. materials. For each 10 minutes you spend performing the
procedure, you can transform up to 1 cubic foot of material.
Transmutation Savant After 24 hours, the material reverts to its original substance.
See Player's Handbook pg. 119. In addition, as part of this procedure you can sculpt the
material into any shape you desire. You can also create
armor or weapons with these materials (see the
Transmuted Equipment table).

Transmuted Equipment
Material Armor/Weapon Equivalent
All Shields Shield
Wood Armor Studded Leather (vulnerable to fire damage)
Wood Weapon Bows and Crossbows, Clubs, Javelin, Lance, Pike, Quarterstaff, Spear, Staff
Stone Armor Splint (speed reduced by 5 feet if wearer's Strength is lower that 17)
Stone Weapon Weapons that deal bludgeoning damage
Iron Armor Chain shirt
Iron Weapon Weapons that deal piercing or slashing damage
Copper Armor Scale mail
Copper Weapon Weapons that deal piercing or slashing damage
Silver Armor Chain mail (no disadvantage to stealth)
Silver Weapon Weapons that deal piercing or slashing damage (silvered)

Transmuter's Stone (Changed) A climbing speed equal to the creature's walking


speed, and the ability to climb move up, down, and
Starting at 6th level, you can spend 1 hour creating a across vertical surfaces and upside down along
transmuter's stone that stores transmutation magic. You can ceilings, while leaving its hands free
benefit from the stone yourself or give it to another creature.
You can create a number of transmuter's stones equal to A swimming speed equal to the creature's walking
your proficiency bonus. A creature can only benefit from speed, and the ability to breathe underwater
one transmuter stone at a time. A creature gains a benefit Each time you cast a transmutation spell of 1st level or
of your choice as long as the stone is in the creature's higher, you can change the effect of any transmuter's stones
possession. When you create the stone, choose the benefit you have created that are within 30 feet of you.
from the following options: As an action, you can choose to destroy one of your
Darkvision out to a range of 60 feet transmuter's stones. When you do so, if a creature is
carrying the stone, it regains hit points equal to 1d8 + you
An increase to speed of 10 feet while the creature is Intelligence modifier.
unencumbered
Proficiency in Constitution saving throws Shapechanger (Changed)
At 10th level, you add the Polymorph spell to your spellbook,
Resistance to acid, cold, fire, lightning, or thunder damage if it is not there already. You can cast Polymorph without
(your choice whenever you choose this benefit) expending a spell slot. When you do so, you can target only
yourself.

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Once you cast Polymorph in this way, you can't do so again Power Surge (Changed)
until you finish a short or long rest, though you can still cast it
normally using an available spell slot. Starting at 6th level, you can capture nearby magical energy
When you reach 17th level, you add Shapechange to within yourself to later empower your damaging spells.
your spellbook. You can store a maximum number of power surges equal
to your proficiency bonus. Whenever a creature within 60
Master Transmuter (Changed) feet of you casts a spell of 1st level or higher, you can use
Starting at 14th level, you can use your action to consume the your reaction to gain one power surge. You can also gain
reserve of transmutation magic stored within one of your a power surge any time you successfully end a spell with
transmuter's stones in a single burst. When you do so, Dispel Magic or Counterspell. If you end a short rest with no
instead of regaining hit points equal to 1d8 + your power surges, you gain one power surge. After finishing a
Intelligence modifier, you can choose one of the following long rest, the number of power surges you have is reset to
effects. When you choose one of these effects, the one.
transmuter's stone is destroyed and can't be remade until Once per turn, when you deal damage with a wizard
you finish a long rest. spell, you can spend one power surge to add 1d10 extra
force damage to one damage roll of that spell. This extra
Major Transformation. You can transmute one damage increases to 2d10 at 11th level.
nonmagical object – no larger than a 5-foot cube – into
another nonmagical object of similar size and mass and of Durable Magic
equal or lesser value. You must spend 1 minute touching See Xanathar's Guide to Everything pg. 60.
the object to transform it.
Panacea. You remove all curses, diseases, and poisons Deflecting Shroud
affecting a creature that is carrying one of your See Xanathar's Guide to Everything pg. 60.
transmuter's stone. The creature also regains half its hit
points.
Restore Life. You cast the Raise Dead spell on a creature
that is carrying one of your transmuter's stone. You
must consume a 5th-level spell slot to do so, and must be
carrying a diamond worth at least 500 gp, which the spell
consumes.
Age Adjustment. If a creature carrying one of your
transmuter's stones is willing, you can change their
apparent age by reducing or increasing it by 3d10
years, to a minimum of 13 years, and a maximum of 80
years. This effect doesn't extend the creature's lifespan.
Endless Wealth. If you place all of your transmuter's
stones inside a chest that can hold a maximum of
1500 coins, you can change all copper, silver, or gold
pieces in the box into an equal number of platinum
pieces. Once you use this feature, it can't be used
again until you have gained a level in this class.
School of War Magic
The War Magic mixes offensive and defensive features
well. The only change made was to Power Surge.
Arcane Deflection (Changed)
See Xanathar's Guide to Everything pg. 59.
Tactical Wit
See Xanathar's Guide to Everything pg. 60.

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~~~~~~~~~~~~~~~ Changelog ~~~~~~~~~~~~~~~
This section provides brief descriptions of the changes
and additions made to each class and subclass.

Changed Alchemical Savant to provide its bonus to


Artificer Experimental Elixirs as well as spells.
Changed to rate at which infusions are learned and can be Armorer
personally used.
Changed Armorer Spells: Shield replaces Thunderwave.
Added Replenish Resources, which mirrors Wizard's
Arcane Recovery. Changed Armor Model: Thunder Gauntlets become light
melee weapons and add Int Mod to damage of two-
Changed Infused Item so that magic weapons and armor weapon fighting attacks. Lightning Launcher causes 1d6
can benefit from infusions as well, based on the infusion splash damage to chosen targets within 10 feet.
description.
Changed Armor Modifications to reference the My
Added My Infusions which allows all known infusions to Infusions column of the Artificer table in allowing 2 more
be used, but limits the number of infused items the infusions to be used on oneself.
Artificer could personally benefit from.
Changed Perfected Armor: Lightning Launcher causes
Changed Infusing an Item to allow the maximum all enemies it hits to shimmer and have disadvantage on
number of items infused to equal the number of infusions attacks against you, but advantage on the next hit only
known. applies to the creature you hit directly, not those who
Changed Soul of Artifice to specify ending an infusion received splash damage.
that you are carrying or utilizing. Artillerist
Artificer Infusions Changed each of the Eldritch Cannons: Flamethrower
and Force Ballista damage increased to 3d6. Each may be
Changed the following infusions to work on magic armor activated as an action, bonus action or both. Protector
and weapons: Arcane Propulsion Armor, Armor of healing increased to 2d6 + Int Mod.
Magical Strength, Enhanced Arcane Focus, Enhanced Changed Arcane Firearm bonus damage to 2d6.
Defense, Enhanced Weapon, Mind Sharpener, Radiant
Weapon, Repeating Shot, Repulsion Shield, Resistant Changed Explosive Cannon: Cannon damage increased
Armor, Returning Weapon. by 2d6 and healing by 1d6. Cannon explosion damage
For infusions that increase attack or damage rolls, the increased to 5d6.
maximum benefit the weapon can provide is +3. Changed Fortified Position to disallow creating two
Changed the level restrictions of infusions to correspond identical cannons. Due to the damage and healing buffs
with the new rate of gaining infusions: 5th, 8th, 11th, given in other features, it was necessary to avoid doubling
14th, and 17th level. up on one kind of cannon.
Battlesmith
Artificer Subclasses Changed Battlesmith Spells: Web replaces Branding
Alchemist Smite, Crusader's Mantle replaces Conjure Barrage,
Changed Alchemist Spells: Sleep replaces Ray of Otiluke's Resilient Sphere replaces Aura of Purity.
Sickness, Pyrotechnics replaces Melf's Acid Arrow, Slow
replaces Gaseous Form, Sickening Radiance replaces
Blight.
Changed Experimental Elixir to no longer randomly
select the type of potion but instead randomly select the
potency of the elixir you choose to create. Added the
ability to throw elixirs, and created new damaging and
debuffing elixirs.
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Barbarian Path of the Storm Herald
Changed the rate at which you gain more rages and Added Eye of the Storm: You learn the Lightning Lure
additional rage damage. cantrip and use you Con Mod for the spell DC.
Changed Storm Aura: The aura remains active as long as
Path of the Ancestral Guardian you are raging, no bonus action required. Sea applies an
Added Ancestral Knowledge to gain proficiency in attack roll penalty. Tundra temp hp increased to 1d6, heals
History, or expertise if you already have proficiency in it. yourself and one ally you choose.
Changed Consult the Spirits to add Speak with Dead to Changed Storm Soul: Sea grants resistance to both
the list of spells you can cast with this feature. lightning and thunder damage.
Changed Raging Storm: Tundra can force its saving
Path of the Battlerager throw using your reaction any time a creature moves into
Removed Racial Restriction. your aura for the first time on a turn or starts its turn
there.
Added Forge Baster to grant proficiency in smith's tools.
Changed Battlerager Armor: Overhauled feature with Path of the Totem Warrior
new armor modifications. Changed Totem Spirit: Eagle combines the Dash and
Disengage actions as a single bonus action. Elk gets the
Changed Reckless Abandon to add an additional damage improved long and high jump originally given to the Tiger.
die when both rolls with advantage would hit instead of Tiger lets you add 1d6 to one melee weapon attack's
providing temp hp. damage.
Changed Battlerager Charge to make an enemy you hit Changed Aspect of the Beast: Bear gains advantage on
after moving 20 feet straight toward them make a Str save Con saves while raging. Eagle gains proficiency in
or be knocked prone or pushed 5 feet bacl (your choice). Perception or expertise if you already have proficiency.
Changed Spiked Retribution to give retributive strikes Elk grants allies +10 feet walking speed if they start
with your Spiked Gauntlets as a reaction. within 60 feet of you. Wolf gains proficiency in Stealth or
expertise if you already have proficiency.
Path of the Beast Changed Spirit Walker to also be able to cast Dream.
Added Bestial Physique to gain proficiency in Athletics or Changed Totemic Attunement: Eagle provides a reaction
Acrobatics, or expertise if you already have proficiency in grapple to hold on to an airborne creature. Tiger is
it. changed to grant an extra attack once on a turn if you roll
Changed Form of the Beast: Bite regains hp equal to half a natural 18 or 19 and hit. Wolf is changed to allow you to
the damage dealt. mark a target with your bonus action, causing you and
your allies to do +2 damage against them.
Changed Call the Hunt so that you can select yourself to
gain the benefits of this feature as well. Path of Wild Magic
Path of the Berserker Changed Wild Surge: Set all die values to use d12s+PB.
1-Temp hp only when a creature fails the saving throw,
Added Scary Strong to gain proficiency in Intimidation, and can use an action to activate again. 2-Reaction attack
or expertise if you already have proficiency in it. You can against an enemy if you teleport next to them. 4-Changed
use your Str Mod for these checks instead of Cha. range to 60 feet and added a 10 ft push back effect. 5-
Changed Frenzy to replace the exhaustion penalty with Reaction to reduce the damage to you by that amount. 7-
losing your turn after your rage ends, similar to ending the Added opportunity attack for moving within reach and a
Haste spell. Dex save if hit to drop their speed to 0.
Changed Mindless Rage: Charmed or Frightened effect Changed Bolstering Magic to use a d4 instead of a d3.
ends, and you can't be prevented from raging while Rolling 1d4-1 for the spell slot restoration and granting 2
charmed or frightened. 1st level spells on a 0.
Changed Intimidating Presence: Range decreased to 10 Changed Controlled Surge to add an option to reroll both
feet. You can target a number of creatures equal to your dice again after rolling the same number twice and active
Str Mod and the Wisdom save uses your Str Mod for the both effects of the new rolls simultaneously.
DC. Path of the Zealot
Changed Retaliation to give advantage on the reaction No changes.
attack.

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Bard College of Spirits
Changed the number of cantrips and spells known by Changed Tales from Beyond to include the ability to roll
modifying Magical Secrets and granting learned spells at on the Spirit Tales once during a short or long rest
12th and 16th level. without expending a use of Bardic Inspiration.
Changed Countercharm to make it a reaction instead of Changed Spirit Session to learn two spells instead of
an action. one, and added Conjuration to the schools of magic you
can choose spells from.
Changed Magical Secrets to grant a cantrip and one 1st
level spell from the Bard or Sorcerer spell list at level 2, College of Swords
one extra spell from any class at level 6, and two spells Changed Fighting Style: Added Blind Fighting and
from any class at levels 10, 14, and 18. Defense to the available choices.
Changed Superior Inspiration to regain inspiration any Changed Blind Fighting to grant +2 damage when you hit
time combat starts based on the highest challenge rating a creature that is invisible or heavily obscured.
of monster engaged, regardless of how many uses of
inspiration you have remaining (up to a max of 5). Changed Two-Weapon Fighting to grant an additional off-
hand attack at levels 11.
College of Creation
Added Bonus Cantrip granting the Light cantrip. College of Valor
No change.
Changed Performance of Creation to allow the creation
of a number of items equaling your Cha Mod whose total College of Whispers
gp value is not more than 20 x bard level, only one of
which can be larger than Small. Also provided more Added Bonus Cantrip granting the Mind Sliver cantrip.
clarification on what kinds of things could be created. Changed Psychic Blades to always deal one roll of extra
Changed Animating Performance to specify you can only damage once a turn, with the option to expend uses of
target an item that is not being worn or carried. inspiration to increase the number of dice rolled.
Changed Mote of Potential to add bonuses to Magical Changed Words of Terror to work the same as
Inspiration's uses for inspiration, providing double Enthralling Performance, but for the frightened condition.
damage or healing when used on the damage or healing Changed Mantle of Whispers to add a combat benefit for
roll of a spell. Also swapped its position with Animating attacking a surprised creature while disguised with this
Performance from 3rd level to 6th level. feature. On the first turn of combat, you get advantage on
Changed Creative Crescendo to increase the created attacks against them, they get disadvantage on saves
item limit to 10. against you, and you can apply your full Psychic Blades
damage without spending a use of inspiration.
College of Eloquence
Added Bonus Cantrip granting the Friends cantrip. Cleric
Changed Destroy Undead to scale from CR 1/4 to CR 5
College of Glamour starting at Level 2, instead of CR 1/2 to CR 4 starting at
Added Bonus Cantrip granting the Minor Illusion cantrip. Level 5.
Changed Enthralling Performance by adding an Grouped the Divine Strike, Potent Spellcasting, and
additional feature at level 6 where the Bard can spend a Blessed Strikes subclass features together as a new base
3rd-level spell slot to reduce the activation time from 1 class feature called Divine Enchanement. Added
minute to 1 action. additional benefits to Potent Spellcasting and Blessed
Strikes when reachingb 14th level (+1 spell save DC, or +1
College of Lore to attack rolls).
Added Bonus Cantrip granting the Control Flames, Mold Arcana Domain
Earth, or Shape Water cantrip.
Changed Domain Spells: Find Familiar replaces Magic
Changed Cutting Words to subtract the number rolled Missile, Levitate replaces Magic Weapon, Invisibility
from all attack rolls, ability checks, and damage rolls replaces Nystul's Magic Aura, Counterspell replaces
made by the targeted creature until the start of your next Magic Circle, Modenkainen's Private Sanctum replaces
turn. Leomund's Secret Chest, and Wall of Force replaces
Planar Binding.
Changed Arcane Abjuration to effect multiple higher CR
creatures.

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Death Domain Changed Read Thoughts to a bonus action and added a
combat benefit. You gain advantage on attack rolls and
Changed Domain Spells: Cause Fear replaces False Life, they gain disadvantage on saves against you for 1 minute,
Phantasmal Force replaces Ray of Enfeeblement, until they use an action to make a Wis save to push you
Summon Undead replaces Vampiric Touch, Phantasmal out of their mind, or they move more than 60 feet away.
Killer replaces Blight, Sickening Radiance replaces Death Changed Visions of the Past to include Creature
Ward, Dance Macabre replaces Antilife Shell, and Reading where the player can look into the past of a
Negative Energy Flood replaces Cloudkill. creature they touch, and if the creature is unwilling, they
Changed Bonus Proficiency to include heavy armor. can make a Wisdom save to prevent it.
Changed Touch of Death to work on any damage and Life Domain
deal 10 + (2 x cleric level).
Changed Domain Spells: Aid replaces Lesser
Changed Inescapable Destruction to treat creatures Restoration, Aura of Vitality replaces Beacon of Hope,
immune to necrotic damage as resistant. Otiluke's Resilient Sphere replaces Guardian of Faith, and
Summon Celestial replaces Raise Dead.
Forge Domain
Changed Disciple of Life to forbid its use with
Changed Domain Spells: Earth Tremor replaces Identify, Goodberry, and clarify that spells with multiple instances
Grease replaces Searing Smite, Shatter replaces Magic of healing should apply the bonus to each instance.
Weapon, Erupting Earth replaces Elemental Weapon,
Tiny Servant replaces Protection from Energy, Stone Changed Preserve Life to be part of casting a healing
Shape replaces Fabricate, Transmute Rock replaces spell and removed the restriction on regaining up to half
Creation. hp.
Changed Blessing of the Forge to allow the creation of a Changed Blessed Healer to clarify this feature works if
number of items equal to your Wis Mod. you are included in the targets healed and also works on
concentration healing spells. It also provides temp hp if
Added Channel Divinity: Exploit Weakness: When you you are at max hp.
hit with an attack you can also reduces the target's AC by
2 for 1 minute. Changed Supreme Healing to boost non-rolled healing
spells as if upcast: Aid gets +5, Heal gets +10, Mass Heal
Grave Domain gets +100.
Changed Domain Spells: Sanctuary replaces Bane, Light Domain
Shield replaces False Life, Warding Bond replaces Ray of
Enfeeblement, Life Transference replaces Vampiric Changed Domain Spells: Dragon's Breath replaces
Touch, Aura of Life replaces Blight, and Circle of Power Flaming Sphere, Summon Elemental replaces Guardian
replaces Antilife Shell. of Faith, Dawn replaces Flame Strike, and Wall of Light
replaces Scrying.
Changed Circle of Mortality to double the hp restored
when bringing a creature up from 0 hp, allowing for spells Changed Warding Flare to impose disadvantage on all
that don't have a die roll to benefit from it. It would also attack rolls the creature makes you on that turn.
work for potions. Changed Radiance of Dawn: Initial damage reduced to
Changed Eyes of the Grave to ignore cover and reveal 2d10 from 2d10+cleric level, with level scaling at odd
invisible undead to you. levels starting at 5th (+1d10). Creatures within 5 feet have
disadvantage on their saves, while creatures more than 10
Changed Path to the Grave to a bonus action and made it feet away have advantage.
treat creatures immune to damage received as resistant.
Changed Keeper of Souls to work once a turn instead of Nature Domain
once until the start of your next turn. Changed Domain Spells: Entangle replaces Animal
Friendship, Goodberry replaces Speak with Animals,
Knowledge Domain Summon Beast replaces Barkskin, Sleet Storm replaces
Changed Domain Spells: Detect Thoughts replaces Wind Wall, Guardian of Nature replaces Dominate Beast,
Augury, Sending replaces Nondetection, and Commune Wrath of Nature replaces Insect Plague.
replaces Legend Lore. Changed Charm Animals and Plants to include
Changed Knowledge of the Ages to grant expertise for 1 Elementals and Fey as well.
hour. Changed Dampen Elements to apply its resistance until
the start of your next turn.
Changed Master of Nature to include Elementals and Fey
as well.

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Order Domain Twilight Domain
Changed Domain Spells: Suggestion replaces Zone of Change Eyes of Night to reduce the range of darkvision
Truth, Haste replaces Mass Healing Word, Confusion granted to 120 feet, instead of 300.
replaces Locate Creature, and Hold Monster replaces Changed Twilight Sanctuary to reduce the radius of the
Commune. sphere to 10 feet and the temp hp to your cleric level,
Changed Voice of Authority so that the feature works instead of 30 feet and 1d6 + level.
whether or not a spell slot is used, but added a restriction
against magic items and scrolls. War Domain
Changed Order's Demand to incapacitate and immobilize Changed Domain Spells: Shield replaces Divine Favor,
creatures until your next turn, instead of charm them. Misty Step replaces Magic Weapon, Find Greater Steed
replaces Stoneskin, Banishing Smite replaces Flame
Changed Embodiment of Law to allow you to cast a Strike.
leveled spell as an action along with the bonus action Changed War Priest to regain one use whenever you deal
casting of an enchantment spell. the killing blow with a weapon attack to a hostile creature
Changed Order's Wrath to add Blessed Strikes as a of CR 1 or higher.
trigger for the feature and increased the damage to 3d6. Changed Avatar of Battle to grant resistance to all
Peace Domain physical attacks, not just non-magical weapon attacks.
Changed Emboldening Bond to provide a +2 bonus Druid
instead of a d4 bonus. The ability to benefit from this
bonus on a turn other than the creature's now also Changed Armor Proficiency to remove restriction against
requires the use of their reaction. metal armor and added +1 AC if not wearing metal armor.
Changed Protective Bond to remove the teleportation Added Nature's Adornment to grant +1 to your spell save
feature. DC while wearing leather or hide armor.
Tempest Domain Changed Wild Shape to continue increasing CR past
level 8.
Changed Domain Spells: Lightning Bolt replaces Call
Lightning, Thunder Step replaces Sleet Storm, Storm Added Circle Spells to the Druid Circle feature, which
Sphere replaces Control Water, Watery Sphere replaces function like Cleric Domain spells, but grants one cantrip
Ice Storm, Maelstrom replaces Insect Plague. and one 1st level spell at level 2, instead of two 1st level
spells.
Changed Wrath of the Storm to increase its damage to
2d8 + cleric level, instead of 2d8. Changed Timeless Body so that your hit point maximum
cannot be reduced in any way.
Changed Channel Divinity: Destructive Wrath to work
with thunder damage as well as lightning damage. Changed Archdruid to limit transformation into creatures
with a Challenge Rating of 2 or higher a max of three
Changed Thunderous Strike to include lightning and times per short rest.
thunder damage. It also grants resistance to lightning and
thunder damage. Circle of Dreams
Changed Stormborn to grant immunity to lightning and Added Circle Spells: Create Bonfire, Alarm, Aid, Silence,
thunder damage, and remove its restrictions on flight Catnap, Hypnotic Pattern, Guardian of Faith,
underground or indoors. Hallucinatory Terrain, Dream, and Modify Memory.
Trickery Domain Changed Balm of the Summer Court to restore half the
dice once a day on a short rest.
Changed Blessing of the Trickster to also grant
advantage on Slight of Hand checks. Changed Hearth of Moonlight and Shadow to add 1d8
to hp gained from spending hit dice while inside the
Changed Channel Divinity: Invoke Duplicity to no sphere.
longer require your concentration and to allow you to
freely cause your duplicate to gesture or speak through it. Changed Hidden Paths so that you may spend a 2nd-level
spell slot to use the feature again.
Changed Cloak of Shadows to be usable as an action a
number of times per day equal to your Wis Mod rather
than using your Channel Divinity.
Changed Improved Duplicity to grant advantage against
targets when they are flanked by two of your duplicates
and do not know that both duplicates are illusions.
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Circle of the Land Circle of Spores
Changed Circle Spells for all lands including adding a Added Circle Spells: Chill Touch, Inflict Wounds,
cantrip and 1st level spell, shifted the level at which this Blindness/Deafness, Gentle Repose, Animate Dead,
feature is received to 2nd level, and now allows you attune Summon Undead, Blight, Confusion, Danse Macabre, and
to any land you take a long rest in, which lets you swap out Contagion.
the spells granted from this feature.
Changed Halo of Spores to cause damage to enemies any
Changed Land's Stride to include additional benefits time they move within 10 feet or start their turn there,
based on the land you are attuned to. assuming they fail their Con save.
Changed Nature's Ward to include additional benefits Changed Symbiotic Entity to remove the penalty of the
based on the land you are attuned to. form dropping when the temp hit point granted by this
feature are gone.
Changed Nature's Sanctuary to grant a +1 bonus to AC
and saves while in your attuned land. Changed Fungal Infestation: It now effects any Small or
Medium creature that dies within 60 feet if it has taken
Circle of the Moon damage from your Halo of Spores. Also clarified that the
Added Circle Spells: Primal Savagery, Animal zombies are friendly to you and your allies.
Friendship, Alter Self, Moonbeam, Aura of Vitality, Changed Spreading Spores to match the way Halo of
Tongues, Dominate Beast, Guardian of Nature, Commune Spores works.
with Nature, and Rary's Telepathic Bond.
Replaced Circle Forms with Bestial Form, which allows Circle of Stars
you to transform into a Bestial Spirit from the Summon Changed Star Map to include Circle Spells: Guidance,
Beast spell as shown on the Level Scaling table. Guiding Bolt, Augary, Locate Object, Clairvoyance,
Phantom Steed, Arcane Eye, Divination, Scrying, and Wall
Changed Primal Stike to apply to attacks while Wild of Light. Also added a way to regain free uses of Guiding
Shaped instead of beast form. Bolt by helping allies succeed on ability checks with
Replaced Elemental Wild Shape with Elemental Form, Guidance, and added a mechanic for upcasting Guiding
which allows you to transform into an Elemental Spirit Bolt by expending multiple uses at once.
from the Summon Elemental spell as shown on the Level Changed Starry Form: Archer now makes a ranged
Scaling table. weapon attack instead of a ranged spell attack, and when
Replaced Thousand Forms with Otherworldly Forms, in this form, you can use Wisdom instead of Dexterity for
which allows you to transform into a Fey Spirit or Shadow your ranged weapon attack and damage rolls.
Spirit as if conjured by their respective summon spells as Changed Cosmic Omen to allow you to choose to roll the
shown on the Level Scaling table. die after the triggering roll but before the DM determines
Added an Archdruid Restriction to limit the use of these if it would succeed or fail. You can also use this feature
forms to 3 times per short rest. again by spending a spell slot of 2nd level or higher.
Circle of the Shepherd Circle of Wildfire
Added Circle Spells: Infestation, Beast Bond, Beast Updated Circle Spells: Fire Bolt replaces Cure Wounds,
Sense, Summon Beast, Conjure Animals, Summon Fey, Aganazzar's Scorcher replaces Flaming Sphere, Aid
Conjure Woodland Beings, Summon Elemental, Awaken, replaces Scorching Ray, Fireball replaces Plant Growth,
and Conjure Elemental. Wall of Fire replaces Fire Shield, and Raise Dead replaces
Flame Strike.
Changed Spirit Totem: Hawk Spirit grants advantage on Changed Summon Wildfire Spirit to increase the initial
all attack rolls made by the chosen creature until the end summon damage from 2d6 to 2d6 + 1/2 you druid level.
of the current turn. Also increased its duration from 1 hour to a number of
Changed Guardian Spirit to include elementals in the list hours equal to 1/2 your druid level.
of summons that regain hit points. Changed Enhanced Bond so that it doesn't require the
spell to use a die roll, but does not work on spells like
Goodberry that only heal 1 hp at a time.

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Fighter Battle Master
Changed Blind Fighting to grant +2 damage when you hit Changed Know Your Enemy to include Int, Wis, and Cha
a creature that is invisible or heavily obscured. stats, and changed the rate of info collected to 1 piece of
info per minute, so that 10 minutes of observation or
Changed Great Weapon Fighting to allow you to roll an interaction would grant all of the info listed. Your first
additional damage die if you roll a 1 or 2, once per attack. attack against that creature within 10 minutes after
learning all available info is made with advantage and is
Changed Interception to reduce the damage taken by considered a critical hit.
1d10 + character level instead of 1d10 + PB, and changed
the distance requirement from 5 feet to your reach. Changed Relentless to regain superiority dice any time
combat starts based on the highest challenge rating of
Changed Protection to grant a +2 AC bonus to the target monster engaged, regardless of how many dice you have
until the end of the current turn, instead of imposing remaining (to a max of 5).
disadvantage the attack. It can also be used after the
attack roll but before the DM determines if the attack hits. Battle Master Maneuvers
Changed Superior Technique to clarify that the die type Changed Evasive Footwork to add the superiority die to a
of this superiority die matches the die type of other Dex save and grant no damage on a successful save
superiority dice you have, so as those become larger, this instead of half.
one does as well. Changed Feinting Attack to and add the dice damage if
Changed Two-Weapon Fighting to grant an additional off- you hit them before your turn ends.
hand attack at levels 11. Changed Lunging Attack to use a bonus action to move
Arcane Archer half your speed toward an enemy and add the dice
damage if you hit them before your turn ends.
Changed Arcane Shot to allow you to use a bonus action
for 1 minute to imbue your arrows with a chosen magical Changed Maneuvering Attack to allow the ally to move
power, PB per long rest. Increased the number of shot their full speed.
options on subsequent levels from one to two. Level 18 Changed Parry to reduce damage by superiority die +
increases damage of arcane shots by 1d6. character level, instead of superiority die + Dex mod.
Changed Magic Arrow to simplify text. Whenever you Changed Rally to grant temp hp to a number of allies
shoot, it overcomes resistance/immunity to nonmagical within 10 feet equal to your Con Mod. The temp hp =
attacks. superiority die + Con Mod.
Changed Curving Arrow to use your reaction, instead of a Changed Sweeping Attack to add die damage to the
bonus action. initial attack and do half damage to a nearby target.
Changed Ever-Ready Shot to grant an additional attack if
you are first in combat, and grants immunity to being Cavalier
surprised. Changed Bonus Proficiencies to include Survival in the
Changed Arcane Shot Options: Completely overhauled list of choices. Also allowed selecting two proficiencies
because the original ones were balanced around being instead of one and remove the alternative to learn a
available twice a short rest. The new ones each do a language.
different damage type and have a unique secondary effect. Changed Born to the Saddle to add benefits for gaining a
mount whether through better deals from merchants or
Banneret (Purple Dragon Knight) advantage on checks to find and tame a mount.
Changed Rallying Cry to allow you to divide the amount Changed Unwavering Mark to cause disadvantage when
of healing rolled to allies within 60 feet of you. It also the target attacks someone while within 10 feet of you, up
grants you an additional use of Second Wind per short from 5 feet. Also removed both the bonus damage and the
rest, and increases the healing roll to 2d10 + your fighter limited number of uses for the follow-up bonus attack.
level at 18th level.
Replaced Royal Envoy with Knightly Training which Changed Warding Maneuver to boost AC and grant
grants an additional Fighting Style. resistance for the current turn instead of one attack. The
number of times available per day has also been changed
Changed Inspiring Surge to also grant you an additional to PB instead of Con Mod. Also changed the range from 5
use of Action Surge per short rest. feet to your reach.
Changed Bulwark to effect two allies at level 18. It also Changed Hold the Line to cause creatures that take the
grants you an additional use of Indomitable per long rest. Disengage action to also trigger opportunity attacks.

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Finding and Taming a Mount Rune Knight
Added rules for finding and taming a mount. Changed Giant's Might to grant an extra 1d4 damage to
all attacks, instead of 1d6 once a turn.
Champion
Changed Great Stature to grant 5 feet increased reach
Changed Improved Crititcal to deal additional damage and 10 feet increased walking speed. Moved the mention
equal to 5 times your proficiency bonus on a critical hit. on increased damage for Giant's Might to that feature.
Changed Additional FIghting Style to be granted at level Changed Runic Juggernaut to grant Huge size when
7, instead of level 10. using Giant's Might, and once a turn, while huge, to be
Changed Remarkable Athlete to grant advantage on Str able to force a creature you hit to make a Str save or be
checks and Str saves, and also grant +10 walking speed. knocked prone. Moved the mention on increased damage
for Giant's Might to that feature.
Echo Knight Changed Cloud Rune to grant advantage on initiative
Changed Manifest Echo to be able to attack through your rolls, instead of Slight of Hand checks.
echo any time you make an attack with a simple or martial Changed Fire Rune to grant resistance to fire damage.
weapon on your turn, instead of just as part of an Attack
action. Changed Frost Rune to grant resistance to cold damage
and advantage on Survival checks, instead of advantage
Eldritch Knight on Animal Handling and Intimidation checks. Also added
Changed the progression of spells known and spell slots Wisdom to the +2 check/save bonus that was being given
per level to smooth out the progression, grant access to to Str and Con checks/saves, and allowed you to use an
3rd-level spells at level 11, grant access to 4th-level spells action or bonus action to invoke the rune.
at level 17, and add one more spell known. Changed Hill Rune to allow you to use an action or bonus
Changed War Magic to replace one attack with a cantrip action to invoke the rune.
when taking the attack action. Changed Storm Rune to allow you to use an action or
Psi Warrior bonus action to invoke the rune.
Changed Psionic Power to restore two Psionic dice on a Added Titan Rune as a 15the level rune option that
short rest instead of one. grants expertise in Athletics checks, and immunity to
being knocked prone. When activated, it lets you choose
Changed Psionic Strike to do damage equal to the roll + between bludgeoning, cold, fire, or lightning. All your
your fighter level, instead of the roll + Int Mod. damage for 1 minute does that damage type and you add
your proficiency bonus to the damage of your attacks.
Changed Telekinetic Movement to use a bonus action
instead of an action. Samurai
Added Clouded Mind as a level 3 option for using Psionic Changed Bonus Proficiencies to add Religion to the list
dice. This allows you to use a bonus action and expend of options and grant a language in addition to a skill
one Psionic die to attempt to cloud the mind of a creature, proficiency, instead of choosing one or the other.
who must make an Int save. If it fails, you roll your Psionic
die and can reduce one attack roll or save DC the creature Changed Fighting Spirit to be remove the need for a
from that creature until the start of your next turn. bonus action to activate and switched the number of
Additionally, if done out of combat, you can use it to mimic available uses to PB times per day instead of 3 times per
casting the Suggestion spell. day. Also increased the temp hit points to 10, 20, and 30
from 5, 10, and 15.
Added Psychic Restraint as a level 7 power that uses
Psionic dice. This allows you to use your action and Added Blood Sacrifice as a mechanism for gaining
expend one Psionic die to attempt to restrain a creature, additional uses of Fighting Spirit by sacrificing hit points
who must make a Wis save or take psychic damage equal proportional to your character level. You go not gain temp
to two rolls of your Psionic dice and be restrained. You can hp when you use Fighting Spirit in this way.
use a bonus action on subsequent turns to maintain the Changed Elegant Courtier to grant proficiency in
restraint if they continue to fail their save. Intelligence, Wisdom, and Charisma saving throws
instead of just Wisdom.
Changed Strength Before Death to include using Blood
Sacrifice to fall to 0 hit points as an available trigger for
this feature.

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Changed Visage of the Astral Self: Removed ki cost. It
Monk just happens when you summon the arms. Added
Rearranged a number of class features and added two advantage on Perception checks to Wisdom of the Spirit.
more Ability Score Improvements. Purity of Body is Changed Body of the Astral Self: Added 1 ki cost. Added
now gained at 9th level. Diamond Soul is now gained at your monk level to the amount of damage reduced for
13th level. Tongue of the Sun and Moon is now gained at Deflect Energy. Changed Empowered Arms to grant a +2
15th level. bonus to attack and damage rolls with your spectral arms.
Changed Armor Proficiencies to grant access to light Changed Awakened Astral Self: Reduced ki cost to 3
armor. from 5. Removed Astral Barrage, since the boosts to
Changed Weapon Proficiencies to grant access to damage with earlier features made this feature overtuned.
longswords, eliminating the need to use racial proficiency Added Astral Ascension to gain a fly speed, and
swapping to get a d10 weapon. Outstreched Arms to increase the reach of your spectral
arms to 30 feet.
Changed Martial Arts to remove the restriction on
wearing armor. Way of the Drunken Master
Changed Step of the Wind to be a class feature that does Changed Drunken Twchnique to grant three attacks with
not require Ki, and added the use of Dexterity instead of Flurry of Blows.
Strength for calculating jump distance. Changed Tipsy Sway: Added Slippery, which grants
Changed Patient Defense to add a +2 AC bonus when advantage on checks to avoid or escape being grappled.
you don't move on your turn. Added Unpredictable Stance, which grants you the
benefits of the Dodge action if you do not move on your
Added Flying Leap to the optional uses for spending ki. It turn. Removed ki cost from Redirect Attack. Added
doubles your jump distance and grants a +10 ft bonus to Change Places, which lets you swap places with an
speed if you jump on that turn. enemy that misses you with a melee weapon attack.
Changed Quickened Healing to reduce the cost to 1 ki. Changed Drunkard's Luck: You can spend 1 ki point to
turn disadvantage into advantage.
Changed Stunning Strike to allow you to spend an
additional ki point to make the target roll its Con save Changed Intoxicated Frenzy to reduce the restriction to
with disadvantage. attacking at least two hostile creatures, instead of needing
5 enemies to benefit fully from the feature.
Changed Focused Aim to allow you to spend 1 ki to reroll
a missed attack, instead of adding +2 to the attack's roll. Way of the Four Elements
Added Deep Meditation, which allows you to gain ki Changed Disciple of the Elements to allow you to choose
points for every 10 minutes you spend meditating, up to 5 one of the four elements at the end of a long rest to attune
over your normal maximum. to and gain access to the subclass features that are tied to
that element. Assigned granted spells to each elemental
Changed Ki-Empowered Strikes to also grant extra discipline at 3rd (Disciple), 6th (Adept), 11th (Invoker), and
damage on your first hit with an unarmed strike on your 17th (Master) levels.
turn equal to your monk level.
Changed Casting Elemental Spells to reduce the ki cost
Changed Timeless Body to include that your life-span is for all spells and the max ki points for upcasting a spell
double the normal life-span of your race. per level.
Changed Perfect Self to regain ki points any time combat Way of the Kensei
starts based on the highest challenge rating of monster
engaged, regardless of how many uses of ki you have Changed Kensei Weapons to remove all restrictions for
remaining (up to a max of 10). the types of weapons chosen, so that this feature
distinguish itself from the base monk feature Dedicated
Way of the Ascendant Dragon Weapon.
Still in UA, but releasing in Fizbane's upcoming dragon Changed Kensei's Shot to add extra damage to ranged
book. attacks equal to your Martial Arts die.
Way of the Astral Self Changed Deft Strike to refund the spent ki point if the
Changed Arms of the Astral Self: While using this strike kills the target.
feature, you can choose to deal either bludgeoning or Changed Sharpen the Blade to work with magic
force damage with your unarmed strikes, you can add weapons, but not be able to augment the weapon beyond a
your Wis mod to the damage of your unarmed strikes, max of +3 to its attack and damage rolls. It's duration was
your reach increases for unarmed strikes and grapple also increased to 1 hour, instead of 1 minute.
checks, and you can use your Wis mod for strength
checks, and strength saves.
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Way of the Long Death Renamed Searing Arc Strike to Channel the Light, which
lets you deal extra damage equal to your Martial Arts die
Changed Touch of Death to allow your unarmed strikes to when you use Flurry of Bolts to the creature you
to do necrotic damage that do extra damage equal to your attacked or two other creatures within 30 feet.
proficiency bonus. Changed Searing Sunburst to do a base 4d6 damage
Changed Hour of Reaping to use a bonus action instead instead of 2d6, changed the saving throw to Dex from
of an action, but to also cost 1 ki instead of being free. Con, and added save for half damage.
Also added that the you choose the creatures to be
effected within 30 feet. Paladin
Changed Touch of Long Death to turn powerful Changed Blessed Warrior to grant 1 additional spell slot
creatures' Constitution saves against them. You make of 1st level.
them roll a save and then expend up to 5 ki to deal
necrotic damage equal to their saving throw roll Changed Blind Fighting to grant +2 damage when you hit
multiplied by the number of ki expended. a creature that is invisible or heavily obscured.
Way of Mercy Changed Great Weapon Fighting to allow you to roll an
additional damage die if you roll a 1 or 2 on your initial
Changed Hands of Harm to allow it to be used twice per damage, once a turn.
turn at 17th level.
Changed Interception to reduce the damage taken by
Changed Flurry of Healing and Harm to reference 1d10 + character level instead of 1d10 + PB, and changed
Hands of Harm being usable once per turn until 17th the distance requirement from 5 feet to your reach.
level.
Changed Protection to grant a +2 AC bonus to the target
Way of the Open Hand until the end of the current turn, instead of imposing
disadvantage the attack.
Changed Open Hand Technique to include an option to
force a Con save or have the hit creature's speed be Oath of the Ancients
reduced to 0.
Changed Oath Spells: Healing Spirit replaces
Changed Wholeness of Body to increase the healing to 5 Moonbeam, Guardian of Nature replaces Ice Storm,
x monk level, instead of 3 x monk level, and gave the Transmute Rock replaces Tree Stride.
option to use it again by spending ki points equal to your
proficiency bonus. Changed Nature's Wrath to use a bonus action instead of
an action, allow you to keep using it for 1 minute, and for
Changed Tranquility to allow you to use a bonus action it to effect every chosen creature within 30 feet of you. You
and spend 2 ki points to activate the Sanctuary effect can't target the same creature more than once. THey
again. Also, while under the Sanctuary effect, you use make a Dex save first and a Str save on following turns to
your reaction to make an unarmed strike against a break free.
creature that hits you with a melee attack. This strike does
an extra Martial Arts die of damage and does not end the Changed Aura of Warding to include resistance to
Sanctuary effect. magical effects, instead of only spells.
Way of Shadow Changed Undying Sentinel to refresh any time you are at
maximum hit points, instead of once per long rest.
Changed Shadow Arts to include learning the Control
Flames cantrip to the list of spells. You can also spend 1 ki Changed Elder Champion to be reusable when you
point to be able to see in your own Darkness. expend a 5th-level spell slot.
Changed Shadow Step to grant an immediate attack if Oath of Conquest
you teleport next to a creature, dealing extra damage Changed Oath Spells: Cause Fear replaces Command,
equal to your martial arts die. This damage increases at Phantasmal Force replaces Hold Person, Major Image
11th and 17th level, adding an additional Marital Arts die replaces Bestow Curse, Confusion replaces Dominate
each time. Beast, Shadow of Moil replaces Stoneskin, Hold Monster
Changed Cloak of Shadows to allow the spending on 1 ki replaces Cloudkill.
point per round to remain invisible while in bright light. Changed Invincible Conqueror to be reusable when you
Way of the Sun Soul expend a 5th-level spell slot.
Changed Radiant Sun Bolt to increase it's range to 60
feet from 30, and added the ability to gain extra damage
equal to your proficiency bonus on your radiant sun bolt
attacks for the day by spending 10 minutes meditating in
direct sunlight. Also gave the special attack a name: Sun
Bolt. And the bonus action attacks a name: Flurry of Bolts.
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Oath of the Crown Oath of Redemption
Changed Oath Spells: Suggestion replaces Zone of Truth, Changed Oath Spells: Armor of Agathys replaces Sleep,
Counterspell replaces Aura of Vitality, Compulsion Suggestion replaces Hold Person.
replaces Banishment, Dominate Person replaces Circle of
Power. Changed Emissary of Peace to use an action instead of a
bonus action, and increased the duration of the
Changed Champion Challenge to increase its range to Persuasion boost from 10 minutes to 8 hours.
60 feet from 30, and made it compel enemies that fail
their save to move as close to you as possible on their next Changed Rebuke the Violent to deal retributive damage
turn and have disadvantage on attacking other creatures equal to the total amount of damage done to the creature
for that turn as well. during that turn instead of on one attack.
Changed Turn to Tide to increase the range to 60 feet Changed Aura of the Guardian to remove the restrictions
from 30, increase the healing done to 2d6 + Cha, and on other effects or damage mitigation. You just take the
remove the requirement of allies needing to be below half damage as though you were the one targeted with the
health. attack.
Changed Divine Allegiance to grant you and one ally Changed Emissary of Peace to divide the damage a
pack tactics with each other. creature deals to you in half, so they take half as radiant
damage and you take the other half. Also added advantage
Changed Unyielding Saint to include grappled and on saving throws the creature forces you to make. You can
restrained in the list of conditions you have advantage on also expend a 5th-level spell slot to use it again.
saves against.
Oath of Vengeance
Changed Exalted Champion to be reusable when you
expend a 5th-level spell slot. Changed Relentless Avenger to add the ability to make a
second opportunity attack against the same creature if it
Oath of Devotion moves out of your reach a 2nd time on that turn.
Changed Oath Spells: Aid replaces Lesser Restoration, Changed Avenging Angel to be reusable when you
Prayer of Healing replaces Zone of Truth, Hypnotic expend a 5th-level spell slot.
Pattern replaces Beacon of Hope, Mass Healing Word
replaces Dispel Magic, Divination replaces Freedom of Oath of the Watchers
Movement, Greater Restoration replaces Commune, Holy Changed Oath Spells: Hunter's Mark replaces Alarm,
Weapon replaces Flame Strike. Faerie Fire replaces Detect Magic, Mind Spike replaces
Changed Sacred Weapon to activate on a bonus action, Moonbeam, Tasha's Mind Whip replaces See Invisibility,
instead of an action. Glyph of Warding replaces Nondetection, Arcane Eye
replaces Aura of Purity, Planar Binding replaces Hold
Changed Holy Nimbus to remove the creature type Monster.
restrictions for when you get advantage on saves against
spells, and added advantage on magical effects as well. Changed Watcher's Will to last for 10 minutes instead of
You can also expend a 5th-level spell slot to use it again. 1 minute.
Oath of Glory Changed Vigilant Rebuke to work on all successful
saving throws except for saves to maintain concentration,
Changed Oath Spells: Expeditious Retreat replaces not just Int, Wis, and Cha.
Heroism, Enlarge/Reduce replaces Magic Weapon,
Thunder Step replaces Protection From Energy, Changed Mortal Bulwark to prevent a creature you have
Polymorph replaces Compulsion, Bigby's Hand replaces banished through this feature from returning for 24 hours.
Commune, Legend Lore replaces Flame Strike.
Oathbreaker
Changed Aura of Alacrity to increase its range to 10 and Changed Oath Spells: Disguise Self replaces Hellish
30, matching other paladin auras. Also included that an Rebuke, Hex replaces Inflict Wounds, Blindness/Deafness
ally could move within 10 feet to get the speed buff as well replaces Crown of Madness, Summon Undead replaces
as starting there. It also now applies to all forms of speed, Bestow Curse, Shadow of Moil replaces Blight, Danse
instead of just walking speed. Macabre replaces Dominate Person.
Changed Living Legend to be reusable when you expend Changed Aura of Hate to specify it boosts fiends and
a 5th-level spell slot. undead that are friendly to you.
Changed Supernatural Resistance to provide resistance
against all physical damage.
Changed Dread Lord to be reusable when you expend a
5th-level spell slot.
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Ranger Drakewarden
Changed Favored Enemy to give you advantage on No changes yet, still in UA, but releasing in Fizbane's
Perception checks and Passive Perception to see your upcoming dragon book.
favored enemies. Included a way to replace one of your Fey Wanderer
favored enemies by spending 1 hour observing a type of
creature without being noticed. Also included new Changed Fey Wanderer Spells: Faerie Fire replaces
groupings of humanoids to choose from. Charm Person, and Hypnotic Pattern replaces Dispel
Magic.
Changed Favored Foe to no longer require concentration.
You gain both Favored Enemy and Favored Foe, not one or Changed Dreadful Strikes to deal 1d8 damage, growing
the other. You also do a higher die type of damage when to 2d8 at level 11, instead of 1d4 damage growing to 1d6
you hit a Favored Enemy with it. at level 11. This damage can now only be applied once a
turn, instead of once on a target during a turn.
Changed Natural Explorer to allow you to swap a favored
terrain for your current terrain if you take 3 consecutive Gloom Stalker
long rests in that terrain.
No changes.
Changed Deft Explorer so that you gain both Natural
Explorer and Deft Explorer, not one of the other. Horizon Walker
Changed Blind Fighting to grant +2 damage when you hit Changed Detect Portal to increase its range to 10 miles
a creature that is invisible or heavily obscured. from 1 mile. Also added all Outer Planes as favored
terrain.
Changed Druidic Warrior to also grant an additional 1st
level spell slot. Changed Planar Warrior to work once a turn on a hit
instead of needing to use a bonus action to activate. Also
Changed Two-Weapon Fighting to grant an additional off- removed the range restriction.
hand attack at levels 11.
Changed Spectral Defense to grant immunity to the
Changed Primeval Awareness to be usable for 1 minute damage of the attack if you already have resistance.
once per long rest, unless you expend a spell slot to use it
again. Hunter
Changed Primal Awareness so that you gain both Added Hunter Magic: Hunter's Mark, Invisibility, Slow,
Primeval Awareness and Primal Awareness, not one of Greater Invisibility, and Hold Monster.
the other. Reworked all subclass features into a Hunter
Changed Hide in Plain Sight to take 10 minutes to Specializations list.
create your camouflage instead of 1 minute, lasts for 1 Changed Giant Killer to remove the 5 foot range
hour, and can be used multiple times until spotted. restriction. You can now use your reaction attack any time
Changed Nature's Veil to break if you make an attack or a Large+ creatures tries to hit you.
cast a spell. You gain both Hide in Plain Sight and Nature's Changed Horde Breaker to increase the distance
Veil, not one or the other. between targets to 10 feet from 5.
Changed Foe Slayer to add your Wis Mod on attacks Changed Escape the Horde to provide a reaction
against both your Favored Enemies and creatures you movement of half your speed without provoking
have marked as your Favored Foe. opportunity attacks when two or more hostile creatures
Beast Master are within 5 feet of you.
Removed Ranger's Companion as a subclass option. Changed Multiattack Defense to provide a +2 AC bonus
instead of +4, but work for all attacks from a creature that
Added Beast Master Magic uses the Multiattack action against you.
Changed Bestial Fury to reference you primal Changed Steel Will to give advantage on both charm and
companion. Also granted the ability to expend a 2nd-level fear, instead of just fear.
spell slot to make the primal companions attacks do
additional damage equal to your Dex mod for 10 minutes. Added On a Roll to the Hunter Specializations list,
which is a 11th level or higher feature that lets you make a
Added Bonded for Life which allows you to use a bonus third attack as part of your attack action if the first two
action to transfer hit points between yourself and your attacks hit.
primal companion.

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Monster Slayer Inquisitive
Changed Moster Slayer Spells: Mind Spike replaces Changed Ear for Deceit: Increased the roll boost to
Zone of Truth, Otiluke's Resilient Sphere replaces match Reliable Talent, a rall of 9 or lower = 10. Removed
Banishment, and Bigby's Hand replaces Hold Monster. the restriction of this bonus only being granted for
discovering lies. Granted advantage on skill checks that
Changed Slayer's Prey to double the dice of Favored Foe rely on hearing.
and to recover it on a short rest.
Changed Eye for Detail: Removed disadvantage for
Changed Supernatual Defense to reference Favored Foe. attacking invisible creatures when you know their location
Changed Slayer's Counter to reference Favored Foe. and can see their space.
Changed Insightful Fighting to deal an extra 1d6 damage
Swarmkeeper when attacking your chosen target if they fail their
Changed Gathered Swarm to allow you to choose contested check. Built in damage scaling to 2d6 at 11th
between two modes of the swarm at the start of your turn. level and 3d6 at 17th level, incorporating all of what Eye
Offensive swarm does 1d6 damage to a target you hit and for Weakness gave into this feature.
has them make a Str save or be moved 15 feet. Defensive Changed Unerring Eye to last for 10 minutes and added
swarm give you +2 AC and prevents you from provoking that you can pinpoint the location of the illusion.
opportunity attacks.
Changed Swarmkeeper Spells: Giant Insect replaces Changed Eye for Weakness to instead reveal a hidden
Arcane Eye. vulnerability for a creature by making a Perception check
whose result acts as the DC for a Charisma saving throw.
Changed Writhing Tide to cause ranged attacks to have If the creature fails their save, they are considered
disadvantage against you when you are flying at least 5 vulnerable to the damage type rolled on the Hidden
feet about the ground in your swarm. Vulnerabilities table.
Changed Mighty Swarm to increase Offensive Swarm's Mastermind
damage to 2d6 and allow you to knock a moved enemy Changed Master of Intrigue to add your Dex mod to your
prone. Defensive Swarm give you +10 speed and causes Deception checks.
melee attacks to have disadvantage against you.
Changed Master of Tactics to use a reaction instead of a
Rogue bonus action to use the Help action.
Rearranged Roguish Archetype features to occur at 3rd, Changed Insightful Manipulator to copy Know Your
6th, 11th, and 17th levels. Expertise is now gained at 9th Enemy from the Battle Master Fighter.
level. Reliable Talent is now granted at 13th level.
Changed Misdirection to force disadvantage on the
Changed Stroke of Luck to also be regained on a critical triggering attack if you are using an ally for cover.
hit against a hostile creature.
Changed Soul of Deceit to grant permanent Dodge and
Arcane Trickster Disengage status to you as long as you are not under the
effect of a negative condition.
Changed the progression of spells known and spell slots
per level to smooth out the progression, grant access to Phantom
3rd-level spells at level 11, grant access to 4th-level spells
at level 17. Changed Wails from the Grave to allow you, starting at
6th level, to expend two uses of this feature to deal
Changed Versatile Trickster to allow you to move the damage to both the first and second creature.
Mage Hand as part of the bonus action to gain advantage.
Changed Tokens of the Departed to add option to spend
Assassin two soul trinkets to deal damage to both the first and
second creature with Wails of the Grave.
Changed Infiltration Expertise to allow you to attempt to
hide as a reaction if you are about to be spotted by a Changed Death's Friend to reference not needing to
creature that is not already aware of your presence, spend a second resource to damage both targets.
assuming there is cover within 5 feet of you. Also
combined the Imposter 13th level feature into this
feature.
Added Poison Expert at 11th level, Which gives you
benefits to creating and using poisons and grants you a
unique poison called Rogue's Revenge.

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Scout Sorcerer
Changed Skirmisher to allow you to use your reaction to Changed the Sorcerer table to show spell points instead
move as soon as an enemy comes within 5 feet instead of of spell slots, added Magic in the Blood to the features
at the end of their turn. list, and adjusted the levels at which you gain Metamagic
Changed Survivalist to allow you to spend 1 hour options.
foraging once per day and make a Survival check. On a Changed Spellcasting to use spell points instead of spell
result of 20 or higher, you find ten rare berries that restore slots.
1 hit point when eaten.
Changed Superior Mobility to grant a blanket 10 foot Renamed Flexible Casting to Flexible Casting (Spell
speed increase, and granted climbing and swimming Points) and provided details on how to convert between
speeds equal to your walking speed. spell points and sorcery points.
Added Spell Slot Spellcasting (Optional) to provide
Soulknife permission and instruction on using spell slots instead of
Changed Pyschic Blades: Reworded the feature so that spell points if that is the players' preference.
you only ever need one open hand, and will always have Changed Metamagic to grant an additional metamagic
the psychic blade in that hand whenever you need it. option at 7th level, and moved the 10th level metamagic to
Changed the damage of the attack to equal 1d6 + attack 11th level.
mod + rogue level.
Changed Psychic Teleportation to teleport you up to 60 Changed Careful Spell: You can now spend an additional
feet if you expend one die and up to 120 feet if you expend sorcery point to make the chosen creatures take no
two. This removes the randomness of rolling the die, damage from the spell.
which is problematic for this ability. Changed Extended Spell to increase the duration of
spells to the next commonly used duration instead of
Swashbuckler doubling it.
Changed Fancy Footwork to add extra damage to your Changed Seeking Spell to cost 1 sorcery point instead of
attacks equal to your proficiency bonus against a target 2.
you move 10 feet straight toward on your turn.
Changed Transmuted Spell to allow you to choose a
Changed Panache to activate on a bonus action and force damage type for a spell, and have the spell use that
a hostile creature that fails the check to make a Wis save damage type for the next hour.
in order to attack you. If a creature that is not hostile to
you fails the check, it becomes charmed by you. This can Added Magic in the Blood which, starting at 5th level,
be used PB times per day, but is not expended if you fail allows you to roll three hit dice and restore sorcery points
the contested skill check. equal to the highest number rolled. This starts at one use
Changed Elegant Maneuver to gain advantage on all per day and increases at 10th and 15th level.
Acrobatics or Athletics check without using an action. Changed Sorcerour Restoration to regain 5 sorcery
Also gained 10 feet additional walking speed. points on a long rest instead of 4, and also added that if
you roll hit dice to regain sorcery points through Magic in
Changed Master Duelist to also be regained on a critical the Blood, you can treat a roll of 4 or lower as a 5.
hit against a hostile creature.
Added Multiclassing Sorcerer to detail how
Thief multiclassing with a sorcerer works, either by using spell
Changed Fast Hands to include the Activate and Item points or spell slots.
action to the list of things you can do on your bonus Aberrant Mind
action, but limited its use to once on your turn. Unlike Use
an Object, this lets you drink potions or activate magic Changed Psionic Spells: Removed Mind Sliver to keep all
items (Common or Uncommon only). subclass spell lists uniform.
Changed Second-Story Work: You gain a climbing speed Changed Telepathic Speech to remove the range
equal to your walking speed, falling from 100 feet or less restriction of 30 feet. You can now communicate with any
doesn't knock you prone, and you use your Dex score to creature you can see. Also added a note about being able
calculate jumping. You also get two high ground abilities: to sever the connection early.
Rooftop Sniper - +2 to attack and damage rolls for ranged
weapon attacks when at least 10 feet above your target.
Death from Above - Cause the enemy you hit after jumping
from 100-10 feet to take your fall damage instead.
Changed Supreme Sneak: When you roll a 20+ you make
no sound and leave no trace.
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Clockwork Soul Changed Angelic Form: Wing appearance is tied to the
domain you chose instead of your alignment. Appearance
Changed Restore Balance to only expend one of its uses suggestions added.
if a roll that you prevented from being affected by Changed Unearthly Recovery to be able to spend 5
advantage fails, or a roll that you prevented from being sorcery points to use it again.
affected by disadvantage succeeds.
Added Clockwork Sorcery which allows you to cast your Shadow Magic
Clockwork Spells with sorcery points, automatically Added Shadow Magic which grants additional spells.
applying Extended Spell to them. These spells can be replaced by those from the illusion or
Changed Bastion of Law to grant d6s equal to two times necromancy schools.
the number of sorcery points spent, instead of a d8 per Changed Eyes of the Dark to refer to spell points, and
sorcery point. added the ability to see into Hunger of Hadar at level 5.
Changed Trance of Order to allow you to give the bonus Added Shadow Sorcery which allows you to cast your
to attack rolls to another creature within 60 feet. Shadow Spells with sorcery points, automatically
Changed Clockwork Cavalcade to also remove most applying Subtle Spell to them.
negative conditions on creatures of your choice in the
cube. Storm Sorcery
Added Storm Magic which grants additional spells.
Draconic Bloodline These spells can be replaced by those from the
Added Draconic Magic which grants spells associated conjuration or evocation schools.
with the draconic ancestry of the character. These spells Changed Tempestuous Magic to increase the range of
can be replaced by those from the abjuration or evocation flight from 10 feet to 15 feet. Also added the ability to
schools. spend 1 sorcery point to activate this feature without
Added Draconic Sorcery which allows you to cast your casting a spell, or spend multiple sorcery points to fly 15
Draconic Spells with sorcery points, automatically feet per sorcery point spent.
applying Transmute Spell to them. Added Storm Sorcery which allows you to cast your
Changed Elemental Affinity to clarify the language and Storm Spells with sorcery points, automatically applying
allow the damage to be applied once a turn on continuous Empowered Spell to them.
spells like Wall of Fire. Also added the ability to use a Changed Heart of the Storm to increase its range from
sorcery point to gain immunity for 1 minute to your 10 feet to 15 feet.
ancestral damage type if you already have resistance from
another source. Changed Storm Guide significantly, using a consistent
Changed Draconic Presence to use a bonus action 120-foot radius sphere for all effects, allowing you to
instead of an action, and no longer require your concentrate for an hour to effect what stage of weather is
concentration. within that sphere, and offering several special actions
that are available once a minute in certain conditions,
Divine Soul including a discounted sorcery point cost for casting Call
Lightning.
Changed Divine Magic to give you access to selecting any
of the domain spell lists from the cleric and adding those Changed Wind Soul to allow you to spend 5 sorcery
to your spells known. When you gain a level, you can swap points to use it again.
to a different domain spell list.
Changed Favored by the Gods to add the ability to spend
3 sorcery points to use the ability again before taking a
short rest, but not allowing you to apply it to the same roll
more than once.
Added Divine Sorcery which allows you to cast your
Domain Spells with sorcery points, automatically
applying Twinned Spell to the spells that qualify for it. You
must spend 1 additional sorcery point when twinning a
4th-level spell, and two when twinning a 5th-level spell.
Changed Empowered Healing to also grant you
advantage when rolling hit dice to regain hit points. Also
increased the range to 30 feet from 5.

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Wild Magic Changed Chains of Carceri to also allow you to cast Hold
Monster with no restrictions once per long rest.
Changed Wild Magic Surge to remove the phrase about Changed Dreadful Word to no longer require the use of a
if the DM chooses. When you cast a spell of 1st level or spell slot.
higher, you roll the d20. Also added a line about the DM
just telling you to roll on the table sometimes. Changed Eyes of the Rune Keeper to also grant
Changed Tides of Chaos to clean up the wording. advantage on skill checks that involve understanding or
interpreting writing.
Added Wild Sorcery which allows you to cast your Wild Changed Gaze of Two Minds to include telepathic
Spells with sorcery points. When you do, roll a d20. If you communication with the creature you are seeing through.
roll an 11 or higher you can choose to apply Quickened
Spell to to the spell. Changed Maddening Hex to increase the range it effects
Changed Bend Luck to reduce its cost from 2 sorcery to 10 feet around the target instead of 5 feet, increase its
points to 1. damage by 1d6, and increase the distance you can be from
the target to 60 feet from 30 feet.
Changed Spell Bombardment: Choose a spell of 1st-5th Changed Minions of Chaos to no longer require the use
level that deals damage. You can cast it with sorcery of a spell slot. Also changed the spell to Summon
points, and can immediately cast it again as a bonus Elemental instead of Conjure Elemental and reduced the
action by spending double that. Or if the spell is a Wild prerequisite level to 7th.
Spell and becomes quickened by Wild Sorcery, both
castings cost the level of the spell. Changed Mire the Mind to no longer require the use of a
spell slot.
Warlock Changed Protection of the Talisman to not expend uses
Changed the Warlock table to change the rate and total of unless the d4 turns a failure into a success.
cantrips, spell slots, and invocations gained.
Changed Sculptor of Flesh to no longer require the use
Changed Pact Magic to add Eldritch Blast as an of a spell slot.
automatically known cantrip. Changed the example in the
Spell Slots section to use Armor of Agathys instead of Changed Sign of Ill Omen to no longer require the use of
Witch Bolt. a spell slot.
Changed Pact of the Blade: Added proficiency with Changed Thief of Five Fates to no longer require the use
medium armor and added the ability to use Charisma of a spell slot.
instead of Strength or Dexterity for weapon attacks. Changed Voice of the Chain Master: Reworded for
Changed Pact of the Chain to use special stat blocks for clarity.
its unique familiars, each of which uses your proficiency
bonus or warlock level to calculate elements of its The Archfey
statistics. Renamed Expanded Spell List to Archfey Magic which
Changed Pact of the Talisman to not expend uses unless grants its spell list to you as learned spells. Hypnotic
the d4 turns a failure into a success. Pattern replaces Blink, Summon Fey replaces Plant
Growth, and Banishment replaces Dominate Beast.
Added Patron's Blessing, which grants +2 to an ability Changed Fey Presence: You can choose creatures to
score, beyond the usual 20 maximum. effect within 30 feet of you, instead of a 10-foot cube.
Changed Eldritch Master to make the activation cost 1 Changed Misty Escape to stay invisible for 1 minute or
action instead of 1 minute. until you attack or cast a spell, instead of ending at the
Added an Eldritch Invocation Quick Reference page to start of your next turn.
help readers see invocations by category and level Added Comedy of Errors as an additional 6th level
prerequisite at a glance. feature, which lets you deal half damage when you miss
Renamed Beast Speech to become Speech of the with your attacks for 1 minute, PB times per long rest.
Woods and added Speak with Animals to the at-will Changed Dark Delirium to remove the need to
spells. concentrate on the effect.
Changed Bewitching Whispers to no longer require the
use of a spell slot.

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The Celestial The Great Old One
Renamed Expanded Spell List to Celestial Magic which Renamed Expanded Spell List to Great Old One Magic
grants its spell list to you as learned spells. Spirit which grants its spell list to you as learned spells. Mind
Guardians replaces Daylight, Death Ward replaces Spike replaces Detect Thoughts, Tasha's Mind Whip
Guardian of Faith, and Summon Celestial replaces Flame replaces Phantasmal Force, Hunger of Hadar replaces
Strike. Clairvoyance, Slow replaces Sending, and Summon
Aberration replaces Dominate Beast.
Changed Radiant Soul to clarify the language and allow
the damage to be applied once a turn on continuous spells Changed Awakened Mind to allow you to cast Detect
like Wall of Fire. Thoughts once per short rest staring at 3rd level.
The Fathomless Changed Entropic Ward to only expend the use of the
feature if the attack you impose disadvantage on misses.
Renamed Expanded Spell List to Fathomless Magic
which grants its spell list to you as learned spells. Changed Thought Sheild to come online at 6th level
instead of 10th.
Changed Tentacle of the Deep to add a grapple attack
option. Added Psychic Blast as a new 10th level feature, which
works similarly to the mind flayer's Mind Blast ability. On
Changed Fathomless Plunge to increase the distance to a failed Int save, all creatures of your choice in a 60-foot
10 miles from 1, and added another option to mark a cone take 4d8 psychic damage and are stunned until the
specific body of water with the symbol of your patron. You end of your next turn. You can use this once per long rest.
can teleport to that location from up to 100 miles away.
Changed Create Thrall to allow you to attempt to issue
The Fiend commands to the creature, which must make a Wis save
Renamed Expanded Spell List to Fiendish Magic which to avoid complying.
grants its spell list to you as learned spells. Aganazzar's The Hexblade
Scorcher replaces Blindness/Deafness, Suggestion
replaces Scorching Ray, Melf's Minute Meteors replaces Renamed Expanded Spell List to Hexblade Magic
Stinking Cloud, Geas replaces Flame Strike, and Infernal which grants its spell list to you as learned spells. Hex
Calling replaces Hallow. Also included a note that the replaces Wrathful Smite, Hold Person replaces Blur,
character could petition their patron for the talisman of an Mirror Image replaces Branding Smite, Haste replaces
individual devil for your use with the Infernal Calling spell. Blink, Summon Shadowspan replaces Elemental
Weapon, Fire Shield replaces Phantasmal Killer, Shadow
The Genie of Moil replaces Staggering Smite, Destructive Wave
Renamed Expanded Spell List to Genie Magic which replaces Banishing Smite, and Hold Monster replaces
grants its spell list to you as learned spells. Sanctuary Cone of Cold.
replaces Detect Evil and Good, Earth Tremor replaces Renamed Accursed Specter to Accursed Spirit: It
Sanctuary, Enlarge/Reduce replaces Phantasmal Force, causes the ghostly form of an undead spirit as if conjured
Warding Wind replaces Gust of Wind, Snilloc's Snowball by Summon Undead at 3rd level to rise from the body of a
Swarm replaces Blur, Erupting Earth replaces Meld into humanoid that died while under the effect of your
Stone, Gaseous Form replaces Wind Wall, Summon Hexblade's Curse or Hex spell.
Elemental replaces Phantasmal Killer, Watery Sphere
replaces Watery Sphere, and Immolation replaces Flame The Undead
Strike.
Renamed Expanded Spell List to Undead Magic which
Changed Bottled Respite to allow you to expend a grants its spell list to you as learned spells. Animate Dead
warlock spell slot to use it again. replaces Phantom Steed, Summon Undead replaces
Speak with Dead, and Danse Macabre replaces Antilife
Changed Genie's Wrath to deal 2 x PB instead of just PB Shell.
extra damage.
Changed Form of Dread to deal PB necrotic damage to
Changed Limited Wish to restore on a long rest instead the target you attempt to frighten.
of 1d4 long rests.
Changed Grave Touched to separate the ability to convert
Added Mystic Arcanum Option: Wish which allows you attacks to necrotic damage from the once a turn extra die,
to choose Wish as your 9th level Mystic Arcanum. so that you can change all attacks to necrotic if desired.
Changed Necrotic Husk to restore on a long rest instead
of 1d4 long rests.
Changed Spirit Projection to no longer require you to
maintain concentration on it. It also allows you to
replicate any possessions that are not consumable on your
spirit form.
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The Undying School of Divination
Renamed Expanded Spell List to Undying Magic which No changes.
grants its spell list to you as learned spells. Cause Fear
replaces False Life, Command replaces Ray of Sickness, School of Enchantment
Aid replaces Blindness/Deafness, Tasha's Mind Whip Changed Hypnotic Gaze to increase its range to 30 feet
replaces Silence, Counterspell replaces Feign Death, from 5 and use a bonus action to keep active instead of an
Spirit Shroud replaces Speak with Dead, Dispel Evil and action. Also added concentration to the maintenance of
Good replaces Contagion, and Raise Dead replaces the effect.
Legend Lore.
Added Wisdom of the Ages at 1st level, which grants you Changed Alter Memories: You learn Charm Monster and
a skill proficiency, tool proficiency, and language of your can cast it once per day without expending a spell slot.
choice. The number of hours it can forget uses your Int mod
instead of your Cha mod.
Changed Defy Death to work like the Undead Fortitude
feature. Usable Con mod times per day. School of Evocation
Changed Undying Nature to come online at 6th level. Changed Potent Cantrips to allow you to learn an
additional cantrip that uses a saving throw.
Added Power Through Sacrifice at 10th level, which Changed Empowered Evocation to increase the extra
allows you to use an action to expend 5 hit dice to regain 1 damage to 1d10 + Int mod, instead of just Int mod.
warlock spell slot.
Changed Indestructible Life to grant you continual Changed Overchannel to allow you to maintain spells that
regeneration of 5 hit points on each of your turns when require concentration by taking 10 necrotic damage each
you have at least 1 hit point. You also regrow lost body following turn you choose to maintain it. Also reduced the
parts. damage from using this feature again to 1d10/1d10 from
2d12/1d12.
Wizard School of Graviturgy
No changes. Changed Gravity Well to move any creatures affected by
your spell 10 feet instead of 5 toward an unoccupied
School of Abjuration space of your choice.
Changed Arcane Ward to grant resistance against the Added Focused Gravitation at 2nd level, which lets you
nonmagical bludgeoning, piercing, or slashing damage of use your reaction to avoid forced movement and allows
an attack if it absorbs 5 hit points of that damage type. you to impose disadvantage on a Con save from a
Dunamancy spell a number of times per day equal to your
School of Bladesinging proficiency bonus.
Changed Song of Defense to grant resistance against the
damage from the triggering attack. Usable once per short School of Illusion
rest unless you expend a 3rd-level spell slot to use it again. Changed Improved Minor Illusion to allow you to cast it
School of Chronurgy as an action or bonus action.
Changed Momentary Stasis to use a bonus action Changed Illusory Self to allow you to expend a spell slot
instead of an action. of 2nd level or higher to use it again.
Changed Arcane Abeyance to limit the type of spell cast Changed Illusory Reality to allow you to expend a spell
to be one that uses an action casting time. slot to extend the duration of the object's reality for
another minute.
School of Conjuration School of Necromancy
Changed Minor Conjuration to increase the dimensions Changed Grim Harvest: Use a reaction when a hostile
of the created object to 5 feet from 3 feet, the weight to 20 creature within 60 feet dies to begin drawing life energy
pounds from 10, and it considers weapons created with from dying creatures into yourself. You regain hit points at
this feature to be magical for the purpose of overcoming the start of your turn equal to the combined total of the
immunity and resistance to nonmagical attacks. It also no challenge ratings of any hostile creature killed since you
longer disappears when taking any damage. used your reaction.
Changed Benign Transportation to use a bonus action
instead of an action. Changed Undead Thralls to also grant Summon Undead
as an automatically learned spell, and you can summon
Changed Focused Conjuration to allow you to summon two undead spirits at once by casting the spell as an
two construct or elemental spirits at once by casting the action and bonus action on the same turn as long as you
spell as an action and bonus action on the same turn. aren't controlling any zombies or skeletons.
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Order of Scribes Changed Shapechanger to remove the CR restriction on
your free casting of Polymorph on yourself. Also granted
Added Experimental Scrolls: a d20 list of quirky scroll automatically adding Shapechange to your spellbook at
effects, with a chance to get a random scroll of level 1-3. 17th level.
School of Transmutation Changed Master Transmuter: reduced activation time for
Master Transformation to 1 minute from 10 minutes,
Changed Minor Alchemy to remove concentration and reduced the hit points gained with Panacea to half the
the reversion of the material back to its original form. Also creature's hit points, required use of a spell slot and
added the ability to sculpt the material into any desired material component for Restore Life, renamed Restore
shape and provided a Transmuted Equipment table to Youth to Age Adjustment which allows you to age the
show equivalent armor and weapons that could be creature either younger or older, and added Endless
created. Wealth which lets you convert copper/silver/gold pieces
Changed Transmuter's Stone to reduce the time to into platinum.
create a stone to 1 hour from 8, and add options to gain School of War Magic
the features of Spider Climb, or a swimming speed and
Waterbreathing. You can now create a number of stones Changed Power Surge to allow you to gain power surges
equal to your proficiency bonus, and you can use a bonus using your reaction any time a spell of 1st level or higher
action to destroy a stone you've created, causing the is cast within 60 feet of you. When you cast a spell, you
creature carrying it to benefit from a Cure Wounds spell. can use a power surge to add 1d10 force damage to one
damage roll of the spell. This increases to 2d10 at 11th
level.

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