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Name Description Type Extra
Name Description Type Extra
A Better Mousetrap

There’s always a better trap design if you put your mind to it. You can improve fishing traps, hunting snares, and hunting traps as you set them. Hunting traps you improve in this way are always considered masterwork hunting traps. Whenever you retrieve an improved fishing trap or hunting snare, you may add a d6 to the result determining how much Supply has been captured.

Knack
A Nose for Trouble

Get kicked around long enough and you start to know when trouble’s brewing.

Whenever you or an ally you can see fails an Insight check, you can use your reaction to spend your inspiration and learn any information that would have been gained by a successful Insight check.

Destiny
A Symbol That Strikes Fear

All vigilantes eventually become symbols, and you are a legend that strikes fear into the hearts of those that would stand against you. Creatures with a CR lower than your alter ego’s Prestige rating are frightened of you while you are in your alter ego.

In addition, you become particularly adept at subduing your enemies rather than outright killing them. Whenever you begin a turn grappling a creature, you can attempt to non-lethally subdue it. The grappled creature makes a Constitution saving throw against your maneuver DC. On a failed saving throw, a creature is knocked unconscious for the next hour. A creature with more than 25% of its maximum hit points automatically succeeds on this saving throw.

Feat Requires:
Equipped for Justice feat
A Technique Perfected

You have achieved the apex in at least some small area of mortal ability. Choose an ability score, combat tradition, or school of magic.

Ability Score: When you make an ability check using the chosen ability score and can add your proficiency bonus, you gain an expertise die.

Combat Tradition: Attacks you make using combat maneuvers from this tradition gain a +2 bonus to attack and damage rolls.

School of Magic: When you cast a spell from this school of magic, your spell save DC is treated as 2 higher and you gain a +2 bonus on any spell attack roll it requires.

Destiny
A Way with Animals

Beasts understand anything you verbally communicate in Druidic, and you can comprehend them in return. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum beasts can give you information about nearby locations and monsters, including whatever they have perceived within the past day. At the Narrator’s discretion, you might be able to persuade a beast to perform a small favor for you. In addition, you gain an expertise die on Animal Handling checks.

Class
Aasimar

This heritage of planetouched is created through some sort of divine intervention. You have the following traits:

Celestial Legacy. You know the guidance cantrip. In addition, once between long rests you can use an action to touch a willing creature and restore a number of hit points equal to your level. 

Divine Protection. You have resistance to radiant damage.

Language. You have an innate ability to recognize Celestial, and are able to speak, read, write, and sign it.

Heritage
Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores of your choice 1. As normal, you can’t increase an ability score above 20 using this feature.

Class
Absolute Power

Either through respect or fear you have become an uncontested ruler, and most simple orders you give are followed without question. You have advantage on checks made to influence your subjects.

In addition, you gain the Lawful alignment, and you emit a strong lawful aura for the purposes of any feature, spell, or trait that detects or affects Lawful creatures.

Destiny
Academic

You’ve got a whole lot of book smarts. You gain 4 specialties from Arcana, Culture, Engineering, History, Nature, and Religion. Unlike normal, academic specialties may be taken twice (increasing the specialty’s expertise die to 1d6).

In addition, when you use either Deception or Persuasion to make a point related to an academic specialty, you gain your expertise die from the specialty and use Intelligence for your ability check. 

Class
Accuracy Bonus

When you make a weapon attack, you can use your reaction to gain an attack bonus or damage bonus as shown on the Accuracy Bonus table. Between long rests, you have a number of uses equal to your Wisdom modifier (minimum 1).

BONUSCOST
+1 hit or +1d6 damage1 use
+2 hit or +3d6 damage2 uses
+3 hit or +5d6 damage3 uses
Class
Accuracy Reserve

If you have not moved since the beginning of your last turn, you gain a +1 bonus to weapon attack rolls until the end of your turn. You lose this bonus if you move.

Class
Accursed

Whenever you fail at a Deception or Persuasion check, your curse manifests in a manner that you work out with your Narrator ahead of time. The failed check is ignored, and you immediately roll an Intimidation check with which you have expertise, taking the new roll. However, even a successful Intimidation check does not necessarily produce the result you originally intended, as the creatures around you may recoil in fear and distrust. At the Narrator’s discretion, you may keep the expertise die to Intimidation until the end of the scene.

Background
Ace Driver

You are a virtuoso of driving and piloting vehicles, able to push them beyond their normal limits and maneuver them with fluid grace through hazardous situations. You gain the following benefits:

  • You gain an expertise die on ability checks made to drive or pilot a vehicle.

  • While piloting a vehicle, you can use your reaction to take the brake or maneuver vehicle actions.

  • A vehicle you load can carry 25% more cargo than normal.

  • Vehicles you are piloting only suffer a malfunction when reduced to 25% of their hit points, not 50%. In addition, when the vehicle does suffer a malfunction, you roll twice on the maneuver table and choose which die to use for the result.

  • Vehicles you are piloting gain a bonus to their Armor Class equal to half your proficiency bonus.

Feat Requires:
Proficiency with a type of vehicle
Acidic Blood

At 6th level, your very blood becomes anathema to the regenerative abilities of trolls. You gain immunity to acid damage. In addition, whenever a creature damages you with a bite attack, it takes 3d6 acid damage from your acidic blood.

Class
Acquired Knowledge

Starting at 13th level, you gain proficiency with one language and one tool of your choice.

Class
Act of Unison

At 14th level, your ability to motivate others actually spurs them into action. On your turn, you can use your action and bonus action to expend a use of Bardic Inspiration and choose a creature you can see within 60 feet. If the chosen creature can see or hear you, it gains one additional action. This action must be used before the end of your turn. A creature can only benefit from this feature once between long rests.

Class
Adaptability

You can change your body to survive various environments. You gain resistance to poison damage. In addition, whenever you finish a long rest, you can choose one of the following forms:

  • Amphibious. You can breathe underwater and gain a swim speed equal to your walking speed.
  • Arboreal. You gain a climb speed equal to your walking speed. When you fall, you can use your reaction to float gently to the ground, taking no damage from the fall.
  • Cold Adapted. You gain resistance to cold damage.
  • Heat Adapted. You gain resistance to fire damage.

You remain in your new form until you use this ability again. You can benefit from only one form at a time.

Heritage
Additional Attack

You can attack three times, instead of twice, when you take the Attack action.

Class Requires:
11th Level
Additional Fighting Style

At 10th level, you’ve mastered multiple styles that constitute a knight’s martial prowess. You gain an additional Fighting Style from the following list:

  • Battle Ready

  • Defense

  • Dueling

  • Great Weapon Fighting

  • Mounted Combatant

  • Protection

  • Tireless Fighting

Class
Adept Coordinator

At 7th level, when using Prior Tactics the chosen allies gain an expertise die on their next spell or weapon attack.

In addition, damage dealt by an attack that benefits from your Pior Tactics counts as magical for the purposes of overcoming damage resistances and immunities.

Class
Adept Researcher

Starting at 3rd level, you have advantage on rolls made to perform the Research downtime activity.

Class
Adept Speed

While you are not wearing armor or wielding a shield, your Speed increases by 10 feet. You can choose this technique more than once. Its effects stack.

Knack
Adept Weaponry

Choose two simple or martial weapons, or one rare weapon. You become proficient with those weapons, and they count as adept weapons for you.

Class Requires:
5th Level
Adroit Defense (Adept)

At 1st level, choose one of the following options.

Agile Defense. While you aren’t wearing armor and not using a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.

Brutal Defense. You are proficient with light armor. While you are wearing light armor, you can use Strength instead of Dexterity when calculating your Armor Class. If you know the Adept Speed practiced technique or any other technique that has it as a prerequisite, you can use them while wearing light armor.

Class
Advanced Defense: Enhanced Vitality

Choose Intelligence, Wisdom, or Charisma. When you make the chosen saving throw against an effect that deals half damage on a success, you can choose to instead make a Constitution saving throw.

Class
Advanced Druidcraft

At 2nd level you learn to delve deep into druidic magic and your mastery of druidcraft is unparalleled. When you cast the Druidcraft cantrip you can choose from the following effects:

  • You can magically convey a simple concept to a beast or plant.
  • You can alter the weather within a 10 foot range of yourself by one degree of precipitation, temperature, or wind as per the spell control weather. This alteration lasts until the surrounding weather conditions change or you cast druidcraft again.
  • Stabilize a dying creature.
Class
Advanced Grafting

At 9th level you’ve grown tired of wasting so many perfectly good monster parts and have learned how to integrate them into your creations. The following modifications are added to your list of modification options using your Monster Minion feature at the cost of two infusion uses instead of one.

Dragon Gullet

You must have access to the corpse of a dragon that has been dead no more than 24 hours to graft this modification. Your monstrous minion gains the following breath weapon attack.

Stolen Breath (Recharge 5–6). The monster exhales the putrid and infected gullet of a fallen dragon in a 30-foot cone. Each creature in the area makes a Dexterity saving throw. A creature takes 3d6 necrotic damage and 3d6 damage of the type the dragon breathed in life on a failed saving throw, or half damage on a success.

Giant Muscles

You must have access to the corpse of a giant that has been dead no more than 24 hours to graft this modification. Your monstrous minion’s Strength increases by 6.

Grim Duplicate

You must have access to the corpse of a humanoid that has been dead no more than 24 hours to graft this  modification. Your monstrous minion has the face and features of the humanoid used to make this modification. When you graft this modification, make a leatherworker’s tools or sewing kit check. Creatures must make a Perception check with a DC equal to the result or your check to visually determine that your minion is not the humanoid used to create it, realizing it is a monstrosity on a success by 5 or more.

Monstrous Part

You must have access to the corpse of a monstrosity with a CR no greater than half your artificer level that has been dead no more than 24 hours to graft this modification. Your monstrous minion gains a trait or attack unique to that monstrosity, such as the barbed tail (and tail attack) of a manticore or the head (and gaze attack) of a yeti. The parts of a monstrosity that can grant an attack or trait are at the Narrator’s discretion.

Risen Beast

You must have access to the corpse of a beast with a CR of 1 or less that has been dead no more than 24 hours to graft this modification. Your monstrous minion uses the statistics of the beast with the Zombie Template, gaining the other improvements found in the Monster Minion feature as normal.

Class
Advanced Tactical Chemistry

At 9th level you’ve mastered and branched out from basic chemistry, discovering a new science to integrate into your tactics. You may add your Intelligence modifier to the saving throw DC of any item you create using Tactical Chemistry. In addition, choose one of the following:

Advanced Tactical Chemistry (Humanoid Biochemistry)

Advanced Tactical Chemistry (Toxin Synthesis)

Class
Advanced Tactical Chemistry (Humanoid Biochemistry)

You’ve learned a great deal of biochemistry and what chemicals you can apply to alleviate many ailments. You can create the following additional items using your Tactical Chemistry feature:

Antitoxin

Healing Potion (greater)

Laudanum

Class
Advanced Tactical Chemistry (Toxin Synthesis)

You’ve learned the subtleties of toxins and can now rapidly produce foul and deadly substances. You can create the following additional items using your Tactical Chemistry feature:

Curare (vial)

Poison, potent (vial)

Class
Advanced Trick Arrows

Starting at 11th level, when you craft a trick arrow, you may choose from force, necrotic, or radiant damage. In addition, on a critical hit the damage dice of extra damage from a trick missile increases from d8 to d12.

Class
Advanced Vehicle Modifications

At 9th level you’ve been inspired to stretch your custom vehicle to the limits of technology and magic. The following modifications are added to your list of modification options using your Custom Vehicle feature at the cost of two infusion uses instead of one.

Airborne

The vehicle becomes an air vehicle (with a fly speed of 50 feet or 5 miles per hour) in addition to being a land vehicle. When making checks for your custom vehicle, treat it as a land vehicle while it is grounded and an air vehicle while it is airborne.

Buzzsaws

Your custom vehicle gains inbuilt defenses in the form of motorized saws. While driving your custom vehicle you can make an attack using the saws as an action at any time during the vehicle’s movement. They are a 2d12 weapon, they can target any creature adjacent to the vehicle, and they add your Intelligence modifier for their attack and damage rolls.

Enclosed Cockpit

While driving your custom vehicle, you gain the benefits of three-quarters-cover.

Grabbing Claws

Your custom vehicle has a pair of mechanical claws that you can attack with by using an action while driving it. You gain proficiency with the claws and may use your Intelligence when making attack and damage rolls with them. On a hit the claws deal 2d6 bludgeoning or piercing damage (chosen when you make the modification) and a creature makes a Strength or Dexterity saving throw against a DC equal to your passive Engineering score or becomes grappled. Creatures can attempt to escape this grapple as normal, using your passive Engineering score instead of your maneuver DC. Your custom vehicle’s movement is not impeded by grappling a creature, and your vehicle may grapple a maximum of 1 creature at a time.

In addition, while driving your custom vehicle you may use the mechanical claws to lift or manipulate objects. The mechanical claws use your Intelligence to determine their carrying capacity, and when using them to make an Athletics check you may make an Engineering check instead.

Submersible

Your custom vehicle becomes a water vehicle (with a swim speed of 40 feet or 4 miles per hour, or an existing swim speed increased by 20 feet or 2 miles per hour) in addition to being a land vehicle. When making checks for this vehicle, treat it as a water vehicle while it travels over water and as a land vehicle when it travels overland. In addition, your custom vehicle gains the three-dimensional vehicle property when traveling in water. You and any passengers you take can breathe normally for up to 1 hour while your custom vehicle is submerged, after which it must surface or else any occupants begin to suffocate.

Class
Advancement Upgrade

You gain one new lore skill specialty (as bonus knowledge), one additional magical item attunement slot (to a maximum of 4), and 1 additional frame augmentation.

Heritage
Advantageous Action

Starting at 14th level, your experience in battle lets you help your companions more easily. You can use the Help action as a bonus action. In addition, when you take the Help action choose one of the following effects:

  • You end the frightened condition on one creature within 30 feet of you that can hear or see you.
  • You grant one creature within 5 feet of you temporary hit points equal to your Charisma modifier.
  • You touch a living creature that has 0 hit points. The creature regains 1 hit point.
Class
Adversarial Focus

At 6th level you gain an additional studied adversary, and you gain a +1 bonus on weapon attack rolls made against your studied adversaries.

Class
Adversary: Feinting Retreat

When you take the Disengage action, until the start of your next turn, when a creature ends its movement within range of your Commanding Presence it provokes an opportunity attack.

Class
Adversary: Lay the Trap

While you are conscious, whenever a creature makes an attack roll against you and misses, you and one creature of your choice make your next attack roll against the triggering creature with advantage before the end of your next turn.

Class
Against All Odds

Also at 3rd level, when you have disadvantage on ability checks or saving throws, you gain an expertise die. When you have disadvantage on an attack roll, you add your proficiency bonus to damage. Whenever you have disadvantage on any die roll, you can spend 2 exertion to roll normally instead. Starting at 11th level you can instead spend 4 exertion to turn the disadvantage into advantage.

Additionally, whenever you roll with advantage or disadvantage and roll the same result on both die, you become emboldened. Until the end of your next turn, your next weapon attack deals an additional damage die.

Class
Agent of Chaos

The whims of chaos flow through you and everything you do. Whenever you roll one or more dice to determine the damage of an attack or spell or the random effects of a spell or feature, you may choose to reroll those dice; if you do you must use the new rolls.

In addition, you gain the Chaotic alignment and emit a strong chaotic aura for the purposes of any feature, spell, or trait that detects or affects Chaotic creatures.

Destiny
Aggressive (Warhordling)

As a bonus action, you can move up to your speed towards an enemy that you can see or hear. 

Culture
Aggressive Delving (Dungeon Crawler)
  • You make Dexterity saving throws to avoid or resist traps with advantage.
  • You have advantage on ability checks to break objects such as locked or jammed doors and locked chests, and your attacks deal double damage to objects and constructs.
Class
Agile Defense

While you aren’t wearing armor and not using a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.

Class
Aim

Beginning at 5th level, you learn to briefly focus and make the most out of your next strike. If you haven’t yet moved on your turn, you can use your Cunning Action to Aim, gaining advantage on the next attack roll you make before the start of your next turn. If you do so, your Speed is reduced to 0 until the end of your turn.

Class
Alchemical Grenades

When you select this archetype at 3rd level, you gain proficiency with a special type of rare ranged weapon called an alchemical grenade, and you may use your Intelligence when making attack and damage rolls with them. You can use a bonus action to arm an alchemical grenade. An armed alchemical grenade explodes when it hits a target or at the end of your turn.

Alchemical grenades are thrown weapons with a range of 20/60 feet, and when an armed alchemical grenade hits a target it deals 1d6 force damage. This damage increases by 1d6 when you reach 5th level, 11th level, and 17th level (maximum 4d6). Whenever you hit a target with an alchemical grenade, each creature within 5 feet of the target makes a Dexterity saving throw or takes half as much damage as taken by the target (the target is immune to this effect). Whenever you miss with an armed alchemical grenade it explodes in a harmless location at the end of your turn.

You can use this feature to arm a number of alchemical grenades equal to your proficiency bonus. Creating these alchemical grenades has no material costs. You regain all expended uses when you finish a short or long rest by mixing chemicals and soldering together new shells for later use. You cannot regain expended uses in this way if you don’t have access to tools of artifice.

Whenever you arm an alchemical grenade, you may select one of the following grenade types.

Acid Core

A target hit by this grenade takes an additional 1d4 ongoing acid damage that persists until it submerges itself in water or uses an action to wipe the acid off. This ongoing acid damage increases by 1d4 when you reach 5th level, 11th level, and 17th level (maximum 4d4).

Arcane Payload

To select this grenade type, you must expend an infusion use.

A target hit by this grenade takes an additional 1d12 force damage and makes an Intelligence saving throw or is rattled until the end of its next turn. This additional force damage increases by 1d12 when you reach 5th level, 11th level, and 17th level (maximum 4d12).

Combustible

A target hit by this grenade takes 1d6 additional fire damage. This additional fire damage increases by 1d6 when you reach 5th level, 11th level, and 17th level (maximum 4d6). Flammable objects within 5 feet of the target that aren’t being worn or carried ignite, taking 1d6 ongoing fire damage until a creature uses an action to smother the flames.

Flashbang

A target hit by this grenade makes a Constitution saving throw or is blinded until the end of its next turn.

Class
Alchemical Prodigy

You are a master of the alchemical arts and new mixes and concoctions come naturally to you. When you first gain this field discovery, you gain two schematics of your choice and add them to your schematic book. These schematics must be for potions of common or uncommon rarity. You gain proficiency with alchemist’s supplies, or if you are already proficient you gain an expertise die instead. In addition, you have advantage on checks made to create schematics for potions.

Knack
Alien Culture

Your prolonged captivity has granted you insight into the culture that kept you. You understand their customs, traditions, religion, political ties, and to some extent how they think. You are regarded as an expert in this culture and can usually recall some useful detail when you and your companions face a challenge involving this culture.

Background
All Eyes

You gain an expertise die on Performance and Persuasion checks. In addition, you can use your magic to make your presence known. As a bonus action, you can spend 1 sorcery point to put out a subtle pulse that causes all creatures within 60 feet to take notice of you, allowing you to speak and be heard even in the midst of chaos. During combat, this notice lasts only a split second—not long enough to distract, but allowing you to make a Charisma check as part of the bonus action used to activate this feature.

Class
All Hail the Tyrant (Tyrannized)

With true freedom denied them many learn to feign deference, while some resign themselves to collaborating with the tyrant’s minions so as not to be suspected of disloyalty. You gain proficiency in either Deception or Intimidation.

Culture
All Terrains

At 14th level, choose one of the following boons:

  • You ignore difficult terrain.

  • You ignore the effects of extreme heat, extreme cold, and high altitude.

  • You gain a swim speed equal to your Speed.

  • You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

  • You can spend 1 sorcery point to gain a fly speed equal to your Speed for 1 hour.

When you finish a long rest, you may switch out your active boon with one other boon from this list.

Class
Alpha Wereboar

You have completely mastered the boar within. You can transform one additional time without suffering a level of fatigue. When you choose to tame the beast in an involuntary transformation, roll 1d8; you gain control over that many hours. While you are transformed, you gain the following features.

Deadly Tusks. The damage of your tusks increases to 1d8.

Full Moon Defense. You gain immunity against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.

Full Moon Ferocity. If you reduce a creature to 0 hit points with a tusks attack, you regain your use of the Relentless feature. Once you use this feature, you cannot use it again until you finish a short or long rest.

Feat Requires:
Swineheart
Ambidextrous

Starting at 9th level, you add your Dexterity modifier (minimum 1) to damage when making an attack using two weapon fighting. Additionally, you can use your Cunning Action to draw and throw, or pick up and throw, a weapon or improvised weapon.

Class
Ambush Predator

Also at 6th level, once per turn when you hit a creature that is unaware of your presence with an unarmed strike or weapon attack made with an adept weapon, you can spend exertion to deal additional damage to it. Each point of exertion you spend increases the additional damage you deal by an amount equal to your martial arts die. When you use this ability, you can spend a number of exertion points up to your proficiency bonus.

Class
Amorphous Body

While you are unarmored and not carrying any items, you can pass through an opening as narrow as 1 inch wide without squeezing.

Heritage
Ancestral Blessing

You have the following traits:

Divine Protection. You have resistance to radiant damage.

Touch of Divinity. You know the resistance cantrip. In addition, you can cast the shield spell once per long rest

Heritage
Ancestral Guidance

Starting at 11th level, you can meditate during a long rest to commune with the spirits of ancient warrior monks and borrow their techniques. Choose a combat tradition. If you are proficient in that tradition, learn two maneuvers from it. If you are not proficient in that tradition, you become proficient in it and learn two maneuvers from it. Combat maneuvers learned through this feature are forgotten when you begin your next long rest.

Class
Ancestral Guidance (Warrior Monk)

Starting at 11th level, you can meditate during a long rest. Choose a combat tradition. If you are proficient in that tradition, learn two maneuvers from it. If you are not proficient in that tradition, you become proficient in it and learn two maneuvers from it. Combat maneuvers learned through this feature are forgotten when you begin your next long rest.

Class
Ancestral Resistance

Your bloodline makes you immune to a single damage type.

Aasimar: You gain immunity to radiant damage.

Tiefling: You gain immunity to fire damage.

Heritage
Ancestral Resistance - Aasimar (Planetouched Paragon)

Your bloodline makes you immune to a single damage type.

Aasimar: You gain immunity to radiant damage.

Heritage
Ancestral Resistance - Tiefling (Planetouched Paragon)

Your bloodline makes you immune to a single damage type.

Tiefling: You gain immunity to fire damage.

Heritage
Answering Silence

When others seek your advice on wilderness matters, they often arrive at the correct conclusion despite (or perhaps because of) the silence with which you respond. When a friendly creature makes a Nature or Survival check while within 5 feet of you, it gains an expertise die.

Class
Arcane Clutch

Starting at 20th level, you can reclaim some fraction of the energies you expend as you cast. Whenever you cast a spell of 3rd-level or higher, you regain sorcery points equal to a third of the expended spell slot’s level.

Class
Arcane Defenses

At 15th level, your training has granted you certain protections against magic. Choose one of the following:

Mental Discipline

Your mind is sheltered from intrusion. When you fail an Intelligence, Wisdom, or Charisma saving throw, you can choose to succeed instead. You can’t do so again until you finish a short or long rest.

Mystic Mantle

Magic layers upon you into a defensive ward that you can extend to even protect your allies. You and creatures within 10 feet of you have resistance to the damage of spells.

Superior Countermagic

When you make an ability check as part of casting counterspell or dispel magic, you add your proficiency bonus to the roll.

In addition, when you cast one of these spells, treat the spell slot level of the spell as one level higher than the actual slot you spent. The slot you use to cast the spell must still be at least 3rd-level.

Class
Arcane Empathy (Mystic Rapport Elf)

Your sensitivity to the flow of magic lets you speak to the hearts of others. You have a limited ability to communicate telepathically with those within 30 feet of you. Though this grants the target no ability to respond telepathically, they can understand you as long as you share a language with them.

Heritage
Arcane Innovations

At 4th level, you acquire insights in arcana that others would never realize. You gain an arcane innovation of your choice. Your arcane innovations are detailed below. The Innovations Known column of the Sorcerer table shows when you gain additional innovations.

Innovation: Draw Nourishment

Innovation: Hot Air

Innovation: Lingering Touch

Innovation: Retrace

Innovation: Mage Hunter

Innovation: Magnetic Step

Innovation: Strange Traces

Innovation: Ominous Insight

Innovation: Wode Sense

Class
Arcane Objects

When you touch a magic item, either willingly or when hit by it, you are immediately aware that it’s magical. If you hold such an item in your hand, you can cast Identify on it as an action without spending a spell slot, even if you don’t have the spell prepared.

In addition, when you cast identify using a spell slot or as a ritual, you also learn if the item is cursed, and the Narrator will give you a hint as to the curse’s effects (which may be cryptic and vague, but must not be a lie).

Class
Arcane Recovery

Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th-level or higher.

Class
Arcane Refinement

At 6th level, your command over your magic becomes more precise, and you are able to assert more control over it. Choose one of the following:

Refinement: Deep Font

Refinement (Patient Aptitude)

Refinement (Prodigious Innovator)

Class
Arcane Sensitivity (Mystic Rapport Elf)

You gain proficiency in Arcana.

Heritage
Arcane Shield

When you choose this archetype at level 2, you gain the benefits of a persistent arcane shield. This magical protective aura grants you a +1 bonus to your Armor Class. The arcane shield only operates while you are awake and conscious.

At level 10, the AC bonus increases to +2, and at level 14 it increases to +3.

Class
Arcane Support

At level 14, you gain the ability to bolster your allies in battle. As a reaction you can do one of the following:

  • Grant a number of allies within 100 feet equal to twice your proficiency bonus the benefits of your Arcane Shield for up to 10 minutes. This effect requires concentration to maintain.

  • Enchant the weapons of a number of allies equal to your proficiency bonus, giving them a +1 bonus to hit and damage, and changing their damage type to your choice of fire, cold, or lightning for up to 1 minute. This effect requires concentration to maintain.

Once you have used this feature you cannot do so again until after you have taken a short rest.

Class
Arcanum Master

With a wellspring of magic flowing from their veins and a divine understanding of all magic, the mystic arcanist can reorder magic to suit their will. Whenever you cast a spell that deals damage, you may choose the type of damage that spell deals and the appearance of the spell’s effects. For example, Scorching Rays made to deal cold damage might look like icicle spears, a Fireball that deals radiant damage may appear to be an explosive host of warrior angels, and a Lightning Bolt that deals psychic damage may be a strange color or accompanied by unnatural howls.

Feat Requires:
Pure Arcanist feat
Archdruid

At 20th level, you become an extension of nature. Your Wild Shape has no duration. In addition, when you cast a druid spell you do not need seen or vocalized components, or any material components that have no cost or aren’t consumed by the casting. You gain this benefit in both your normal shape and while using Wild Shape.

You also learn to tap into the intricate ebb and flow of life around you and how to divert it as you see fit. You may cast the spells True Resurrection and Power Word Kill without expending a spell slot and without any material components. Once you cast either spell in this way, you cannot do so again until you finish a long rest. 

Finally, you can turn nature in its rawest elements into deadly weapons no matter your form. Once each turn, you can use a bonus action to choose a target point within 30 feet and one of the following element options. If the element you choose is not present at or near the target point, any damage dealt by this feature is halved, you have disadvantage on your spell attack, and creatures have advantage on any saving throws made to resist it.

Air

Each creature within 20 feet of that point must make a Strength saving throw. On a failure, a target takes bludgeoning damage equal to 3d8 + your Wisdom modifier and is flung up 20 feet away from the target point in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d8 bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw against your spell save DC or it takes the same damage and is knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

In addition, all ranged attacks within 30 feet of the target point have disadvantage until the beginning of your next turn.

Earth

Clumps of dirt and stone explode outward. Creatures within 10 feet of the target point take 4d8 bludgeoning damage and are knocked prone. A creature that makes a Strength saving throw against your spell save DC takes half damage is not knocked prone.

Fire

Flames roil outward in a burst of inferno. Creatures within 15 feet of the target point take 6d6 fire damage. A creature that makes a Dexterity saving throw against your spell save DC takes half damage.

Ice

You condense and flash freeze the water from a vast area above you into a massive boulder to drop down with immense force. Make a ranged spell attack against a creature at least 30 feet below the target point. On a hit, the creature takes 4d6 bludgeoning damage and 4d6 cold damage.

In addition, the area in a 20-foot radius around the creature becomes difficult terrain for 1 minute.

Water

You create a 20-foot tall, 20-foot wide wave that travels 30 feet in one direction and then crashes down. Any Large or smaller creatures and objects in the wave's path make a Strength saving throw against your spell save DC. On a failure, a creature takes 4d8 bludgeoning damage and is carried with the wave. Any creature that succeeds on its saving throw takes no damage and is not moved.

Wood

Splinters appear and fling themselves into flesh and armor alike. Creatures within 20 feet of the target point take 4d6 piercing damage. A creature that makes a Dexterity saving throw against your spell save DC takes half damage.

Class
Archetype (Savant)

Your Savant archetype defines what your greatest aptitude is. The steward is expert at protecting and healing allies. The vanguard joins the thick of the fight, looking for tactical opportunities others miss. The vox deeply understands how words can manipulate people.

Your archetype gives you unique features at 1st level and again at 2nd, 6th, 11th, 14th, and 17th level.

Class
Archetype Feature (Savant)

At 2nd level you gain a new archetype feature. You gain an additional feature of your archetype at level 6, 11, 14 and 17.

Class
Archetype School (Herald: Revoker)

Add the time school of magic to your list of herald spells.

Class
Archetype School (Herald: Stone Warden)

Add the protection school of magic to your list of herald spells.

Class
Archmage

At 20th level, you have achieved a rare level of achievement and prestige, gaining the following features.

Magesight

Your eyes become attuned to the supernatural. You cannot be blinded, and you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

When you can see a creature use Spellcasting to cast a spell you instinctively know what spell is being cast before the casting is complete. This does not tell you what level spell slot is being used to cast the spell.

True Magician

When you have a 1st-level wizard spell prepared, you are able to cast it as a 1st-level spell without expending a spell slot.

Class
Arena Training

At 3rd level, you gain proficiency with one of the following skills: Acrobatics, Athletics, Intimidation, or Performance.

Class
Armaments of Nature

Starting at 15th level, you are able to call upon the wilderness to supply you with armor and weaponry. You can use an action and expend one use of  Channel Divinity to cover yourself in bark, rock, soil, and vines for 1 hour.

For the duration, your Armor Class equals 10 + your proficiency bonus + your Dexterity modifier + your Charisma modifier, and when a creature starts its turn and is grappling you, it takes 2d6 piercing damage.

In addition, you can use a bonus action to grow a melee weapon into your hands. You are proficient with the weapon and it deals 1d12 bludgeoning, piercing, or slashing damage (determined by the weapon’s shape). While wielding the weapon, your reach increases by 5 feet. The weapon cannot be disarmed, but it can be damaged (AC equal to your herald spell save DC and hit points equal to your herald level).

Class
Armor of Conviction

While you are not wearing any armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Also, in addition to the spells you normally prepare, you always have Shield of Faith prepared.

Class
Armored Wizard

Additionally at level 2, you gain proficiency in light and medium armor.

Class
Armory Training

At 3rd level, you learn some of the finer minutiae that let you feel comfortable in even the heaviest armors. You gain the following benefits:

  • Your passive Perception score is not reduced while wearing a helm or visored helm.

  • You never suffer fatigue from wearing armor or sleeping in armor.

  • You can don or doff armor in half the time it would normally take.

  • You never have disadvantage on Acrobatics or Stealth checks due to wearing armor or using a heavy shield.

Class
Army of Darkness

At 10th level you gain the ability to maintain a number of undead minions created using your Create Minion ability. You can maintain a number of minions with a total CR equal to or less than your wizard level, although no individual minion may have a CR equal to or greater than half your wizard level.

For example, at 10th level you would be able to maintain two CR 4 banshees and a CR 2 ghast; or you could maintain three CR 3 mummies and a CR 1 ghoul.

Class
Arrow Enchanter

Skilled eldritch archers can subvert their arcane power to enchant the conjured arrows with rings of eldritch symbols and energy that form around their weapons as they fire. 

Whenever you make a ranged weapon attack, you may choose to expend a 1st-level spell slot or higher to enhance the attack to be empowered or unerring. You cannot enhance more than one attack in a turn in this way.

Empowered. An empowered shot deals an additional 2d6 force damage, and an additional 1d6 force damage for each spell slot level above 1st. 

Unerring. An unerring shot gains a +2 bonus to the attack roll, and an additional +2 bonus for each spell slot level above 1st.

Feat Requires:
Eldritch Archer feat
Art Mastery: Percussion

You can throw a spell's magic, rebounding it from one place to another. When using this musical art as a spell focus, if you cast a spell that targets only one creature, you can target an additional creature within range of the first (as if it were casting the spell). Once you have used this feature a number of times equal to half your proficiency bonus, you can't do so again until you finish a short rest.

Class
Art Mastery: String Instruments

The melodies you pluck spread like gusts of wind. You gain a number of melody charges equal to your Charisma modifier, which you regain whenever you finish a long rest. When using this musical art as a spell focus, if you cast a spell that targets only one creature you can spend a melody charge to target an additional creature within the spell's range.

Class
Art Mastery: Visual

Your magic resonates through the air. When using this musical art as a spell focus, after casting a bard spell that used an ally as its point of origin on your last turn, if you cast the same spell normally its spell level increases by 2. Once you have used this feature a number of times equal to your proficiency bonus, you can't do so again until you finish a long rest.

Class
Art Mastery: Voice

The spells you cast resound upon themselves. When concentrating on a bard spell, you automatically succeed on checks made to maintain concentration while you are using this musical art as a spell focus.

Class
Art Mastery: Wind Instruments

While using this musical art as a spell focus, you gain advantage on Deception and Performance checks to conceal the casting of bard spells.

Class
Art Specialty: Percussion

Any instrument played by being struck or scraped (either by other instruments or against each other) qualifies as a percussion instrument. When using this musical art as a spell focus, you double the ranges of bard spells from the sound school. A sound spell that has a range of Touch increases its range to 30 feet.

Class
Art Specialty: String Instruments

String instruments are played by plucking and twanging strings. When using this musical art as a spell focus, whenever you cast a bard spell from the movement or teleportation school you can target an additional creature within 15 feet of you.

Class
Art Specialty: Visual

There are many ways to undertake a visual performance whether through illustration, illusion magic, or legerdemain. When using this art as a spell focus, whenever you cast a bard spell you may choose to make an ally able to see you the point of origin of that spell. You must be able to see any targets of the spell.

Class
Art Specialty: Voice

When using this musical art as a spell focus, you have advantage on checks made to maintain concentration on a bard spell.

Class
Art Specialty: Wind Instruments

Any instrument played by passing air through it qualifies as a wind instrument. When using this musical art as a spell focus, whenever you cast a bard spell you can make a Deception or Performance check. Any observers with a passive Insight score equal to or less than the result of your check do not see or hear you cast the spell. Once you have used this feature three times, you cannot do so again until you finish a long rest.

Class
Artificer Archetype

Your Artificer archetype determines your field of study and technological specialty. The Bombardier is a master of the incredibly dangerous explosive sciences.

The Machinist is a master of motion and all the intricate work needed to make it happen.

The Stitcher delves into the marvelous mysteries of life, death, and reanimated flesh.


Your archetype gives you unique features at 3rd level and again at 5th, 9th, and 15th level.

Class
Artificial Spellcasting

With ingenuity and knowhow, artificers are able to harness magic through technology. See Chapter 11: Spellcasting in the Adventurer’s Guide for the general rules of spellcasting and the Spells Listing for the Artificer spell list.

Spell Inventions

Whenever you prepare an artificer spell, you create a spell invention for that spell using your tools of artifice and whatever materials you have on hand.

A spell invention is a unique experimental device that is esoteric and useless to other creatures, but in your hands can be used to cast the spell it was prepared for. You prepare a number of spells with a spell level no higher than your maximum spell level (both as shown on the Artificer table) chosen from the artificer spell list.

You can change your list of prepared spells and replace or create new spell inventions whenever you finish a long rest by spending at least 10 minutes tinkering and experimenting with 1 gold worth of materials per new spell invention (in addition to any material components the spell requires). Any spell inventions you’ve prepared previously are taken apart and integrated into the new ones, or fall apart due to a lack of maintenance. You can only have a maximum of 1 spell invention per spell you have prepared.

You do not have spell slots, and instead utilize your spell inventions to cast spells. Whenever you cast a prepared artificer spell using a spell invention, you may cast it at a spell slot level up to your maximum spell level as shown on the Artificer table. You may freely draw a spell invention from your inventory as part of the same action used to cast a spell through it, and you may also freely stow any spell inventions you were already wielding using that same action.

Using a spell invention does not remove its spell from your list of prepared spells.

You can determine the exact form a spell invention takes but it weighs 1 pound per spell level, is no longer than 1 foot in any dimension, and it must be wielded in at least one hand to be used (treat cantrips as 1st-level spells). A spell invention has an AC equal to 10 + your Intelligence modifier, and a number of hit points equal to your artificer level × 2. You can fully repair your spell inventions whenever you finish a long rest, so long as you have access to your tools of artifice.

Fizzle Die. After you cast a spell using a spell invention, you must roll a fizzle die, a 1d4. If the result is less than or equal to the spell slot level used to cast the spell, your spell invention burns out, runs out of power, or otherwise malfunctions and cannot be used again until repaired. Your fizzle die improves by one step at 10th level (from 1d4 to 1d6) and again at 20th level (from 1d6 to 1d8), and it improves by one step when using a spell invention gained from your artificer archetype (maximum 1d10).

Cantrips

At 1st level, you know two cantrips of your choice from the artificer spell list and construct a spell invention for each. Unlike your other spell inventions, using these does not require rolling a fizzle die. You learn additional artificer cantrips of your choice at higher levels and construct
spell inventions for them, as shown in the Cantrips Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one, and for setting the saving throw DC of an artificer feature.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Scientific Ritual Casting

You can cast an artificer spell as a ritual using a spell invention if that spell has the ritual tag and you have the spell prepared. When using a spell invention in this way, you do not have to roll the fizzle die.

Tools of Artifice

You produce your spell inventions and infuse items using your tools which act as your spellcasting focus. These tools can be a Sewing Kit, Smith's Tools, Thieves' Tools, or any sort of artisan’s tools. After you gain the ability to infuse items at 2nd level, you can also use any item bearing one of your infusions as tools of artifice. You must be proficient with the tools you use in this way.

Class
Artistic Pursuits (Forest Gnome)

You have proficiency in one type of artisans’ tools of your choice.

Culture
Arts of Worship (Godbound)

You are proficient with your choice of either Performance, two musical instruments, or two artisan’s tools.

Culture
Athletic

Your enhanced physical training grants you the following benefits:

  • Your Strength or Dexterity score increases by 1, to a maximum of 20.

  • When you are prone, standing up uses only 5 feet of your movement (instead of half).

  • Your speed is not halved from climbing.

  • You can make a running long jump or a running high jump after moving 5 feet on foot (instead of 10 feet)

Feat
Attentive

Always aware of your surroundings, you gain the following benefits:

  • When rolling initiative you gain a +5 bonus.

  • You can only be surprised if you are unconscious.

  • A creature attacking you does not gain advantage from being hidden from you or unseen by you.

Feat
Attentive Polyglot

At 14th level you know all languages, and cannot be magically silenced. If you would be affected by a language-dependent effect, you may choose to ignore that effect, as if you didn’t understand the language.

Additionally, so deft is your understanding of language that when you make an ability check to influence someone with words, you gain an expertise die . An expertise die is [[/r 1d4]] you roll and add.

Class
Augmented Arrows

Also at 3rd level, you learn how to craft ammunition for the job at hand. At the end of each short rest, you can craft a number of augmented arrows equal to twice your proficiency bonus, each costing 1 sp of materials and an equal amount of ammunition. When you craft each augmented arrow, choose bludgeoning, piercing, or slashing damage. On a successful hit, the ammunition deals the usual amount of damage, but of the chosen type.

Additionally, you can use a bonus action to affix an item of Tiny size that weighs 3 pounds or less and can be used as an improvised weapon (such as an acid vial, alchemist’s fire, or unstable arcanum) to the end of a piece of ammunition. This increases the item’s range to that of your weapon’s normal range and allows you to roll as though it were a ranged attack with which you are proficient, though it only deals the damage and effects of the item, not the ammunition utilized.

Class
Augmented Trapmaking (Immobilization Trap)

At 9th level, you invent a new way to increase the danger posed by your traps. You learn one of the following trap capabilities. When using Trapmaking to create a trap, you can choose to augment it with the new capability, which is triggered when your trap damages a creature.

Immobilization Trap

The target is caught in the jaws of a trap. The target’s movement speed is reduced to 0. A creature can use an action or legendary action to make a DC 13 Strength check, freeing itself or another creature on a success. Building this trap requires a hunting trap, which can be recovered after the trap is triggered.

Class
Augmented Trapmaking (Poison Trap)

At 9th level, you invent a new way to increase the danger posed by your traps. You learn one of the following trap capabilities. When using Trapmaking to create a trap, you can choose to augment it with the new capability, which is triggered when your trap damages a creature.

Poison Trap

You may add a contact or injury poison to the trap (see Chapter 6: Maladies, in Trials & Treasures), which is consumed. The victim of the trap is affected by the poison.

Class
Augmented Trapmaking (Vial Trap)

At 9th level, you invent a new way to increase the danger posed by your traps. You learn one of the following trap capabilities. When using Trapmaking to create a trap, you can choose to augment it with the new capability, which is triggered when your trap damages a creature.

Vial Trap

Each creature within 5 feet of the trap must make a Dexterity saving throw or be splashed with a liquid, such as acid or alchemists’ fire (see Chapter 4: Equipment). The liquid is consumed.

Class
Aura of the Champion

Beginning at 7th level, you gain a third aura that is active alongside your Sacred Aura and has the same range. Choose one of the following options.

Aura of the Champion: Aura of Darkness After initiative is rolled, when a hostile creature starts its turn in your aura or first enters into it on a turn, it makes a Wisdom saving throw or becomes frightened of you for 1 minute. Once a creature has been frightened by this aura, it is immune to the aura’s effects for 24 hours.

Aura of the Champion: Aura of Light An unconscious ally with 0 hit points that starts its turn in your aura automatically succeeds on one death saving throw each turn. Once a creature has succeeded on three death saving throws while in your aura, it cannot benefit from this effect until it has finished a long rest.

Class
Aura of the Champion: Aura of Darkness

After initiative is rolled, when a hostile creature starts its turn in your aura or first enters into it on a turn, it makes a Wisdom saving throw or becomes frightened of you for 1 minute. Once a creature has been frightened by this aura, it is immune to the aura’s effects for 24 hours.

Class
Aura of the Champion: Aura of Light

An unconscious ally with 0 hit points that starts its turn in your aura automatically succeeds on one death saving throw each turn. Once a creature has succeeded on three death saving throws while in your aura, it cannot benefit from this effect until it has finished a long rest.

Class
Auspicious Collaborator

The higher powers you are attuned to have witnessed your deeds and bestowed upon you a quality of worthiness. Your requests for aid are perceived as opportunities for partnership rather than impositions.

People of all backgrounds are more drawn to help you than they would ordinarily be. You gain one specialty chosen from Culture or Persuasion, and you gain an expertise die on Persuasion checks related to seeking aid.

Class
Avatar of Faith

At 20th level, your secret inner divinity is finally revealed. You can use your Channel Divinity to become a conduit of the divine, flooding the world around you with the unfettered power of the Moral Planes. Once you have used either of these options, you cannot use that option again until you finish a long rest.

Channel Negative Energy

You can use an action to evoke baleful energy from the Lower Planes to harm creatures you are able to see. You choose the creatures. Each creature makes a Charisma saving throw or takes 5d10 damage force damage and 5d10 necrotic damage, or half damage on a success.

When you use this feature, you also choose one of the following conditions: blinded, confused, deafened, frightened, poisoned, rattled, or slowed. A creature that failed its saving throw also gains the chosen condition. At the end of each of its turns, a creature can repeat the saving throw to end the effect on itself.

In addition, you can choose any number of creatures you can see that have the Evil alignment trait. Each regains 5d10 hit points.

Channel Positive Energy

You can use an action to evoke energy from the Upper Planes to heal creatures you are able to see. You choose the creatures and divide 200 hit points of healing among them.

A creature that regains hit points from this feature is also healed of one level of fatigue and one level of strife, and if it is blinded, charmed, confused, deafened, doomed, frightened, paralyzed, petrified, poisoned, rattled, slowed, or stunned those conditions end for it. This feature cannot be used on undead or constructs.

Class
Back to the Wall (Close-Quarters Fighting)

While within 5 feet of a solid wall, you add your proficiency bonus to damage rolls with weapon attacks.

Class
Balance in All Things (Healer)

At 8th level, the damage you deal to your enemies radiates healing energy back to you and your allies. When you hit with a spell attack, you and any allies within 30 feet of you regain hit points equal to your Wisdom modifier + the spell’s level. A creature cannot benefit from this effect more than once per short rest.

Class
Battering Shield

When you hit a creature with two or more melee attacks in the same round, you gain a +2 bonus to Armor Class against that creature until the start of your next turn.

Class Requires:
11th Level
Battle Caster

You have learned to wield magic effectively even in the chaos of combat. You gain the following benefits:

  • You gain a 1d6 expertise die on concentration checks to maintain spells you have cast.

  • You can perform the seen components of your spells while using a weapon or shield with your hands.

  • Instead of making an opportunity attack with a weapon, you may use your reaction to cast a spell with a casting time of 1 action at the creature instead. The spell must be one that only targets that creature.

Feat Requires:
The ability to cast at least one spell of 1st-level or higher
Battle Dance

You gain proficiency in the Performance skill. As a bonus action, you can spend 2 exertion to bob and sway, starting a battle dance. Until the end of your turn, your Speed increases by 20 feet and opportunity attacks against you are made with disadvantage. When a creature makes an opportunity attack against you and misses, you can use your reaction to make an unarmed strike against that creature.

Class
Battle Meditation

As an action, you can spend 1 Hit Die to regain [[/r 1d4]] exertion. You can’t use this feature again until you finish a rest.

Class
Battle Readiness

Your Speed increases to 30 feet and you are proficient with clubs, spears, and light crossbows. In addition, you have a melee weapon built into one of your arms that is immediately swapped out for a hand when sheathed. Choose one melee weapon that does not have the heavy, two-handed, or versatile property. When attached in this way, you are proficient with the weapon, it cannot be thrown, and you cannot be disarmed of it. The weapon can be replaced with another weapon with 10 minutes of work and a DC 13 Engineering or tinker’s tools check.

Heritage
Battlefield Blaster

At level 10, when you roll dice to determine the damage of a spell which does area-of-effect damage (circle, cone, cube, cylinder, line, sphere, or square), your damage dice explode. This means that you can reroll any dice that have the maximum result and add them to the total. For example, if you cast fireball and roll three 6s among your damage dice, you roll an additional 3d6, and continue to reroll any 6s adding them to the total damage dealt.

Class
Battlefield Etiquette

At 3rd level, you learn the unwritten rules of the battlefield. After you have fought beside a martial artist for an encounter, battled against them, or observed them for at least 10 minutes, you gain an expertise die on Charisma checks made to influence them. Any creature that has a martial arts die, knows a maneuver from a combat tradition, or possesses an exertion pool is considered to be a martial artist.

Class
Battlefield Smithing

At 6th level, as a veteran combat-tinkerer you specialize in certain aspects of warfare. Choose one of the following.

Battlefield Smithing (Armor Smithing)

Battlefield Smithing (Caravan Smithing)

Battlefield Smithing (Weapon Smithing)

Class
Battlefield Smithing (Armor Smithing)

You have advantage on checks made to maintain and repair armor, and you are always considered to have access to a forge when repairing armor. In addition, during a short rest you can spend 25 gold in materials to permanently add one of the following modifications to a suit of nonmagical armor or change an additional modification: camouflaged, flamboyant, spiked, stealthy, storage. A suit of armor can only have one additional modification.

Class
Battlefield Smithing (Caravan Smithing)

You have advantage on checks made to repair vehicles, and you are always considered to have access to a forge when repairing a vehicle. In addition, during a short rest you can either repair any malfunction a vehicle is suffering or restore up to 50 of the vehicle’s hit points at the cost of 25 gold in materials.

Class
Battlefield Smithing (Weapon Smithing)

You have advantage on checks made to maintain and repair weapons, and you are always considered to have access to a forge when repairing a weapon. In addition, during a short rest you can spend 25 gold in materials to permanently add one of the following modifications to a nonmagical weapon or change an additional modification: flamboyant, quickdraw, rebounding (thrown weapons only), stealthy, storage. A weapon can only have one additional modification.

Class
Bear Grab (Hibernating Affliction)

If you hit a Medium or smaller creature with your claw attack, it is grappled. Until this grapple ends, you can’t use two-handed weapons and can’t attack a different target with your claw.

Feat
Beast Whisperer

At 3rd level when you choose this archetype, you gain the Beast Friend knack if you don’t already know it, and the beast can be of CR 1/4 or less. In addition, whenever the beast rolls initiative, it gains a number of temporary hit points equal to your level multiplied by your proficiency bonus, and its Armor Class increases by an amount equal to your proficiency bonus.

As a bonus action on your turn, you can order the beast to take an action on its turn. If you order the beast to attack, it adds your proficiency bonus to attack and damage rolls.

Class
Bestow Magics

At 13th level, your understanding of magic is so thorough that you can even grant it to others. You can spend 1 minute touching a willing creature and concentrating, spending a spell slot of 3rd-level or lower. When you do, choose a spell you have prepared of that level or lower. The creature can cast the spell using the slot you expended, following its normal rules for casting time, spell components, range, and concentration, but using your spellcasting ability modifier, spell attack modifier, and spell save DC. You can only have one spell imbued at a time, and if you bestow a spell upon a different creature the previous spell dissipates, its magic unspent and the spell slot used to imbue it expended.

Class
Bestowed Understanding

When attempting to understand a language with which you are not proficient (whether spoken or written), you can make a DC 15 Wisdom (Insight) check to understand the basic message. If the language is considered forgotten, you roll with disadvantage. You can do so a number of times equal to your Wisdom modifier, and regain spent uses upon finishing a long rest.

Knack
Better Bardic Inspiration

Also at 3rd level, your ability to inspire can help an ally overcome deleterious effects. When you have granted a creature Bardic Inspiration, if the creature would make a saving throw at the end of its turn to end an effect on it, it can use the Bardic Inspiration to attempt a saving throw at the start of its turn instead.

In addition, you can use Bardic Inspiration on yourself, but only to make Performance checks.

Class
Better Than Cure (Healer)

Beginning at 2nd level, you may interject to prevent harm to your allies. When an ally within 30 feet of you is hit with an attack that deals nonmagical bludgeoning, piercing, or slashing damage, you may use your reaction to halve the damage. At 8th level, you may negate all of the attack’s damage.

Once you have used this feature a number of times equal to your proficiency bonus, you can’t do so again until you finish a long rest.

Class
Beyond Size

You can use basic maneuvers against creatures of any size. When a creature larger than you makes a saving throw against your basic maneuver, you can use your reaction to force that creature to make the save with disadvantage.

Class Requires:
11th level
Beyond the Boundary

At 1st level when you choose this archetype, you learn the language of elementals. You can speak, sign, read, and write Primordial.

In addition, you can always choose to use Charisma when making an ability check to navigate, survive in, or remember information about planes of existence other than the Material Plane.

Class
Big Feet (Tuft Feet Halfling)

You gain an expertise die on checks and saving throws made to resist being knocked prone.

Heritage
Binding

After you have affected a creature with a spell that has a duration and it is able to end the spell’s effect on itself with a successful saving throw, it must succeed on that saving throw twice to end the effect.

Class
Bit and Bridle (Farmer)

You know how to stow and transport food. You and one animal under your care can each carry additional Supply equal to your proficiency bonus.

Background
Bite (New Moon Wererat)

You gain a bite natural weapon you are proficient with. You can use Dexterity instead of Strength for the attack rolls of your bite. On a hit your bite deals piercing damage equal to 1d4 plus your Strength modifier or Dexterity modifier (whichever is highest).

Natural Weapon
Bite (Newblood)

You gain a bite natural weapon you are proficient with. You are only able to bite grappled, incapacitated, restrained, or willing creatures. On a hit your bite deals piercing damage equal to 1d6 plus your Strength modifier or Dexterity modifier (whichever is highest). You can use Dexterity instead of Strength for the attack rolls of your bite. In addition, once per turn you can choose for your bite to also deal 1d6 necrotic damage × your proficiency bonus. You regain hit points equal to the amount of necrotic damage dealt to your target. This necrotic damage can only be increased by a critical hit.

Natural Weapon
Bladechanter

Bladechanting is the art of unifying and maintaining intense physical and intellectual strains, allowing movement and thought to become one as a beautiful and deadly dance of blades.

If you wield a melee weapon in each hand, you may use them to perform seen spell components and as a spellcasting focus for wizard spells. In addition, whenever you are concentrating on a spell while using melee weapons as a spellcasting focus in this way, you enter a special trance-like state called bladechanting. If you lose concentration on your spell while bladechanting, you also stop bladechanting. While bladechanting you gain the following benefits:

  • While you are wearing no armor, light armor, or medium armor,  you gain a bonus to your Armor Class equal to your Intelligence modifier.

  • Whenever you would need to make a concentration check to maintain a spell due to taking damage, you may spend 2 exertion to automatically succeed.

  • When you hit a target with a melee weapon attack, you can use your reaction and choose a spell of 1st-level or higher, casting it through your weapon. The spell must have a casting time of 1 action, and target a single creature or have a range of Touch. If a spell cast in this way requires an attack roll and targets the same target as the triggering melee weapon attack, it also hits as part of that attack. You may choose not to deal damage with a melee weapon attack used to cast a spell.

Feat Requires:
3 levels in fighter, 3 levels in wizard, Fighting Style (Two-Weapon Fighting)
Blasphemous Act

At 10th level, you can siphon away divine power intended for the gods’ chosen. At the end of each long rest, you gain a Channel Divinity feature. This feature must be from a cleric archetype and granted to clerics of 2nd level. Alternatively, you can instead gain Turn Undead with the benefit of the Command Undead empowerment.

Once you have used the chosen cleric feature, you can’t use it again until you finish a short or long rest.

Class
Blast of Sound

At 6th level, you learn to use sound not just as a tool, but as a weapon. As an action, you can emit a powerful blast of sound in a 15-foot cone. Creatures caught in the blast must make a Constitution save against your spell save DC. On a failed saving throw, the target takes 2d8 thunder damage and is deafened until the end of its next turn. On a success, the target takes half damage and isn’t deafened. The damage increases to 3d8 at level 11. At 17th level, the damage increases to 4d8 and the blast becomes a 30-foot cone.

Class
Blazing Mastery

At 10th level, your flames can scorch even those typically resilient to them. Fire damage from your spells treats immunity to fire as though it were fire resistance, and ignores fire resistance entirely. Additionally, you gain resistance to fire damage, and you ignore fire damage dealt by your own spells.

Class
Blending In (itinerant)

You are used to blending into a new culture. You gain proficiency with the disguise kit.

Culture
Blessed Exploration

At 6th level, your faith grants you boons suitable for an underground denizen. You gain darkvision to a range of 90 feet. Additionally, choose one of the following benefits:

MINOTAUR’S MEMORY

You can perfectly recall any route you have traveled.

SHADOW SUSTENANCE

If you haven’t been in an area of sunlight for 24 hours, your body begins to fade and you no longer need to eat. This benefit ends when you enter an area of sunlight.

Class
Blessed Prowess

Starting at 3rd level, when you make a Strength, Dexterity, or Constitution check, you can add your martial arts die. When you fail a Strength, Dexterity, or Constitution saving throw, you can use your reaction to spend 2 exertion and reroll the save.

Class
Blessing of Nature

You can use an action and touch a plant to be recognized by nature as one of its protectors for the next hour. For the duration, you gain advantage on Persuasion checks made to influence druids and beasts. Alternatively, you can end the blessing early to gain advantage on a Survival check made to find Supply or a Haven in the wilderness.

Class
Blind

You are permanently blind and can’t see beyond the range of your blindsight. You can’t benefit from any ability or magical effect that would grant you visual sight or darkvision. Your inability to see, however, is not without its advantages. You are immune to any illusion spell that relies on vision, such as blur , darkness, or invisibility , and you are also immune to attacks and effects that require meeting a creature’s eyes, such as a medusa’s petrifying gaze. Additionally, you gain an expertise die on Perception checks that don’t rely on sight.

Culture
Blizzard

When you cast a spell that deals cold damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes cold damage from the spell, it is also chilled, reducing its movement speeds by 10 feet for a number of rounds equal to the level of the spell (minimum 1 round).

Class
Bloodsport Flourishes

Also at 3rd level, you’ve integrated your ability to please the crowd into ways to impress and intimidate your enemies. You treat any weapon you wield and any armor you wear as if it had the Flamboyant property. In addition, whenever you score a critical hit with a weapon attack you may choose to do a Bloody Flourish or Glorious Flourish.

Class
Bloody Prophecy

Starting at 3rd level, you can spend 1 exertion to hold a melee weapon and concentrate on the future as a bonus action. You gain a prophecy die, which starts as a d6 and only applies to the weapon you used as a focus. You can add your prophecy die to your attack rolls or damage rolls, which you choose at the beginning of your turn.

If you choose to add it to an attack roll and miss, the prophecy is still unfolding and the die’s size increases by one step (to a maximum of d8). On a hit, or if you choose to add it to a damage roll, the die’s size decreases by one step (to a minimum of d4) as you leverage the forces of fate.

Your prophecy die lasts for a number of rounds equal to your proficiency bonus.

Class
Boar Charge (Swineheart)

Once per turn when you move at least 20 feet straight towards a target before attacking with your tusks, the attack deals an extra 2d6 slashing damage. If the target is a creature, it makes a Strength saving throw against your maneuver DC, falling prone on a failure.

Feat
Bolster Ally

At 2nd level, you can use your reaction to let an ally re-roll a failed saving throw or ability check. Once you use this feature, you must complete a short rest before you can use it again.

Class
Bombadier spells

Starting at 3rd level, when you prepare your artificer spells you can prepare certain spells and create spell inventions for them in addition to your normal number of prepared spells. These spells count as artificer spells for you, even if they aren’t on the artificer spell list.

TABLE: BOMBARDIER SPELLS

Artificer Level - Spell
3rd - earth barrier, fog cloud
5th - seed bomb, shattering barrage
9th - fireball, stinking cloud
13th - fabricate, stoneskin
17th - cloudkill, flame strike

Class
Bonus Connection (Godbound)

You have one additional connection, selected from the Acolyte background.

Culture
Bonus Exertion

Also at 4th level, your self-awareness and discipline allow you to draw upon deeper reserves of willpower than other warriors. Your exertion pool increases by the amount listed in the Bonus Exertion column of Table: Adept. For example, at 4th level your exertion pool increases to 5, at 5th level when your proficiency bonus increases your exertion pool becomes 7, at 6th level your exertion pool becomes 8, and so on.

Class
Bonus Exertion (Adept)

Also at 4th level, your exertion pool increases by the amount listed in the Bonus Exertion column of the Adept table.

Class
Bonus Expertise (Burglar)

Also at 3rd level, you gain proficiency with Sleight of Hand, and you gain an expertise die on checks using it and when using thieves’ tools. For you, expertise dice in Sleight of Hand and thieves’ tools can be upgraded from d8 to d10, exceeding the usual limit on expertise dice. You can use your Cunning Action to make a Sleight of Hand check or to use thieves’ tools.

Class
Bonus Expertise (Courtier)

When you choose this archetype at 3rd level you gain proficiency with Deception, Insight, and Persuasion, and you gain an expertise die when making an ability check that uses these skills. For you, expertise dice in these skills can be upgraded from d8 to d10, exceeding the usual limit on expertise dice. Additionally, you gain an expertise die when making Prestige checks.

Class
Bonus Expertise (Cutthroat)

When you choose this archetype at 3rd level, you gain proficiency with Deception, and you gain an expertise die on Deception checks and checks made using a poisoner’s kit. For you, expertise dice in Deception and the poisoner’s kit can be upgraded from d8 to d10, exceeding the usual limit on expertise dice.

Class
Bonus Expertise (Investigator)

When you choose this archetype at 3rd level, you gain proficiency with Investigation, Insight, and Perception, and you gain an expertise die on checks made using any of these skills. For you, expertise dice in these skills can be upgraded from d8 to d10, exceeding the usual limit on expertise dice. You can use all three of these skills with your Cunning Action when they’d normally take an action.

Class
Bonus Expertise (Trapsmith)

When you choose this archetype at 3rd level, you gain proficiency with Engineering and tinkerer’s tools, and you gain an expertise die on checks made with either, and when using thieves’ tools. For you, expertise dice in these skills and tools can be upgraded from d8 to d10, exceeding the usual limit on expertise dice.

Class
Bonus Proficiencies (Engineer)

When you select this archetype at 3rd level, you gain proficiency with air vehicles, land vehicles, and water vehicles. If you already had any of these proficiencies you gain an expertise die with that type of vehicle instead.

Class
Bonus Proficiencies (Machinist)

When you select this archetype at 3rd level, you gain proficiency with air vehicles, land vehicles, and water vehicles.

If you already had any of these proficiencies you gain an expertise die with that type of vehicle instead.

Class
Bonus Proficiencies (Steward)

When you choose this archetype at 1st level, you gain proficiency with Culture, one language, and with either light armor or one of the following skills: Animal Handling, Insight, Medicine, Perception, Survival.

Class
Bonus Proficiencies (Stitcher)

When you select this archetype at 3rd level, you gain proficiency with the sewing kit and leatherworker’s tools. If you already had any of these proficiencies you gain an expertise die with that type of tool instead

Class
Bonus Proficiencies (Vanguard)

When you choose this archetype at 1st level, you gain proficiency with light armor and four martial weapons, plus with either medium armor or shields or with one of the following skills: Arcana, Culture, Engineering, Investigation, Nature, Religion.

Class
Bonus Proficiencies (Vox)

When you choose this archetype at 1st level, you gain proficiency with light armor and four martial weapons, plus with either medium armor or shields or with one of the following skills: Arcana, Culture, Engineering, Investigation, Nature, Religion.

Class
Bonus Proficiencies and Specialties (Lore Weaver)

When you select this archetype at 3rd level, you gain proficiency with Culture and History. If you are already proficient with either skill, you instead gain an expertise die. In addition, you gain additional specialties equal to your proficiency bonus, and you gain another specialty whenever your proficiency bonus increases. These bonus specialties must be in Culture or History.

Class
Bonus Proficiencies and Specialties (Loremaster)

When you select this archetype at 3rd level, choose 3 of the following skills: Arcana, Culture, Engineering, History, Medicine, Nature, Religion. You gain proficiency with the chosen skills. In addition, you gain 3 additional specialties, and you gain another specialty whenever your proficiency bonus increases. These bonus specialties must be in Arcana, Culture, Engineering, History, Medicine, Nature, or Religion.

Class
Bonus Proficiency and Specialties (Minstrel)

When you select this archetype at 3rd level, you gain proficiency with Culture and Performance. If you are already proficient with either skill, you instead gain an expertise die. In addition, you gain additional specialties equal to your proficiency bonus, and you gain another specialty whenever your proficiency bonus increases. These bonus specialties must be in Culture or Performance.

Class
Bonus Proficiency and Specialties (Mountebank)

When you select this archetype at 3rd level, you gain proficiency with Deception and Persuasion. If you are already proficient with either skill, you instead gain an expertise die. In addition, you gain additional specialties equal to your proficiency bonus, and you gain another specialty whenever your proficiency bonus increases. These bonus specialties must be in Deception or Persuasion.

Class
Bonus Proficiency and Specialties (Warchanter)

When you select this archetype at 3rd level, you gain proficiency with History. If you are already proficient with History, you instead gain an expertise die. In addition, you gain additional specialties in History equal to your proficiency bonus, and you gain another specialty whenever your proficiency bonus increases.

In addition, you gain proficiency with medium armor, shields, and martial weapons.

Class
Boon of Death

When you reduce a living creature to 0 hit points, you can use your reaction to spend 2 exertion and gain a number of temporary hit points equal to your martial arts die plus your proficiency bonus. If you do, you have advantage on death saving throws for 1 minute.

Class
Boon of Fury (Warpriest)

Beginning at 8th level, your weapon attacks deal extra damage equal to your Wisdom modifier. In addition, you can infuse divine power into a weapon attack to deal an extra 1d8 radiant damage. Once you have used this feature to infuse divine power a number of times equal to your Wisdom modifier, you can’t do so again until you finish a long rest.

Class
Boon of Hunting

When you succeed on a Survival check to Hunt and Gather as a journey activity, you gather twice as much Supply.

Class
Boon of Love

When you succeed on a Persuasion check to influence a creature that is indifferent to you, you can spend 3 exertion to make that creature friendly towards you for 1 hour.

Class
Boon of Resistance (Warpriest)

Starting at 17th level, you may choose after each long rest to gain resistance to bludgeoning, piercing and slashing damage from nonmagical weapons, or to gain resistance to either magical bludgeoning, magical piercing, or magical slashing damage.

Class
Boon of Speed

When you move a distance greater than your Speed during your turn, you can use your reaction to spend 2 exertion and take the Dodge action.

Class
Boon of Tactics

When you make an opportunity attack, you can spend 2 exertion to gain advantage on the attack.

Class
Boon of the Protector (Warpriest)

Starting at 1st level when you choose this archetype, your zeal for taking vengeance rises to the fore. When a creature within your reach hits you or an ally with a melee weapon attack, you can use your reaction to make a melee weapon attack against it.

Class
Boon of War

When you critically hit a creature, you can use your reaction to spend 2 exertion. If you do, your next successful melee weapon attack deals additional damage equal to your martial arts die plus your proficiency bonus.

Class
Boon: Pact of the Blade

You can use your action to conjure in your empty hand an armament bestowed with power: a pact weapon. Choose any simple or martial weapon when you conjure your pact weapon. You are proficient with it while you wield your pact weapon, and you can use your spellcasting ability for attack and damage rolls with it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

By performing a 1 hour ritual while holding a magic weapon or rare weapon, you can transform it into your pact weapon. If this weapon has a bonus to attack or damage rolls, or if it deals bonus damage, you can apply these to your Eldritch Blast (ranged weapons add these bonuses to Eldritch Ray, and melee weapons to Eldritch Scythe; it has no effect on Eldritch Disturbance or Eldritch Whip). You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the ritual on a different weapon, or if you use a 1 hour ritual to break your bond to it. The weapon is collected by your patron if the bond breaks while it is in the extradimensional space.

Class
Boon: Pact of the Chain

You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, sprite, or any Tiny creature of CR 1/2 or less. You can also opt for the spirit you call forth to be an aberration, elemental, or undead.

When you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction. Additionally, when you use Eldritch Scythe, you can choose to deliver the attack through your familiar as though you had cast a spell with a range of Touch.

Class
Boon: Pact of the Tome

Aware of your drive for knowledge, you awaken to find a grimoire left in your pack by your patron: a Book of Shadows. Choose three cantrips. While the book is in your possession, you know these cantrips and they are treated as warlock spells. They don’t count against your number of cantrips known. If you lose your Book of Shadows, you can perform a 1 hour ceremony to receive a replacement from your patron. This ceremony destroys the previous book. The book is collected by your patron when you die.

Class
Borough Cooking (Stout Halfling)

Whenever you begin a short rest, you and up to 6 allies can each consume 1 Supply to partake in your borough cooking, gaining 1d6 temporary hit points. 

Culture
Bound: Loyal to the Code

You are loyal to a specific code of honor. You gain an expertise die on Persuasion checks. However, whenever you break your code you suffer a level of strife and instead have disadvantage on Persuasion checks for the following 7 days. Choose one of the following codes to keep:

  • I will never harm a creature that has surrendered.

  • I will never steal from a living soul.

  • I will never let a lie pass my lips.

Alternatively, consult the Narrator for any codes specific to the campaign setting.

Class
Bound: Loyal to the Crown

You are loyal to a specific nation, lord, organization, or other authority. While you are in good standing with that authority and are within their area of influence, you and your allies can easily find free food and lodging, and creatures with a CR lower than yours that are also loyal to that authority may perform simple tasks at your request. You lose good standing with that authority if you go against their wishes.

Consult the Narrator on authorities within the campaign setting, their wishes, and what will keep or return you to good standing with them.

Class
Brachiator (Motley Paragon)

You gain a climb speed equal to your Speed and an expertise die on Athletics checks.

Heritage
Break The Unbreakable

Starting at 10th level, after you deal damage with a melee weapon to mundane objects or structures of Large size or smaller, roll a d20. On a roll of 15 or more, that object or structure is destroyed.

Additionally, when you attack an object or structure that can only be damaged by specific means (such as a Forcecage), you can spend 2 exertion to have your melee weapon attack count as that specific mean.

Class
Broad Knowledge

As a generalist, you have some basic competence in all schools of magic. At 2nd level when you choose this archetype, the cost of copying spells into your spellbook is reduced to 40 gold per level of the spell (instead of 50 gold).

Class
Brutal Attack

Once per turn immediately after you roll damage for a melee weapon attack, you can roll the weapon’s damage dice a second time and use either total.

Feat
Brutal Defense

You are proficient with light armor. While you are wearing light armor, you can use Strength instead of Dexterity when calculating your Armor Class. If you know the Adept Speed practiced technique or any other technique that has it as a prerequisite, you can use them while wearing light armor.

Class
Brute Strength

At 3rd level, you gain the ability to exert extra force into your swings. Whenever you hit a creature with a melee weapon attack, you can expend exertion points to deal an extra 1d8 bludgeoning damage per exertion point spent. The maximum amount of exertion points you can spend in this way on a single attack is equal to your proficiency bonus.

Class
Brutish Confrontation

Choose one skill you are proficient with. You gain an expertise die on checks made using the chosen skill.

In addition, you gain advantage on ability checks made to prepare an ambush.

Knack
Brutish Traditions

Also at 3rd level, you gain proficiency in one of the following combat traditions of your choice:

  • Adamant Mountain

  • Tempered Iron

  • Tooth and Claw

When you gain this feature you can choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from your newly chosen combat tradition.

Class
Bull Rush

You rush into combat, following your charge with a brutal attack.

When you take the Dash action and move at least 10 feet in a straight line toward a target, you can immediately take a bonus action to perform one of the following:

Attack. You can make one melee weapon attack, dealing an extra 5 damage on a hit.

Shove. You can use the Shove maneuver. On a success, you push the target up to at least 10 feet away from you.

Feat
Burn

Any creature that takes damage from the spell takes that damage again at the start of your next turn, unless a Dispel Magic spell of any level is cast on it before then or it’s in an Antimagic Field at the time.

Class
Burning Hatred (True Revenant)

You can use an action to target the focus of your Fearsome Pursuit if it is within 30 feet. The creature makes a Wisdom saving throw (DC 8 + your proficiency bonus + your highest mental ability score modifier). On a failure, it takes psychic damage equal to 1d6 × your proficiency bonus and is stunned until the end of its next turn. On a success, it takes half damage and is rattled until the end of its next turn. Once you have used this feature a number of times equal to your proficiency bonus, you can’t use it again until you finish a long rest.

(A5E Foundry - Must manually set saving throw highest mental stat.)

Feat
Burrow (Burrowing Claws Halfling)

You have a burrowing speed of 10 feet. You can use your burrowing speed to move through nonmagical sand, loose earth, loamy soil, mud, or snow, but not solid rock. You do not naturally leave any sort of tunnel behind but you can attempt to create a 5-foot by 5-foot wide tunnel in earth, soil, or snow by spending extra time and effort shoring it up and adding support. This reduces your burrowing speed to 5 feet every 15 minutes.

Heritage
Burrowing Claws

You have the following traits:

Burrow. You have a burrowing speed of 10 feet. You can use your burrowing speed to move through nonmagical sand, loose earth, loamy soil, mud, or snow, but not solid rock. You do not naturally leave any sort of tunnel behind but you can attempt to create a 5-foot by 5-foot wide tunnel in earth, soil, or snow by spending extra time and effort shoring it up and adding support. This reduces your burrowing speed to 5 feet every 15 minutes. 

Claws. Your nails grow into strong shovel-like claws. The claws are natural weapons, which you can use to make unarmed strikes that deal slashing damage equal to 1d4 + your Strength modifier.

Heritage
Burst of Inspiration

Also at 2nd level, when an attack you make is a critical hit, you can immediately prepare a trick without needing to spend a bonus action. If you already have a trick prepared, you can replace it. If you have a flourish prepared, you may use it on this critical hit, before choosing to prepare a new trick.

Class
Cajoling Words

You may reroll one failed Persuasion check. Once you have used this feature, you cannot use it again until you finish a short or long rest.

Class
Call the Dark

At 15th level, you can summon darkness at will. You can use a bonus action to cast the darkness spell without components. You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

Class
Call to Arms

Beginning at 6th level, when you roll initiative, you and each creature friendly to you that are within range of your Commanding Presence gain an expertise die to their initiative check. Additionally, when you roll for initiative, you can switch your result with that of any ally you can see.

Class
Calm

Knowing how and when to embrace quietude allows your silence to speak far louder than any words, and you easily pick up on the subtleties revealed by body language and demeanor. When you first meet an NPC, you can choose to remain silent and speak through nonvisual cues — scrunching your brows, pursing your lips, narrowing your eyes, slowly leaning ever so slightly forward, hunching your shoulders, and so on. As long as you remain silent for 1 minute, the NPC has a CR lower than your level, and it remains within sight of you for the duration, it acts as if you succeeded on an Intimidation check.

In addition, you gain an expertise die on Insight checks.

Class
Canny Adversary

At 18th level, choose one of the following.

   Feinting Retreat

   Lay the Trap

Class
Caravanner

You are proficient in Animal Handling and with land vehicles.

Culture
Careful Spell

When you cast a spell with an instantaneous duration that affects an area, you can spend 1 sorcery point, and choose a number of creatures up to your Charisma modifier in the area (minimum of one creature). A chosen creature is unaffected by the spell.

Class
Catch Magic

Starting at 1st level when you choose this archetype, you gain the ability to touch magic itself and change its structure. When you are hit by a spell attack, you can use your reaction to absorb it, distilling it into a primal form of magic called mana, which you can eventually learn to harness. Make a spellcasting ability check opposed by the spellcaster. On a success, you negate the spell and convert it into a number of mana points equal to the level of the spell, regardless of the level of the spell slot it was cast with. Cantrips count as first level spells for this purpose. On a failure, or if you are unable to absorb the mana points that would be gained from the spell, it resolves normally.

The maximum number of mana points you can absorb equals your proficiency bonus. This resets at the end of a long rest and any remaining mana points disappear.

Class
Cautious Approach

You gain proficiency in Stealth. As long as you don’t move more than 10 feet in a turn, you gain an expertise dice on Stealth checks.

Culture
Cautious Premonition

At 6th level, you can focus your connection to fate to determine the outcome of an action you are about to take. After you declare your action but before you resolve it, you can choose to have a premonition. Roll a d20. This roll will be used as the first attack roll or ability check you make during the action, if you perform the action. You can then decide whether to proceed with the planned action, accepting the rolled result, or take a different action, discarding the result.

If you choose not to proceed with the action, you can either take a completely different action (casting a spell or making an ability check instead of making a weapon attack, for example) or do nothing, but you can’t take another action of the same type (such as casting a different spell or attacking with a different weapon). Your premonition only reveals the result of a single d20 roll; if you roll with advantage or disadvantage, you learn the result of only one of the two dice. Similarly, if you have an ability that would allow you to reroll, you do not get to see the reroll.

You can use this feature a number of times equal to your proficiency bonus, but never more than once per turn. You regain all uses when you finish a long rest.

Class
Celestial Legacy (Assimar Planetouched)

You know the guidance cantrip. In addition, you can use an action to touch a willing creature and restore a number of hit points equal to your level. Once you use this trait, you must finish a long rest before doing so again.

Heritage
Chain

When you cast a spell that can normally only target a single creature, it can also target up to 2 more creatures within 15 feet of the initial target.

Class
Champion of Legend

At 20th level, the legends of your deeds have achieved great renown for both you and the deity you serve. Whether out of awe or intimidation, people hang on your every word and action, granting you one of the following benefits.

Emissary of Darkness. You gain the Evil alignment trait. You can use an action to call upon your deity and emit an aura of magical darkness. For 1 minute, magical darkness fills the area around you in a 30-foot radius. You and a number of creatures equal to your Charisma modifier can see in this darkness as if it were dim light. When a hostile creature starts its turn in your aura or first enters into your aura on a turn, it takes necrotic damage equal to 10 + your Charisma modifier.

Emissary of Light. You gain the Good alignment trait. You can use an action to call upon your deity and emit an aura of sunlight. For 1 minute you shine bright light in a 30-foot radius, and dim light for an additional 30 feet. When a hostile creature starts its turn in your aura or first enters into your aura on a turn, it takes radiant damage equal to 10 + your Charisma modifier.

Class
Champion of Legend: Emissary of Darkness

You gain the Evil alignment trait. You can use an action to call upon your deity and emit an aura of magical darkness. For 1 minute, magical darkness fills the area around you in a 30-foot radius. You and a number of creatures equal to your Charisma modifier can see in this darkness as if it were dim light. When a hostile creature starts its turn in your aura or first enters into your aura on a turn, it takes necrotic damage equal to 10 + your Charisma modifier.

Class
Champion of Legend: Emissary of Light

You gain the Good alignment trait. You can use an action to call upon your deity and emit an aura of sunlight. For 1 minute you shine bright light in a 30-foot radius, and dim light for an additional 30 feet. When a hostile creature starts its turn in your aura or first enters into your aura on a turn, it takes radiant damage equal to 10 + your Charisma modifier.

Class
Champion of the Arena

At 7th level, you’ve improved your techniques and methods for landing a crowd-pleasing blow. Your weapon attacks score a critical hit on a roll of 19–20. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).

Class
Channel Divinity

At 2nd level, you are able to channel the energy of your greater entity directly, and use it for a variety of magical effects. You start with two of these effects: Turn Undead and an additional effect dependent on your chosen Cleric Archetype. Some archetypes provide additional uses of Channel Divinity as your cleric level increases, detailed under the heading of your chosen archetypes.

You may choose which Channel Divinity effect to create each time you use this feature. You must then finish a short or long rest before you’re able to Channel Divinity again.

Some Channel Divinity effects require saving throws. The DC for this is the same as your cleric spell save DC.

From 6th level you can use your Channel Divinity twice between rests, and beginning at 18th level you can use it three times between rests. Finishing a short or long rest regains your expended uses.

Class
Channel Divinity (Herald: Revoker)

At 3rd level when you choose this archetype, you gain the following two Channel Divinity options.

Second Chance. When a friendly creature (including yourself) is suffering effects as result of a failed saving throw, you can spend your reaction to allow it to attempt that saving throw again.

Choose to Succeed. When a friendly creature (including yourself) fails an ability check, you can spend your reaction to allow it to roll the check again with an expertise die.

Class
Channel Divinity: All-Powerful Oracle (Oracle)

Beginning at 17th level, your ability to see from the perspective of another using Channel Divinity reaches its ultimate form. When using this feature, you become blinded and deafened to your surroundings for up to a number of minutes equal to your Wisdom modifier, sensing instead through a creature you name. As long as the creature is alive and on the same plane of existence, it makes a Wisdom saving throw. On a failure, you can see and hear everything the creature sees and hears.

In addition, you are also able to access all of the creature’s memories and knowledge related to a single object, place, person, or subject. The subject and place must be somewhat specific (you may not simply access their knowledge of “history” for example, but you may access their knowledge on “the history of dragons’ uses in warfare”.) Similarly, you may
gain their knowledge of a single city, building, or 5-mile-square patch of wilderness, but not an entire continent or region.

You cannot see through the eyes of a blinded creature, or hear through the ears of a deafened creature. If the creature is dead or protected from divination magic this feature has no effect. An unconscious creature automatically fails its saving throw and you may hear what it hears and access its knowledge. On a successful save, a creature is immune to this feature for 24 hours.

Class
Channel Divinity: All-Seeing Oracle (Oracle)

Beginning at 2nd level, you may use your Channel Divinity to briefly look through the eyes of another. While doing so, you are blind to your own surroundings and see through the eyes of a creature you name. As long as the creature is alive and on the same plane of existence, you recall a still image of its surroundings exactly as it saw them in a single moment. If the creature is dead, blinded, unconscious, or protected from divination magic this feature has no effect.

Class
Channel Divinity: Aural Oracle (Oracle)

At 6th level, you are able to use your Channel Divinity to see and hear through the eyes of another for 1 minute. When using this feature, you become blinded and deafened to your surroundings and sense through a creature you name. As long as the creature is alive and on the same plane of existence, it makes a Wisdom saving throw. On a failure, you can see
what it sees and hear what it hears. An unconscious creature automatically fails its save, but only hears (it sees nothing). You cannot see through the eyes of a blinded creature, or hear through the ears of a deafened creature. If the creature is dead or protected from divination magic this feature has no effect. On a successful save, a creature is immune to this feature for 24 hours.

Class
Channel Divinity: Blessed Proficiency (Warpriest)

Beginning at 2nd level, you may use Channel Divinity to grant yourself proficiency with improvised weapons or one rare weapon until the end of your next long rest.

Class
Channel Divinity: Divine Protection (Healer)

Beginning at 17th level, you may bluntly deploy divine power to shield your companions from harm. When one or more allies within 30 feet would take damage from an attack, effect, or spell, you can use your reaction and Channel Divinity to negate that damage.

Class
Channel Divinity: Earthen Resolve

When you are subjected to an effect that would alter your behavior (such as becoming charmed, confused, or frightened) or that would allow another creature to dictate your actions (such as the command spell), you can use your reaction to negate that effect on you.

Class
Channel Divinity: Forge Ahead

Starting at 2nd level, you can use your Channel Divinity to remove afflictions from creatures you can see. As an action, you present your holy symbol and call out for guidance that removes the blinded, charmed, deafened, and frightened conditions, or one level of fatigue or strife, from one creature you choose within 30 feet of you.

Class
Channel Divinity: Radiant Burst (Sun Priest)

Starting at 2nd level, you can use an action to clutch your holy symbol and emit a bright blast. In addition to dispelling any magical darkness within 30 feet, enemy creatures within 30 feet make a Constitution saving throw or are blinded by the light for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Alternatively, you can choose to make the light more harmful. On a failed saving throw a creature takes radiant damage equal to 2d10 + your cleric level, or half damage on a success.

Class
Channel Divinity: Rock Skin

You can use an action to cover yourself in a magical layer of gray stone plates. You gain temporary hit points equal to your herald level + your Charisma modifier (minimum of 1). The temporary hit points last up to 1 hour. While the temporary hit points remain, critical hits against you are treated as normal hits.

Class
Channel Divinity: Summon the Stars (Sun Priest)

At 17th level, you are able to manipulate the burning brilliance of the stars themselves. Choose an object or creature within 60 feet. For 1 minute the target emits bright light in a 60-foot radius and dim light for an additional 30 feet. When a creature starts its turn within 30 feet of the target or first enters into a space within 30 feet of the target on its turn, it makes a Constitution saving throw or becomes blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The first time this feature is used per long rest, any creature within 30 feet of the target takes 12d6 radiant damage on a failed save, or half damage on a success. Magical auras within the light’s radius become visible for 1 hour, shedding dim light in a 5-foot radius for 1 hour. An invisible creature that fails its saving throw against the radiant damage is also revealed and it sheds dim light in a 5-foot radius for 1 hour.

Class
Channel Divinity: Turn Undead

As an action, you present the holy symbol of your greater entity and speak a divine word, rebuking the undead. Each undead creature within 30 feet that can see or hear you must make a Wisdom saving throw. If the creature fails it is turned for 1 minute or until it takes damage from any source.

A turned creature must use its turns trying to move as far away from you as possible. It cannot willingly move to a space within 30 feet of you. It also cannot take reactions. On its action, it can use only the Dash action or try to escape any effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Class
Chaos

You sow disorder, play tricks, and subvert tradition. You gain inspiration whenever you successfully subvert law and order, so long as it benefits your allies or moves the story forward. Successfully lie to or humiliate an authority figure, commit a punishable crime, indulge in base pleasures to ill-advised extremes.

Destiny
Charming Gaze (Newblood)

You magically target a creature within 30 feet, forcing it to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failure, the target is charmed by you for a number of hours equal to your proficiency bonus. While charmed it regards you as a trusted friend and is a willing target for your bite. The target repeats the saving throw each time it takes damage, ending the effect on itself on a success. If the target’s saving throw is successful or the effect ends for it, it is immune to your charm for 24 hours. Once you have used this feature, you can’t do so again until you finish a long rest.

Feat
Chassis Upgrade

You gain an expertise die on concentration checks and your Armor Class increases by 1.

Heritage
Chaste

In exchange for forgoing pleasures of the heart and flesh, you are hardened to the persuasions of others. Add your Wisdom modifier to any saving throws made to resist being charmed. You also gain one skill specialty chosen from Insight, Persuasion, or Religion.

Class
Checkmate

At 17th level, you can predict an enemy’s tactics with enough precision to thwart them with ease. When you use Combat Deduction and succeed the Investigation check, until the end of your next turn you have advantage on attack rolls against that creature, it has disadvantage on attack rolls against you, the creature has disadvantage on saving throws against your abilities, and you have advantage on saving throws against its abilities.

Class
Child of the Soil (Mustbairn Halfling)

You can feel the heartbeat of the soil through the soles of your feet. You ignore difficult terrain caused by any form of earth or soil, such as mud, or mountainous terrain. In addition, you know the druidcraft cantrip. 

Culture
Chivalrous Traditions

Also at 3rd level, you gain proficiency in one of the following combat traditions of your choice:

  • Adamant Mountain

  • Sanguine Knot

  • Spirited Steed

When you gain this feature you can choose one of the maneuvers you know and  replace it with another maneuver of the same degree or lower from your newly chosen combat tradition.

Class
Choose to Succeed

When a friendly creature (including yourself) fails an ability check, you can spend your reaction to allow it to roll the check again with an expertise die.

Class
Choose Your Fate

When you first select this archetype at 3rd level, you may select a different Destiny. If you have unlocked the Fulfillment Feature of your previous Destiny, the Narrator may rule that you count as having unlocked that of your new Destiny. You can only choose a new Destiny once using this method.

Class
Chromatic Dragon’s Boon

Chromatic dragons raise their warriors to shock and terrify their enemies. You can cast Fear without the need for material components once per long rest. Your spellcasting ability for this spell is Charisma. Until you reach 5th level, the area of this casting of the spell is limited to a 15-foot cone.

Culture
Claim Staker (Settler)

A tall fence and the grit to defend it is often all it takes to stake a claim out on the frontier. Whenever you begin a long rest, you can choose to spend the first hour of that rest making the area into a fortified position for the duration. While resting in a fortified position, the ground in a 60-foot radius area around you is considered difficult terrain for any creatures other than those you consider allies. In addition, the first time a hidden creature enters the fortified area, it must make a Dexterity saving throw (DC 8 + your Wisdom modifier + your proficiency bonus). On a failed save, the creature inadvertently makes loud noises and is no longer hidden.

Culture
Clarity of Mind (Stoic Orc)

You have advantage on saving throws made to resist being charmed or frightened.

Culture
Claws (Burrowing Claws Halfling)

Your nails grow into strong shovel-like claws. The claws are natural weapons, which you can use to make unarmed strikes that deal slashing damage equal to 1d4 + your Strength modifier.

Heritage
Claws (Draconic Armor Dragonborn)

You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes that deal slashing damage equal to 1d4 + your Strength modifier.

Heritage Requires:
Dragonborn Heritage, Draconic Armor Gift
Cleansing Fire

When you choose this archetype at 2nd level, you learn how to use flame to not just harm but heal. When you expend a spell slot to cast a spell of 1st-level or higher that deals fire damage, you can choose one creature that would take damage from the spell. Instead of taking damage from the spell, it is healed for a number of hit points equal to the spell’s level plus your proficiency bonus.

Class
Clerical Charisma

Crowds find your public presence irresistible. You gain proficiency in the Performance skill. Whenever you use Performance to deliver a sermon or to sing holy songs in a town or city, even on a failed check other than a natural 1, you still attract a crowd of people no smaller than your spell save DC.

Class
Clerical Precision (Warpriest)

Starting at 6th level, whenever you miss with a melee weapon or melee spell attack, you gain advantage on your next melee weapon or melee spell attack.

Class
Clever Scheme: Just What Have We Gotten Ourselves Into?

When you are ambushed, you gain an expertise die on your initiative check. When you trigger a trap, you gain an expertise die on the first saving throw you need to make, or to your AC against the first attack the trap makes against you. After you use this ability, you cannot use it again until you complete a short rest .

Knack
Clinging Flames

At 6th level, when you cast a spell that deals fire damage and forces a saving throw, creatures that fail their first saving throw against it suffer ongoing fire damage equal to your Intelligence modifier. At the start of each of its turns a creature repeats the saving throw, ending the ongoing fire damage on a success.

Class
Cloak and Dagger

You know how to avert suspicion when danger closes in.

Whenever you or an ally you can see fails a Sleight of Hand or Stealth check, you can use your reaction to spend your inspiration and undo any consequences of that failed check.

Destiny
Close-Quarters Fighting

Starting at 3rd level, you have adapted to the confined conditions found in dungeons, and you fight best with a wall at your back.
Choose one of the following benefits:

Back to the Wall
While within 5 feet of a solid wall, you add your proficiency bonus to damage rolls with weapon attacks.
Tunnel Guardian
While within 5 feet of a solid wall, you gain +2 AC.

Class
Close-Quarters Veteran

Starting at 15th level, you have mastered the art of fighting in cramped environments both offensively and defensively.

  • If you selected Back to the Wall as your Close-Quarters Fighting feature, your damage bonus increases to 2 + your proficiency bonus.
  • If you selected Tunnel Guardian as your Close-Quarters Fighting feature, your bonus to AC increases to +3.
  • You gain the Close-Quarters Fighting feature you did not select at level 3.
Class
Closed Helm

You have great control over your emotions; your face is an unmoving mask, revealing nothing of what you’re thinking. Creatures have disadvantage on Insight checks made against you. In addition, you gain an expertise die on saving throws against being charmed or frightened.

Class
Closed Soul

When you make a saving throw, you can use your reaction and spend 2 exertion to gain advantage on saves against spells and other magical effects until the start of your next turn.

Class Requires:
9th level
Cold Read

When you first meet someone new and interact with them personally for at least 1 minute, you can ask the Narrator one question about them. This question must be a surface-level question about their personality or life, such as “do they have children?”, “what do they think of the duke?”, or “what do they want right now?” You have advantage on the next Deception, Persuasion or Insight check you make that uses this knowledge to benefit you.

Culture
Combat Deduction

At 11th level, you can read your enemies like a book. You can use a bonus action to make an Intelligence (Investigation) check against the Maneuver DC of a creature you have spent at least one round observing in combat. If you succeed, choose three of the following items to learn about the creature: Armor Class, vulnerabilities , resistances , immunities , weakest saving throw , or highest ability score. At the narrator’s discretion, you might learn other pertinent details of its combat abilities.

After you use this feature on a creature, you cannot attempt it against the same creature until you finish a short or long rest .

Class
Combat Directives

Starting at 5th level, you can direct your companions so effectively that they can use the techniques you’ve mastered. You learn one additional combat maneuver from the Sanguine Knot tradition. This combat maneuver does not count against the number of combat maneuvers that you know.

In addition, when a creature uses your Commanding Presence to make an attack, it can simultaneously use one Sanguine Knot combat maneuver that you know. If the creature does not have any exertion points to spend on combat maneuvers, it does not require exertion points for that use but it cannot benefit from Combat Directives again until it has finished a short or long rest.

Class
Combat Maneuvers (Adept)

Starting at 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Mirror’s Glint, Rapid Current, Razor’s Edge, Unending Wheel. You learn two maneuvers of your choice from traditions you are proficient with.

You gain an exertion pool equal to twice your proficiency bonus. You use your maneuvers by spending points from your exertion pool, and you regain all spent exertion when you finish a rest. The Maneuvers Known column of the Adept table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest-degree maneuver you can select at a given level.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.

As an adept, you gain a +1 bonus to your maneuver DC.

Class
Combat Maneuvers (Berserker)

Starting at 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list:

  • Adamant Mountain

  • Mirror's Glint

  • Rapid Current

  • Tempered Iron

  • Tooth and Claw

You learn two maneuvers of your choice from traditions you are proficient with.

You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool.

The Maneuvers Known column of the Berserker table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.

Class
Combat Maneuvers (Fighter)

Starting at 1st level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions of your choice.

You learn three maneuvers of your choice from traditions you are proficient with.

You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool.

The Maneuvers Known column of the Fighter table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.

Class
Combat Maneuvers (Herald)

Starting at 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list:

  • Sanguine Knot
  • Spirited Steed
  • Tempered Iron

You learn two maneuvers of your choice from traditions you are proficient with.

You use your maneuvers by spending exertion points, but you do not gain an exertion pool. Instead, at the start of each of your turns you can expend spell slots of 1st-level or higher to gain exertion points that go into a temporary exertion pool which lasts until you start your next long rest . You gain 2 exertion points for a 1st-level spell slot, and 2 more for each spell slot level above 1st. Only spell slots gained from the herald class can be expended in this way.

The Maneuvers Known column of the Herald table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.

Class
Combat Maneuvers (Marshal)

Starting at 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list:

  • Biting Zephyr

  • Mirror's Glint

  • Mist and Shade

  • Rapid Current

  • Razor's Edge

  • Sanguine Knot

  • Spirited Steed

  • Unending Wheel

You learn two maneuvers of your choice from traditions you are proficient with.

You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool.

The Maneuvers Known column of the Marshal table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.

Class
Combat Maneuvers (Ranger)

At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Biting Zephyr, Mirror’s Glint, Rapid Current, Razor’s Edge, Spirited Steed, and Unending Wheel. You learn two maneuvers of your choice from traditions you are proficient with.

You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Ranger table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.

TABLE: RANGER

Level

Maneuvers Known

Maneuver Degree

1--
221st
331st
431st
542nd
642nd
752nd
852nd
963rd
1063rd
1173rd
1273rd
1384th
1484th
1594th
1694th
17105th
18105th
19115th
20115th
Class
Combat Maneuvers (Rogue)

Starting at 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list:

  • Biting Zephyr
  • Mist and Shade
  • Rapid Current

You learn two maneuvers of your choice from traditions you are proficient with.

You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool.

The Maneuvers Known column of the Rogue table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.

TABLE: ROGUE

Level

Maneuvers Known

Maneuver Degree

1--
221st
321st
431st
531st
631st
742nd
842nd
942nd
1052nd
1152nd
1252nd
1363rd
1463rd
1563rd
1673rd
1773rd
1873rd
1984th
2084th
Class
Combat Tactic

At 2nd level, you adopt a set of moves and tactics which complement your preferred combat strategies. Choose one of the following options. Each time you gain a level, you may change this choice.

Ambusher

When you begin your turn hidden from a creature, you gain advantage on melee attacks against it until the end of your turn.

Carver

When you deal sneak attack damage with a dagger, your attack deals an additional 1d6 damage. At 11th level, this additional damage becomes 2d6 damage.

Sniper

Once per turn, when you make an attack with a ranged weapon you can choose to add your proficiency bonus to the damage roll.

Class
Combat Tactic (Ambusher)

When you begin your turn hidden from a creature, you gain advantage on melee attacks against it until the end of your turn.

Class
Combat Tactic (Carver)

When you deal sneak attack damage with a dagger, your attack deals an additional 1d6 damage. At 11th level, this additional damage becomes 2d6 damage.

Class
Combat Tactic (Sniper)

Once per turn, when you make an attack with a ranged weapon you can choose to add your proficiency bonus to the damage roll.

Class
Combat Thievery

You know how to trade blows for more than inflicting harm.

  • You gain proficiency with the Deceptive Stance and Painful Pickpocket maneuvers, and do not have to spend exertion to activate them.

  • You gain an expertise die on Sleight of Hand checks.

Feat
Command Undead

At 14th level you become a true master of the undead. You may use a bonus action to command one undead creature which can hear you. The target must make a Charisma saving throw vs. your spell DC. On a failure, the undead creature becomes unable to attack you for one minute, and obeys your commands for the duration. The creature can make a new saving throw at the end of each of its turns, ending the effect on a success. 

Once a creature succeeds in a saving throw against this feature, it becomes immune to the feature for 24 hours.

Class
Commander of Armies

At 10th level you learn a marshal lesson of war. Also, whenever you learn a new soldiering knack or replace an existing one, you can instead choose a lesson of war.

Additionally, using Prior Tactics costs 1 less exertion (minimum 1 exertion) and you can now choose for the extra damage dealt by it to be acid, fire, or poison damage.

Class
Commander: Daring Assault

While you are conscious, any ally within range of your Commanding Presence that makes an attack roll can choose to roll with a –5 penalty. If the attack hits, the attack deals an extra [[/r 2d6]] damage. At 15th level, the amount of extra damage increases to [[/r 3d6]].

Class
Commander: Daring Charge

While you are conscious, any ally that starts its turn within range of your Commanding Presence can use an action to move up to twice its Speed in a straight line and take the Attack action. Until the end of that ally’s next turn, creatures they did not attack on their turn have advantage on attack rolls against them.

Class
Commander's Expertise

Whenever a creature uses your Commanding Presence to make an attack or use a combat maneuver, it gains an expertise die. If the combat maneuver has a save DC, it increases by an amount equal to the result of the expertise die. This expertise die can be increased to a maximum of a d12.

Class
Commanding Presence

Starting at 1st level, you have a Commanding Presence which extends from you in a 10-foot radius.

Your allies can attack at your command. When you take the Attack action, you can forgo making one attack to allow a friendly creature within range of your Commanding Presence to make an attack instead. If the target the target can hear or see you, it can use its reaction to either cast a cantrip or make one weapon attack.

The range of your presence increases to 20 feet at 5th level, 30 feet at 10th level, 45 feet at 15th level, and 60 feet at 20th level.

Class
Community Magic (Hill Dwarf)

You know the friends cantrip. Once you reach 3rd level, you can cast charm person once per long rest. At 5th level, you can cast suggestion once per long rest. You don’t need material components for these spells, and when casting them your spellcasting ability is Charisma.

Culture
Community Symbol

At 10th level your favored form has become a bolstering symbol for those around you. When you first gain this feature select a wild shape you know. While you are in your chosen wild shape, any attack or saving throw made by an ally within 30 feet gains an expertise die.

Class
Compelling Communication

At 1st level, you can manipulate people with words as easily as a warrior can with physical force. You can spend an action to affect a creature within 30 feet that can understand you with any flourish trick that you have prepared other than Surgical Flourish, without making an attack.

At 6th level, the range you can affect a creature increases to 60 feet. Additionally, you gain the ability to use flourish tricks other than Surgical Flourish whenever you deal damage to a creature with your Weapon of Choice ability (see below).

Class
Compelling Inquiry

When questioning a creature with which you share a language, you can use your Channel Divinity to compel it to speak the truth. The creature makes a Constitution saving throw or finds itself unable to be dishonest for 1 minute. Regardless of whether it succeeds or fails, you know the outcome of the saving throw.

Class
Conscientious Socializer (itinerant)

The first time you interact with strangers in an unfamiliar land or region, you gain an expertise die to the first Charisma check you make. This trait does not work on groups if at least one person in a group knows you.

Culture
Conscript (Imperial)

All subjects of the crown must register for the draft, but many go ahead and serve in the guard. You are proficient with light armor, spears, and light crossbows.

Culture
Constructed Nature

 You are resistant to poison damage and gain one of the following benefits.

  • You don't require air.
  • You gain an expertise die on saving throws made to avoid being charmed or frightened.
Heritage
Consumptive Spell

When you cast a spell that deals damage, you can spend 4 sorcery points. You, or a creature within 10 feet of you, regain hit points equal to half the damage roll for the spell. If you roll damage multiple times for a spell, you only restore hit points from the first roll.

Class
Contingent Spell

When you cast a spell, rather than have it go off immediately, you can spend 6 sorcery points and describe an external condition. When that condition occurs before you finish a long rest, you can use your reaction to cast the spell. You can only have one Contingent Spell at a time.

Class
Contract: Dark Blessing

When you reduce a creature to 0 hit points, or when a creature under a spell effect you control is reduced to 0 hit points, you gain a number of temporary hit points equal to your spellcasting ability modifier + your warlock level minimum 1).

Class
Contract: Diabolical Curse

You can use a bonus action to place a curse on a creature you can see within 30 feet. The curse lasts for 1 minute, and ends early if the target dies, you die, or you become incapacitated. The curse has the following effects:

  • Choose fire damage or necrotic damage. When you deal damage against the cursed creature, it takes an additional [[/r 1d4]] damage of the chosen type. This bonus increases by 1d4 at 10th level, and again at 15th and 20th level.

  • Your patron siphons the cursed creature’s life force and pays you a dividend. When the cursed creature dies, you regain hit points equal to your spellcasting ability modifier + your warlock level (minimum 1).

Once you have used this feature, you can’t use it again until you finish a short or long rest.

Class
Converging Theories

Your understanding has bridged the gaps and you join what once was disparate into a unified scientific and spiritual theory. Your Intelligence, Wisdom, and Charisma scores each increase by 2 and their maximums each become 22.

Destiny
Coordinated Attack

At 2nd level, when you take the Attack action on your turn, you may forego one of your attacks. If you do, one ally within 30 feet can use its reaction to make one weapon attack.

Class
Corrosion

When you cast a spell that deals acid damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes acid damage from the spell, its Armor Class is reduced by 2 until the end of your next turn.

Class
Corrosize Body

You can use a bonus action to bubble corrosive liquids to the surface of your body or to draw them back in. While corrosive, a creature that touches you or hits you with a melee attack while within 5 feet of you takes acid damage equal to your proficiency bonus. In addition, your natural weapons and unarmed strikes deal an extra 1d4 acid damage.

Heritage
Cosmic Idealist

Your moral compass aligns with the transcendent forces of the multiverse. Choose Chaotic, Evil, Good, Lawful, or one of the following: Chaotic and Evil, Chaotic and Good, Lawful and Evil, or Lawful and Good. You gain the chosen alignment trait or alignment traits. You can identify creatures that have the same alignment traits as you, and you have advantage when making Intelligence, Wisdom, or Charisma checks against them.

Additionally, you do not suffer negative effects from being on a plane with which you share an alignment trait.

Class
Costumer

You gain an expertise die on checks made with a disguise kit. When you use a disguise kit on yourself or another person, creatures have disadvantage on checks made to see through the disguise.

Class
Courtly Training

At 3rd level, you gain proficiency with two of the following skills: Culture, History, or Insight. If you are already proficient, you instead gain an expertise die.

Class
Cover Story

 Whenever you struggle to maintain the masquerade that you are who you say, a surprising number of people are willing to help you through your “lapses of memory.” They might be deluding themselves, or perhaps they know your secret but provide you cover for reasons of their own. So long as you don’t act completely out of character or get caught in an outrageous lie, you can usually find someone willing to cover for you. This cover most commonly takes the form of excuses for your strange behavior.

Background
Covert Training

You have absorbed some of the lessons of the world of spies, criminals, and others who operate in the shadows. You gain the following benefits:

  • You gain proficiency with thieves' tools, the poisoner's kit, or a rare weapon with the stealthy property.

  • You gain two skill tricks of your choice from the rogue class.

Feat
Crack Shot

At 3rd level, your training with ranged weapons grants the following benefits:

  • You do not have disadvantage on ranged attack rolls due to being within 5 feet of a hostile creature or attacking at long range.

  • Your ranged weapon attack rolls ignore half cover and three-quarters cover.

Class
Crafting Expert

You have devoted time to studying and practicing the art of crafting, gaining the following benefits:

  • Choose one of the following types of crafted item: armor, engineered items, potions, rings and rods, staves and wands, weapons, wondrous items. You gain advantage on checks made to craft, maintain, and repair that type of item.

  • You gain an expertise die on checks made to craft, maintain, and repair items.

  • You gain proficiency with two tools of your choice.

This feat can be selected multiple times, choosing a different type of crafted item each time.

Feat
Craftsman

Artificers often start out in creative or artistic trades. You gain an expertise die on Engineering checks, and on artisan’s tools checks and smith’s tools checks made to create items or make repairs.

Class
Crane Arm

You only have a single arm designed for a specialized use, including one extension. For holding, grasping, and using objects, you can use a bonus action to swap your extension out for an articulated hand. While not wielding a shield, you can use your arm to wield a weapon with properties that would normally require two hands (loading, two-handed) or if wielding a versatile weapon to be treated as wielding it two handed. Choose one of the following.

Arc Welder Extension: This extension functions as the shocking grasp cantrip (using your highest ability score as its spellcasting ability) but its effects are nonmagical.

Flamethrower Extension: This extension functions as the produce flame cantrip (using your highest ability score as its spellcasting ability) but its effects are nonmagical.

Multi-Tool Extension: You are proficient with and can deploy built-in navigator’s tools, thieves’ tools, and tinker’s tools with this extension.

Heritage
Crane Arm (Arc Welder Extension)

This extension functions as the shocking grasp cantrip (using your highest ability score as its spellcasting ability) but its effects are nonmagical.

Heritage
Crane Arm (Flamethrower Extension)

This extension functions as the produce flame cantrip (using your highest ability score as its spellcasting ability) but its effects are nonmagical.

Heritage
Crane Arm (Multi-Tool Extension)

You are proficient with and can deploy built-in navigator’s tools, thieves’ tools, and tinker’s tools with this extension.

Heritage
Create Minion

At 2nd level you gain the power to create a permanent undead minion for yourself. The minion follows your orders. If it is destroyed, or if you choose to dismiss it (which permanently destroys the minion) you may create a new minion once you have taken a long rest. You may only have one minion at a time, and minions created in this way cannot create or summon other creatures themselves.

To create a minion you must spend one hour performing an unholy ritual. At the end of the hour, your minion arrives.

Your minion may be any non-elite undead creature with a Challenge Rating lower than half your wizard level (round down). For example, at 3rd level, you can create a CR 1 minion such as a ghoul, and at 7th level you may create a CR 3 minion, such as a mummy.

Class
Creator's Blessing (Dwarf)

You were born with the gift of creation. You gain proficiency with one set of artisans’ tools (either brewer’s supplies, mason’s tools) or smith’s tools. During a long rest, you can use these tools for crafting instead of sleeping and still receive the full benefits of the long rest.

Heritage
Crescent Moon Defense (Hibernating Affliction)

You gain resistance against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.

Feat
Crescent Moon Defense (Lycanthropy)

You gain resistance against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.

Feat
Crescent Moon Defense (Pack Initiate)

You gain resistance against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.

Feat
Crescent Moon Defense (Rat Within)

You gain resistance against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.

Feat
Crescent Moon Defense (Striped Soul)

You gain resistance against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.

Feat
Critical Evaluation

Drawing upon a lifetime of study, you leap to accurate conclusions with only preliminary findings.

As a bonus action you may spend your inspiration to quickly evaluate a creature or item you can see and accurately determine one objective attribute of your choice.

When evaluating a creature in this way, you may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its Armor Class.

When evaluating an item in this way, you may determine if it is magical, poisonous, cursed, trapped, or its approximate value.

Destiny
Critical Shot

At 18th level, you can hit miniscule targets at ludicrous ranges with seemingly impossible accuracy. Whenever you take the Attack action and are able to make multiple ranged attacks, you may forgo all of those ranged attacks except for one to turn that remaining attack into a Critical Shot, making a ranged weapon attack with advantage. If your Critical Shot hits it becomes a critical hit.

Class
Critical: Blinding Maneuver

Your attack flings debris into the target’s eyes, causes blood to run into their eyes, or otherwise impedes their vision. When you score a critical hit, the target is blinded for a number of rounds equal to your proficiency bonus.

Class
Critical: Dazzling Prowess

Your show of martial skill is so stunning that the target can only gape. When you score a critical hit, the target makes a Wisdom saving throw or is stunned until the end of your next turn.

Class Requires:
6th level
Critical: Deafening Blow

The force of the blow leaves the target with a ringing sensation in their ears, muffling the world around them. When you score a critical hit, the target is deafened for a number of rounds equal to half your proficiency bonus. If the target attempts to cast a spell it must make a Constitution saving throw in order to do so successfully. The DC equals 10 or half the damage the creature took from the attack that inflicted the condition, whichever number is higher.

Class
Critical: Disorienting Strike

The force of your attack leaves your target seeing double. When you score a critical hit, your target treats all creatures as though they have half cover (+2 to AC, Dexterity saving throws, and ability checks made to hide). This effect lasts for a number of rounds equal to your proficiency bonus and does not stack with subsequent critical hits.

Class
Critical: Elemental Wrath (Acid)

Your fury is so great that it incites the very elements to join you. When you score a critical hit, after dealing damage the weapon that dealt the blow is charged with acid.

The weapon now deals an additional acid damage. This effect lasts for a number of rounds equal to your proficiency bonus and does not stack with successive critical hits.

 

Class
Critical: Elemental Wrath (Cold)

Your fury is so great that it incites the very elements to join you. When you score a critical hit, after dealing damage the weapon that dealt the blow is charged with cold.

The weapon now deals an additional acid damage. This effect lasts for a number of rounds equal to your proficiency bonus and does not stack with successive critical hits.

 

Class
Critical: Elemental Wrath (Fire)

Your fury is so great that it incites the very elements to join you. When you score a critical hit, after dealing damage the weapon that dealt the blow is charged with fire.

The weapon now deals an additional acid damage. This effect lasts for a number of rounds equal to your proficiency bonus and does not stack with successive critical hits.

 

Class
Critical: Elemental Wrath (Lightning)

Your fury is so great that it incites the very elements to join you. When you score a critical hit, after dealing damage the weapon that dealt the blow is charged with lightning.

The weapon now deals an additional acid damage. This effect lasts for a number of rounds equal to your proficiency bonus and does not stack with successive critical hits.

 

Class
Critical: Furious Momentum

Seizing on the fervor of a well-struck blow, you use your fury to fight all the harder. When you score a critical hit, the next melee weapon attack you make before the end of your next turn is a critical hit on a roll of 17–20. Once you have used this feature, you cannot do so again until you have finished a short rest. Alternatively, you can expend one use of Rage to use this feature. The effects of this Furious Critical can be combined with any other.

Class
Critical: Inspiring Flair

Your sheer competence inspires your companions. When you score a critical hit, choose a creature that can see you. That creature gains an expertise die on its next attack roll.

Class
Critical: Jockeying Blow

When you score a critical hit, you can move up to 30 feet. This movement does not provoke opportunity attacks from the target of your attack. In addition, you gain advantage on any ability checks made to jump as part of this movement. The effects of this Furious Critical can be combined with any other.

Class
Critical: Knockdown Strike

With the right angle, your attack knocks the target sprawling. When you score a critical hit, the target makes a Strength saving throw or is knocked prone. This Furious Critical can be taken a second time to combine its effects with Overbearing Hit.

Class
Critical: Mighty Blow

You know how to hit so it hurts the most. You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee weapon attack. This Furious Critical can be taken again at 13th level and 17th level.

Class Requires:
6th level
Critical: Overbearing Hit

The sheer strength behind your blow sends the target staggering backwards. When you score a critical hit, the target is pushed 15 feet away from you in a straight line. This Furious Critical can be taken a second time to increase this distance to 30 feet.

Class
Critical: Pinning Strike

The profound force of your blow breaks the environment, crumbling the stone beneath your target’s feet or knocking shattered timber over their legs. When you score a critical hit, the target is grappled (escape DC equal to your Furious Critical DC).

Class
Critical: Relentless Attack

Your blows fall down mercilessly. When you score a critical hit, you may immediately make an additional melee weapon attack (no action or reaction required). If this subsequent attack is also a critical hit, this feature can be activated again for a number of times equal to half your proficiency bonus. No other Furious Critical can be activated for these additional attacks.

Class
Critical: Terrifying Force

You focus your rage, unleashing a fear-inspiring strike. When you score a critical hit, each creature you choose within 60 feet that can see you makes a Wisdom saving throw or is frightened of you for a number of rounds equal to half your proficiency bonus. The effects of this Furious Critical can be combined with any other.

Class
Critical: Vitalizing Force

The thrill of your attack drives you to greater feats. When you score a critical hit your base speed increases by 20 feet for 1 minute or until you use this Critical Focus again.

Class
Cross Functional

With the Narrator’s permission, you can choose an augment trait from a different frame instead of an augment trait for your chosen frame.

Heritage
Crossbow Expertise

Due to your advanced training with the crossbow, you gain the following benefits:

  • If you are proficient with a crossbow, you ignore its loading property.

  • You do not have disadvantage on ranged attack rolls from being within 5 feet of a hostile creature.

  • When you are wielding a one-handed weapon and use it to take the Attack action, you can attack with a loaded hand crossbow by using a bonus action.

Feat
Crushing Blows

By 5th level your martial prowess is such that you are able to land attacks to best effect, dealing devastating amounts of damage. Your melee weapon attacks score a critical hit on a roll of 19 or 20.

At 12th level, your melee weapon attacks score a critical hit on a roll of 18–20.

At 17th level, your melee weapon attacks score a critical hit on a roll of 17–20.

Class
Culture of My Own (Lone Wanderer)

You have rejected other cultures in favor of building your own. You gain four skill or tool proficiencies of your choice.

Culture
Cunning Action

Also at 2nd level, you use your mobility to weave through the battlefield. Each turn in combat, you can use a bonus action to take the Dash, Disengage, Hide, or Use an Object action.

Class
Cunning Celerity

Beginning at 11th level, you can take two different bonus actions on your turn. You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature when you complete a short or long rest.

Class
Cunning Creative (Tinker Gnome)

You gain proficiency with tinker’s tools, Engineering, and either Arcana or History. You gain an expertise die whenever you use them to make a check related to alchemical, magical, or technological items.

You can spend 1 hour and 10 gold worth of materials to build a variety of useful tools, all detailed below. Each device has an AC of 5 and 1 hit point, and ceases to function after 24 hours or whenever you choose to dismantle it. An hour can be spent repairing a device that has ceased to function. You can have up to three of the following devices active at one time:

  • Audiophone: When started, this device plays a pre-recorded sound at a moderate volume. The device stops playing when it reaches the end of the recording, or when shut off. You can use your action to record any 1 minute of audio, and can use a bonus action to start and shut off the device.

  • Clockwork Figure: This figure can be a Tiny animal, monster, or even a humanoid. When placed on the ground, you can use a bonus action to direct the figure to march up to 10 feet in a direction of your choice. You can choose to have the figure make a noise that is appropriate to the creature it represents, or to have it be silent. If you choose for the figure to be silent, you can instead equip it with a small flame that sheds dim light 5 feet in front of the figure.

  • Fire Starter: When a bonus action is used to activate this device it creates a small flame that can be used to light a candle, torch, or campfire. Alternatively, you can use a bonus action to shoot a small ball of fire from the device as a ranged weapon attack with a range of 30 feet, dealing 1d6 + 1 fire damage. You are considered proficient with the fire starter. Using the device this way damages it, and it must be repaired over the course of a long rest before it can be used again.

  • Sensor: This device can be attached to a wall or any smooth, sturdy surface. When placed, it begins monitoring the area around it. Choose one sort of activity to monitor: noise or movement. The device detects these things up to 30 feet around it, including through openings, but cannot sense through total cover. The device relays the information back to you telepathically, and can share either clips of sound (limited to 30 seconds at a time, with a minimum of 10 minutes in between relays) or information on the size and number of creatures moving in the area. 

Culture
Cunning Diplomat (High Elf)

You can always choose to use Intelligence when making a Deception, Insight, Intimidation, or Persuasion check.

Culture
Cunning Reflexes (Gnome Paragon)

Choose one of the following saving throws : Strength, Dexterity, or Constitution. You gain an expertise die when using the chosen saving throw to resist magic.

Heritage
Cunning Trap

Starting at 3rd level, you can use your Cunning Action to spread caltrops or ball bearings, or to throw a vial containing holy water, acid, or the like. Vials are simple weapons for you and have the thrown property (20/40 feet).

Class
Cunning Words

Also at 3rd level, you can use your cunning to detect, discourage, and distract others. When a creature that you can see within 60 feet makes an ability check, attack roll, or damage roll, you can use your reaction to expend a use of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. When you roll the minimum or maximum result for your Bardic Inspiration die, the creature is rattled until the end of your next turn.

You can choose to use this feature after the creature makes its roll, but before the Narrator determines whether the attack roll or ability check succeeds or fails, or before damage is dealt. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Class
Curse Bearer

Your Strength, Dexterity, or Constitution score increases by 1, to a maximum of 20.

You can transfer your curse to others. When you damage a living creature with your bite attack, it makes a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or becomes afflicted with lycanthropy.

Feat Requires:
Alpha Wereboar, Eye of the Tiger, Moonhowler, Rodent Embraced, or Werebear Emerged
Cursed Wounds (Moonhowler)

Your bite and claw attacks both deal an additional 1d6 necrotic damage.

Feat
Custom Vehicle

At 3rd level you gain the ability to create your own custom personal vehicle, a marvel of engineering that you constantly improve upon and redesign. Your custom vehicle is a land vehicle with statistics as shown on Table: Engineer’s vehicle.

You can create this custom vehicle over the course of 8 hours of uninterrupted work. This vehicle is unique and its exact appearance is up to you. Your custom vehicle requires your regular care, and if you attempt to create another vehicle using this feature any vehicles you’ve previously constructed in this way fall apart into useless scrap. So long as you have access to your tools of artifice, you can restore your custom vehicle to full hit points and remove any malfunctions during a long rest.

For more detailed information regarding vehicles, see Chapter 4: Equipment in the Adventurer’s Guide.

Whenever you finish a long rest, you can make modifications to your custom vehicle by expending infusion uses. These modifications only remain functional due to your infusions, and you can maintain these modifications as if they were infused items. Any modifications you fail to maintain are removed whenever you finish a long rest. You can install any of the following modifications at the cost of 1 infusion each.

Table: Engineer's Vehicle

VehicleSize*ACHP
Custom VehicleMedium or Large10 + int mode10 + your Artificer level x 5
SpeedCrewCostSupplySpecial
30ft or 3mph110gp10Personal

* The damage caused by collisions with Medium vehicles is 2d6.

Armor Plating

Your custom vehicle’s AC increases by 2.

All-Terrain

Your custom vehicle ignores difficult terrain.

Chemical Boosters

While driving your vehicle, you can use a bonus action to increase its speed by 30 feet for 1 minute. Once the vehicle’s speed is increased in this way it cannot benefit from this modification again until you finish a long rest maintaining or reinstalling this modification.

Enhanced Brakes

Your custom vehicle can take the Stop action even if it has momentum. When it stops in this way it loses momentum.

Integrated Spell Invention

When you prepare your spell inventions and modifications to your custom vehicle, you may choose to integrate a spell invention into it. You may only cast spells using integrated spell inventions while you are driving your custom vehicle. If an integrated spell invention would burn out and be destroyed, instead your custom vehicle suffers the integrity malfunction (the integrity malfunction can be suffered multiple times). Any integrated spell inventionsare destroyed if your custom vehicle is destroyed.

Mechanical Legs

Your custom vehicle gains a climb speed of 30 feet or 3 miles per hour.

Motorized Wheels

Your custom vehicle’s Speed increases to 50 feet or 5 miles per hour.

Passenger Seat

Your custom vehicle loses its personal property. It can carry you plus one Medium sized or smaller passenger.

Ramming

Whenever a collision occurs with your custom vehicle, the damage it takes is reduced by 1d6, and damage dealt to other impacted objects and vehicles is increased by 2d6.

Seaworthy

Your custom vehicle becomes a water vehicle (with a swim speed of 30 feet or 3 miles per hour) in addition to being a land vehicle. When making checks for your custom vehicle, treat it as a water vehicle while it travels over water and as a land vehicle when it travels overland.

Shielded Cockpit

While driving your custom vehicle, you gain the benefits of half cover.

Class
Damaging Umbra

Common amongst the chromatic dragons, this umbra burns with draconic power. Once on each of your turns while this umbra is active, you can deal extra damage of the type dealt by your Dragon Breath to one target when you deal damage to it with an attack or a spell. The extra damage equals half your level (minimum 1). If you are not dragonborn, you may choose the damage type dealt by your umbra from those available in the Dragon Breath trait.

Culture Requires:
Dragoncult Culture
Dancing Maneuver

When you use a bonus action to activate a combat maneuver, you can spend 2 exertion to start one of your dances as part of the same bonus action.

Class Requires:
11th level, any dance
Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Class
Daring Commander

At 3rd level when you select this archetype, choose one of the following.

   Daring Assault

   Daring Charge

Class
Dark Gnome Magic

You can cast Disguise Self once per long rest. Once you reach 3rd level, you can cast Blindness/Deafness (blindness only) once per long rest. At 5th level, you can cast Nondetection once per long rest. You don’t need material components for these spells, and when casting them your spellcasting ability is Intelligence, Wisdom, or Charisma (whichever is highest). 

Culture
Dark Resolve

At 11th level, you gain proficiency in Wisdom saving throws.

Class
Darkvision

You have darkvision out to 60 feet.

Heritage
Darkvision (New Moon Wererat)

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already have darkvision, its range increases by 30 feet.

Feat
Darkvision (New Moon Weretiger)

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already have darkvision, its range increases by 30 feet.

Feat
Darkvision (New Moon Werewolf)

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already have darkvision, its range increases by 30 feet.

Feat
Daunting Energy

You gain an expertise die on Intimidation checks. If you fail an ability check or saving throw against a creature trying to intimidate you, or against an effect that would cause you to become frightened, you can spend 1 sorcery point to immediately reroll the check or save.

Class
Dauntless

Beginning at 13th level, you and allies within your Commanding Presence have advantage on saving throws against spells and effects that cause the charmed or frightened conditions.

Class
Dauntless Delver

Starting at 18th level, you have become better at withstanding common attacks you encounter when exploring the depths, shrugging off blows that would severely harm other adventurers. When you take damage, you can use your reaction to gain resistance to bludgeoning, piercing, and slashing damage, as well as to acid, necrotic, and poison damage, until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

 
Class
Deadeye

You've honed your skill with ranged weapons to a razor's edge. You gain the following benefits:

  • You gain proficiency with the Farshot Stance and Ricochet maneuvers, and do not have to spend exertion to activate them.

  • Before you make an attack with a ranged weapon you are proficient with, you can choose to take a penalty on the attack roll equal to your proficiency bonus. If the attack hits, you deal extra damage equal to double your proficiency bonus. This extra damage does not double on a critical hit.

  • You ignore half cover and three-quarters cover when making a ranged weapon attack.

Feat Requires:
8th level or higher
Deadly Blades

Starting at 9th level, you specialize in dealing killing blows when you catch your enemy unaware or on the back foot. You deal an additional 2d6 Sneak Attack damage when you hit a creature with a melee weapon and have advantage on the attack roll.

Class
Deadly Implements (Eye of the Tiger)

The damage of your bite increases to 1d10 and the damage of your claws increases to 1d8.

Feat
Deadly Implements (Pack Initiate)

The damage of your bite and claw attacks increases to 1d8.

Feat
Deadly Implements (Werebear Emerged)

Your bite and claw attacks both deal an extra 1d6 slashing damage.

Feat
Deadly Momentum

At 17th level, you can use an action and spend 8 exertion to make a melee weapon attack against a number of creatures equal to your Wisdom modifier within 30 feet of you, making a separate attack roll for each target. For each subsequent hit after the first, you deal an additional 1d6 damage. This still counts as a single Attack action for the purpose of Flurry of Blows or similar abilities.

Class
Deadly Trapmaking

Starting at 17th level, the traps you create with your Trapmaking feature deal an amount of damage equal to 1d6 damage times your rogue level.

Class
Deadly Tusks (Alpha Wereboar)

The damage of your tusks increases to 1d8.

Feat
Deceptive Mastery

At 14th level, choose one of the following.

Takes One to Know One. You have advantage on saving throws made against enchantment spells and illusion spells.

Well-Worn Deception. You can cast an enchantment or illusion spell using a spell slot that is one or more levels lower by spending 1 favor point. For example, you could cast Mislead (a 5th-level illusion spell) by using a 4th-level spell slot and 1 favor point or with a 3rd-level spell slot and 2 favor points. Once you have used this feature a number of times equal to your proficiency bonus, you cannot do so again until you finish a long rest.

Class
Deceptive Mind

Starting at 13th level, when you succeed on a saving throw against an effect that would read your mind, detect whether you are lying, or force you to tell the truth, you are aware of the magical intrusion and can present false thoughts or make a lie appear to be true.

Class
Decisive Mind

At 11th level you gain proficiency in Wisdom saving throws.

Class
Decomposing Touch

At 6th level, you learn to use your unique connection to the cycle of death and rebirth to your advantage. While in your normal form or swarm form, you can use an action to touch the corpse of a Medium or larger creature that has been dead for 10 days or less and magically regain one expended spell slot. The spell slot you regain can’t be higher than 5th  level or half your character level, whichever is lower. When you use this ability, the corpse you touch rapidly decomposes and becomes unrecognizable. You can’t use this feature again until you finish a short or long rest.

Class
Deep Darkvision (Draconic Fins Dragonborn)

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. In addition, your eyes are perfectly adapted for spotting movement at depth, and the radius of your darkvision increases to 120 feet while underwater.

Heritage
Deep Font

You can reach beyond your limits to draw more power from within. When you finish a short rest, you may expend a number of hit dice up to your Charisma modifier to regain some of your magic essence. For each hit die expended in this way, you regain 2 sorcery points. Once you have used this feature, you cannot do so again until you finish a long rest.

Class
Deep Lore

You’ve spent so much time underground that you have a natural feel for it. You always have a sense of how deep you are and which direction is north, provided that you’ve traveled in these regions before. You are also generally aware of the physical and political geography of the region (e.g., “the old dwarf colony is this way and those tunnels are part of the wererat pack’s hunting grounds”). You know where relatively safe places to camp are located and you can usually find fresh sources of water.

Background
Deep Magic

You know the Resistance cantrip. Once you reach 3rd level, you can cast Jump once per long rest. At 5th level, you can cast Enlarge/Reduce once per long rest. You don’t need material components for these spells, but you can’t cast them while you’re in direct sunlight (although sunlight has no effect on them once cast). Intelligence is your spellcasting ability for these spells. 

Culture
Deep Suspicion

Your lack of trust protects you from some magic. You have advantage on saving throws against illusions and to resist being charmed or paralyzed.

Culture
Deeper Understanding

Beginning at 1st level when you choose this archetype, your ancient perspective of magic grants you a deep insight into its mechanisms, whether conscious or not. You gain an expertise die on ability checks made to identify spells being cast or sense the presence of lingering magic in any form.

Class
Defense (Adv): Preternatural Agility

You can evade danger to an unbelievable degree. When you make a Dexterity saving throw against an effect that deals half damage on a success, you take no damage on a success and half damage on a failure.

Class
Defense: Agile Defense

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Class
Defense: Brutal Defense

You are proficient with light armor. While you are wearing light armor, you replace your Dexterity modifier with your Strength modifier for AC. If you know the Adept Speed practiced technique or any other that has it as a requirement, you can use them while wearing light armor.

Class
Defense: Juggernaut

You gain proficiency with heavy armor. In addition, your speed is not reduced by wearing heavy armor, you can still benefit from raging while wearing heavy armor, and you do not count the weight of any worn armor when determining your carrying capacity.

Class
Defense: Rugged Defense

While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

In addition, your speed increases by 5 feet while you aren’t wearing heavy armor. At 5th level, your speed increases by an additional 5 feet.

Class
Defensive Blessing

Starting at 1st level, the high powers which guide you bestow a modicum of protection for your journey. Choose one of the following options.

Armor of Conviction

While you are not wearing any armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Also, in addition to the spells you normally prepare, you always have Shield of Faith prepared.

Sacred Archery

You gain proficiency with light armor, medium armor, and ranged martial weapons.

Spirit Soldier

You gain proficiency with light armor, medium armor, and shields.

Class
Defensive Delving (Dungeon Crawler)
  • You make Constitution saving throws to avoid or resist traps with advantage .
  • You can hold your breath for a minimum of 5 minutes + your Constitution modifier before checking for suffocation or drowning.
  • You have resistance to falling damage.
Class
Defensive Marksman

When a hostile creature moves towards you or a companion, you can use your reaction to make a ranged weapon attack against it. 

Class
Defensive Measures

At 7th level, choose one of the following.

   Desperate Avoidance

   Frantic Avoidance

Class
Defiance

You draw inspiration from striking out against oppression, defying long odds, and placing hope in the impossible. You gain inspiration whenever you score a critical hit against a creature larger than you are, roll a natural 20 on a death saving throw, openly defy a powerful being, or succeed after taking a risk with long odds.

Loudly refuse the orders of a tyrant, follow through with a convoluted or risky plan, succeed at something you were extremely likely to fail.

Destiny
Defiant Mind

Starting at 9th level, you have proficiency with Wisdom saving throws. When a creature targets you with a spell or attack that forces you to make a Wisdom or Intelligence saving throw, and you succeed, you can use your reaction to make a melee or ranged attack against that creature.

Class
Defiant Will (Tyrannized)

Whether out of fearful devotion to the tyrant or a stalwart resistance, you refuse to be subdued. You gain an expertise die on saving throws made to resist being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

Culture
Deflect Missiles

When you are hit by a ranged weapon attack, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier + your adept level. If you reduce the damage to 0, you can catch the missile if it is possible to do so (the missile is small enough to hold, you have a hand free). If you catch the missile, as part of this reaction you can spend 1 exertion to make a ranged weapon attack with the weapon or ammunition you just caught. The missile counts as an adept weapon and you have proficiency for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Class
Deflect Spells

When you are hit by a ranged spell attack that deals damage, you can use your reaction and spend 2 exertion to reduce the damage by 2d10 + your Dexterity modifier + your adept level. If you reduce the damage to 0, you can spend 1 exertion to redirect the spell to another target within 30 feet of you as part of the same reaction. Your bonus for this attack is equal to your proficiency bonus + your Wisdom modifier.

Class Requires:
Deflect Missiles, 9th level
Deflector

When you are wielding a finesse weapon which you are proficient with and are hit by a melee attack from another creature, you can use your reaction to add your proficiency bonus to your Armor Class against that attack, potentially turning the hit into a miss.

Feat Requires:
Dexterity 13 or higher
Deft Steps

Beginning at 6th level, you gain proficiency with the @TODO MANEUVERS combat maneuver, do not need to spend exertion to activate it, and can benefit from its effects even if you only move half your speed. In addition, you gain proficiency in Acrobatics. If you are already proficient, you gain an expertise die.

Class
Delayed Spell

When you ready a spell, you can spend 1 sorcery point. The spell can be held for up to 1 minute, instead of 1 turn.

Class
Demolitions Master

At 15th level you’ve become a veteran of a field with a low life expectancy. You may be missing your eyebrows or a few fingers, but you know how to survive when the bombs are going off around you and how to “safely” create some of the biggest explosions technology is capable of. You gain the following benefits.

You gain resistance to fire and force damage, and immunity to the deafened condition.

You may simultaneously set up to a number of items equal to your proficiency bonus when using Precision Explosives. Items set in this way always explode simultaneously.

Your alchemical grenades and items made using Tactical Chemistry deal twice as much damage to objects and vehicles.

Class
Desperate Dash (Spirited Traveler Human)

When you take the Dash action, your movement this turn does not provoke opportunity attacks. During this movement, you gain an expertise die on Athletics checks made to jump, and Dexterity saving throws. Once you use this trait, you cannot use it again until you finish a short rest.

Heritage
Destined Curse

You can use a bonus action to place a curse on a creature you can see within 30 feet. The curse lasts for 1 minute, and ends early if the target dies, you die, or you become incapacitated. The curse has the following effects:

  • When you deal damage against the cursed creature, it takes an additional 1d4 force damage. This extra damage increases by 1d4 at 10th level, and again at 15th and 20th level.
  • You gain a pool of destiny dice, which begins empty. Each destiny die represents a small adjustment you can make to the web of fate. Whenever the cursed creature rolls with advantage or disadvantage, add one destiny die to this pool. When a creature other than you that you can see rolls a d20, you can spend a destiny die (no action required) to add 1d4 to the roll or subtract 1d4 from it. The pool disappears when you finish a short or long rest.

Once you have used this feature, you can’t use it again until you finish a short or long rest.

Class
Destiny's Call

You are more in tune with the nature of who you truly are and what you can become.

  • An ability score of your choice increases by 1.

  • When you gain inspiration through your destiny’s source of inspiration, you can choose one party member within 30 feet of you. That party member gains inspiration if they don’t have it already. Once you inspire a party member in this way, you can’t use this feature again on that party member until you finish a long rest.

Feat
Destitute

In exchange for forgoing material luxury, vendors who are not explicitly opposed to your greater entity are compelled to give you heavy discounts of up to 20%, and inkeeps offer free lodging.

Class
Destroy Undead

Creatures turned by you of CR 1/2 or less are immediately destroyed, transformed into dust by a blinding flash of light. You can select this option multiple times. Each time you choose it, you are able to destroy more powerful creatures, progressing to CR 1, CR 2, CR 3, and then CR 4 each subsequent time you select this option.

Class
Detect Faith (Godbound)

You are trained to detect even the most subtle indications of a person’s religious perspective. After you speak with a person for at least 1 minute, you can use an action to make either an Insight or Religion check opposed by their Deception check. On a success, you learn the following information about them:

  • Whether they have a lower Wisdom score than yourself.

  • Whether they are religious; if so, you also learn their faith.

  • Whether they have class levels in the cleric or herald class.

Culture
Detective Spell Study

You are adept at sensing magic and its effects. If there are active magical effects near you, such as a spell effect on an object or a spell effect in an area, you automatically sense its presence. You don’t know what spell effects there are or where they are, but you can automatically sense the effect of magic in a 20-foot radius around you.

In addition, you have honed your detection spells. Add Detect Magic and Detect Thoughts to your spellbook if they weren’t already there. Whenever you cast detect magic, the range that you can sense magic is increased to 60 feet. Whenever you cast detect thoughts, the range of creatures that you can read thoughts from is increased to 60 feet.

Class
Determined (Human Paragon)

When you are bloodied and make an attack roll or saving throw, you can use this feature to treat the result of the d20 roll as a natural 20. Once you use this feature, you cannot use it again until you finish a short or long rest.

Heritage
Developed Talents

Whether in the ruins of an ancient civilization, the barren terrain of the hinterlands, or the back alleys of a prosperous city, berserkers are adept at surviving and interacting with their environments.

At 1st level you gain a developed talent of your choice. The Talents Known column of the Berserker table shows when you learn more developed talents.

Agile Sprinter

Flock Step

Lead the Pack

Mark of the Wilderness

Natural Tracker

Path of Blustery Autumns

Path of Drowning Springs

Path of Lean Winters

Path of Scorching Summers

Sharpened Senses

Class
Devotion (Godbound)

You gain an expertise die on saving throws made to resist being charmed or frightened.

Culture
Devotional Integrity

You adhere to a strict code of morality and ethics. When an action you take is honest and non-violent, until the end of your turn you are immune to the rattled condition and you do not suffer disadvantage or penalties on Intelligence, Wisdom, or Charisma checks made as part of that action.

Class
Diehard Survivor

You have the following traits:

Feast and Famine. You can go a number of days equal to your Constitution modifier without suffering any fatigue from lack of Supply. Afterwards you require twice as much Supply for as many days as you went without.

Radical Perseverance. You only die after failing 4 death saving throws instead of 3.

Heritage
Diplomatic Conversationalist

At 13th level, choose one of the following options.

Cajoling Words. You may reroll one failed Persuasion check. Once you have used this feature, you cannot use it again until you finish a short or long rest.

Prepared Speech. After observing a creature for at least 10 minutes, you can choose to gain advantage on a Deception, Intimidation, or Persuasion check against it. Once you have used this feature, you cannot use it again until you finish a short or long rest.

Class
Dire Shape

At 2nd level you learn to not merely adopt a creature’s form, but to empower it with your own will. When you would gain temporary hit points from assuming a wild shape, you gain twice as many temporary hit points instead.

In addition, you may add your Wisdom modifier to your AC while in a wild shape.

Class
Dirty Rat

You make saving throws against disease with advantage.

Culture
Discreetly Armed (Cosmopolitan)

Even while armed, you know how to keep the fact discreet and nonthreatening. You gain an expertise die on checks made to persuade others to let you remain armed or to conceal weapons or items about your person.

Culture
Discreetly Armed (Spinner Cult)

You gain an expertise die on checks made to persuade others to let you remain armed or to conceal weapons or items about your person.

Culture
Distant Death Dance

As a bonus action, you can spend 2 exertion to start the distant death dance. Until the end of your turn, your reach with unarmed strikes increases to 60 feet. You have disadvantage on melee attacks against creatures more than 20 feet away from you.

Class Requires:
5th level
Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. Alternatively, if you cast a spell that has a range of Touch, you can spend 1 sorcery point to make the range of the spell 20 feet.

Class
Divergent Wisdom

At 7th level, choose a cleric sign of faith or a fighter soldiering knack available to those classes at 7th level or lower. You learn the chosen feature.

Class
Divination Training

When you select this archetype at 3rd level, gain proficiency with Arcana. If you are already proficient, you instead gain an expertise die. Additionally, you learn the Guidance and True Strike cantrips.

Class
Divine Authority

Your connection to religious hierarchy opens many doors. Sermons you give and courtesy calls you make to different religious groups put you in contact with a local representative of your faith, who is happy to strongly recommend you to another local leader. You gain one specialty chosen from Culture, Insight, or Persuasion. In addition, you gain an expertise die on Culture, Insight, and Persuasion checks made against local leaders to whom you are recommended that would otherwise be indifferent towards you.

Class
Divine Health

You are immune to disease and have advantage on saving throws made to resist the poisoned condition.

Knack
Divine Inspiration (Divine Orator)

When an ally within 15 feet hits a creature with a melee weapon attack, your ally can deliver a Divine Smite just as if you had delivered it yourself using your Divine Smite feature (expending one of your uses). If you are able to empower your smites, you may choose to empower it as normal.

Feat
Divine Intervention

Beginning at 10th level, you can use an action to call on your deity to intervene on your behalf when your need is great. Describe the assistance you seek and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The Narrator chooses the nature of the intervention; the effect of any cleric spell or cleric archetype spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

After each failed divine intervention roll, add 1 to the number required to succeed until it is a success, at which point it resets to your cleric level or below.

At 20th level, your call for intervention succeeds automatically, no roll required.

Class
Divine Justice

Starting at 15th level, your power is so great that you no longer need to know a heretic’s name or wrongdoing in order to bestow punishment—it’s as if you can read their soul. When you use Mark of the Heretic, you need only point at a creature to mark it. Additionally, when a creature marked by this feature dies, you can apply the mark to another creature you can see within 30 feet of you without expending another use of Mark of the Heretic.

Class
Divine Lessons

In preparing to take your oath, you have learned a number of skills and tricks that can help you during your adventures. At 3rd level, you gain a divine lesson of your choice. The divine lessons available to you are detailed at the end of the class description. The Lessons Known column of the Herald table shows when you learn more divine lessons.

Class
Divine Orator

Proclaimers can use their oration skills to spread their version of ultimate truth into even the most stubborn of acolytes.

You learn the Divine Inspiration and Persuasive Speech battle hymns. These special battle hymns can only be performed while you are using your voice Art Specialty as a spell focus.

Divine Inspiration. When an ally within 15 feet hits a creature with a melee weapon attack, your ally can deliver a Divine Smite just as if you had delivered it yourself using your Divine Smite feature (expending one of your uses). If you are able to empower your smites, you may choose to empower it as normal.

Persuasive Speech. Hostile creatures within 60 feet take a –1d4 penalty on attack rolls. You can sustain this battle hymn for up to 3 rounds without expending additional uses of Bardic Inspiration. When a hostile creature begins its third consecutive turn within range of this battle hymn it becomes charmed by you and will not attack you or your allies. If this causes combat to end early, the creatures remain charmed by you for up to 1 minute afterward or until one of them is damaged by you or an ally. For the next 24 hours after the battle hymn ends, you gain an expertise die on Charisma checks made against creatures that were charmed in this way. A creature that either shares your alignment or worships a deity that has your alignment becomes charmed on its second consecutive turn instead. Creatures that have an opposite alignment or worship a greater entity that has an opposite alignment cannot be charmed in this way.

Feat Requires:
Proclaimer feat
Divine Protection

Starting at 15th level, you have performed enough deeds in service of your deity that they’ve found you worthy of their divine protection. When you are bloodied at the end of your turn, you regain hit points equal to half your herald level + your Charisma modifier.

Class
Divine Protection (Orc, Planetouched)

You have resistance to radiant damage.

Heritage
Divine Recovery

At 12th level, you can transform divine energy into more easily manipulated magics. You can use a bonus action to recite a short prayer or mantra and expend a use of Channel Divinity to regain a spell slot of 3rd-level or less.

Once you have used this feature three times, you cannot do so again until you finish a long rest.

Class
Divine Sense

Choose one of the following sets of enemies: celestials and fiends, fey and elementals, or aberrations and undead. You can always sense when a creature of one of your chosen types is within 30 feet of you, but cannot determine their number, type, or location. As a bonus action, you can briefly enhance your senses to learn the location, number, and type of any creatures of your chosen types within 30 feet of you. When you do so, creatures of those types that are within range make a Wisdom saving throw against your spell save DC, with advantage if the creature's CR is higher than your herald level. On a failed save, you also learn the creature's identity. Within the same radius, you also detect any locations that have been consecrated or desecrated, as with the hallow spell.

You can activate this feature a number of times equal to your Charisma modifier, and regain spent uses upon finishing a long rest. Upon finishing a long rest, you may also swap your chosen set of creature types for another.

Class
Divine Smite

Starting at 2nd level, whenever you hit a creature with a weapon attack you can choose to deliver a divine smite that deals an additional 1d8 radiant damage. The amount of extra damage increases as you gain levels in this class, as shown in the Smite Damage column of the Herald table.

You can use this feature a number of times equal to your proficiency bonus, and regain spent uses upon finishing a long rest.

Class
Divine Vision

You gain darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. In addition, you always have the see invisibility spell prepared and can use this feature once per long rest to cast it without expending a spell slot.

Knack
Divine Warrior

Beginning at 11th level, each of your strikes is infused with divine might. Whenever you hit a creature with a melee weapon attack, you deal an extra 1d8 radiant damage.

Class
Do Without

Your divine connection and years of training combine to allow you to survive without Supply for a number of days equal to your Charisma modifier without suffering any adverse effects.

Knack
Dogs of Hell

Starting at 6th level, when you kill a creature targeted by your Diabolical Curse or under the effects of one of your warlock spells, you can bid your patron conjure into your service either a death dog or a ghoul (your choice) into an unoccupied space within 30 feet. The creature rolls its own initiative, has its own turns, and obeys your verbal commands. The creature disappears after 1 minute, when you are knocked unconscious, or when it is reduced to 0 hit points.

At 15th level, you can have your patron conjure for you either a hell hound or a wight instead.

Once you have used this feature, you can’t use it again until you finish a short or long rest.

Class
Draconic Armor

You have the following traits:

Claws. You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action.

The claws are natural weapons, which you can use to make unarmed strikes that deal slashing damage equal to 1d4 + your Strength modifier.

Resistance. You have resistance to the damage type dealt by your Dragon Breath.

Scales. You have tough interlocked draconic scales. While you aren’t wearing armor or your only armor is a shield, your AC is 13 + your Dexterity modifier

Heritage
Draconic Diplomacy

You’ve been well trained in the sometimes difficult art of draconic etiquette and protocols. You gain an expertise die on Charisma checks made to influence dragon creatures.

Culture
Draconic Fins

You have the following traits:

Swimmer. You have a swimming speed of 30 feet and you can hold your breath for up to 15 minutes at a time.

Deep Darkvision. You have darkvision to 60 feet. In addition, your eyes are perfectly adapted for spotting movement at depth, and the radius of your darkvision increases to 120 feet while underwater.

Hard to Hit. While you aren’t wearing armor or your only armor is a shield, your AC is 12 + your Dexterity modifier.

Heritage
Draconic Presence

Starting at 18th level, you can draw upon your draconic nature to inspire awe and terror in those who see you. You can use an action and spend 5 sorcery points to exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute, when a hostile creature starts its turn in this aura it makes a Wisdom saving throw or becomes charmed (if  you chose awe) or frightened (if you chose fear) until the aura ends. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A creature that succeeds on the saving throw is immune to your Draconic Presence for 24 hours.

Class
Draconic Resilience

The draconic magic that nestles within you has adapted your body to the harsh trials that lie between you and your destiny. Beginning at 1st level when you choose this archetype, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class.

In addition, when you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. How exactly this fortitude manifests on your body can vary widely, but unless actively concealed it marks your connection to dragonkind.

Class
Draconic Umbra

Dragon cultists are often blessed with power from the object of their devotion so that they may spread their dragon’s word or further its plans. As a bonus action, you can cause draconic power to course around you in a draconic umbra. This draconic umbra lasts for 1 minute or until you use a bonus action to end it. Once you have used this trait, you cannot use it again until after you finish a long rest. Choose one of the following effects:

Damaging Umbra: Common amongst the chromatic dragons, this umbra burns with draconic power. Once on each of your turns while this umbra is active, you can deal extra damage of the type dealt by your Dragon Breath to one target when you deal damage to it with an attack or a spell. The extra damage equals half your level (minimum 1). If you are not dragonborn, you may choose the damage type dealt by your umbra from those available in the Dragon Breath trait.

Ethereal Umbra: Common amongst the essence dragons, this umbra shimmers with draconic will. While this umbra is active you can move through nonmagical solid objects and occupied spaces as if they were difficult terrain. Opportunity attacks made against you while this umbra is active have disadvantage. You cannot move further than 5 feet into walls or other solid objects in this way. If you would end your turn in an occupied space, you are shunted into the nearest unoccupied space and take 1d6 force damage.

Spiritual Umbra: Common amongst the gem dragons, this umbra shifts with draconic cunning. While this umbra is active you gain an expertise die on Stealth checks, and once on each of your turns you may alter your appearance (as the Disguise Self spell). When your umbra ends, so do any illusions conjured by it. 

Protective Umbra: Common amongst the metallic dragons, this umbra sparks with draconic ingenuity. While this umbra is active you gain resistance to the damage type dealt by your Dragon Breath (if you already had resistance to that damage type, you gain immunity instead), and you gain an expertise die on Wisdom or Intelligence checks. If you are not dragonborn, you may choose the damage type for your umbra from those available in the Dragon Breath trait.

Culture
Draconic Wings

Some dragonborn are born with draconic wings.

Flight. You have a fly speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor. Whenever you spend 3 full consecutive rounds airborne without landing, you gain a level of fatigue. Any fatigue gained in this way is removed upon finishing a rest.

Heritage
Dragon Breath

Drawing upon great reservoirs of draconic power, you can unleash magical destruction upon your foes. You can use your dragon breath as an action.

Choose the type of damage dealt by your breath weapon from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Additionally, choose between a 30-foot line that is 5 feet wide or a 15-foot cone for the area that your breath weapon affects. Each creature in the breath’s area makes a Dexterity saving throw . If your breath weapon deals psychic damage, a Wisdom saving throw is made instead of Dexterity; if cold, necrotic, poison, radiant, or thunder, a Constitution saving throw . The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.

A creature takes 2d6 damage on a failed saving throw, and half damage on a success. The damage increases to 3d6 at 4th level, 4d6 at 9th level, 5d6 at 14th level, and 6d6 at 19th level.

After you use your dragon breath, you can’t use it again until you finish a short or long rest

Heritage Requires:
Dragonborn Heritage
Dragon Breath (acid)

Drawing upon great reservoirs of draconic power, you can unleash magical destruction upon your foes. You can use your dragon breath as an action.

Choose the type of damage dealt by your breath weapon from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Additionally, choose between a 30-foot line that is 5 feet wide or a 15-foot cone for the area that your breath weapon affects. Each creature in the breath’s area makes a Dexterity saving throw . If your breath weapon deals psychic damage, a Wisdom saving throw is made instead of Dexterity; if cold, necrotic, poison, radiant, or thunder, a Constitution saving throw . The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.

A creature takes 2d6 damage on a failed saving throw, and half damage on a success. The damage increases to 3d6 at 4th level, 4d6 at 9th level, 5d6 at 14th level, and 6d6 at 19th level.

After you use your dragon breath, you can’t use it again until you finish a short or long rest

Heritage Requires:
Dragonborn Heritage
Dragon Breath (cold)

Drawing upon great reservoirs of draconic power, you can unleash magical destruction upon your foes. You can use your dragon breath as an action.

Choose the type of damage dealt by your breath weapon from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Additionally, choose between a 30-foot line that is 5 feet wide or a 15-foot cone for the area that your breath weapon affects. Each creature in the breath’s area makes a Dexterity saving throw . If your breath weapon deals psychic damage, a Wisdom saving throw is made instead of Dexterity; if cold, necrotic, poison, radiant, or thunder, a Constitution saving throw . The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.

A creature takes 2d6 damage on a failed saving throw, and half damage on a success. The damage increases to 3d6 at 4th level, 4d6 at 9th level, 5d6 at 14th level, and 6d6 at 19th level.

After you use your dragon breath, you can’t use it again until you finish a short or long rest

Heritage Requires:
Dragonborn Heritage
Dragon Breath (fire)

Drawing upon great reservoirs of draconic power, you can unleash magical destruction upon your foes. You can use your dragon breath as an action.

Choose the type of damage dealt by your breath weapon from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Additionally, choose between a 30-foot line that is 5 feet wide or a 15-foot cone for the area that your breath weapon affects. Each creature in the breath’s area makes a Dexterity saving throw . If your breath weapon deals psychic damage, a Wisdom saving throw is made instead of Dexterity; if cold, necrotic, poison, radiant, or thunder, a Constitution saving throw . The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.

A creature takes 2d6 damage on a failed saving throw, and half damage on a success. The damage increases to 3d6 at 4th level, 4d6 at 9th level, 5d6 at 14th level, and 6d6 at 19th level.

After you use your dragon breath, you can’t use it again until you finish a short or long rest

Heritage Requires:
Dragonborn Heritage
Dragon Breath (force)

Drawing upon great reservoirs of draconic power, you can unleash magical destruction upon your foes. You can use your dragon breath as an action.

Choose the type of damage dealt by your breath weapon from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Additionally, choose between a 30-foot line that is 5 feet wide or a 15-foot cone for the area that your breath weapon affects. Each creature in the breath’s area makes a Dexterity saving throw . If your breath weapon deals psychic damage, a Wisdom saving throw is made instead of Dexterity; if cold, necrotic, poison, radiant, or thunder, a Constitution saving throw . The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.

A creature takes 2d6 damage on a failed saving throw, and half damage on a success. The damage increases to 3d6 at 4th level, 4d6 at 9th level, 5d6 at 14th level, and 6d6 at 19th level.

After you use your dragon breath, you can’t use it again until you finish a short or long rest

Heritage Requires:
Dragonborn Heritage
Dragon Breath (lightning)

Drawing upon great reservoirs of draconic power, you can unleash magical destruction upon your foes. You can use your dragon breath as an action.

Choose the type of damage dealt by your breath weapon from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Additionally, choose between a 30-foot line that is 5 feet wide or a 15-foot cone for the area that your breath weapon affects. Each creature in the breath’s area makes a Dexterity saving throw . If your breath weapon deals psychic damage, a Wisdom saving throw is made instead of Dexterity; if cold, necrotic, poison, radiant, or thunder, a Constitution saving throw . The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.

A creature takes 2d6 damage on a failed saving throw, and half damage on a success. The damage increases to 3d6 at 4th level, 4d6 at 9th level, 5d6 at 14th level, and 6d6 at 19th level.

After you use your dragon breath, you can’t use it again until you finish a short or long rest

Heritage Requires:
Dragonborn Heritage
Dragon Breath (necrotic)

Drawing upon great reservoirs of draconic power, you can unleash magical destruction upon your foes. You can use your dragon breath as an action.

Choose the type of damage dealt by your breath weapon from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Additionally, choose between a 30-foot line that is 5 feet wide or a 15-foot cone for the area that your breath weapon affects. Each creature in the breath’s area makes a Dexterity saving throw . If your breath weapon deals psychic damage, a Wisdom saving throw is made instead of Dexterity; if cold, necrotic, poison, radiant, or thunder, a Constitution saving throw . The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.

A creature takes 2d6 damage on a failed saving throw, and half damage on a success. The damage increases to 3d6 at 4th level, 4d6 at 9th level, 5d6 at 14th level, and 6d6 at 19th level.

After you use your dragon breath, you can’t use it again until you finish a short or long rest

Heritage Requires:
Dragonborn Heritage
Dragon Breath (poison)

Drawing upon great reservoirs of draconic power, you can unleash magical destruction upon your foes. You can use your dragon breath as an action.

Choose the type of damage dealt by your breath weapon from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Additionally, choose between a 30-foot line that is 5 feet wide or a 15-foot cone for the area that your breath weapon affects. Each creature in the breath’s area makes a Dexterity saving throw . If your breath weapon deals psychic damage, a Wisdom saving throw is made instead of Dexterity; if cold, necrotic, poison, radiant, or thunder, a Constitution saving throw . The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.

A creature takes 2d6 damage on a failed saving throw, and half damage on a success. The damage increases to 3d6 at 4th level, 4d6 at 9th level, 5d6 at 14th level, and 6d6 at 19th level.

After you use your dragon breath, you can’t use it again until you finish a short or long rest

Heritage Requires:
Dragonborn Heritage
Dragon Breath (psychic)

Drawing upon great reservoirs of draconic power, you can unleash magical destruction upon your foes. You can use your dragon breath as an action.

Choose the type of damage dealt by your breath weapon from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Additionally, choose between a 30-foot line that is 5 feet wide or a 15-foot cone for the area that your breath weapon affects. Each creature in the breath’s area makes a Dexterity saving throw . If your breath weapon deals psychic damage, a Wisdom saving throw is made instead of Dexterity; if cold, necrotic, poison, radiant, or thunder, a Constitution saving throw . The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.

A creature takes 2d6 damage on a failed saving throw, and half damage on a success. The damage increases to 3d6 at 4th level, 4d6 at 9th level, 5d6 at 14th level, and 6d6 at 19th level.

After you use your dragon breath, you can’t use it again until you finish a short or long rest

Heritage Requires:
Dragonborn Heritage
Dragon Breath (radiant)

Drawing upon great reservoirs of draconic power, you can unleash magical destruction upon your foes. You can use your dragon breath as an action.

Choose the type of damage dealt by your breath weapon from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Additionally, choose between a 30-foot line that is 5 feet wide or a 15-foot cone for the area that your breath weapon affects. Each creature in the breath’s area makes a Dexterity saving throw . If your breath weapon deals psychic damage, a Wisdom saving throw is made instead of Dexterity; if cold, necrotic, poison, radiant, or thunder, a Constitution saving throw . The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.

A creature takes 2d6 damage on a failed saving throw, and half damage on a success. The damage increases to 3d6 at 4th level, 4d6 at 9th level, 5d6 at 14th level, and 6d6 at 19th level.

After you use your dragon breath, you can’t use it again until you finish a short or long rest

Heritage Requires:
Dragonborn Heritage
Dragon Breath (thunder)

Drawing upon great reservoirs of draconic power, you can unleash magical destruction upon your foes. You can use your dragon breath as an action.

Choose the type of damage dealt by your breath weapon from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Additionally, choose between a 30-foot line that is 5 feet wide or a 15-foot cone for the area that your breath weapon affects. Each creature in the breath’s area makes a Dexterity saving throw . If your breath weapon deals psychic damage, a Wisdom saving throw is made instead of Dexterity; if cold, necrotic, poison, radiant, or thunder, a Constitution saving throw . The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.

A creature takes 2d6 damage on a failed saving throw, and half damage on a success. The damage increases to 3d6 at 4th level, 4d6 at 9th level, 5d6 at 14th level, and 6d6 at 19th level.

After you use your dragon breath, you can’t use it again until you finish a short or long rest

Heritage Requires:
Dragonborn Heritage
Dragonbound Teachings

You know one cantrip of your choice from the cleric or wizard spell lists. Your spellcasting ability for this cantrip is Intelligence or Wisdom (whichever is highest).

Culture
Draw Nourishment

You can consume things that most people wouldn’t consider sustenance, though it’s hardly pleasant. You can spend 3 sorcery points before eating a pound of just about anything organic — bark, grass, cactus flesh, bone, whatever’s at hand—and so long as you can stomach the taste, it counts as 1 Supply for you as your body transmutes it into something more edible. A poisonous substance consumed in this way is still poisonous.

Knack
Dread Thaumaturge

At 20th level, you have learned all you can from your patron. You gain the following abilities. 

Aura of Anathema

Hostile creatures within 120 feet gain vulnerability to necrotic damage. A creature with resistance to necrotic damage instead loses its resistance, and a creature immune to necrotic damage instead replaces that immunity with resistance.

Whenever you finish a long rest, you can choose a different damage type for your aura.

Highest Arcanum

You learn an ultimate exploit in the laws of magic. Choose one of the following:

  • Once between rests, you can cast Plane Shift without material components.
  • You are under the constant effects of the Foresight spell. This effect can’t be detected or dispelled by any means short of a Wish spell.
  • You can spend 1 minute in arcane contemplation to regain all expended spell points. Once you have used this feature, you must finish a long rest before you can do so again.
Class
Druid Archetype

At 2nd level, you choose a circle of druids to identify with. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Class
Druid Secrets: Aerial Surveyor

You are at home soaring at dizzying heights and peering towards the horizon. You can familiarize yourself with a 5-mile radius area around you by spending a minute studying your surroundings while flying or at great heights. Once you familiarize yourself with an area in this way, you gain an expertise die on any Perception or Survival checks you make while outdoors in that area for the next 24 hours, and you cannot familiarize yourself with another area until you finish a long rest. 

Knack
Druid Secrets: Aquatic Delver

You are at home in the depths, able to control your breathing and attune to the subtle movements of the water. You gain a swimming speed equal to your Speed and you add your Wisdom modifier to the number of minutes you can hold your breath before suffocating. In addition, while fully submerged in water you gain blindsight out to a range of 10 feet. 

Knack
Druid Secrets: Cavern Skulker

You’ve grown accustomed to the echoing solitude of vast caverns. You always know the actual direction of any sound you hear regardless of any echoes. In addition, while you are in complete darkness and not deafened you gain blindsight out to a range of 15 feet.

Knack
Druid Secrets: Desert Dweller

Few choose to willingly live where the sun relentlessly burns overhead but you find tranquility amongst the sands. You are naturally acclimatized to hot weather and extremely high temperatures. In addition, while in a desert or similar arid environment you can spend 1 hour scouring the area for food and digging for water to generate 1 Supply. Once you use this feature, you cannot do so again until you finish a long rest. 

Knack
Druid Secrets: Eldritch Survivor

You’ve grown to know the lands twisted by the fey, distorted by magical pollution, or places otherwise warped in unnatural ways. You may make Survival checks in place of Arcana checks regarding magical environments, foodstuffs, and creatures, and gain an expertise die on any checks made this way.

Knack
Druid Secrets: Herbal Apothecary

Forests and jungles are filled with natural medicines ripe for the picking. You gain an expertise die on checks made using an herbalism kit and checks made to locate herbal ingredients. In addition, whenever you obtain a medicinal or rare herb using an herbalism kit, you gain twice as many medicinals or rare herbs.

Knack
Druid Secrets: Marshland Guide

Bogs and swamps are unpleasant to most but are filled with natural beauty to you. Moving through swamps, bogs, or muddy difficult terrain costs you no extra movement and you cannot become naturally lost while traveling through marshlands. In addition, you ignore the effects of roughing it imposed by resting in wet or swampy environments. 

Knack
Druid Secrets: Master Forager

No matter the brush you always know how to harvest nature’s bounty. You have advantage on checks made to locate or harvest edible flora in the wild and gain twice as many Supply as normal when doing so.

Knack
Druid Secrets: Mountain Climber

You gain a climbing speed equal to your Speed. You gain an expertise die on any Athletics checks made while climbing and you are also acclimated to high altitudes, including elevations above 20,000 feet. In addition, you ignore the effects of roughing it imposed by resting in rocky or uneven terrain.

Knack
Druid Secrets: Tundra Explorer

You embrace the cold of snowbound tundra. You are naturally acclimatized to cold weather and extremely low temperatures, you ignore the disadvantage to Perception checks imposed by blizzards, and you automatically succeed on concentration checks imposed by blizzards. In addition, you ignore the effects of roughing it imposed by resting without warmth in environments of extreme cold.

Knack
Druidic Lore

At 7th level, your knowledge of the natural world grows. Choose one of the following:

Druidic Secrets

You’re adept at covertly performing druidic magic without attracting attention. When you cast a druid spell you may choose to do so utilizing silent and subtle Druidic motions and signs in place of both the spell’s seen and vocalized components, gestures that creatures which can speak Druidic are aware of. Once you cast a druid spell in this way, you cannot do so again until you finish a short or long rest.

Toxin Intuition

You are a veteran of nature’s chemical warfare. You automatically know if any flora or fauna is poisonous or venomous. In addition, you gain advantage on checks made to determine if a foodstuff is poisonous and saving throws against poison.

Truthspeaker

You’ve learned to tap into the fundamental truth that connects all things, at least briefly.

You may cast the spell legend lore without expending a spell slot and without material components. Once you cast the spell in this way, you cannot do so again for the next 24 hours.

Waste Not

With 10 minutes work you can scavenge valuable cuts from the corpse of a beast, dragon, monstrosity, or plant that has a CR of 1 or higher and has died within the last hour. If sold to a collector, naturalist, or other druid, this notable component is worth an amount of gold equal to 5 × the creature’s CR.

Class
Druidic Secrets

You’re adept at covertly performing druidic magic without attracting attention. When you cast a druid spell you may choose to do so utilizing silent and subtle Druidic motions and signs in place of both the spell’s seen and vocalized components, gestures that creatures which can speak Druidic are aware of. Once you cast a druid spell in this way, you cannot do so again until you finish a short or long rest.

Class
Druidic Tradition (Harvest Boon)

At 6th level you master a technique passed down through countless generations of druids. Choose one of the following:

Harvest Boon

You learn the druidic rituals of vitality that have ensured generations of bountiful harvests. You always have the spell Plant Growth prepared and it doesn’t count against the number of spells you can prepare each day. You may also Plant Growth without expending a spell slot when casting the spell using the Enlarged option.

Class
Druidic Tradition (Traditional Spells)

At 6th level you master a technique passed down through countless generations of druids. Choose one of the following:

Traditional Spells

Your circle has practiced and perfected several spells that you have memorized by rote. When you first gain this feature, select 3 spells from the Air, Beasts, Earth, Healing, Nature, Plants, Terrain, Water, or Weather schools as your traditional spells.

You may select up to two additional traditional spells from those schools at your 7th, 9th, and 11th druid levels. You always have your traditional spells prepared and they don’t count against the number of spells you can prepare each day.

If you select a spell that doesn’t appear on the druid spell list, the spell is a druid spell for you.

Class
Druidic Tradition (Transfer Vitality)

At 6th level you master a technique passed down through countless generations of druids. Choose one of the following:

Transfer Vitality

You’ve learned to conduct natural vitality into a healing force. You may expend a use of Wild Shape to cast cure wounds at a spell level equal to 1/3 your druid level.

In addition, when you restore a creature’s hit points, you may choose to restore twice as many hit points as normal. Once you restore hit points in this way you cannot do so again until you finish a long rest.

Class
Druidic Training

All druids are taught to commune with nature, to become a conduit for natural power, and to maintain the secrets of their druid circle. Also at 1st level, you gain proficiency with Nature, and you learn the druidcraft cantrip (this does not count against your total cantrips known). 

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Class
Dual Stance

You can have two stances active at the same time. If you are knocked unconscious, stunned, or start a long rest, both stances end.

Class Requires:
11th level, two stance combat maneuvers
Dual-Wielding Expert

You’re a master at wielding two weapons at once, gaining the following benefits:

  • You gain a +1 bonus to Armor Class while you are wielding a separate melee weapon in each hand.

  • You can use two-weapon fighting with any two one-handed melee weapons so long as neither has the heavy property.

  • When you would normally draw or sheathe a one-handed weapon, you can instead draw or sheathe two one-handed weapons.

Feat
Duality

When you cast a spell that requires concentration while already concentrating on another spell, you can maintain concentration on both spells simultaneously. If you’re forced to make a Constitution saving throw to maintain concentration, the minimum DC is 10 + the combined levels of the two spells. On a failure, both spells end.

Class
Dueling Traditions

At 3rd level, you gain proficiency in one of the following combat traditions of your choice:

  • Mirror's Glint

  • Mist and Shade

  • Rapid Current

When you  gain this feature you can choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from your newly chosen combat tradition.

Class
Duelist’s Challenge

At 10th level, you’re confident enough to challenge even the most monstrous threats. You can use a bonus action to expend a use of Panache to challenge a creature within 30 feet to an honorable duel. Once you challenge a creature in this way, you have disadvantage on attacks against creatures other than the challenged creature, and the challenged creature has disadvantage on attacks against creatures other than you. A creature remains challenged in this way until either you or the challenged creature are incapacitated, dies, or either ends their turn out of line of sight from the other. The challenge also ends if you use this feature again to challenge a different creature, or if a third creature challenges either you or your challenged creature.

Class
Dungeon Crawler

Starting at 7th level, your experience exploring dungeons has made you a veteran of the depths, able to smash your way through common obstacles with ease or endure whatever hazards you encounter. Choose one of the following options:

AGGRESSIVE DELVING

  • You make Dexterity saving throws to avoid or resist traps with advantage .
  • You have advantage on ability checks to break objects such as locked or jammed doors and locked chests, and your attacks deal double damage to objects and constructs.

DEFENSIVE DELVING

  • You make Constitution saving throws to avoid or resist traps with advantage .
  • You can hold your breath for a minimum of 5 minutes + your Constitution modifier before checking for suffocation or drowning.
  • You have resistance to falling damage.
Class
Dungeoneer

You’re an expert in identifying hidden features found in many dungeons, granting you the following benefits:

  • You have advantage on Investigation and Perception checks made to detect secret doors.

  • You have advantage on saving throws made to avoid or resist traps.

  • You have resistance to damage dealt by traps.

  • You don’t take a −5 penalty on your passive Perception score from traveling at a fast pace.

Feat
Dungeoneering Traditions

Also at 3rd level, you gain proficiency in one of the following combat traditions of your choice: Adamant Mountain, Razor’s Edge, Tempered Iron. When you gain this feature you can choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from your newly chosen combat tradition.

Class
Dwarven Armor Training (Mountain Dwarf)

You have proficiency with light and medium armor. 

Culture
Dwarven Stability (Dwarf)

You gain an expertise die on saving throws against effects that would knock you prone, and on saving throws made to resist being shoved.

Heritage
Dwarven Toughness (Dwarf)

As a bonus action, you gain a number of temporary hit points equal to 1d10 plus your level. These temporary hit points last for 1 minute. You can’t use this trait again until after you finish a long rest.

You gain an expertise die on saving throws against poison, and you have resistance against poison damage.

Heritage
Dwarven Weapon Training (Mountain Dwarf)

You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. 

Culture
Ear for Deceit

At 20th level, you no longer question the motives of those around you as your refined instincts easily sniff out dishonesty. When listening to a creature speak, provided you share at least one language, you are immediately aware if it is being dishonest though you have no special ability to obtain the truth without using your Channel Divinity. Creatures protected from divination, such as by the nondetection spell, are immune to this feature.

Class
Ear for Echoes

You have blindsight out to a range of 10 feet. If you already had blindsight, its range increases by 10 feet.

Culture
Ear for Languages

At 2nd level you train your mind to pick up languages as needed. By spending a short or long rest in the presence of a speaker of any language, you can acquire a rudimentary understanding of that language, enough to have a basic conversation. Any abilities you have that rely on sharing a common language and require a saving throw can work, but the target has advantage on their save.

The cognitive effort to decode the unfamiliar tongue means that if you use this ability again, you lose access to any other language you learned through it.

Class
Earthen Flesh

Your body is hardened to punishment. When you choose this archetype at 1st level, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class. In addition, when you choose this archetype, choose either bludgeoning, piercing, or slashing damage. If you end your turn without moving, you gain resistance to nonmagical damage of that type until the start of your next turn.

Class
Earthspeak (Mustbairn Halfling)

You can attempt to divine the earth’s wisdom (as the augury spell) by submerging your feet or hands into mud or soil. Once you divine the earth’s wisdom in this way, you can’t use this trait again until after you finish a long rest.

Culture
Eat like a bird

You grew used to eating very little. You can go a number of days equal to half your Constitution modifier without suffering any fatigue from lack of Supply.

Culture
Echo Spell

When you cast a spell of 5th-level or lower, you can spend sorcery points equal to the sorcery point conversion cost for a spell slot of that level. The spell repeats on the next turn, originating from the same point and aimed at the same target as the first instance of the spell.

Class
Echolocation

While you are not deafened, you have blindsight with a range of 60 feet. You count as being able to see targets within the range of your echolocation.

Culture
Effortless Flourishes

At 18th level, your reputation precedes you to the point that the mere fact that you’re there is impressive. You can use a bonus action to perform a Bloodsport Flourish (without requiring an attack or critical hit).

Class
Eladrin Weapon Training

You have proficiency with longswords and rapiers.

Culture
Eldritch Archer

Eldritch archers combine the precision and skill of a fighter with the magical dedication of a wizard to perform otherwise impossible feats of archery and spellcasting. You gain the following benefits:

  • Whenever you make a ranged weapon attack you can choose to conjure magical ammunition and select one of the following damage types: acid, cold, fire, or lightning. Your ranged weapon attacks using this conjured ammunition deal the chosen damage type instead of whatever damage type they would normally deal, and are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Ammunition conjured in this way disappears at the end of the turn it was fired.

  • When you hit a target with a ranged weapon attack, you can use your reaction and choose a spell of 1st-level or higher, casting it through your ammunition. The spell must have a casting time of 1 action, and target a single creature or have a range of Touch. If a spell cast in this way requires an attack roll and targets the same target as the triggering ranged weapon attack, it also hits as part of that attack. You may choose not to deal damage with a ranged weapon attack used to cast a spell.

Feat Requires:
3 levels in fighter, 3 levels in wizard, Fighting Style (Archery)
Eldritch Blast

At 1st level you learn to use your patron’s power as a weapon, blasting enemies with an eldritch force that defies even the laws of magic. Choose one of the following features: 

Eldritch Disturbance

You can use an action to strike a creature you can see within 60 feet with a reality-distorting curse, blending pain both mental and physical. The target makes a Wisdom saving throw, taking 1d10 force damage on a failure, or half damage on a success.

Eldritch Ray

You can use an action to create a deadly beam that strikes a creature within 120 feet. Make a ranged spell attack against the creature, dealing 1d10 force damage on a hit.

Eldritch Scythe

Once per turn when you would make a melee weapon attack as part of the Attack action or an opportunity attack, you can instead make a melee spell attack, lashing out with an ephemeral and unearthly blade. On hit, the target takes 1d8 force damage. In addition, you can choose a creature that you can see and that is within your reach. It takes half as much damage.

Eldritch Whip

You can use an action to thrash a creature with a scintillating tendril of arcane force. Make a melee spell attack against a creature within 15 feet, dealing 1d6 force damage on a hit. At the end of your turn you gain a number of temporary hit points equal to half the damage you dealt with Eldritch Whip this turn (minimum 1), which last until the end of your next turn. When you hit a creature with your Eldritch Whip and you already have temporary hit points, you can end the temporary hit points early to gain a bonus to the Eldritch Whip’s damage roll equal to half the number of temporary hit points you ended early.

Class
Eldritch Disturbance

You can use an action to strike a creature you can see within 60 feet with a reality-distorting curse, blending pain both mental and physical. The target makes a Wisdom saving throw, taking 1d10 force damage on a failure, or half damage on a success.

Class
Eldritch Evolution

At 6th level, you gain a bonus invocation — one which represents your growth in the lethal lore behind Eldritch Blast. Choose one invocation from the following list:

  • Agonizing Blast

  • Eldritch Bind

  • Eldritch Elementalism

  • Eldritch Grasp

  • Eldritch Prism

  • Eldritch Riposte

  • Eldritch Severance

  • Eldritch Spear
  • Eldritch Squall
  • Eldritch Tentacle
  • Repelling Blast
  • Versatile Blast

You gain another bonus invocation in this way at 12th level and again at 18th level. When you gain a level in this class, you can choose one of the bonus invocations you know and replace it with another bonus invocation from this list that you could learn at that level.

Class
Eldritch Invocations

You gain an eldritch invocation of your choice at 2nd level and additional invocations at higher warlock levels, as the Warlock table.

Additionally, when you gain a warlock level, you can replace one of the invocations you know with another invocation that you could learn at that level. If you gain a bonus invocation, it doesn’t count against your Invocations known.

Extra Secrets of Arcana. Whenever you would learn a new invocation in this way, you can learn a secret of arcana instead.

Invocation: Agonizing Blast

Invocation: Arcane Appropriation

Invocation: Armor of Shadows

Invocation: Beguiling Influence

Invocation: Chains of Carceri

Invocation: Cosmic Armory

Invocation: Courts of the Outer Realms

Invocation: Deep Patronage

Invocation: Dreadful Word

Invocation: Eighth Arcanum

Invocation: Eldritch Bind

Invocation: Eldritch Elementalism

Invocation: Eldritch Grasp

Invocation: Eldritch Prism

Invocation: Eldritch Riposte

Invocation: Eldritch Severance

Invocation: Eldritch Spear

Invocation: Eldritch Squall

Invocation: Eldritch Tentacle

Invocation: Eldritch Warrior

Invocation: Entity of Myth

Invocation: Eyes of the Rune Keeper

Invocation: Fiendish Vigor

Invocation: Fog Dance

Invocation: Frog Fangs

Invocation: Gaze of Two Minds

Invocation: Lifedrinker

Invocation: Mask of Many Faces

Invocation: Minions of the Multiverse

Invocation: Mire the Mind

Invocation: Misty Visions

Invocation: Noxious Invigoration

Invocation: Ominous Tormentor

Invocation: Overclocked Concentration

Invocation: Pactkeeper’s Reward

Invocation: Patron Token

Invocation: Penultimate Arcanum

Invocation: Potent Witchcraft

Invocation: Psionic Secrecy

Invocation: Reanimator

Invocation: Repelling Blast

Invocation: Sculptor of Flesh

Invocation: Seething Aura

Invocation: Seventh Arcanum

Invocation: Sixth Arcanum

Invocation: Sign of Ill Omen

Invocation: Spellbinding Contract

Invocation: Thief of Five Fates

Invocation: Tines of Wyrd

Invocation: Thirsting Blade

Invocation: Versatile Blast

Invocation: Voice of the Chain Master

Invocation: Whispers of the Grave

Invocation: Wicked Youth

Invocation: Witch Sight

Invocation: Writhing Void

Class
Eldritch Ray

You can use an action to create a deadly beam that strikes a creature within 120 feet. Make a ranged spell attack against the creature, dealing 1d10 force damage on a hit.

Class
Eldritch Scythe

Once per turn when you would make a melee weapon attack as part of the Attack action or an opportunity attack, you can instead make a melee spell attack, lashing out with an ephemeral and unearthly blade. On hit, the target takes 1d8 force damage. In addition, you can choose a creature that you can see and that is within your reach. It takes half as much damage.

Class
Eldritch Volley Master

With the string drawn taught, your rings of eldritch symbols form arrows of pure magic able to assail a whole platoon at once.

Whenever you cast a spell with a Cone area, you may additionally make ranged weapon attacks with a ranged weapon you are wielding against targets within that conical area. You may make up to a number of attacks equal to the level of the spell cast, each against a different target. Ranged attacks made in this way ignore the loading quality of weapons and use your conjured magical ammunition.

Feat Requires:
Arrow Enchanter feat
Eldritch Whip

You can use an action to thrash a creature with a scintillating tendril of arcane force. Make a melee spell attack against a creature within 15 feet, dealing 1d6 force damage on a hit. At the end of your turn you gain a number of temporary hit points equal to half the damage you dealt with Eldritch Whip this turn (minimum 1), which last until the end of your next turn. When you hit a creature with your Eldritch Whip and you already have temporary hit points, you can end the temporary hit points early to gain a bonus to the Eldritch Whip’s damage roll equal to half the number of temporary hit points you ended early.

Class
Eldritch Whirlwind Master

With a blade’s sweep you pull and spin the arcane power, surrounding yourself in a cyclone of arcane energy as your spell's power tries to match the speed of your sword.

Whenever you use your reaction to cast a spell through a melee weapon attack using bladechanting, you may choose up to a number of additional targets for that spell equal to the spell level of the spell slot used to cast it. These additional targets must all be within 10 feet of you and are each treated as if they were the spell’s original target.

Feat Requires:
Whirling Incantor feat
Elective Studies

Your study of magic has uncovered unique ways to explore the world. At 4th level you gain one elective study of your choice. Elective studies are detailed at the end of the class description.

The Studies Known column of the Wizard table shows when you learn more elective studies. Unless otherwise noted, you can gain each study only once.

Elective: Air Lift

Elective: Detect Magic Savant

Elective: Eidetic Memory

Elective: Illusion Detective

Elective: Loremaster of Creatures

Elective: Loremaster of Travel

Elective: Persistent Mending

Elective: Presto, Prestidigitation!

Class
Elective: Air Lift

You can use an action to increase your vertical jump distance to 15 feet until the end of your turn. When you jump in this way, you can also glide with the updraft, allowing you to move 10 feet horizontally for every 5 feet you descend vertically.

Knack
Elective: Detect Magic Savant

Prerequisite: Able to cast Detect Magic

Whenever you cast detect magic, you can choose one of the following benefits to amplify the spell.

Lengthened Detect Magic. The duration of detect magic is increased by 10 minutes.

Extended Detect Magic. The detection radius of detect magic is increased by 30 feet.

Penetrating Detect Magic. The spell can penetrate most barriers, and it is only blocked by 2 feet of stone, 2 inches of common metal, a 1-inch sheet of lead, or 6 feet of wood or dirt.

Knack
Elective: Eidetic Memory

Your memory is nearly perfect. You can accurately recall anything you’ve read or seen in the past month. Additionally, when retreading a travel route you’ve traveled in the past month, you have advantage on ability checks made against environmental hazards on that route, unless the landscape has been significantly altered in that time.

Knack
Elective: Illusion Detective

Prerequisite: At least one illusion spell in your spellbook.

You have advantage on Investigation checks and Intelligence saving throws made against illusion. When you succeed on an ability check or saving throw to see through an illusion, all allies within 30 feet of you gain advantage on checks to see through that illusion for the next minute.

Knack
Elective: Loremaster of Creatures

You are well-studied on naturally occurring creatures of the world. When you choose this study, choose one creature type: beasts, constructs, dragons, elementals, fey, fiends, giants, oozes, plants, or undead. This creature type becomes your Loremaster Creature Specialty. When you encounter a creature of the same type as your Loremaster Creature Specialty, you automatically know any history, legends, or myths related to it.

Knack
Elective: Loremaster of Travel

You are well-travelled and well-studied. You have advantage on History checks to recall information relating to myths and legends that are location-based. In addition, when you arrive at a settlement for the first time, choose one of the following subjects: culture, etiquette, government, or populace. The Narrator will give you a useful fact about that subject. You can take an expertise die on ability checks related to that subject in this settlement.

Knack
Elective: Persistent Mending

Prerequisite: The ability to cast Mending

When you finish a long rest, choose up to 6 creatures who rested with you, including yourself. Choose one piece of their equipment to enchant with a persistent mending effect. The chosen item instantly fixes itself if it becomes damaged. If you choose an item from the following list, it also grants an additional benefit. This effect lasts for 12 hours.

Coat. Choose either hot or cold weather. The creature gains an expertise die on Constitution saving throws made to resist the effect of that kind of weather.

Goggles. The creature’s vision can never be reduced to less than 20 feet due to inclement weather.

Shoes. The creature gains an expertise die on Constitution saving throws made to undertake a forced march.

Knack
Elective: Presto, Prestidigitation!

Prerequisite: The ability to cast Prestidigitation

If you are not actively casting prestidigitation or concentrating on a spell, the magic of prestidigitation is always keeping you, your clothes, and your gear sparkling clean.

The following effects are added to the list of options you can choose from when you cast prestidigitation.

  • You transmute a small piece of string in your hands into a sturdy 30-foot long rope. For the duration, it functions as a regular hempen rope.

  • Using the heads side of a coin like a lens, you can hold the coin over one of your closed eyes and see through it. While looking through the coin in this way, you gain darkvision to a range of 30 feet. The coin’s darkvision effect ends when the spell ends.

  • A pebble you touch becomes a sensor that you can use to see through. For the duration as long as you are within 10 feet of the pebble, you can use an action to see through the pebble to a range of 30 feet. While seeing through the pebble, you are blinded and deafened with regard to your own senses.

  • On a piece of parchment or paper, you can create an exact copy of another piece of parchment or paper, including any writing, drawings, or other markings that appear on the original. The paper does not change size to accommodate any differences in size between the two. The copy you create lasts for the duration of this spell, and disappears when the spell ends.

Knack
Elfsight (Elf Paragon)

Nature cannot block the legendary accuracy of your people. Your attack rolls ignore half cover, and an area being lightly obscured does not impose disadvantage on your ability checks . You do not have disadvantage from making ranged attacks at long range.

Heritage
Elusive (Fighter)

At 15th level, you can move effortlessly and untouched through any battlefield. Your movement out of a creature’s threatened area does not provoke opportunity attacks. In addition, whenever you use your reaction to parry an attack using a Parrying weapon the expertise die to your AC increases by one stage.

Class
Elusive (Rogue)

At 15th level, you know how to avoid vulnerable positions. As long as you are not incapacitated, no attack roll has advantage against you.

Class
Embodied Vitality [Familiar Bond]

At 14th level your lifeforce becomes a locus of natural power. You gain an additional Primal Vitality or Ingrained Vitality feature you haven’t previously selected, and your choice of one of the following.

Familiar Bond

Prerequisite: Overgrown Summons

You may summon a plant creature using your Plant Bond feature without expending any uses of Wild Shape. Once you summon a plant in this way, you cannot do so again without expending uses of Wild Shape until you finish a long rest.


If you do not meet any of the prerequisites, instead you gain an additional Primal Vitality and an additional Ingrained Vitality feature you haven’t previously selected.

Class
Embodied Vitality [Noxious Miasma]

At 14th level your lifeforce becomes a locus of natural power. You gain an additional Primal Vitality or Ingrained Vitality feature you haven’t previously selected, and your choice of one of the following.

Noxious Miasma

Prerequisite: Deathly Nectar

Miasmic ichor runs through you and that which you grow. As an action you can expend a use of Wild Shape to cause yourself or a creature you’ve summoned to give off a noxious miasma in a 10-foot radius for the next minute. Whenever a non-plant creature other than you starts its turn within the miasma’s radius or moves there for the first time on its turn, it must make a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.


If you do not meet any of the prerequisites, instead you gain an additional Primal Vitality and an additional Ingrained Vitality feature you haven’t previously selected.

Class
Embodied Vitality [Verdant Sovereign]

At 14th level your lifeforce becomes a locus of natural power. You gain an additional Primal Vitality or Ingrained Vitality feature you haven’t previously selected, and your choice of one of the following.

Verdant Sovereign

Prerequisite: Verdant Beguiler

Your charming spores find fertile ground in even the strongest minds. When you emit charming spores at a target you may choose to affect them as per the spell Charm Monster.


If you do not meet any of the prerequisites, instead you gain an additional Primal Vitality and an additional Ingrained Vitality feature you haven’t previously selected.

Class
Embrace the Dark

Beginning at 7th level, you can enshroud yourself in darkness. As an action, you can activate your shroud of darkness. Your shroud remains active for 1 hour, until you fall unconscious, or until you use a bonus action to deactivate it. While your shroud is active, light within 30 feet decreases from bright light to dim light, from dim light to darkness, or from darkness to magical darkness. You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

Class
Embraced Ferocity

You gain a +2 bonus on attack rolls you make while in a Wild Shape. In addition, whenever you use Wild Shape to transform into a creature, you gain a number of temporary hit points equal to 1d8 × the creature’s CR (minimum 1d8) instead of 1d4 × CR.

Class
Embraced Serenity

You have advantage on concentration checks made to maintain spells. In addition, as a bonus action you may sacrifice a use of Wild Shape to recover an expended spell slot of 3rd-level or lower, or two uses of your Wild Shape feature to recover an expended spell slot of 6th-level or lower.

Class
Empathic

You have a heightened awareness of the feelings and motivations of those around you.

  • Your Wisdom or Charisma score increases by 1.

  • You gain an expertise die on Insight checks made against other creatures.

  • When using a social skill and making a Charisma check against another creature, you score a critical success on a roll of 19–20.

Feat
Empowered Bond

Also at 3rd level, you learn the find familiar spell and can cast it as a ritual. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: awakened shrub, shrieker, sprite, or violet fungus.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

Class
Empowered Smite

At 4th level, you are able to manipulate magic to add extra power to your smites. Whenever you would use your Divine Smite feature, you can choose one of the following effects. Once you have used this feature you can't do so again until you finish a long rest. Alternatively, you can empower a smite by expending a spell slot of 1st-level or higher.

Some empowerments require your target to make a saving throw to resist some of the empowerments effects. The DC for these saving throws is the same as your herald spell save DC.

Igniting Smite

Your smite instead deals fire damage, and the target must make a Constitution saving throw at the start of each of its turns or take 1d6 fire damage. On a successful save, it takes no damage and the fire is extinguished. The fire can also be put out as an action or by the environment, and extinguishes itself after 1 minute.

Marking Smite

Your smite causes the target to shed bright light for 5 feet, and dim light for an additional 5 feet. The effect lasts for up to 1 minute, or until you target another creature with a weapon attack. As long as the effect lasts, the target gains no benefit from invisibility and has disadvantage on checks made to hide.

Repelling Smite

Your smite instead deals force damage, and the target must make a Strength saving throw or be pushed back 10 feet and knocked prone. On a successful save, the target is knocked back only 5 feet and is not knocked prone.

Class
Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Class
Empowered Turning

At 5th level your greater entity grants you improved ways to turn undead or other abhorrent beings. You gain this feature again at 8th, 11th, 14th, and 17th level. Each time you gain Empowered Turning, choose one of the following:

Command Undead

If you choose, creatures you turn instead regard you as their master for the duration. While they are under this effect, you may use your action to issue simple commands (no more than a sentence or two) which they are compelled to obey. They will not take any action that is obviously harmful to them, and so will not leap from a great height, jump onto a sword, or purposefully self-inflict any damage. They follow the command until you issue a new one.

Destroy Undead

Creatures turned by you of CR 1/2 or less are immediately destroyed, transformed into dust by a blinding flash of light. You can select this option multiple times. Each time you choose it, you are able to destroy more powerful creatures, progressing to CR 1, CR 2, CR 3, and then CR 4 each subsequent time you select this option.

Turn Ideology

Choose one of the following: Chaotic, Evil, Good, or Lawful. When you use Turn Undead, you can also choose to affect creatures with the chosen alignment trait. You can select this option multiple times.

Turn Supernatural

Choose a creature type from celestial, elemental, fey, or fiend. When you use Turn Undead, you can also choose to affect creatures of that type. You can select this option multiple times.

Class
Empty Mind

Starting at 7th level, as an action, you can spend 1 exertion to enter a meditative empty mind state. This lasts for 1 hour. While in this state, Insight checks against you have disadvantage.

In addition, you gain resistance to psychic damage and make saving throws against enchantment spells with advantage.

Class
Endless Legends

Beginning at 6th level, your archive of heroic exploits and legendary tales reaches a new threshold. You can use your Bardic Inspiration an additional number of times equal to your Wisdom modifier. In addition, when a creature rolls your Bardic Inspiration die, it gains a bonus equal to your Wisdom modifier.

Class
Engaging Footwork

At 6th level, when you hit a creature with a melee attack, you distract that foe through a mix of repartee and positioning, causing them to move in the direction you want. If they fail a Wisdom saving throw against your trick DC, until the end of your turn when you move, you can move them an equal distance, keeping them within your melee reach the whole time. Their movement doesn’t provoke opportunity attacks, and if you would move them into a space that would cause them damage, they can choose to stop outside it.

After you use this feature, you cannot use it against the same creature again until you finish a short rest.

Class
Engaging Proclaimer

Your recitations of divine stories, songs, or chants quickly build and hold an audience’s attention, whether you are speaking to a packed tavern or a smaller gathering. You gain an expertise die on Performance checks to gather and hold the attention of 2 or more people. In addition, you gain two skill specialties, chosen from Performance and Religion.

Class
Engine Upgrade

You have a fly speed of 30 feet. To use this speed, you can’t be encumbered. Whenever you spend 3 full consecutive rounds airborne without landing, you gain a level of fatigue. Any fatigue gained in this way is removed upon finishing a short or long rest.

Heritage
Engineer Spells

Also at 3rd level, when you prepare your artificer spells you can prepare certain spells and create spell inventions for them (or forgo them for modifications to your custom vehicle) in addition to your normal number of prepared spells. These spells count as artificer spells for you, even if they aren’t on the artificer spell list.

TABLE: ENGINEER SPELLS

Artificer Level - Spell
3rd - expeditious retreat, grease
5th - heat metal, levitate
9th - fly, haste
13th - freedom of movement, stone shape
17th - animate objects, creation

Class
Enhanced Vision

You gain proficiency in Perception. Choose one of the following.

Nightwalker: You gain an expertise die on Investigation and Perception checks made in moonlight or starlight. 

Sunseeing: You gain an expertise die on Investigation and Perception checks made in daylight.

Culture
Enhanced Vision - Nightwalker (Wildling)

You gain proficiency in Perception.

You gain an expertise die on Investigation and Perception checks made in moonlight or starlight.

Culture
Enhanced Vision - Sunseeing (Wildling)

You gain proficiency in Perception.

You gain an expertise die on Investigation and Perception checks made in daylight.

Culture
Enraged Focus

Also at 3rd level, your fury brings your enemies into sharp clarity. While you are raging, you gain an expertise die on your first attack each round.

Class
Entangling Throw

At 11th level, at the end of each short rest, you can put together a number of bundles of such materials equal to your proficiency bonus, each costing 5 silver worth of raw materials. Alternatively, if the Narrator determines the environment is suitable, you can collect the maximum amount of such materials at no cost on a successful Survival check to Hunt and Gather, while gaining half the usual amount of supply (rounded down).

Once each turn, you can spend 1 exertion to make an entangling throw at a target within 20 feet with a ranged weapon attack you are considered proficient at, either expending a bundle of material or using what is available in the environment (at Narrator discretion). You do not have disadvantage from making an entangling throw at a creature you have hit with a melee weapon attack since the start of your last turn from being within its reach. On a hit, the target makes a Strength check against your maneuver DC or becomes grappled. At the start of each of its turns, the target repeats the check, ending the effect on itself on a success. The material from the entangling throw can also be destroyed (AC equal to your maneuver DC, hit points equal to your adept level).

Once you have used this feature a number of times equal to your Wisdom modifier, you cannot do so again until you finish a long rest.

Class
Epic Charge

At 18th level, you can use an action and move at least 20 feet to make an epic charge. While making an epic charge, you can move through the spaces of creatures and objects of up to one size larger than you without provoking opportunity attacks. When you move into a creature’s space it makes a Dexterity saving throw against your maneuver DC (with disadvantage if it is your size or smaller), taking 36 (8d8) bludgeoning damage and falling prone on a failed save, or half as much damage and remaining standing on a success.

Once you have used this feature, you cannot use it again until you finish a short or long rest.

Class
Equipped for Justice

A vigilante is prepared for anything, and in your hands common pieces of equipment become tools of your unique brand of justice.

You gain the following benefits.

  • You gain proficiency with all types of artisan’s tools and miscellaneous tools. If you already have proficiency with any of these tools, you instead gain an expertise die with those tools.

  • You gain proficiency with Engineering and a 1d8 expertise die on Engineering checks. In addition, you build a nonmagical grappling gun (Chapter 9: Enchanted Gear in Trials & Treasures) that only functions in your hands. Replacing your grappling gun requires 3 days of crafting and 500 gold.

  • You may add your Wisdom modifier to the DC of any saving throws used for miscellaneous adventuring gear items (page 331) and to attack rolls made using miscellaneous adventuring gear items.

Feat Requires:
Vigilante feat
Erase from Memory

Starting at 17th level, you can draw on the power of darkness to literally disappear and make your enemies forget you were ever there. You can use a bonus action to magically become invisible for 1 minute. Attacking does not break this invisibility.

In addition, each creature within 60 feet that sees you use this ability must make a Wisdom saving throw. The DC of this saving throw is 8 + you proficiency bonus + your Charisma modifier. On a failed save, the creature’s memories of you over the past hour tare erased; while they still remember the basic events of that time, their memories have been altered not to include you. The target’s memories of actions you take after you use this ability are not affected.

Once you’ve used this ability, you must finish a long rest before you can do so again.

Class
Erupting Nova

At 18th level, your ability to pour forth energy increases substantially. You can cast two spells simultaneously, spending spell slots for each, so long as both spells have a casting time of 1 action, the sum of their levels is less than 6th-level, and neither spell requires concentration. When you do so, make a Charisma saving throw (DC 12 + the sum of the spells’ levels). On a failure, you waste your action (but not any spell slots) and both spells are removed from your spell list until you finish a long rest.

Class
Escape: Fortifying Encouragement

Whenever you succeed on a saving throw, you can choose one friendly creature within 60 feet of you. If the target can see or hear you, the target gains temporary hit points equal to 5 + your Charisma modifier.

Class
Escape: Get Them Out

When an ally within range of your Commanding Presence would make a saving throw against an area effect, you can use your reaction to shout at them and your ally can use their reaction to move up to half their Speed. If your ally ends their movement outside the area, the area effect has no effect on them. Once you use this feature, you cannot do so again until you finish a long rest.

Class
Esoteric Talent (Bend Magic)

Also at 2nd level, you gain one of the following benefits, which represents a minor talent you’ve picked up over the course of your studies.

Bend Magic

When you cast a wizard spell with an instantaneous duration that deals damage to an area, you can choose a number of creatures equal to your Intelligence modifier in the area that you can see. The chosen creatures take no damage from the spell.

Class
Esoteric Talent (Flash of Insight)

Also at 2nd level, you gain one of the following benefits, which represents a minor talent you’ve picked up over the course of your studies.

Flash of Insight

You can use a bonus action to roll a d20, record the result, and choose a creature you can see within 30 feet. The next time that creature makes an attack roll, ability check, or saving throw, it takes that d20 result instead of rolling. If you use this feature again before finishing a short rest, you must sacrifice a spell slot of 1st-level or higher to do so.

Class
Esoteric Talent (Quick Step)

Also at 2nd level, you gain one of the following benefits, which represents a minor talent you’ve picked up over the course of your studies.

Quick Step

After you cast a wizard spell of 1st-level or higher, you can immediately move up to 15 feet without provoking opportunity attacks or spending any of your normal movement.

Class
Essence Dragon’s Boon

Essence Dragons ensure that their guardians can easily commune with the land and the spirits within. You know the Druidcraft cantrip. In addition, your diplomatic understanding extends towards the creatures of the land and the spirits within it. You gain an expertise die on Charisma checks made to influence beast and celestial creatures.

Culture
Eternal Favor

At 17th level, you gain a token from the gods. While you are wearing the token, you are immune to fatigue and the blinded, deafened, and poisoned conditions. In addition, you can spend 1 exertion to use your Blessed Prowess feature on any ability check, and you don’t need to spend exertion to use Sacred Boons. Finally, when you roll initiative, you can roll your martial arts die and regain that much exertion.

If your Eternal Favor token is destroyed, the gods bestow another token upon you after you complete an arduous task to prove you are still worthy.

Class
Ethereal Umbra

Common amongst the essence dragons, this umbra shimmers with draconic will. While this umbra is active you can move through nonmagical solid objects and occupied spaces as if they were difficult terrain. Opportunity attacks made against you while this umbra is active have disadvantage. You cannot move further than 5 feet into walls or other solid objects in this way. If you would end your turn in an occupied space, you are shunted into the nearest unoccupied space and take [[/r 1d6 #force damage]] force damage. 

Culture Requires:
Dragoncult Culture
Ever Onwards

Starting at 6th level, very little can keep you from your foes. While you are raging you ignore all movement penalties caused by difficult terrain.

In addition, while raging you gain advantage on saving throws made to resist being charmed or frightened.

Class
Ever-Ready

At 15th level, you embody the belief that a knight’s duty is never over. Whenever you roll for initiative and have no exertion points remaining, you gain a number of exertion points equal to your proficiency bonus.

Class
Everyone Has a Price

You can see the glint in people’s hungry eyes as they watch money change hands and can perfectly name their price.

As a bonus action you may spend your inspiration to accurately determine if a creature you see will take a bribe and what price they’ll accept. 

Destiny
Evolving Blizzard

When you cast a spell of 1st-level or higher that deals cold damage, you can spend 1 sorcery point to gain 1d6 temporary hit points per level of the spell cast. While you have these temporary hit points and a creature hits you with a melee weapon attack, the attacker takes [[/r 1d10 #cold]] cold damage. These temporary hit points last for 1 hour.

Class
Evolving Corrosion

When you cast a spell of 1st-level or higher that deals acid damage, you can spend 1 sorcery point to create a 10-foot radius pool of acid centered on either the target of the spell or the spell’s point of origin. The area is difficult terrain, and when a creature ends its turn in the area it takes [[/r 2d8 #acid]] acid damage. The pool remains for 1 minute or until you use a bonus action to dismiss it.

Class
Evolving Hurricane

When you cast a spell of 1st-level or higher that deals thunder or lightning damage, you can spend 1 sorcery point to create a 15-foot radius storm centered on you, which moves with you. The area of the storm is heavily obscured and counts as difficult terrain, but you can see and move through it normally. At the end of each subsequent turn you can spend an additional sorcery point to maintain it, otherwise it dissipates.

Class
Evolving Inferno

When you cast a spell of 1st-level or higher that deals fire damage, you can spend 1 sorcery point to store some of the energy of the spell as a flame you hold in one hand. You can use an action to throw this flame, making a ranged spell attack against a target you can see within 30 feet. On a hit, the creature takes [[/r 1d8 #fire]] fire damage per level of the spell cast to trigger this effect. The flame lasts for up to 1 minute or until it is thrown.

Class
Evolving Manifestation

At 12th level, you gain a deeper understanding of your magics. You may either take the improved form of the manifestation you selected at 2nd level, or you may choose an additional feature from the Manifestation list.

Manifestation: Evolving Blizzard

Manifestation: Evolving Corrosion

Manifestation: Evolving Hurricane

Manifestation: Evolving Inferno

Manifestation: Evolving Venom

Class
Evolving Venom

When you cast a spell that deals poison damage, you can spend 1 sorcery point and choose one creature you can see. If the target creature takes poison damage from the spell, it takes [[/r 2d6 #ongoing poison]] ongoing poison damage for 1 minute or until a creature uses an action to treat the victim (requiring a Medicine check against your spell save DC).

Class
Exacting

You’ve won more battles armed with a sextant and your keen intellect than you have any blade. You gain proficiency with navigator’s tools, or if you are already proficient, an expertise die on checks made using them. When determining the distance you travel while journeying, you can make a DC 10 navigator’s tools check to travel an additional number of miles equal to your proficiency bonus.

Knack
Exemplary

You gain an expertise die on Acrobatics and Athletics checks made to climb, jump, run, and swim. When your party makes a group Acrobatics or Athletics check, you may apply the results of your roll to yourself and one ally. You can choose which ally to apply your result to after everyone has rolled, but must do so before the Narrator says whether you succeed or fail.

Knack
Exertion Focus

At 2nd level, your training allows you to harness your mental energy into a supernatural state of focus. Some cultures refer to this energy as axé, prana, pneuma, or ki. Your access to this energy is represented by your exertion pool. You can spend exertion points to fuel various focus features.

You start knowing three such features: Flurry of Blows, Long Step, and Patient Defense. You learn more focus features as you gain levels in this class.

Some of your focus features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Focus save DC = 8 + your proficiency bonus + your Wisdom modifier

Class
Expanded Directives

Starting at 10th level, your capacity to direct your companions broadens. Choose one tradition that you know combat maneuvers from. You are able to use Combat Directives to grant uses of combat maneuvers from the chosen tradition.

At 15th level, choose a second tradition that you know combat maneuvers from.

Class
Expendable and Invulnerable

While being kicked around and batted from adventure to adventure, somehow you always seem to scramble out of the rubble. Whenever you would make a saving throw you may spend your inspiration to automatically succeed instead.

Destiny
Expert Cooperator

When you use the Help action to aid another creature make an ability check, they also gain an expertise die.

Culture
Expert Forager

Once per long rest, you can spend 4 hours of time to locate Supply for yourself and one other creature, or magical reagents worth up to 5 gold.

Culture
Expert Help

At 6th level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can understand you.

Class
Expert Talent

Beginning at 11th level, you almost never make mistakes when performing routine tasks. Whenever you make an ability check on which you roll expertise dice, you treat a d20 roll of 9 or lower as a 10.

Class
Exploration Knacks

For a ranger exploration isn't just something that happens between destinations—it’s a way of life. You start with two ranger exploration knacks of your choice. Your exploration knacks are detailed at the end of the class description. The Knacks Known column of the Ranger table shows when you learn more exploration knacks.

Knack: Beast Friend

Knack: Build Shelter

Knack: Calls of the Wild

Knack: Ear to the Ground

Knack: Expert Foraging

Knack: Forced Marcher

Knack: Guide

Knack: Healing Salves

Knack: Herbal Bitters

Knack: Huntsman

Knack: Longwalker

Knack: Master Tracker

Knack: Monster Mimic

Knack: Poisons and Antidotes

Knack: Read the Room

Knack: Relentless Pursuit

Knack: See the Unseen

Knack: Survivalist

Class
Explorer's Code

Also at 7th level, you learn to communicate with your allies using coded language, allowing you to hide additional messages in normal conversation. During the light activity portion of a long rest, you can teach this code to any friendly creature with which you share a language. It takes twice as long to convey a message this way. Observers might be able to detect that you’re speaking in code, but only creatures who’ve been taught the explorer’s code understand it.

Class
Explorer's Instinct

At 8th level, once between long rests, you can take two reactions in a round instead of one.

In addition, whenever you learn a new ranger exploration knack or replace an existing one, you can choose from druid secrets of nature or fighter soldiering knacks.

Class
Explosive Magics

Also at 20th level, the magic you bring to bear can be made to build upon itself. When you cast a spell of 4th-level or lower that deals damage, you can spend a number of sorcery points equal to half the spell’s level (minimum 1) to reroll any dice that have the maximum result and add them to the total. For example, if you cast an exploding fireball and roll three 6s among your damage dice, you roll an additional 3d6, and continue to reroll any 6s adding them to the total damage dealt.

Class
Explosives Specialist

Also at 3rd level you gain the Engineering skill specialty explosives. If you already have this specialty you instead gain a different Engineering skill specialty of your choice.

Class
Extra Attack (Adept)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Class
Extra Attack (Fighter)

At 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Class
Extra Attack (Herald)

At 5th level, you can attack twice instead of once whenever you take the attack action on your turn.

Class
Extra Attack (Marshal)

At 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Class
Extra Blast

Beginning at 5th level, your Eldritch Blast becomes more vicious. When you use Eldritch Ray, Eldritch Scythe, or Eldritch Whip as part of your action on your turn, as long as you make no weapon attacks you can attack twice instead of once. At 11th level you can make three attacks, and at 17th level you can make four attacks.

In addition, your Eldritch Disturbance's damage increases by 1d10 at 5th level, and again at 11th level and 17th level (to a maximum of 4d10).

These improvements are based on your warlock level, not your character level. This feature otherwise counts as Extra Attack (for the purpose of qualifying for feats, spell effects, and the like).

Class
Extreme Exploration

Your travels and training have taken you to new heights and amazing depths. At 19th level, you gain two of the following benefits:

  • You gain resistance to fire and cold damage.

  • You gain immunity to poison.

  • You gain a swimming speed and climbing speed equal to your Speed.

Class
Eye for Detail (Adept)

As an action, you can spend 1 exertion to study a creature you have watched speak for at least 1 minute. You can ask the Narrator one of these questions:

  • Is the creature hiding any strong emotions?
  • Does the creature have a secret agenda?
  • Did the creature lie in the last minute?
  • Is the creature hiding their true heritage and/or culture?

The Narrator must give you a truthful answer.

Class Requires:
Proficiency in the Insight skill
Eye for Detail (Spellslinger)

Also at 7th level, your accuracy and arcana have long relied on powerful eyesight, and your training has paid off. You may detect magic as the spell. To use this ability, you must make an Arcana check. At a DC of 10 you are aware of magical auras in your area. Should you choose to focus on a specific aura on a following turn, make an Arcana check DC 10 plus the spell level of the magical effect as an action to identify the school of magic it belongs to. This ability does not provide a passive or constant awareness of magical effects.

In addition, you no longer take disadvantage on perception checks due to distance.

Class Requires:
Spellslinger Level 7
Eye of the Tiger

You have completely mastered the tiger within. You can transform one additional time without suffering a level of fatigue. When you choose to tame the beast in an involuntary transformation, roll 1d8; you gain control over that many hours. While you are transformed, you gain the following features.

Deadly Implements. The damage of your bite increases to 1d10 and the damage of your claws increases to 1d8.

Full Moon Celerity. When you reduce a creature to 0 hit points with a bite attack, you can use your reaction to move your speed.

Full Moon Defense. You gain immunity against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.

Feat Requires:
Striped Soul
Eyes Everywhere (Forgotten Folx)

Thanks to your experience supervising children, you have a knack for keeping track of your companions. As long as an ally is within 60 feet of you, you always know their general location even if you cannot see or otherwise sense them. This effect is blocked by 1 foot of lead or iron and magical effects like the nondetection spell.

Culture
Eyes of the Ears

At 3rd level, you learn to use sound to locate objects and creatures around you. As a bonus action, you can sing, stomp, or play a musical instrument, concentrating on your music as if it were a spell. Until the start of your next turn, any creature within 300 feet of you that can hear you automatically detects your presence, but you also gain blindsight with a range of 30 feet. If you already have blindsight, its range increases by 30 feet.

Class
Eyes of the Heart

You have a way of really seeing folk’s inner character. When you succeed on a contested Insight check, if the opposing creature’s Charisma score is equal to or less than your spell save DC, for the next 24 hours you do not need to make any further checks to recognize whenever that creature is lying, telling the truth, or excluding information.

Class
Eyes of the Slayer

While you are not incapacitated, you can use a bonus action to fix any hostile creature within 20 feet of you with an unsettling look, seeming to stare into its very soul. The creature makes a Wisdom saving throw with a DC equal to your passive Intimidation score. On a failure, it is frightened until the end of its next turn. On a success, it is immune to this ability for 24 hours.

Destiny
Failure

Every failed attempt is a chance for growth and each time you fall you stand up stronger. You gain inspiration whenever the Narrator calls for you to make an ability check, attack roll, or saving throw and the final result of the d20 roll is a natural 1.

Destiny
Fairies’ Retreat

At 14th level, you can instantly traverse the Dreaming to a place of hopeful refuge. You can use an action to teleport yourself and up to five willing creatures you can see within 30 feet, disappearing in flashes of bright color or a vortex of leaves. You each reappear no further than 1 mile away, in the nearest unoccupied space within 30 feet of your Toadstool Sanctuary, or a fairy ring or monolith consecrated to the fey which you have previously seen. If you are already at such a location when you use this feature, you and the creatures instead teleport into or return from the Dreaming.

Once you have used this feature, you can’t do so again until you finish a long rest.

Class
Familiar Terain

At 1st level, you are particularly adept at traveling and surviving in natural environments. When making an Intelligence or Wisdom check related to any natural terrain, you gain an expertise die if using a skill you're proficient in. While traveling in any natural terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.

  • Your group can’t become lost except by magical means.

  • Even when you are engaged in another activity while traveling you remain alert to danger. Your passive Perception increases by 2.

  • If you are traveling alone, you can move stealthily at a normal pace.

  • When you Hunt and Gather, you find twice as much Supply as you normally would.

  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Class
Famous

AWhen you arrive in a settlement, after you reveal who you are local authority figures seek you out to make introductions and invite you to share a meal or drink.

In addition, you gain an expertise die on Persuasion checks.

Class
Fang and Claw (New Moon Werebear)

You gain a bite natural weapon and claw natural weapons which you are proficient with. You can use Dexterity instead of Strength for the attack rolls of your bite or claw. On a hit your bite or claw deals slashing damage equal to 1d6 plus your Strength modifier or Dexterity modifier (whichever is highest).

Natural Weapon
Fang and Claw (New Moon Weretiger)

You gain a bite natural weapon and claw natural weapons which you are proficient with. You can use Dexterity instead of Strength for the attack rolls of your bite or claw. On a hit your bite or claw deals piercing damage equal to 1d6 plus your Strength modifier or Dexterity modifier (whichever is highest).

Natural Weapon
Fang and Claw (New Moon Werewolf)

You gain a bite natural weapon and claw natural weapons which you are proficient with. You can use Dexterity instead of Strength for the attack rolls of your bite or claw. On a hit your bite or claw deals piercing damage equal to 1d6 plus your Strength modifier or Dexterity modifier (whichever is highest).

Natural Weapon
Farm Life (Villager)

You gain proficiency in Animal Handling.

Culture
Fashion Sense

You know how to read people through their clothes and bearing. After you spend at least 1 minute observing a creature within 60 feet, you can use an action to make either an Insight or History check against a DC equal to the creature’s passive Deception check score. On a success, you learn the following information about that creature:

  • Whether the creature has a lower Charisma score than yourself.

  • The creature’s culture and national origin (if any).

  • The creature’s social standing in the local majority culture.

Culture
Fast Learner (Human)

With their shorter life spans, humans can acquire knowledge at a higher rate than more long-lived heritages (although not all acquire the wisdom to use it). You gain proficiency in one additional skill of your choice. In addition, you require half as much time as normal to train yourself in the use of a suit of armor, tool, or weapon during downtime.

Heritage
Fauna and Flora

Your research into plants, wildlife, and the natural workings of magic grants you superior insights into the magic of living creatures and flora. When a plant or beast makes a saving throw against a spell that you cast, it makes the saving throw with disadvantage.

Class
Favored Illumination (Sun Priest)

Starting at 1st level when you choose this archetype, you learn the dancing lights, light, or produce flame cantrip. This does not count against your number of known cantrips.

Class
Fear Breaker

You have a habit of snatching victory from the jaws of defeat. You gain the following benefits:

  • You gain proficiency with the Victory Pose maneuver and do not have to spend exertion to activate it. In addition, you may use this maneuver with up to three different weapons you select instead of just one, and affect allies within 60 feet.

  • An ally affected by your Victory Pose gains an expertise die on their next saving throw against fear, and if they are rattled the condition ends for them. 

Feat
Fearless (Halfling)

You are immune to the effects of the frightened condition, whether caused by magic or by natural phenomena. You might still feel fear, but you are able to ignore it; alternatively you might be unable to even experience that emotion, and are unable to understand it in others.

Heritage
Fearsome Mysticism

Your uncanny abilities and single-minded focus can be unnerving to the uninitiated. You gain an expertise die on Intimidation checks against any creature that is neither proficient in Arcana nor casts spells.

Class
Fearsome Pursuit (True Revenant)

You can spend 1 minute focusing on a creature that is part of your vendetta. If the creature is dead or on another plane of existence, you learn that. Otherwise, after focusing, you know the distance and direction to that creature, and so long as you’re moving in pursuit of that creature, you and anyone traveling with you ignore difficult terrain. This effect ends if you take damage or end your turn without moving for any reason.

Feat
Feast and Famine (Diehard Survivor Human)

You can tighten your belt during hard times. You can go a number of days equal to your Constitution modifier without suffering any fatigue from lack of Supply . Afterward you require twice as much Supply for as many days as you went without.

Heritage
Feed the Muse

Starting 14th level, when you spend your last Bardic Inspiration you can spend a spell slot of a level no higher than your Charisma bonus as a free action to help drive the story. You regain a number of uses of Bardic Inspiration equal to half the spell slot spent (rounded up). Spending higher-level spells in this way only yields a number of uses equal to half your Charisma bonus (rounded up).

Class
Feedback Loop

Whenever a creature uses your Commanding Presence and successfully hits their target, you gain a reaction. You must use this reaction before the start of your next turn or it is lost.

Class
Fellow Traveler (Exile)

You gain an expertise die on Persuasion checks against others who are away from their land of birth.

Background
Ferocity or Serentiy

At 9th level you choose to embrace either the wild savagery of nature or the control you need to protect it. Choose one of the following:

Embraced Ferocity

You gain a +2 bonus on attack rolls you make while in a Wild Shape. In addition, whenever you use Wild Shape to transform into a creature, you gain a number of temporary hit points equal to 1d8 × the creature’s CR (minimum 1d8) instead of 1d4 × CR.

Embraced Serentiy

You have advantage on concentration checks made to maintain spells. In addition, as a bonus action you may sacrifice a use of Wild Shape to recover an expended spell slot of 3rd-level or lower, or two uses of your Wild Shape feature to recover an expended spell slot of 6th-level or lower.

Class
Fey Ancestry (Elf)

You gain an expertise die on saving throws against being charmed, and magic can’t put you to sleep.

Heritage
Field Discoveries

Experimentation is the key to scientific progress, and through your experiences and findings in the field you’ve discovered new skills and data. At 2nd level you gain one field discovery of your choice. Field discoveries are detailed at the end of the class description. The Field Discoveries column of the Artificer table shows when you learn more field discoveries. Unless otherwise noted, you can gain each field discovery only once.

A Better Mousetrap

Alchemical Prodigy

Golden Ratio

Modern Comforts

Orienteering

Reengineering Nature

Retraced Development

Rope and Pulley Master

Strategic Dismantling

Tinker Toys

Class
Fierce Flash (Sun Priest)

Beginning at 6th level, you can use Flash Fight on creatures within 30 feet of you in addition to creatures you can touch.

Class
Fighting Fit (Warpriest)

Also at 1st level, your beliefs have granted you the prowess to meet any foe in any scenario of battle. You are proficient with all armors and weapons, except for rare weapons.

Class
Fighting Style (Fighter)

At 1st level you adopt a particular style of fighting. Choose one of the following options. You can’t take a particular Fighting Style more than once.

Archery

You gain a +2 bonus to attack rolls with ranged weapons.

Battle Ready

You can activate up to two combat stances you know without expending any exertion points using the same bonus action. Once you activate a set of combat stances in this way, you can’t use this feature again until you finish a rest.

Defense

You gain a +1 bonus to AC while wearing armor.

Dueling

You deal an extra 2 damage with melee weapons held in one hand while you aren’t wielding another weapon.

Great Weapon Fighting

When you hit with a versatile or two-handed weapon you are wielding in two hands, you can reroll any 1 or 2 on a damage die. You must use the new roll, even if it is a 1 or 2.

Mounted Combatant

While mounted, you gain an expertise die on attack rolls against creatures that are Medium or smaller and not mounted. In addition, you gain an expertise die on saving throws made to resist being dismounted.

Protection

When a creature you can see attacks another target within 5 feet of you, if you are wielding a shield you can use your reaction to hinder the attack, forcing the creature to roll with disadvantage.

Technical Fighting

Whenever you use a combat maneuver, any damage dealt by attacks using it deals an additional 2 damage, and your maneuver DC increases by 1.

Thrown Weapon Fighting

Whenever you would make an attack using a weapon with the Thrown property, you can draw the weapon as part of the attack. In addition, your ranged weapon attacks with thrown weapons deal an additional 2 damage.

Tireless Fighting

Whenever you expend Hit Dice to recover exertion points, you recover 3 exertion points per Hit Die expended (instead of 1d4 exertion points as normal).

Two-Weapon Fighting

While two-weapon fighting, you can add your ability modifier to the damage of the off-hand attack.

Unarmed Fighting

Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier. If you aren’t wielding any weapons or a shield, you can strike with both of your hands to deal damage equal to 1d8 + your Strength modifier. If you start your turn grappling a creature, you can deal your basic melee damage to any creature you are grappling.

Class
Fighting Style: Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Class
Fighting Style: Battle Ready

You may activate up to 2 combat stances you know without expending any exertion points using the same bonus action. Once you  activate a set of combat stances in this way you can’t use this feature again until you finish a short or long rest.

Class
Fighting Style: Defense

While you are wearing armor, you gain a +1 bonus to AC.

Class
Fighting Style: Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Class
Fighting Style: Great Weapon Fighting

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 hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Class
Fighting Style: Mounted Combatant

While mounted, you gain an expertise die on attack rolls against creatures that are Mediumsized or smaller and not mounted. In addition, you gain an expertise die on saving throws made to resist being unmounted.

Class
Fighting Style: Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, if you are wielding a shield you can use your reaction to hinder the attack, forcing the creature to roll with disadvantage.

Class
Fighting Style: Technical Fighting

Whenever you use a combat maneuver any damage dealt by attacks using it deal an additional 2 damage, and your maneuver DC increases by 1.

Class
Fighting Style: Thrown Weapon Fighting

Whenever you would make an attack using a weapon with the Thrown property you may draw the weapon as part of the attack. In addition, your ranged weapon attacks with thrown weapons deal an additional 2 damage.

Class
Fighting Style: Tireless Fighting

Whenever you expend hit dice to recover exertion points, you recover 3 exertion points per hit die expended (instead of 1d4 exertion points as normal).

Class
Fighting Style: Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the off-hand attack.

Class
Fighting Style: Unarmed Fighting

Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier. If you aren’t wielding any weapons or a shield, you can strike with both of your hands to deal damage equal to 1d8 + your Strength modifier. If you start your turn grappling a creature, you may deal your basic melee damage to any creature you are grappling.

Class
First Blood

You are exceptionally deadly against unprepared opponents. Starting at 17th level, you have advantage on your first attack in combat if it’s against a creature who hasn’t taken a turn yet. If this attack hits, it is a critical hit.

Class
First-Hand Naturalist

You’ve learned the intricacies of nature through firsthand experience rather than academic study. 

You gain an expertise die on Nature checks. In addition, you may always choose to use Wisdom when making Nature checks. 

Class
Fishkind (Motley Paragon)

You grow gills and are able to breathe both water and air. In addition, you develop fins and gain a swim speed equal to your Speed.

In addition, you are slippery. You gain an expertise die on checks and saving throws made to escape a grapple.

Heritage
Flash Fight (@Wis.mod/LR)

Also at 1st level, you learn that light is everything on the battlefield. You can use an action to touch a hostile creature within your reach, gently illuminating it with your divine will and granting advantage on attacks made against it before the start of your next turn.

Alternatively, you can use an action to touch an ally within reach, surrounding them with a coruscating shimmer of bright light. Until the start of your next turn, creatures have disadvantage on attack rolls against the touched ally.

Once you have used this feature a number of times equal to your Wisdom modifier, you cannot do so again until you finish a long rest.

Class
Flash Fight (Sun Priest)

At 1st level, you learn that light is everything on the battlefield. You can use an action to touch a hostile creature within your reach, gently illuminating it with your divine will and granting advantage on attacks made against it before the start of your next turn.

Alternatively, you can use an action to touch an ally within reach, surrounding them with a coruscating shimmer of bright light. Until the start of your next turn, creatures have disadvantage on attack rolls against the touched ally.

Once you have used this feature a number of times equal to your Wisdom modifier, you cannot do so again until you finish a long rest.

Class
Flash of Steel

At 9th level you gain the Missile Volley or Whirlwind Strike combat maneuver. It does not count against your number of maneuvers known and you do not have to spend exertion points to activate it.

Class
Fleet of Foot (Forsaken)

Your Speed increases by 5 feet.

Culture
Fleet of Foot (New Moon Wereboar)

Your Speed increases by 10 feet.

Feat
Fleet of Foot (Tunnel Halfling)

Your base Speed increases to 35 feet.

Culture
Fleet of Foot (Wood Elf)

Your Speed increases by 5 feet.

Culture
Flexible Thinking

Also at 2nd level, you can use an action to replace one spell you have prepared with any other spell in your spellbook. You regain the ability to do so when you finish a short or long rest.

Class
Flight (Draconic Wings Dragonborn)

You have a fly speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor. Whenever you spend 3 full consecutive rounds airborne without landing, you gain a level of fatigue . Any fatigue gained in this way is removed upon finishing a short or long rest.

Heritage
Flora and Fauna (Beastly Attack)

Once on each of your turns, a beast that is friendly to you and able to see or hear you can use its reaction to make a single attack.

Class
Flora and Fauna (High Ground)

You instantly analyze the natural foliage and features of a given terrain as well as how to leverage them to your advantage. You gain the following benefits:

  • Your walking and climbing speed increase by 5 feet.

  • When you are protected by three-quarters cover, you gain the benefits of total cover. 

  • If you make a weapon attack against a creature, your movement does not provoke opportunity attacks from it until the beginning of your next turn.

  • When you move through an area, you can cause it to become difficult terrain until the beginning of your next turn, and any creature that moves through the area during that time has disadvantage on its next attack roll.

Class
Flora and Fauna (Ranger)

At 18th level choose one of the following benefits:

Beastly Attack

Once on each of your turns, a beast that is friendly to you and able to see or hear you can use its reaction to make a single attack.

High Ground

You instantly analyze the natural foliage and features of a given terrain as well as how to leverage them to your advantage. You gain the following benefits:

  • Your walking and climbing speed increase by 5 feet.

  • When you are protected by three-quarters cover , you gain the benefits of total cover. 

  • If you make a weapon attack against a creature, your movement does not provoke opportunity attacks from it until the beginning of your next turn.

  • When you move through an area, you can cause it to become difficult terrain until the beginning of your next turn, and any creature that moves through the area during that time has disadvantage on its next attack roll.

Class
Flourish: Bloody

Whenever you score a critical hit with a weapon attack you may choose to do a Bloody Flourish.

   Bloody Flourish. You make sure your strike is as bloody and gruesome as possible, making an Intimidation check.  Each hostile creature within 20 feet of you makes a Wisdom saving throw against a DC equal to the result of your Intimidation check. On a failure, a creature becomes frightened of you until the end of your next turn.

Class
Flourish: Glorious

Whenever you score a critical hit with a weapon attack you may choose to do a Glorious Flourish.

   Glorious Flourish. You and your weapons dance and shine with the glory of combat. Make a Performance check. Each hostile creature within 20 feet of you makes a Charisma saving throw against a DC equal to the result of your Performance check. On a failure, a creature becomes charmed by you until the end of your next turn.

Class
Fluent Control

At 10th level, you can use your Flexible Thinking feature as a bonus action (instead of an action).

In addition, you add your Intelligence modifier to Constitution saving throws made to maintain concentration on spells.

Class
Flurry of Blows

On your turn, immediately after you take the Attack action, you can spend 1 exertion to make two unarmed strikes as a bonus action.

Class
Flutter

Also at 1st level, after casting a spell of 1st-level or higher, you can teleport a short distance to an unoccupied space you can see. The maximum range of this teleportation is equal to 5 feet plus 5 feet per level of the spell.

Class
Flux (Ad-Hoc Defense)

At 6th level, you gain the ability to bend your magic in flexible, constantly-changing ways. When you finish a short or long rest, you can choose a benefit from the following list. You can expend your Flux to use that benefit.

When you cast a spell of 1st-level or higher, you can change your benefit to a different one, recharging your Flux. Otherwise your Flux recharges when you finish a short or long rest.

Ad Hoc Defense. When you take damage, you can use your reaction to reduce the damage by an amount equal to your proficiency bonus.

Class
Flux (Elusive)

At 6th level, you gain the ability to bend your magic in flexible, constantly-changing ways. When you finish a short or long rest, you can choose a benefit from the following list. You can expend your Flux to use that benefit.

When you cast a spell of 1st-level or higher, you can change your benefit to a different one, recharging your Flux. Otherwise your Flux recharges when you finish a short or long rest.

Elusive. You can use a bonus action to teleport 15 feet to a space you can see.

Class
Flux (Reactive Ward)

At 6th level, you gain the ability to bend your magic in flexible, constantly-changing ways. When you finish a short or long rest, you can choose a benefit from the following list. You can expend your Flux to use that benefit.

When you cast a spell of 1st-level or higher, you can change your benefit to a different one, recharging your Flux. Otherwise your Flux recharges when you finish a short or long rest.

Reactive Ward. When you make a saving throw, you can use your reaction to add your Intelligence modifier to the result. You may do so after the roll is made, but before any effects of it are resolved.

Class
Flux (Spell Intensity)

At 6th level, you gain the ability to bend your magic in flexible, constantly-changing ways. When you finish a short or long rest, you can choose a benefit from the following list. You can expend your Flux to use that benefit.

When you cast a spell of 1st-level or higher, you can change your benefit to a different one, recharging your Flux. Otherwise your Flux recharges when you finish a short or long rest.

Spell Intensity. When you deal damage with a spell, you can increase the first damage roll of that spell by an amount equal to your Intelligence modifier.

Class
Focus Feature

Focus features stem from the mastery of your internal energies. At 3rd level, and again every level after that, choose one option from the list below. Some features have requirements, such as minimum adept level or another focus feature. You must meet those requirements before you choose that focus feature.

   Additional Attack

   Adept Weaponry

   Battering Shield

   Battle Dance

   Battle Meditation

   Beyond Size

   Closed Soul

   Dancing Maneuver

   Deflect Missiles

   Deflect Spells

   Distant Death Dance

   Dual Stance

   Eye for Detail

   Focused Strikes

   Forbidden Strike

   Hooked Swords Dance

   Last Dance

   Magic Resistance

   Maneuver Rush

   Mind Over Body

   Mirage Dance

   Paralyzing Strike

   Powerful Blow

   Pressure Point Secrets

   Purity of Body

   Share Focus

   Shockwave

   Stillness of Mind

   Stunning Strike

   Total Combat

   Undefeated

   Unlikely Wield

   Vengeful Spirit

   Warding Dance

   Weapon Skill

Class
Focus Shot

At 7th level, you’ve become precise enough that when given enough time to focus you can not only strike your target, but hit specific parts of your target to great effect. Once per turn, whenever you take the Attack action and are able to make multiple ranged attacks you may forgo one of those ranged attacks to turn one of your remaining attacks into a Focus Shot. When you make a Focus Shot choose one of the following options and make a ranged weapon attack. You gain an expertise die on the attack, and on a hit it does your chosen effect in addition to the weapon’s damage.


   Aim for the Eyes

   Bring it Down

   Center of Mass

   Vein Slice

   Wing Clip


Creatures wounded by any of these effects make a Constitution saving throw against your maneuver DC at the end of each of their turns, recovering and ending the effect on itself on a success. Alternatively, the wounded creature (or a creature within 5 feet of it) can use an action to make a Medicine check against your maneuver DC, ending the effect on a success. Healing magically or from a trait (such as Regeneration) also ends the effect. You cannot choose effects that specifically target features a creature does not have.

Class
Focus Speech

You understand any language you hear, and any creature that can understand a language can understand you when you speak.

Knack Requires:
15th level
Focused Defense (Adept)

On your turn, you can spend 1 exertion to take the Dodge action as a bonus action.

Class
Focused Patience (Stoneworthy)

Once between long rests, you can do one of the following:

  • Concentrate: You gain an expertise die on a Constitution saving throw made to maintain concentration.

  • Persist: You may reattempt a failed ability check.

Culture
Focused Strikes

Your unarmed strikes ignore resistance and immunity to nonmagical damage.

Class Requires:
5th level
Follow My Lead

When you are involved in a group skill check, you are treated as proficient in the skill if anyone in the group is proficient in the skill.

Culture
Follow the leader

By 11th level, you have developed your leadership style and are confident in your methods. Choose one of the following benefits:

MINDFULNESS

You attune your breathing to the vibrations of the world around you, increasing your ability to sense your immediate surroundings. You and creatures you choose within the radius of your Commanding Presence gain tremorsense to a range of 10 feet.

SPEED RUN

If an ally starts their turn within the radius of your Commanding Presence, you and that ally increase your Speed by 10 feet until the end of your next turn.

Class
Followers

At 5th level, you gain one inexperienced follower. At 10th, 15th, and 20th level, you gain an additional follower or one of your followers becomes more experienced. When one of your followers dies, after 1 month you receive word that their replacement is ready to join you.

Class
Font of Inspiration

Starting at 5th level, you regain all expended uses of Bardic Inspiration whenever you finish a short rest.

Class
Font of Magic

At 2nd level, you’ve begun to understand the well of power within you that you draw from to cast your magics. Up until now, it’s just been something abstract, maybe hardly understood, but now you can use it in a precise manner to fuel your magics. It grants you a new resource in the form of Sorcery Points, as well as a way to use them.

Sorcery Points

You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more Sorcery Points than shown on the table for your level. You regain all spent Sorcery Points when you finish a long rest.

Flexible Casting

You can use your Sorcery Points to gain additional spell slots, or sacrifice spell slots to gain additional Sorcery Points. 

Conversion. You can transform unexpended Sorcery Points into one spell slot, or vice versa, as a bonus action. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, or the value of sacrificing a spell slot for Sorcery Points. You cannot convert spells of 6th-level or higher.

Table: Creating Spell Slots

Spell Slot Level Sorcery Point Cost
1ˢᵗ 2
2ⁿᵈ 3
3ʳᵈ 5
4ᵗʰ 6
Class
Forbidden Lore (Cultist)

When you fail an Arcana or Religion check, you know what being or book holds the knowledge you seek—finding the book or paying the being’s price is another matter.

Background
Forbidden Strike

Once per turn, when you hit an opponent with at least one attack from Flurry of Blows, you can spend 1 exertion to deal additional damage equal to your martial arts die.

Class Requires:
7th level
Forceful Gale

Starting at 10th level, the winds of your aura make it difficult for creatures to keep their feet. Once per turn while raging, when you damage a creature with a melee attack you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure the creature is pushed 10 feet away in a direction of your choosing. This distance stacks with any forced movement caused by a Furious Critical.

Class
Foreshadow

Also at 3rd level, you can choose one creature who can benefit from your Bardic Inspiration and spend two uses. Then, narrate a single action that creature could take the following turn. If the creature attempts that action before the end of your next turn, it can add an additional Bardic Inspiration die to the roll. If it cannot attempt this action or chooses not to, it is affected by your Bardic Inspiration as normal.

Class
Foresight

You know in your very being that all things follow naturally from one another in a deterministic pattern, and that by planning in the present you secure the future.

Make a plan that snatches victory from the jaws of defeat, make a fool of a foe by remaining one step ahead of them, supply your allies with vital information, sow false or deceptive information among your foes, lay the groundwork for something that won’t pay off until potentially well after the end of your life.

Destiny
Forever Changed

You have finally reached the apex and have become something greater than your previous self could imagine. When you gain this feature, consult with the Narrator about the exact nature of your metamorphosis and if your adventurer would still choose to remain adventuring after transformation.

If your character would remain an adventurer, you may choose and become an appropriate creature with a CR equal to or lower than your class level –2 (as per the spell true polymorph, except that this transformation is permanent and cannot be dispelled.)

If your character would not remain an adventurer, you may use a portion of your new power however you see fit (as the wish spell) before ascending.

Destiny
Fortunate

Fate seems to smile on you when you need it most. 

You gain 3 fate points. Whenever you make an attack roll, ability check, or saving throw and do not have disadvantage, you may spend a fate point to roll an additional d20 and choose whichever result you wish. You may do this after the initial roll has occurred, but before the outcome is known. If you have disadvantage, you may instead spend a fate point to choose one of the d20 rolls and reroll it.

Alternatively, when you are attacked, you may choose to spend a fate point to force the attacking creature to reroll the attack. The creature resolves the attack with the result you choose.

You regain all expended fate points when you finish a long rest.

Feat
Frenzied Bite (Hibernating Affliction)

You can use your bite attack as a bonus action.

Feat
Frenzied Bite (Pack Initiate)

You can use your bite attack as a bonus action.

Feat
Frenzied Bite (Rat Within)

You can use your bite attack as a bonus action.

Feat
Frenzied Bite (Striped Soul)

You can use your bite attack as a bonus action. In addition, the damage of your bite increases to 1d8, and when taking the Attack action you can only use your bite for one of your attacks.

Feat
Frenzied Tusks (Swineheart)

You can use your tusks attack as a bonus action.

Feat
Friend of a Friend

At 11th level you can become a guardian ranger to two beasts at once, one of which can be Large.

Class
Friendly (Hill Dwarf)

You are proficient in either Deception or Persuasion.

Culture
From Nowhere

At 17th level, you learn the most coveted of all arachnid guardian abilities: the fearsome ethereal shifting of phase spiders. As a bonus action, you can spend 3 exertion points to shift to the Ethereal Plane. At the end of every minute you remain on the Ethereal Plane, you must spend 1 exertion point; otherwise, you immediately shift back to the Material Plane. You can return to the Material Plane deliberately as a bonus action, and doing so costs no exertion.

Class
Frontier Survival (Settler)

You are proficient in the Insight and Survival skills. 

Culture
Full Moon Celerity (Eye of the Tiger)

When you reduce a creature to 0 hit points with a bite attack, you can use your reaction to move your speed.

Feat
Full Moon Defense (Alpha Wereboar)

You gain immunity against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.

Feat
Full Moon Defense (Eye of the Tiger)

You gain immunity against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.

Feat
Full Moon Defense (Lycanthropy)

You gain immunity against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.

Feat
Full Moon Defense (Moonhowler)

You gain immunity against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.

Feat
Full Moon Defense (Rodent Embraced)

You gain immunity against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.

Feat
Full Moon Defense (Werebear Emerged)

You gain immunity against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.

Feat
Full Moon Ferocity (Alpha Wereboar)

If you reduce a creature to 0 hit points with a tusks attack, you regain your use of the Relentless feature. Once you use this feature, you cannot use it again until you finish a short or long rest.

Feat
Furious Critical

Also at 2nd level you learn to maximize the effects of your mightiest blows, empowering your critical hits. Choose one Furious Critical. At 4th level and every even berserker level after, you learn an additional Furious Critical.

Simple damage isn’t all that a berserker can deal in combat. With just the right application of force, a berserker can inflict a number of conditions on their opponent. Unless otherwise noted, the DC to resist such effects is equal to

8 + your proficiency bonus + your Constitution modifier.

The attack must use a melee weapon that has the heavy, two-handed, or versatile property.

Each Furious Critical can only be taken once and only one Furious Critical can be used per critical hit, unless otherwise stated.

   Blinding Maneuver

   Dazzling Prowess

   Deafening Blow 

   Disorienting Strike

   Elemental Wrath: Acid

   Elemental Wrath: Cold

   Elemental Wrath: Fire

   Elemental Wrath: Lightning

   Furious Momentum

   Inspiring Flair

   Jockeying Blow

   Knockdown Strike

   Mighty Blow

   Overbearing Hit

   Pinning Strike

   Relentless Attack

   Terrifying Force

   Vitalizing Force

Class
Fury of the Earth (Dwarf Paragon)

As an action, you can strike the ground with a melee weapon you’re proficient with. The ground in a 30-foot burst centered on you becomes difficult terrain. Each creature on the ground in the area makes a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or is knocked prone. A creature concentrating on a spell makes a Constitution saving throw or its concentration is broken. You can't use this feature again until after you finish a long rest.

Heritage
Gale Walk

You have advantage on Athletics checks made to jump. On your turn, you can spend 1 exertion to triple your jump distances until the start of your next turn.

Knack Requires:
Adept Speed, proficiency with Athletics
Galvanizing Charger

At 10th level, whenever you use the Charge maneuver and are wielding a shield and no other weapons, choose one creature within 60 feet that can see you. The chosen creature gains temporary hit points equal your fighter level and an expertise die on its next saving throw. Once a creature has benefited from this feature, it cannot benefit from Galvanizing Charger again until it finishes a long rest.

Class
Game Hunting

At 6th level, you have advantage on any check made to locate or catch local game animals in the wild and gain the following features:

  • You have proficiency with nets, and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with a net.

  • You can use a 30-foot length of rope or strong vine as a lasso and try to grapple a creature within 20 feet of you. As long as a creature is grappled by your lasso, it is also restrained. The lasso has AC 13 and 7 hit points. It is vulnerable to slashing damage and resistant to bludgeoning damage. If the lasso drops to 0 hit points, it is destroyed.

  • When you use the Attack action and attack with a dual-wielding weapon, you can use a bonus action to attack with a net or use a lasso you are holding.

Class
Gather Lore

Starting at 13th level, you can try to secretly gather information about a person or object. You can only do so in a settlement in which you have spent at least a week. You must spend a day and 100 gold or more in order to make this attempt. You may only make one such attempt per person or object.

If you are researching a person, you learn at least one location where they were seen within the last month (if any) and one secret about the person, as well as any notable allies, enemies, and current gossip.

If you are researching an object, you learn its last owner and one place it was seen within the last month or its last known approximate location. If the object is magical, you learn any powers it possesses. Unless the Narrator decides otherwise, you don’t learn curses and secrets.

Class
Gem Dragon’s Boon

Gem dragons ensure their agents’ missions go undetected by bestowing upon them subterfuge magic. You know the Message cantrip. Once you reach 3rd level, you can cast Illusory Script once per long rest. At 5th level, you can cast Invisibility once per long rest. You don’t need material components for these spells, and when casting them your spellcasting ability is Intelligence or Charisma (whichever is highest).

Culture
Gift of Impermanence

Starting at 6th level, once per round when you fail a saving throw against an effect that would cause you to become grappled, incapacitated, paralyzed, petrified, restrained, or stunned, you can spend 1 sorcery point, and reroll one d20 used in the saving throw.

Class
Gladiatorial Reputation

At 10th level, you’ve gained the well-known reputation of a gladiator, one that can be at once inspiring, intimidating, and legendary. When you gain this feature at 10th level, you gain every feature from Reputation instead of only selecting one.

Class
Gladiatorial Traditions

Also at 3rd level, you gain proficiency in one of the following combat traditions of your choice:

  • Mist and Shade

  • Razor's Edge

  • Tooth and Claw

When you gain this feature you can choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from your newly chosen combat tradition.

Class
Glance the Future (Prescient Vision Elf)

Your eyes can see a few moments into the future, and your mind apprehends the divergent possibilities. Once between rests you can use a bonus action to roll a d20 and record the result. Before the end of your next short or long rest , when a creature you can see within 60 feet makes an ability check , attack roll, or saving throw , you can use your reaction to replace their roll with your recorded result. When the creature is also rolling an expertise die , only the d20 roll is replaced. When the creature is rolling more than one d20, such as when it has advantage or when a halfling is using their Lucky trait, the replacement applies to the creature’s final roll.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Heritage
Glide

At 14th level, you can pass effortlessly through natural stone. You gain a burrowing speed equal to half your walking speed. You can burrow through nonmagical, unworked earth, and when you burrow in this way, you leave no tunnel behind you. If you’re burrowing through stone and you end your movement inside the stone, you take bludgeoning damage equal to your level as it attempts to crush you.

Additionally, stone in all its forms is no longer a hindrance to you. You ignore difficult terrain caused by molten rock, can walk on it as though it were solid, and take no damage from it unless submerged. Finally, your spells that manipulate stone can now be used on worked stone.

Class
Glorious Purpose

When you agree to undertake a quest that specifically fulfills the tenets of your herald archetype, you gain proficiency with a skill that will be crucial to completing that quest. The skill is chosen by the Narrator. If you are already proficient with the skill, you gain an expertise die instead. The benefits of this divine lesson do not change until the quest has been completed.

Knack
Glorious Sacrifice

At 11th level, choose one of the following:

   Miraculous Protector

   Take Cover

Class
Gnome Cunning (Gnome)

You gain an expertise die on Intelligence, Wisdom, and Charisma saving throws against magic.

Heritage
Gnomish Agility (Gnome)

Adept at avoiding the attacks of the “Big Folk”, you gain +1 to your Armor Class against creatures of a size category larger than your own.

Heritage
Gnomish Magic (Gnome)

You know the minor illusion cantrip. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest)

Heritage
Golden Ratio

You’ve been taking exact measurements of both natural and magical specimens, and believe true expressions of both can be reduced down to mathematics. When you select this field discovery you may select two 1st-level spells from the druid spell list. These are considered artificer spells for you and you may add them to the list of spells you can prepare. If you are at least a 7th level artificer when you select this field discovery, you may select 1st- or 2nd-level spells from the druid spell list instead. You may select this field discovery multiple times, choosing different druid spells each time.

Knack
Got Your Back

Starting at 7th level, when an ally falls unconscious while within range of your Commanding Presence, that ally has advantage on the next death saving throw they make (either as a result of taking damage or at the end of their next turn).

Class
Grab a Quick Bite

You can eat and digest huge quantities of food in seconds. If you have sufficient food for one day (1 Supply), you can eat it as an action. When you do so, you gain temporary hit points equal to twice your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

Heritage
Grand Larcenist

At 20th level, you reach the epitome of roguish talent and expertise. You gain the following abilities.

Hide in Plain Sight

At 20th level, you master the art of distraction. When you see a creature look in your direction, you can use your reaction to hide even if you have nothing to hide behind as long as you remain in the same square without moving or taking actions. Until you move or take an action or a reaction, you are invisible to that creature. If you are targeted by an effect that requires a Dexterity saving throw, you may choose to fail it to remain invisible to the creature.

Skill Mastery

Also at 20th level, you are unparalleled in your chosen fields. For each skill and tool proficiency in which you have an expertise die, you gain another expertise die in that skill or proficiency. Your expertise dice can be upgraded from a d8 to a d10 or from a d10 to a d12 in this way.

Unstoppable

Also at 20th level, no portal—be it door, window, or planar device—is closed to you. You no longer need to make ability checks to pick locks, and you succeed automatically whenever you attempt to unlock any lock of any kind. You require no special equipment to use this feature.

Class
Grandmaster

At 20th level, you finally achieve true mastery and become more than adept—you are a grandmaster. You gain the following features:

Grandmaster: Death Blow

Grandmaster: Perfection Achieved

Class
Grandmaster: Death Blow

You learn how to strike with incredible force at your target’s very life force. When you hit with a melee weapon attack, you can choose to make your attack a critical hit that deals maximum damage. In addition, if the target is a creature it makes a Constitution saving throw or it is reduced to 0 hit points. You can’t use this feature again until you finish a short or long rest.

Class
Grandmaster: Perfection Achieved

At 20th level, you finally achieve true mastery. Any time you roll your martial arts die, you can  spend 1 exertion to roll a d12 instead. If you roll a 12 on this die, you can roll another d12 and add it to the result.

Class
Grappler

You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.

  • You can use your action to try to pin a creature grappled by you. The creature makes a Strength or Dexterity saving throw against your maneuver DC. On a failure, you and the creature are both restrained until the grapple ends.

Feat Requires:
Strength 13 or higher
Great Reputation

Starting at 15th level, when you interact with martial artists, their initial attitude towards you is friendly.

Class
Greater Empowered Smite

At 8th level you learn the following new empowerments for your smites, and can use this feature twice at no cost in between long rests. Alternatively, you can use an empowered smite by expending a spell slot of 1st-level or higher.

Blinding Smite

The target makes a Constitution saving throw. On a failure, it is blinded for 1 minute. At the end of each of its turns, the target can repeat the saving throw, ending the effect on a success.

Disorienting Smite

Your smite instead deals psychic damage and the target makes a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls for 1 minute. At the end of each of its turns the target can repeat the saving throw, ending the effect on a success.

Taunting Smite

The target makes a Wisdom saving throw. On a failed save, it takes an additional 1d6 radiant damage when attacking a creature other than you and cannot make opportunity attacks against anyone but you. This effect lasts up to 1 minute, and the target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Class
Greater Natural Bond

At 18th level your bond expands to encompass the Dreaming and you are able to summon any woodland beings. As an action, you can expend a use of Wild Shape to cast the conjure woodland beings spell as if you cast it using a 6th-level spell slot.

Class
Greater Stronghold

At 16th level, your stronghold is upgraded to grade 5.

Class
Green Knight

Tenets of the Green Knight

All green knights hold similar tenets, regardless of the deity they serve.

• Defend Nature. Protect and heal the lands you travel through.

• Embody Strength. Be as mighty as a boulder and when needed stand firm like a rooted tree.

• Ensure the Cycle. Do not suffer that which defies the natural flow of life and teach these ways to others.

• Walk the World. Travel far and experience the beauty of nature beyond your territory.

Archetype School

Add the nature school of magic to your list of herald spells.

Class
Grimlock Training

Grimlock Training. Specialized training has equipped you to aid your community. Choose one of the following:
• Maintenance. You gain proficiency in the Engineering skill and with tinker’s tools.
• Medic. You gain proficiency in the Medicine skill and with herbalist’s kits.
• Security. You gain proficiency with the Stealth skill and with shortswords and shotguns.

Culture
Grimlock Training (Maintenance)

Specialized training has equipped you to aid your community. You gain proficiency in the Engineering skill and with tinker’s tools.

Culture
Grimlock Training (Medic)

Specialized training has equipped you to aid your community. You gain proficiency in the Medicine skill and with herbalist’s kits.

Culture
Grimlock Training (Security)

Specialized training has equipped you to aid your community. You gain proficiency with the Stealth skill and with shortswords and shotguns.

Culture
Group Tactics (Strength in Numbers)

You can make an ability check with advantage as part of a group check. Once you use this trait, you can’t use it again until you’ve taken a short or long rest.

Heritage
Guarded Aspect

Beginning at 14th level, you are adept at uncovering and preserving secrets. Choose one of the following options. You must be proficient in a skill or tool in order to gain an expertise die from Guarded Aspect.

Hidden Signs

You gain an expertise die on Sleight of Hand checks. You can use body language and hidden hand signals to communicate a short message to some observers while hiding it from others. Make a Sleight of Hand check opposed by the Insight checks of observers from whom you want to hide your communication. On a success, a creature is not aware that you sent a message. On a failure, the creature is aware that you signaled but doesn’t know the content of your message. If you fail by 5 or more, the creature learns your message.

Master of Disguise

You gain an expertise die on checks made with the disguise kit. As long as you are wearing a disguise, your true identity can’t be determined even if your disguise fails. Additionally, you can don or doff a disguise as an action.

Seen It All

You gain an expertise die on Insight checks. Your passive Insight score increases by 3.

Social Expertise

You gain an expertise die on checks made with one of the following skills: Deception, Intimidation, Performance, or Persuasion.

Class
Guarded Post

Experience has taught you that defending others is often the key to survival. At 13th level choose one of the following options:

Defensive Marksman

When a hostile creature moves towards you or a companion, you can use your reaction to make a ranged weapon attack against it. 

Hunter's Blind

You can spend 10 minutes constructing a natural shelter able to accommodate yourself and up to 9 other creatures of Medium size or smaller. The shelter blends in with its surroundings, and as long as no one moves into or out of it, the shelter is indistinguishable from a natural object. It is designed to allow creatures inside to see out but prevent anyone outside from seeing in. 

The shelter is comfortable and dry, regardless of the weather outside, and counts as a haven.

Class
Guarded Warrior

It is very difficult for foes to get by you without paying for it. You gain the following benefits:

  • A creature that takes the Disengage action still provokes opportunity attacks from you.

  • You gain proficiency with the Warning Strike maneuver and do not have to spend exertion to activate it.

  • You can use your reaction to make a melee weapon attack against a creature within 5 feet when it makes an attack against a target other than you if the target does not also have this feat.

Feat
Guardian's Arsenal

Arachnid guardians train in a wider variety of weapons than most adepts. Beginning at 3rd level, you become proficient with hand crossbows, longbows, rapiers, scimitars, shortbows, and whips. These weapons count as adept weapons for you.

You also gain proficiency with poisoner’s kits. When you use a poisoner’s kit to harvest poisons, you do not poison yourself on a failed roll (though you still do not collect any poison).

Class
Guild Business (Guildmember)

While in a city or town, you can maintain a moderate lifestyle by plying your trade. Furthermore, the guild occasionally informs you of jobs that need doing. Completing such a job might require performing a downtime activity, or it might require a full adventure. The guild provides a modest reward if you’re successful.

Background
Guttersnipe (Urchin)

When you’re in a town or city, you can provide a poor lifestyle for yourself and your companions. Also, you know how to get anywhere in town without being spotted by gangs, gossips, or guard patrols.

Background
Harbinger of Things to Come

Your visions of the future are unclear, but by your word these omens can mean hope or despair.

You learn the Preach Despair and Preach Hope battle hymns. These special battle hymns can only be performed while you are using your voice Art Specialty as a spell focus.

Preach Despair. A hostile creature within 60 feet of you suffers a level of strife. Creatures with an opposite alignment from yours or that worship a greater entity that has an opposite alignment suffer two levels of strife instead. A creature cannot suffer more than two levels of strife from Preach Despair in the same 24 hours.

Preach Hope. Ally creatures within 60 feet gain advantage on saving throws. When the battle hymn ends, allies within 30 feet of you remove one level of strife. An ally that shares your alignment or worships a greater entity removes two levels of strife instead.

Feat Requires:
Divine Orator feat
Hard to Hit (Draconic Fins Dragonborn)

You either have a tough shell or your quick movements and reflective scales make you difficult to strike. While you aren’t wearing armor, your AC equals 12 + your Dexterity modifier. You can use a shield and still gain this benefit.

Heritage
Hard to Kill

Starting at 3rd level, you tap into a ferocious sort of vitality. When you are reduced to 0 hit points or less you can immediately make a death saving throw. On a success, you instead gain a number of hit points equal to your Constitution modifier and do not lose the benefits of  your rage. Once you have used this feature, you can’t use it again until you finish a short or long rest.

Class
Hardy Adventurer
  • When you take this feat, you gain a number of hit points equal to twice your level.

  • Whenever you gain a new level, you gain an additional 2 hit points to your hit point maximum.

  • During a short rest, you regain 1 additional hit point per hit die spent to heal.

Feat
Hardy Resilience

At 11th level, you gain proficiency in Constitution saving throws.

Class
Harmonize

During a short rest you may choose to meditate and harmonize with your surroundings. If you do, at the end of your rest you attune to the area in a 5-mile radius around you. You magically know what types of creatures are present in your attuned area, their approximate numbers, and if there are any magics disturbing the natural order in your attuned area. While in your attuned area, you have advantage on Nature, Perception, and Survival checks, and blindsight out to a range of 30 feet. Once attuned to an area, you remain attuned for the next 24 hours. You can only attune to one area at a time.     

Class
Harmonize or Tyrannize

At 15th level you choose to harmonize with nature or to harness it. Choose one of the following: 

Harmonize

During a short rest you may choose to meditate and harmonize with your surroundings. If you do, at the end of your rest you attune to the area in a 5-mile radius around you. You magically know what types of creatures are present in your attuned area, their approximate numbers, and if there are any magics disturbing the natural order in your attuned area. While in your attuned area, you have advantage on Nature, Perception, and Survival checks, and blindsight out to a range of 30 feet. Once attuned to an area, you remain attuned for the next 24 hours. You can only attune to one area at a time.     

TYRANNIZE

You draw upon nature’s power to become a prime example of one of its children. Whenever you assume a wild shape you may choose to assume the apex form of that wild shape. An apex form is one size category larger than the creature’s normal size category (maximum Gargantuan) and any attack made by an apex form wild shape deals an extra 1d8 damage. In addition, while in an apex form wild shape you gain an expertise die on Strength, Dexterity, and Constitution checks and saving throws .

Class
Harness the Flame

Starting at 8th level, when you deal damage with a cleric cantrip or a weapon, add fire or radiant damage equal to your Wisdom modifier. You must choose the damage type at the beginning of each long rest, and may not change it until you have completed another long rest.

Class
Harness the Flame (Sun Priest)

Starting at 8th level, when you deal damage with a cleric cantrip or a weapon, add fire or radiant damage equal to your Wisdom modifier. You must choose the damage type at the beginning of each long rest, and may not change it until you have completed another long rest.

Class
Haste: Fast Feet

Whenever a friendly creature starts its turn within range of your Commanding Presence, the creature increases its Speed by 5 feet until the end of its turn.

Class
Haste: Fast Retreat

Once per round when you take the Attack action, you can forgo making one attack to allow a friendly creature within range of your Commanding Presence to move up to half its Speed without provoking opportunity attacks.

Class
Hawkeye

At 10th level, you have become incredibly observant and alert. You gain an expertise die on Investigation and Perception checks, and when rolling initiative.

Class
Head of Ceremonies

Starting at 3rd level, you can spend 2 exertion to cast Ceremony by way of ritualistically preparing a soothing drink for yourself and any creatures or corpses involved. This does not require any further material components and does not otherwise affect the spell.

Class
Headology

At 2nd level you’ve picked up the subtle art of tricking people with common sense. You gain proficiency with Persuasion (if you already have proficiency with Persuasion you instead gain an expertise die) and you may always use Wisdom when making Persuasion checks.

Class
Heal Up (Healer)

Starting at 1st level when you choose this archetype, you may add your Wisdom modifier to the hit points restored by healing spells of 1st-level or higher.

Class
Healer Spells (Healer)

TABLE: HEALER SPELLS


CLERIC LEVEL - SPELLS

1 - cure wounds, healing word
3 - lesser restoration, prayer of healing
5 - beacon of hope, mass healing word
7 - flame strike, greater restoration
9 - regenerate, resurrection

Class
Healing Aura (Healer)

Starting at 6th level, your restorative powers radiate while you recuperate. Allies taking a short rest within 30 feet of you gain the maximum amount of hit points possible from any expended hit dice.

Class
Heart of the Forge (Mountain Dwarf)

You have resistance to fire damage. In addition, you gain proficiency in Engineering.

Culture
Heart of the Mountain

At 18th level, you perfect your connection to earth and stone. When you cast a spell from the earth school (or that has “earth” or “stone” in its name) that has a casting time of 1 action, you can cast it as a bonus action instead.

Additionally, you gain tremorsense to a range of 60 feet. If you are touching unworked stone, you can use an action to expand your consciousness through it, increasing your tremorsense to a range of 500 feet until the start of your next turn. This provides you with insight into the layout of nearby caves and any creatures on the ground in that area.

Finally, you can use an action to magically petrify yourself. While petrified in this way, you are aware of your surroundings and immune to all damage. You do not age, nor do you need to eat, sleep, or drink. While petrified in this way, you aren’t incapacitated, but you can’t take actions or reactions except to end this petrification as an action. You can’t be petrified by any other effect, unless you choose to be.

Class
Heavily Outfitted

You’re trained to use heavy armor efficiently, gaining the following benefits:

  • Your Strength score increases by 1, to a maximum of 20.

  • You gain proficiency with heavy armor.

Feat Requires:
Proficiency with medium armor
Heavy Armor Expertise

You can use heavy armor to its fullest potential, gaining the following benefits:

  • Your Strength score increases by 1, to a maximum of 20.

  • While wearing heavy armor, you reduce all bludgeoning, piercing, and slashing damage from nonmagical weapons by 3.

Feat Requires:
Proficiency with heavy armor
Heavy Lifter

When determining your carrying capacity and the weight that you can push, drag, or lift, your size is considered to be Large.

Heritage
Hedge Herbalism

Also at 2nd level you gain extensive herbal knowledge and training. You gain an expertise die on checks made with an herbalism kit and you may harvest in areas with even scant flora that are otherwise barren.

In addition, you can use a bonus action to drink or administer medicinal items such as potions and remedies.

Class
Heightened Sense (Striped Soul)

You gain an expertise die on Perception checks.

Feat
Heightened Senses (Moonhowler)

You gain an expertise die on Perception checks.

Feat
Heightened Senses (Werebear Emerged)

You gain an expertise die on Perception checks.

Feat
Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Class
Heirloom (Lone Wanderer)

You carry a family or cultural heirloom. Choose one weapon worth 100 gold or less. You begin play with a masterwork version of that weapon.

Culture
Hellish Assault (Planetouched Paragon)

All fire damage you deal ignores resistance. If a creature is immune to fire damage, it instead takes half damage.

Heritage
Hellish Resistance (Tiefling Planetouched)

You have resistance to fire damage.

Heritage
Heraldic Order

Whenever you would pay for a meal, room, or minor supplies (such as mundane ammunition) roll [[/r 1d6]]. On a result of 4 or higher the merchant recognizes you as a herald of an order they either fear or respect and charge you nothing. If you insist on paying, they may offer you information about individuals or places that might be of interest to your heraldic order.

Knack
Heraldic Sermon

Also at 5th level, your oath has so inspired you that your words seem to be imbued with magic when you talk about it. Choose one of the following features.

Devout

You gain proficiency in the Persuasion skill. You have advantage when using this skill to influence others by discussing your oath or deity, and witnesses that hear your words are inspired to share any useful or important information they might have.

Evangelism

You gain proficiency in the Performance skill. You have advantage when using this skill to convert others through preaching about your oath or deity, and witnesses that hear your words are inspired to donate to your cause.

Fearmonger

You gain proficiency in the Intimidation skill. You have advantage when using this skill and your faith to intimidate others, and witnesses with opposing views make obvious efforts to avoid you.

Class
Heraldic Sermon: Devout

You gain proficiency in the Persuasion skill. You have advantage when using this skill to influence others by discussing your oath or deity, and witnesses that hear your words are inspired to share any useful or important information they might have.

Class
Heraldic Sermon: Evangelism

You gain proficiency in the Performance skill. You have advantage when using this skill to convert others through preaching about your oath or deity, and witnesses that hear your words are inspired to donate to your cause.

Class
Heraldic Sermon: Fearmonger

You gain proficiency in the Intimidation skill. You have advantage when using this skill and your faith to intimidate others, and witnesses with opposing views make obvious efforts to avoid you.

Class
Heraldic Training

You have studied the specialized techniques used by the divine agents known as heralds. You gain the following benefits:

  • You gain proficiency in your choice of one martial weapon, one rare weapon, or shields.

  • You gain two divine lessons of your choice from the herald class.

Feat
Hero

Inspiring tales of your victories have won you friends in high places. Nobles and royalty treat you as an equal, granting you free lodging, food, and a place upon their court for a number of days up to your marshal level.

Class
Heroic Flair

Your victories have emboldened you and you radiate with heroic confidence. You have advantage on Persuasion checks made to influence friendly creatures with a CR lower than your fighter level.

Class
Hibernating Affliction

Your control over the ursine spirit within yourself improves. You can transform one additional time without suffering a level of fatigue. While you are transformed, you gain the following features.

Bear Grab. If you hit a Medium or smaller creature with your claw attack, it is grappled. Until this grapple ends, you can’t use two-handed weapons and can’t attack a different target with your claw.

Crescent Moon Defense. You gain resistance against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.

Frenzied Bite. You can use your bite attack as a bonus action.

Feat Requires:
New Moon Werebear
Hidden Attacker

Starting at 3rd level, you excel at staying hidden from your enemy’s sight even when on the attack. If you start your turn hidden from one or more creatures, you can activate this power to remain hidden from them until the start of your next turn. Attacking does not reveal your position, and you do not need cover to remain hidden. You can use this ability a number of times equal to your proficiency bonus, regaining all uses when you finish a short or long rest.

Class
Hidden Resources

At 18th level, choose one of the following.

   Dig Deeper

   Reach Further

Class
Hidden Signs

You gain an expertise die on Sleight of Hand checks. You can use body language and hidden hand signals to communicate a short message to some observers while hiding it from others. Make a Sleight of Hand check opposed by the Insight checks of observers from whom you want to hide your communication. On a success, a creature is not aware that you sent a message. On a failure, the creature is aware that you signaled but doesn’t know the content of your message. If you fail by 5 or more, the creature learns your message.

Class
Hide in Plain Sight

At 20th level, you master the art of distraction. When you see a creature look in your direction, you can use your reaction to hide even if you have nothing to hide behind as long as you remain in the same square without moving or taking actions. Until you move or take an action or a reaction, you are invisible to that creature. If you are targeted by an effect that requires a Dexterity saving throw, you may choose to fail it to remain invisible to the creature.

Class
High Elf Education (High Elf)

You are proficient in Culture and one additional skill of your choice.

Culture
High Elf Weapon Training (High Elf)

You have proficiency with rapiers and longswords.

Culture
High Society (Noble)

You know of—or personally know—most of the noble families for hundreds of miles. In most settled areas you (and possibly your companions, if well-behaved) can find a noble host who will feed you, shelter you, and offer you a rich lifestyle.

Background
Highest Arcanum

You learn an ultimate exploit in the laws of magic. Choose one of the following:

  • Once between rests, you can cast Plane Shift without material components.
  • You are under the constant effects of the Foresight spell. This effect can’t be detected or dispelled by any means short of a Wish spell.
  • You can spend 1 minute in arcane contemplation to regain all expended spell points. Once you have used this feature, you must finish a long rest before you can do so again.
Class
Holy Champion

Tenets of the Holy Champion

All holy champions hold similar tenets, regardless of the deity they serve.

• Lead by Example. Strive to embody the principles of your deity, and inspire others to do the same.

• Life In Service. When your deity calls, you answer, and all you do is in dedication to them.

• Quick of Mind. Steel yourself against psychic attacks that may sway you from service.

• Strong of Body. Peak physical condition must be maintained, in order to serve to the best of your abilities.

Archetype School

Add the good and radiant schools of magic to your list of herald spells (or if you are an unholy champion, the evil and necrotic schools of magic).

Class
Holy Exemplar

At 20th level, your deity constantly watches over you. Even death cannot touch you as you recover from mortal wounds in a flash of holy light, a sudden swelling of unnatural darkness, or another expression of potent divine power. When you die after being reduced to 0 hit points by an attack or spell, after 1d4 rounds you return to life with 100 hit points. Once you have used this feature, you cannot do so again until you finish a long rest.

Class
Home Gardening (Stout Halfling)

You gain proficiency in either Animal Handling or Nature.

Culture
Homeland Seeker

Stories of a lost magical homeland are constantly on the minds of your community. Like many others, you have joined the effort to locate this place of legends. You gain proficiency in Arcana and History.

Culture
Honeyed Words

Starting at 6th level, you learn to weave magic directly into your very words and gesticulations. When you cast a bard spell, you can replace any vocalized components with speech and any seen components with gestures. Any observers with a passive Insight score equal to or less than your passive Deception score or passive Persuasion score do not see or hear you cast the spell. If you are making a Deception, Intimidation, or Persuasion check as part of your speech or gestures, the effects of the spell occur before the check is made.

Once you have used this feature a number of times equal to your proficiency bonus, you cannot do so again until you finish a long rest.

Class
Honor Bound

Also at 3rd level, you swear yourself either to a code of conduct or to a lord or nation. Choose one of the following:

   Loyal to the Crown

   Loyal to the Code

Class
Hooked Swords Dance

When you are fighting with a Shortsword in each hand, you can use a bonus action and spend 2 exertion to hook them together to start a hooked swords dance. Until the end of your next turn, your shortswords gain the reach property. If you hit a target with both swords in the same turn, the target takes an extra 1d10 slashing damage.

Class
Horde: Among the Ranks

Hostile creatures have disadvantage on opportunity attacks made against creatures friendly to you that are within range of your Commanding Presence.

Class
Horde: March Together

If you move on your turn, each creature within range of your Commanding Presence at the start of your move can use a reaction to move up to 10 feet, provided the creature’s Speed is at least 10 feet.

Class
Hot Air

The source of your magic is strangely buoyant. Any time you have sorcery points remaining, your weight is reduced by half, and you take half damage from falling. Additionally, if you are carrying less than a quarter of your maximum equipment load, you float on water.

Knack
Hotfixer

At 17th level you’ve mastered the art of rerouting power, quick welds, and improvising on the spot to keep your spell inventions functional. When rolling the fizzle die would burn out one of your spell inventions, you can use your reaction to fix it and restore it to full working order. Once you repair a spell invention in this way you cannot do so again until you finish a long rest.

Class
Howl at the Moon

Increase your Charisma by 1, to a maximum of 20.

You can speak with animals (as the spell) of the same type as your curse (bears for a wereboar, boars for a wereboar, and so on). You can also cast animal friendship without spending material components, but are only able to target animals of the same type as your curse. Once you have used this feature to cast animal friendship, you can’t use it again until you finish a long rest. In addition, you have advantage on Charisma checks made against animals when the moon is full.

Feat Requires:
Hibernating Affliction, Pack Initiative, Rat Within, Striped Soul, or Swineheart
Hunter's Blind

You can spend 10 minutes constructing a natural shelter able to accommodate yourself and up to 9 other creatures of Medium size or smaller. The shelter blends in with its surroundings, and as long as no one moves into or out of it, the shelter is indistinguishable from a natural object. It is designed to allow creatures inside to see out but prevent anyone outside from seeing in. 

The shelter is comfortable and dry, regardless of the weather outside, and counts as a haven.

Class
Hunter's Focus

At 9th level, you can remain focused on your Hunter’s Target for up to 8 hours.

Class
Hunter's Intent

At 17th level, you add your Wisdom bonus to the damage you inflict with a weapon attack.

Class
Hunter's Pet

At 7th level, any beast you are the guardian ranger of treats its natural weapons as magical, and gains one of the following features:

Camouflage. The beast can take the Hide action as a bonus action. 

Celerity. The beast can take the Dash action as a bonus action.

Evasion. The beast can take the Dodge action as a bonus action.

Class
Hurl Through Hell

At 14th level, you can condemn a creature to see Hell in all its infernal glory. When you hit a creature with an attack, you can use this feature to instantly fling it through the most horrific vistas of the multiverse. The creature disappears  until the end of your next turn, reppearing in the space it previously occupied, or the nearest unoccupied space. If the creature is not a fiend, it takes [[/r 10d10]] psychic, fire, or cold damage (your choice). Once you have used this feature, you can’t do so again until you finish  long rest.

Class
Hurricane

You can treat both lightning and thunder as your manifestation’s damage types. When you cast a spell that deals lightning or thunder damage, you can spend 1 sorcery point to produce a thunderous blast around you. Large or smaller creatures within 5 feet of you must succeed on a Strength saving throw against your spell save DC or be pushed back 10 feet and knocked prone.

Class
Hurricane Walk

You can use a bonus action and spend 1 exertion to cast Fly on yourself. You also have advantage on Stealth checks made to move silently. The effect lasts until the start of your next turn.

Knack Requires:
Gale Walk
Hypnotic Vox

At 6th level, you are able to keep people and creatures’ attention focused on you. Spend an action to cause creatures of your choice that can perceive you to make a Wisdom saving throw against your trick save DC. Creatures that don’t understand your language have advantage on the saving throw. Creatures that cannot be charmed automatically succeed their saving throws, and if you or your companions are fighting a creature, it makes its saving throw with advantage .

On a failure, a creature is charmed by you for as long as you continue talking (with reasonable pauses, perhaps even conversation back and forth) and for the next hour after. While charmed by you, the creature has disadvantage on Wisdom (Perception) checks made to perceive creatures other than you.

The focus required for this mesmerism is mentally taxing. Once you use this feature, you must finish a short or long rest before you can use it again.

Class
I Know Someone (itinerant)

You gain one additional connection, which you can choose from any background other than your own.

Culture
I Will Please

At 14th level, you can spend an action and use a mix of soothing remedies and confident bedside manner to help an ally overcome some ailment. This can make the creature suffer no effects from one disease for a day, or can let it ignore one of the following conditions: blinded , deafened , paralyzed , or poisoned .

If you use this technique too often, you lose the necessary confidence for the placebo to work. Once you use this feature, you must complete a short or long rest before you can use it again.

Class
I’ve Got a Dream

You have developed a great deal of personal magnetism in the pursuit of your vision. If you or a friendly creature you can hear fails a Persuasion check, you can spend your inspiration to succeed instead. Note that this does not necessarily get you everything you wanted out of the conversation or negotiation, but does mean that the other creature is inclined to view you and your goals favorably.

Destiny
Iconoclast

You are known for doing the unexpected and people love to hear about it. Whenever you arrive in a settlement you are visited by 1d4+1 bards, scholars, and sages asking for recountings of your recent exploits. In exchange they reach either share a piece of information they think might be relevant to your current quest, or make an Intelligence,  Wisdom, or Charisma check (bonus of +5) on your behalf to answer a specific question.

Class
Idealistic Leader

The strength of your principles inspires others to follow you with impressive dedication that makes up for whatever your stronghold lacks. You gain the following benefits:

  • Any stronghold you have or buy that is of frugal quality is automatically upgraded to average quality at no additional cost.

  • You gain a new follower for every 50 staff you have in your stronghold, rather than every 100 staff.

  • When you fulfill your destiny, choose a number of followers equal to your proficiency bonus. Each is upgraded to their most expensive version.

Feat
If You Build It

You draw inspiration by causing enduring change.

Establish an alliance, craft a rare spell or magic item, take an apprentice, create or build an enduring structure such as a statue or building, invest in a business, neighborhood, or promising individual, start a family (found or otherwise).

Destiny
Image of the Divine

You exhibit a uniform, makeup, tattoo, or body modification indicating your higher entity or religious order. Creatures have advantage when discerning your religious identity. You gain advantage on saving throws against fear and ability checks made against Intimidation. You also gain one skill specialty chosen from Insight, Intimidation, or Persuasion.

Class
Imminent Turning

A powerful connection to the life force of your greater entity extends the range of your Turn Undead. You may now Turn Undead from up to 60 feet away.

Class
Immortal Blessing (Planetouched)

Your connection with the source of your bloodline allows you to cheat death. When you would ordinarily be reduced to zero hit points, you are instead reduced to one hit point. You cannot use this feature again until you have finished a long rest.

Heritage
Immovable Object

At 20th level, you can become a living fortification—immovable and unbreakable. You can use a bonus action to become an immovable object, gaining the following benefits for the next minute:

  • You gain resistance to all damage.
  • You can’t be moved unless you choose to be, even if targeted by an effect that would teleport you or if the surface you are standing on gives way. If this results in you standing in midair, you gain a fly speed of 5 feet until the effect ends. If you are still in the air when the effect ends, you fall normally.
Class
Immutable Form

You have advantage on saving throws against effects that would alter your form.

Heritage
Impenetrable Draconic Armor (Dragonborn Paragon)

Your claws and scales harden to the deadly consistency of a true dragon. Your claws deal slashing damage equal to 1d8 + your Strength modifier, and your AC increases by 1.

Heritage
Impervious to Fate

Starting at 3rd level, you have advantage on saving throws against divination spells and effects, as well as immunity to any effect that would force you to reroll a die, though you may choose to accept beneficial rerolls.

This feature does not apply to rolling with disadvantage, as that calls for 2 separate rolls.

Class
Impossible Blow

Starting at 6th level, while you are raging, you can spend 1 exertion when you deal damage. If the target is immune to this damage, it takes damage as though it were resistant instead. If the target is already resistant to this damage, it suffers normal damage.

Class
Impossible Shots

At 15th level, you gain an additional number of uses for your Accuracy Bonus equal to your proficiency bonus. In addition, you can gain your Accuracy Bonus as a free action.

Class
Impressive Reputation

Starting at 18th level, your very name can inspire courage in the hearts of soldiers, fear among the ranks of the enemy, or uncertainty in the minds of the commanders set against you. Choose one of the following:

Reputation: Hero

Reputation: Iconoclast

Reputation: Slaughterer

Class
Improved Backstab

Starting at 17th level, you gain the Backstab feature. If you already have Backstab, whenever you deal sneak attack damage with a melee weapon, you roll d10s instead of d8s for your sneak attack damage.

Class
Improved Critical

At 7th level, your weapon attacks score a critical hit on a roll of 19 or 20. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).

Class
Improved Natural Bond

At 11th level your bond has grown and you are able to summon forth far greater nature spirits. As an action, you can expend a use of Wild Shape to cast the conjure animals spell.

Class
Improved Ooze Familar

Starting at 6th level, when you cast find familiar, you can choose to summon a @TODO MONSTERS or @TODO MONSTERS. At 9th level, you can summon a @TODO MONSTERS or @TODO MONSTERS.

Class
Improved Sacred Aura

At 10th level, you gain a more powerful aura that is active alongside your Sacred Aura. The range of this aura is the same, and you can only have one Improved Sacred Aura active at a time. You can swap your active improved aura upon finishing a long rest.

Aura of Healing

Whenever you or an ally cast a spell to heal yourself or another ally while both are within your aura, both the spellcaster and target gain additional hit points equal to your Charisma modifier.

Aura of Overcoming

Weapon attacks made by allies within your aura are considered magical for the purpose of overcoming damage resistances and immunities.

Aura of Smiting

Whenever an ally within your aura scores a critical hit with a weapon attack, they deal additional radiant damage equal to half your herald level.

Class
Improved Unreadable Moves

At 17th level, you’ve learned to take still more advantage of your inscrutable ways. While using Unreadable Moves against a creature, you roll d8s instead of d6s for your sneak attack damage.

Class
Improvised Crafting

Starting at 13th level, you can use your tinker’s tools to create a mundane item during a short or long rest. You can create one of the following items, which lasts until the beginning of the next long or short rest.

  • A vial of alchemist’s fire or acid.

  • Any weapon, ammunition, or gear from Chapter 4: Equipment which costs 20 gold or less (or several identical items with a total cost not exceeding 20 gold). The item functions like the original object but may be made of different materials.

Class
Improvised Tools (Forsaken)

During a long rest, when you have access to raw materials you can jury-rig an improvised tool kit. If you roll a 1 while making a check using the improvised tools or the next time you take a long rest, they break.

Culture
In The Cracks

Also at 2nd level, you can use a bonus action to assume a wild shape. In addition, you gain an additional form you can assume using your Wild Shape feature: a Medium swarm of Tiny beasts. When you adopt this form, you don’t gain temporary hit points, and while in this form you can’t gain hit points or temporary hit points. In this form, you can move through other creature’s spaces and pass through any space a Tiny creature could without squeezing. The only actions you can take while in this form are the Dash, Disengage, or Dodge actions. Your game statistics are unchanged, except for one of the following benefits, which you choose when you shift:

  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You don’t provoke opportunity attacks when moving out of a creature’s reach.
  • You have a climb speed equal to your Speed, and you can walk on walls and upside down on ceilings.
  • You have a fly speed equal to your Speed.
  • When you enter a creature’s space for the first time on a turn, that creature must make a Dexterity saving throw against your spell save DC, taking piercing damage equal to your level + your Wisdom modifier on a failure, or half damage on a success.

If you revert to your normal form before 1 minute has passed, you regain the use of Wild Shape you expended to take this form.

Class
Increased Efficacy

Choose one of the following schools of magic: communication, compulsion, fear, knowledge, law, obscurement. When casting a spell from the chosen school using a spell slot lower than your highest level spell slot, the spell counts as though you were casting it using a spell slot that is one level higher.

Class
Increased Luck (Halfling Paragon)

When you reach 10th level, you are an exemplar of halfling kind, and when you use your Lucky trait, you may reroll results of 2 or 3.

Heritage
Indomitable

At 9th level, you can draw upon your indomitable will to overcome pain, resist overwhelming forces, or retaliate when most warriors would be shirking back. You can use this feature to perform any of the following reactions:

  • Reroll a failed saving throw. If you do so, you must use the new roll.
  • Reduce the damage you would take from a single source or attack by 2d8 + half your fighter level.
  • Make a single attack against a creature that has just completed an attack against you.

You gain an additional use of this feature at 13th level and a third use starting at 17th leveI. You regain all spent uses of this feature whenever you finish a long rest.

Class
Inexorable Concentration (Ingenious Focus Human)

When you fail a Constitution saving throws to maintain concentration, you can immediately reroll it, taking the new result. You may use this trait a number of times equal to your Intelligence modifier (minimum 1), and regain all expended uses after a long rest.

Heritage
Inexorable Darkvision (Elf Paragon)

There is no range limit for your darkvision.

Heritage
Infamous

When you arrive in a settlement, after you reveal who you are common folk hurry to get out of your way, and when you corner a commoner to ask about something local they rapidly tell you whatever details they think you might want to know.

In addition, you gain an expertise die on Intimidation checks.

Class
Infectious Resolve

Starting at 14th level, you can use your action to touch one willing creature (or yourself) and choose one of the following effects.

All In. The target gains advantage on its next weapon attack, and deals an extra 1d8 radiant damage on a hit.

Iron Will. For the next minute, as long as you are conscious the target gains advantage on Wisdom saving throws made against spells and other magical effects.

Walk It Off. One spell or condition affecting the target ends.

Once you have used this feature a number of times equal to your Charisma modifier, you cannot do so again until you finish a long rest.

Class
Infernal Legacy (Tiefling Planetouched)

You know the produce flame cantrip. Once you reach 3rd level, you can cast arcane riposte (fire damage only) once per long rest. At 5th level, you can cast heat metal without material components once per long rest. Charisma is your spellcasting ability for these spells.

Heritage
Inferno

When you cast a spell that deals fire damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes fire damage from the spell, it is also set ablaze, taking 2d4 ongoing fire damage for a number of rounds equal to the spell’s level, or until it uses an action to put itself out.

Class
Inflict Aberrance

At 14th level, when you hit a creature with an attack, you can inflict aberrance upon it. It takes 10d10 psychic or radiant damage (your choice) as its mind or body is overloaded with the sensation of pure magic. Once you have used this feature, you cannot do so again until you have finished a long rest.

Class
Infused Blasts

Starting at 6th level, you learn how to harness the power you’ve stolen. Once each round when you use Eldritch Blast, you can expend 1 mana point to alter its structure as a free action. Choose one of the following:

  • You can push more power into the ability, increasing your eldritch blast’s damage by one die.
  • You can alter the probability around the target. In addition to taking damage from the eldritch blast, it has disadvantage on its next roll.

If the attack is unsuccessful, the mana is lost. Expending mana does not allow you to absorb any additional mana points. These effects stack with any Eldritch Invocations you can use (though the damage is added and not multiplied in the case of abilities like Eldritch Squall).

Class
Infusion Recharge

At 18th level you’ve learned what makes magic items tick and how to charge them up on your own. While you are attuned to a magic item that uses charges, you can use a bonus action to expend one infusion use and restore up to [[/r 1d6]] of that item’s spent charges.

Class
Ingenious Doubletalk

Undaunted by momentary setbacks, you twist conversations in any direction with an inspired turn of phrase and confusing doubletalk that plays off bold lies and impertinent proposals as jokes, obfuscates or redirects accidentally slipped information, or quells outrage with diffusing flattery.

Whenever you or a friendly creature you can hear fails a Deception or a Persuasion check, you can use your reaction to spend your inspiration and undo any consequences of that failed check.

Destiny
Ingenious Focus

You have the following traits:

Inexorable Concentration. When you fail a Constitution saving throw to maintain concentration, you can immediately reroll it, taking the new result. You may use this trait a number of times equal to your Intelligence modifier (minimum 1), and regain all expended uses after a long rest.

Resident Expert. Choose two tools with which you are proficient, or a skill with which you are proficient from Animal Handling, Arcana, Culture, Engineering, History, Medicine, Nature, or Religion. When you make a check with that tool or skill and the d20 shows a natural result of less than 10, you can count the d20 result
as being 10.

Heritage
Ingrained Vitality [Deathly Nectar]

At 10th level your own life force strengthens. Choose one of the following or gain an additional Primal Vitality feature you haven’t previously selected.

Deathly Nectar

Prerequisite: Insidious Nectar

The additional poison damage dealt by your Insidious Nectar feature improves to 1d8 from 1d6. In addition, spells you cast and attacks by you or creatures you’ve summoned ignore resistance to poison damage and treat immunity to poison damage as resistance instead.

Class
Ingrained Vitality [Overgrown Summons]

At 10th level your own life force strengthens. Choose one of the following or gain an additional Primal Vitality feature you haven’t previously selected.

Overgrown Summons

Prerequisite: Plant Bond

Plant creatures you summon gain a +2 bonus to their AC and attack rolls.

Class
Ingrained Vitality [Verdant Beguiler]

At 10th level your own life force strengthens. Choose one of the following or gain an additional Primal Vitality feature you haven’t previously selected.

Verdant Beguiler

Prerequisite: Verdant Beauty

Your charming spores become more subtle and potent. When you emit charming spores at a target you may choose to affect them as per the spell Suggestion.

Class
Inner Voice (Hermit)

You occasionally hear a voice—perhaps your conscience, perhaps a higher power—which you have come to trust. It told you to go into seclusion, and then it advised you when to rejoin the world. You think it is leading you to your destiny (consult with your Narrator about this feature.)

Background
Innocent Facade

Beginning at 4th level, you are skilled at hiding your motives. Choose one of the following options. You must be proficient in a skill or tool to gain an expertise die from Innocent Facade.

Cipher

You gain an expertise die on Deception checks. You can invent ciphers, and are able to teach a cipher to others. Anyone who knows a cipher can encode and read hidden messages made with it; the apparent text must be at least four times longer than the hidden message. Other creatures can spend a minute to make an Investigation check (DC 8 + your proficiency bonus + your Intelligence modifier) to detect the presence of a cipher, and are able to read the hidden message if they succeed by 5 or more.

Additionally, you have advantage on Investigation checks made to detect and decode ciphers and codes.

Distraction

You gain an expertise die on Performance checks. You can use an action to make a Performance check, opposed by the Insight check of creatures of your choice that can see or hear you. On a failure, until the end of your next turn the creatures have disadvantage on Perception checks and a –5 to their passive Perception scores.

Social Expertise

You gain an expertise die on checks made with one of the following skills: Insight, Persuasion, or Sleight of Hand.

Veiled Threat

You gain an expertise die on Intimidation checks. When you succeed on a verbal Intimidation check, creatures of your choice other than the target of your check don’t recognize your hostile intent.

Class
Innocent Facade (Cipher)

You gain an expertise die on Deception checks. You can invent ciphers, and are able to teach a cipher to others. Anyone who knows a cipher can encode and read hidden messages made with it; the apparent text must be at least four times longer than the hidden message. Other creatures can spend a minute to make an Investigation check (DC 8 + your proficiency bonus + your Intelligence modifier) to detect the presence of a cipher, and are able to read the hidden message if they succeed by 5 or more.

Additionally, you have advantage on Investigation checks made to detect and decode ciphers and codes.

Class
Innocent Facade (Distraction)

You gain an expertise die on Performance checks. You can use an action to make a Performance check, opposed by the Insight check of creatures of your choice that can see or hear you. On a failure, until the end of your next turn the creatures have disadvantage on Perception checks and a –5 to their passive Perception scores.

Class
Innocent Facade (Social Expertise)

You gain an expertise die on checks made with one of the following skills: Insight, Persuasion, or Sleight of Hand.

Class
Innocent Facade (Veiled Threat)

You gain an expertise die on Intimidation checks. When you succeed on a verbal Intimidation check, creatures of your choice other than the target of your check don’t recognize your hostile intent.

Class
Inquisitor

Tenets of the Inquisitor

All inquisitors hold similar tenets, regardless of the deity they serve.

• Have Faith. Have faith in yourself, your actions, and above all the order which you serve.

• Loyalty Above All. Your word is your bond, and loyalty is an integral part of who you are.

• Question Everyone. All outside of your order should be regarded as potential heretics, lest worldly connections prevent you from carrying out your duty.

• Without Mercy. You must pass judgment without mercy as you carry out divine retribution.

Archetype School

Add the communication school of magic to your list of herald spells.

Class
Inquisitorial Challenge

You can use a bonus action and your Channel Divinity to issue a challenge of combat to one creature you can see within 30 feet. The creature makes a Wisdom saving throw or it is unable to move more than 30 feet away from you and has disadvantage on attacks against creatures other than you for 1 minute.

Class
Insidious Seed

At 14th level, your psychic tendrils latch on their victim and do not let go. You learn dominate beast and dominate person, if you do not already know these spells. For you, dominate beast, dominate person, and dominate monster gain the ritual tag.

When you cast one of these spells, you can change the duration to 1 hour per warlock level and do so without the need for concentration.

Once you have used this feature, you can’t do so again until you finish a long rest.

Class
Insightful Knack

At 8th level, you can spend 1 minute studying your environment and attempt a DC 15 Insight check. On a success, you notice something of significance, such as a coded message, a secret door, a hidden chest, or the tracks or other signs of a nearby creature. The nature of the information you intuit depends on the location you are in—the Narrator can always decide there is nothing for you to intuit about your current location or may offer a clue leading to a more relevant location instead. Once you have learned something with this feature, you must finish a long rest before you can do so again.

Class
Inspired Explorer

Also at 1st level, you always know which direction is north. You gain proficiency in Survival, and you gain an expertise die on Survival checks you make to navigate through mazes.

Additionally, whenever you cast a divination spell of 1st-level or higher, you gain an expertise die that you can apply to one Intelligence or Wisdom ability check you make within the next 10 minutes. You can possess only one expertise die gained in this way at a time.

Class
Inspiring Charge

At 7th level, you embrace the role of the knightly vanguard and learn to lead others into the fray. You can use an action and spend 1 exertion point to perform an Inspiring Charge. Move up to your Speed (or your mount’s Speed) in a straight line and make a melee weapon attack. You gain an expertise die on this attack. Until the end of your next turn, attacks made by you or allies within 10 feet gain an expertise die.

Class
Inspiring Devotion

At 9th level, you can draw upon your oath for extra assistance in social situations. Choose one of the following features.

Lend Faith

When an ally within 30 feet that can see and hear you would make a saving throw or ability check you can inspire them with your faith, adding your Charisma modifier to the roll. Once you have used this feature you can't do so again until you finish a short rest.

Reveal Heresy

You gain proficiency in the Insight skill, and gain an expertise die on to Insight checks. Whenever a creature is lying to you, it makes a Charisma saving throw against a DC equal to your passive Insight score. This save is made with disadvantage and done in secret by the Narrator. On a failure, you get a strong sense that they are being untruthful.

Truth of Conviction

Whenever you or an ally are telling the truth and make any Charisma ability check to do so, you can use this feature to treat any roll of 10 or less as an 11 for that roll. Once you have used this feature you can't do so again until you finish a short rest.

Class
Inspiring Devotion: Lend Faith

When an ally within 30 feet that can see and hear you would make a saving throw or ability check you can inspire them with your faith, adding your Charisma modifier to the roll. Once you have used this feature you can't do so again until you finish a short rest.

Class
Inspiring Devotion: Reveal Heresy

You gain proficiency in the Insight skill, and gain an expertise die on to Insight checks. Whenever a creature is lying to you, it makes a Charisma saving throw against a DC equal to your passive Insight score. This save is made with disadvantage and done in secret by the Narrator. On a failure, you get a strong sense that they are being untruthful.

Class
Inspiring Devotion: Truth of Conviction

Whenever you or an ally are telling the truth and make any Charisma ability check to do so, you can use this feature to treat any roll of 10 or less as an 11 for that roll. Once you have used this feature you can't do so again until you finish a short rest.

Class
Inspiring Traditions

Also at 3rd level, you gain proficiency in one of the following combat traditions of your choice: Biting Zephyr, Rapid Current, Tempered Iron. When you gain this feature you can choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from your newly chosen combat tradition.

Class
Instant Step

You can use an action to spend 4 exertion and choose an unoccupied space you can see within 500 feet. You teleport and arrive at exactly the spot desired. You can bring along your gear, carried items smaller than your arm, and a single creature of your size category or smaller. In addition, you become invisible until the start of your next turn.

Knack Requires:
Adept Speed, 11th level
Intellectual Calibre

At 7th level, your attitudes and academic manners have cemented how you and your intellect are perceived by your peers. Choose one of the following.

Intellectual Calibre (Kooky Eccentric)

Intellectual Calibre (Sporadic Genius)

Intellectual Calibre (Stern Proctor)

Class
Intellectual Calibre (Kooky Eccentric)

Your excitement for your work is infectious and most find your quirky methodology inescapably endearing. You gain proficiency in Persuasion, or if you are already proficient in Persuasion you gain an expertise die instead. In addition, you can always choose to use Intelligence when making a Persuasion check.

Class
Intellectual Calibre (Sporadic Genius)

You’re known for sudden bursts of insight and people listen to your fervorous insights. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Class
Intellectual Calibre (Stern Proctor)

Your demand for perfection extends past your own work, and with only a discerning glare and a few choice words you can make the confident seem foolish. You gain proficiency in Intimidation, or if you are already proficient in Intimidation you gain an expertise die instead. In addition, you can always choose to use Intelligence when making an Intimidation check.

Class
Internal Clock (Wildling)

By observing the environment when on your home plane, you can estimate the time of year down to within a week of the actual date. When you are outdoors, you know the time of day.

Culture
Into Mist (Gnome)

As a bonus action, or as a reaction immediately after taking damage, you can turn invisible. The invisibility lasts until the end of your next turn, and it ends early if you attack, deal damage, cast a spell, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before doing so again.

Heritage
Intrepid (Human)

Your survival instinct is remarkably strong. When you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll. Once you use this trait, you cannot use it again until you finish a short or long rest.

Heritage
Intuitive

You’re quick to notice and analyze details, granting you the following benefits:

  • Your Intelligence or Wisdom score increases by 1, to a maximum of 20.

  • Your passive Perception and passive Investigation scores increase by 5.

  • If you can see a creature’s mouth while it is speaking a language you know, you are able to read its lips to understand what it is saying.

Feat
Invisible Focus (Transparent Body)

You can use an action to focus, spreading your transparent qualities to your equipment and any items you are carrying. You become invisible for 1 minute or until you lose concentration (as if concentrating on a spell). Once you have used this trait, you can’t use it again until you finish a short or long rest.

Heritage
Invocation of the Courts

Also at 4th level, you gain a bonus invocation— one to help you traffic in courts both otherworldly and mortal. Choose one invocation from the following list: Beguiling Influence, Courts of the Outer Realms, Eyes of the Runekeeper, Gaze of Two Minds, Mask of Many Faces, Ominous Tormentor, Psionic Secrecy, Spellbinding Contract, Voice of the Chain Master, Whispers of the Grave.

You gain another bonus invocation in this way at 10th level and again at 16th level. When you gain a level in this class, you can choose one of the bonus invocations you know and replace it with another bonus invocation from this list that you could learn at that level.

Class
Invocation of the Eladrin Lords

Hierarchies among the fey often deploy pact magic and a ripple of that power is available to all eladrin subjects. You know one cantrip from Table: Eladrin Invocations, based on the aspect of nature you wish to manifest or that of your liege. Your selected aspect also imparts minor changes of your choice to your appearance, such as to your eye and hair color, skin tone, or even the color of your clothing. At the end of a long rest, you can change your selected aspect. Your spellcasting ability for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest). 

Eladrin Invocations:

  • Autumn: Resistance

  • Hiding: Minor Illusion

  • Respite: Mending

  • Rot: Chill Touch

  • Spring: Druidcraft

  • Stars: Dancing Lights

  • Storm: Shocking Grasp

  • Summer: Produce Flame

  • Toxicity: Pestilence

  • Winter: Ray of Frost

Culture
Invocation: Agonizing Blast

When you use your Eldritch Blast, you deal extra damage equal to your spellcasting ability modifier.

Class
Invocation: Arcane Appropriation

When you use a magic item, you ignore any requirements related to class, culture, heritage, or level.

Class Requires:
5th Level
Invocation: Armor of Shadows

You are under the constant effects of the mage armor spell. This effect does not emit a magical aura.

Class
Invocation: Beguiling Influence

You gain proficiency in Deception and Persuasion. If you are already proficient in either of these skills, you instead gain an expertise die.

Class
Invocation: Chains of Carceri

You can cast hold monster on a celestial, fiend, or elemental without spending spell points or material components. You must finish a long rest before you can use this invocation on the same creature again.

Class Requires:
15th level, Pact of the Chain feature
Invocation: Cosmic Armory

Your patron bestows you with a magic item worth no more than 25,000 gold. Your patron collects this item when you die or lose this invocation.

Class Requires:
17th Level
Invocation: Courts of the Outer Realms

Choose one creature type from the following: aberration, celestial, elemental, fey, fiend, or undead. You are familiar with the intricacies of society and politics among those creatures, and you have advantage on checks made to interact with them or recall lore about them.

Additionally, you gain proficiency with your choice of either Arcana, Culture, History, or Religion. If you are already proficient in the chosen skill, you instead gain an expertise die.

Class
Invocation: Deep Patronage

Choose an additional patron expanded spell list. You learn all the spells on that list and they do not count against your spells known.

Class Requires:
11th Level
Invocation: Dreadful Word

You learn the confusion spell, and the spell doesn’t count against your number of spells known.

Class Requires:
7th Level
Invocation: Eighth Arcanum

You learn an 8th-level warlock spell that you can cast once between long rests.

Class Requires:
15th Level
Invocation: Eldritch Bind

When you hit a creature with your Eldritch Whip, you can force it to make a Constitution saving throw or be paralyzed for 1 minute. At the end of each of its turns, the paralyzed creature can repeat the saving throw, ending the effect on a success.

Once you use this feature, you cannot do so again until you finish a short or long rest. You also regain the use of this feature after you’ve spent 5 spell points to cast a spell or use other warlock features.

Class Requires:
7th level, Eldritch Whip feature
Invocation: Eldritch Elementalism

When you use your Eldritch Blast, you can spend 1 spell point to choose acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder damage. Until you complete a short or long rest, your Eldritch Blast deals your choice of force damage or the chosen damage type.

Class
Invocation: Eldritch Grasp

When you hit a Large-sized or smaller creature with your Eldritch Blast or when a Large-sized or smaller creature fails its saving throw against it, you can attempt to grapple the creature, using your spell save DC instead of your maneuver DC. The grapple automatically ends if the creature leaves your Eldritch Blast range or if you attempt to grapple another creature.

Class Requires:
7th Level
Invocation: Eldritch Prism

You can use an action to unleash your Eldritch Blast against creatures within a 20-foot diameter cube originating at a point within 60 feet. Each creature in the area makes a Wisdom saving throw, taking force damage equal to 1d10 × your proficiency bonus on a failure, or half damage on a success.

Once you use this feature, you cannot do so again until you finish a short or long rest. You also regain the use of this feature after you’ve spent 5 spell points to cast a spell or use other features.

Class Requires:
7th level, Eldritch Disturbance feature
Invocation: Eldritch Riposte

When a creature you can see within 30 feet deals damage to you, you can use your reaction and spend spell points to use your Eldritch Disturbance or Eldritch Ray against it. Instead of the normal damage, you deal 1d10 force damage for every 1 spell point spent activating this feature (up to a maximum equal to your proficiency bonus).

Class Requires:
Eldritch Disturbance or Eldritch Ray feature
Invocation: Eldritch Severance

You can use an action to unleash your Eldritch Blast against creatures within a 60-foot line that is 5 feet wide. Each creature in the area makes a Dexterity saving throw, taking force damage equal to 1d10 x your proficiency bonus on a failure, or half damage on a success.

Once you use this feature, you cannot do so again until you finish a short or long rest. You also regain the use of this feature after you’ve spent 5 spell points to cast a spell or use other features.

Class Requires:
7th level, Eldritch Scythe feature
Invocation: Eldritch Spear

The range of your Eldritch Ray increases to 300 feet.

Class Requires:
Eldritch Ray feature
Invocation: Eldritch Squall

You can use an action to unleash your Eldritch Blast against all creatures within a 30-foot cone. Each creature in the area makes a Dexterity saving throw, taking force damage equal to 1d10 × your proficiency bonus on a failure, or half damage on a success.

Once you use this feature, you cannot do so again until you finish a short or long rest. You also regain the use of this feature after you’ve spent 5 spell points to cast a spell or use other features.

Class Requires:
7th level, Eldritch Ray feature
Invocation: Eldritch Tentacle

When you hit a creature with your Eldritch Blast or when a creature fails its saving throw against it, you can pull the creature up to 10 feet straight toward you.

Class
Invocation: Eldritch Warrior

You gain proficiency with medium armor and martial weapons.

Class
Invocation: Entity of Myth

You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons and weapons not made from cold iron.

Class Requires:
17th Level
Invocation: Eyes of the Rune Keeper

You can read all writing.

Class
Invocation: Fiendish Vigor

You learn the false life spell, and the spell doesn’t count against your number of spells known. When you cast it on yourself as a 1st-level spell, you can do so without spending spell points or material components.

Class
Invocation: Fog Dance

You can cast misty step without spending spell points, and if you do not move on your turn you can cast it without using a bonus action.

Class Requires:
13th level, Spellbound archetype
Invocation: Frog Fangs

Your familiar can take the Attack action. Attacks made by or delivered through your familiar use your spell attack bonus and deal additional force damage equal to your proficiency bonus.

Class Requires:
Pact of the Chain feature
Invocation: Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. On subsequent turns you can use a bonus action to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Class
Invocation: Lifedrinker

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your spellcasting ability modifier (minimum 1).

Class Requires:
Pact of the Blade feature
Invocation: Mask of Many Faces

You can cast disguise self without spending spell points.

Class
Invocation: Minions of the Multiverse

When you choose this invocation, choose one spell of the summoning school of your choice from any spell list, up to a spell level that you are capable of casting (maximum of 5th-level). You can cast this spell once by spending an appropriate number of spell points (see Table: Spell Points). You cannot do so again until you finish a long rest.

Class Requires:
7th level
Invocation: Mire the Mind

You can cast slow once by spending 5 spell points. You cannot do so again until you finish a long rest.

Class Requires:
5th Level
Invocation: Misty Visions

You can cast silent image without spending spell points or material components.

Class
Invocation: Noxious Invigoration

Whenever you gain temporary hit points, increase the amount you gain by your proficiency bonus.

Class
Invocation: Ominous Tormentor

You gain proficiency in Insight and Intimidation. If you are already proficient in either of these skills, you instead gain an expertise die.

Class
Invocation: Overclocked Concentration

You can maintain concentration on two spells simultaneously. Their cumulative spell-level can be no higher than 5th-level. You roll once for concentration checks, as if you were concentrating on a single spell, and when you lose concentration both spells end.

Class Requires:
15th Level
Invocation: Pactkeeper’s Reward

You gain an additional Pact Boon of your choice.

Class Requires:
13th level
Invocation: Patron Token

Your patron gifts you with a patron token. You are unable to sell your patron token, and if you somehow lose it the next time you finish a long rest you discover it on your person. Once your token is consumed, your patron replaces it and you find it on your person the next time you finish a long rest.

Class
Invocation: Penultimate Arcanum

You learn a 9th-level warlock spell that you can cast once between long rests.

Class Requires:
17th Level
Invocation: Potent Witchcraft

Your warlock cantrips deal extra damage equal to your spellcasting ability modifier.

Class
Invocation: Psionic Secrecy

When you cast a warlock spell, you may choose to do so psionically without the need for seen or vocalized  components. Once you have used this feature a number of times equal to your spellcasting ability modifier, you cannot do so again until you finish a long rest.

Class Requires:
11th level, Alienist archetype
Invocation: Reanimator

You can cast animate dead once by spending 5 spell points; you can instead cast it as 4th-level spell by spending 6 spell points, or as a 5th-level spell by spending 7 spell points. You cannot do so again until you finish a long rest.

Class Requires:
5th level
Invocation: Repelling Blast

When you hit a creature with your Eldritch Blast or when a creature fails its saving throw against it, you can push the creature up to 10 feet away from you in a straight line.

Class
Invocation: Sculptor of Flesh

You can cast polymorph once by spending 6 spell points. You cannot do so again until you finish a long rest.

Class Requires:
7th level
Invocation: Seething Aura

Choose one of the following damage types: cold, fire, lightning, necrotic, psychic, radiant. Whenever you spend spell points, you can choose to unleash energy that deals an equal amount of damage of the chosen type to hostile creatures within 15 feet of you.

Class Requires:
15h level
Invocation: Seventh Arcanum

You learn a 7th-level warlock spell that you can cast once between long rests.

Class Requires:
13th Level
Invocation: Sign of Ill Omen

You learn the bestow curse spell, and the spell doesn’t count against your number of spells known.

Class Requires:
5th level
Invocation: Sixth Arcanum

You learn a 6th-level warlock spell that you can cast once between long rests.

Class Requires:
11th Level
Invocation: Spellbinding Contract

You can cast geas once by spending 7 spell points. You cannot do so again until you finish a long rest. If the command of the geas is the stipulation of an agreement to which the target consents, the target automatically fails its saving throw against this spell.

Class Requires:
9th level
Invocation: Thief of Five Fates

You learn the bane spell, and the spell doesn’t count against your number of spells known.

Class
Invocation: Thirsting Blade

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Class Requires:
5th level, Pact of the Blade feature
Invocation: Tines of Wyrd

When you fail a saving throw, you can spend 5 spell points to reroll it and take the second result.

Class Requires:
15th level
Invocation: Versatile Blast

You learn an additional Eldritch Blast feature of your choice.

You can take this invocation a second and third time, each time learning a new Eldritch Blast feature.

Class
Invocation: Voice of the Chain Master

So long as you are on the same plane of existence, you can communicate telepathically with your familiar, perceive through your familiar’s senses, and also speak through your familiar in your own voice (even if your familiar is normally incapable of speech).

Class Requires:
Pact of the Chain feature
Invocation: Whispers of the Grave

You can cast speak with dead without spending spell points.

Class Requires:
9th Level
Invocation: Wicked Youth

You are immune to necrotic damage, you are immune to disease, and you cannot be magically aged. When you kill a creature, you can either reduce your apparent age or extend your life span by a number of years equal to the creature’s CR. When you would die of old age, you instead become undead, gaining the skeleton or zombie template with no changes to your ability scores.

Class Requires:
15th level, Diabolist archetype
Invocation: Witch Sight

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Class Requires:
15th level
Invocation: Writhing Void

You learn the black tentacles spell, and the spell doesn’t count against your number of spells known.

Class Requires:
7th level
Ironclad Wizard

Also at level 6, you gain proficiency in heavy armor.

Class
It Takes a Village (Forgotten Folx)

You can use the Help action as a bonus action. Additionally, when you do so, the range at which you can Help an ally increases to 15 feet. Once per long rest when you Help an ally, in addition to granting advantage you may also choose for your ally to gain an expertise die.

Culture
It’s Alive!

At 15th level you’ve beaten death—mostly. You gain the resurrection spell and when you prepare your artificer spells you can prepare it and create a spell invention for it (or forgo it for a modification) in addition to your normal number of prepared spells. This spell counts as a 5th-level artificer spell for you and you can cast it without the usual material components, but a creature you target with it gains the monstrosity type and cannot be targeted by this feature again.

Class
Its Own Reward

You draw inspiration from seeing your duty through to the end. You gain inspiration whenever you complete a quest, fulfill a difficult promise, or commit an act of self-sacrifice that includes grievous injury to yourself.

Complete a quest, keep a promise to your own detriment, keep an innocent safe while seriously endangering yourself, commit an act of genuine self-sacrifice.

Destiny
Jelly-Faced

You gain an expertise die on Deception checks. In addition, expertise dice you gain on Deception checks can be upgraded from a d8 to a d10 or from a d10 to a d12.

Heritage
Just Like Home (Acclimatized Orc)

Choose one type of terrain, reflecting the area from which your family hails: arctic, desert, mountain, or swamp. You ignore all naturally created difficult terrain of that type. Additionally, you gain an expertise die on Survival checks made within this terrain type, and gain a type of damage resistance related to your chosen terrain: arctic—cold, desert—fire, mountain—lightning, swamp—poison.

Heritage
Keen Hearing and Smell (New Moon Weretiger)

You have advantage on Perception checks that rely on hearing or smell.

Feat
Keen Hearing and Smell (New Moon Werewolf)

You have advantage on Perception checks that rely on hearing or smell.

Feat
Keen Intellect

Your mind is practiced and sharp.

  • Your Intelligence score increases by 1, to a maximum of 20.

  • You can recall anything you’ve seen or heard within a number of weeks equal to your Intelligence modifier.

  • You always know how long it will be before the next sunset or sunrise.

  • You always know which way is north.

Feat
Keen Senses (Preternatural Awareness Elf)

You gain proficiency in Perception.

Heritage
Keen Smell

Ratlings have survived by being able to scent out predators and food sources. You have proficiency in Perception and gain an expertise die on Perception checks that rely on smell.

Heritage
Keen Smell (New Moon Werebear)

You gain advantage on Perception checks that rely on smell.

Feat
Keen Smell (New Moon Wererat)

You have advantage on Perception checks that rely on smell.

Feat
Keep Walking

You can motivate your allies to keep going even when they are tired and hungry. Once between long rests, you can choose a number of allies equal to twice your
proficiency bonus who can hear or understand you. Each ally can travel an additional hour before needing to make a Constitution saving throw for a forced march.

Knack
Kill Me Last

At 14th level, you are exceptionally good at convincing your foes to attack someone other than yourself. When a creature you can see targets you with an attack or spell, you can use your reaction to focus its attention on a creature you choose within its reach or within range of it. It makes a Charisma saving throw and on a failure, it instead targets the chosen creature with its attack or spell (gaining advantage if the chosen creature is an ally).

Once you have used this feature a number of times equal to your proficiency bonus, you cannot do so again until you finish a long rest.

Class
Killing Word

At 17th level, you can spend an action to so utterly cut to the core of a person’s identity that for a moment they might lose the will to live. One creature that can understand you is stunned . At the end of each of its turns it must make a Charisma saving throw against your trick DC or else it gains a level of strife . The effect ends when it succeeds one of these saving throws, or when it has six levels of strife.

Once you use this feature, you must finish a short or long rest before you can use it again.

Class
Kindred Spirit

You intuitively sense when another wilderness expert is nearby. Your passive Perception increases by 5 to detect hidden or invisible creatures within 30 feet of you, and you instantly detect whether any creature you can see is proficient with Stealth or Survival.

Class
Knack: Amphibious Combatant

You gain a swimming speed equal to your Speed, and may spend 1 exertion to reroll a failed Strength, Dexterity, or Constitution check related to aquatic activity (such as Athletics checks to swim, Acrobatics checks to keep balance on a ship’s deck, or Constitution checks to hold your breath). You may choose whether to use the new roll or the original. In addition, you add your proficiency bonus to the number of minutes you can hold your breath before suffocating, and can spend 1 exertion to hold your breath for an additional minutes equal to your proficiency bonus.

Knack
Knack: Beast Friend

If you spend 10 minutes befriending and feeding a Medium or smaller beast of CR 1/8 or less, you become its guardian ranger. It follows you and is loyal to you, but it acts independently. In combat, it rolls its own initiative and acts on its own turn. The beast won’t attack except as a reaction to being attacked, but it can take other actions as normal and makes death saving throws. You can only be a guardian ranger to one beast at a time.

Knack
Knack: Build Shelter

You can spend a day (8 hours) building a basic shelter which protects up to 8 people from the elements and reduces the likelihood of attack from monsters and bandits. The shelter counts as a haven. It lasts for as long as it is needed, but falls apart permanently after being left for a month unattended.

Once you have used this feature, you cannot do so again for a week.

Knack
Knack: Burst of Strength

You have moments of incredible strength. You may spend 1 exertion to add your proficiency bonus to a Strength check, even if you already add your proficiency bonus to the  check.

Knack
Knack: Calls of the Wild

Using verbal and nonverbal cues to communicate with beasts, you can gain basic information from them or make a simple request (like delivering a short message or small object). 

Knack
Knack: Campaigner

You have the ability to go for the long haul, carrying heavy equipment across long distances. You double your Strength score when determining your carrying capacity and the weight you can lift, push, or drag. You may also add your proficiency bonus to the number of hours you can march before you risk fatigue from a forced march.

Knack
Knack: Clearsight Sentinel

You gain darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. In addition, you do not suffer disadvantage on Wisdom (Perception) checks in lightly obscured areas (such as in light fog, moderate foliage, or heavy precipitation).

Knack
Knack: Ear to the Ground

By expending 1 minute remaining stationary, using sound and vibrations alone, until you move or take an action you are able to deduce information up to 30 feet in every direction, as if using blindsight or tremorsense.

Knack
Knack: Expert Foraging

Once between long rests, you can take 1 minute to collect a number of edible, non-poisonous plants and grubs equal to your proficiency bonus. A creature can use its action to eat up to 5 plants or grubs, each of which restores 1 hit point and constitutes 1 Supply. The grubs die and spoil 1 hour after being collected.

Knack
Knack: Extreme Leap

When you take the Dash action and make a long jump after moving no less than 20 feet, your jump distance is doubled for the turn. You may spend 1 exertion to triple your jump distance for the turn instead, and may move the full distance of your jump even if it exceeds your Speed.

Knack
Knack: Forced Marcher

You can travel an additional number of hours equal to your proficiency bonus before needing to make a Constitution saving throw for a forced march.

Knack
Knack: Guide

While traveling, when you would have a failure or critical failure for a Scout journey activity, you succeed instead, and you can Scout while engaged in any other journey activity.

Knack
Knack: Healing Salves

Once between long rests you can spend an hour to collect natural ingredients and concoct an ointment that speeds healing. This salve is potent for 24 hours and has a number of uses equal to 1 + your Wisdom modifier. As an action, you can use the salve to restore 1d4 hit points to a creature within reach.

Knack
Knack: Herbal Bitters

You can spend an hour to collect ingredients and brew two servings of a bitter drink that is potent for 24 hours. Imbibing a serving takes an action and reduces fatigue by one level for 4 hours.

Knack
Knack: Huntsman

When you use the Hunt and Gather journey activity, you gain advantage on your Survival checks.

Knack
Knack: Longwalker

When you would gain a level of fatigue due to lack of Supply during a journey, you do not gain that level of fatigue. Alternatively, you can choose to accept the level of fatigue, allowing up to two traveling companions to forgo gaining a level of fatigue instead. Once you have used this feature, you cannot do so again for a week.

Knack
Knack: Master Tracker

Prerequisite: 9th level

You can spend 5 minutes looking at a 30-foot diameter outdoor area to study the ground and other clues. You learn all events which transpired in that area in the last 24 hours as though you had witnessed them yourself, although you do not learn secret information not obvious to an observer. The information you gain is only that which would be learned by sight; you do not gain sound-based information or learn what creatures in the area said to each other. 

Once you have used this feature, you can’t use it again until you finish a long rest.

Knack
Knack: Monster Mimic

By imitating how a beast or studied adversary sounds, looks, and moves, you gain advantage on Deception and Intimidation checks made to convince a creature that it is seeing or hearing that beast or studied adversary.

Knack
Knack: Mountaineer

You gain a climbing speed equal to your Speed, and may spend 1 exertion to reroll a failed Athletics check to climb, choosing whether to use the new roll or the original. In addition, moving through nonmagical difficult terrain costs you no extra movement.

Knack
Knack: Nightwatch

You are used to sleeping light and making the most of your rest. When taking a long rest, add your proficiency bonus to the number of hours you can spend in light activity. In addition, one hour of that time can be spent in strenuous activity near the rest site (such as patrolling, fighting, or other adventuring activities) without interrupting your rest.

Knack
Knack: Poisons and Antidotes

Once between long rests you can spend 10 minutes to extract 3 doses of liquid poison (when ingested, a creature makes a DC 10 Constitution saving throw or is poisoned for 1 hour) from poisonous plants you’ve foraged with an hour of searching and DC 10 Survival check. Alternatively, using the same plants you can spend an hour making a dose of antitoxin (see Chapter 4: Equipment).

Knack
Knack: Read the Room

By spending 10 minutes observing facial expressions, body language, and vocal intonation, you can detect minute details which give you insight into the creatures within 30 feet of you. For the next minute, you can direct your focus on any one creature that you can see within 30 feet. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can shift your attention to another creature’s thoughts.

Knack
Knack: Relentless Pursuit

Once you have successfully picked up the tracks of a creature, you are able to follow those tracks without any need for further checks for a period of up to 7 days.

Knack
Knack: See the Unseen

Prerequisite: 5th level

Once between long rests you can focus your attention on peripheral sights, sounds, and other signs of unseen passage. For the next hour, you can detect invisible creatures and objects, their location, movement, and actions, and even sense creatures and objects in the Ethereal Plane.

Knack
Knack: Stable Footing

A steady stance and careful footwork is instinctive to you. You have advantage on any check or saving throw to avoid falling prone or handle difficult ground (such as against a grease spell or slippery ice). You are never prone after taking fall damage, and when calculating fall damage you treat the fall distance as if it were shorter by a number of feet equal to your proficiency bonus × 10. 

Knack
Knack: Survivalist

When traveling you may undertake two journey activities instead of one. Both activities must be from the following list: Befriend Animal, Harvest, Hunt and Gather, Scout.

Knack
Knack: Weather Beaten

Exposed to all kinds of weather over your life, you are inured to all but the most deadly effects. You gain advantage on saving throws against cold and hot weather, as well as any adverse effects from wind or precipitation.

Knack
Knight of Renown

At 18th level, you have become a legendary knight,an almost mythical thing that is inspiring to see fighting alongside. The range of your Inspiring Charge is increased to 60 feet from 10 feet, and any of your allies that enter that area for the first time on their turn or begin their turn there gain inspiration. A creature can only gain inspiration in this way once between long rests. 

Class
Knowledge of the Faerie Courts

You are proficient in one of the following skills: Arcana, Culture, Deception, History, Insight, Persuasion, Survival.

Culture
Labor Migrant

You, or your ancestors, came in search of honest work or because your skills were in demand. You are proficient with a set of artisan’s tools and one skill of your choice.

Culture
Labyrinth

Starting at 17th level, you can expend one use of your Channel Divinity to cast the Maze spell.

Class
Labyrinth Priest Spells
Level 1Floating Disk, Skeletal Hands
Level 2Knock, Magic Map
Level 3Gaseous Form, Passwall
Level 4Stone Shape, Thunder Bolt
Level 5Escape, Passwall
Class
Lady Luck (Gambler)

Each week you may attempt a “lucky throw” to support yourself by gambling. Roll a d6 to determine the lifestyle you can afford with your week’s winnings (1–2: poor, 3–5: moderate, 6: rich)

Background
Languages (Grimlock)

 You can speak Common and Undercommon and you can read Grimlock texture writing, which uses the words and grammar of Undercommon. Because most grimlocks lack traditional sight, blind members of their society are not taught the written or signed forms of the languages they use to communicate. Grimlocks with darkvision learn the written and signed forms of Common and Undercommon normally.

Culture
Larger Than Life

Your power tends to distort people’s perception of you, causing you to seem more dangerous than you are. You have advantage on Intimidation checks made to threaten someone with your magic. On a failure, your target is unconvinced and unless you make good on your threat with an unambiguous show of force to prove your mettle, this feature no longer functions until you prove your reputation again. Additionally, features and traits that attempt to evaluate how tough you are, such as the fighter’s Size Up, always give the impression that you are more dangerous than you actually are.

Class
Last Dance

When one of your dances ends, you can spend 2 exertion to extend the dance until the end of your next turn. In addition, if you know two or more dance focus features, you can spend 3 additional exertion to activate two dances using the same bonus action.

Class Requires:
Any dance
Latent Power

By 3rd level, your sorcerer archetype starts to manifest as something people can subconsciously sense, even if they know nothing beyond the mundane, and it affects how they see you. Choose one of the following:

Power: All Eyes

Power: Daunting Energy

Power: Unsuspecting

Class
Lay of the Land

Knowledge of the terrain can be the difference between victory and defeat. By spending 10 minutes observing the area in a 2-mile radius you can spend 2 exertion points to pick out where there are choke points, large swathes of cover, watercourses, vegetations that can offer concealment, ridgelines, and so on. You gain an expertise die on Engineering and Survival checks made within the area, and on checks made to prepare an ambush or realize you are being ambushed.

Knack
Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your herald level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Class
Lead by Example

When you select this archetype at 3rd level, choose one of the following benefits:

ON GUARD

When you use your Rallying Surge to allow a creature to regain hit points, that creature also gains an expertise die on one saving throw it makes in the next minute. The creature chooses whether or not to use the expertise die before making the save, and the die is wasted if not used before the effect ends.

ON THE WATCH

Allies within the radius of your Commanding Presence gain an expertise die on ability checks made to avoid, locate, or disable traps.

Class
Lead from the Front

Beginning at 15th level, when you use your Indomitable feature, you may immediately use Prior Tactics without spending exertion (no Attack action or attack to forgo required), its range increases to 50 feet, and you need not choose allies able to hear you.

In addition, you have advantage on saving throws made to resist spells of the compulsion school.

Class
Leadership

You draw inspiration from taking charge and directing what needs to be done. You gain inspiration whenever you lead by example or convince a group of NPCs to act against their own interests in order to complete a difficult task.

Settle a vitriolic argument, direct a large number of nonplayer characters to participate in the completion of a task, rally a multitude of people to a cause.

Destiny
Learned Counsel

When you choose this archetype at 2nd level you gain two specialities from Arcana, Culture, Engineering, History, Nature, and Religion. These are academic specialties.

In addition, you learn the Guidance cantrip, and you add spells to your spellbook for free (as per the Court Magician Expanded Spells table). You treat these spells as wizard spells. As you gain access to higher level wizard spell slots, you add more free spells to your spellbook.

Table: COURT MAGICIAN EXPANDED SPELLS

SPELL LEVELSPELLS
 Guidance
1stHeroism, Speak with Animals
2ndCalm Emotions, Enhance Ability
3rdSpeak with Dead
Class
Learned Teachers (Imperial)

Those at the safe center of empires often have privileged access to fine teachers and the opportunity to follow their interests. You know about the past, at least as told by your people. You gain proficiency in History and one other skill of your choice.

Culture
Learning

You draw inspiration from research, understanding, and gaining new insights and data. You gain inspiration whenever you make an arcane, divine, scholastic, or scientific discovery.

Closely examine a previously unknown or rare creature or phenomenon, discover something thought to be a myth or impossible, learn new information after at least 8 hours studying from a source of knowledge such as a library, book, or powerful artifact.

Destiny
Legendary Commander

At 20th level, friendly creatures within range of your Commanding Presence add your Charisma modifier (minimum 1) to their saving throws.
Additionally, choose one of the following:

Commander: Commander's Expertise

Commander: Feedback Loop

Commander: Rapid Deployment

Class
Legitimate Business

Also at 9th level, you have advantage on any ability check made to find a buyer or seller of an item.

Class
Lessons of War

Also at 2nd level you learn a lesson of war of your choice. Your lessons are detailed below. The Lessons Known column of the Marshal table shows when you learn more lessons of war.

Lesson: Exacting

Lesson: Keep Walking

Lesson: Lay of the Land

Lesson: Rewarding Repute

Lesson: Soldier Kitting

Lesson: Team Tactics

Lesson: Teamwork

Class
Leveling Charge

Starting at 3rd level, if you make a successful attack after moving at least 20 feet you can attempt to knock that creature to the ground. The target must make a Strength saving throw against your Furious Critical DC or fall prone.

At 10th level, you can use a bonus action to attempt to knock down a creature that is within your reach that you pass during your Leveling Charge.

Class
Leyline Awareness

Druidic rituals attune you to the leylines that course through the Material Plane. While you are on the Material Plane, you always know the following information:

  • Which way is north.
  • The direction of the nearest forest.
  • The direction of the nearest natural body of water.
  • The direction of the nearest city or other humanoid community.
  • The general health of the local ecosystem, and if anything unnatural or magical is upsetting the natural order.
Class
Library Privileges (Sage)

As a fellow or friend of several universities you have visiting access to the great libraries, most of which are off-limits to the general public. With enough time spent in a library, you can uncover most of the answers you seek (any question answerable with a DC 20 Arcana, Culture, Engineering, History, Nature, or Religion check).

Background
Life at the Bottom

At 2nd level, you are immune to ingested poisons . This also allows you to eat and drink spoiled provisions without consequence. In addition, whenever you would make a Survival check to forage, you can make the check with advantage. If you do, any food you find is rotting and spoiled, making it inedible for most creatures.

Class
Light Step

When you choose this archetype at 1st level, your Speed increases by 10 feet while you are unarmored or wearing light armor. Also, armor you wear does not impose disadvantage on your Stealth checks.

Class
Lightless Expertise

You never suffer disadvantage for being unable to see while making skill checks, so long as one of your other senses (such as touch or hearing) can compensate.

Culture
Lightless Perception

If you do not have darkvision, you gain darkvision with a range of 60 feet. If you already have darkvision, its range increases to 120 feet.

Culture
Lightly Outfitted

You’re trained to use light armor efficiently, gaining the following benefits:

  • Your Strength or Dexterity score increases by 1, to a maximum of 20.

  • You gain proficiency with light armor.

Feat
Line: Stand Firm

While you are conscious, any ally within range of your Commanding Presence feature that would make a saving throw can choose to make the saving throw with disadvantage. If a success on the saving throw would cause the ally to take half the damage, the ally takes no damage on a successful save instead.

Class
Line: Stand Strong

While you are conscious, you can direct allies to make retaliatory attacks. When an ally within range of your Commanding Presence is hit by a melee weapon attack, they can use their reaction to make a melee weapon attack against their attacker.

Class
Lingering Touch

When you encounter a shed piece of a creature (such as a lock of hair, bloody bandage, a scale, or a tooth), you can touch that object and instantly attune to it as if it were a magic item. If you are carrying the shed piece and attuned to it when you see the creature from which it originated, you immediately know that it belongs to that creature, at which point the attunement ends. At the Narrator’s discretion, you may learn additional cryptic information from being attuned to such things.

Knack
Linguistics Expert

You’re well-versed in a variety of languages and codes, gaining the following benefits:

  • Your Intelligence score increases by 1, to a maximum of 20.

  • You learn three languages of your choice.

  • You can invent ciphers and are able to teach a cipher you create to others. Anyone who knows the cipher can encode and read hidden messages made with it; the apparent text must be at least four times longer than the hidden message. Other creatures can detect the presence of the cipher if they spend a minute examining it and succeed on an Investigation check against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the check succeeds by 5 or more, they can read the hidden message.

Feat
Liquid Form

At 10th level, you learn revolting arcane secrets that allow you to transform your body into slime. As a bonus action, you can adopt a liquid form. You revert to your normal form after 1 minute, if you are incapacitated, or if you use another bonus action to end the effect early. Once you have used this ability, you must finish a short or long rest before you can do so again. In liquid form, your statistics are unchanged except for one of the following options, which you choose when you transform:

  • You liquefy your bones, organs, and equipment to gain an amorphous form. While you are amorphous, you can pass through an opening as narrow as 1 inch wide without squeezing. While in this form, you can’t use or gain any benefit from your equipment.
  • You liquefy your skin, causing your body and equipment to become covered with a viscous, sticky slime. While you are coated in this way, you leave slimy, wet prints on objects and surfaces you touch or walk upon. You gain a climb speed equal to your Speed and can walk on walls and upside down on ceilings.  Additionally, when a creature within 5 feet hits you with a melee attack, it is covered with slime. The creature has disadvantage on the next attack it makes before the end of its next turn.
Class
Living off the Land

You gain proficiency in Nature, and can always choose to use Wisdom when making a Nature check. Choose one of the following:

Agriculturalist: You gain an expertise die on Persuasion checks made against farmers, horticulturalists, and those who cultivate for a living, and when making an ability check to use a land vehicle.

Beastwarden: When you have a hunting animal such as a falcon or hunting dog assisting you, you gain an expertise die on checks made to hunt or track. In addition, you gain an expertise die on Animal Handling checks.

Land Hunter: You gain an expertise die on Intimidation and Stealth checks. Additionally, you can march up to 12 hours before you need to save against fatigue.

Water Drifter: You gain an expertise die when making an ability check to use a water vehicle. In addition, you gain an expertise die on Athletics checks, and you can hold your breath for up to 15 minutes by using an action to prepare to do so.

Culture
Living off the Land - Agriculturalist (Wildling)

You gain proficiency in Nature, and can always choose to use Wisdom when making a Nature check.

You gain an expertise die on Persuasion checks made against farmers, horticulturalists, and those who cultivate for a living, and when making an ability check to use a land vehicle.

Culture
Living off the Land - Beastwarden (Wildling)

You gain proficiency in Nature, and can always choose to use Wisdom when making a Nature check.

When you have a hunting animal such as a falcon or hunting dog assisting you, you gain an expertise die on checks made to hunt or track. In addition, you gain an expertise die on Animal Handling checks.

Culture
Living off the Land - Land Hunter (Wildling)

You gain proficiency in Nature, and can always choose to use Wisdom when making a Nature check.

You gain an expertise die on Intimidation and Stealth checks. Additionally, you can march up to 12 hours before you need to save against fatigue.

Culture
Living off the Land - Water Drifter (Wildling)

You gain proficiency in Nature, and can always choose to use Wisdom when making a Nature check.

You gain an expertise die when making an ability check to use a water vehicle. In addition, you gain an expertise die on Athletics checks, and you can hold your breath for up to 15 minutes by using an action to prepare to do so.

Culture
Living Stampede

The untamed have a connection with nature and the very world itself can feel the heat of their fury. Whenever you enter a rage you may choose up to a number of creatures equal to your Wisdom modifier within 60 feet that are beasts, fey, or plants. These chosen creatures gain the following benefits for as long as you rage, but are unable to take the Fall Back reaction:

  • Advantage on Strength checks and Strength saving throws.

  • Resistance to bludgeoning, piercing, and slashing damage.

  • Temporary hit points equal to your level.

  • A bonus to damage rolls equal to your proficiency bonus.

Feat Requires:
Untamed feat
Local Fame (Folk Hero)

Unless you conceal your identity, you’re universally recognized and admired near the site of your exploits. You and your companions are treated to a moderate lifestyle in any settlement within 100 miles of your Prestige Center. 

Background
Local Healers (Imperial)

Citizens at the heart of a nation often see more healers and clerics in a year than a remote villager sees in a lifetime, and your medical upkeep has made you resilient. Whenever your hit point maximum or one of your ability scores would be reduced, it is reduced by half as much instead (minimum 1). 

Culture
Long Arms

During your turn, your reach with melee weapons is 5 feet greater than normal.

Heritage
Long Hauler

You have proficiency in Survival. In addition, you have advantage on checks made to avoid fatigue from a forced march.

Culture
Long Legs

Your Speed increases to 40 feet. In addition, you gain an expertise die on saving throws made to resist being knocked prone.

Heritage
Long Step

On your turn, you can spend 1 exertion to take the Dash or Disengage action as a bonus action, and your jump distance is doubled until the end of the turn.

Class
Lord Among Beasts and Mortals

As the mighty dragon guards its lair, so too do you establish your home wherever you roam. Starting at 6th level, when you start a short or long rest in an area that is not within 1 mile of an established settlement, you can spend 10 minutes in communion with the land to protect your camp until you finish your rest. Beasts who approach within 100 feet of your camp become docile and placid, refusing to attack you or your companions. Additionally, friendly creatures in your camp gain advantage on Perception checks to spot danger, and on Intimidation checks against intruders.

If you repeat this effect every day in the same location for a year, the range of the aura increases to 500 feet and the effect becomes permanent. When you have a permanent lair, your Prestige increases by an amount equal to half your proficiency bonus. You can only have one location prepared in this way at a time, and it fades if you are ever away from your lair for a year or longer. If you die, the effect fades after 2d10 days.

Class
Lost Tradition

Starting at 3rd level, choose a combat tradition you are not proficient in. You become proficient in that tradition. When you use a combat maneuver that requires a weapon with a particular property (such as finesse or heavy), your unarmed strikes count as having that property.

Class
Low Profile

Beginning at 10th level, you can avoid notice when you wish. Choose one of the following options. You must be proficient in a skill or tool in order to gain an expertise die from Low Profile.

Costumer

You gain an expertise die on checks made with a disguise kit. When you use a disguise kit on yourself or another person, creatures have disadvantage on checks made to see through the disguise.

Social Expertise

You gain an expertise die on checks made with one of the following skills: Insight, Intimidation, Performance, or Sleight of Hand.

True Lie

You gain an expertise die on Persuasion checks. Your lies are so convincing that you half believe them yourself. You can use Persuasion instead of Deception when you are telling a lie.

Walk it Back

You gain an expertise die on Deception checks. When an ally fails a Deception check to tell a lie, you can use your reaction to add a supporting detail. Make a Deception check and use your result instead of theirs.

Class
Loyalty's Reward

At 15th level, if damage reduces a beast you are the guardian ranger of to 0 hit points, it makes a Constitution saving throw against a DC equal to 10 + the attack modifier of the damaging attack. On a success, the beast drops to 1 hit point instead.

A beast can use this feature once between long rests

Class
Lucky (Halfling)

When you roll a 1 on the d20 for an ability check, attack roll, or saving throw, you can reroll the die and must use the new roll.

Heritage
Lucky Escape

You are adept at avoiding the negative consequences of others’ hostility and your own unwise actions. Whenever you make a saving throw you are not proficient in, you gain a bonus to the roll equal to half your proficiency bonus (rounded down).

Heritage
Lurking Spider

Also at 3rd level, you gain some of the sneakiness and vigilance of a spider. You become proficient with the Stealth and Perception skills, and you can move through magical and mundane webs without treating them as difficult terrain or risk of becoming stuck.

Finally, you gain tremorsense with a range of 10 feet.

Class
Machinist Spells

Also at 3rd level, when you prepare your artificer spells you can prepare certain spells and create spell inventions for them (or forgo them for modifications to your custom vehicle) in addition to your normal number of prepared spells. These spells count as artificer spells for you, even if they aren’t on the artificer spell list.

TABLE: ENGINEER SPELLS

Artificer Level - Spell
3rd - expeditious retreat, grease
5th - heat metal, levitate
9th - fly, haste
13th - freedom of movement, stone shape
17th - animate objects, creation

Class
Mage Hunter

When tracking a creature that can cast at least 1 spell, you can attempt to do so by focusing on the mystic energy it leaves in its wake, allowing you to use your Charisma for any ability checks made to track it.

Knack
Magic Adept (Magic Adept Orc)

You are born with magic coursing through your veins, and are able to utilize it in a number of ways. You learn one cantrip of your choice from the wizard spell list. At 3rd level, choose one 1st- or 2nd-level spell from the wizard spell list. You can cast the chosen spell without any material components once per long rest. A 1st-level spell chosen this way can be cast at 2nd-level using this trait, if the spell allows. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or Charisma if you have no levels in a spellcasting class.

Heritage
Magic Resistance

You have advantage on saving throws against spells and other magical effects.

Class Requires:
15th level, Closed Soul
Magic: Quickling Sprint

You can use a bonus action to take the Dash or Disengage action. Once you have used this feature a number of times equal to your proficiency bonus, you can’t do so again until you finish a short or long rest.

Class
Magic: Spellbinder’s Curse

You can use a bonus action to place a curse on a creature you can see within 30 feet. The curse lasts for 1 minute, and ends early if the target dies, you die, or you become incapacitated. The curse has the following effects:

  • Choose lightning damage or thunder damage. When you deal damage against the cursed creature, it takes an additional 1d4 damage of the chosen type. This bonus increases by 1d4 at 10th level, and again at 15th and 20th level.

  • You gain a pool of faerie dice, which begins empty. Each faerie die represents a bit of good fortune from your patron. When the cursed creature makes an ability check or attack roll with disadvantage, add one faerie die to this pool. You can spend a faerie die when making an ability check or attack roll to gain a 1d4 bonus. The pool disappears when you finish a short or long rest.

Once you have used this feature, you can’t use it again until you finish a short or long rest.

Class
Magical Automaton

At 20th level you’ve managed to achieve what most inventions are truly designed for, making machines that do your work for you. Whenever you create a spell invention, you may spend 25 additional gp in material components and expend two uses of your infusion feature to transform that spell invention into a spell automaton that uses the spell automaton stat block and it is destroyed if it reaches 0 hit points.

The exact design of your spell automaton is up to you, and it may resemble a humanoid creature, a boxy contraption, or be a magical construct flowing with arcane energies.

Your spell automaton is an ally to you and your companions. In combat, the it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

You can maintain this spell automaton as if it was an infused item, requiring both the prepared spell invention and two uses of your infusion feature. You can repair your spell automaton to full hit points during a long rest solong as you have access to your tools of artifice. You can only maintain a single spell automatonat a time, and if you attempt to create a second spell automaton or fail to maintain one after finishing a long rest the spell automaton falls apart into scrap.

Class
Magical Manipulation

Starting at 10th level, your ability to affect magic and probability increases. When you or any ally you can see within 30 ft must make a saving throw as the result of a spell attack or effect, you can use your reaction to grant that creature advantage on the saving throw.

One you have used this feature a number of times equal to half your proficiency bonus, you cannot use it again until you have finished a short or long rest.

Class
Magical Versatility (High Elf)

You know a cantrip of your choice, which can be chosen from any spell list. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest).

Culture
Magnetic Step

You can move along vertical surfaces at half your speed without needing to make an ability check. If you end your turn on such a surface, you immediately fall unless you have some other way to support yourself.

Knack
Major Metamagic

At 15th level, in addition to a minor metamagic option, you gain one major metamagic option. These are more powerful expressions of your magics, though they come at significantly higher costs. You gain an additional major metamagic option at 20th level.

Major Metamagic Options

   Consumptive Spell

   Contingent Spell

   Echo Spell

   Intense Spell.

Class
Make Haste

At 3rd level when you select this archetype, choose one of the following:

   Fast Feet

   Fast Retreat

Class
Maneuver Rush

When you hit with a maneuver that requires two attacks from your Attack action, you can use another maneuver that requires one or two attacks from your Attack action as part of the same Attack action. You can’t use this feature again until you finish a rest.

Class Requires:
7th level
Maneuver Specialization

As you experience combat and perfect your techniques they get easier for you to perform and more difficult for your foes to overcome. At 3rd level, and again at 7th, 11th, 15th, and 19th level you may choose to master a combat maneuver you know. You cannot master the same maneuver more than once in this way.

The exertion point cost of mastered maneuvers is reduced by 1 (minimum 1).

Your maneuver DC for mastered maneuvers increases by 1.

Any attack you make as part of a mastered maneuver (including triggering attacks) deals 2 additional damage.

Class
Manifest Destiny

Starting at 15th level, you can use an action and expend one use of Channel Divinity to bathe yourself in holy light for 1 minute. For the duration, you gain the following benefits:

  • You gain an expertise die on Insight, Intimidation and Perception checks.
  • When you miss a weapon attack, you deal radiant damage equal to your Charisma bonus.
  • When you spend spell slots with Unbound Heroism, you gain twice as many temporary hit points and your additional radiant damage becomes 1d12.
  • You score critical hits on a roll of 19–20.
Class
Manifestation

At 2nd level, you also choose one of the following manifestations, which represents a kind of energy you are especially effective at producing. When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can change the damage type to your manifestation’s damage type.

Manifestation: Blizzard (1 sorcery point)

Manifestation: Corrosion (1 sorcery point)

Manifestation: Hurricane (1 sorcery point)

Manifestation: Inferno (1 sorcery point)

Manifestation: Venom (1 sorcery point)

Class
Many Cultures (itinerant)

You gain proficiency in Culture. In addition, choose Intelligence or Wisdom. You gain an expertise die on ability checks using the chosen ability score that are made to understand the social customs of, interact with, or recall knowledge about individuals, objects, or environments associated with any culture or society you have been surrounded by for a month or longer.

Culture
Many Identities (Charlatan)

You have a bundle of forged papers of all kinds—property deeds, identification papers, love letters, arrest warrants, and letters of recommendation—all needing only a few signatures and flourishes to meet the current need. When you encounter a new document or letter, you can add a forged and modified copy to your bundle. If your bundle is lost, you can recreate it with a forgery kit and a day’s work.

Background
Marathon Runner

When you move at a fast pace, you don’t suffer a penalty to your passive Perception. In addition, when you make a Constitution saving throw to avoid fatigue during a forced march, you gain a bonus to the save equal to your martial arts die.

Knack
Marathon Runner (Spirited Traveler Human)

The first time between each long rest you would gain a level of fatigue , you do not gain that level of fatigue. You still suffer a level of fatigue from finishing a long rest without any Supply.

Heritage
Mark Foe

Also at 3rd level, your martial direction improves the efficiency of your allies’ attacks against an enemy you focus their attention on. You can use a bonus action to choose a creature you can see within 30 feet. Until the start of your next turn, creatures able to hear or see you gain an expertise die on attacks made against that creature.

Class
Mark of Heretic

Beginning at 7th level, you gain the ability to mark your foes for judgment by speaking aloud their name and the crime they must answer for. As a bonus action, choose one creature you can see within 30 feet of you. The target is marked for 1 minute, or until either you or the target die. While the target is marked, you gain the following benefits:

• Damage rolls you make against the creature deal extra damage equal to your spell attack modifier.

• Attacks made by you or your allies score critical hits against the creature on a roll of 19–20.

• The creature makes a Dexterity saving throw or it becomes outlined in a nimbus of light (of a color chosen by you) for the duration. This nimbus of light negates the benefits of invisibility on the creature.

If the marked target is not killed or captured within 1 hour, you have disadvantage on melee weapon attacks made against other creatures until you finish a short or long rest.

You gain an additional use of this feature at 15th level. You regain all spent uses of this feature whenever you finish a short or long rest.

Class
Mark of the Wilderness

You have traveled far and seen much, and those around you can tell. You gain an expertise die on Intimidation checks. In addition, you may always choose to use Strength when rolling an Intimidation or Persuasion check.

Class
Marshal Archetype

At 3rd level, you choose an archetype that focuses on the military stratagems you devise. Your choice grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.

  • Gambling General

  • Swift Strategist

  • Talented Tactician

Class
Martial Arts

At 1st level, when you are unarmed or wielding only an adept weapon (a punching dagger, quarterstaff, shortsword, or any simple melee weapon that doesn't have the heavy or two-handed property) and you aren't using a shield, you gain the following benefits:

  • You can use Dexterity instead of Strength when calculating attack and damage rolls with your unarmed strikes and adept weapons.
  • Instead of the normal damage of your unarmed strike or adept weapon, you can use the die shown in the Martial Arts column of the Adept table, which starts as a d4.
  • When you use the Attack action to make an unarmed strike or an adept weapon attack on your turn, you can use a bonus action to make an unarmed strike.
Class
Martial Legacy

At 18th level, your mastered maneuvers have become as natural as breathing, and you have the opportunity to pass your techniques down to the next generation. By spending 8 hours sparring, you can teach another willing creature a maneuver you have mastered using Maneuver Specialization. A creature must be proficient in at least one combat tradition to learn a maneuver in this way, it can only learn maneuvers of a degree from which it already knows at least one maneuver, this counts against its numbers of maneuvers known.

Class
Martial Lore (Fighter)

At 6th level, your knowledge of martial lore deepens. Choose one of the following options:

Military Traditions

You’ve familiarized yourself with wars long past and military protocols of the present. You gain an expertise die on Intelligence checks made to recall lore or gather information regarding warfare or military action. In addition, you gain an expertise die on Charisma checks made to influence soldiers, guards, or other organized martial forces. 

Size Up

Your combat experience against a wide variety of foes has given you a good eye for evaluating threats. You can use a bonus action to determine the CR of a creature you can see within 200 feet, and that creature’s maneuver DC. 

Weapon Lore

You gain an expertise die on Intelligence checks made to recall lore or gather information about weapons, armor, and other martial equipment. In addition, you can use an action to investigate the magical properties of such an item by handling it, such as swinging a sword or hefting a shield. You learn its properties, how to use them, whether it requires attunement, and how many charges it has. You also learn if the item has any sentience or bears a curse, though you only learn if it is sentient or cursed (not the nature of that sentience or curse). 

Class
Martial Renown

At 6th level, tales of your deeds take root in the hearts of the people. As a leader, you are more famous than most adventurers. You add half your proficiency bonus to your Prestige rating.

In addition, your reputation strongly affects how you are perceived, and when it becomes known that you are in a settlement people treat you accordingly. At the Narrator’s discretion, there may be settlements (such as an enemy’s war camp) where you cannot utilize this feature. Choose one of the following:

Renown: Famous

Renown: Infamous

Renown: Maverick

Class
Martial Scholar

You have taken the time to learn some advanced combat techniques. You gain the following benefits:

  • You gain proficiency in a combat tradition of your choice.

  • You learn two combat maneuvers from a combat tradition you know. If you don’t already know any combat maneuvers, both must be 1st degree. Combat maneuvers gained from this feat do not count toward the maximum number of combat maneuvers you know.

  • Your exertion pool increases by 3. If you do not have an exertion pool, you gain an exertion pool with 3 exertion, regaining your exertion whenever you finish a short or long rest.

Feat Requires:
Proficiency with at least one martial weapon
Marvel of Innovation

At 13th level you’ve managed to truly improve on something or create something new altogether, taking a solid step forward in the technological development of the world. When you first gain this feature, choose a type of artisan’s tools you are proficient with and a newly invented foodstuff, object, or trade good that could conceivably be crafted using those tools. For example, using brewer’s supplies you could invent carbonated sodas, using glassblower’s tools you could invent glowing iridium glassware, or using jeweler’s tools you could invent a fine mechanism for better performing pocket watches.

Whenever you use your chosen tools to create trade goods, you can instead create your new invention as a trade good. Your new invention has a value equal to 5 times the value of normal trade goods created using those tools as shown on the Artisan’s Tools and Profession Checks table on page 338 of the Adventurer’s Guide.

Any other uses your invention may have are at the Narrator’s discretion, but its utility shouldn’t exceed that of other mundane adventuring gear.

In addition, your notoriety as a great inventor spreads along with your invention. While you are in a region you’ve sold your invention in, you have advantage on prestige checks.

Class
Master Athlete

Starting at 6th level, your jump distances double, and you have advantage on ability checks made to jump. In addition, you gain a climb speed equal to your Speed and a swim speed equal to your Speed.

Finally, once per long rest when you would gain a level of fatigue, you can choose not to gain that level of fatigue.

Class
Master Coordinator

At 18th level, the extra damage from your Prior Tactics increases to 2d8 and your chosen allies gain a 1d6 expertise die on their next spell or weapon attacks.

Class
Master Duelist

At 18th level, you’ve truly mastered the art of the duel. You have advantage on melee weapon attacks against creatures currently challenged using your Duelist’s Challenge feature.

Class
Master of Disguise

You gain an expertise die on checks made with the disguise kit. As long as you are wearing a disguise, your true identity can’t be determined even if your disguise fails. Additionally, you can don or doff a disguise as an action.

Class
Master of Poisons

Starting at 3rd level, you learn the recipe for a special injury poison called Blackblade. During a short or long rest, you can use your poisoner’s kit to brew a number of doses of this poison equal to your proficiency bonus without spending money or resources doing so. These poisons lose their effectiveness at the start of your next short or long rest.

This poison can be applied to a weapon or piece of ammunition before combat or as a Cunning Action. The first time a poisoned weapon or ammunition deals damage, it deals an additional 3d6 poison damage.

Class
Master Ritualist

Careful study of your holy texts has made you intimately familiar with all of your ritual spells. You may cast any ritual spell on the cleric spell list you could cast as a ritual, whether or not you have it prepared.

Class
Mastery of the Leaf

Beginning at 17th level, the gods bless you with a celestial talisman in the shape of a cup. In your hands it becomes a physical cup that provides all the hot drink (though not all the cups) needed for any of your features.

Once between long rests you can call upon the blessings of the gods and drink from the cup. Afterwards, you are immune to the blinded, deafened, charmed, and poisoned conditions. In addition, you can spend 1 exertion to use your Serene Mind feature on any ability check. Finally, once per combat you can use a bonus action to drink from the cup and roll your martial arts die, regaining an equal amount of exertion. These effects all last until the end of your next long rest.

If your talisman is destroyed, the gods provide another after you complete a worthy task to prove your continued dedication.

Class
Maverick

When you arrive in a settlement, after you reveal who you are the local watch starts keeping an eye on you. Heads of illegal organizations may introduce themselves to you if they have goals well suited to your talents.

Additionally, guards expect you’re up to no good so are quick to leave their posts to follow you.

Class
Maze Runner

You can’t become lost while retracing a route within 10 feet of a wall or cliff.

Culture
Measure: Desperate Avoidance

When you make a saving throw you can choose to make the saving throw with advantage, but you make all attack rolls with disadvantage until the end of your next turn. Once you use this feature, you cannot do so again until you finish a short rest or long rest.

Class
Measure: Frantic Avoidance

When you would make a saving throw against an area effect, you can use your reaction to move up to half your Speed. If you end your movement outside the area, it has no effect on you. Once you use this feature, you cannot do so again until you finish a long rest.

Class
Mechanical Lift

You count as one size larger when determining your carrying capacity and you can carry a number of additional bulky items equal to your proficiency bonus.

Heritage
Mechanical Metabolism

Certain types of healing are less effective or even wholly ineffective. Sources of nonmagical healing other than taking a rest have no effect. Magical healing only restores half as many hit points as normal unless you are also repaired in the same round (with an Engineering check, the mending cantrip, or similar).

In addition, you don’t require Supply in the typical sense; instead of eating food, you rely on a specific substance to refuel. Every 24 hours without the substance you suffer a level of fatigue and strife as your inner machinations begin to decay.

Select one of the following. 

  • Combustibles: 1 pound of coal or hemp, or 2 pounds of wood.
  • Darkness: 2 hours of complete darkness.
  • Liquid: 1 flask of lamp oil, grease, or an alchemical liquid of your choice.
  • Metal: 1 pound of copper or roughly 50 copper pieces. The Narrator may also allow you to consume silver, gold, or other precious metal in an amount of equivalent worth instead.
  • Sunlight: 3 hours of full sunlight or 6 hours of partial (shaded or cloudy) sunlight.
Heritage
Mechanical Metabolism (Combustibles)

Certain types of healing are less effective or even wholly ineffective. Sources of nonmagical healing other than taking a rest have no effect. Magical healing only restores half as many hit points as normal unless you are also repaired in the same round (with an Engineering check, the mending cantrip, or similar).

In addition, you don’t require Supply in the typical sense; instead of eating food, you rely on a specific substance to refuel. Every 24 hours without the substance you suffer a level of fatigue and strife as your inner machinations begin to decay.

Select one of the following. 

  • Combustibles: 1 pound of coal or hemp, or 2 pounds of wood.
Heritage
Mechanical Metabolism (Darkness)

Certain types of healing are less effective or even wholly ineffective. Sources of nonmagical healing other than taking a rest have no effect. Magical healing only restores half as many hit points as normal unless you are also repaired in the same round (with an Engineering check, the mending cantrip, or similar).

In addition, you don’t require Supply in the typical sense; instead of eating food, you rely on a specific substance to refuel. Every 24 hours without the substance you suffer a level of fatigue and strife as your inner machinations begin to decay.

Select one of the following. 

  • Darkness: 2 hours of complete darkness.
Heritage
Mechanical Metabolism (Liquid)

Certain types of healing are less effective or even wholly ineffective. Sources of nonmagical healing other than taking a rest have no effect. Magical healing only restores half as many hit points as normal unless you are also repaired in the same round (with an Engineering check, the mending cantrip, or similar).

In addition, you don’t require Supply in the typical sense; instead of eating food, you rely on a specific substance to refuel. Every 24 hours without the substance you suffer a level of fatigue and strife as your inner machinations begin to decay.

Select one of the following. 

  • Liquid: 1 flask of lamp oil, grease, or an alchemical liquid of your choice.
Heritage
Mechanical Metabolism (Metal)

Certain types of healing are less effective or even wholly ineffective. Sources of nonmagical healing other than taking a rest have no effect. Magical healing only restores half as many hit points as normal unless you are also repaired in the same round (with an Engineering check, the mending cantrip, or similar).

In addition, you don’t require Supply in the typical sense; instead of eating food, you rely on a specific substance to refuel. Every 24 hours without the substance you suffer a level of fatigue and strife as your inner machinations begin to decay.

Select one of the following. 

  • Metal: 1 pound of copper or roughly 50 copper pieces. The Narrator may also allow you to consume silver, gold, or other precious metal in an amount of equivalent worth instead.
Heritage
Mechanical Metabolism (Sunlight)

Certain types of healing are less effective or even wholly ineffective. Sources of nonmagical healing other than taking a rest have no effect. Magical healing only restores half as many hit points as normal unless you are also repaired in the same round (with an Engineering check, the mending cantrip, or similar).

In addition, you don’t require Supply in the typical sense; instead of eating food, you rely on a specific substance to refuel. Every 24 hours without the substance you suffer a level of fatigue and strife as your inner machinations begin to decay.

Select one of the following. 

  • Sunlight: 3 hours of full sunlight or 6 hours of partial (shaded or cloudy) sunlight.
Heritage
Medical Sutures

Starting at 5th level you’ve turned your arcanoscience expertise towards first aid. You can create the following additional items using Tactical Chemistry:

  • Bandage

  • Healer's Satchel (1 use)

In addition, you can reattach a severed limb or body part. The limb or body part must be relatively intact and the injury must be no more than 8 hours old. The reattaching process takes 1 hour and requires a DC 14 leatherworker’s tools or sewing kit check. On a success the limb or body part is attached and functional with no further complications. On a failure the limb cannot be saved.

Alternatively, you can replace a lost limb or body part with a donor part. This donor part must be analogous to a missing part (an arm for an arm, a leg for a leg), and it must be from a humanoid creature of the same size. The reattaching process requires a DC 20 leatherworker’s tools or sewing kit check when performed in this way.

Class
Medium Armor Expert

You can use medium armor to its fullest potential, gaining the following benefits:

  • Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.

  • When you are wearing medium armor, the maximum Dexterity modifier you can add to your Armor Class increases to 3.

Feat Requires:
Proficiency with medium armor
Memoirist (Stout Halfling)

You gain proficiency with calligrapher’s supplies. In addition, you can gain an expertise die on Intelligence checks to recall details about past events you took part in by first checking your journals.

Culture
Menacing (Warhordling)

You gain proficiency in Intimidation.

Culture
Mental Discipline

Your mind is sheltered from intrusion. When you fail an Intelligence, Wisdom, or Charisma saving throw, you can choose to succeed instead. You can’t do so again until you finish a short or long rest.

Class
Merciful
In exchange for forgoing bloodshed—torture, attacking unconscious creatures, and dealing lethal wounds to creatures you reduce to 0 hit points—you are yourself granted mercy. When you have already succeeded on two death saving throws, you have advantage on death saving throws.
Class
Metallic Dragon’s Boon

Metallic dragons let their pupils study vast repositories of knowledge. Choose a skill from among Arcana, History, Medicine, Nature, or Religion. You have proficiency with the chosen skill and you gain an expertise die on ability checks you make that uses that skill. 

Culture
Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two minor Metamagic options, and one moderate Metamagic option. You gain another minor Metamagic option at 5th level, 10th level, 15th level, and 19th level. You gain an additional moderate Metamagic option at 10th and 19th level. When you gain a level in this class, you can replace one Metamagic option with another, instead of replacing a spell.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Minor Metamagic

Metamagic: Delayed Spell

Metamagic: Distant Spell

Metamagic: Persistent Spell

Metamagic: Reliable Spell

Metamagic: Subdual Spell

Metamagic: Subtle Spell

Metamagic: Treacherous Spell

Moderate Metamagic

Metamagic: Careful Spell

Metamagic: Empowered Spell

Metamagic: Heightened Spell

Metamagic: Quickened Spell

Metamagic: Reflexive Spell

Metamagic: Refracting Spell

Metamagic: Twinned Spell

Class
Mighty Attacks (Orc)

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice an additional time and add it to the extra damage of the critical hit.

Heritage
Mighty Draconic Wings (Dragonborn Paragon)

Your fly speed increases to 40 feet and you can fly while wearing medium or heavy armor. When you would suffer fatigue from using your fly speed, you make a Constitution saving throw (DC 10 + 1 per previous save in the last minute). On a success, you do not suffer fatigue from flying that round.

Heritage
Military Augments

Choose two of the following customizations to enhance your military frame.

  • Cavalry: Your Speed increases by 5 feet, and you are proficient with land vehicles.
  • Heavy Artillery: You have a pop-up shoulder cannon that functions as the acid splash, fire bolt, or ray of frost cantrip (chosen when you select this customization and using your highest ability score as its spellcasting ability) but its effects are nonmagical.
  • Infantry: You have a crawl speed equal to your Speed.
  • Light Artillery: You replace one hand with a hand crossbow. You are proficient with the weapon and can ignore its loading property.
  • Navy: You have a swim speed of 20 feet and proficiency with water vehicles.
Heritage
Military Augments (Cavalry)

Your Speed increases by 5 feet, and you are proficient with land vehicles.

Heritage
Military Augments (Heavy Artillery)

Heavy Artillery: You have a pop-up shoulder cannon that functions as the acid splash, fire bolt, or ray of frost cantrip (chosen when you select this customization and using your highest ability score as its spellcasting ability) but its effects are nonmagical.

Heritage
Military Augments (Infantry)

You have a crawl speed equal to your Speed.

Heritage
Military Augments (Light Artillery)
  • You replace one hand with a hand crossbow. You are proficient with the weapon and can ignore its loading property.
Heritage
Military Augments (Navy)

You have a swim speed of 20 feet and proficiency with water vehicles.

Heritage
Military Bearing (Soldier)

Soldiers recognize their own. Off duty soldiers are usually willing to trade tales and gossip with you. On duty soldiers, while not obeying your orders, are likely to answer your questions and treat you respectfully on the off chance that you’re an unfamiliar officer who can get them in trouble

Background
Military Frame

Battle Readiness. Your Speed increases to 30 feet and you are proficient with clubs, spears, and light crossbows. In addition, you have a melee weapon built into one of your arms that is immediately swapped out for a hand when sheathed. Choose one melee weapon that does not have the heavy, two-handed, or versatile property. When attached in this way, you are proficient with the weapon, it cannot be thrown, and you cannot be disarmed of it. The weapon can be replaced with another weapon with 10 minutes of work and a DC 13 Engineering or tinker’s tools check.

Military Augments. Choose two of the following customizations to enhance your military frame.

  • Cavalry: Your Speed increases by 5 feet, and you are proficient with land vehicles.
  • Heavy Artillery: You have a pop-up shoulder cannon that functions as the acid splash, fire bolt, or ray of frost cantrip (chosen when you select this customization and using your highest ability score as its spellcasting ability) but its effects are nonmagical.
  • Infantry: You have a crawl speed equal to your Speed.
  • Light Artillery: You replace one hand with a hand crossbow. You are proficient with the weapon and can ignore its loading property.
  • Navy: You have a swim speed of 20 feet and proficiency with water vehicles.
Heritage
Military Traditions

You’ve familiarized yourself with wars long past and military protocols of the present. You gain an expertise die on Intelligence checks made to recall lore or gather information regarding warfare or military action. In addition, you gain an expertise die on Charisma checks made to influence soldiers, guards, or other organized martial forces.

Class
Mind Like a Steel Trap (Steamforged)

You have proficiency in either History, Investigation, or Nature, and you gain an expertise die on checks made using the chosen skill.

Culture
Mind Over Body

You can use a bonus action and spend 2 exertion to gain temporary hit points equal to your martial arts die plus your adept level.

Class
Mindfulness (Follow the Leader)

You attune your breathing to the vibrations of the world around you, increasing your ability to sense your immediate surroundings. You and creatures you choose within the radius of your Commanding Presence gain tremorsense to a range of 10 feet.

Class
Mindsight

Your deceptions and manipulations are aided by your eerie ability to understand what people are thinking. You gain an expertise die on Deception and Insight checks.

Heritage
Minotaur's Memory (Blessed Exploration)

You can perfectly recall any route you have traveled.

Class
Miraculous Discovery

You gain an expertise die on Investigation checks, and your passive Investigation score increases by 3. Additionally, you can always choose to use your Charisma when making Investigation checks.

Knack
Miraculous Revival

Universal forces are often inclined to restore those who die heroically for noble causes, blessing their sacrifice by making them better than they were before. As long as you have not died of old age, 24 hours after you die (or in 24 hours, if your death triggered gaining this feature) you miraculously revive intact with full hit points. You appear after “narrowly surviving” the circumstances that killed you—climbing out of the chasm you fell down, crawling from the rubble of the structure that collapsed over you, waking up from impossibly lethal wounds that prove superficial, or magically transporting from the plane of existence you were caught in. In addition, the first time you are revived in this way, you gain a +1 bonus on all future attack rolls, ability checks, and saving throws.

Destiny
Mirage Dance

As a bonus action, you can spend 2 exertion to start a mirage dance. Until the end of your next turn, you are under the effect of the Mirror Image spell.

Class Requires:
5th level
Mischievous Mobility

At 6th level, you learn new ways to travel which help you avoid — and find— trouble. Choose one of the following: Can’t Catch Me, Fairy Dust.

Class
Mobile Fortress

At 15th level you’ve expanded on your initial designs and what was once a small prototype has been upgraded into a full-fledged mobile fortress.

Whenever you make modifications to your custom vehicle, you may choose to expand it into a Huge-sized vehicle. If you do, it gains the following benefits.

  • 50 additional hit points.

  • Your custom vehicle can carry up to 80 Supply.

  • Your custom vehicle loses the personal property and can carry up to 6 passengers in addition to you.

  • In combat your custom vehicle grants you and other passengers the benefits of half cover.

Class
Mobile Living

You can create a ramshackle version of a cart or wagon with 30 minutes of work if you have access to raw or reclaimed materials. Ramshackle vehicles created in this way function identically to their normal counterparts, except their gold piece value is always 0, they have half as many hit points as their normal counterparts, and they break and become useless if they are hit by any attack roll with a result of natural 20.

Culture
Mobility: Can’t Catch Me

When an attack misses you, you can use your reaction to teleport a distance up to your Speed. Once you have used this feature a number of times equal to your proficiency bonus, you can’t do so again until you finish a long rest.

Class
Mobility: Fairy Dust

Your patron grants you a bag of fairy dust, which contains a number of uses equal to your proficiency bonus. You can use a bonus action to sprinkle this fairy dust on yourself or a creature within 15 feet. A creature benefiting from your fairy dust gains a fly speed of 30 feet (with the ability to hover) for 10 minutes.

A creature other than you attempting to use the fairy dust must succeed on an Arcana check equal to your spell save DC or it has no effect. When you finish a long rest, your previous bag of fairy dust disappears and you receive a new bag of fairy dust.

Class
Moderately Outfitted

You’re trained to use medium armor and shields efficiently, gaining the following benefits:

  • Your Strength or Dexterity score increases by 1, to a maximum of 20.

  • You gain proficiency with medium armor and shields.

Feat Requires:
Proficiency with light armor
Modern Comforts

With a little reengineering technology can alleviate all manner of discomforts. Whenever you begin a long rest that would incur the penalties of roughing it (such as resting without heat in a cold environment, on unlevel rocky terrain, or without protection from pests in swampy environments) you may repurpose one of your currently prepared spell inventions. If you do, you do not suffer the penalties of roughing it during that long rest. You can determine the exact nature of this repurposed spell invention (some examples include using a burning hands spell invention as a space heater or a shocking grasp spell invention as a bug zapper).

Knack
Monster Hunter

You are a peerless slayer of beasts most foul. You gain the following benefits:

  • You gain an expertise die on checks made to learn information about the Legends and Lore of a creature you can see.

  • You learn the altered strike cantrip.

  • You gain proficiency with the Douse maneuver and do not have to spend exertion to activate it.

  • You gain the tracking skill specialty in Survival.

Feat Requires:
Proficiency with Survival, 8th level or higher
Monstrous Minion

Also at 3rd level you learn the secrets of giving life to dead flesh and become able to create a monstrous minion.

You can create this monstrous minion by spending 8 hours of uninterrupted work on a humanoid corpse that has been dead no more than 24 hours. This monstrous minion is unique and its exact appearance is up to you. It follows you and is loyal to you, but it acts independently. In combat, it rolls its own initiative and acts on its own turn. Your monstrous minion won’t attack except as a reaction to being attacked, but it can take other actions as normal and makes death saving throws. You can only have one monstrous minion at a time, and any previously created monstrous minion collapses into a corpse when you create another.

On your turn you can use a bonus action to order your monstrous minion to perform an action.

Your monstrous minion is a zombie with the following improvements.

  • Your monstrous minion’s type changes to monstrosity.

  • Whenever your monstrous minion rolls initiative, it gains a number of temporary hit points equal to your artificer level × your proficiency bonus.

  • Your monstrous minion’s Armor Class increases by an amount equal to your proficiency bonus.

  • Your monstrous minion adds your proficiency bonus to its attack and damage rolls.

  • Your monstrous minion regains all lost hit points at the end of a long rest so long as you can tend to it with  leatherworker’s tools or a sewing kit. Whenever you finish a long rest, you can graft modifications onto your monstrous minion at the cost of infusion uses. These modifications only remain functional due to your infusions, and you can maintain these modifications as if they were infused items. Any modifications you fail to maintain are removed whenever you finish a long rest. You can install any of the following modifications at the cost of 1  Infusion each.

 

Exploding Bile

Your monstrous minion does not make death saving throws, and the first time it would make a death saving throw it instead explodes and is destroyed. Creatures within 10 feet of your monstrous minion when it explodes make a Dexterity saving throw, taking 2d6 poison damage on a failure, or half damage on a success. This damage increases by 2d6 when you reach 11th level.

Extra Arms

Your monstrous minion gains a climb speed of 20 feet. In addition, the maneuver DC to escape from a grapple by your monstrous minion increases by an amount equal to your Intelligence modifier. You must have access to at least one additional humanoid corpse that has been dead no more than 24 hours to graft this modification.

Extra Legs

Your monstrous minion’s Speed increases by 15 feet. You must have access to at least one additional humanoid corpse that has been dead no more than 24 hours to graft this modification.

Fine Stitchwork

Your stitchwork is barely noticeable and with a heavy coat or similar accoutrements your monstrous minion can pass for a living creature. When you graft this modification, make a leatherworker’s tools or sewing kit check. Creatures must make a Perception check with a DC equal to your check result to visually determine that your minion is a  monstrosity.

Grafted Spell Invention

When you prepare your spell inventions and modifications to your monstrous minion, you may choose to graft a spell
invention into the monstrous minion. You may order your monstrous minion to cast a spell using its grafted spell invention, using your spell save DC and spell attack modifier. You must roll a fizzle die as normal. Any grafted spell inventions are destroyed if the monstrous minion is destroyed.

Grafted Weapon

When you prepare your spell inventions and modifications to your monstrous minion, you may choose to graft a melee
weapon onto one of its arms in place of a hand. The melee weapon must be able to be wielded with one hand. Your monstrous minion loses its grab attack and gains an attack with the grafted weapon, which it becomes proficient with. You may retrieve weapons grafted in this way the next time you prepare modifications for this monstrous minion by removing it, or from its remains if it is destroyed.

Infectious Bite

Your monstrous minion’s bite attack deals an additional 1d4 ongoing necrotic damage that persists until the target regains hit points or is medically administered to with a DC 15 Medicine check. This damage increases by 1d4 when you reach 11th level.

If the target is a beast, dragon, giant, humanoid, or monstrosity and it dies while suffering from this effect, it rises as a zombie after 1 minute, gaining the Zombie Template. Zombies created in this way are hostile to all non-undead and are not under your control.

Shocking Coils

Your monstrous minion has sparking coils protruding from its back. A creature takes 1d6 lightning damage when it hits your monstrous minion with a melee attack. This damage increases by 1d6 when you reach 11th level.

Thicker Skin

Your monstrous minion’s Armor Class increases by 2.

Vigor Mortis

Your monstrous minion can take the Dash action as a bonus action. It can’t do so again until it moves 0 feet on its turn.

Class
Moon Speech

Your Intelligence, Wisdom, or Charisma score increases by 1, to a maximum of 20.

You can speak and cast spells in hybrid form.

Feat Requires:
Hibernating Affliction, Pack Initiative, Rat Within, Striped Soul, or Swineheart
Moon Style

You learn a new Tooth and Claw maneuver.

When you use a Tooth and Claw maneuver with your lycanthrope natural weapons in hybrid form, you deal an extra 1d8 damage.

Feat Requires:
Hibernating Affliction, Pack Initiative, Rat Within, Striped Soul, or Swineheart, proficient in the Tooth and Claw tradition
Moonhowler

You have completely mastered the wolf within. You can transform one additional time without suffering a level of fatigue.

When you choose to tame the beast in an involuntary transformation, roll 1d8; you gain control over that many hours. While you are transformed, you gain the following features.

Cursed Wounds. Your bite and claw attacks both deal an additional 1d6 necrotic damage.

Full Moon Defense. You gain immunity against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.

Heightened Senses. You gain an expertise die on Perception checks.

Feat Requires:
Pack Initiate
Motive and Reason

Choose one of the following:

Homeland Seeker: You gain proficiency in Arcana and History.

Labor Migrant: You are proficient with a set of artisan’s tools and one skill of your choice.

Shadow Exile: You are proficient in Deception or Stealth. If you pick Stealth, once between rests you can make a Stealth check to replace a Perception check. If you pick Deception, once between rests you can make a Deception check to replace an Insight
check.

Refugee: You are proficient in Survival, and when in an urban environment can roll Survival checks when using Intimidation or Persuasion.

Culture
Motley Senses

You are proficient in Perception and gain an expertise die on Perception checks.

Heritage
Motley Weapon Training

You have proficiency with the light hammer, maul, warhammer, and war pick.

Culture
Mountain Born (Mountain Dwarf)

You’re acclimated to high and low altitudes, including elevations above 20,000 feet or depths below 20,000 feet. You’re also naturally adapted to cold climates. 

Culture
Mounted Warrior

You are a skilled rider, especially adept at fighting from the back of a mount. While mounted, you gain the following benefits:

  • You gain proficiency with the Lancer Strike maneuver and do not have to spend exertion to activate it.

  • When your mount is targeted by an attack, you can make yourself the attack’s target instead.

  • When your mount makes a Dexterity saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure.

Feat
Moxie: Provoking Attitude

You know how to piss people off. You can expend one use of Rage and choose a creature within 60 feet that can hear or see you. The creature makes a Charisma saving throw against your Furious Critical DC. On a failure, it makes or accepts a challenge. The nature of this challenge is at the Narrator’s discretion but is usually a duel or opposed check: archery with Dexterity, arm-wrestling with Strength, competing with a gaming set, distance running with Constitution, wrestling with Athletics, and so on.

Class
Moxie: Roaring Pause

When initiative is rolled you can expend one use of Rage to make an Intimidation check (DC 8 + number of creatures that rolled initiative) to briefly unveil the boundless fury within in a furious roar. On a success each creature stops what it is doing and can only make statements and a Deception, Intimidation, or Persuasion check on its turn. On a success by 5 or more initiative is rerolled, and you choose a number of creatures equal to your Constitution modifier to gain advantage on their initiative roll.

Class
Moxie: Takes One To Know One

You know another warrior when you see one. When you see a creature, you know if it is proficient with more than simple weapons or has access to combat maneuvers.

Class
Multitalented

At 14th level, you have an incredible breadth of magical understanding. When you see a creature cast a spell of a level equal to or lower than your Intelligence modifier, you automatically know what spell it is.

In addition, choose one Flux effect. The chosen effect doesn’t interfere with your normal use of Flux and can be used an unlimited number of times. When you gain a level in this class, you can replace it with a different Flux effect.

Class
Munitions Expert

Starting at 5th level, you can modify ammunition to create special ammunition. In a careful process that takes 10 minutes, you can modify up to 10 pieces of ammunition into your choice of explosive, flaming, or punching ammunition. It costs 5 gold in materials per piece of ammunition modified in this way.

In addition, you may use your Intelligence when making attack and damage rolls using siege weaponry.

Class
Mutated Carapace

At 6th level, your skin mutates and sheds, revealing armor-like patches of barnacles, chitinous plates, glowing crystals, scales, or the like. When you take damage, except for psychic damage, you can use your reaction to reduce the amount taken by your spellcasting ability modifier + your warlock level (minimum 1). Once you have used this feature a number of times equal to half your proficiency bonus, you can’t do so again until you finish a long rest.

Class
Mutation

You gain a second Motley Gift.

Heritage
Mystic Arcanist

The arcane and the divine are but two aspects of the same power seen through different lenses, and those with arcane blood running through their veins and divine words chanted in their ears can access magic in its purest form. You gain the following benefits:

  • Your Wisdom or Charisma score increases by 1, to a maximum of 20.
  • When you cast a spell that restores hit points, you restore an additional number of hit points equal to your Charisma modifier.
  • You can spend sorcery points to temporarily gain a spell from the cleric or sorcerer spell lists. Temporarily gaining a spell in this way costs a number of sorcery points equal to the spell’s level. You cannot gain a spell in this way that has a level higher than your highest level spell slot. When you gain a cleric spell in this way, it is considered prepared for the day. When you gain a sorcerer spell in this way, it is considered a spell you know for the day. You lose all spells gained in this way whenever you finish a long rest .
Feat Requires:
3 levels in cleric, 3 levels in sorcerer
Mystic Mantle

Magic layers upon you into a defensive ward that you can extend to even protect your allies. You and creatures within 10 feet of you have resistance to the damage of spells.

Class
Mystic Rapport

Elves with the gift of Mystic Rapport have the following traits:

Arcane Sensitivity. You gain proficiency in Arcana.

Arcane Empathy. You can speak telepathically to a creature within 30 feet of you that you can see. Though this grants the creature no ability to respond telepathically, they can understand you if you share a language. You can speak in this way to one creature at a time.

Heritage
Mystical Talent

Choose a class: bard, cleric, druid, herald, sorcerer, warlock, or wizard. From your choice, you gain the following benefits:

  • You learn two cantrips of your choice from the spell list of your chosen class.

  • Choose one 1st-level spell to learn from that same spell list. You can cast this spell without expending a spell slot. Once you cast the spell in this way, you must finish a long rest before you can cast it in this way again. You can also cast this spell using a spell slot of the appropriate level (or the appropriate number of spell points if you have warlock levels).

  • Your spellcasting ability for these spells depends on the class you chose: Intelligence for wizard, Wisdom for cleric or druid, Charisma for bard, herald, or sorcerer, or your choice of Intelligence, Wisdom, or Charisma for warlock.

Feat
Natural Authority (Guard)

Commoners and civilians sometimes assume you are part of a local constabulary force and defer to you.

Background
Natural Barterer (Stoneworthy)

You are used to handling transactions without currency, and can appraise the relative worth of many items. When bartering, haggling, or negotiating an exchange of goods, you gain an expertise die on Intimidation and Persuasion checks, and you may always choose which ability score to use for these rolls (Intelligence, Wisdom, or Charisma).

Culture
Natural Demeanor

At 3rd level your connection to the natural world comes forth and becomes omnipresent. Choose one of the following:

A Way with Animals

Beasts understand anything you verbally communicate in Druidic, and you can comprehend them in return. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum beasts can give you information about nearby locations and monsters, including whatever they have perceived within the past day. At the Narrator’s discretion, you might be able to persuade a beast to perform a small favor for you. In addition, you gain an expertise die on Animal Handling checks.

First-Hand Naturalist

You’ve learned the intricacies of nature through firsthand experience rather than academic study. 

You gain an expertise die on Nature checks. In addition, you may always choose to use Wisdom when making Nature checks. 

Leyline Awareness

Druidic rituals attune you to the leylines that course through the Material Plane. While you are on the Material Plane, you always know the following information:

  • Which way is north.
  • The direction of the nearest forest.
  • The direction of the nearest natural body of water.
  • The direction of the nearest city or other humanoid community.
  • The general health of the local ecosystem, and if anything unnatural or magical is upsetting the natural order.

Scholar of the Old Ways

Your circle taught the old magic at the root of all things, granting you eldritch insights beyond mundane arcane studies.

You gain proficiency with Arcana, or if you already have proficiency you instead gain an expertise die on Arcana checks. In addition, you may always choose to use Wisdom when making Arcana checks. 

Class
Natural Illusionist

You can cast disguise self once per long rest. Once you reach 3rd level, you can cast blur once per long rest. At 5th level, you can cast major image once per long rest. You don’t need material components for these spells, and when casting them your spellcasting ability is Intelligence or Wisdom (whichever is higher).

Culture Requires:
Forest Gnome Culture
Natural Survivalist (Stoneworthy)

You gain proficiency in Survival.

Culture
Natural Warrior

The urge to fight runs hot in your veins and you take to battle naturally. You gain the following benefits:

  • Your Speed increases by 5 feet.

  • When making an Acrobatics or Athletics check during combat, you can choose to use your Strength or Dexterity modifier for either skill.

  • You gain proficiency with the Bounding Strike maneuver and do not have to spend exertion to activate it.

  • You can roll 1d4 in place of your normal damage for unarmed strikes. When rolling damage for your unarmed strikes, you can choose to deal bludgeoning, piercing, or slashing damage.

Feat
Natural Weapons

You gain a natural weapon, such as claws, horns, or teeth. Choose slashing, piercing, or bludgeoning damage. Your unarmed strikes deal 1d6 + Strength modifier damage of that type.

Heritage
Naturalist

Choose one type of terrain; arctic, coast, desert, forest, grassland, mountain, subterranean, or swamp. You gain an expertise die on Nature and Survival checks made in this terrain. In addition, once each week when you have run out of Supply, you can spend 8 hours in the wilderness to find 1d4+2 Supply.

Knack
Naturally Attuned

At 15th level, you gain one of the following features.

MAGICAL ABUNDANCE

You can attune to up to 4 magic items at once provided at least one of the items is made of organic materials (such as wood or leather). 

MAGIC RESISTANCE

You gain advantage on saving throws made against spells and other magical effects. 

Class
Nature Minded (Nomad)

You are proficient in Animal Handling and Survival, and either Medicine, Nature, or Perception.

Culture
Nature's Ally (Wood Elf)

You can cast animal friendship without material components once per long rest. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest). 

Culture
Nature's Bond

Also at 2nd level, nature provides you with the ability to summon its minor spirits. As an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

The familiar you summon is a fey instead of a beast, and it disappears after a number of hours equal to half your druid level.

Class
Nature's Champion

Also at 2nd level you are capable of taking on more strenuous forms than druids of other circles and find the change much easier. You may select wild shapes with a CR of 1 at 2nd level, and wild shapes with a CR no higher than 1/3 your druid level at later levels. In addition, you can use a bonus action to assume a wild shape.

Class
Nature's Sanctuary

At 7th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant attacks you, it must make a Wisdom saving throw against your herald spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The beast or plant has advantage on this saving throw if it has a CR equal to or higher than your herald level. A creature is aware of this effect before it makes its attack against you.

In addition, you can’t be charmed or frightened by elementals or fey.

Class
Nature's Scion

At 20th level, you are a master of yourself and your natural surroundings. You become extremely familiar with all types of terrain and can use the Master Tracker exploration knack at will.

In addition, you learn Primordial if you don’t already know it and gain one of the following:

  • Elemental Mastery
  • Summon Stampede
Class
Nature's Scion (Elemental Mastery)

By focusing on a specific natural element within 100 feet (air, fire, earth, water, or wood) you can attract similar essences to you. After 10 minutes of concentration, a creature of that element is drawn to your presence and becomes your loyal companion. This creature uses the wilderness guardian template with certain traits determined by its type. The creature is friendly to you and your companions, takes its turn immediately after yours, and obeys your verbal commands. The creature disappears after 1 hour, when it is reduced to 0 hit points, or you use a bonus action to dismiss it. Once you have used this feature, you can’t do so again until you finish a long rest.

Elemental Mastery Wilderness Guardians

AirAir Elemental
EarthEarth Elemental
FireFire Elemental
WaterWater Elemental
WoodShambling Mound

Wilderness Guardian Template

A wilderness guardian keeps the statistics of its base creature, except as follows:

Armor Class. The guardian’s Armor Class increases by 2.

Challenge. The guardian’s challenge rating increases to CR 7. 

Languages. The guardian speaks Primordial in addition to any other languages it knows. 

New Trait:  Primal Force. The guardian gains +1 bonus to hit with its weapon attacks, dealing an additional 5 points of force damage on a hit.

Multiattack. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 15), and the guardian uses its Engulf on it.

New Action: Engulf. The guardian engulfs a Medium or smaller creature grappled by it. The engulfed creature is blinded, restrained, and unable to breathe, and at the start of each of the guardian’s turns it makes a DC 15 Constitution saving throw or takes 2d8+4 bludgeoning damage (or fire damage for a fire guardian). If the guardian moves, the engulfed creature moves with it. The guardian can have only one creature engulfed at a time. 

New Action: Guard Life. The guardian uses its Engulf on a willing or unconscious ally without dealing damage. While engulfed, the ally is grappled but not restrained, can see and breathe normally, and has total cover. As soon as the ally takes an action, reaction, or bonus action, they are no longer engulfed. The guardian can release the ally at will (no action required).

Class
Nature's Scion (Summon Stampede)

You can spend an action speaking directly to the spirit of nature itself to request assistance. All beasts within a 1-mile radius of you are friendly to you for 1 minute, and for the duration on initiative count 20 (losing initiative ties), you can choose one of the following effects. You can’t use the same effect two rounds in a row.  Once you have used this feature, you can’t do so again until you finish a long rest.

Enraged Fauna. Up to 3 Huge native creatures of up to CR 8 charge forward, bowling into your enemies. Choose any number of creatures you can see within 100 feet. Each creature makes a Strength saving throw against your maneuver DC or takes 6d8 bludgeoning damage, or half damage on a success.

In addition, you can choose one of the Huge creatures to stay and fight. You can have only one such creature assist in this way at a time, and it retreats when bloodied or when you command it to leave.

Rushing Stampede. A Huge-sized horde of Small, Medium, and Large native creatures hurry through the area, traveling in a 30-foot wide straight line from a direction you choose. Until the start of your next turn, the area is difficult terrain. In addition, each enemy creature in the area makes a Dexterity saving throw against your maneuver DC. On a failure, a creature takes 21 6d6 bludgeoning damage, is knocked prone, and stunned until the start of your next turn. On a success, a creature instead takes half damage and is rattled until the start of your next turn.

Swarming Pests. Several Medium-sized swarms of Tiny native creatures enter the spaces of up to 5 Small, Medium, or Large creatures you choose, or the space of a Huge or Gargantuan creature. Each enemy creature in the swarm’s area must make a Constitution saving throw against your maneuver DC or become blinded and slowed until the start of your next turn, and loses concentration on any spell or effect it is concentrating on. On a successful save, an enemy creature is instead slowed.

Class
Nature's Servant

At 20th level, nature sustains you and mends your wounds. At the start of each of your turns while you are bloodied, you regain hit points equal to 5 + your Constitution modifier. You don’t gain this benefit if you have 0 hit points.

In addition, while you are using Armaments of Nature the amount of hit points you regain doubles, you regain hit points even when you are not bloodied, and weapons formed using Armaments of Nature gain a +3 magical bonus to attack and damage.

Class
Nature's Touch

Choose one of the following.

Way with Animals: You gain proficiency in Animal Handling and with land vehicles.

Way with Plants: You gain proficiency in Nature and with herbalism kits.

Culture
Nature's Touch - Way With Animals (Wood Elf)

You gain proficiency in Animal Handling and with land vehicles.

Culture
Nature's Touch - Way With Plants (Wood Elf)

You gain proficiency in Nature and with herbalism kits.

Culture
Nature's Wellspring

At 7th level, you gain one of the following features:

MAGICAL INTUITION

You can cast detect magic at will, without expending a spell slot.

MAGICAL WEAPONS

Your weapon attacks are magical.

OVERCOME MAGIC

You gain an expertise die on saving throws made against spells and other magical effects. 

Class
Nature's Wrath [Acid]

At 6th level you learn to let the power of the elements flow through your wild shapes. When you first gain this feature, choose one of the following damage types: acid, cold, fire, or lightning.

While in a wild shape, any attacks you make deal an additional 1d6 damage of the chosen type and your natural weapons count as magical.

Class
Nature's Wrath [Cold]

At 6th level you learn to let the power of the elements flow through your wild shapes. When you first gain this feature, choose one of the following damage types: acid, cold, fire, or lightning.

While in a wild shape, any attacks you make deal an additional 1d6 damage of the chosen type and your natural weapons count as magical.

Class
Nature's Wrath [Fire]

At 6th level you learn to let the power of the elements flow through your wild shapes. When you first gain this feature, choose one of the following damage types: acid, cold, fire, or lightning.

While in a wild shape, any attacks you make deal an additional 1d6 damage of the chosen type and your natural weapons count as magical.

Class
Nature's Wrath [Lightning]

At 6th level you learn to let the power of the elements flow through your wild shapes. When you first gain this feature, choose one of the following damage types: acid, cold, fire, or lightning.

While in a wild shape, any attacks you make deal an additional 1d6 damage of the chosen type and your natural weapons count as magical.

Class
Necessary Skills

You gain proficiency in either Deception or Insight and either Investigation or Perception.

Culture
Necrotic Mastery

At 6th level, you may choose to substitute necrotic damage for any damage type caused by one of your spells.

Additionally, you gain resistance to necrotic damage.

Class
Negative Energy Flood

As an action, you can use your Channel Divinity to unleash a flood of negative energy on your foes. Hostile creatures within 30 feet of you make a Constitution saving throw. On a failed save, a hostile creature takes 2d8 necrotic damage and is pushed back 5 feet, or on a success it takes half damage and is not pushed back.

Class
New Moon Werebear

You have learned to tame the bear raging within you since contracting lycanthropy. On full moon nights you involuntarily change into a bear or bear-humanoid hybrid. While you are transformed, you gain the following features.

Fang and Claw. You gain a bite natural weapon and claw natural weapons which you are proficient with. You can use Dexterity instead of Strength for the attack rolls of your bite or claw. On a hit your bite or claw deals slashing damage equal to 1d6 plus your Strength modifier or Dexterity modifier (whichever is highest).

Keen Smell. You gain advantage on Perception checks that rely on smell.

Tree Climber. You gain a climb speed of 30 feet.

Feat Requires:
Must have been bitten by a werebear
New Moon Wereboar

You have learned to tame the boar rampaging within you since contracting lycanthropy. On full moon nights you involuntarily change into a boar or boar-humanoid hybrid. While you are transformed, you gain the following features.

Fleet of Foot. Your Speed increases by 10 feet.

Relentless. Once between long rests when you take damage that would reduce you to 0 hit points, you are instead reduced to 1 hit point.

Tusks. You gain tusk natural weapons you are proficient with. You can use Dexterity instead of Strength for the attack rolls of your tusks. On a hit, your tusks deal slashing damage equal to 1d6 plus your Strength modifier or Dexterity modifier (whichever is highest).

Feat Requires:
Must have been bitten by a wereboar
New Moon Wererat

You have learned to tame the rat within and gained some control over the curse of lycanthropy. On full moon nights you involuntarily change into a rat or rat-humanoid hybrid. While you are transformed, you gain the following features.

Bite. You gain a bite natural weapon you are proficient with. You can use Dexterity instead of Strength for the attack rolls of your bite. On a hit your bite deals piercing damage equal to 1d4 plus your Strength modifier or Dexterity modifier (whichever is highest).

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already have darkvision, its range increases by 30 feet.

Keen Smell. You have advantage on Perception checks that rely on smell.

Feat Requires:
Must have been bitten by a wererat
New Moon Weretiger

You have learned to tame the tiger within and gained some control over the curse of lycanthropy. On full moon nights you involuntarily change into a tiger or tigerhumanoid hybrid. While you are transformed, you gain the following features.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already have darkvision, its range increases by 30 feet.

Fang and Claw. You gain a bite natural weapon and claw natural weapons which you are proficient with. You can use Dexterity instead of Strength for the attack rolls of your bite or claw. On a hit your bite or claw deals piercing damage equal to 1d6 plus your Strength modifier or Dexterity modifier (whichever is highest).

Keen Hearing and Smell. You have advantage on Perception checks that rely on hearing or smell.

Feat Requires:
Must have been bitten by a weretiger
New Moon Werewolf

You have learned to tame the wolf within and gained some control over the curse of lycanthropy. On full moon nights you involuntarily change into a wolf or wolf-humanoid hybrid. While you are transformed, you gain the following features.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already have darkvision, its range increases by 30 feet.

Fang and Claw. You gain a bite natural weapon and claw natural weapons which you are proficient with. You can use Dexterity instead of Strength for the attack rolls of your bite or claw. On a hit your bite or claw deals piercing damage equal to 1d6 plus your Strength modifier or Dexterity modifier (whichever is highest).

Keen Hearing and Smell. You have advantage on Perception checks that rely on hearing or smell.

Feat Requires:
Must have been bitten by a werewolf
Newblood

You gain resistance to necrotic damage (or if you already have it, immunity to necrotic damage) and darkvision to a range of 30 feet (or if you already have it, the range of your darkvision increases by 30 feet). You also gain a bite natural weapon and the Charming Gaze feature.

Bite. You gain a bite natural weapon you are proficient with. You are only able to bite grappled, incapacitated, restrained, or willing creatures. On a hit your bite deals piercing damage equal to 1d6 plus your Strength modifier or Dexterity modifier (whichever is highest). You can use Dexterity instead of Strength for the attack rolls of your bite. In addition, once per turn you can choose for your bite to also deal 1d6 necrotic damage × your proficiency bonus. You regain hit points equal to the amount of necrotic damage dealt to your target. This necrotic damage can only be increased by a critical hit.

Charming Gaze. You magically target a creature within 30 feet, forcing it to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failure, the target is charmed by you for a number of hours equal to your proficiency bonus. While charmed it regards you as a trusted friend and is a willing target for your bite. The target repeats the saving throw each time it takes damage, ending the effect on itself on a success. If the target’s saving throw is successful or the effect ends for it, it is immune to your charm for 24 hours. Once you have used this feature, you can’t do so again until you finish a long rest.

This dark gift comes with a price however, making you averse to sunlight. You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. In addition, you cannot use your Charming Gaze while you are in direct sunlight.

Feat Requires:
Must have been bitten by a vampire or taken necrotic damage equal to quadruple your level from a single attack or spell. You have been corrupted with vampirism from exposure to dark forces that unlocked an ancient and unknown power within your blood, or because a vampire has bitten you. In either case your affliction makes you more than mortal, and yet somehow less.
Night Master

As an experienced nightstalker you have learned complicated and fiercely guarded traditions that channel your mental energy through demanding techniques which unlock magic by manipulating the physical world.

You can spend exertion to cast any spells from the air, earth, fear, fire, movement, obscurement, plants, poison, senses, shadow, transformation, unarmed, or water schools at the cost of 2 exertion per spell level. You use your focus save DC for spells cast this way, and your spell attack modifier is equal to your proficiency bonus + your Wisdom modifier.

Feat Requires:
Subtly Skilled feat
Nightstalker

Nightstalkers are dedicated spies, saboteurs, and assassins, trained in ancient techniques that strain the limits of physical ability and verge on the supernatural. You gain the following benefits:

  • Your Dexterity or Wisdom score increases by 1, to a maximum of 20.

  • You may deal Sneak Attack damage when making attacks using unarmed strikes or adept weapons. 

  • You gain a bonus equal to your Wisdom modifier on Acrobatics, Deception, and Stealth checks.

  In addition, you gain the following special focus feature:

Twilight Vanish. Nightstalkers can move with such swiftness that it takes a trained eye to see the motion at all. On your turn you can use a reaction and spend 2 exertion to move up to 30 feet with such incredible speed that you seem to disappear, and after moving this way may immediately take the Hide action.

Feat Requires:
3 levels in adept, 3 levels in rogue
Nimble Athlete

You can always choose to use your Dexterity when you make an Athletics check.

Knack
Nimble Troops

At 7th level, choose either Acrobatics or Athletics. Creatures within range of your  Commanding Presence add your Charisma modifier to checks using the chosen skill.

Class
Nimbleness (Halfling)

You can move through the space of any creature that is of a size larger than yours.

Heritage
No Adventurer Left behind

Starting at 15th level, creatures you choose that stabilize while within the radius of your Commanding Presence also regain hit points equal to your marshal level.

Class
No Sell

Starting at 6th level, when you are hit by a melee attack, you can use your reaction to spend 1 exertion and reduce the impact. After damage is determined (including any resistances you might have), roll your martial arts die. Reduce the damage you would take by that amount.

Class
Nobody’s Fool

People find it difficult to lie to you or to conceal their motives in your presence. You gain a bonus to Insight checks equal to your Charisma modifier. In addition, you can spend 1 sorcery point as an action to project an aura of honesty. For the next 10 minutes, creatures within 10 feet of you have disadvantage on Deception checks made to lie or conceal the truth. When a creature in this aura fails a Deception check, it accidentally blurts out something it didn’t mean to while attempting to spin its lie.

Class
Nose for Opportunity (Rodent Embraced)

When an ally strikes a creature you can see with a melee attack, you can use your reaction to move up to your Speed, ending your move adjacent to that creature and making a melee weapon attack against it. If the creature is bloodied and the attack hits, you score a critical hit. Once you have used this feature, you cannot use it again until you finish a short or long rest.

Feat
Offerings in Kind

At 14th level, you can seek the aid of higher powers in your time of need. As an action, you urge the spirits of fire to intervene, and roll 1d100. If the result is equal to or lower than your wizard level, the intervention comes immediately. If not, the spirits make a demand in turn (which may be a high price) and do not intervene until the price is paid. The Narrator determines the price, and the exact nature of the intervention, though a wizard spell of any level is usually appropriate. If intervention occurs, this feature can’t be used again for 7 days. Otherwise, you can try again after a long rest. The complete scope of this power is dependent on the Narrator’s discretion—for a high enough price, anything is possible.

Finally, your insight into fire magic deepens as a result of your connection to fire spirits. If you can find a written record of it, you can copy any fire spell into your spellbook as if it were a wizard spell. Once you do, it is a wizard spell for you.

Class
Omen of Victory

At 18th level, when you use Bloody Prophecy, you can choose a creature you can see. It has disadvantage on attack rolls against you, you have advantage on saving throws against spells and effects from that creature, and your prophecy die is always a d12 against it. The prophecy die increases and decreases as normal against other creatures.

Once you use this feature, you must complete a long rest before you can use it again.

Class
Ominous Insight

When you know, you know, you know? When you fail an Arcana, History, Nature, or Religion check, you can attempt to draw on your magics to find an answer and reroll the check. On a failure, your attempt clouds your mind and you have disadvantage on Intelligence checks until you finish a short rest. While suffering this disadvantage, you can’t use Ominous Insight again.

Knack
Omnitools

With a bit of arcane power and a lot of overengineering, your tools fold and flip into whatever you need them to be. Also at 4th level, you can use your tools of artifice as if they were any kind of artisan’s tools or miscellaneous tool kits. This ability does not grant you proficiency in those tool sets but you can make tool checks as if you had those tools.

Class
On Guard (Lead by Example)

When you use your Rallying Surge to allow a creature to regain hit points, that creature also gains an expertise die on one saving throw it makes in the next minute. The creature chooses whether or not to use the expertise die before making the save, and the die is wasted if not used before the effect ends.

Class
On the Road Again (Nomad)

You are proficient with land vehicles and tinker’s tools. You can use tinker’s tools to repair a land vehicle you a land vehicle you have traveled in for at least 1 month, and gain an expertise die on any checks made to do so. Additionally, you gain an expertise die on checks made to control or navigate a land vehicle. 

Culture
On The Watch (Lead by Example)

Allies within the radius of your Commanding Presence gain an expertise die on ability checks made to avoid, locate, or disable traps.

Class
Ooze Familar

When you choose this archetype at 2nd level, you master the conjuration of tame oozes. You add the Find Familiar spell to your spellbook. When you cast the spell, you can choose one of the normal forms for your familiar or choose a @TODO MONSTERS. When you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.

In addition, oozes you summon move extremely quickly, increasing their Speed to 25 feet.

Class
Ooze Within

Also starting at 2nd level, your body becomes more ooze-like, allowing you to thwart attackers. Whenever you are subjected to a critical hit, the hit is treated as a normal hit instead. In addition, you are immune to Sneak Attack damage from class features or traits. Finally, you have advantage on ability checks and saving throws you make to escape a grapple.

Class
Ooze Without

Starting at 14th level, while you are bloodied, you can use a bonus action to cause your viscous blood to coalesce into a @TODO MONSTERS that appears in an unoccupied space within 5 feet of you. This ooze takes its turn immediately after yours and obeys your verbal commands. Without such commands, the ooze only defends itself. It disappears after 1 hour, when reduced to 0 hit points, or if it can’t sense another creature at the end of its turn. Once you use this ability, you must finish a long rest before you can do so again.

Class
Operations Leader

Starting at 11th level, you devise a set of communication cues. Any allies who have received this training— usually taking 10 minutes of discussion and practice — do not need to share a language with you to benefit from this feature.

Additionally on your turn, you can use a bonus action and spend 5 exertion points to make it easier for you and your allies to help each other with certain skills. While this coordination is in place, your chosen allies can take the Help action as a bonus action to help each other. This coordination requires you to maintain concentration, and both chosen allies—the one with the skill proficiency and the one making the ability check—to be within 30 feet of you at the time of the ability check.

You can use your bonus action to change which allies benefit from the coordination each turn and you are able to concentrate on it for up to 10 minutes. The skills that can benefit from this are Acrobatics, Animal Handling, Athletics, Deception, Insight, Intimidation, Investigation, Stealth, and Survival. This might be used to help the team navigate difficult terrain, maintain a facade while undercover, or perform an ambush.

If you have proficiency in Stealth this coordination can happen silently via surreptitious signals. If you have proficiency in Deception this coordination can happen as a series of code words interspersed with other conversation. An onlooker needs to succeed on an Insight check contested by your ability check— whether Stealth or Deception — to realize the coordination is taking place.  

Class
Oracle Spells

TABLE: ORACLE SPELLS


CLERIC LEVEL - SPELLS

1 - comprehend languages, identify
3 - augury, detect thoughts
5 - clairvoyance, nondetection
7 - divination, locate creature
9 - commune with nature, contact other plane

Class
Oracular Talent

You know one divination cantrip or 1st-level divination spell of your choice. If you choose a 1st-level spell, you can cast it once without spending a spell slot or providing material components, and must finish a long rest before you can do so again. Your spellcasting ability for this spell is Intelligence or Wisdom (whichever is highest).

Culture
Ordination

Your mission in the world is supported by the spiritual community or religious hierarchy who called you to religious service. As a formal leader within your religious order, you are expected to perform the ceremonies of your faith, including weddings and funerals. In exchange, members of your faith provide you and your companions with food, lodging, and a modest lifestyle.

Additionally, if your congregation or order is able, they send you letters with regular updates about their well-being. They are willing to help connect you with other chapters of your faith through letters of introduction.

Class
Ordination (Acolyte)

You are expected to perform the religious ceremonies of your faith, including weddings and funerals. In exchange, members of your faith will provide you and your companions food, lodging, and a moderate lifestyle.

Background
Organized Training

At 3rd level you gain experience and training relevant to your role as an outrider. Choose two of the following to become proficient with: heavy armor, Animal Handling, History, or vehicle (land).

Class
Orienteering

You always know to have a bit of magnet and a pin on you for orienteering emergencies. With 1 minute’s work you can cobble together a makeshift compass. Compasses made in this way become useless after 1 hour and have no sale value. You’re also adept at surveying your surroundings and you gain an expertise die on checks made for the Chronicle journey activity.

In addition, you gain proficiency in Survival and its wayfinding skill specialty. If you already have this skill specialty you instead gain a Survival skill specialty of your choice.

Knack
Otherworldly

You have a way with creatures wildly unlike yourself. Select three of the following creature types: aberration, celestial, dragon, elemental, fey, fiend, or undead. You have advantage on Charisma checks to make a first impression on a creature of one of your chosen types, and if you do not share a common language, you can still communicate some simple concepts to them such as “friendly”, “help”, and “run”. In addition, by spending 2 sorcery points and 1 minute in meditation, you can change your creature type to one of the chosen creature types. This transformation lasts for 1 hour, and cannot be reversed early without repeating the meditation and spending the sorcery points again.

Class
Overactive Enzymes

You can release a splash of digestive enzymes to harm your foes. You gain the acid splash cantrip, which you can cast without requiring components. Your spellcasting ability for this cantrip is your choice of Charisma, Constitution, Intelligence, or Wisdom.

You can also use your digestive enzymes to dig. You have a burrowing speed of 10 feet and can move through nonmagical earth and stone, but not solid rock. You don’t leave a tunnel behind unless you spend time and effort to shore up the tunnel, reducing your burrow speed to 5 feet every 15 minutes.

Heritage
Overchannel

When you would roll damage for a spell, you instead deal maximum damage with that spell.

Class
Overpowering Personality

Beginning at 18th level, your poise and charm allow you to impose your vision on the world. Choose one of the following options. You must be proficient in a skill in order to gain an expertise die from Overpowering Personality.

Dress Rehearsal

You gain an expertise die on Performance checks. You can spend 10 minutes practicing a skill of your choice, at the end of which you make a Performance check. You can use this result to replace the die roll of one ability check you make using that skill in the next hour. You may decide to use this feature after seeing the die roll. Once you have used this feature, you can’t use it again until you finish a short or long rest.

Psych Out

You gain an expertise die on Intimidation checks. As an action, you can make an Intimidation check opposed by the Charisma check of a creature that can see you. On a success, the next attack roll or opposed ability check you make against that creature within the next 10 minutes is made with advantage. Once you’ve failed an opposed Intimidation check, you can’t use this feature again until you finish a long rest.

Roguish Charm

You gain an expertise die on Persuasion checks. After you spend a minute in conversation with a creature that is not hostile, you may make a Persuasion check opposed by its Insight. On a success, the creature is nonmagically charmed by you for 1 hour. The charm ends early if you or your allies harm the creature. Once you’ve used this feature successfully, you can’t use it again until you finish a long rest.

Social Expertise

You gain an expertise die on checks made with one of the following skills: Deception, Insight, or Sleight of Hand.

Class
Overpowering Personality (Dress Rehearsal)

You gain an expertise die on Performance checks. You can spend 10 minutes practicing a skill of your choice, at the end of which you make a Performance check. You can use this result to replace the die roll of one ability check you make using that skill in the next hour. You may decide to use this feature after seeing the die roll. Once you have used this feature, you can’t use it again until you finish a short or long rest.

Class
Overpowering Personality (Psych Out)

You gain an expertise die on Intimidation checks. As an action, you can make an Intimidation check opposed by the Charisma check of a creature that can see you. On a success, the next attack roll or opposed ability check you make against that creature within the next 10 minutes is made with advantage. Once you’ve failed an opposed Intimidation check, you can’t use this feature again until you finish a long rest.

Class
Overpowering Personality (Roguish Charm)

You gain an expertise die on Persuasion checks. After you spend a minute in conversation with a creature that is not hostile, you may make a Persuasion check opposed by its Insight. On a success, the creature is nonmagically charmed by you for 1 hour. The charm ends early if you or your allies harm the creature. Once you’ve used this feature successfully, you can’t use it again until you finish a long rest.

Class
Overpowering Personality (Social Expertise)

You gain an expertise die on checks made with one of the following skills: Deception, Insight, or Sleight of Hand.

Class
Overpowering Strike

At 10th level, your attacks literally blow your opponents away. Once per turn when you make a melee weapon attack, you may choose to have the target make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, you choose whether it falls prone or is moved 5 feet away from you.

Class
Overwhelming Onslaught (DC blank)

At 18th level, when you successfully hit the same target with two or more melee attacks in a single turn, you may spend 2 exertion points to deal extra bludgeoning damage equal to 2d8 + your Strength modifier. In addition, the target makes a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier) or becomes stunned until the end of your next turn.

Class
Overwhelming Visions

At 10th level, you can open a creature’s senses to the full scope of possibilities before it. As an action, you force vivid visions of discarded pasts and possible futures into the mind of a creature you can see within 60 feet. The target must make a Wisdom saving throw against your spell save DC. On a failed save, the target takes 8d8 psychic damage and is stunned until the end of your next turn. On a success, the target takes half damage and isn’t stunned. Furthermore, a creature that successfully saves against the effect finds the wash of possibility insightful, gaining advantage on the next ability check or saving throw it makes before the end of your next turn. Once you have used this ability, you must finish a long rest before you can do so again.

Class
Pack Initiate

Your control over the lupine spirit within yourself improves. You can transform one additional time without suffering a level of fatigue. While you are transformed, you gain the following features.

Crescent Moon Defense. You gain resistance against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.

Deadly Implements. The damage of your bite and claw attacks increases to 1d8.

Frenzied Bite. You can use your bite attack as a bonus action.

Pack Tactics. Once per turn, you have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and not incapacitated.

Feat Requires:
New Moon Werewolf
Pack Rat (Forsaken)

You can carry your whole house on your back. You count as one size larger when determining your carrying capacity. 

Culture
Pack Tactics (Pack Initiate)

Once per turn, you gain advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and not incapacitated.

Feat
Pack Tactics (Rat Within)

Once per turn, you gain advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and not incapacitated.

Feat
Pact Boon

At 3rd level, the entity to which you are beholden provides a more durable and lasting blessing. Choose one of the following features:

Pact of the Blade

You can use your action to conjure in your empty hand an armament bestowed with power: a pact weapon. Choose any simple or martial weapon when you conjure your pact weapon. You are proficient with it while you wield your pact weapon, and you can use your spellcasting ability for attack and damage rolls with it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

By performing a 1 hour ritual while holding a magic weapon or rare weapon, you can transform it into your pact weapon. If this weapon has a bonus to attack or damage rolls, or if it deals bonus damage, you can apply these to your Eldritch Blast (ranged weapons add these bonuses to Eldritch Ray, and melee weapons to Eldritch Scythe; it has no effect on Eldritch Disturbance or Eldritch Whip). You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the ritual on a different weapon, or if you use a 1 hour ritual to break your bond to it. The weapon is collected by your patron if the bond breaks while it is in the extradimensional space.

Pact of the Chain

You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, sprite, or any Tiny creature of CR 1/2 or less. You can also opt for the spirit you call forth to be an aberration, elemental, or undead.

When you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction. Additionally, when you use Eldritch Scythe, you can choose to deliver the attack through your familiar as though you had cast a spell with a range of Touch.

Pact of the Tome

Aware of your drive for knowledge, you awaken to find a grimoire left in your pack by your patron: a Book of Shadows. Choose three cantrips. While the book is in your possession, you know these cantrips and they are treated as warlock spells. They don’t count against your number of cantrips known. If you lose your Book of Shadows, you can perform a 1 hour ceremony to receive a replacement from your patron. This ceremony destroys the previous book. The book is collected by your patron when you die.

Class
Pact Magic

With care, practice, and dedication you have learned how to best siphon and channel the otherworldly powers you’ve gained from your patron.

Cantrips

You know two cantrips of your 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.

Spell Points

The Warlock table shows how many spell points you have. To cast one of your warlock spells of 1st-level or higher, you must spend a number of spell points dependent on the spell’s level, shown on the table below. You can also cast a spell you know at a higher spell level by spending the appropriate number of spell points. The maximum spell level you can cast is shown in the Spell Level column of the Warlock table. You regain all expended spell points when you finish a short or long rest.

Table: Spell Points

Spell LevelSpell Points
12
23
35
46
57

Spells Known of 1st-Level and Higher

You know two 1st-level spells of your choice from the Warlock Spell List. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice. Each of these spells must be of a level that you are able to cast. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st- or 2nd-level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level of which you can cast.

Spellcasting Ability

The manner in which you pursue ever greater power from your patron is defined by the nature of that pursuit: through wit, devotion, or fervor. Choose Intelligence, Wisdom, or Charisma to be your spellcasting ability. Once you make this choice, you cannot change it. You use the chosen ability whenever a spell refers to your spellcasting ability. In addition, you use that ability modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your chosen ability modifier
Spell attack modifier = your proficiency bonus + your chosen ability modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.

Class
Pact of the Blade (Mutant)

When you summon your pact weapon it is infused into one of your hands and cannot be disarmed or removed until you dismiss it.

Class
Pact of the Tome (Mutant)

You do not have a physical Book of Shadows but otherwise gain the benefits of this pact boon.

Class
Panache (@cha.mod uses needed/LR)

Also at 3rd level, you’ve learned to use just the right words and mannerisms instead of exerting yourself to turn the tide of battle. Whenever you would spend exertion points on a duelist feature or a maneuver from the Mirror’s Glint, Mist and Shade, or Rapid Current combat traditions, you may reduce the exertion point cost of that maneuver or feature by 1 (minimum 0). Once you have used this feature a number of times equal to your Charisma modifier, you cannot do so again until you finish a long rest.

Class
Paragon of Rage

At 20th level, you have reached the peak of brawn and stamina. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

In addition, while raging you gain the following benefits:

  • Your size increases by one category (from Small to Medium, or Medium to Large), to a maximum size of Large. Your size doubles in all dimensions and your weight increases eightfold.

  • You gain twice as many rage hit points as normal.

  • Creatures have disadvantage on saving throws made to resist your basic combat maneuvers.

  • You deal double damage to objects.

  • Your horizontal jump distance increases by 40 feet and your vertical jump distance increases by 20 feet.

  • You gain a 1d8 expertise die on Strength and Constitution ability checks and saving throws.

Class
Paralyzing Strike

When you hit a creature with a melee weapon attack, you can spend 2 exertion to attempt a paralyzing strike. The target must succeed on a Constitution saving throw or be paralyzed until the end of your next turn.

Class Requires:
9th level
Parry and Thrust

At 7th level, you master the art of turning your opponent’s strikes against them. You treat any weapon with the Finesse property as if it also had the Parrying property. In addition, whenever you use your reaction to add an expertise die to your AC using a Parrying weapon and the triggering attack misses you, you may immediately spend an exertion point to make a melee weapon attack against the creature that attacked you.

Class
Patient Aptitude

At 6th level, your command over your magic becomes more precise, and you are able to assert more control over it.


You may pick a number of spells with the ritual tag equal to your Charisma modifier. These spells need not be from the sorcerer spell list, but they must be of a level for which you have spell slots. You can cast these spells as rituals, though you don’t gain the ability to cast them normally with spell slots, nor do they count toward your spells known. If you increase your Charisma modifier, the number of ritual spells you know also increases. Each time you gain a sorcerer level, you may replace one of these ritual spells with another.

Class
Pay the Piper (Entertainer)

In any settlement in which you haven’t made yourself unpopular, your performances can earn enough money to support yourself and your companions: the bigger the settlement, the higher your standard of living, up to a moderate lifestyle in a city.

Background
Perfect Fist

Starting at 17th level, when you make an unarmed strike, you score critical hits on a roll of 19–20. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20). In addition, when you use a bonus action to make an unarmed strike, the attack deals an additional damage die.

When your unarmed strike reduces a creature to 0 hit points, you can spend 3 exertion to utterly destroy the target’s body and soul. The target can’t be restored to life by any means short of a Wish spell.

When you hit a creature with two or more unarmed strikes in the same turn, you can spend 3 exertion to force it to make a Constitution saving throw. On a failed save, the target suffers one effect you choose from the list below. For each successful unarmed strike after the second, you can spend 1 exertion to deal one additional effect. For example, if you hit with four unarmed attacks, you can spend 5 exertion to deal three effects. You can’t choose the same effect more than once, and a successful saving throw negates all effects.

  • The target takes extra damage equal to twice your martial arts die.
  • The target is blinded and deafened for 1 minute.
  • The target is paralyzed for 1 minute. At the start of each of its turns, the target can repeat the saving throw, ending the effect on a success.
  • The target is knocked prone and becomes poisoned for 1 minute.
  • Features, spells, and traits that would restore the target’s hit points have no effect on the target until the start of your next turn.
  • The target loses a spell slot from its highest available level.
  • The target loses 6 exertion.
  • The target can’t use bonus actions, legendary actions, or reactions until the start of your next turn.
  • The target gains a level of fatigue.
Class
Perfect Storm (DC blank/with @level)

Starting at 14th level, any hostile creature that begins its turn inside your Whirling Winds aura makes a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier). The creature takes thunder or lightning damage (the same type as Touched by Thunder) equal to your berserker level on a failed save, or half as much on a successful save.

Class
Persistent Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double the duration, to a maximum of 24 hours.

Class
Persuasive Speech (Divine Orator)

Hostile creatures within 60 feet take a –1d4 penalty on attack rolls. You can sustain this battle hymn for up to 3 rounds without expending additional uses of Bardic Inspiration. When a hostile creature begins its third consecutive turn within range of this battle hymn it becomes charmed by you and will not attack you or your allies. If this causes combat to end early, the creatures remain charmed by you for up to 1 minute afterward or until one of them is damaged by you or an ally.

For the next 24 hours after the battle hymn ends, you gain an expertise die on Charisma checks made against creatures that were charmed in this way. A creature that either shares your alignment or worships a deity that has your alignment becomes charmed on its second consecutive turn instead. Creatures that have an opposite alignment or worship a greater entity that has an opposite alignment cannot be charmed in this way.

Feat
Philosophic Mind

Your rationale shields your psyche occasionally. Once between long rests, at the start of your turn you can suppress the effects of an enchantment spell you are under for 1 round as your logic overrides it.

Culture
Physician

You are a capable healer, able to mend wounds and treat ailments. You gain the following benefits:

  • When you use a healer’s satchel to stabilize a dying creature, it regains a number of hit points equal to your Wisdom modifier.

  • You can use an action and spend one use of a healer’s satchel to tend to a creature. The creature regains 1d6 + 4 hit points, plus additional hit points equal to its maximum number of hit dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

Feat
Pierce the Dark

At 3rd level, your senses sharpen to allow you to perceive your lightless environment. If you have the ability to see, you gain darkvision to a range of 120 feet and the ability to see through magical darkness. If you have blindsight, the range of your blindsight increases by 30 feet.

Class
Pinpoint Maneuvering

Starting at 5th level, your driving skills allow you to swerve around obstacles and through tight spaces where vehicles couldn’t normally function. While driving a vehicle, whenever an action would allow you to change the vehicle’s facing up to 90 degrees, you may change it up to 180 degrees instead.

In addition, whenever an attack hits a vehicle you’re driving or a collision occurs involving a vehicle you are driving, you can use your reaction to avoid the worst of it, reducing the damage your vehicle would take by the result of a vehicle check (air, land, or water as appropriate to the vehicle).

Class
Pitiless Gaze

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack while you are raging, the attacker takes [[/r 1d6 #psychic]] psychic damage as they quail before your raw fury.

Class
Planar Energy

Planar Energy. Choose the type of planarite that serves as your primary life force from the following list: air, death, earth, fire, life, space, time, water. You gain resistance to a specific damage type based on this source.

Regardless of planarite type, the planar energy contained within allows you to forgo sleep. When you take a long rest, you spend 4 hours in a state of inactivity (instead of sleeping for 6 hours). While powered down in this way, you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity.

TABLE: PLANARITE

Planarite

Resistance

AirThunder
DeathNecrotic
EarthLightning
FireFire
LifeRadiant
SpacePsychic
TimeForce
WaterCold
Heritage
Planar Energy (Air)

Planar Energy. Choose the type of planarite that serves as your primary life force from the following list: air, death, earth, fire, life, space, time, water. You gain resistance to a specific damage type based on this source.

Regardless of planarite type, the planar energy contained within allows you to forgo sleep. When you take a long rest, you spend 4 hours in a state of inactivity (instead of sleeping for 6 hours). While powered down in this way, you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity.

TABLE: PLANARITE

Planarite

Resistance

AirThunder
Heritage
Planar Energy (Death)

Planar Energy. Choose the type of planarite that serves as your primary life force from the following list: air, death, earth, fire, life, space, time, water. You gain resistance to a specific damage type based on this source.

Regardless of planarite type, the planar energy contained within allows you to forgo sleep. When you take a long rest, you spend 4 hours in a state of inactivity (instead of sleeping for 6 hours). While powered down in this way, you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity.

TABLE: PLANARITE

Planarite

Resistance

DeathNecrotic
Heritage
Planar Energy (Earth)

Planar Energy. Choose the type of planarite that serves as your primary life force from the following list: air, death, earth, fire, life, space, time, water. You gain resistance to a specific damage type based on this source.

Regardless of planarite type, the planar energy contained within allows you to forgo sleep. When you take a long rest, you spend 4 hours in a state of inactivity (instead of sleeping for 6 hours). While powered down in this way, you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity.

TABLE: PLANARITE

Planarite

Resistance

EarthLightning
Heritage
Planar Energy (Fire)

Planar Energy. Choose the type of planarite that serves as your primary life force from the following list: air, death, earth, fire, life, space, time, water. You gain resistance to a specific damage type based on this source.

Regardless of planarite type, the planar energy contained within allows you to forgo sleep. When you take a long rest, you spend 4 hours in a state of inactivity (instead of sleeping for 6 hours). While powered down in this way, you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity.

TABLE: PLANARITE

Planarite

Resistance

FireFire
Heritage
Planar Energy (Life)

Planar Energy. Choose the type of planarite that serves as your primary life force from the following list: air, death, earth, fire, life, space, time, water. You gain resistance to a specific damage type based on this source.

Regardless of planarite type, the planar energy contained within allows you to forgo sleep. When you take a long rest, you spend 4 hours in a state of inactivity (instead of sleeping for 6 hours). While powered down in this way, you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity.

TABLE: PLANARITE

Planarite

Resistance

LifeRadiant
Heritage
Planar Energy (Space)

Planar Energy. Choose the type of planarite that serves as your primary life force from the following list: air, death, earth, fire, life, space, time, water. You gain resistance to a specific damage type based on this source.

Regardless of planarite type, the planar energy contained within allows you to forgo sleep. When you take a long rest, you spend 4 hours in a state of inactivity (instead of sleeping for 6 hours). While powered down in this way, you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity.

TABLE: PLANARITE

Planarite

Resistance

SpacePsychic
Heritage
Planar Energy (Time)

Planar Energy. Choose the type of planarite that serves as your primary life force from the following list: air, death, earth, fire, life, space, time, water. You gain resistance to a specific damage type based on this source.

Regardless of planarite type, the planar energy contained within allows you to forgo sleep. When you take a long rest, you spend 4 hours in a state of inactivity (instead of sleeping for 6 hours). While powered down in this way, you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity.

TABLE: PLANARITE

Planarite

Resistance

TimeForce
Heritage
Planar Energy (Water)

Planar Energy. Choose the type of planarite that serves as your primary life force from the following list: air, death, earth, fire, life, space, time, water. You gain resistance to a specific damage type based on this source.

Regardless of planarite type, the planar energy contained within allows you to forgo sleep. When you take a long rest, you spend 4 hours in a state of inactivity (instead of sleeping for 6 hours). While powered down in this way, you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity.

TABLE: PLANARITE

Planarite

Resistance

WaterCold
Heritage
Plant

You are a plant in addition to a humanoid. So long as rocks and soil are available, you can sustain yourself without other sources of food, although you still require water. While exploring, you consume 1 Supply every other day before suffering fatigue.

Heritage
Plot Twist

Starting at 6th level, when a creature you have granted Bardic Inspiration to fails an attack roll, ability check, or saving throw, you can spend your reaction to declare that isn’t how the story goes and allow it to roll again, including your Bardic Inspiration die, taking the higher result. This reroll spends the Bardic Inspiration die, even if the creature did not spend it on the first roll.

Once you have used this feature a number of times equal to your proficiency bonus, you cannot do so again until you finish a long rest.

Class
Pluck the Strands

At 14th level, you gain the ability to influence fate directly. As a bonus action, you can select a number of creatures that you can see up to your spellcasting modifier. Until the start of your next turn, the creatures you choose have advantage on attack rolls, ability checks, and saving throws . Once you have used this ability, you must finish a long rest before you can do so again.

Class
Pointed Wit (Conversational Parry)

At 13th level, your words are as cutting as your blade. Choose one of the following options.

Conversational Parry

You may reroll one failed Deception check. Once you use this feature, you can’t use it again until you finish a short or long rest.

Class
Pointed Wit (Disarming Manner)

At 13th level, your words are as cutting as your blade. Choose one of the following options.

Disarming Manner

You have advantage on ability checks made to make peace or end hostility.

Class
Pointed Wit (Verbal Riposte)

At 13th level, your words are as cutting as your blade. Choose one of the following options.

Verbal Riposte

When a creature threatens you or attempts an Intimidation check against you, you can use your reaction to make an Intimidation check against it with advantage. On a success, the creature is frightened of you for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

Class
Poison Tolerance

You are immune to ingested poison.

Heritage
Polearm Savant

You gain the following benefits:

  • When you attack with a glaive, halberd, quarterstaff, or spear using the Attack action, you can use a bonus action to make a melee attack with the weapon’s opposite end. This attack uses the same ability modifier as the primary attack, dealing 1d4 bludgeoning damage on a hit.

  • While you are wielding a glaive, halberd, pike, quarterstaff, or spear, a creature that enters your reach provokes an opportunity attack from you. A creature can use its reaction to avoid provoking an opportunity attack from you in this way.

Feat
Portentous Escape

At 15th level, choose one of the following.

   Get Them Out

   Fortifying Encouragement

Class
Positive Energy Flood

As a bonus action, you can use your Channel Divinity to send out a flood of positive energy to heal your allies. Friendly creatures (including yourself) within 30 feet regain hit points equal to your proficiency bonus + your Charisma modifier.

Class
Potent Premonitions (Oracle)

Starting at 8th level, your premonitions are more powerful. Your Unfickle Fate feature now lasts up to 8 hours. In addition you gain one premonition per long rest. Roll a [[/r d20]]. You may apply its number to the ability check, attack roll, or saving throw of a creature you can see within 30 feet. Once you use this feature, you cannot do so again until you finish a long rest.

Class
Power Caster

You have advanced offensive capabilities with certain kinds of spells, gaining the following benefits:

  • The range is doubled for any spell you cast that requires a spell attack roll.

  • You ignore half cover and three-quarters cover when making a ranged spell attack.

  • Choose one cantrip that requires an attack roll. The cantrip must be from the bard, cleric, druid, herald, sorcerer, warlock, or wizard spell list. You learn this cantrip and your spellcasting ability for it depends on the spell list you chose from: Intelligence for wizard, Wisdom for cleric or druid, Charisma for bard, herald, or sorcerer, or your choice of Intelligence, Wisdom, or Charisma for warlock.

Feat Requires:
The ability to cast at least one spell
Power Tumble

You can always choose to use your Strength when you make an Acrobatics check.

Knack
Powerful Attacker

You’ve mastered wielding unwieldy weapons, using weight and momentum to empower your strikes. You gain the following benefits:

  • You gain proficiency with the Cleaving Swing maneuver and do not have to spend exertion to activate it. In addition, you can use Cleaving Swing with a versatile weapon wielded with two hands.

  • Before you make a melee attack with a two-handed weapon or versatile weapon wielded with two hands, if you are proficient with the weapon and do not have disadvantage you can declare a powerful attack. A powerful attack has disadvantage, but on a hit deals 10 extra damage.

Feat
Powerful Blow

As a bonus action, you prepare a crushing blow. If you hit a creature with a melee weapon attack before the end of your next turn, you can spend 1 exertion to deal additional damage equal to your martial arts die.

Class Requires:
5th level
Practiced Artisan

You are proficient with calligrapher’s supplies and two other artisan's tools.

Culture
Practiced Artisan (Collegiate)

You are proficient with calligrapher’s supplies and two other artisan's tools.

Culture
Practiced Edge

A perfected technique is often the difference between victory and defeat.

After you roll an ability check, attack roll, or saving throw but before you know the outcome, you may spend your inspiration to add a +5 bonus to that roll.

Destiny
Practiced Techniques

At 2nd level, you gain a practiced technique of your choice. Your practiced techniques are detailed at the end of the class description. The Techniques Known column of the Adept table shows when you learn more practiced techniques. Unless otherwise noted, you can gain each technique only once.

Adept Speed

Focus Speech

Gale Walk

Hurricane Walk

Instant Step

Marathon Runner

Nimble Athlete

Power Tumble

Religious Training

Shadow Walk

Sixth Sense

Slow Fall

Wall Walk

Warrior’s Awareness

Water Walk

Wilderness Training

Class
Prayer of Protection

After each long rest choose one damage type from the following list: cold, fire, force, lightning, necrotic, psychic, radiant, or thunder. You gain resistance to this damage type until the end of your next long rest.

Class
Preach Despair (Harbinger of Things to Come)

A hostile creature within 60 feet of you suffers a level of strife. Creatures with an opposite alignment from yours or that worship a greater entity that has an opposite alignment suffer two levels of strife instead. A creature cannot suffer more than two levels of strife from Preach Despair in the same 24 hours.

Feat
Preach Hope (Harbinger of Things to Come)

Ally creatures within 60 feet gain advantage on saving throws. When the battle hymn ends, allies within 30 feet of you remove one level of strife. An ally that shares your alignment or worships a greater entity removes two levels of strife instead.

Feat
Precision Explosives

At 9th level you learn the fine art of causing explosions when you mean to cause explosions. Whenever you arm an alchemical grenade or use Tactical Chemistry to create an alchemist’s fire, black powder charge, smoke bomb, or tanglefoot bag, you can use an action to set it in an unoccupied space in one of the following ways.

  • Set Trigger. You attach the item to anobject or surface and choose a specific mechanical action that triggers it, such as an attached chest being opened, or the
    wheels of an attached wagon turning. When triggered the item explodes and its effects occur.

  • Timed Explosion. When setting this item you choose an amount of time up to 1 hour. The item explodes and its effects occur at the chosen time.

  • Vibration Sensitive. After this item is set, it explodes and its effects occur the next time a Small-sized or larger object or creature other than you moves within 5 feet of it.

If an item set using this feature is normally thrown, any creature within 5 feet of it when it explodes is treated as if it were hit by the item. If an item set in this way normally has an area of effect, that area is centered where the item was set.

You may also set alchemist’s fires, black powder charges, smoke bombs, and tanglefoot bags not created using Tactical Chemistry at the cost of 5 gold in materials per item set in this way.

Class
Predator Weapons (Motley Paragon)

The damage from your unarmed strikes increases to 1d8 + your Strength modifier, and your unarmed strikes are magical. When you hit a creature your size or smaller with your unarmed strike, you can choose to grapple that creature.

Heritage
Prehensile Tail

You have a tail that grants you an expertise die on checks made to balance, climb, or make Sleight of Hand checks. Your tail can carry objects weighing up to 5 pounds, but it can’t wield a weapon or use a shield. In addition, you gain advantage on saving throws to avoid falling.

Heritage
Preordained Fate

When you have 0 hit points at the end of another creature’s turn, you can spend your inspiration to gain 1 hit point. When you do, move your position in initiative to immediately after that creature’s turn, and take your turn normally.

Destiny
Prepared Speech

After observing a creature for at least 10 minutes, you can choose to gain advantage on a Deception, Intimidation, or Persuasion check against it. Once you have used this feature, you cannot use it again until you finish a short or long rest.

Class
Prescient Vision

Elves with the gift of Prescient Vision have the following trait: 

Glance the Future. Your eyes can see a few moments into the future, and your mind apprehends the divergent possibilities. Once between rests you can use a bonus action to roll a d20 and record the result. Before the end of your next rest, when a creature you can see within 60 feet makes an ability check, attack roll, or saving throw, you can use your reaction to replace their roll with your recorded result. When the creature is also rolling an expertise die, only the d20 roll is replaced. When the creature is rolling more than one d20, such as when it has advantage or when a halfling is using their Halfling’s Luck trait, the replacement applies to the creature’s final roll.

Heritage
Presence: Forceful

People respond favorably to your vigor. You can always choose to use Constitution when making Persuasion checks.

In addition, in every settlement you visit you inspire a number of followers equal to your proficiency bonus. Your followers perform minor tasks to help you while you are there, feed you and your allies, carry your belongings to nearby destinations, share their mount animals, reveal some of their secrets to try and gain your favor, and ask you for help before turning to the authorities with a problem.

Class
Presence: Mighty

You turn your toughness into a tool when imposing upon others. You can always choose to use Constitution when making Intimidation checks.

In addition, when you enter a tavern or other social gathering, you can make a DC 15 Intimidation check while loudly declaring that you are looking for something or someone. On a success, most of the people there look at and otherwise point out whoever they believe is the person you are looking for or the person most likely to know about what you are seeking.

Class
Presence: Scary

It’s commonly thought that it’s best not to ask you for too much clarification or detail. You can always choose to use Constitution when making Deception checks.

In addition, when you fail a Deception check against a creature, it makes a Wisdom saving throw against a DC equal to your passive Deception score. On a failure, it thinks twice about your dishonesty and your Deception check becomes a success.

Class
Pressure Point Secrets

When you use Paralyzing Strike or Stunning Strike, you can spend an additional 2 exertion. If you do, your target has disadvantage on its first saving throw made against the focus feature.

Class Requires:
Paralyzing Strike or Stunning Strike
Preternatural Awareness

Elves with the gift of Preternatural Awareness have the following traits:

Keen Senses. You gain proficiency in Perception.

Prophetic Instincts. Your ability to detect danger is nearly supernatural. You gain a bonus to initiative rolls equal to your Wisdom modifier (minumum 1), and you can’t be surprised while conscious (including during your Trance).

Heritage
Preternaturally Persuasive

Choose one of the following schools of magic: communication, compulsion, fear, knowledge, law, obscurement. Your spell save DC is increased by 2 when casting a spell from the chosen school.

Class
Prickly Mind

Starting at 15th level, your reactions are so honed that you react even to magic trying to affect your mind. When you make a saving throw to resist being charmed, you can use your reaction to deal an amount of psychic damage equal to your proficiency bonus to the creature attempting to charm you. This backlash does not reveal the creature that tried to charm you.

In addition, you gain proficiency with Wisdom saving throws.

Class
Primal Vitality [Insidious Nectar]

At 6th level your outpouring of natural power begins manifesting in new ways.

Insidious Nectar

Your body becomes laced with poison that drips from thorns at your wrists which you can use to make unarmed strikes that deal poison damage equal to 1d8 + your Wisdom modifier. In addition, your spell save DC is increased by 2 when casting a spell of the poison school, and whenever a spell you cast or a creature you’ve summoned deals poison damage it deals an extra 1d6 damage.

Class
Primal Vitality [Plant Bond]

At 6th level your outpouring of natural power begins manifesting in new ways.

Plant Bond

You have a mystic connection with flora. As an action you can expend 2 uses of Wild Shape to summon a plant creature with a CR no greater than 1/3 your druid level in an unoccupied space you can see within 30 feet. Plants summoned in this way are allied to you and your companions. While plants summoned in this way are within 60 feet you can use a bonus action to mentally command them. When you command multiple plants in this way, you must give them all the same command. You may decide the action the plant takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, a summoned plant only defends itself. Plants you summon in this way remain for up to 8 hours, or until killed or magically dismissed as a bonus action.

Class
Primal Vitality [Verdant Beauty]

At 6th level your outpouring of natural power begins manifesting in new ways.

Verdant Beauty

Colorful patterns and petals grow across your body. You gain proficiency with Deception and Persuasion. If you already have proficiency with either of these skills, you instead gain an expertise die. In addition, you can use an action to emit charming spores at a target within 30 feet as per the spell Charm Person. Creatures that are immune to the poisoned condition are unaffected by these spores.

You may emit spores in this way number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Class
Primordial Caster

Upon gaining this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

  • When you cast a spell that deals damage, your spell’s damage ignores damage resistance to the chosen type. 

  • When you cast a spell that deals damage of the chosen type, you deal 1 additional damage for every damage die with a result of 1.

  This feat can be selected multiple times, choosing a different damage type each time.

Feat Requires:
The ability to cast at least one spell
Principles of Devotion

At 2nd level, after much contemplation and communion with your greater entity, you pledge to uphold certain standards of behavior beyond what is necessary for adventure. In return, your greater entity grants you one of the following related boons. When you fail to uphold this pledge, you lose any benefits from it until 24 hours after you finish a long rest and rededicate yourself.

Chaste

In exchange for forgoing pleasures of the heart and flesh, you are hardened to the persuasions of others. Add your Wisdom modifier to any saving throws made to resist being charmed. You also gain one skill specialty chosen from Insight, Persuasion, or Religion.

Destitute

In exchange for forgoing material luxury, vendors who are not explicitly opposed to your greater entity are compelled to give you heavy discounts of up to 20%, and inkeeps offer free lodging.

Devotional Integrity

You adhere to a strict code of morality and ethics. When an action you take is honest and non-violent, until the end of your turn you are immune to the rattled condition and you do not suffer disadvantage or penalties on Intelligence, Wisdom, or Charisma checks made as part of that action.

Image of the Divine

You exhibit a uniform, makeup, tattoo, or body modification indicating your higher entity or religious order. Creatures have advantage when discerning your religious identity. You gain advantage on saving throws against fear and ability checks made against Intimidation. You also gain one skill specialty chosen from Insight, Intimidation, or Persuasion.

Merciful

In exchange for forgoing bloodshed—torture, attacking unconscious creatures, and dealing lethal wounds to creatures you reduce to 0 hit points—you are yourself granted mercy. When you have already succeeded on two death saving throws, you have advantage on death saving throws.

Rule of Ritual

You make formal religious observances and perform ritual timekeeping. You can spend 1 hour during a long rest to make these observances, and if you do you only need 4 hours of sleep instead of the normal 6. You learn the Guidance cantrip if you do not already know it, and when you grant expertise dice with a spell of 1st-level or higher, the expertise die you grant increases by one step.

Secrecy

Your mission from your deity requires you to work undercover, concealing your true self with a secret identity. In exchange for forgoing the pleasure of true connection and friendship, you gain an expertise die on Deception checks.

Severity

In exchange for forgoing weaknesses such as helping or protecting others (except when it serves you), you add your Wisdom modifier to Perception checks made to find valuable objects, and on opposed checks made against the Persuasion check of another creature.

Silence

In exchange for speaking only to cast spells, you are able to compel other creatures to action with only a glance. When a creature within 10 feet of you makes a Persuasion check, you may add your Wisdom modifier to the result.

Class
Prior Tactics

Also at 3rd level, you become superlative at preparing your fellows for battle. Your allies must spend at least 10 minutes a week discussing strategy with you to benefit from this feature, at which point you spend a number of gold pieces equal to twice your proficiency bonus on materials. At the Narrator’s discretion, these may be collected with a successful Hunt and Gather journey activity.

When taking the Attack action, you can forgo one attack to choose a number of allies equal to or less than your proficiency bonus that are within 30 feet that can hear and see you, and spend an equal amount of exertion. On their next successful weapon attack, the chosen allies deal an extra 1d8 damage as they enact your recommended strategy. Once you have used this feature, you cannot do so again until you finish a short or long rest.

Class
Proclaimer

Proclaimers are more than devoted to their faith, they are the oracles, the orators, the divine mouthpieces shouting to the masses with booming voices, convincing words, and eyes clouded with holy truth. 

You gain the following benefits:

  • You are gifted with a divine sight of the near-future. Whenever the Narrator calls for you to roll for initiative, you may activate a use of your Divine Sense feature to warn yourself and up to a number of creatures equal to your Charisma modifier within 30 feet, granting advantage on the initiative check.

  • Your word is holy, and you may use your voice Art Specialty to cast herald spells.

  • You may spend exertion to cast spells from the divination school that you know at a cost of 1 exertion per spell level.

  • When you gain this feat, you gain one of the following alignment traits: Chaotic, Evil, Good, or Lawful. Once chosen your alignment trait cannot be changed, but you can gain a second alignment trait that is not opposed.

Feat Requires:
3 levels in bard, 3 levels in herald
Prodigious Innovator

Choose three cantrips from any spell list. These cantrips don’t count toward your cantrips known.

Class
Profits

You can see the glint in people’s hungry eyes as they watch money change hands and can perfectly name their price. As a bonus action you may spend your inspiration to accurately determine if a creature you see will take a bribe and what price they’ll accept. 

Destiny
Progenitor’s Boon

Members of dragonbound clans overseen by their progenitors usually enjoy the benefits of their progenitor’s boon. Choose one of the following: 

Chromatic Dragon’s Boon: Chromatic dragons raise their warriors to shock and terrify their enemies. You can cast fear without the need for material components once per long rest. Your spellcasting ability for this spell is Charisma. Until you reach 5th level, the area of this casting of the spell is limited to a 15-foot cone.

Essence Dragon’s Boon: Essence Dragons ensure that their guardians can easily commune with the land and the spirits within. You know the druidcraft cantrip. In addition, your diplomatic understanding extends towards the creatures of the land and the spirits within it. You gain an expertise die on Charisma checks made to influence beast and celestial creatures. 

Gem Dragon’s Boon: Gem dragons ensure their agents’ missions go undetected by bestowing upon them subterfuge magic. You know the message cantrip. Once you reach 3rd level, you can cast illusory script once per long rest. At 5th level, you can cast InvisibilityiInvisibility} once per long rest. You don’t need material components for these spells, and when casting them your spellcasting ability is Intelligence or Charisma (whichever is highest). 

Metallic Dragon’s Boon: Metallic dragons let their pupils study vast repositories of knowledge. Choose a skill from among Arcana, History, Medicine, Nature, or Religion. You have proficiency with the chosen skill and you gain an expertise die on ability checks you make that uses that skill. 

Culture
Prophetic Defense

Beginning at 15th level, as a reaction when you are hit by an attack, you can spend 1 exertion to add your prophecy die to your Armor Class (including against the triggering attack) until the beginning of your next turn.

Additionally, your prophecy die now starts as a d10.

Class
Prophetic Instincts (Preternatural Awareness Elf)

Your ability to detect danger is nearly supernatural. You gain a bonus to initiative rolls equal to your Wisdom modifier, and you can’t be surprised while conscious (including during your Trance).

Heritage
Prophetic Protection

Whenever you would trigger a trap, the Narrator makes a secret Charisma (Perception) check against the DC to spot the trap. On a success, you do not spot the trap but get a strong sense that moving any further will put you in danger.

Knack
Protective Umbra

Common amongst the metallic dragons, this umbra sparks with draconic ingenuity. While this umbra is active you gain resistance to the damage type dealt by your Dragon Breath (if you already had resistance to that damage type, you gain immunity instead), and you gain an expertise die on Wisdom or Intelligence checks. If you are not dragonborn, you may choose the damage type for your umbra from those available in the Dragon Breath trait.

Culture Requires:
Dragoncult Culture
Providence

At 10th level, the potency of your faith increases. Choose one of the following:

Divine Intervention

Beginning at 10th level, you can use an action to call on your deity to intervene on your behalf when your need is great. Describe the assistance you seek and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The Narrator chooses the nature of the intervention; the effect of any cleric spell or cleric archetype spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

After each failed divine intervention roll, add 1 to the number required to succeed until it is a success, at which point it resets to your cleric level or below.

At 20th level, your call for intervention succeeds automatically, no roll required.

Imminent Turning

A powerful connection to the life force of your greater entity extends the range of your Turn Undead. You may now Turn Undead from up to 60 feet away.

Master Ritualist

Careful study of your holy texts has made you intimately familiar with all of your ritual spells. You may cast any ritual spell on the cleric spell list you could cast as a ritual, whether or not you have it prepared.

Prayer of Protection

After each long rest choose one damage type from the following list: cold, fire, force, lightning, necrotic, psychic, radiant, or thunder. You gain resistance to this damage type until the end of your next long rest

Class
Psychic Resistance

You have resistance to psychic damage. Additionally, you gain proficiency with Intelligence saving throws.

Heritage
Pure Arcanist

As a mystic arcanist studies and meditates, they come closer and closer to an understanding of the pure magic from which all other arcanum stems. You gain the following special manifestations:

Divine (Radiant). When you cast a spell that deals radiant damage, you can spend 1 sorcery point and choose one creature you can see within 60 feet. That creature regains a number of hit points equal to 1d8 × the spell’s level.

Pure Arcanum (Force). When you cast a spell that deals force damage, you can spend 2 sorcery points and choose one creature you can see. After the spell’s damage is resolved, if the creature was damaged by the spell it makes an Intelligence saving throw or becomes stunned until the end of its next turn.  

Feat Requires:
Mystic Arcanist feat
Purity of Body

You can use your action to end one effect on yourself that is causing you to be poisoned or diseased.

Class Requires:
7th level
Quake

At 6th level, the very earth on which you walk reacts to your magic. When you cast a spell of 1st level or higher, you can choose one of the following:

  • Choose a point you can see within 60 feet. Large or smaller creatures on the ground within 5 feet of that point must make a Dexterity saving throw against your spell save DC, falling prone on a failure.
  • Sprouting rock formations erupt around you in a 5-foot radius. The ground in this area is difficult terrain for creatures other than you until the end of your next turn.
  • Choose a Large or smaller creature you can see within 30 feet that is on the ground. The creature must make a Strength saving throw against your spell save DC. On a failure, its speed is reduced to 0 until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

Class
Quick Change

You can change clothes, assume a disguise, or doff armor as an action.

Culture
Quick Frisk

You gain an expertise die on Sleight of Hand checks. You can touch a target to learn what they are carrying. Make a Sleight of Hand check opposed by the target’s Perception. On a success, you learn what types of objects they are carrying. If they are carrying coins, you know the approximate number. For the next 24 hours, any Sleight of Hand checks you make against the target have advantage. On a failure, you can’t use Quick Frisk against that target for 24 hours.

Class
Quick Strike

Starting at 9th level, your quick reflexes allow you to get the drop on opponents. You gain advantage on initiative rolls.

Class
Quick-Witted Defense

Also at 3rd level, while you are not wearing armor or wielding a shield your AC equals 10 + your Dexterity modifier + your Charisma modifier. In addition, when you are wielding at least one weapon with the Defensive, Finesse, or Parrying quality, your Armor Class increases by 1.

Class
Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Class
Quips

When you choose this archetype at 3rd level, you learn how to get in the heads of your opponents. After you have observed a creature in combat for at least 1 round, you can make a quip at it. Make an Intimidation check opposed by the Wisdom saving throw of a creature within 30 feet that can hear and understand you. On a failed save the creature is compelled to attack you. On its turn, the creature moves towards you and makes as many attacks against you as it can. If the creature failed its saving throw by 5 or more, it has disadvantage on these attack rolls. Additionally, you do not have to spend exertion to use Patient Defense while a creature is under this effect.

The effects of this feature end after the creature hits you with an attack, when you attack a different creature, or if the creature is unable to attack you. Once you have used this feature a number of times equal to your Wisdom modifier, you cannot do so again until you finish a long rest.

Class
Radiant Assault (Planetouched Paragon)

All radiant damage you deal ignores resistance. If a creature is immune to radiant damage, it instead takes half damage.

Heritage
Radical Perseverance (Diehard Survivor Human)

Through your sheer stubbornness and will to live, you sometimes manage to wriggle out of death’s grasp. You die after 4 failed death saving throws instead of 3.

Heritage
Rage (X/long rest)

In battle, you give yourself over to the fury within. Starting at 1st level, on your turn you can use a bonus action to enter a rage.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • Every round that you remain in rage, at the start of your turn you gain a number of rage hit points that increases as you gain levels as a berserker, as shown in the Rage Hit Points column of the Berserker table. Whenever you take damage, you reduce your rage hit points first, then your regular hit points. Rage hit points stack each round until your rage ends, at which point they dissipate.
  • The maximum number of rage hit points you can have at one time is equal to 5 × your berserker level.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
  • You gain no benefit from temporary hit points.

While raging, you cannot choose to use the Fall Back reaction. Your rage lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your berserker level in the Rages column of the Berserker table, you must finish a long rest before you can rage again.

 

TABLE: BERSERKER

LEVEL RAGES

RAGE HIT

POINTS

1 2 +2
2 2 +2
3 3 +2
4 3 +2
5 3 +2
6 4 +2
7 4 +2
8 4 +2
9 4 +3
10 4 +3
11 4 +3
12 5 +3
13 5 +3
14 5 +3
15 6 +3
16 6 +4
17 6 +4
18 6 +4
19 6 +4
20 Unlimited +5
Class
Rallying Speaker

You are capable of awe-inspiring leadership, and that leadership gives your allies strength. When you spend 10 minutes speaking inspirationally, you can choose up to 6 friendly creatures (including yourself) within 30 feet that can hear and understand you. Each creature gains temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.

Feat Requires:
Charisma 13 or higher
Rallying Surge

Also at 1st level, you can use a bonus action to choose an ally within 30 feet of you. If the target can hear or see you, it regains hit points equal to 1d8 + your marshal level. Once you use this feature, you must finish a long rest before you can use it again.

You can simultaneously target 2 allies with this feature at 3rd level, and starting at 7th level you regain use of this feature after finishing a short or long rest.

Class
Ranger Archetype

At 3rd level, you choose an archetype that embodies your purpose as a ranger. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Some ranger archetypes can grant spells. If you are using a ranger archetype that grants spells, you learn to innately cast those spells once each between long rests using material components found in nature (such as a handful of dry leaves or loose gravel instead of the tiny silver bell for the alarm spell). The spells that you cast in this way are always cast using the lowest spell level. Wisdom is your spellcasting ability for these spells.

When you reach 9th level in this class you gain a second use of your 1st-level ranger spell between long rests.

When you reach 17th level in this class you gain a second use of your 2nd-level ranger spell between long rests.

Class
Rapid Deployment

After initiative is rolled and until combat ends, your Speed increases by 20 feet, and allies that are able to see or hear you increase their Speed by 20 feet.

Class
Rapid Escape

You can use the Disengage action as a bonus action.

Culture
Rapid Response

Also at 3rd level, you are always ready to wield your magic at the drop of a hat. When initiative is rolled, as long as you are not surprised you can choose to cast a spell with a vocalized component and casting time of 1 action. If you do so, the effects of the spell occur at the start of the first creature’s turn, and on your first turn you do not receive an action.

Class
Rapturous Presence

Beginning at 9th level, your magic becomes a presence that noticeably bears down on creatures. Choose one of the following:

Presence: Forceful

Presence: Nobody’s Fool

Presence: Otherworldly

Class
Rat Swarm (Strength in Numbers)

Once on your turn, you can reroll an attack roll against a target within 30 feet if another creature has made a melee attack against the same target since the end of your last turn. You can use this trait a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

Heritage
Rat Within

Your control over the murine spirit within yourself improves. You can transform one additional time without suffering a level of fatigue. While you are transformed, you gain the following features.

Crescent Moon Defense. You gain resistance against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.

Frenzied Bite. You can use your bite attack as a bonus action.

Pack Tactics. Once per turn, you gain advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and not incapacitated.

Feat Requires:
New Moon Wererat
Reach Beyond

Also at 1st level, your mind opens to a broader spectrum of magic than most. You can use a bonus action to attempt to replace one of your archetype spells. Declare which spell you’re trying to replace and make a Charisma saving throw (DC 10 + the spell’s level). On a success, you replace the spell with another archetype spell of the same or lower level until you finish a long rest, at which point the original spell returns. This newly-gained spell can’t be replaced again.

On a failure, the spell you’re attempting to replace goes off, expending no spell slots but targeting a creature or point within range of the Narrator’s choice (possibly yourself). The spell is too wild to alter with metamagic, and if it requires concentration it lasts its full duration with no concentration required instead. The archetype spell you attempted to replace is then removed from your spell list until you finish a long rest, at which point it returns.

Class
Read Thoughts (Doppelganger Paragon)

As an action, you can magically read the surface thoughts of one creature within 60 feet that you can see. Additionally, until the end of your next turn, you have advantage on attack rolls and Deception, Insight, Intimidation, and Persuasion checks against the creature. You can use this trait a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest .

Heritage
Reader of Leaves

Starting at 11th level, after a long rest during which you are able to consume and read the dregs of a warm drink, you roll a d20 and use a bonus action to choose a creature you can see within 30 feet, including yourself. The next attack roll, ability check, or saving throw that the creature makes, it uses the result instead of rolling a d20. Once you have used this feature after a long rest each additional use requires 3 exertion (and an additional d20 roll), and after using this feature a number of times equal to your Wisdom modifier, you cannot use it again until you finish a long rest.

Additionally, you may take 10 minutes to prepare and consume a soothing drink, after which you can spend 3 exertion to cast Divination with no other material components.

Class
Ready to Learn

You haven’t had training in everything but you’re determined to give it your all anyway. As a bonus action you may spend your inspiration to gain proficiency with a weapon, armor, skill, or tool for the next hour.

Destiny
Rebellious Tactics (Tunnel Halfling)

You gain proficiency with one of the following skills: Acrobatics, Deception, Nature, or Stealth.

Culture
Rebounding Blow

Starting at 14th level, you master your armor to the extent that you can turn a foe’s momentum back upon them. While you are wearing heavy armor and a creature within 5 feet of you misses you with a weapon attack, you can use your reaction to turn the miss into a hit. You only take half damage from the attack, and your attacker takes an equal amount of damage.

Class
Rediscovered Self

At 10th level you discover an animal form that resonates with you. When you first gain this feature select a wild shape you know. Once per day, you may assume your chosen wild shape without expending a use of your wild shape feature. You may remain in your chosen wild shape indefinitely. You may also rest in your chosen wild shape and do not revert out of it when unconscious.

Class
Reengineering Nature

An orderly mind can see all sorts of uses within the natural world. You may use Engineering in place of Survival when setting up camp or performing the Gather Components journey activity. In addition, you may use the material components gained from the Gather Components journey activity for your spell inventions and other artificer features that require material components.

Knack
Refined Learning (Arcane Armor)

At 6th level, you’ve developed an impressive expertise in spells of your chosen school. Choose one of the following benefits:

Arcane Armor

When you cast a wizard spell of 1st-level or higher, you store some of its magic to protect yourself, gaining temporary hit points equal to twice the level of the spell, or three times the spell’s level if the spell is from your chosen school. Instead of gaining these temporary hit points yourself, you can use your reaction to grant them to a creature within 30 feet.

Class
Refined Learning (Energy Retention)

At 6th level, you’ve developed an impressive expertise in spells of your chosen school. Choose one of the following benefits:

Energy Retention

When you expend a spell slot of 2nd-level or higher to cast a wizard spell from your chosen school, you regain one expended spell slot. The regained spell slot must be of a level no more than half the level of the expended spell slot.

Class
Refined Learning (War Magic)

At 6th level, you’ve developed an impressive expertise in spells of your chosen school. Choose one of the following benefits:

War Magic

When you deal damage with a wizard spell from your chosen school, you deal additional damage equal to your Intelligence modifier on the first damage roll for that spell.

Class
Reflexive Shot

At 15th level, your accurate reflexes allow you to threaten shots at a moment’s notice. You may make opportunity attacks using ranged weapons, and your threatened area is equal to the normal range of any ranged weapon you wield.

Class
Reflexive Spell

Immediately before rolling initiative, you can spend 2 sorcery points to cast a spell of up to 3rd-level that has a casting time of 1 action or 1 bonus action. The spell activates before any other actions in initiative, but doing so uses your action for your first turn in the combat.

Class
Refracting Spell

When you cast a spell that involves a spell attack roll and targets only a single creature, you can spend an additional 2 sorcery points. If the spell hits, a creature within 5 feet of the original target takes half the spell’s damage.

Class
Refugee

By great misfortune, you and many others left your homeland so that you might survive. You are proficient in Survival, and when in an urban environment can roll Survival checks when using Intimidation or Persuasion.

Culture
Relentless

Starting at 10th level, if a creature uses the Disengage action to leave your reach while you are raging, you can use your reaction to follow them a number of feet equal to double your Speed. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Class
Relentless (New Moon Wereboar)

Once between long rests when you take damage that would reduce you to 0 hit points, you are instead reduced to 1 hit point.

Feat
Relentless Resistance (Orc Paragon)

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you have used this trait, you cannot do so again until you finish a long rest.

Additionally, the many struggles of your ancestors has given you a thick skin, and the ability to shrug off less powerful blows. When not wearing armor, your Armor Class increases by 1.

Heritage
Reliable Might

Also at 17th level, if your total for a Strength or Constitution check is less than the corresponding score, you can use that score in place of the total.

Class
Reliable Spell

When you roll a 4 or lower on a spell attack, you can spend 1 sorcery point to reroll the attack. You can use Reliable Spell even if you have already used a different Metamagic option during the casting of the spell.

Class
Reliable Spell Inventions

At 11th level your practice has finally smoothed out the early faults of your spell inventions, so long as you keep the arcane power within acceptable parameters. Whenever you roll a 1 on the fizzle die, you may reroll it, if you do you must use the new result.

In addition, your spell inventions have become streamlined enough that other creatures can make sense of them. A creature holding one of your spell inventions can use an action to make an Engineering check (DC equal to your spell save DC). On a success the spell is cast at its lowest possible spell level, or on a failure the spell fizzles out and fails to cast. Whenever a creature attempts to cast a spell using one of your spell inventions in this way, roll the fizzle die as normal.

Class
Religious Education (Godbound)

Your community is steeped in scripture, song, and storytelling. You are proficient in the Religion skill and know one cantrip of your choice from the cleric, druid, or herald spell list. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest).

Culture
Religious Training

You gain proficiency in the Religion skill. When you touch a holy relic, religious artifact, or a similar object or structure, you can spend 2 exertion to learn something about it. The Narrator truthfully answers one question you ask about the object that can be answered with a yes or no.

Knack
Rely on Nature

When you fail a Nature or Survival check, you can use your reaction to succeed instead.

Class
Reputation

At 10th level, your reputation has begun to precede you. Choose one of the following options:

Inspiring

You’re a reputed leader, a person to be trusted whose words are to be heeded. You gain an expertise die on Persuasion checks. In addition, you may spend 1 exertion point as a bonus action to inspire a creature that can hear you. The creature makes an Insight check opposed by your Persuasion check, becoming inspired by you on a failure. Indifferent creatures you inspire in this way become friendly towards you and your allies, and friendly creatures you inspire in this way will consider you an ally and may provide you with local information that would otherwise remain secret. Creatures will remain inspired by you indefinitely unless you do something that would make them hostile or lose confidence in you, such as lying, stealing, or causing them or their allies harm, or being proven cowardly or untrustworthy in any way. 

Intimidating

You’re reputed to be a terror to your foes and a fearsome ally. You gain an expertise die on Intimidation checks. In addition, you can use a bonus action and spend 1 exertion point to intimidate one creature you can see. The creature makes a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or becomes frightened of you for 1 minute. At the end of each of its turns, a frightened creature can repeat the saving throw, ending the effect on itself on a success.

Legendary

Your deeds have become epic stories, growing bigger and more outlandish with each retelling. You gain an expertise die on Deception checks. In addition, you can spend 1 exertion point to weave your real legendary deeds into a Persuasion check as boasting, or include fabricated legendary deeds into a Deception check. When you do so, you have advantage on the check.

Class
Reputation (Cleric)

Your reputation for talented ministry and good works precedes you. Common folk frequently recognize you on sight, and those who do often have a friendly disposition towards you. They often ask you for counsel, favors, and blessings. The disposition of people they introduce you to are one stage better than normal (the indifferent become friendly, the hostile become indifferent).

Class
Reputation: Armed Assistance

Mercenary groups make a point of making your acquaintance, especially in larger towns. As part of their hospitality they feed you and your companions, and provide a safe place to sleep, as well as offer to trade information and word of any jobs your group may be interested in. When these meetings go particularly well they might offer more tangible help in the form of scouting the area around a monster’s den or distracting a group of bandits to give you an edge.

Class
Reputation: Inspiring

You’re a reputed leader, a person to be trusted whose words are to be heeded. You gain an expertise die on Persuasion checks. In addition, you may spend 1 exertion point as a bonus action to inspire a creature that can hear you. The creature makes an Insight check opposed by your Persuasion check, becoming inspired by you on a failure. Indifferent creatures you inspire in this way become friendly towards you and your allies, and friendly creatures you inspire in this way will consider you an ally and may provide you with local information that would otherwise remain secret. Creatures will remain inspired by you indefinitely unless you do something that would make them hostile or lose confidence in you, such as lying, stealing, or causing them or their allies harm, or being proven cowardly or untrustworthy in any way.

Class
Reputation: Intimidating

You’re reputed to be a terror to your foes and a fearsome ally. You gain an expertise die on Intimidation checks. In addition, you can use a bonus action and spend 1 exertion point to intimidate one creature you can see. The creature makes a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or becomes frightened of you for 1 minute. At the end of each of its turns, a frightened creature can repeat the saving throw, ending the effect on itself on a success.

Class
Reputation: Legendary

Your deeds have become epic stories, growing bigger and more outlandish with each retelling. You gain an expertise die on Deception checks. In addition, you can spend 1 exertion point to weave your real legendary deeds into a Persuasion check as boasting, or include fabricated legendary deeds into a Deception check. When you do so, you have advantage on the check.

Class
Reputation: Noble Curiosity

Your reputation and ferocity have sparked the fascination of the nobility. A liveried servant is likely to approach you when you enter the holdings of such a noble and invite you to take part in their employer’s hospitality. This includes lavish feasting, introductions to the rich and powerful, and offers of assistance such as mounts, the repair of your armor and weapons, and miscellaneous items worth less than 5 gold.

Class
Reputation: Token of Gratitude

Word of your deeds is not just advantageous to you: many merchants are eager to capitalize on having done business with someone of your reputation. Upon recognizing you, they offer up to 15% off of the listed price of a particular item in exchange for some sign of your presence such as a small token or autograph.

Class
Reserves

At 4th level your stamina increases, allowing you to engage foes longer without tiring. Your exertion pool increases by 1. At 8th, 12th, and 16th level your exertion pool increases by an additional point.

Class
Resident Expert (Ingenious Focus Human)

You have a reputation for painstaking detail on certain tasks and subjects. Choose two tools with which you are proficient, or a skill with which you are proficient from Animal Handling, Arcana, Culture, Engineering, History, Medicine, Nature, or Religion. When you make a check with that tool or skill and the d20 shows a natural result of less than 10, you can count the d20 result as being 10.

Heritage
Resilient Lungs

Repeated underwater forays have strengthened your lungs. You can hold your breath for twice as long as normal.

Culture
Resistance (Draconic Armor Dragonborn)

You have resistance to the damage type dealt by your Dragon Breath.

Heritage
Resistance (Dragonborn Paragon)

You gain resistance to the damage type dealt by your Dragon Breath. If you already have resistance to that type of damage, you gain immunity to it instead.

Heritage
Resolute

Winning a battle is as much about knowing when to quit as it is knowing when not to give up. Whenever you make an Intelligence, Wisdom, or Charisma check against a creature and fail, you gain an expertise die on your next Intelligence, Wisdom, or Charisma check made against that creature.

Class
Resonant Bond

You're able to form a greater bond with magic items. During a short rest, you can focus on a non-consumable magic item and create a unique bond with it called resonance. You can have resonance with only one item at a time. Attempting to resonate with another item fails until you end the resonance with your current item. When you resonate with an item, you gain the following benefits:

  • If the resonant item requires attunement and you meet the prerequisites to do so, you become attuned to the item. If you don’t meet the prerequisites, both the attunement and resonance with the item fails. This attunement doesn't count toward the maximum number of items you can be attuned to. Unlike other attuned items, your attunement to this item doesn't end from being more than 100 feet away from it for 24 hours.

  • As a bonus action, you can summon a resonant item, which appears instantly in your hand so long as it is located on the same plane of existence. You must have a free hand to use this feature and be able to hold the item. Once you summon the item in this way, you can't do so again until you finish a short or long rest.

  • If the resonant item is sentient, you have advantage on Charisma checks and saving throws made when resolving a conflict with the item.

  • If the resonant item is an artifact, you can ignore the effects of one minor detrimental property.

You lose resonance with an item if another creature attunes to it or gains resonance with it. You can also voluntarily end the resonance by focusing on the item during a short rest, or during a long rest if the item is not in your possession.

Feat
Resources: Dig Deeper

You can take a bonus action to allow a creature to regain the use of an origin trait or class feature that would normally be regained by finishing a short rest. You can use this feature twice and you regain any expended uses when you finish a long rest.

Class
Resources: Reach Further

While you are conscious and when an ally within range of your Commanding Presence would drop to 0 or fewer hit points, your ally can use their reaction to spend the tactics die and roll it to gain temporary hit points equal to the result plus your Charisma modifier (minimum 1). Once a creature has benefited from the tactics die in this way, it cannot do so again until it finishes a long rest.

Class
Responsive

Whether between duelists or armies, combat is all about timing and you are impeccably punctual. When you overhear an interesting conversation between NPCs, you can interject so seamlessly and casually that the speakers think they already know you, answering one question you ask before realizing that they don’t.

In addition, you gain an expertise die on Persuasion checks.

Class
Retaliatory Reputation

It has become apparent that wronging you is decidedly unwise and those without a death wish instinctively fear you. While you are not incapacitated, you can use a bonus action to direct a threatening stare at any hostile creature within 20 feet of you. The creature must make a Wisdom saving throw with a DC equal to your passive Intimidation score. On a failure, the creature is frightened until the end of its next turn. A creature that succeeds on its saving throw is immune to your Retaliatory Reputation for the next 24 hours.

Destiny
Retrace

By spending 1 minute in meditation, you can reflect on the magical aura you leave behind as you travel. After doing so, you can perfectly retrace the steps you’ve taken in the past 4 hours.

Knack
Retraced Development

Even if dumped into the wilderness with nothing you’d get a laboratory back up and running in no time. With 1 hour of work you can create ramshackle versions of any type of artisan’s tools out of wood and stone. You take a –2 penalty on checks made with these ramshackle tools, only you can make use of them, and they have no sale value, but you can use them just like normal versions of those tools and they can also be used as tools of artifice.

Knack
Retributive Surge

At 6th level, your body becomes infused with chaotic magic that makes harming you a dangerous proposition. When a creature you can see damages you, you can use your reaction to cast a spell of 1stor 2nd-level. The spell must either target the creature that damaged you or be centered on a space it occupies, it must have a casting time of 1 action or 1 bonus action, and you must spend sorcery points equal to the level of the spell in addition to the spell slot used.

At 14th and 18th level, the highest level of spell you can cast in this way increases by 1.

Class
Returned

With the journey complete, you finally know who you are—or rather who you became along the way. When you gain this feature, you immediately choose the fulfillment feature from another destiny. You gain the chosen fulfillment feature, which replaces this one.

Destiny
Revenant

You may choose to select this feat when you die, replacing your most recently chosen feat other than Vendetta or reducing your ability scores to reverse your last Ability Score Increase. The next midnight your corpse rises and your soul returns to it. You gain the undead type in addition to being a humanoid, as well as the following benefits:

  • Your destiny changes to Revenge.

  • You gain resistance to necrotic and psychic damage.

  • You gain darkvision to a range of 60 feet (or if you already have it, its range increases by 30 feet).

  • You become immune to poison damage and the poisoned condition.

  • If your vendetta has not ended, you regain all of your hit points when you finish a short rest or 1 hour after you are reduced to 0 hit points.

  • You gain an expertise die on saving throws made against spells and other magical effects, and on saving throws made to resist being charmed, fatigued, frightened, paralyzed, or stunned.

  • You gain an expertise die on ability checks made to find or track a creature that is part of your vendetta.

Feat Requires:
Vendetta, one other feat or previous Ability Score Increase, dead
Rewarding Repute

Your deeds have heroically won over the hearts and minds of people everywhere or cowed them into submission. Whenever you visit a settlement, the commoners there tell you all the valuable information they can about their home including nearby ruins, the general environment of nearby wilderness, and how populated the region is. You gain an expertise die on Nature and Survival checks made within 10 miles of any settlement you have visited.

Knack
Rewoven With Magic

When you take this archetype at 1st level, your patron sews the powers of the fey into your being. You learn druidcraft as a bonus cantrip. Additionally, choose one of the following:

Quickling Sprint

Spellbinder’s Curse

Class
Riding Out

At 15th level when you use any combat maneuver that requires you to be mounted you only expend half the exertion (rounded up).

In addition, you gain the Ride Enemy combat maneuver. It does not count against your number of maneuvers known, and you do not have to spend exertion points to activate it.

Class
Risky Tactics

At 15th level, choose one of the following.

   Risky Gambit

   Risky Foray

Class
Rite Master

You gain a ritual book containing spells that you can cast as rituals while holding it.

Choose one of the following classes: bard, cleric, druid, herald, sorcerer, warlock, or wizard. When you acquire this feat, you create a ritual book holding two 1st-level spells of your choice from that class’ spell list. These spells must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Intelligence for wizard, Wisdom for cleric or druid, Charisma for bard, herald, or sorcerer, or your choice of Intelligence, Wisdom, or Charisma for warlock.

If you come across a spell with the ritual tag in written form (like on a spell scroll or in a wizard’s spellbook), you can add it to your ritual book if the spell is on the spell list for the class you chose and its level is no higher than half your level (rounded up). Copying the spell into your ritual book costs 50 gold per level of the spell and takes 2 hours per spell level.

Feat Requires:
Intelligence or Wisdom 13 or higher
Ritual Efficiency

When you cast a spell as a ritual, you only add 1 minute to the casting time (instead of 10 minutes). 

Class
Ritualistic Focus (Stoic Orc)

Many of the stoic rituals you learned have broader arcane applications. You know two 1st-level spells of your choice. These spells must have the ritual tag and you may only cast them as rituals. Wisdom is your spellcasting ability for these spells. In addition, you may cast other spells you learn as rituals if those spells have the ritual tag. 

Culture
Rituals of Fire

Also at 2nd level, you can peer into flames to learn of what lies ahead. By spending 10 minutes meditating while staring into a flame that fills at least a 5-foot cube, you can cast augury without spending any spell slots.

At 6th level, by burning an object with a connection to a creature and spending 10 minutes in meditation, you can cast locate creature in this way.

At 10th level, by creating a fire large enough to fully immerse yourself in and stepping into it (taking no damage), you can cast dream, with yourself as the messenger. If the fire goes out before you end the spell, you take 4d6 psychic damage and the spell ends. After casting it in this way, you cannot do so again until you finish a short or long rest.

Class
Road: Don’t Get Fooled Again

You’ve heard and seen (and perhaps told) enough lies that you spot them as easily as tells in battle. You can always choose to use Constitution for Insight checks and gain an expertise die when rolling to detect a falsehood.

In addition, you are seen as an arbiter of truth by those who have heard of your reputation and you may be called in to mediate a trial or question a suspected wrong-doer, even in larger settlements.

Class
Road: Storyteller

You have an ear for interesting events, places, and people of the past. You can always use Constitution when making History checks and gain an expertise die when the subject has something to do with war, battle, or martial prowess In addition, your reputation means that people assume that you want to know the history (or perhaps gossip) of the settlement you’re visiting. When you are at a tavern or social gathering they are likely to approach you with tales of the baroness’ last stand 50 years ago, or mention ‘history in the making’ in the form of the Duke’s child being rumored to be a werewolf. Mechanical bonuses are at the Narrator’s discretion but could include gaining an expertise die on Insight checks made against a particular NPC, or advantage on checks when seeking out a local tomb.

Class
Road: Trial and Error

Between learning from both your own mistakes and those of others, you’ve collected a considerable knowledge about the natural world. You can always choose to use Constitution when making Nature checks and gain an expertise die on checks made to identify a plant or beast.

In addition, people see you as someone who loves a good survival story. When you are at a tavern or social gathering they are likely to approach you with information about local hazards or wildlife. This insight grants boon at the Narrator’s discretion, such as gaining an expertise die on Survival checks to track a creature, additional beneficial effects from using a medicinal, or advantage on checks made to know a beast or plant creature’s weakness.

Class
Rock

As a being made from stone, you are immune to the petrified condition.

Heritage
Rock Training

You gain proficiency with rocks as improvised weapons, and in your hands a Tiny rock deals 1d6 + your Strength modifier bludgeoning damage and has the thrown property (40/80 feet).

Culture
Rockamouflage

You are proficient with Stealth. You gain an expertise die on Stealth checks made to hide in a rocky environment. Your companions also gain this expertise die, provided you can see them and they are within 30 feet of you.

Heritage
Rocking Roll

The damage dealt by your Roll trait increases to 1d12 + your Strength modifier. Objects take double damage from your Roll, and a creature that fails its saving throw is also knocked prone. In addition, once on your turn while rolling you can make a DC 15 Acrobatics or Athletics check, changing the direction of the rest of your movement up to 180 degrees.

Heritage
Rodent Embraced

You have completely mastered the rat within and learned tricks to make your lycanthropy an even greater asset in combat. You can transform one additional time without suffering a level of fatigue. When you choose to tame the beast in an involuntary transformation, roll 1d8; you gain control over that many hours. While you are transformed, you gain the following features.

Full Moon Defense. You gain immunity against slashing, bludgeoning, and piercing damage from weapons that are not magical or silvered.

Nose for Opportunity. When an ally strikes a creature you can see with a melee attack, you can use your reaction to move up to your Speed, ending your move adjacent to that creature and making a melee weapon attack against it. If the creature is bloodied and the attack hits, you score a critical hit. Once you have used this feature, you cannot use it again until you finish a short or long rest.

Wererat Trickery. When you reduce a creature to 0 hit points with a bite attack, you can use your reaction to take the Disengage, Dodge, or Hide action.

Feat Requires:
Rat Within
Rogue Archetype

At 3rd level, you choose an archetype: a specialization that defines how you approach the challenges of your profession. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Class
Roll

You can use a bonus action to curl into a boulder, or an action to uncurl. While in boulder form your Speed is reduced to 0, and you cannot use a shield, make attacks, use your arms, or cast spells with seen components.

While in boulder form you can use an action to roll yourself in a straight line up to 30 feet, or 60 feet down a decline. While rolling you can attempt to enter the spaces of creatures up to one size larger than you, forcing each to make a Dexterity saving throw against your maneuver DC. On a failure, a creature or object takes bludgeoning damage equal to 1d4 + your Strength modifier. If a creature succeeds on its saving throw, you do not enter its space and your movement stops.

Heritage
Roll With the Punches (Forsaken)

After you fail an ability check, you have advantage on your next ability check. You can’t use this trait again until after you finish a short or long rest. 

Culture
Rooted Defense

At 7th level, while you are standing on a solid surface, you can use a bonus action to root yourself in place. While rooted, your Speed becomes 0, but whenever an effect would move you or knock you prone, you ignore that effect, and the ground within 10 feet of you becomes difficult terrain. In addition, while you are rooted, a creature you hit with a melee weapon attack must make a Strength save against a DC of 10 + your proficiency bonus. On a failure, the creature’s Speed is reduced to 0 until the end of its next turn. You can end your rooted state as an action.

Class
Rope and Pulley Master

Numerous logistic puzzles can be solved with just a rope, a pulley, and proper application of intellect. By spending 10 minutes working with at least 300 feet of rope, you can create the following through ingenious use of ropes and pulleys.

A rope system that provides safe travel over a gap of 50 feet or less. You must be able to access both sides of this gap to create a rope system in this way.

  • A rope system that allows a creature to lift an object of a weight up to 5 × its carrying capacity directly up as far as 50 feet.

  • A rope system that allows a creature to drag an object of a weight up to 5 × its carrying capacity as far as 50 feet.

  • A manual rope elevator that allows a single Medium-sized or smaller creature to travel up to 50 feet straight up and down as if it were difficult terrain (a tree,
    cliff wall, ceiling, or similar structure is required at the top of this elevator for the ropes to attach).

You can also deconstruct and recover the rope used in any of these rope creations by spending 10 minutes tearing it down.

Knack
Rote Memorization

Choose one cantrip which has a casting time of 1 action and doesn’t deal damage. You can cast that cantrip as a bonus action without any seen or material components a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest, and can switch the cantrip associated with this feature each time you gain a wizard level.

Class
Rouse the Troops

Also at 10th level, you can spend 1 minute speaking words of encouragement and support to reinvigorate your companions. Each friendly creature that can hear or understand you can spend any number of hit dice to regain hit points without having to finish a short rest. In addition, each creature that does spend at least one Hit Die in this way can remove one level of fatigue or strife it is suffering from. Once a creature has removed a level of fatigue or strife from your use of this class feature, the creature must finish a long rest before it can do so again.

Class
Rule of Ritual

You make formal religious observances and perform ritual timekeeping. You can spend 1 hour during a long rest to make these observances, and if you do you only need 4 hours of sleep instead of the normal 6. You learn the Guidance cantrip if you do not already know it, and when you grant expertise dice with a spell of 1st-level or higher, the expertise die you grant increases by one step.

Class
Sacred Archery

You gain proficiency with light armor, medium armor, and ranged martial weapons.

Class
Sacred Aura

At 6th level, you are able to manifest an aura that aids you and your allies. Each aura has a radius of 15 feet, is centered on you, and you must be conscious for you and your allies to benefit from it. You can have only one of the following auras active at a time, and can change which aura is active whenever you finish a long rest. At 18th level, the range of all auras increases to 30 feet.

Aura of Courage

You and allies within range cannot be frightened.

Aura of Resistance

You and allies within range of your aura gain a bonus on saving throws equal to your Charisma modifier (+1).

Aura of Willpower

You and allies within range cannot be charmed.

Class
Sacred Boon

Starting at 11th level, when you perform specific acts of physical and martial prowess, you attract the attention of powerful otherworldly beings— entities that you can call upon for power. Choose three of the following benefits:


   Boon of Death.
   Boon of Hunting.
   Boon of Love.
   Boon of Speed.
   Boon of Tactics.
   Boon of War.

Class
Sacred Call

Also at 1st level, your clerical vocation anoints you with certain graces for spreading your message to the people. Choose one of the following:

Clerical Charisma

Crowds find your public presence irresistible. You gain proficiency in the Performance skill. Whenever you use Performance to deliver a sermon or to sing holy songs in a town or city, even on a failed check other than a natural 1, you still attract a crowd of people no smaller than your spell save DC.

Ordination

Your mission in the world is supported by the spiritual community or religious hierarchy who called you to religious service. As a formal leader within your religious order, you are expected to perform the ceremonies of your faith, including weddings and funerals. In exchange, members of your faith provide you and your companions with food, lodging, and a modest lifestyle.

Additionally, if your congregation or order is able, they send you letters with regular updates about their well-being. They are willing to help connect you with other chapters of your faith through letters of introduction.

Zeal of the Convert

You enthusiastically see the hand of a greater entity everywhere. You gain advantage on Persuasion checks when you invoke the name of your deity or movement during a conversation with a pious person. If the listener is negatively disposed to your greater entity or movement, you have disadvantage instead.

Class
Sacred Office

Also at 4th level, your mission has taken root and is known through much of the land, conveying rumors both good and ill about your deeds. Choose one of the following.

Auspicious Collaborator

The higher powers you are attuned to have witnessed your deeds and bestowed upon you a quality of worthiness. Your requests for aid are perceived as opportunities for partnership rather than impositions.

People of all backgrounds are more drawn to help you than they would ordinarily be. You gain one specialty chosen from Culture or Persuasion, and you gain an expertise die on Persuasion checks related to seeking aid.

Divine Authority

Your connection to religious hierarchy opens many doors. Sermons you give and courtesy calls you make to different religious groups put you in contact with a local representative of your faith, who is happy to strongly recommend you to another local leader. You gain one specialty chosen from Culture, Insight, or Persuasion. In addition, you gain an expertise die on Culture, Insight, and Persuasion checks made against local leaders to whom you are recommended that would otherwise be indifferent towards you.

Engaging Proclaimer

Your recitations of divine stories, songs, or chants quickly build and hold an audience’s attention, whether you are speaking to a packed tavern or a smaller gathering. You gain an expertise die on Performance checks to gather and hold the attention of 2 or more people. In addition, you gain two skill specialties, chosen from Performance and Religion.

Reputation

Your reputation for talented ministry and good works precedes you. Common folk frequently recognize you on sight, and those who do often have a friendly disposition towards you. They often ask you for counsel, favors, and blessings. The disposition of people they introduce you to are one stage better than normal (the indifferent become friendly, the hostile become indifferent).

Symbol of Might

The strength of the powers you serve is obvious to anybody you interact with, and you are able to use it to garner a certain level of fear and compliance. You gain one Intimidation specialty, and you gain an expertise die on Intimidation checks made to convince others to comply with your demands. The people you intimidate are no longer friendly towards you, if they were previously.

Class
Sacred Presence

At 9th level, you bring the true presence of your ideals wherever you go. Choose one of the following.

Cosmic Idealist

Your moral compass aligns with the transcendent forces of the multiverse. Choose Chaotic, Evil, Good, Lawful, or one of the following: Chaotic and Evil, Chaotic and Good, Lawful and Evil, or Lawful and Good. You gain the chosen alignment trait or alignment traits. You can identify creatures that have the same alignment traits as you, and you have advantage when making Intelligence, Wisdom, or Charisma checks against them.

Additionally, you do not suffer negative effects from being on a plane with which you share an alignment trait.

Eyes of the Heart

You have a way of really seeing folk’s inner character. When you succeed on a contested Insight check, if the opposing creature’s Charisma score is equal to or less than your spell save DC, for the next 24 hours you do not need to make any further checks to recognize whenever that creature is lying, telling the truth, or excluding information.

Spiritual Salve

Your spiritual mindset has given you unique insights that can help you and your companions endure hardships. Your constant encouragements and proverbs allow allies within 30 feet of you to reroll a Constitution check or saving throw that they fail. If they do so, they must use the new roll. This feature cannot be used on saving throws made to maintain concentration on a spell. Once a creature has used your Spiritual Salve to make a reroll, it cannot do so again until it has finished a long rest.

Class
Sacrifice: Miraculous Protector

When an ally within range of your Commanding Presence takes a critical hit, you can use  your reaction to become the target of the attack instead. Once you have used this feature, you cannot do so again until you finish a short or long rest.

Class
Sacrifice: Take Cover

When you and at least one other friendly creature within range of your Commanding Presence would make a saving throw, you can choose to make your saving throw with disadvantage and grant any creatures of your choice within the area of your Commanding Presence advantage on the same saving throw.

Class
Saddled Up

Also at 3rd level, you choose an animal to serve as your mount, such as a draft horse, a pony, a camel, an elk, or a mastiff (the Narrator might allow other animals as your mount.) Your mount must be at least one size larger than you. If your mount has an Intelligence of 5 or less, its Intelligence becomes 6. Your mount can understand one language of your choice that you speak.

Class
Sailor

You gain proficiency with water vehicles.

Culture
Sanguine Contract

When you take this archetype at 1st level, your signature on a certain metaphysical compact grants you a pernicious boon. Choose one of the following:

Dark Blessing

Diabolical Curse

Class
Savant Archetype

Your Savant archetype defines what your greatest aptitude is. The Steward is expert at protecting and healing allies.

The Vanguard joins the thick of the fight, looking for tactical opportunities others miss.

The Vox deeply understands how words can manipulate people.


Your archetype gives you unique features at 1st level and again at 2nd, 6th, 11th, 14th, and 17th level.

Class
Saving Face (Tyrannized)

You are careful not to show weakness in front of others for fear of losing status. If you miss with an attack roll or fail an ability check, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum +3), possibly changing a failure into a success. Once you use this trait, you cannot do so again until you finish a short or long rest.

Culture
Scales (Draconic Armor Dragonborn)

You have tough interlocked draconic scales. While you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit.

Heritage
Scars of the Scourge

Choose either scars or scourge, and then choose one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Scars: You have resistance to the chosen damage type.

Scourge: As a bonus action, you can enhance the next attack you make this turn. If that attack hits, it deals extra damage of the chosen type equal to your proficiency bonus. However, the sting of the scourge lessens after the initial strike, so after you deal this extra damage to a creature, this trait cannot deal extra damage to it during the same combat

Culture
Scars of the Scourge - Scars (Tyrannized)

Choose one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.  You have resistance to the chosen damage type.

Culture
Scars of the Scourge - Scourge (Tyrannized)

As a bonus action, you can enhance the next attack you make this turn. If that attack hits, it deals extra damage of the chosen type equal to your proficiency bonus. However, the sting of the scourge lessens after the initial strike, so after you deal this extra damage to a creature, this trait cannot deal extra damage to it during the same combat.

Culture
Schematics

Starting at 2nd level, you can build all manner of things with the right tools, materials, and most importantly the schematics of what you’re trying to make.

Schematic Book

You gain schematics for three common rarity magic items of your choice (see Chapter 9: Enchanted Gear in Trials & Treasures). A schematic is a collection of notes and diagrams that explains in detail how to create a specific magic item. These form your schematic book, and any future schematics you gain are added to it.

Crafting With Schematics

When you have the schematics for a magic item, they gain advantage on crafting checks to make it and the time required for crafting it is halved. Crafting a magic item using a schematic does not use up the schematic in any way, and the schematic remains usable. In addition, while using a schematic the quality of a mundane item required to make a magic item is reduced by one step.

Creating New Schematics

You can attempt to create and add a new schematic to your schematic book by spending 1 hour studying a magic item and gold equal to 1/10th of that item’s cost in experiments and material tests. At the end of the hour make an Engineering check (DC equal to item’s crafting DC). On a success you create a new schematic of that magic item and add it to your schematic book, and on a failure the time and materials are wasted.

Alternatively, if you find a schematic for a magic item you can add it to your schematic book.

To add a schematic to your schematic book or to create a schematic of a magic item, you must meet the minimum level requirements as if you were crafting the item (as shown on the Crafting and Minimum Player Level table on page 349 in Trials & Treasures).

Replacing Your Schematic Book

The knowledge in your schematic book is too complex to keep entirely memorized, and if it is destroyed or lost you can’t reproduce it. For this reason most artificers fiercely protect their schematic books and many write copies. You can copy a schematic from your own schematic book into another book. This is just like creating a new schematic only significantly faster and easier since you already understand your own notations. You need only spend 10 minutes and 1 gold for each of your own schematics you copy into another book, or to create new schematics for a magic item you currently have infused.

Infusion

Once you have sufficiently studied a magic item you can reproduce and temporarily infuse its magical properties into items through arcano-technical ingenuity. If you have the schematic for a magic item, you can use an action to infuse it, turning a mundane item into the magic item from your schematic.

An infusion only works on mundane items specific to the type of magic item. For example, an infusion using a schematic for a magic longsword can only be used on a nonmagical longsword, and an infusion using a schematic for a suit of light armor can only be used on a nonmagical suit of padded cloth or padded leather. Many magic items take the form of small trinkets, baubles, and gems that can often be interchangeable, but the infused item needs to only be similar to the magic item’s description. The Narrator determines whether or not an item is suitable for an infusion.

You can infuse a number of items as shown on the Infusion Limit column of the Artificer table. You regain all expended infusion uses whenever you finish a long rest.

If an infused item requires attunement, you can attune yourself or another willing creature to it when you infuse the item. If you or another creature decide to attune to the item later, you must do so using the normal process for attunement.

Any infusions you imbue vanish after you finish a long rest, but they can remain imbued indefinitely if you commit to regular upkeep. Whenever you finish a long rest you can maintain any infused items you have access to by expending one infusion use for each. Any infusions you fail to maintain vanish and revert to mundane items.

Class
Scholar of the Old Ways

Your circle taught the old magic at the root of all things, granting you eldritch insights beyond mundane arcane studies.

You gain proficiency with Arcana, or if you already have proficiency you instead gain an expertise die on Arcana checks. In addition, you may always choose to use Wisdom when making Arcana checks. 

Class
Scholarly Excellence

At 3rd level, you have a particular set of skills that sets you a cut above a novice mage. Choose one of the following:

Academic

You’ve got a whole lot of book smarts. You gain 4 specialties from Arcana, Culture, Engineering, History, Nature, and Religion. Unlike normal, academic specialties may be taken twice (increasing the specialty’s expertise die to 1d6).

In addition, when you use either Deception or Persuasion to make a point related to an academic specialty, you gain your expertise die from the specialty and use Intelligence for your ability check.

Ritual Efficiency

When you cast a spell as a ritual, you only add 1 minute to the casting time (instead of 10 minutes).

Rote Memorization

Choose one cantrip which has a casting time of 1 action and doesn’t deal damage. You can cast that cantrip as a bonus action without any seen or material components a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest, and can switch the cantrip associated with this feature each time you gain a wizard level.

Class
Scholarly Specialty

When you choose this archetype at 2nd level, choose one classical school of magic as your Scholarly Specialty: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation. The gold and time you must spend to copy spells from this school into your spellbook is halved. If a feature refers to your chosen school, it refers to the school selected in this feature.

Class
School Knowledge

At 6th level, you gain access to more fantastical magical knowledge. Choose one school of magic that is not a classical school of magic, the arcane school of magic, or the divine school of magic. All spells from the chosen school of magic count as bard spells for you.

In addition, you learn two bard spells. A spell you choose must be a cantrip or of a spell level you can cast.

Class
Sculpt Battlefield

At level 6 you gain the ability to alter the very terrain of the battlefield. As a bonus action you can render a 30 foot diameter area within 100 feet difficult terrain for 10 minutes. If you have already created difficult terrain using this feature, that effect is ended when you create new additional terrain.

If you expend a 3rd-level or higher spell slot when you activate this feature, you may choose one of the following enhancements:

  • The area of your difficult terrain is 50 feet in diameter.

  • The area of your difficult terrain is a 100-foot line.

  • The area of your difficult terrain is a 50-foot cone.

  • A number of allies equal to your proficiency bonus is unaffected by the difficult terrain.

Class
Sea Salt (Sailor)

Your nautical jargon and rolling gait mark you unmistakably as a mariner. You can easily enter into shop talk with any sailors that are not hostile to you, learning nautical gossip and ships’ comings and goings. You also recognize most large ships by sight and by name, and can make a History or Culture check to recall their most recent captain and allegiance.

Background
Seamless Teamwork

At 14th level, when you use Coordinated Attack, your ally does not need to use their reaction in order to make an attack.

Class
Second Chance

When a friendly creature (including yourself) is suffering effects as result of a failed saving throw, you can spend your reaction to allow it to attempt that saving throw again.

Class
Second Chorus

Starting at 6th level, you can turn your inspiring talents to the multiplication of magic. When you see a spell cast on an ally within 30 feet, you can use your reaction and expend a use of Bardic Inspiration to twin it. If the spell is of 3rd-level or lower, targets only that ally, and you are also within the spell’s range, you are also targeted by the spell.

When you reach 14th level in this class, you can expend two uses of Bardic Inspiration to twin a spell to target a different ally instead of you

Class
Secrecy

Your mission from your deity requires you to work undercover, concealing your true self with a secret identity. In exchange for forgoing the pleasure of true connection and friendship, you gain an expertise die on Deception checks.

Class
Secret Lives

By asking around, you can learn the identities of any Faceless operating in a community, and whether the activities of a non-Faceless shapechanger are suspected. Furthermore, you make Investigation checks to gather rumors with advantage.

Culture
Secret Ways (Marauder)

When you navigate while traveling, pursuers have disadvantage on checks made to track your group. Additionally, you can travel stealthily at a normal pace.

Background
Secrets of Arcana

Also at 2nd level, you realize that there is power to be taken that your patron may never have meant for you to have. You gain a secret of arcana of your choice. Your secrets are detailed at the end of the class description. The Secrets Known column of the Warlock table shows when you learn more secrets of arcana.

Secrets: Ascendant Step

Secrets: Beast Speech

Secrets: Book of Ancient Secrets

Secrets: Devil's Sight

Secrets: Eldritch Sight

Secrets: Inscrutability

Secrets: Master of Myriad Forms

Secrets: Mirror, Mirror

Secrets: One with Shadow

Secrets: Otherworldly Leap

Secrets: Portents and Portals

Secrets: Shadowveil

Secrets: Visions of Distant Realms

Secrets: Whiff of the Beyond

Class
Secrets of Nature

During your druidic training and exploration of nature you pick up several methods of surviving in the wilderness. At 1st level you gain two secrets of nature of your choice, detailed at the end of the class description. The Secrets Known column of the Druid table shows when you learn more secrets of nature.

Druid Secrets: Aerial Surveyor

Druid Secrets: Aquatic Delver

Druid Secrets: Cavern Skulker

Druid Secrets: Desert Dweller

Druid Secrets: Eldritch Survivor

Druid Secrets: Herbal Apothecary

Druid Secrets: Marshland Guide

Druid Secrets: Master Forager

Druid Secrets: Mountain Climber

Druid Secrets: Tundra Explorer

Class
Secrets of the Wyrm

Draconic cults require diverse skill sets and the utmost secrecy. Choose two skills from among Arcana, Deception, Persuasion, Religion, or Stealth. You have proficiency in the chosen skills.

Culture
Secrets: Ascendant Step

Prerequisite: 9th level

You can cast levitate on yourself without spending spell points or material components.

Knack
Secrets: Beast Speech

You are under the constant effects of the speak with animals spell. This effect does not emit a magical aura.

Knack
Secrets: Book of Ancient Secrets

Prerequisite: Pact of the Tome feature

The complex sigils and symbols of ritual magic appear in your Book of Shadows. Choose two 1st-level spells that have the ritual tag. The spells appear in the book and don’t count against the number of spells you know. While the book is in your possession, you can cast these spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

When you find a spell with the ritual tag, you can transcribe it into your Book of Shadows if the spell’s level is equal to or less than half your warlock level (rounded up). For each level of the spell, the transcription process takes 2 hours and costs 50 gold for the rare inks needed to inscribe it.

Knack
Secrets: Devil's Sight

You can see normally in all types of darkness (including magical) to a distance of 120 feet.

Knack
Secrets: Eldritch Sight

You can cast detect magic without spending spell points.

Knack
Secrets: Inscrutability

Prerequisite: 13th level

You are under the constant effects of the nondetection spell.

Knack
Secrets: Master of Myriad Forms

Prerequisite: 15th level

You can cast alter self without spending spell points.

Knack
Secrets: Mirror, Mirror

Prerequisite: 3rd level

Using a reflective object, such as an ordinary mirror or the smooth surface of water, you can commune with your patron or their emissary. You may do so during a short or long rest, receiving or conveying information related to your master’s bidding. This entity may also use such surfaces to bridge communication with you on its own terms.

You can also use this feature to cast augury without spending spell points. Casting the spell in this way does not require material components, although you do need a reflective surface by which your patron might appear to you. Once you cast the spell in this way, you cannot do so again until you finish a long rest.

Knack
Secrets: One with Shadow

Prerequisite: 5th level

You can use an action to become invisible while you are in an area of dim light or darkness. Your invisibility lasts until you move, take an action, or use your reaction.

Knack
Secrets: Otherworldly Leap

You are under the constant effects of the jump spell. This effect does not emit a magical aura.

Knack
Secrets: Portents and Portals

You automatically know when you are within 1 mile of a portal or gateway to another plane, even if it is inactive or malfunctioning (but not destroyed).

You have advantage on checks made to locate this portal, and gain an expertise die on any checks you make to stabilize, activate, or open it.

Knack
Secrets: Shadowveil

Prerequisite: 15th level

You can cast invisibility without spending spell points.

Knack
Secrets: Visions of Distant Realms

Prerequisite: 7th level

You can cast arcane eye once without spending spell points. You cannot do so again until you finish a long rest.

At 15th level, you can instead cast arcane eye at will.

Knack
Secrets: Whiff of the Beyond

You automatically know when an aberration, celestial, elemental, fey, fiend, or undead creature has been in a space within 30 feet of you within the past 24 hours, though not which type of creature triggered this invocation.

Additionally, you gain an expertise die on Perception checks, and you have advantage on checks made to track these creatures.

Knack
Seek Truths

You gain an expertise die on Insight checks made to discern the truth. In addition, after you have made a successful Insight check opposed by a creature's Deception check, you have advantage on Insight checks made against it for 24 hours.

Knack
Self-Knitting Flesh

Also at 6th level, you become extraordinarily resilient, gaining powerful healing abilities and allowing you to shrug off effects that would make harm done to you persistent. You are immune to effects that would prevent you from regaining hit points or that would lower your hit point maximum.

While you are raging, you can use a bonus action to expend one of your hit dice, rolling it and recovering hit points equal to the roll’s result + your Constitution modifier.

Class
Self-Preservation

At 6th level, your honed reflexes and mental toughness allow you to avoid danger. Choose two of the following options. You may choose an additional option at 12th level and two more at 18th level.

Blindsense

You can use Cunning Action to reach out with your senses. Until the end of your next turn, you are aware of the presence and location of any hidden or invisible creature within 10 feet of you as long as you are able to hear.

Evasion

When you make a Dexterity saving throw against an effect that deals half damage on a success, you take no damage on a success and half damage on a failure.

Slippery Mind

You gain proficiency in Wisdom saving throws.

Street Tough

You gain proficiency in Constitution saving throws.

Tumbling Retreat

When a melee attack misses you, you can use your reaction to move up to half your speed. This movement doesn’t provoke opportunity attacks.

Uncanny Dodge

When you are hit by an attacker that you can see, you can use your reaction to halve the damage from the attack.

Class
Self-Preservation (Blindsense)

You can use Cunning Action to reach out with your senses. Until the end of your next turn, you are aware of the presence and location of any hidden or invisible creature within 10 feet of you as long as you are able to hear.

Class
Self-Preservation (Evasion)

When you make a Dexterity saving throw against an effect that deals half damage on a success, you take no damage on a success and half damage on a failure.

Class
Self-Preservation (Slippery Mind)

You gain proficiency in Wisdom saving throws.

Class
Self-Preservation (Street Tough)

You gain proficiency in Constitution saving throws.

Class
Self-Preservation (Tumbling Retreat)

When a melee attack misses you, you can use your reaction to move up to half your speed. This movement doesn’t provoke opportunity attacks.

Class
Self-Preservation (Uncanny Dodge)

When you are hit by an attacker that you can see, you can use your reaction to halve the damage from the attack.

Class
Selfless Aid

Your aid is a lifeline and a steadying source of resolve.

Whenever you take the Help action to aid an ally attacking a creature, you may spend your inspiration. If you do, in addition to the normal benefits of the Help action, that creature has disadvantage on attack rolls against creatures other than you until the start of your next turn.

Destiny
Sense Import

Your Divine Sense extends to detect whenever you enter a place that is or once was of great holy or unholy significance, and you learn basic information about why or to whom it was important. Additionally, you have advantage on checks made to learn more information about the area while you are there.

Knack
Sense Weather (Nomad)

After observing an outside area for 1 minute, you can predict the weather within the next 24 hours. You cannot foresee magical changes, but you can use an action to make an Insight or Perception check to notice them. 

Culture
Sensitive Ears

Any time you take thunder damage, you make a Constitution save against a DC of 10 or half the damage taken, whichever is higher. On a failure, you are deafened until the end of your next turn.

Culture
Serene Mind

Also at 3rd level, your mental training helps you see the way forward. When you make an Intelligence, Wisdom, or Charisma check, you can add your martial arts die.

In addition, choose Intelligence, Wisdom, or Charisma. When you fail a saving throw for the chosen ability score, you can use your reaction to spend 2 exertion and reroll.

Class
Served Cold

You draw inspiration from the wails of those who have wronged you. You gain inspiration whenever you outwit a foe without the use of Deception or Persuasion checks.

Destiny
Service Augments

Choose two of the following customizations.

Anticipatory Nimbleness: You can move through the space of any creature that is of a size larger than yours.

Knowledge Archive: When you become proficient in your first lore skill (Arcana, Culture, Engineering, History, Nature, Religion; as bonus knowledge), you gain two of its skill specialties.

Mathematical Mnemonics: You are proficient in Engineering, its mathematics skill specialty, and you know the calculate cantrip and can cast it without the need for components.

Needle Gun: Your frame is equipped with a concealed, integrated blowgun that has the hand-mounted property. You are proficient with the weapon and can fire a needle as a bonus action.

Self-defense: You have an assassin's gauntlet/boot dagger built into your wrist, toe, or heel and are proficient with the weapon

Heritage
Service Augments (Anticipatory Nimbleness)

You can move through the space of any creature that is of a size larger than yours.

Heritage
Service Augments (Knowledge Archive)

When you become proficient in your first lore skill (Arcana, Culture, Engineering, History, Nature, Religion; as bonus knowledge), you gain two of its skill specialties.

Heritage
Service Augments (Mathematical Mnemonics)

You are proficient in Engineering, its mathematics skill specialty, and you know the calculate cantrip and can cast it without the need for components.

Heritage
Service Augments (Needle Gun)

Needle Gun: Your frame is equipped with a concealed, integrated blowgun that has the hand-mounted property. You are proficient with the weapon and can fire a needle as a bonus action.

Heritage
Service Augments (Self-Defense)

You have an assassin's gauntlet/boot dagger built into your wrist, toe, or heel and are proficient with the weapon

Heritage
Service Frame

Social Grace. You are proficient in Deception and Insight.

Service Augments. Choose two of the following customizations.

Anticipatory Nimbleness: You can move through the space of any creature that is of a size larger than yours.

Knowledge Archive: When you become proficient in your first lore skill (Arcana, Culture, Engineering, History, Nature, Religion; as bonus knowledge), you gain two of its skill specialties.

Mathematical Mnemonics: You are proficient in Engineering, its mathematics skill specialty, and you know the calculate cantrip and can cast it without the need for components.

Needle Gun: Your frame is equipped with a concealed, integrated blowgun that has the hand-mounted property. You are proficient with the weapon and can fire a needle as a bonus action.

Self-defense: You have an assassin's gauntlet/boot dagger built into your wrist, toe, or heel and are proficient with the weapon

Heritage
Severity

In exchange for forgoing weaknesses such as helping or protecting others (except when it serves you), you add your Wisdom modifier to Perception checks made to find valuable objects, and on opposed checks made against the Persuasion check of another creature.

Class
Sewer Born

You gain either a swim speed or a climb speed (your choice) equal to your Speed.

Culture
Sewer Sneak

You are proficient with thieves’ tools and your choice of the Arcana, Acrobatics, Athletics, or Stealth skill.

Culture
Shadow Assassin

Inevitably, all shadowdancers learn that the dark’s only noble purpose is to snuff out the light. While you are hidden from a target and are in an area of darkness or dim light, you may apply your Sneak Attack damage to an eldritch blast.

Feat Requires:
Shadowmancer
Shadow Elf Weapon Training (Shadow Elf)

You have proficiency with rapiers and hand crossbows.

Culture
Shadow Exile

You left your country under mysterious circumstances. Are you a wanted criminal, a spy, or a self-exile? Only you know your motivation. You are proficient in Deception or Stealth. If you pick Stealth, once between rests you can make a Stealth check to replace a Perception check. If you pick Deception, once between rests you can make a Deception check to replace an Insight check.

Culture
Shadow Lore (Shadow Elf)

You know a cantrip: either dancing lights or minor illusion. Once you reach 3rd level, you can cast faerie fire once per long rest. At 5th level, you can cast darkness once per long rest. You don’t need material components for these spells, and when casting them your spellcasting ability is Intelligence, Wisdom, or Charisma (whichever is highest).

Culture
Shadow Sense
  • Starting at 10th level, you are at home in pitch darkness and fight even more effectively without light.

    • You gain blindsight with a radius of 10 feet.
    • You gain an expertise die to attack rolls while in darkness.
Class
Shadow Stealth

Also at 3rd level, you are nearly undetectable when in the shadows, cloaking yourself in inky darkness and dampening the sounds of your movements. You gain advantage on Stealth checks when in darkness.

Class
Shadow Sustenance (Blessed Exploration)

If you haven’t been in an area of sunlight for 24 hours, your body begins to fade and you no longer need to eat. This benefit ends when you enter an area of sunlight.

Class
Shadow Walk

When you are in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on Stealth checks until the start of your next turn.

Knack Requires:
11th level, proficiency with Stealth
Shadowdancer

Those that steal gold and those that steal power from the otherworldly must both walk among the shadows. The darkness consumes some, the light catches others, but some special few manage to slip through and like them you dance unseen along reality’s edge.

You gain the following benefits:

  • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Unlike other forms of darkvision you can see color in this way as if you were seeing normally. If you already had darkvision or would gain it later from another feature, its range increases by 30 feet.

  • You can use a bonus action and spend 1 spell point to teleport up to 30 feet to an unoccupied area of darkness or dim light you can see. You must currently be in an area of darkness or dim light to teleport in this way. You can bring along objects if their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller, provided it isn’t carrying gear beyond its carrying capacity and is within 5 feet. You can increase the range of this teleport by 30 additional feet per each additional spell point you spend.

Feat Requires:
3 levels in rogue, 3 levels in warlock
Shadowmancer

Those lost dancing in the dark eventually find comfort in those in between places, and learn the baffling shades and colors that light has never touched. You gain the following benefits:

  • You regain 1 spell point whenever you cast a spell from the shadow school. 

  • You gain a Stealth skill specialty for hiding while in areas of darkness or dim light, and you have advantage on Dexterity (Stealth) checks made to hide while in areas of darkness or dim light.

  • Whenever you use your Shadowdancer ability to teleport, after teleporting you can use your reaction to take the Dodge action.

Feat Requires:
Shadowdancer feat
Shapeshifter

As an action, you can change your form and your voice to that of any Small or Medium humanoid creature you have seen before, or back into your true form. Your clothing and equipment are not transformed. You revert to your true form if you die.

Heritage
Share Focus

As an action, choose a creature. That creature can add your martial arts die to its next saving throw. You can’t use this feature again until you finish a rest.

Class Requires:
11th level
Sharpened Tongue

Also at 11th level, you regain the use of Quips at the end of a short or long rest. In addition, you gain an expertise die on Intimidation checks.

Class
Sharpened Tools (Villager)

When danger approaches the village and there are no adventurers around, it’s often left to the villagers to defend themselves with whatever they have on hand. You are proficient with improvised weapons. 

Culture
Sharpshooting Traditions

Also at 3rd level, you gain proficiency in one of the following combat traditions of your choice:

  • Biting Zephyr

  • Razor's Edge

  • Unending Wheel

When you gain this feature you may choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from your newly chosen combat tradition.

Class
Shield Fighting

At 3rd level when you select this archetype, you gain proficiency with shields as weapons. In addition, you gain proficiency with the @TODO MANEUVERS maneuver, and when you are wielding a shield and no other weapons you do not have to spend exertion to activate it.

Class
Shield Focus

You can use your shield both offensively and defensively. You gain the following benefits while wielding a shield:

  • When you take the Attack action on your turn, you can use a bonus action to use your shield to make a Shove maneuver against a creature within 5 feet of you.

  • When you make a Dexterity saving throw against a spell or harmful effect that only targets you, if you aren’t incapacitated you gain a bonus equal to your shield’s Armor Class bonus.

  • When you succeed on a Dexterity saving throw against an effect that deals half damage on a success, you can use your reaction to take no damage by protecting yourself with your shield.

Feat
Shield the Vulnerable

At 15th level, when a creature you can see damages you or a creature within 5 feet of you with a weapon or spell attack, you can use your reaction to reduce the damage by an amount equal to 1d6 + half your herald level (rounded down). You must be using a shield to use this feature.

Class
Shield Throwing

Starting at 7th level, you treat all shields except Tower Shields as having the throwing property (light 60/120 feet, medium 50/100 feet, heavy 40/80 feet). In addition, you gain proficiency with the @TODO MANEUVERS combat maneuver, and when you use a shield with it you do not have to spend exertion to activate it.

Class
Shifting Form

At 14th level you find shifting between forms as natural as breathing. While in a wild shape, you may choose to assume a different wild shape without expending a use of your wild shape feature. When assuming a wild shape in this way you do not gain any temporary hit points.

Class
Shot: Aim for the Eyes

You aim for the creature’s weak and delicate eyes. The target makes a Dexterity saving throw against your maneuver DC or is blinded until it recovers.

Class
Shot: Bring it Down

You aim for weak points on the creature’s legs. The target makes a Constitution saving throw against your maneuver DC or its Speed is reduced by half until it recovers.

Class
Shot: Vein Slice (DC blank)

You aim for a vital vein or artery to bleed your target out. The target makes a Constitution saving throw against your maneuver DC or it takes 1d6 ongoing damage until it recovers.

Class