TEXT: ©2020 Wizards of the Coast LLC 
  1 
  UNEARTHED ARCANA 2020 
  Subclasses, Part 2 
  This document provides subclass options for the 
  bard, cleric, and sorcerer. 
  This Is Playtest Material 
  The material in this article is presented for playtesting 
  and to spark your imagination. These game mechanics 
  are in draft form, usable in your campaign but not 
  refined by full game design and editing. They aren’t 
  officially part of the game and aren’t permitted in D&D 
  Adventurers League events. 
   If we decide to make this material official, it will be 
  refined based on your feedback, and then it will appear 
  in a D&D book. 
  Bard 
  At 3rd level, a bard gains the Bardic College 
  feature. Here is a playtest option for that feature: 
  the College of Creation. 
  College of Creation 
  Bards believe the multiverse was given existence 
  through word and sound, esoteric harmonies 
  that continue to resound through existence: the 
  Song of Creation. The bards of this college draw 
  on this ancient power through performances of 
  dance, music, or song to bring into being what 
  they need most. 
   Members of this college might have developed 
  their powers during experiences on other worlds 
  or planes of existence. Those who have seen the 
  commonalities of multiple realities might have 
  learned how to tap into truths most mortals 
  glimpse only for a moment. Alternatively, the 
  bard might find themselves out of step with their 
  own home plane, reality, or time, their 
  connections to elsewhere allowing them to 
  manipulate the space around them. Regardless 
  of where a bard draws their powers from, other 
  performers might be drawn to them, either to 
  learn their secrets or to put an end to their 
  dangerous manipulation of the Song of Creation.   
  Note of Potential 
  3rd-level College of Creation feature 
  You can manipulate the Song of Creation to 
  summon a floating musical note of possibility: 
  Whenever you give a creature a Bardic 
  Inspiration die, you can create a Note of 
  Potential. The note orbits within 5 feet of the 
  creature. The note is a Tiny object that is 
  intangible and invulnerable, and it lasts until the 
  creature rolls the Bardic Inspiration die. A 
  creature with a note can use it in the following 
  ways. 
   Note of Destruction. Immediately after the 
  creature rolls the Bardic Inspiration die to add it 
  to an attack roll, the creature can expend the 
  note to create a burst of sound. Each other 
  creature within 5 feet of it must succeed on a 
  Constitution saving throw against your spell 
  save DC or take thunder damage equal to the 
  number rolled on the Bardic Inspiration die. 
   Note of Protection. Immediately after the 
  creature rolls the Bardic Inspiration die and 
  adds it to a saving throw, the creature can 
  expend the note to gain temporary hit points 
  equal to the number rolled on the Bardic 
  Inspiration die + your Charisma modifier, 
  provided the creature doesn't already have 
  temporary hit points. 
   Note of Inspiration. When the creature rolls 
  the Bardic Inspiration die to add it to an ability 
  check, the creature can expend the note to reroll 
  the Bardic Inspiration die and must use the 
  second roll. 
  Performance of Creation 
  6th-level College of Creation feature 
  Your performance can manipulate the magic of 
  creation, briefly transforming the world around 
  you. As an action, you can create one nonmagical 
  item of your choice in an unoccupied space 
  within 10 feet of you. The item must appear on a 
  surface or in a liquid that can support it. The gp 
  value of the item can’t be more than 10 times 
  your bard level and must be no larger than a 10-
  foot cube. For examples of items you can create, 
  see the Armor, Weapons, Adventuring Gear, and 
  Tools tables in chapter 5, “Equipment,” of the 
  Player’s Handbook. 
   The created item disappears at the end of your 
  next turn, unless you use your action to maintain 
  it. Each time you use your action in this way, the 
  
  ©2020 Wizards of the Coast LLC 
  2 
  item’s duration is extended to the end of your 
  next turn, up to a maximum of 10 minutes. If you 
  maintain the item for the full 10 minutes, it 
  continues to exist for a number of hours equal to 
  your bard level. 
   Once you create an item with this feature, you 
  can’t do so again until you finish a long rest or 
  until you expend a spell slot of 3rd level or 
  higher to use this feature. You can have only one 
  item created by this feature at a time; if you use 
  this action and already have an item from this 
  feature, the first one immediately vanishes. 
  Animating Performance 
  14th-level College of Creation feature 
  Your mastery over the Song of Creation allows 
  you to bring items to life. When you create a 
  nonmagical item using your Performance of 
  Creation feature, you can instill life into it.  The 
  dancing item is under your control until the item 
  vanishes or until it is reduced to 0 hit points. 
   In combat, the animated item shares your 
  initiative count, but it takes its turn immediately 
  after yours. It can move and use its reaction on 
  its own, but the only action it takes on its turn is 
  the Dodge action, unless you take a bonus action 
  on your turn to command it to take one of the 
  actions in its stat block or the Dash, Disengage, 
  Help, Hide, or Search action. When you use your 
  Bardic Inspiration, you can command which 
  action your animated item takes as part of the 
  same bonus action. 
  Dancing Item 
  Large or smaller construct, neutral 
   
  Armor Class 16 (natural armor) 
  Hit Points equal your level in this class times five 
  Speed 40 ft. 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 14 (+2) 16 (+3) 
  4 (−4) 10 (+0) 6 (−2) 
   
  Saving Throws Str +9, Con +8 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned, 
  frightened 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands the languages you speak 
   
  Endless Waltz. Immediately after the item makes a slam 
  attack, it can take the Dodge action as a bonus action. 
  Immutable Form. The item is immune to any spell or 
  effect that would alter its form. 
  Actions (Requires Your Bonus Action) 
  Force-Empowered Slam. Melee Weapon Attack: your 
  spell attack modifier to hit, reach 5 ft., one target you 
  can see. Hit: 2d8 + your Charisma modifier force 
  damage. 
  Cleric 
  At 1st level, a cleric gains the Divine Domain 
  feature. Here is a playtest option for that feature: 
  the Love Domain. 
  Love Domain 
  Love exists in many forms—compassion, 
  infatuation, friendly affection, and passionate 
  love as a few facets. Whatever form these 
  feelings take, the gods of love deepen the bonds 
  between individuals.  
  Love Deities 
  Deity 
  Pantheon 
  Aengus 
  Celtic 
  Aphrodite 
  Greek 
  Balder 
  Norse 
  Berronar Truesilver 
  Dwarven 
  Boldrei 
  Eberron 
  Cyrrollalee 
  Halfling 
  Freya 
  Norse 
  Hanali Celanil 
  Elven 
  Hathor 
  Egyptian 
  Mishakal 
  Dragonlance 
  Myhriss 
  Greyhawk 
  Sharindlar 
  Dwarven 
  Sheyanna Flaxenstrand 
  Gnomish 
  Sune 
  Forgotten Realms 
   
   Clerics of these gods preside over marriages 
  and other familial bonding customs, but they 
  also nurture the emotional bonds of friendship 
  and camaraderie. Their divine blessings bolster 
  and protect allies in battle through these deep 
  bonds and enkindle flares of infatuation to spur 
  their allies and confound their foes.  
  Love Domain Spells 
  Cleric Level 
  Spells 
  1st 
  charm person, heroism 
  3rd 
  enthrall, warding bond 
  5th 
  beacon of hope, hypnotic pattern 
  7th 
  aura of purity, confusion 
  9th 
  greater restoration, hold monster 
  
  ©2020 Wizards of the Coast LLC 
  3 
  Emboldening Bond 
  1st-level Love Domain feature 
  You can forge an empowering bond between 
  allies. As an action, you can choose two willing 
  creatures you can see within 30 feet of you (this 
  can include yourself) and create a magical bond 
  between them. While either bonded creature is 
  within 30 feet of the other, the creature can roll a 
  d4 and add the number rolled to an attack roll, 
  an ability check, or a saving throw it makes. Each 
  creature can add the d4 no more than once per 
  turn. The bond lasts for 1 hour or until you use 
  this feature again. 
   You can use this feature once, and you regain 
  the ability to do so when you finish a long rest. 
  You can also expend a spell slot to use the 
  feature again. 
  Channel Divinity: Impulsive 
  Infatuation 
  2nd-level Love Domain feature 
  You can use your Channel Divinity to overwhelm 
  a creature with a flash of short-lived but intense 
  admiration for you, driving them to rash action 
  in your defense. 
   As an action, you present your holy symbol 
  and choose one creature you can see within 30 
  feet of you. That creature must make a Wisdom 
  saving throw; a creature can choose to fail this 
  saving throw if it wishes. On a success, the 
  creature is unaffected. On a failure, the creature 
  is charmed by you until the start of your next 
  turn, and it must immediately use its reaction to 
  make a weapon attack against a target you 
  designate. If there are no valid targets, it uses its 
  reaction to admire you. 
  Protective Bond 
  6th-level Love Domain feature 
  The bond you forge between people shields 
  them from harm. While either creature chosen 
  for your Emboldening Bond feature is within 30 
  feet of the other, the creature can use its reaction 
  to grant resistance to all damage to the other 
  creature when that other creature takes damage. 
  This resistance lasts until the end of the current 
  turn.  
  Potent Spellcasting 
  8th-level Love Domain feature 
  You add your Wisdom modifier to the damage 
  you deal with any cleric cantrip. 
  Enduring Unity 
  17th-level Love Domain feature 
  The bonds you create endure across vast 
  distances. Creatures affected by your 
  Emboldening Bond feature gain its benefits, as 
  well as those of your Protective Bond feature, 
  while they are on the same plane of existence as 
  each other.  
   Additionally, when a creature chosen for your 
  Emboldening Bond is reduced to 0 hit points, 
  their bonded partner gains the following 
  benefits for 1 minute, or until the creature 
  regains at least 1 hit point:  
  • The creature has advantage on attack rolls, 
  ability checks, and saving throws  
  • The creature gains resistance to all damage  
  • As an action, the creature can touch their 
  bonded partner to expend and roll any number 
  of Hit Dice. Their bonded partner regains a 
  number of hit points equal to the total rolled. 
  Sorcerer 
  At 1st level, a sorcerer gains the Sorcerous 
  Origin feature. Here is a playtest option for that 
  feature: the Clockwork Soul. 
  Clockwork Soul 
  A plane of utmost order, Mechanus is a realm 
  overseen by a godlike entity called Primus, 
  whose actions are inscrutable and calculations, 
  vast. You, or someone from your lineage, might 
  have become entangled in one of the 
  machinations of the leader of the modrons. 
  Perhaps you were exposed to an artifact created 
  by Primus, or your ancestor took part in the 
  Great Modron March in some way. 
   The power of Mechanus can seem strange and 
  alien to others, but for you it is part of a vast and 
  glorious system that others can’t comprehend. At 
  your option, you can pick from or roll on the 
  Manifestations of Mechanus table to create a way 
  your connection to the plane manifests while 
  you are casting a spell. 
  
  ©2020 Wizards of the Coast LLC 
  4 
  Manifestations of Mechanus 
  d6 
  Manifestation 
  1 
  Large, spectral cogwheels appear hovering 
  behind you. 
  2 
  The hands of a clock appear in your eyes. 
  3 
  Your skin glows with a golden, metallic sheen. 
  4 
  Your features become unnaturally angular, like 
  geometric objects. 
  5 
  Your spellcasting focus takes the form of a 
  miniature Spawning Stone or other creation of 
  Primus. 
  6 
  The ringing of a clock can be heard by you and 
  those affected by your magic. 
  Restore Balance 
  1st-level Clockwork Soul feature 
  Your connection to the plane of absolute order 
  allows you to equalize chaotic moments. When a 
  creature you can see within 60 feet of you is 
  about to make an attack roll, an ability check, or 
  a saving throw with advantage or disadvantage, 
  you can use your reaction to grant the creature 
  both advantage and disadvantage. 
   You can use this feature a number of times 
  equal to your Charisma modifier (minimum of 
  once), and you regain all expended uses when 
  you finish a long rest. 
  Rule Tip: Advantage and 
  Disadvantage 
  Even if more than one factor gives you advantage or 
  disadvantage on a roll, you have it only once, and if you 
  have advantage and disadvantage on the same roll, they 
  cancel each other. 
  Bulwark of Law 
  6th-level Clockwork Soul feature 
  You can imbue a creature with a shimmering 
  shield of order. As an action, you can expend 1 to 
  5 sorcery points to create a magical ward around 
  yourself or another creature you can see within 
  30 feet of you. The ward lasts until you finish a 
  long rest or until you use this feature again. 
   The ward is represented by a number of d6s 
  equal to the number of sorcery points spent to 
  create it. When the warded creature takes 
  damage, it can use its reaction to spend a 
  number of those dice, roll them, and reduce the 
  damage taken by the total of the spent dice. 
  Trance of Order 
  14th-level Clockwork Soul feature 
  You gain the ability to enter a state of clockwork 
  consciousness as an action. For the next minute, 
  attack rolls against you can’t benefit from 
  advantage, and whenever you make an attack 
  roll, an ability check, or a saving throw, you can 
  treat a d20 roll of 9 or lower as a 10. 
   Once you use this action, you can’t use it again 
  until you finish a long rest or until you expend 5 
  sorcery points to use it again. 
  Clockwork Cavalcade 
  18th-level Clockwork Soul feature 
  You summon spirits of order to restore balance 
  around you. As an action, you summon the 
  spirits in a 30-foot cube originating from you. 
  The spirits look like modrons or other constructs 
  of your choice. The spirits are intangible and 
  invulnerable, work fast and efficiently, and 
  create the following effects within the cube 
  before vanishing: 
  • Each living creature that has 0 hit points in the 
  cube becomes stable. 
  • Any damaged objects entirely in the cube are 
  repaired. 
  • Every spell of 5th level or lower ends on 
  creatures and objects in the cube. 
   Once you use this action, you can’t use it again 
  until you finish a long rest or until you expend 5 
  sorcery points to use it again. 
  
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