TEXT:  
   
   
   
  
   
   
  TABLE OF CONTENTS 
  CONTENTS 
  BARBARIAN ............................................................. 3 
  BARD ....................................................................... 5 
  CLERIC ..................................................................... 8 
  DRUID .................................................................... 10 
  FIGHTER ................................................................. 13 
  MONK .................................................................... 15 
  PALADIN ................................................................ 17 
  RANGER ................................................................. 18 
  ROGUE ................................................................... 22 
  SORCERER .............................................................. 24 
  WARLOCK .............................................................. 26 
  WIZARD ................................................................. 28 
  APPENDIX A: NPCS ............................................... 30 
  APPENDIX B: SPELL INDEX .................................... 35 
   
  ARTISTS 
  Praise be to our beloved artists: 
  Dean Spencer, Cover Page, et al, © Dean Spencer 
  Forrest Imel, Bard © Forrest Imel 
   
  LEGAL STUFF 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten 
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  HOW TO USE THIS SUPPLEMENT 
  As described in Chapter 6 of the Player's Handbook, 
  feats can be taken when a player character gains the 
  Ability Score Improvement feature from their class. 
  The feats in this supplement represent distinguished 
  training with one's class.   
  At 1st Level. The feats in this supplement are 
  designed for 4th level or higher characters, often 
  referencing features unlocked at 3rd level. It is up to 
  your discretion to waive this requirement for variant 
  humans, or for tables that start with a free feat at 1st 
  level. This is, however, discouraged.  
   
  DESIGN PHILOSOPHY 
  Daerdan's Class Feats is designed around three 
  principles, ruled by one overlying philosophy: 
  nothing is free. For the cost of a feat, adventurers can 
  expand their arsenal, shore up weaknesses, and reach 
  new heights of power. 
  Fantasy Expansion. These feats aim to provide 
  new playstyles to those willing to pay the price but 
  without having to commit to multiclassing. 
  Flaw Fixing. Several feats are designed to fixing 
  well-known flaws in classes, subclasses, and other 
  mechanics, such as the Undying Warlock, two-
  weapon fighting and more.  
  Additional Resources. Too many classes or play-
  styles are heavily taxed in their spell choices, feats, 
  or resources. Some feats provide a sort of "taxation 
  alleviation," such as upping the number of spells 
  known for bards, rangers and sorcerers or teaching 
  additional maneuvers to battle master fighters (albeit 
  at the cost of a feat).  
   
  NPCS 
  Some feats involve monsters or NPCs not found in 
  Appendix D of the Player's Handbook, such as plant 
  creatures for druids that take the One with Nature 
  feat or Pact of the Chain warlocks that unlock new 
  forms for their familiar via the Pact of the Pit Master 
  feat. See Appendix A for these statistics.  
   
  SPELLS 
  Many feats include spells found only in Xanathar's 
  Guide to Everything; see Appendix B for a master 
  index of all spells referenced in this supplement.  
   
   
   
  
   
  BARBARIAN 
  The following feats are available to barbarian 
  characters of 4th level or higher.  
  You must meet any prerequisite specified in a feat 
  to take that feat. 
  Primal Champion. Barbarians of 20th level that 
  take a feat that increases either their Strength or 
  Constitution score can increase it up to 24, per their 
  Primal Champion feature. 
   
  ADONIS 
  You are a perfect specimen of physical prowess and 
  a pleasant sight for the eyes. You gain these benefits: 
  • Increase your Strength, Charisma or Constitution 
  score by 1, up 20. 
  • You gain proficiency in either the Performance or 
  Persuasion skill.  
  • While you're raging, your jump distance increases 
  by a number of feet equal to your Strength 
  modifier, with or without a running start.   
  • While you're raging, you have a climbing speed 
  equal to your movement speed.   
  BALLAD OF THE AXE IDIOT 
  Prerequisite: Path of the Battlerager primal path 
  You are nothing more than a spiked storm of wrath 
  and spite rampaging across the battlefield. You gain 
  the following benefits:  
  • You gain proficiency in smith's tools. Using them, 
  you can add spikes to magical medium armor, 
  qualifying it as spiked armor while retaining its 
  other benefits. You require 5 gp's worth of iron and 
  can forge and add these spikes over 8 hours' labor. 
  • You gain a +1 bonus to your AC while wearing 
  spiked armor.  
  • The damage dealt by your spikes increases to 1d6 
  piercing damage.  
  • When you successfully shove a creature, they take 
  3 piercing damage. While raging, you can add your 
  rage damage bonus to this damage.  
   
   
  
   
  FISTS OF UNHINGED FURY 
  Your rage has taught your hands to war and your 
  fingers to fight with unnatural strength. You gain the 
  following benefits:  
  • Your unarmed strikes deal 1d4 + your Strength 
  modifier as bludgeoning damage. This damage die 
  increases at certain levels in this class: to 1d6 at 5th 
  level, 1d8 at 11th level, and 1d10 at 17th level. 
  • When you use the Attack action to make an 
  unarmed strike on your turn, you can make one 
  unarmed strike as a bonus action.  
  • Starting at 6th level, your unarmed strikes count as 
  magical for the purpose of overcoming resistance 
  and immunity to nonmagical attacks and damage.  
   
  HEADHUNTER 
  You become a master of thrown weapons, a terror in 
  the wilds that can down any man from the brush. You 
  gain the following benefits: 
  • You gain a +1 bonus to attack and damage rolls 
  made with thrown weapons, as well as the sling. 
  • You can add your Rage damage bonus to a ranged 
  weapon attack made with a thrown weapon or the 
  sling.  
  • You can use your Strength modifier in place of your 
  Dexterity modifier when attacking with a sling.  
   
  RAGE MAGE 
  Your rage burns brighter than any torch of this world, 
  sparking magic that was previously dormant within 
  you. You learn three 1st level spells from the sorcerer 
  spell list; two of these spells must belong to the 
  school of evocation.  
  You have three charges of Raging Magic, which 
  you regain after finishing a long rest. While raging, 
  you can expend a charge to cast any of the sorcerer 
  spells of 1st level or higher that you learned from this 
  feat. Additionally, you learn two sorcerer cantrips of 
  your choice; you can only cast these cantrips while 
  raging and can concentrate on them while raging.  
  Charisma is your spellcasting ability for these spells. 
   
  UNHINGED FRENZY 
  Prerequisite: Path of the Berserker primal path 
  When your rage ends after using your Frenzy feature, 
  you can make a Constitution saving throw to avoid 
  gaining a level of exhaustion (DC 8 + your 
  Constitution modifier + your proficiency bonus). The 
  DC increases by 2 each time you use the feature after 
  the first, resetting after you finish a long rest.  
  WOUNDED FURY 
  While at Death's Door, you fight with wild abandon. 
  You gain the following benefits: 
  • Increase your Strength or Constitution score by 1, 
  up to a maximum of 20. 
  • When you're reduced to a quarter of your maximum 
  hit points (rounded down) and have no uses of your 
  Rage left, and aren't already raging, you can Rage 
  at the start of your next turn. Once you use this 
  feature, you must finish a long rest before you can 
  use it again.  
  • While you're at below a quarter of your maximum 
  hit points (rounded down), you have advantage on 
  your attack rolls. Additionally, while in this state, 
  your Rage damage is increased by +1.  
   
  WRATH OF THE STORM 
  Prerequisite: Path of the Storm Herald primal path 
  You crackle with the power of the storm, ever-ready 
  to unleash its wrath. You gain a number of d6s equal 
  to half your barbarian level (rounded up). As a bonus 
  action while you're raging, you can expend any 
  number of dice. When you do so, an effect occurs 
  determined by your Storm Aura feature.  
  The damage is totaled by the number of dice you 
  choose to expend. The DC of a saving throw imposed 
  by these effects equals 8 + your proficiency bonus + 
  your Strength modifier. You regain all expended dice 
  at the end of a long rest.  
  Desert. You gather your rage and explode in a 
  storm of fire. Creatures within 10 feet of you must 
  make a Dexterity saving throw or take fire damage 
  equal to the total damage of d6s you rolled. On a 
  success, a creature takes half damage. Flammable 
  objects within range that aren't being worn or carried 
  are ignited. 
  Sea. You bellow, unleashing a lance of lightning in 
  a 5 by 30-foot line. Creatures within the area must 
  make a Dexterity saving throw or take lightning 
  damage equal to the total damage of d6s you rolled. 
  On a success, a creature takes half damage. Until the 
  end of its next turn, the first creature in the blast that 
  fails its saving throw makes its next attack roll with 
  disadvantage.  
  Tundra. You unleash a 15-foot cone of frigid air. 
  Creatures within the area must make a Constitution 
  saving throw or take cold damage equal to the total 
  damage of d6s you rolled. On a success, a creature 
  takes half damage. On a failure, its movement speed 
  is reduced by 10 feet until the end of its next turn.  
  
   
  BARD 
  The following feats are available to bard characters 
  of 4th level or higher.  
  You must meet any prerequisite specified in a feat 
  to take that feat.  
   
  ART IMITATES LIFE 
  Only the greatest of artists leave their lasting mark 
  upon the world—and your talent is an ink you can 
  use to paint over reality.  
  You gain proficiency in one of the following tools: 
  calligrapher's supplies, glassblower's tools, painter's 
  supplies, or woodcarver's tools. You can use this tool 
  as a bardic focus for your spellcasting.  
  Additionally, you can use your action to touch one 
  image, such as a painting or sketch, and cause its 
  subject to spring forth, becoming that creature, 
  provided its CR is 1/4 or lower. It counts as a 
  construct and it has an Intelligence score of 4. 
  The creature appears in an unoccupied space 
  within 5 feet of the painting, which becomes blank. 
  The creature is friendly toward you and companions 
  of your choice. In combat, it acts on its own 
  initiative. It cannot cast spells and disappears after 1 
  minute, when it is reduced to 0 hit points, or when 
  you fall unconscious. It counts as a construct, rather 
  than whatever creature type its inspiration is.  
  Once you use this feature, you cannot again until 
  you finish a long rest.  
   
  CAN'T PLAY THE PLAYER 
  Prerequisite: College of Glamour bardic college 
  As a weaver of enchantments, you yourself prove to 
  be a tough target for those that would deceive or prey 
  on your mind. You gain the following benefits: 
  • You have advantage on saving throws against being 
  charmed or discerning illusions.  
  • Starting at 6th level, you can use the Countercharm 
  feature as a reaction, so long as you can speak. 
  • You learn a number of spells as you gain levels in 
  this class. The spells count as bard spells for you, 
  but not against the number of bard spells you know. 
  See the Can't Play the Player Spells table. 
   
  CAN'T PLAY THE PLAYER SPELLS 
  Bard Level 
  Spells 
  1st 
  charm person 
  3rd 
  calm emotions 
  5th 
  hypnotic pattern  
  7th 
  compulsion 
  9th 
  dominate person 
   
  CULINARY ARTIST 
  Some bards sing through their cooking, bolstering 
  others with boons and bread, infusing every meal 
  with their own magic.  
  You gain proficiency in cook's utensils and can use 
  them as improvised weapons, with which you're 
  proficient. You treat these weapons as if they have 
  the finesse property.  
  Additionally, during a short or long rest, you can 
  infuse food you prepare with your cooking utensils 
  with magic. Characters that consume a ration's worth 
  of food gain the following benefits, which last for 8 
  hours. A creature can't gain these benefits more than 
  once in a 24-hour period.  
  • The creature's hit point maximum is increased by 
  your Song of Rest die, starting with 1d6.  
  • The creature has advantage on Constitution saving 
  throws against poison, paralysis, and exhaustion.  
  • The creature can add your proficiency bonus to the 
  next Death saving throw they make.  
   
   
  
   
  DANCING STEEL SPELLS 
  Bard Level 
  Spells 
  1st 
  shield 
  3rd 
  mirror image 
  5th 
  haste  
  7th 
  staggering smite 
  9th 
  steel wind strike 
   
  DANCING STEEL 
  Prerequisite: College of Swords bardic college 
  The crucible of battle is yours to dance in. You gain 
  the following benefits: 
  • Increase your Dexterity or Constitution score by 1, 
  up to 20. 
  • When you score a critical hit with a melee weapon 
  attack, you can use a Blade Flourish once without 
  using a Bardic Inspiration die. This Blade Flourish 
  must be made by the end of your next turn, other-
  wise it is lost.   
  • You learn a number of spells as you gain levels in 
  this class. The spells count as bard spells for you, 
  but not against the number of bard spells you know. 
  See the Dancing Steel Spells table. 
   
  THE DIRGE OF MORTALITY 
  Prerequisite: College of Whispers bardic college 
  As an action, you can expend a charge of your Bardic 
  Inspiration to play a dirge—a funerary song that 
  harkens to a man's mind that there is no escape from 
  death itself. You can choose a number of creatures 
  up to your Charisma modifier within 60 feet that can 
  hear you, subjecting them to a Charisma saving 
  throw against your Bard spell save DC. On a failure, 
  despair overwhelms them. Their maximum hit points 
  are reduced by half your bard level (rounded down) 
  + the result of your bardic inspiration die. A creature 
  whose hit point maximum is reduced to 0 by the dirge 
  dies and its soul is sent to the Shadowfell. After 1 
  hour, their hit point maximum is restored.  
  Once you use this feature, you cannot again until 
  you finish a long rest.  
  Additionally, you learn a number of spells as you 
  gain levels in this class. The spells count as bard 
  spells for you, but not against the number of bard 
  spells you know. See the Dirge of Mortality Spells 
  table. 
   
  DIRGE OF MORTALITY SPELLS 
  Bard Level 
  Spells 
  1st 
  dissonant whispers 
  3rd 
  shadow blade 
  5th 
  fear 
  7th 
  phantasmal killer 
  9th 
  geas 
   
  JESTER 
  The jester always gets the last laugh. Through 
  esoteric magic, you can cheat death. Whenever a 
  creature within 60 feet that you can see reduces you 
  to 0 hit points, you can use a charge of your Bardic 
  Inspiration to invoke the Last Laugh. 
  Roll your Bardic Inspiration die. The target must 
  make a Wisdom saving throw, taking damage equal 
  to your bard level. On a success, it takes half damage. 
  On a failure, booming laughter consumes its mind 
  and instead of dropping to 0 hit points, you drop to a 
  number of hit points equal to twice the Bardic 
  Inspiration die result. Until the start of your next turn, 
  you do not provoke opportunity attacks.   
   
  ORATOR 
  The power of the written word is to be respected; the 
  power of the spoken word is to be feared. Your 
  bardic magic can trace its roots back to the single 
  word that sparked Creation itself. You gain the 
  following benefits:  
  • Increase your Charisma or Constitution score by 1, 
  up to 20.  
  • You can use your own voice as a bardic focus for 
  your spellcasting.  
  • Whenever you speak, you can use a bonus action to 
  magically cause your voice to boom up to three 
  times as loud.  
  • You learn the vicious mockery and thunderclap 
  cantrips which don't count against the number of 
  bard cantrips you know. You can add your 
  Charisma modifier to the damage of vicious 
  mockery. Additionally, the range of thunderclap is 
  increased to 15 feet; when you cast it, you can 
  choose a number of creatures up to your Charisma 
  modifier to automatically succeed on their saving 
  throw.  
   
   
   
   
  
   
  SKALD'S SONG SPELLS 
  Bard Level 
  Spells 
  1st 
  thunderous smite  
  3rd 
  blur 
  5th 
  haste  
  7th 
  staggering smite 
  9th 
  steel wind strike 
   
  STOLEN ESOTERICA: DRACONOMICA  
  Bard Level 
  Spells 
  1st 
  command  
  3rd 
  dragon's breath 
  5th 
  elemental weapon 
  7th 
  fire shield 
  9th 
  legend lore 
   
  STOLEN ESOTERICA: ELDRITCH MYTHOS  
  Bard Level 
  Spells 
  1st 
  arms of Hadar 
  3rd 
  detect thoughts 
  5th 
  hunger of Hadar 
  7th 
  Evard's black tentacles 
  9th 
  telekinesis 
   
  STOLEN ESOTERICA: FEY LORE SPELLS 
  Bard Level 
  Spells 
  1st 
  entangle  
  3rd 
  misty step 
  5th 
  blink 
  7th 
  conjure woodland beings 
  9th 
  dominate person 
   
  STOLEN ESOTERICA: FIENDISH RITES 
  Bard Level 
  Spells 
  1st 
  armor of Agathys 
  3rd 
  scorching ray 
  5th 
  fireball 
  7th 
  fire shield 
  9th 
  flame strike 
   
  STOLEN ESOTERICA: HYMNS OF HEAVEN 
  Bard Level 
  Spells 
  1st 
  detect evil and good 
  3rd 
  prayer of healing 
  5th 
  revivify  
  7th 
  guardian of faith 
  9th 
  mass healing word 
   
  STOLEN ESOTERICA: LANGUAGES 
  Area of Study 
  Language 
  Draconomica 
  Draconic 
  Eldritch Mythos 
  Deep Speech 
  Fey Lore 
  Sylvan 
  Fiendish Rites 
  Abyssal or Infernal (your choice) 
  Hymns of Heaven 
  Celestial 
  SKALD'S SONG 
  Prerequisite: College of Valor bardic college 
  Men shall immortalize you in song and legend. You 
  gain the following benefits:  
  • Increase your Strength, Dexterity, or Constitution 
  score by 1, up to 20. 
  • When you score a critical hit with a weapon attack, 
  you can use your reaction to rally your allies. 
  Creatures of your choice (up to your Charisma 
  modifier) within 60 feet that can hear you gain a +1 
  bonus to their AC that lasts until the end of their 
  next turn.  
  • You learn a number of spells as you gain levels in 
  this class. The spells count as bard spells for you, 
  but not against the number of bard spells you know. 
   
  STOLEN ESOTERICA 
  Prerequisite: College of Lore bardic college 
  As a diligent student of esoteric lore, you can focus 
  your studies on one forbidden subject, such as fey 
  lore or demonology. You gain the following benefits: 
  • Increase your Intelligence, Wisdom, or Charisma 
  score by 1, up to 20. 
  • You learn one cantrip of your choice from the spell 
  list of any class. It counts as a bard cantrip for you 
  but not against the number of cantrips you know.  
  • You can choose one area of study from the options 
  below, learning a number of spells as you gain 
  levels in this class. The spells count as bard spells 
  for you, but not against the number of bard spells 
  you know. See the Stolen Esoterica spell tables. 
  • You learn the language associated with your choice 
  of study, as determined by the Stolen Esoterica: 
  Languages table.  
   
   
   
   
   
  
   
  CLERIC 
  The following feats are available to cleric characters 
  of 4th level or higher.  
  You must meet any prerequisite specified in a feat 
  to take that feat. 
   
  CATECHIST 
  True devotion to the gods is proven through diligent 
  study and rote memorization of prayers, rites, and 
  sacrament. You gain the following benefits: 
  • Increase your Intelligence or Wisdom score by 1, 
  up to 20. 
  • You gain proficiency in the Religion skill. When 
  you make an ability check using this skill, your 
  proficiency bonus is doubled. 
  • You can fashion holy symbols of your deity out of 
  5 gp's worth of materials and bless them through an 
  obscure rite. When you restore hit points to a 
  creature wearing this symbol through a spell of 1st 
  level or higher, they gain an additional hit points 
  equal to half your proficiency bonus (rounded up).   
   
  CONSECRATOR 
  Once per long rest, you can bless enough water to 
  create one vial of holy water (described in Chapter 5 
  of the Player's Handbook) without a material cost. 
  The holy water loses its potency after 24 hours.  
  Using this holy water, you can bless five weapons 
  or pieces of ammunition. Once per turn when this 
  weapon or piece of ammunition is used in a weapon 
  attack against a fiend or undead, the attack deals an 
  additional 1d6 radiant damage. When you make this 
  weapon attack, the target has disadvantage on the 
  next saving throw it makes against a cleric spell you 
  cast before the end of your next turn.  
  A weapon or piece of ammunition sanctified by the 
  holy water loses these benefits after it's hit a fiend or 
  undead creature three times.  
   
  DESPERATE PRAYER 
  It's always darkest before the dawn and the sharpest 
  grief fuels the sincerest prayers. You gain the 
  following benefits: 
  • Increase your Constitution or Wisdom score by 1, 
  up to 20. 
  • When a creature within 60 feet of you is reduced to 
  0 hit points but not killed outright, you can utter a 
  desperate prayer by using your reaction. The target 
  regains hit points equal to your proficiency bonus 
  + your Wisdom modifier. If the creature reduced to 
  0 hit points is yourself, you don't need to use a 
  reaction to utter the prayer. Once you do this, you 
  cannot again until you finish a long rest.  
   
  DISCIPLE OF THE HUNT 
  Prerequisite: Nature divine domain 
  Like the gods of the hunt, you embrace the primal 
  ingenuity of ancient men. You gain the following 
  benefits:  
  • You gain proficiency in martial ranged weapons.  
  • While not wearing armor or wielding a shield, your 
  AC equals 13 + your Dexterity modifier and your 
  movement speed increases by 10.  
  • You gain darkvision out to a range of 60 feet. If you 
  already have darkvision from your race, its range 
  increases by 30 feet.  
  • You learn the hunter's mark spell. It counts as a 
  cleric spell for you and you always have it 
  prepared. It doesn't count against the number of 
  cleric spells you can prepare. 
   
   
   
  
   
  HALLOWED TRICKERY 
  Prerequisite: Trickery divine domain 
  Deceit is the eucharist taken to honor your deity. It is 
  a hallowed art that honors their divine legacy. Thus, 
  deceitfulness is close to godliness. Embracing deceit, 
  you gain the following benefits: 
  • Increase your Charisma, Dexterity, or Wisdom 
  score by 1, up to 20. 
  • Magic and other features, such as an angel's Divine 
  Awareness feature, cannot be used to determine 
  whether you're lying, nor can it compel you to tell 
  the truth.  
  • You gain proficiency in the Deception skill. When 
  you make an ability check using that skill, your 
  proficiency bonus is doubled.   
  • When you use your Channel Divinity: Cloak of 
  Shadows feature, you can remain invisible for up 
  to 10 minutes, or until you attack or cast a spell.  
   
  IRON MAIDEN 
  Prerequisite: Forge divine domain 
  During a long rest, you can use your Channel 
  Divinity: Artisan's Blessing to engage in an 8-hour 
  ritual to create a guardian empowered by your deity. 
  The guardian has the statistics of an animated 
  armor, which can be found in Appendix A of this 
  supplement. To create this guardian, you must 
  expend 100 gp worth of metal.  
  The guardian is friendly to you and your 
  companions. It shares your alignment and weapon 
  proficiencies. In combat, it acts on its own initiative, 
  obeying any verbal commands that you issue to it (no 
  action required by you). If you don't issue any 
  commands to it, the guardian defends itself from 
  hostile creatures, but otherwise take no actions. 
  You can only have one guardian at a time. It serves 
  you until destroyed, after which it disintegrates.  
   
  LEAP OF FAITH 
  It is the duty of mortal men to keep faith even in the 
  most dire of circumstances. By trusting in your deity, 
  you can shelve those mortal fears. Once per short or 
  long rest, you can use your reaction to invoke one of 
  the effects below:  
  • When you make a long or high jump, the distance 
  you can cover increases by a number of feet equal 
  to 3 x your Wisdom modifier, with or without a 
  running start.   
  • When you fail a saving throw, you can roll a d6 and 
  add it to the result.  
  • Until the end of your current turn, opportunity 
  attacks made against you suffer disadvantage.  
  • You can reduce any falling damage you take by an 
  amount equal to four times your cleric level.  
  • When you run out of breath and begin to suffocate, 
  you can roll 2d6, increasing the number of rounds 
  you can survive before dropping to 0 hit points by 
  the result.  
   
  MISSIONARY 
  It is your divine purpose to spread the good word of 
  your deity to all corners of the world. You gain the 
  following benefits: 
  • Increase your Charisma, Intelligence, or Wisdom 
  score by 1, up to 20.   
  • You ignore difficult terrain. 
  • You gain proficiency in the Persuasion skill.  
  • You learn to read, write, and speak two languages 
  of your choice.  
   
  ORACLE 
  Prerequisite: Knowledge divine domain 
  During a short or long rest, you can ruminate on the 
  future, deciphering omens left behind by your deity. 
  Through this, you gain Oracular Insight, a resource 
  you can use to grant a bonus or impose a penalty on 
  an attack roll, damage roll, saving throw, or ability 
  check that is made within 60 feet of you by a creature 
  you can see, using your reaction. The maximum 
  bonus or penalty you can impose in one reaction is 
  equal to your Wisdom modifier (a minimum of 1). 
  You can choose to incrementally impose this bonus 
  or penalty after a roll is made. For example, if you 
  make an attack roll against a creature and miss, you 
  can choose to gain a +1 bonus; if that continues to 
  miss, you can increase this to +2—so on and so forth, 
  up to your Wisdom modifier.  
  During a short rest, you gain 1d10 Oracular Insight, 
  whereas you gain 10 after finishing a long rest. You 
  can never have more than 15 Oracular Insight and if 
  you finish a long rest with 11 or more, it resets to 10.  
  During your rumination, you may learn of an event 
  that has yet to come or already occurred through an 
  oracular vision, at the DM's discretion.   
   
   
   
  
   
  SKYSHATTER: ALTERNATIVE DOMAIN SPELLS 
  Cleric Level 
  Spells 
  1st 
  thunderwave, thunderous smite  
  3rd 
  shatter, warding wind 
  5th 
  call lightning, thunder step 
  7th 
  control water, storm sphere 
  9th 
  control winds, destructive wave 
   
  SKYSHATTER 
  Prerequisite: Tempest divine domain 
  Your very heart crackles with the fury of the storm, 
  making you the perfect vessel for your deity's divine 
  and tempestuous wrath. You gain these benefits: 
  • Increase your Strength or Wisdom score by 1, up to 
  20. 
  • You learn the booming blade and lightning lure 
  cantrips. They count as cleric cantrips for you, but 
  not against the number of cleric cantrips you know.  
  • Whenever you finish a long rest, you can prepare 
  an alternative set of domain spells, as described in 
  the Skyshatter table.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DRUID 
  The following feats are available to druid characters 
  of 4th level or higher.  
  You must meet any prerequisite specified in a feat 
  to take that feat. 
   
  THE BEAST WITHIN 
  Prerequisite: Circle of the Moon druid circle 
  Shapeshifting into beasts so often has awoken the 
  one within you. It slavers and hungers, beckons and 
  demands. You gain the following benefits: 
  • Increase your Strength, Constitution, or Dexterity 
  score by 1, up to 20. 
  • You learn the primal savagery cantrip, if you didn't 
  already know it; if you did, you learn another druid 
  cantrip of your choice.  
  • Your hide toughens, granting you a +1 bonus to 
  your AC. While you're wild shaped into a beast, 
  you gain a +2 bonus to its existing AC.  
  • You have advantage on saving throws against being 
  frightened.  
   
  CREATURES SMALL AND UNSEEN 
  You master the forms of creatures that go unnoticed 
  by men, such as cats and rodents. You gain the 
  following benefits: 
  • Increase your Constitution, Dexterity or Wisdom 
  score by 1, up to 20. 
  • When you use your Wild Shape to transform into a 
  CR 0 creature without a flying speed, you do not 
  expend a charge. 
  • While wild shaped into a CR 0 creature, you can 
  take the Dash, Disengage, Dodge, or Hide actions 
  as a bonus action. 
   
   
   
  
   
  DREAMS BECOME NIGHTMARES 
  Prerequisite: Circle of Dreams druid circle 
  You embody the cruelty of the Gloaming Court, 
  learning to corrupt mirth into anguish. You gain the 
  following benefits:  
  • Increase your Constitution or Wisdom score by 1, 
  up to 20.   
  • Your Balm of the Summer Court dice become d8s.  
  • Whenever you target a creature with your Balm of 
  the Summer Court feature, instead of healing the 
  target, you can torment creatures of your choice 
  within 10 feet of the target. You must be able to see 
  each creature. Roll the dice; targets of your choice 
  take half the total as psychic damage. You, instead 
  of your target, receive temporary hit points equal 
  to the number of dice you spend. 
   
  FATHER OF MODERNITY 
  Some claim that the Old Way, druidism, predates the 
  very study of the Arcane and the Divine. That the Old 
  Way's teaching trickled down to water those studies 
  into what they are today. Just as druidism influenced 
  these arts, so can you be influenced by them. You 
  gain the following benefits:  
  • You learn a wizard or cleric cantrip of your choice. 
  It counts as a druid cantrip for you and doesn't 
  count against the number of druid cantrips you 
  know. Wisdom is your spellcasting ability for it. 
  • You gain proficiency in the Arcana skill or Nature 
  skill (your choice). 
  • Choose an Intelligence skill you are proficient in. 
  Your proficiency bonus is doubled when you make 
  an ability check using that skill. 
   
  FREE-SPIRITED AND FULL OF MIRTH 
  Prerequisite: Circle of Dreams druid circle 
  You further embrace the libertine and mirthful ways 
  of the Summer Court. You gain these benefits: 
  • Increase your Constitution or Wisdom score by 1, 
  up to 20.   
  • Your Balm of the Summer Court dice become d8s.  
  • If you roll initiative without any dice of your Balm 
  of the Summer Court feature left, you regain one 
  die.  
   
  ONE WITH NATURE 
  Prerequisite: Circle of the Land druid circle 
  Your heart is a seed buried in the richness of the land. 
  You can use your Wild Shape to shapeshift into 
  plants, as well as beasts, abiding by the same rules of 
  Wild Shape described in the Player's Handbook with 
  one more: the creature must have an Intelligence 
  score of 8 or below, otherwise you cannot Wild 
  Shape into it. See Appendix A of this supplement for 
  the statistics of common plant creatures.  
  Additionally, while you are shapeshifted into a 
  plant creature, you are under the effects of a barkskin 
  spell (no concentration required).   
   
  NEST MOTHER 
  Using a quarterstaff, lantern, or similar object, you 
  can form a mobile spider's nest. Once per long rest, 
  you can use one of the following options: 
  • As an action, you can rouse a swarm of spiders 
  (see Appendix A for statistics) that defend you. 
  This swarm lasts until it's reduced to 0 hit points or 
  until an hour has elapsed. The swarm is friendly to 
  your allies and acts on your initiative. It obeys your 
  verbal commands. You can use your action to see 
  through the swarms' eyes and hear what it hears, 
  gaining any of its special senses. The swarm must 
  stay together in one space to act as your vessel.  
  • You can cast the web spell once, without providing 
  components. 
  • You can harvest one foot's length of raw spider silk, 
  which is worth 1 gp. During a long rest, you can 
  spin it 1 foot's worth of silk rope, described in 
  Chapter 5 of the Player's Handbook.  
  • You can harvest spider venom to create one vial of 
  basic poison, described in Chapter 5 of the Player's 
  Handbook. The venom and poison expire after 24 
  hours; a creature can ascertain this with a DC 10 
  Intelligence check using alchemist's supplies or the 
  poisoner's kit. Given its short shelf-life, this poison 
  is only worth 5 gp. 
   
   
   
  
   
  QUEEN BEE 
  Using a quarterstaff, lantern, or similar object, you 
  can form a mobile beehive. Once per long rest, you 
  can use one of the following options: 
  • As an action, you can rouse a swarm of wasps (see 
  Appendix A for statistics) that defend you as if you 
  were their queen. This swarm lasts until reduced to 
  0 hit points or until an hour has elapsed. The swarm 
  is friendly to your allies and acts on your initiative. 
  It obeys your verbal commands. You can use your 
  action to see through the swarms' eyes and hear 
  what it hears, gaining any of its special senses. The 
  swarm must stay together in one space to act as 
  your vessel. 
  • You can harvest three doses of ambrosial honey, 
  which expire after 8 hours. A creature can use an 
  action to eat the honey (or feed it to another 
  creature) to restore 1d4+1 hit points. You can store 
  these doses in vials or similar containers, otherwise 
  a creature must be within 5 feet of the hive to 
  gather and eat the honey.  
   
  SPIRIT COMPANION 
  Prerequisite: Circle of the Shepherd druid circle 
  Having carved a totem and engaged in an ancient 
  ritual, you gain the companionship of a bestial spirit. 
  Select a CR 1/4 beast of a size Medium or smaller; 
  your companion assumes its statistics with the 
  following changes.  
  • The creature counts as undead, not a beast, except 
  when you cast a druid spell on it that normally only 
  works on beasts, such as beast sense. 
  • When it appears, it has a number of temporary hit 
  points equal to half your druid level.  
  • It can move through other creatures and objects as 
  if they were difficult terrain, taking 5 force damage 
  if it ends its turn inside an object.  
  • Its attacks deal force damage on a hit, instead of its 
  normal damage.  
   
  You can conjure the spirit as an action; it appears 
  in an unoccupied space within 30 feet of you. Once 
  its hit points are depleted, or a number of hours equal 
  to half your druid level (rounded down) elapse, the 
  spirit fades away. It acts on your initiative in combat 
  and obeys your verbal commands. You can use a 
  bonus action to cause the companion to make a single 
  weapon attack using its reaction. Otherwise, the 
  companion can only take the Dodge, Disengage, or 
  Hide actions on its turn. 
  You can call forth your companion once per short 
  or long rest. You can also expend a use of your Wild 
  Shape to summon it again. You can only ever have 
  one spirit companion at a time. You can change the 
  form of your companion through an hour-long ritual.  
   
  WITCH DOCTOR 
  Not all druids revere nature and the cycle of life. 
  Some commune instead with vile spirits, acting not 
  as guardians of the natural order but rather lurking in 
  the shadows as opportunists. As a witch doctor, you 
  gain the following benefits: 
  • Increase your Intelligence, Wisdom, or Charisma 
  score by 1, up to 20. 
  • You learn one wizard or cleric cantrip of your 
  choice. It counts as a druid cantrip for you but not 
  against the number of druid cantrips you know. 
  • You gain proficiency in alchemist's supplies and 
  your choice of Arcana, Nature, or Medicine.  
  • The following spells become druid spells for you; 
  you always have them prepared and they don't 
  count against the number of druid spells you can 
  prepare: detect evil and good, find familiar, hex, 
  inflict wounds, and protection from evil and good.   
   
  WOOD WOAD 
  You embrace the shape of the land itself rather than 
  the beasts that walk it. When you use your Wild 
  Shape, you can gain the following benefits instead of 
  shapeshifting into a beast. These benefits last until 
  you drop to 0 hit points, or die, or for a number of 
  hours equal to half your druid level (rounded down). 
  • You gain temporary hit points equal to your druid 
  level + twice your Wisdom modifier.  
  • Bark and thorns ripple across your skin, granting 
  you an AC of 13 + your Wisdom modifier. You can 
  use a shield and maintain this benefit. 
  • You gain a bonus to any Constitution saving throws 
  you make to maintain concentration on a spell. The 
  bonus equals your Wisdom modifier.  
  • When you use the Attack action to make a melee 
  weapon attack, you can make an additional melee 
  weapon attack as a bonus action.   
   
   
  
   
  FIGHTER 
  The following feats are available to fighter characters 
  of 4th level or higher.  
  You must meet any prerequisite specified in a feat 
  to take that feat. 
   
  ADVANCED FIGHTING STYLE 
  You gain one additional Fighting Style of your 
  choice, as detailed in the Fighter class section. 
  Additionally, you may choose one of the options 
  below. You must meet any prerequisites the option 
  requires in order to choose it.  
   
  ARCHER'S EYE 
  Prerequisite: Archery fighting style 
  Once per turn, when you hit with a ranged weapon 
  attack and had advantage on the attack roll, the target 
  takes additional damage equal to your proficiency 
  bonus.   
   
  DERVISH 
  Prerequisite: Two-Weapon Fighting fighting style 
  Once per turn, while you're engaging in two-weapon 
  fighting, you can make the extra attack as part of 
  your Attack action instead of a bonus action.  
   
  FENCER 
  Prerequisite: Dueling fighting style 
  When you are wielding a melee weapon in one hand 
  and no other weapons, the damage bonus from your 
  Dueling fighting style increases to +3 and you can 
  use your reaction to make a single opportunity attack 
  against a creature when it enters your reach; likewise, 
  when you leave its reach, you can make a single 
  opportunity attack as a reaction.  
   
  GREAT WEAPONRY 
  Prerequisite: Great Weapon Fighting fighting style 
  Once per turn, when you have advantage on an attack 
  roll made with a melee weapon you're wielding with 
  two hands, the target takes additional damage equal 
  to your proficiency bonus on a hit.   
   
  JUGGERNAUT 
  Prerequisite: Defense fighting style 
  While you are wearing armor and you're struck by an 
  attack from an attacker you can see, you can use your 
  reaction to gain resistance to that instance of damage. 
  The damage must be either bludgeoning, slashing, or 
  piercing damage made with a nonmagical weapon.  
   
  SHIELDWALL 
  Prerequisite: Protection fighting style 
  When you take the Attack action on your turn and are 
  wielding a shield, you can use your bonus action to 
  bash a target within 5 ft. with your shield. You are 
  proficient with this attack, which deals 1d6 + your 
  Strength modifier as bludgeoning damage on a hit.  
  Additionally, you can take the Help action as a 
  bonus action, but instead of granting advantage to an 
  ally's attack roll, you grant the target a +1 bonus to 
  their AC, which lasts until the start of your next turn 
  or until the target is no longer within 5 feet of you.  
   
  CATAPHRACT 
  Rider and steed have become a storm of hooves and 
  steel, thundering across the battlefields like a war 
  god. You have mastered mounted combat, gaining 
  the following benefits: 
  • While you are on your mount, it gains a bonus to its 
  AC equal to your proficiency bonus, as well as a 
  number of hit dice equal to half your fighter level 
  (rounded down), totaled and added to its maximum 
  hit points. 
  • When you use your Second Wind feature while 
  mounted, your mount also regains twice the 
  number of hit points as you do.  
  • When you hit a target with a weapon attack while 
  mounted, your mount can make one melee attack 
  against the same target as a reaction.  
   
   
   
  
   
  FAVORED BY THE GODS 
  Prerequisite: Champion martial archetype 
  When the gods grow fond of a mortal champion, they 
  often reward feats of daring and glory with a shred of 
  their divine power, if only to see this game of yours 
  continue. Having appeased these distant spectators, 
  you gain the following benefits: 
  • Increase your Wisdom score by 1, up to 20. 
  • You add your proficiency bonus to your Death 
  saving throws.  
  • You learn two cantrips of your choice from the 
  cleric spell list. In addition, you can cast the divine 
  favor, thunderous smite, and shield of faith 
  (targeting yourself only) spells. Once you cast one 
  of these spells, you can't cast that same spell again 
  until you finish a long rest. Wisdom is your 
  spellcasting ability for these spells. 
   
  GLADIATOR 
  To taste salt and blood upon your lips, to hear the 
  crowds roar your name, to watch your rivals fall—
  these are your only earthly pleasures. You gain the 
  following benefits: 
  • Increase your Constitution or Charisma score by 1, 
  up to 20.  
  • You gain proficiency in the Performance skill. 
  When you make an ability check using this skill, 
  your proficiency bonus is doubled. 
  • When you miss with a weapon attack, you can use 
  your reaction to add a bonus to the attack equal to 
  your Charisma modifier. If your attack then hits, 
  you deal additional damage equal to half your 
  Charisma modifier (rounded up, with a minimum 
  bonus of +1).  
   
  MARTIAL INSTRUCTOR 
  It takes a patient instructor to tutor the clumsiest of 
  students to martial prowess. You gain the following 
  benefits: 
  • Increase your Intelligence or Wisdom score by 1, 
  up to 20. 
  • During a long rest, you can train one humanoid in a 
  weapon of your choice as a light activity. For the 
  next 24 hours, that character is proficient in that 
  type of weapon. After 100 days of training under 
  your wing, the character becomes permanently 
  proficient in this weapon.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  STARING DOWN THE ARROW 
  Prerequisite: Arcane Archer martial archetype 
  Proverbs urge mortal men to pray they never have to 
  stare down the arrow—and yours is an arrow infused 
  with arcane power. You gain the following benefits: 
  • Increase your Intelligence score by 1, up to 20. 
  • You gain two additional Arcane Shot options of 
  your choice.  
  • You can use a crossbow instead of a shortbow or 
  longbow for your Arcane Shot.  
  • You can use your Arcane Shot a number of times 
  equal to your proficiency bonus per every short or 
  long rest, rather than twice per rest.   
   
  SWORD AND SORCERY 
  Prerequisite: Eldritch Knight martial archetype 
  Your studies and diligent practice have proven 
  fruitful. You gain the following benefits: 
  • Increase your Intelligence score by 1, up to 20. 
  • You learn additional wizard spells equal to 3 + your 
  Intelligence modifier, gaining additional spells as 
  that bonus increases. Up to half of these new spells 
  (rounded up) can belong to any school of magic. 
  • You gain a +1 bonus to attack and damage rolls 
  made with a bonded weapon of yours, and they 
  count as magical for the purposes of overcoming 
  resistance and immunity to nonmagical attacks.  
  • The following spells are added to the wizard spell 
  list and count as wizard spells for you: compelled 
  duel, find steed, and searing smite. 
  
   
  WARBRINGER 
  Prerequisite: Battle Master martial archetype 
  Like a blade against a whetstone, you've honed your 
  tactics. You gain the following benefits. 
  • Increase your Strength or Dexterity score by 1, up 
  to 20. 
  • You learn three additional Battle Master maneuvers 
  of your choice.  
  • You gain additional superiority dice equal to your 
  half your proficiency bonus (rounded up).  
   
  MONK 
  The following feats are available to monk characters 
  of 4th level or higher.  
  You must meet any prerequisite specified in a feat 
  to take that feat. 
   
  THE CRANE STRIKES TRUE 
  Prerequisite: Way of the Open Palm tradition 
  You need no weapon other than your body. You gain 
  the following benefits:   
  • You gain a +1 bonus to the attack and damage rolls 
  of your unarmed strikes.  
  • When you are wielding no weapons and another 
  creature hits you with a melee attack, you can use 
  your reaction to add your proficiency bonus to your 
  AC for that attack.  
   
  DANCE OF THE LASHING SERPENT 
  Having mastered a deadly dance, you're a whirlwind 
  of lashes. You gain the following benefits:  
  • Increase your Dexterity or Wisdom score by 1, to a 
  maximum of 20 (your choice). 
  • You gain proficiency with the whip, which counts 
  as a monk weapon for you.  
  • When you hit a Large-sized or smaller creature with 
  a whip attack, you can expend 1 ki point to subject 
  the creature to a Dexterity saving throw against 
  your Ki save DC. On a failure, the target is 
  grappled until it uses an action to make a Strength 
  (Athletics) check against your Ki save DC. You 
  can't grapple another creature in this way without 
  releasing the initial target.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MASTER OF THE NAGINATA 
  You master the long-lost art of the naginata, gaining 
  the following benefits:  
  • Increase your Dexterity or Wisdom score by 1, to a 
  maximum of 20 (your choice). 
  • You gain proficiency with the glaive, which counts 
  as a monk weapon for you despite having the two-
  handed and heavy properties. 
  • When you take the Attack action on your turn, you 
  can expend 2 ki points as a bonus action and make 
  a melee weapon attack against any number of 
  creatures within 10 feet of you, with a separate 
  attack roll for each target. You must be wielding a 
  sickle, quarterstaff or glaive. 
   
  MORTAL COIL 
  Prerequisite: Way of the Long Death tradition 
  The secrets of Death are yours to study—and with 
  them you can transcend the mortal coil. You gain the 
  following benefits: 
  • You gain resistance to necrotic damage.  
  • Your hit point maximum increases by an amount 
  equal to your monk level when you take this feat, 
  and increases by an additional +1 whenever you 
  gain a level in this class.  
  • You can use your ki to duplicate the effects of 
  certain spells. As an action, you can spend 2 ki 
  points to cast blindness/deafness, detect evil and 
  good, feign death, gentle repose, or speak with 
  dead, without providing material components. 
  Additionally, you learn either the spare the dying 
  or chill touch cantrips (your choice).  
  
   
  SHADOW ON THE MOON 
  Prerequisite: Way of Shadow tradition 
  You are the terror in the night, the shadow on the 
  moon. You gain the following benefits: 
  • You can see normally in darkness, both magical and 
  nonmagical, to a distance of 60 feet.  
  • The shadow blade and expeditious retreat spells are 
  added to the spells granted by your Shadow Arts 
  feature; each can be cast by expending 2 ki points. 
  When you cast shadow blade this way, the weapon 
  it creates counts as a monk weapon for you.  
   
  STING OF THE PATIENT HORNET 
  Precision, patience—these are the signature traits of 
  the hornet, a simple creature capable of inflicting 
  suicidal agony. You have studied this lost art and 
  gain the following benefits:  
  • Increase your Dexterity or Wisdom score by 1, up 
  to 20. 
  • You gain proficiency with the blowgun, which 
  counts as a monk weapon for you.  
  • When you hit a creature with a blowgun attack, you 
  can expend 2 ki points to strike at the creature's 
  pressure points and manipulate their ki. The 
  creature must make a Constitution saving throw 
  against your Ki save DC or become paralyzed for 
  up to 1 minute. It can repeat its Constitution saving 
  throw at the end of each of its turns, ending this 
  effect on a success.  
   
  TO THE GROUND 
  You're an absolute terror to contend with in close 
  quarters, capable of wrestling even the wiliest of foes 
  to the ground. You gain the following benefits: 
  • Increase your Strength, Dexterity, or Constitution 
  score by 1, up to 20.  
  • You gain proficiency in the Athletics skill if you 
  didn't already have it. Whenever you make an 
  ability check using that skill, your proficiency 
  bonus is doubled.  
  • When you hit a creature with an unarmed strike or 
  monk weapon, you can use a bonus action to 
  attempt to grapple the target.  
   
  VOICE OF THE WORLD 
  Prerequisite: Way of the Elements monastic tradition 
  You open yourself to the elements, letting the voice 
  of the world echo from your throat. You gain the 
  following benefits:  
  • The ki cost to use your Elemental Disciplines are 
  reduced by 1, down to a minimum of 1.  
  • You learn three additional Elemental Disciplines of 
  your choice.  
  • During a short or long rest, you can attune to one of 
  the four elements, imbuing your fists and feet with 
  elemental energy. Choose between fire, cold, 
  lightning, or thunder damage. Until you finish 
  another short or long rest, your unarmed strikes 
  deal damage equal to your chosen damage type 
  instead of bludgeoning damage.  
   
  WAY OF THE WASTED MONKEY 
  Prerequisite: Way of the Drunken Master tradition 
  Yours is an art misunderstood by many. You gain the 
  following benefits: 
  • Increase your Dexterity or Constitution score by 1, 
  up to 20.  
  • While you aren't wearing any armor or wielding a 
  shield, you gain a +1 bonus to your AC.  
  • Whilst you have a mouthful of alcohol, you can use 
  an action to expend 1 ki point to expel and ignite 
  the fire. Creatures within a 10-foot cone must make 
  a Dexterity saving throw against your Ki save DC. 
  On a failure, a creature takes 3d6 fire damage, or 
  half damage on a success. You can also expend an 
  additional ki point to increase this damage by 1d6, 
  up to a maximum of 6d6. 
   
   
   
  
   
  PALADIN 
  The following feats are available for paladin 
  characters of 4th level or higher. 
  You must meet any prerequisite specified in a feat 
  to take that feat. 
   
  ADVANCED FIGHTING STYLE 
  You gain one additional Fighting Style of your 
  choice, as detailed in the Paladin class section. 
  Additionally, you may choose one of the options 
  below. You must meet any prerequisites the option 
  requires in order to choose it.  
   
  FENCER 
  Prerequisite: Dueling fighting style 
  When you are wielding a melee weapon in one hand 
  and no other weapons, the damage bonus from your 
  Dueling fighting style increases to +3 and you can 
  use your reaction to make a single opportunity attack 
  against a creature when it enters your reach; likewise, 
  when you leave its reach, you can make a single 
  opportunity attack as a reaction.  
   
  GREAT WEAPONRY 
  Prerequisite: Great Weapon Fighting fighting style 
  Once per turn, when you have advantage on an attack 
  roll made with a melee weapon you're wielding with 
  two hands, the target takes additional damage equal 
  to your proficiency bonus on a hit.   
   
  JUGGERNAUT 
  Prerequisite: Defense fighting style 
  While you are wearing armor and you're struck by an 
  attack from an attacker you can see, you can use your 
  reaction to gain resistance to that instance of damage. 
  The damage must be either bludgeoning, slashing, or 
  piercing damage made with a nonmagical weapon.  
   
  SHIELDWALL 
  Prerequisite: Protection fighting style 
  When you take the Attack action on your turn and are 
  wielding a shield, you can use your bonus action to 
  bash a target within 5 ft. with your shield. You are 
  proficient with this attack, which deals 1d6 + your 
  Strength modifier as bludgeoning damage on a hit.  
  Additionally, you can take the Help action as a 
  bonus action, but instead of granting advantage to an 
  ally's attack roll, you grant the target a +1 bonus to 
  their AC, which lasts until the start of your next turn 
  or until the target is no longer within 5 feet of you.  
   
   
   
  
   
  ANOINTED VESSEL 
  The radiance of your soul has anointed your body, 
  already a temple, into a vessel to channel the power 
  of the divine. You gain the following benefits: 
  • Increase your Charisma or Constitution score by 1, 
  up to 20.  
  • You can use your Channel Divinity feature twice 
  per short rest, up from once. 
  • You gain advantage on saving throws against being 
  poisoned and resistance to poison damage. 
  • You can learn to read, write, and speak Celestial, 
  the seraphic language of divine creatures. 
   
  AVENGER'S SHIELD 
  Guardians driven to grief become the most fearsome 
  avengers. You gain the following benefits: 
  • Increase your Strength or Charisma score by 1, up 
  to 20.  
  • When you take the Attack action, you can substitute 
  an attack to hurl your shield at a target, making an 
  attack roll. You are proficient in this attack roll, 
  which has a range of 30 feet. On a hit, the target 
  takes 1d4 bludgeoning damage and radiant damage 
  equal to 2d4 + your Charisma modifier. The shield 
  immediately magically soars back to your hand.  
  • When a creature misses you with a melee attack, 
  you can use your reaction to channel radiant energy 
  through your shield, dealing radiant damage equal 
  to your Charisma modifier to that target.  
   
  HOLY TOUCH 
  Your soul is a wellspring of divine magic capable of 
  nourishing others through a simple touch. You gain 
  the following benefits:  
  • You can use your Lay on Hands feature to restore 
  hit points as a bonus action.  
  • The total amount of hit points you can restore with 
  your Lay on Hands feature increases by 5 x your 
  Charisma modifier, up to a maximum of 25. 
  • You learn the spare the dying cantrip. Charisma is 
  your spellcasting ability for this spell.  
   
  INQUISITION 
  When you use your Divine Sense feature, you can 
  target one creature within 30 feet of you that you can 
  see, subjecting it to a Charisma saving throw against 
  your paladin spell save DC. Creatures that are 
  immune to being charmed automatically succeed 
  against you. On a failure, you learn the creature's 
  alignment, as well as its current emotional state. 
  Additionally, you learn one random secret or fact 
  about the target, such as a bond, flaw, or ideal, as 
  determined by the DM.   
  Whether the creature succeeds or fails, it is none 
  the wiser that you've divinely peered into it. A target 
  that succeeds on this saving throw is immune to this 
  ability for 24 hours.  
   
  THE RIGHTEOUS WORD 
  Faith alone is your shield, and no sword can match 
  the power of the Righteous Word. You gain the 
  following benefits: 
  • You learn the sacred flame cantrip and two other 
  cleric cantrips of your choice. Charisma is your 
  spellcasting ability for these spells. 
  • The guiding bolt spell becomes a paladin spell for 
  you; you always have it prepared and it does not 
  count against the number of paladin spells you can 
  prepare. Once per long rest when you cast it, you 
  can use it with your Divine Smite feature, despite 
  it not being a weapon attack. You can decide to do 
  so after the spell hits its target.   
   
  
   
  RANGER 
  The following feats are available to ranger characters 
  of 4th level or higher.  
  You must meet any prerequisite specified in a feat 
  to take that feat. 
   
  ADVANCED FIGHTING STYLE 
  You gain one additional Fighting Style of your 
  choice, as detailed in the Ranger class section. 
  Additionally, you may choose one of the options 
  below. You must meet any prerequisites the option 
  requires in order to choose it.  
   
  ARCHER'S EYE 
  Prerequisite: Archery fighting style 
  Once per turn, when you hit with a ranged weapon 
  attack and had advantage on the attack roll, the target 
  takes additional damage equal to your proficiency 
  bonus.  
   
  DERVISH 
  Prerequisite: Two-Weapon Fighting fighting style 
  You are a storm of steel, a whirling dervish of death 
  feared by anyone with half a brain.  
  Once per turn, while you're engaging in two-
  weapon fighting, you can make the extra attack as 
  part of your Attack action instead of a bonus action.  
   
  FENCER 
  Prerequisite: Dueling fighting style 
  When you are wielding a melee weapon in one hand 
  and no other weapons, the damage bonus from your 
  Dueling fighting style increases to +3 and you can 
  use your reaction to make a single opportunity attack 
  against a creature when it enters your reach; likewise, 
  when you leave its reach, you can make a single 
  opportunity attack as a reaction.  
   
  JUGGERNAUT 
  Prerequisite: Defense fighting style 
  While you are wearing armor and you're struck by an 
  attack from an attacker you can see, you can use your 
  reaction to gain resistance to that instance of damage. 
  The damage must be either bludgeoning, slashing, or 
  piercing damage made with a nonmagical weapon.  
   
  GRIZZLED 
  Not even the worst of the wilderness can break your 
  body or spirit. You gain the following benefits:  
  • Increase your Wisdom or Constitution score by 1, 
  up to 20.  
  • You gain a swimming and climbing speed equal to 
  your walking speed. 
  • You can hold your breath for up to 10 minutes. 
  • You no longer suffer the effects of extreme heat and 
  extreme cold and you are naturally acclimated to 
  high altitudes (including elevations above 20,000 
  feet) as described in the Dungeon Master's Guide. 
   
  THE LAND PROVIDES 
  Your heart is with the land, and your bond with it 
  waxes. You gain the following benefits: 
  • Increase your Wisdom score by 1, up to 20. 
  • You learn three cantrips of your choice from the 
  druid spell list. Wisdom is your spellcasting ability 
  for these cantrips.  
  • Whenever you finish a long rest, you can choose a 
  terrain from your favored terrains of your Natural 
  Explorer feature, learning a number of spells 
  associated with that terrain. You must be of a level 
  for each spell. These spells count as ranger spells 
  for you, but not against the number of ranger spells 
  you know. When you finish another long rest, you 
  can change to another terrain among your other 
  favored terrains. See the Land Provides spell tables 
  below for these spells. 
   
   
   
  
   
  THE LAND PROVIDES: ARCTIC SPELLS 
  Ranger Level Spells 
  3rd 
  fog cloud, ice knife 
  5th 
  hold person, spike growth 
  9th 
  sleet storm, slow 
  13th 
  ice storm, watery sphere 
  17th 
  cone of cold, control winds 
   
  THE LAND PROVIDES: COAST SPELLS 
  Ranger Level Spells 
  3rd 
  create or destroy water, fog cloud 
  5th 
  mirror image, misty step 
  9th 
  tidal wave, water breathing  
  13th 
  control water, watery sphere 
  17th 
  conjure elemental, scrying 
   
  THE LAND PROVIDES: DESERT SPELLS 
  Ranger Level Spells 
  3rd 
  burning hands, hellish rebuke 
  5th 
  blur, mirror image 
  9th 
  create food and water, wall of sand 
  13th 
  blight, hallucinatory terrain 
  17th 
  insect plague, wall of stone 
   
  THE LAND PROVIDES: FOREST SPELLS 
  Ranger Level Spells 
  3rd 
  ensnaring strike, goodberry 
  5th 
  barkskin, spider climb 
  9th 
  plant growth, speak with plants 
  13th 
  giant insect, grasping vine 
  17th 
  commune with nature, tree stride 
   
  PREDATOR AND PREY 
  Yours is the thrill of the hunt, the chase of predator 
  and prey—a chase as timeless as the dance between 
  the sun and moon. You gain the following benefits: 
  • You learn the hunter's mark spell if you didn't 
  already know it; if you did, you can learn another 
  ranger spell of your choice. It doesn't count against 
  the number of ranger spells you know. 
  • When you can see a target targeted by your hunter's 
  mark spell, you no longer need to concentrate on 
  the spell; it ends immediately, however, if you fall 
  unconscious. If you can no longer see the target, 
  you must maintain concentration on the spell until 
  you can see the target again; if you are already 
  concentrating on a spell, you must choose between 
  it and hunter's mark. You must also concentrate on 
  hunter's mark if its duration exceeds one minute.  
  • When you hit a creature under the effects of your 
  hunter's mark spell and that creature belongs to 
  your favored enemies, you deal an additional +1 
  damage.  
   
  THE LAND PROVIDES: GRASSLAND SPELLS 
  Ranger Level Spells 
  3rd 
  expeditious retreat, goodberry 
  5th 
  invisibility, pass without trace 
  9th 
  daylight, haste 
  13th 
  divination, freedom of movement 
  17th 
  dream, insect plague 
   
  THE LAND PROVIDES: MOUNTAIN SPELLS 
  Ranger Level Spells 
  3rd 
  earth tremor, feather fall 
  5th 
  spider climb, spike growth 
  9th 
  call lightning, meld into stone 
  13th 
  stone shape, stoneskin 
  17th 
  passwall, wall of stone 
   
  THE LAND PROVIDES: SWAMP SPELLS 
  Ranger Level Spells 
  3rd 
  hail of thorns, purify food and drink 
  5th 
  darkness, Melf's acid arrow 
  9th 
  water walk, stinking cloud 
  13th 
  freedom of movement, locate creature 
  17th 
  cloudkill, insect plague  
   
  THE LAND PROVIDES: UNDERDARK SPELLS 
  Ranger Level Spells 
  3rd 
  faerie fire, guiding bolt 
  5th 
  spider climb, web 
  9th 
  gaseous form, stinking cloud 
  13th 
  greater invisibility, stone shape 
  17th 
  cloudkill, insect plague 
   
  POISONCRAFT 
  Men of "honor" call the use of poison a coward's art, 
  but such is the way of the wild, of survival of the 
  fittest. You gain the following benefits: 
  • Increase your Wisdom score by 1, up to 20. 
  • You gain resistance to poison damage. 
  • During a long rest, you can craft poison to coat your 
  weapons and ammunition. The number of doses 
  you create equal your Wisdom modifier + your 
  proficiency bonus. Applying a dose to a weapon or 
  piece of ammunition requires an action. Multiple 
  doses can be applied to a single weapon. Once per 
  turn, when you hit that weapon or piece of 
  ammunition, it deals additional poison damage 
  equal to 1d6 + your Wisdom modifier, consuming 
  a single dose. All unused doses expire after you 
  finish a long rest.  
   
   
   
  
   
  THE STUDIED HUNTSMAN SPELLS 
  Ranger Level Spells 
  3rd 
  ensnaring strike 
  5th 
  enhance ability 
  9th 
  haste 
  13th 
  locate creature 
  17th 
  swift quiver 
   
  THE STUDIED HUNTSMAN 
  Prerequisite: Hunter ranger archetype 
  By studying your foes, you excel in exploiting their 
  weaknesses. You gain the following benefits: 
  • Increase your Strength, Dexterity or Wisdom score 
  by 1, up to 20.  
  • When you score a critical hit against a creature that 
  belongs to your list of favored enemies, you can 
  deal additional damage equal to your Wisdom 
  modifier. 
  • You learn an additional spell when you reach 
  certain levels in this class, as shown in the Studied 
  Huntsman Spells table. The spell counts as a ranger 
  spell for you, but it doesn't count against the 
  number of ranger spells you know. 
   
   UNLEASH THE BEAST SPELLS 
  Ranger Level Spells 
  3rd 
  beast bond 
  5th 
  locate animals or plants 
  9th 
  conjure animals 
  13th 
  dominate beast 
  17th 
  awaken  
   
  UNLEASH THE BEAST 
  Prerequisite: Beast Master ranger archetype 
  The wild cannot be tamed, but the beasts that lurk in 
  its shadows can. You’re capable of bonding with 
  greater beasts, and gain the following benefits: 
  • The maximum CR of your companion increases to 
  CR 1/2 and can be a size of Large or smaller. 
  • When reduced to 0 hit points, your beast makes 
  Death saving throws, adding your proficiency 
  bonus to the roll.  
  • You learn an additional spell when you reach 
  certain levels in this class, as shown in the Unleash 
  the Beast Spells table. The spell counts as a ranger 
  spell for you, but it doesn't count against the 
  number of ranger spells you know. 
   
   
   
   
   
  
   
  ROGUE 
  The following feats are available to rogue characters 
  of 4th level or higher.  
  You must meet any prerequisite specified in a feat 
  to take that feat. 
   
  ACROBAT 
  Prerequisite: Thief roguish archetype 
  Harnessing extraordinary grace and precision, you 
  can perform stunning acrobatics. 
  When you move, you can instead fly in two short 
  bursts equal to half your movement speed. You must 
  end each movement on a solid object or creature, 
  otherwise you fall, and your movement speed 
  becomes 0 for the remainder of your turn. 
   
  ALL MEN MUST DIE 
  Prerequisite: Assassin roguish archetype 
  Kings and sorcerers alike fear a blade in the dark. 
  You are that blade: the bane of men and kings. You 
  gain the following benefits: 
  • In your hands, a dagger is deadlier than the sharpest 
  sword, than the longest spear. Once per turn, when 
  you hit a creature with a dagger as part of a melee 
  weapon attack, you can roll 2d4 for the damage roll 
  instead of d4.  
  • During the first round of combat, you can take a 
  special turn at initiative count 15 + your Dexterity 
  modifier, provided you aren't surprised. During 
  this special turn, you can only take the Attack, 
  Disengage, or Hide actions.  
   
  ARCANE TOMFOOLERY 
  Prerequisite: Arcane Trickster roguish archetype 
  The world's a riot; you're just trying to get others in 
  on the joke. You gain the following benefits: 
  • Increase your Intelligence score by 1, up to 20. 
  • You learn additional wizard spells equal to 3 + your 
  Intelligence modifier, gaining additional spells as 
  that bonus increases. Up to half of these new spells 
  (rounded up) can belong to any school of magic. 
  • You learn one of the following spells and can cast 
  it once per long rest without expending a spell slot: 
  grease, illusory script, pyrotechnics or skywrite.  
   
  GAMBLER 
  Whenever you make an attack roll or saving throw, 
  you may add a calculated or desperate flourish to turn 
  potential failure into success. You may roll 2d6, 
  adding half the total (rounded down) to the attack roll 
  or saving throw; however, if you roll snake eyes (two 
  1s) you instead fail the attack roll or saving throw. 
  You can use this feature after you make the initial 
  attack roll, skill or check or saving throw, but before 
  the outcome is determined. 
  You can use this feature a number of times equal to 
  your Charisma modifier (a minimum of once), 
  regaining all expended uses after finishing a short or 
  long rest.  
   
  GENIUS UNBOUND 
  Prerequisite: Mastermind roguish archetype 
  Yours is an intellect with no rival—yet you search 
  for one relentlessly, ever hungry to prove yourself 
  superior. You gain the following benefits: 
  • Increase your Intelligence score or Wisdom score 
  by 1, up to a maximum of 20.  
  • You can use your Intelligence modifier for attack 
  and damage rolls made with a finesse or ranged 
  weapon.  
  • You gain a bonus to your initiative rolls equal to 
  your Intelligence modifier (a minimum of +1).  
   
   
   
  
   
  HIT 'EM WHERE IT HURTS 
  Precision is your greatest asset and you can aim a 
  dagger or arrow at even the smallest chinks in one's 
  armor. You gain the following benefits: 
  • Increase your Intelligence score by 1, up to 20.  
  • Once per turn, when you make an attack against a 
  creature you can see, you can add a bonus to the 
  attack roll equal to your Intelligence modifier (a 
  minimum bonus of +1). You can do this a number 
  of times equal to your Intelligence modifier; you 
  regain expended uses after finishing a long rest.  
   
  OUTNUMBERED, NOT OUTMATCHED 
  Prerequisite: Scout roguish archetype 
  Whenever you end your turn with no allies within 30 
  feet of you, you gain a bonus to your AC equal to the 
  number of foes within 30 feet of you, up to your 
  proficiency bonus. This bonus lasts until the start of 
  your next turn. If an ally moves within 15 feet of you 
  in the mean-time, you immediately lose this bonus. 
  Additionally, when you use your Skirmisher or 
  Uncanny Dodge features, you can make a single 
  opportunity attack against that target in that reaction. 
  This attack cannot benefit from your Sneak Attack.  
   
  POISONCRAFT 
  Poison is the art of the cowards—and it's cowards 
  that survive. You gain the following benefits: 
  • Increase your Intelligence score by 1, up to 20. 
  • You gain resistance to poison damage. 
  • During a long rest, you can craft poison to coat your 
  weapons and ammunition. You can craft a number 
  of doses equal to your Intelligence modifier + your 
  proficiency bonus. Applying a dose to a weapon or 
  piece of ammunition requires an action. Multiple 
  doses can be applied to a single weapon. Once per 
  turn, when you hit that weapon or piece of 
  ammunition, it deals additional poison damage 
  equal to 1d6 + your Intelligence modifier, 
  consuming a single dose. All unused doses expire 
  after you finish a long rest.  
   
  SEA LEGS 
  Prerequisite: Swashbuckler roguish archetype 
  Hardy and as tempestuous as the sea, you gain the 
  following benefits: 
  • Increase your Strength, Dexterity or Constitution 
  score by 1, up to 20.  
  • You have advantage on saving throws and ability 
  checks against being knocked prone. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  • You gain a climbing speed of 30 feet.  
  • While you aren't wearing heavy armor, you have a 
  swimming speed equal to your movement speed. 
  • You gain proficiency in medium armor. When you 
  wear medium armor, the maximum bonus from 
  your Dexterity modifier you can add to your AC is 
  increased by 1.  
   
  THUG 
  Might makes right and it's the right of the strong to 
  rule over the weak. You gain the following benefits: 
  • Increase your Strength or Constitution score by 1, 
  up to 20. 
  • You gain proficiency in medium armor. 
  • You gain proficiency with improvised weapons and 
  the damage you deal with an improvised weapon 
  increases to 1d6.  
  • Clubs, greatclubs, maces, and light hammers all 
  qualify for your Sneak Attack despite lacking the 
  finesse property. 
   
  TRUE DETECTIVE 
  Prerequisite: Inquisitive roguish archetype 
  Yours is a one-track mind consumed by obsession. 
  You gain the following benefits: 
  • Increase your Intelligence score or Wisdom score 
  by 1, up to 20.  
  • When you use your Insightful Fighting feature, you 
  can instead make an Intelligence (Investigation) 
  check, rather than a Wisdom (Insight) check.  
  • While your Insightful Fighting applies to a creature, 
  you deal bonus damage once per round when you 
  hit it with a weapon attack. This bonus is equal to 
  either your Intelligence or Wisdom modifier (your 
  choice, and a minimum bonus of +1).  
  
   
  SORCERER 
  The following feats are available to sorcerer 
  characters of 4th level or higher.  
  You must meet any prerequisite specified in a feat 
  to take that feat. 
   
  CHAOS IS A LADDER 
  Prerequisite: Wild Magic sorcerous origin 
  Channeling the chaotic nature of wild magic, you can 
  add unknown spells to your repertoire. You gain the 
  following benefits: 
  • Increase your Charisma or Constitution score by 1, 
  up to 20. 
  • Whenever you cause a Wild Magic Surge, you can 
  use your reaction to contain the surge, unleashing 
  it on a subsequent turn of yours. You can only hold 
  one Wild Magic Surge at a time. You must decide 
  to contain a surge before rolling on the Wild Magic 
  Surge table.   
  • Whenever you finish a long rest, you can roll a d6 
  for each spell level up to 5th, determined by the 
  tables below. Until you finish another long rest, the 
  spells you learn count as sorcerer spells for you, 
  but not against the number of spells you know. You 
  must be of a level to cast each spell to learn it. 
   
  CHAOS IS A LADDER: 1ST LEVEL SPELLS 
  d6 
  Spell 
  1 
  entangle 
  2 
  grease 
  3 
  guiding bolt 
  4 
  Tenser's floating disk 
  5 
  Tasha's hideous laughter 
  6 
  dissonant whispers 
   
  CHAOS IS A LADDER: 2ND LEVEL SPELLS 
  d6 
  Spell 
  1 
  alter self 
  2 
  blur 
  3 
  enlarge/reduce 
  4 
  mirror image 
  5 
  web 
  6 
  magic mouth 
   
  CHAOS IS A LADDER: 3RD LEVEL SPELLS 
  d6 
  Spell 
  1 
  blink 
  2 
  daylight 
  3 
  speak with plants 
  4 
  vampiric touch 
  5 
  phantom steed 
  6 
  remove curse 
   
  CHAOS IS A LADDER: 4TH LEVEL SPELLS 
  d6 
  Spell 
  1 
  giant insect 
  2 
  hallucinatory terrain 
  3 
  arcane eye 
  4 
  guardian of nature 
  5 
  stone shape 
  6 
  compulsion 
   
  CHAOS IS A LADDER: 5TH LEVEL SPELLS 
  d6 
  Spell 
  1 
  antilife shell 
  2 
  conjure volley 
  3 
  greater restoration 
  4 
  tree stride 
  5 
  Bigby's hand 
  6 
  passwall  
   
   
   
  
   
  DIVINE EMINENCE 
  Prerequisite: Divine Soul sorcerous origin 
  Your divinity is a beacon of light in an otherwise 
  dark world. You gain the following benefits: 
  • Increase your Charisma or Constitution score by 1, 
  up to 20. 
  • When you use your Favored by the Gods feature, 
  you can roll 3d4 instead of 2d4. You can also roll 
  one die at a time, instead of all three, adding it to 
  your saving throw or attack roll. You regain all 
  expended dice after finishing a short or long rest.  
  • You learn a number of spells associated with your 
  sorcerous origin as you gain levels in this class. 
  These spells count as sorcerer spells for you, but 
  not against the number of spells you know. See the 
  Divine Eminence Spells table.  
   
  DRACONIC EMBRACE 
  Prerequisite: Draconic Bloodline sorcerous origin 
  Draconic vigor emboldens your body and spirit. You 
  gain the following benefits: 
  • Increase your Charisma or Constitution score by 1, 
  up to 20. 
  • Your hit point maximum increases by an amount 
  equal to your sorcerer level when you take this feat, 
  and increases by an additional +1 whenever you 
  gain a level in this class.  
  • You learn a number of spells associated with your 
  draconic heritage as you gain levels in this class. 
  These spells count as sorcerer spells for you, but 
  not against the number of spells you know. See the 
  Draconic Embrace Spells table. 
   
  SHADOWS OF YESTERYEAR 
  Prerequisite: Shadow Sorcery sorcerous origin 
  The shadow will never dim, nor will your power. 
  You gain the following benefits: 
  • Increase your Charisma or Constitution score by 1, 
  up to 20. 
  • When you succeed on the saving throw imposed by 
  your Strength of the Grave feature, you instead 
  drop to a number of hit points equal to 1 + your 
  Charisma modifier.   
  • You learn a number of spells associated with your 
  sorcerous origin as you gain levels in this class. 
  These spells count as sorcerer spells for you, but 
  not against the number of spells you know. See the 
  Shadows of Yesteryear Spells table. 
  DIVINE EMINENCE SPELLS 
  Sorcerer Level Spells 
  1st 
  detect evil and good 
  3rd 
  augury  
  5th 
  aura of vitality 
  7th 
  aura of purity 
  9th 
  circle of power 
   
  DRACONIC EMBRACE SPELLS 
  Sorcerer Level Spells 
  1st 
  command 
  3rd 
  dragon's breath 
  5th 
  wind wall 
  7th 
  Mordenkainen's private sanctum 
  9th 
  geas  
   
  SHADOWS OF YESTERYEAR SPELLS 
  Sorcerer Level Spells 
  1st 
  false life 
  3rd 
  pass without trace 
  5th 
  animate dead  
  7th 
  shadow of Moil 
  9th 
  danse macabre 
   
  STORM CALLER SPELLS 
  Sorcerer Level Spells 
  1st 
  thunderwave 
  3rd 
  gust of wind  
  5th 
  lightning bolt 
  7th 
  control water 
  9th 
  control winds  
   
  STORM CALLER 
  Prerequisite: Storm Sorcery sorcerous origin 
  The storm and sea is yours to command, answering 
  at your every beck and call. You gain the following 
  benefits: 
  • Increase your Charisma or Constitution score by 1, 
  up to 20. 
  • The flying speed granted by your Tempestuous 
  Magic feature increases to 30 feet.   
  • You learn a number of spells associated with your 
  sorcerous origin as you gain levels in this class. 
  These spells count as sorcerer spells for you, but 
  not against the number of spells you know. See the 
  Storm Caller  Spells table. 
   
   
   
   
  
   
  WHO NEEDS LAWS? 
  Rules are for other spellcasters; it's your birthright to 
  twist, stretch, and ignore the laws of magic. You gain 
  the following benefits: 
  • Increase your Charisma or Constitution score by 1, 
  up to 20. 
  • You gain one more Metamagic option of your 
  choice and can also pick from the options below: 
   
  BLUNT SPELL 
  When you cast a spell that deals damage, you can 
  spend 2 sorcery points to change its damage to force. 
  When the spell is a cantrip, it costs 1 sorcery point.  
   
  FLAWED SPELL 
  You can use your insert a flaw into a spell's design, 
  temporarily bringing it to a screeching halt. The 
  magical effect must be within 20 feet of you. Using 
  your action, make a Charisma check with advantage. 
  The DC to pause the magical effect is equal to 10 + 
  the spell's level; on a success, the magical effect 
  halts. The number of sorcery points you spend equals 
  the number of rounds the magical effect is paused. 
  After these rounds have elapsed, the effect resumes 
  at the start of your turn. 
   
  NEUTERED SPELL 
  When you fail a saving throw imposed on you by a 
  spell cast from within 120 feet, you can expend a 
  number of sorcery points equal to 1+ the spell's level 
  to automatically succeed. If you would take half 
  damage from succeeding on the saving throw, you 
  instead take no damage.  
   
  SALVAGED SPELL 
  Whenever you lose concentration on a spell, you can 
  use your reaction to spend a number of sorcery points 
  to maintain concentration on the spell. The number 
  of sorcery points is equal to 1 + the spell's level.  
   
  WARLOCK 
  The following feats are available to warlock 
  characters of 4th level or higher.  
  You must meet any prerequisite specified in a feat 
  to take that feat. 
   
  CAPRICIOUS MIRTH 
  Prerequisite: Archfey otherworldly patron 
  Fey dine on a different sort of morsel than mortals: 
  emotion. Raw emotion is power and you can twist 
  that emotion to inflict agony on others. You gain the 
  following benefits: 
  • Whenever you frighten or charm a creature with a 
  warlock spell or feature, you can inflict psychic 
  damage equal to your Charisma modifier as part of 
  that action, affecting a total number of creatures 
  equal to your Charisma modifier.  
  • You learn every spell of your patron's Expanded 
  Spell List as you reach certain levels in this class. 
  These spells don't count against the number of 
  warlock spells you know.  
  • You learn to read, write, and speak Sylvan.   
   
  DIVINE INSTRUMENT 
  Prerequisite: Celestial otherworldly patron  
  Even flawed vessels such as yourself can work to 
  evoke miracles and fulfill the agenda of the Divines. 
  You gain the following benefits: 
  • The dice of your Healing Light feature become d8s. 
  • At your discretion, you can use your Healing Light 
  feature as an action, rather than a bonus action. 
  When you do so, you can add your Charisma 
  modifier to the total amount of hit points restored 
  to a target.  
  • You learn every spell of your patron's Expanded 
  Spell List as you reach certain levels in this class. 
  These spells don't count against the number of 
  warlock spells you know.  
  • You learn to read, write, and speak Celestial.  
   
  DEATH'S EMBRACE 
  Prerequisite: Undying One otherworldly patron 
  The secrets of mortality are yours to scrutinize, cast 
  away, and surpass. You gain the following benefits: 
  • Starting at 5th level, you can cast animate dead with 
  a warlock spell slot once per long rest. 
  • Starting at 6th level, you can use your Defy Death 
  feature once per short rest, rather than a long rest. 
  • You gain resistance to necrotic damage. 
  • You learn every spell of your patron's Expanded 
  Spell List as you reach certain levels in this class. 
  These spells don't count against the number of 
  warlock spells you know.  
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MADNESS MUST BE SHARED 
  Prerequisite: Great Old One otherworldly patron 
  There is freedom in madness—and you're compelled 
  to share that freedom with the world. You gain the 
  following benefits: 
  • When you contact a creature with your Awakened 
  Mind feature, you can expose them to the madness 
  of the Great Old One as an action. Choose a single 
  target, subjecting it to an Intelligence saving throw 
  against your warlock spell save DC. On a failure, 
  the target is stunned until the start of their next turn. 
  Once you use this ability, you cannot again until 
  you finish a long rest.  
  • You act as a telepathic hub, allowing up to ten 
  creatures to participate in a telepathic conversation. 
  You can decide which creatures can hear or speak 
  to which other participants in the conversation. All 
  participants must be within 30 feet of you and 
  eligible for your Awakened Mind feature.  
  • You learn every spell of your patron's Expanded 
  Spell List as you reach certain levels in this class. 
  These spells don't count against the number of 
  warlock spells you know.  
  • You learn to read, write, and speak Deep Speech. 
   
  PACT OF THE CRIMSON WARRIOR 
  Prerequisite: Pact of the Blade 
  Your patron expects great feats of strength from you 
  in battle, red feats. You gain the following benefits: 
  • Increase your Dexterity, Constitution, Charisma or 
  Strength score by 1, up to 20.  
  • You gain proficiency with medium armor  
  • You gain proficiency with shields.  
  • When you make an attack with your pact weapon, 
  you can use your Charisma modifier for both the 
  attack roll and damage roll.  
   
  PACT OF THE PIT MASTER 
  Prerequisite: Pact of the Chain 
  Crack the whip and watch your familiar obey. Yours 
  is a tyrannical will that that spirit cannot resist. You 
  gain the following benefits: 
  • Increase your Constitution or Charisma score by 1, 
  up to 20.  
  • While your familiar is within 10 feet of you, you 
  can use your reaction to gain advantage on saving 
  throws against spells and other magical effects. 
  This effect lasts until the start of your next turn.  
  • While your familiar is within 60 feet of you, it 
  makes Death saving throws when it's been reduced 
  to 0 hit points.  
  • You add your proficiency bonus to your familiar's 
  AC, attack rolls, damage rolls, and any saving 
  throws it is proficient in.  
  • When you cast find familiar, your familiar can take 
  additional forms: blood hawk, gazer, giant rat, 
  mastiff, magmin, oblex spawn, stirge, topi, and 
  vegepygmy. See Appendix A for their statistics.  
   
  PACT OF THE RAVENOUS SCHOLAR 
  Prerequisite: Pact of the Tome 
  Cursed with ravenous curiosity, you gain the 
  following benefits: 
  • Increase your Charisma, Intelligence, or Wisdom 
  score by 1, up to 20.  
  • You gain proficiency in one of the following skills: 
  Arcana, History, Nature, or Religion. Whenever 
  you make an ability check using this skill, your 
  proficiency bonus is doubled.  
  • You can add your Charisma modifier to the damage 
  roll of any warlock cantrip you cast, unless you 
  already do so via an Eldritch Invocation.  
  • When you finish a long rest, you can change any of 
  the three cantrips granted to you by your Book of 
  Shadows with cantrips from any class's spell list.  
  
   
  VIOLENT DELIGHTS 
  Prerequisite: Fiend otherworldly patron 
  Sadism is the flavor of all fiends, for there is power 
  in suffering—a power you too can harvest. You gain 
  the following benefits:  
  • Once per turn when you gain temporary hit points 
  from your Dark One's Blessing feature by reducing 
  a creature to 0 hit points through a warlock spell, 
  you can also regain hit points equal to 1 + the slot's 
  level. If you slew the target with a warlock cantrip 
  or weapon attack, you regain only 1 hit point.  
  • You learn every spell of your patron's Expanded 
  Spell List as you reach certain levels in this class. 
  These spells don't count against the number of 
  warlock spells you know.  
  • You learn to read, write, and speak your choice of 
  either Infernal or Abyssal.  
   
  WELCOMING SHADOWS 
  Prerequisite: Hexblade otherworldly patron 
  The Shadowfell hides behind every corner, ravenous 
  to spread its influence in the Material Plane. That 
  power is yours to swallow. You gain the following 
  benefits: 
  • You gain proficiency with heavy armor. 
  • While you're in dim light or darkness, you can take 
  the Hide action as a bonus action. 
  • You learn every spell of your patron's Expanded 
  Spell List as you reach certain levels in this class. 
  These spells don't count against the number of 
  warlock spells you know.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WIZARD 
  The following feats are available to wizard 
  characters of 4th level or higher.  
  You must meet any prerequisite specified in a feat 
  to take that feat. 
   
  ARCANE INVESTIGATOR 
  You excel in the investigation of arcane matters, such 
  as when magi use their power to commit crimes. You 
  gain the following benefits: 
  • Increase your Intelligence or Wisdom score by 1, 
  up to 20. 
  • You gain proficiency in the Investigation or Arcana 
  skill (your choice). 
  • Choose an Intelligence skill you are proficient in. 
  Your proficiency bonus is doubled when you make 
  an ability check using that skill. 
  • You learn the detect magic spell and can cast it at 
  will, without expending a spell slot. While under a 
  spell of detect magic you can analyze a magical 
  effect for 1 minute, recording its aura—a magical 
  fingerprint, essentially—into your spellbook. If 
  you come across another magical spell created by 
  the same spellcaster, you can identify it as such. 
  You don't learn the identity of the spellcaster, but 
  can match its aura to previous records.  
   
  BATTLE MAGE 
  Prerequisite: War Magic arcane tradition 
  Battle mages are the stuff of legends: armored magi 
  dominating the battlefield, unafraid to leap into the 
  fray. Honoring this tradition, you gain the following 
  benefits: 
  • You gain proficiency with light armor. 
  • Whenever you cast a wizard spell of 1st-level or 
  higher, you gain temporary hit points equal to the 
  spell level + your Intelligence modifier.  
  • When you wield a quarterstaff, or staff (as in a staff 
  of power and other magical staves) and no shield, 
  and you aren't wearing medium or heavy armor, 
  you gain a +1 bonus to your AC. Additionally, you 
  can use your Intelligence modifier for your attack 
  and damage rolls using a quarterstaff.  
   
   
   
  
   
  KEEP YOUR HEAD 
  It's a dangerous world out there; wizards everywhere 
  are dropping like flies. You've mastered a number of 
  defensive spells designed to firmly keep your head 
  where it ought to be: on your shoulders. You gain the 
  following benefits: 
  • Increase your Constitution or Dexterity score by 1, 
  up to 20. 
  • You learn one of the following spells if you didn't 
  know it already; you always have it prepared, but 
  it doesn't count against the number of wizard spells 
  you can prepare: mage armor, shield, misty step, or 
  mirror image.  
  • You learn the blade ward cantrip, if you did not 
  know it already. It doesn't count against the number 
  of wizard cantrips you know. You can cast it as a 
  bonus action a number of times equal to your 
  Intelligence modifier, regaining all expended uses 
  after finishing a long rest.  
   
  LOREMASTER 
  By studying the most esoteric of lore, you have 
  developed intricate means to twist the Weave of 
  Magic in ways always imagined, but hardly ever 
  achieved. You gain the following benefits: 
  • You gain proficiency in the Arcana skill. Whenever 
  you make an ability check using this skill, your 
  proficiency bonus is doubled. 
  • Whenever you finish a short or long rest, you can 
  replace one of the wizard cantrips you know with 
  another cantrip from the wizard spell list.  
  • Whenever you cast a wizard spell of 1st level of 
  higher that deals damage, you can change its 
  damage to force damage instead. You can do this a 
  number of times equal to your Intelligence 
  modifier, regaining all expended uses after you 
  finish a long rest. 
   
  TAILORED FLESH 
  Prerequisite: School of Necromancy arcane tradition 
  Your mastery over necromancy blossoms into a 
  macabre art. When you cast animate dead using a 
  spell slot of 4th level or higher and have three corpses 
  or bone piles to animate, you can instead shape these 
  corpses into a golem-like abomination. If you choose 
  bones, as part of the spell, the abomination has 
  statistics of a minotaur skeleton; if you choose 
  corpses, it instead has the statistics of an ogre 
  zombie. These statistics are detailed in Appendix A. 
  When you cast animate dead to reassert control 
  over these abominations, each count as two 
  creatures. You can control a number of abominations 
  up to your Intelligence modifier.  
   
  STINT BROKE SCRIBE 
  You manage to make due with the cheapest inks and 
  the most cost-effective techniques. Whenever you 
  copy a spell into your spellbook, the process takes 
  only one hour and costs 20 gp per spell level.  
  Additionally, whenever you finish a long rest you 
  can produce a hastily-made spell scroll that contains 
  a wizard spell from your spellbook. This spell must 
  be 2nd level or below and belong to the school of 
  magic associated with your Arcane Tradition. If you 
  do not use the spell scroll before you finish another 
  long rest, its magic is lost. You can only ever have 
  one of these hastily-made spell scrolls at a time. If a 
  spell requires a material component with a listed gp 
  cost, it cannot be made into a spell scroll without 
  providing that material component at its creation.  
  You can use the spell scroll as an action to cast that 
  spell without providing components. Other creatures 
  can likewise use the spell scroll if the spell is on their 
  class's spell list. If that spell is of a higher level than 
  they can cast, they must make an ability check using 
  their spellcasting ability (the DC of which equals 10 
  + the spell's level). On a failure, the spell fails and 
  the spell scroll is destroyed.  
  Any saving throws or spell attacks imposed by the 
  spell scroll are determined by your own wizard spell 
  save DC and spell attack bonus.  
  Bladesinging. The school of magic associated with 
  Bladesinging is transmutation.  
  War Magic. The schools of magic associated with 
  War Magic are evocation and abjuration.  
   
  WANDSLINGER 
  You fashion a wand of your own design, carving into 
  it esoteric runes, which acts as a spellcasting focus 
  for your wizard spells. You also gain the following 
  benefits: 
  • Increase your Intelligence or Dexterity score by 1, 
  up to 20. 
  • While you're wielding a wand, you gain a +1 bonus 
  to your wizard spell save DC and ranged spell 
  attacks you make with wizard spells. This benefit 
  extends to magical wands not of your own design.  
   
   
   
   
  
   
  APPENDIX A: NPCS 
  The following monsters & NPCs are referenced in 
  this supplement: 
   
   
   
  
   
   
   
  
   
   
   
  
   
   
   
  
   
   
   
  
   
  APPENDIX B: SPELL INDEX 
  The following spells are referenced throughout this 
  supplement; see their respective manuals for details: 
   
   
   
   
  Alter self ............................ PHB 211 
  Animate dead ..................... PHB 212 
  Antilife shell ...................... PHB 213 
  Arcane eye ......................... PHB 214 
  Armor of Agathys .............. PHB 215 
  Arms of Hadar ................... PHB 215 
  Augury ............................... PHB 215 
  Aura of purity .................... PHB 216 
  Aura of vitality .................. PHB 216 
  Awaken .............................. PHB 216 
  Barkskin ............................ PHB 217 
  Beast bond ......................... XGE 150 
  Bigby's hand ...................... PHB 218 
  Blade ward ......................... PHB 218 
  Blight ................................. PHB 219 
  Blindness/deafness ............ PHB 219 
  Blink .................................. PHB 219 
  Blur .................................... PHB 219 
  Burning hands .................... PHB 220 
  Call lightning ..................... PHB 220 
  Calm emotions ................... PHB 221 
  Charm person .................... PHB 221 
  Chill touch ......................... PHB 221 
  Circle of power .................. PHB 221 
  Cloudkill ............................ PHB 222 
  Command .......................... PHB 223 
  Commune with nature ....... PHB 224 
  Compelled duel .................. PHB 224 
  Compulsion ....................... PHB 224 
  Cone of cold ...................... PHB 224 
  Conjure animals ................. PHB 225 
  Conjure elemental .............. PHB 225 
  Conjure volley ................... PHB 226 
  Conjure woodland beings .. PHB 226 
  Control water ..................... PHB 227 
  Control winds .................... XGE 152 
  Create food and water ........ PHB 229 
  Create or destroy water  ..... PHB 229 
  Danse macabre................... XGE 153 
  Darkness ............................ PHB 230 
  Daylight ............................. PHB 230 
  Destructive wave ............... PHB 231 
  Detect evil and good .......... PHB 231 
  Detect magic ...................... PHB 231 
  Detect thoughts .................. PHB 231 
  Dissonant whispers ............ PHB 234 
  Divination .......................... PHB 234 
  Divine favor ....................... PHB 234 
  Dominate beast .................. PHB 234 
  Dominate person ................ PHB 235 
  Dragon's breath .................. XGE 154 
  Dream ................................ PHB 236 
  Earth tremor ....................... XGE 155 
  Elemental weapon ............. PHB 237 
  Enhance ability .................. PHB 237 
  Enlarge/reduce ................... PHB 237 
  Ensnaring strike ................. PHB 237 
  Entangle ............................. PHB 238 
  Evard's black tentacles ....... PHB 238 
  Expeditious retreat ............. PHB 238 
  Faerie fire .......................... PHB 239 
  False life ............................ PHB 239 
  Fear .................................... PHB 239 
  Feather fall ......................... PHB 239 
  Feign death ........................ PHB 240 
  Find familiar ...................... PHB 240 
  Find steed .......................... PHB 240 
  Fireball .............................. PHB 241 
  Fire shield .......................... PHB 242 
  Flame strike ....................... PHB 242 
  Fog cloud ........................... PHB 243 
  Freedom of movement ....... PHB 244 
  Gaseous form .................... PHB 244 
  Geas ................................... PHB 244 
  Gentle repose ..................... PHB 245 
  Giant insect ........................ PHB 245 
  Goodberry ......................... PHB 246 
  Grasping vine .................... PHB 246 
  Grease ................................ PHB 246 
  Greater invisibility ............. PHB 246 
  Greater restoration ............. PHB 246 
  Guardian of faith ............... PHB 246 
  Guardian of nature ............. XGE 157 
  Guiding bolt ...................... PHB 248 
  Gust of wind  ..................... PHB 248 
  Hail of thorns ..................... PHB 249 
  Hallucinatory terrain.......... PHB 249 
  Haste.................................. PHB 250 
  Hellish rebuke ................... PHB 250 
  Hex .................................... PHB 251 
  Hold person ....................... PHB 251 
  Hunger of Hadar ................ PHB 251 
  Hunter's mark .................... PHB 251 
  Hypnotic pattern ................ PHB 252 
  Ice knife ............................. XGE 157 
  Ice storm ............................ PHB 252 
  Illusory script .................... PHB 252 
  Inflict wounds .................... PHB 253 
  Insect plague  ..................... PHB 254 
  Invisibility ......................... PHB 254 
  Legend lore ........................ PHB 254 
  Lightning bolt .................... PHB 255 
  Locate animals or plants .... PHB 256 
  Locate creature .................. PHB 256 
  Mage armor ....................... PHB 256 
  Magic mouth ..................... PHB 257 
  Mass healing word ............ PHB 258 
  Meld into stone .................. PHB 259 
  Melf's acid arrow ............... PHB 259 
  Mirror image ..................... PHB 260 
  Misty step .......................... PHB 260 
  Mordenkainen's  
       private sanctum ............ PHB 262 
  Pass without trace .............. PHB 264 
  Passwall ............................. PHB 264 
  Phantasmal killer ............... PHB 264 
  Phantom steed ................... PHB 265 
  Plant growth ...................... PHB 266 
  Prayer of healing ............... PHB 267 
  Protection from  
       evil and good ................ PHB 270 
  Purify food and drink ........ PHB 270 
  Pyrotechnics ...................... XGE 163 
  Remove curse .................... PHB 271 
  Revivify ............................. PHB 272 
  Sacred flame ...................... PHB 272 
  Scorching ray .................... PHB 273 
  Scrying .............................. PHB 273 
  Searing smite ...................... PHB 274 
  Shadow blade .................... XGE 164 
  Shadow of Moil ................. XGE 164 
  Shatter ................................ PHB 275 
  Shield ................................. PHB 275 
  Shield of faith ..................... PHB 275 
  Skywrite ............................ XGE 165 
  Sleet storm ......................... PHB 276 
  Slow ................................... PHB 277 
  Spare the dying................... PHB 277 
  Speak with dead ................. PHB 277 
  Speak with plants ............... PHB 277 
  Spider climb ....................... PHB 277 
  Spike growth ...................... PHB 277 
  Staggering smite ................. PHB 278 
  Steel wind strike ................ XGE 166 
  Stinking cloud .................... PHB 278 
  Stone shape ........................ PHB 278 
  Stoneskin ............................ PHB 278 
  Storm sphere ..................... XGE 166 
  Swift quiver ........................ PHB 279 
  Tasha's hideous laughter .... PHB 280 
  Telekinesis ......................... PHB 280 
  Tenser's floating disk ......... PHB 282 
  Thunder step ...................... XGE 168 
  Thunderous smite ............... PHB 282 
  Thunderwave ...................... PHB 282 
  Tidal wave ......................... XGE 168 
  Tree stride .......................... PHB 283 
  Vampiric touch ................... PHB 285 
  Wall of sand ...................... XGE 170 
  Wall of stone ...................... PHB 287 
  Warding wind .................... XGE 170 
  Water breathing  ................. PHB 287 
  Water walk ......................... PHB 287 
  Watery sphere ................... XGE 170 
  Web .................................... PHB 287 
  Wind wall ........................... PHB 288 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Wyatt Trull/Daerdan's Class Feats.pdf