TEXT:  
  By WarfrontJack
  An Expansion of Character Options for the 
  World’s Greatest Role-Playing Game 
  
   
  Detailed below are twenty-four new subclass options 
  available to various classes of various types, with 
  new options for all of the classes. This is the fourth 
  revision, featuring rebalancing for many subclasses 
  and redesigns based on community feedback, 
  introduction new subclasses. 
  Barbarian Paths.......................................................................... 2 
  Path of the Bastion ............................................................... 2 
  Bard Colleges ............................................................................... 2 
  College of Medicine .............................................................. 2 
  Blood Hunter Orders ................................................................ 3 
  The Order of the Ronin ....................................................... 3 
  Order of the Blood Angel ................................................... 3 
  Cleric Domains ............................................................................ 4 
  Fire Domain ............................................................................ 4 
  Traveler Domain ................................................................... 5 
  Winter Domain ...................................................................... 5 
  Druid Circles ................................................................................ 6 
  Circle of Elements ................................................................. 6 
  Fighter Archetypes ................................................................... 7 
  The Nomad .............................................................................. 8 
  Sorcerous Knight .................................................................. 8 
  PsiHunter ................................................................................. 9 
  Monastic Traditions .............................................................. 10 
  Way of the Streets ............................................................. 10 
  Paladin Oaths ........................................................................... 11 
  Oath of the Pyre .................................................................. 11 
  Oath of Winter .................................................................... 12 
  Ranger Conclave ..................................................................... 13 
  Roguish Archetypes ............................................................... 14 
  Marksman ............................................................................. 14 
  Vanguard ............................................................................... 14 
  Sorcerous Origins ................................................................... 15 
  Soulblade Origin ................................................................. 15 
  Otherworldly Patrons ........................................................... 16 
  The Stars................................................................................ 16 
  The Warlord ......................................................................... 16 
  Wizard Traditions .................................................................. 17 
  School of Pyromancy ........................................................ 17 
  School of Sagecraft ............................................................ 18 
  School of Versatility .......................................................... 19 
  Expanded Fighting Styles .................................................... 20 
  Mobile Fighting Style ....................................................... 20 
  Close Quarters Fighting Style ........................................ 20 
  Phalanx Fighting Style ...................................................... 20 
  New Feats ................................................................................... 20 
  Advanced Shadow Arts .................................................... 20 
  Arcane Studies ..................................................................... 20 
  Defensive Parrying ............................................................ 20 
  Credits .......................................................................................... 21 
   
  On the Cover: ”Moonfalls” by AnDary depicts a quiet 
  village under the light of a low moon. Any relation to 
  the Expanded Handbook? Not really. It just matches 
  the overall mood. Peaceful and Quiet. Just the way a 
  TPK sounds. Hmmmm. Or Party success. Your choice. 
   
   
  Disclamer: WarfrontJack, nor any party that has aided in the creation of 
  this document is not responsible for any possible retribution for the use of 
  black magic, freezing of creatures, nor the regret for choosing the wrong 
  character option, all which can potentially occur by using these subclasses. 
  Enjoy. 
  
   
  At 3rd level, a barbarian can commit themselves to a 
  path of their choice and can now choose the Path of 
  the Bastion in addition to any other options. 
  This archetype focuses on protection of one's allies, 
  whilst remaining an effective combatant. Barbarians 
  of this path are defenders of the weak and often 
  appear as heavily armored knights, with some of the 
  training of monks to maintain their own internal 
  harmony. The goals of a bastion can aim to sunder 
  enemies or to protect allies. 
  Beginning when you begin this path at 3rd level, you 
  gain proficiency with heavy armor. Whilst wearing 
  heavy armor, you do not gain the benefits of your 
  Unarmored Defense feature, but, you can still gain 
  the benefits of your Rage feature and your Fast 
  Movement feature that you gain at 5th level. 
  Also, at 3rd level, when you take 
  damage while raging, you can 
  choose to expend your reaction 
  to target one ally within 10ft. of 
  you, if you do so, you and that 
  ally gain resistance to that 
  type of damage until the end 
  of your next turn. 
  At 6th, when you deal damage to a creature within 
  your reach, you can cause that creature to have 
  disadvantage on all attack rolls against other 
  creatures within 10ft. of you until the beginning of 
  your next turn. 
  Also, at 10th level, you can use your bonus action 
  to end one effect on yourself or an ally within 
  10ft of you that is causing you or your ally to 
  be charmed or frightened. 
  Beginning at 14th level, whenever you use your 
  Resilient feature, you can target all allies within 10ft. 
  of you, instead of just one.  
  The College of the Medicine is now available to a 
  prospective bard at 3rd level, in addition to any other 
  options you may have. 
  The College of the Medicine is dedicated to 
  preserving life, and these bards weave together 
  knowledge of spellcraft, soothing music, and a touch 
  of alchemy, all aimed to keep allies alive. 
  Beginning at 3rd level, you also gain proficiency with 
  Medium armor, and proficiency with the medicine 
  skill and the herbalism kit. Additionally, you can 
  create one basic healing potion with a use your 
  herbalism kit over the course of a long rest. The 
  potion spoils after 24 hours. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Beginning at 3rd level, when you expend a spell slot 
  on a healing spell, you can also expend a use of your 
  bardic inspiration to add extra restored hit points to 
  the target equal to the roll of the extra die. 
  At 6th level, you can now create a healing potion by 
  expending a use of your herbalism kit over the course 
  of a short rest and can create two basic healing 
  potions over the course of a long rest.  
  Additionally, when an ally consumes a potion you 
  create, you can also expend a use of your bardic 
  inspiration to add extra restored hit points to the 
  target equal to the roll of the extra die. 
  Beginning at 14th level, whenever you cast a spell of 
  the 5th level or lower that restores hit points, you can 
  expend a use of bardic inspiration to maximize the 
  healing done to a single target. 
   
  The following Blood Hunter order is available to new 
  blood hunters to join in the dark of night, in addition 
  to any other options you may consider. 
  The Ronin is considered a heretical individual, one 
  that is masterless and has learned of the black arts of 
  blood magic. Ronin are nearly unbreakable, and the 
  enemies in a Ronin’s path have but a grim choice: kill 
  or die fighting. 
  Starting at 3rd level, when you choose to activate a 
  rite you know, you can choose to take additional 
  damage equal to half your level (rounded down). If 
  you do, you can cause an elemental blade to form in 
  your free hand when you activate that rite upon a 
  weapon you are wielding with one hand. 
  A crimson blade deals your rite damage, and when 
  you make an attack with your crimson blade, you use 
  your Wisdom modifier for attack and damage rolls. 
  You can also dismiss the blade or evoke it with a free 
  action as long as your crimson rite is still active. 
  Additionally, using the blade does count as dual 
  wielding, but your main weapon does not need the 
  light property as long as it is only being wielding with 
  one hand. 
  Starting at 7th level, you can now attack with your 
  crimson blade as a bonus action regardless of 
  whether you take the attack action or not, and you 
  can expend your reaction to  
  Starting at 11th level, your crimson blade has a range 
  of 60ft, and whether on a hit or miss, the crimson 
  blade reappears in your hand. The ranged attack still 
  uses your wisdom modifier for attack and damage 
  rolls. 
  Starting at 15th level, whenever you manifest your 
  crimson blade, you can instead choose to take the 
  normal rite damage instead of half. If you do so, the 
  damage die is doubled for the weapon attacks you 
  make with that crimson blade. 
  Starting at 18th level, your mastery of crimson rites is 
  perfected. When you suffer damage while you have a 
  rite active, you can expend your reaction to grant 
  yourself advantage on all weapon attacks you make 
  your next turn. 
  A Blood Angel is a blood hunter that swears an oath 
  to a celestial power or with a good aligned plane: 
  such as a Solar or Arborea. These hunters are feared 
  by creatures of the dark, as they reject the mantle of 
  monstrosity to become agents of the divine. 
  When you join this order at 3rd level, you learn either 
  the esoteric Rite of the Dawn (detailed below) or the 
  Rite of the Dead. 
  Rite of the Dawn. Your rite damage is radiant 
  type. 
  If you hit a fiend with a rite that you gain from 
  this feature, it suffers additional rite damage 
  equal to your Wisdom modifier. 
  Upon reaching 11th level, any creature you hit with a 
  rite that you gain from this feature suffers this 
  additional rite damage. 
  
   
  Beginning at 7th level, once per short rest, as a  
  bonus action, you can flare a weapon under your one 
  of your Rites and for cause the next weapon attack to 
  deal an extra two rite dice of damage. 
  At 11th level, when you have a blood rite active, you 
  can choose to take your wisdom modifier as rite 
  damage. If you do so, you can add double the amount 
  of your wisdom modifier as damage to all attacks you 
  make until the beginning of your next turn. 
  Beginning at 15th level, you can as a bonus action 
  reveal spectral angelic wings. These wings grant you 
  a flying speed equal to your walking speed, and last 
  until you are incapacitated or you dismiss them with 
  a bonus action. If you already have a flying speed, 
  your flying speed increases by 10ft. when you 
  manifest the wings. 
  Beginning at 18th level, you can undergo a 
  supernatural transformation once per long rest. This 
  transformation grants the following benefits for 1 
  minute: 
  − 
  Angelic Visage. Your form becomes like an 
  angel's, and your flying speed from your 
  spectral wings is doubled.  
  − 
  Heightened Rites. You ignore resistance to 
  your weapon attacks and treat immunity to 
  your rite damage as resistance. 
  − 
  Rite-Infused. You gain immunity to the 
  damage type of your active rites. 
  The following domains are now available for clerics 
  to follow and adhere to. 
  The fire domain focuses on the passion of life, the 
  bright burning, and then the quick extinguishment. 
  Gods of this domain teach to focus upon the spark, 
  and then let the flame that was kindled grow into a 
  wild fire, regardless whether it is for good or evil. On 
  the other side of this scale is learning to snuff out this 
  spark, typically via incineration. Clerics of this 
  domain use and view fire as the medium in which the  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  gods show themselves,  
  and thus, even if unnecessary,  
  these clerics often carry sources of fire, whether it be 
  torch, lantern, or campfire. 
  Spell Level 
  Spells 
  1st 
  Burning Hands, Heroism 
  2nd 
  Aganazzer's Scorcher, Flame Blade 
  3rd 
  Fireball, Beacon of Hope 
  4th 
  Fire Shield, Wall of Fire 
  5th 
  Flame Strike, Immolation 
  When you choose this domain at 1st level, you gain 
  the Control Flames cantrips. 
  Additionally, at 1st level, your fire spells can be a 
  source of respite for your allies: whenever you make 
  an attack roll or force a target to make a saving throw 
  against fire damage, you can roll a die equal to one 
  die of the fire spell. When you do so, one ally within 
  30ft. of you gains temporary hit points equal to the 
  rolled die. You can use this ability a number of times 
  equal to your wisdom modifier per a long rest. 
  Beginning at 2nd level, you can use your Channel 
  Divinity to call upon the power of flame. Whenever 
  you cast a fire-based spell, you can expend your 
  reaction to focus the power of your fire-based spells 
  and can reroll a number of the dice equal to your 
  wisdom modifier. 
  
   
  Starting at 6th level, you can use your Channel 
  Divinity to call a powerful strike of flame to 
  incinerate your foes. 
  As an action, you can present your holy symbol and 
  make a melee spell attack. If the attack hits, that 
  target takes fire damage equal your cleric level.  
  At 8th level, you gain the ability to infuse your 
  weapon strikes with divine energy. Once on each of 
  your turns when you hit a creature with a weapon 
  attack, you can cause the attack to deal an extra 1d8 
  fire damage to the target. When you reach 14th level, 
  the extra damage increases to 2d8. 
  Beginning at 17th level, you can become an avatar of 
  pure flame. As an action, you present your holy 
  symbol and become an avatar of fire for one minute. 
  This grants several benefits to you: 
  − 
  You can make weapon attacks using your 
  wisdom modifier for attack and damage rolls.  
  − 
  Whenever you suffer damage, you can cause 
  that target as a reaction to take fire damage 
  equal to half your cleric level.  
  − 
  You shed bright light for 15ft, and dim light 
  for an additional 15ft. 
  The Traveler Domain focuses upon travel and the 
  wandering of a free spirit. Traveler’s make excellent 
  companions on adventurers as they can aid in 
  shortening long travel and they hold a large amount 
  of practical knowledge. Gods of this domain are often 
  wise, but rather than bookish, they are free spirited 
  travelers who wander all of the cosmos. 
  Spell 
  Level 
  Spells 
  1st 
  Expeditious Retreat, Zephyr Strike 
  2nd 
  Levitate, Spider Climb 
  3rd 
  Fly, Tongues 
  4th 
  Contact other Plane, Freedom of 
  Movement 
  5th 
  Legend Lore, Telekinesis 
   
  When you choose this domain at 1st level, you gain 
  proficiency with two types of vehicles of your choice 
  and a language of your choice. 
  Starting at 1st level, whenever you cast a spell, your 
  speed increases by 10ft. This ability stacks up to a 
  +30 bonus. You lose this extra speed after ten 
  minutes. You regain this ability after a long rest. 
  Beginning at 2nd level, you can invoke your channel 
  divinity as a bonus action to invoke the guidance of 
  all travelers. For one minute you gain advantage on 
  one type ability checks or saving throws of your 
  choice (an example being either intelligence checks 
  or wisdom saving throws).  
  Beginning at 6th level, you can as an action, invoke 
  your channel divinity to cause you and your allies to 
  become fleet of foot for the next eight hours. Eight 
  allies within your movement range have their speed 
  increase by 10ft. Additionally, your party can travel 
  at a fast pace without suffering any penalties. 
  Starting at 8th level, as action, you invoke your 
  channel divinity can make a weapon attack. If you hit, 
  you deal damage equal to half the number of feet you 
  moved this turn. 
  Beginning at 17th level, you have been blessed with 
  the power to bend the fickle power of the travelers, 
  and thus your strides provide greater benefit. As a 
  bonus action, you can teleport once on each of your 
  turns a number of feet equal to your Traveler’s Stride 
  feature and ignore all difficult terrain until the 
  beginning of your next turn. 
  The Winter Domain is primarily associated with 
  death, but winter is also the time when weakness is 
  culled, which is prettily named as survival of the 
  fittest. Clerics of this domain often hold gauntlets to 
  see who the superior hunter is. The gods of the 
  Winter domain are often unflinchingly course, but 
  not necessarily unjust or cruel. 
  
   
   
  Spell 
  Level 
  Spells 
  1st 
  Hunter's Mark, Snare 
  2nd 
  Pass without Trace, Snilloc’s Snowball 
  Swarm 
  3rd 
  Conjure Barrage, Nondetection 
  4th 
  Ice Storm, Locate Creature 
  5th 
  Cone of Cold, Maelstrom 
   
  When you choose this domain at 1st level, you gain 
  proficiency with the Longbow and one of the 
  following skills: Nature, Perception, or Survival. 
  Starting at 1st level, whenever you make a weapon 
  attack, can cause your target to lose any benefit of 
  cover, save total cover, against your ranged and spell 
  attacks until the end of your next turn.  
  Also, at 1st level, you have been inured to some of the 
  snow's worst effects, and as such, you can ignore 
  difficult terrain created by ice or snow. You also no 
  longer leave tracks on snow. 
  Starting at 2nd level, as a bonus action, you can use 
  your Channel Divinity to augment you and your 
  party's hunting prowess. When you use this feature, 
  for the next 8 hours, your party can travel at a normal 
  pace and still forage and hunt, and additionally, 
  gathers double the amount of food and water than 
  normal.  
  Starting at 6th level, you can use your Channel 
  Divinity to succeed where most would fail. When you 
  make an attack, ability check, or a saving throw, you 
  can expend a use of your channel divinity to add a 
  d10 to your roll. 
  At 8th level, you gain the ability to infuse your 
  weapon strikes with divine energy. Once on each of 
  your turns when you hit a creature with a weapon 
  attack, you can cause the attack to deal an extra 1d8 
  cold damage to the 
  target. When you reach 
  14th level, the extra 
  damage increases to 
  2d8. 
  Starting at 17th 
  level, when you hit 
  a creature with an 
  attack, you can use 
  this feature to 
  instantly cause the 
  target to be incased 
  in a thick layer of 
  ice and rime. While 
  incased, the creature 
  is considered 
  petrified with a 
  vulnerability to fire 
  damage. 
  At the end of your next 
  turn, the ice coating 
  shatters. The creature 
  then takes 8d10 cold 
  damage and loses its 
  resistances, and its 
  immunities become 
  resistances. 
  Once you use this feature, you 
  can’t use it again until you finish a long rest. 
  The following circle is available to druids looking to 
  join a circle, in addition to any other options you may 
  be looking at. 
  There are many forces of nature, from the raging 
  flames, the frigid frosts, or the destructive storms. 
  Druids of this circle channel the energies of forest 
  fires, lightning strikes, blizzards, and the mountains 
  into their wild shape forms. These druids do what 
  others can’t or won’t: they reach into powerful 
  energies in the world and let it infuse themselves, 
  becoming living engines of destruction. 
   
  
   
   
   
   
   
   
   
   
   
   
  When you initiate this path at 2nd level, whenever 
  you complete a long or short rest, you can attune to a 
  particular element of your choice, which affects your 
  wild shape: 
  − 
  Attunement of Flame. Your wild shape's 
  weapon attacks rolls gain a bonus equal to 
  half of your proficiency modifier. This 
  attunement's damage type is Fire. 
  − 
  Attunement of Water. Your wild shape's AC 
  increases by 2. This attunement's damage 
  type is Cold. 
  − 
  Attunement of Air. Your wild shape's speed 
  increases by 10 feet. This attunement's 
  damage type is Lightning. 
  − 
  Attunement of Earth. When you transform 
  into your wild shape, you gain temporary hit 
  points equal to your level. You lose these 
  temporary hit points whenever you leave 
  your wild shape.  This attunement's damage 
  type is Force.  
  Starting at 6th level, whenever you make an attack, 
  you can deal an extra 2d8 damage once per turn. This 
  damage is determined by your attunement's damage 
  type. 
  At 10th level, as an action, when in your wild shape, 
  you can call on an aspect formed from one of the 
  elements of nature. This ability also switches your 
  current attunement to match the corresponding 
  aspect. 
  − 
  Aspect of the Inferno. When you initiate a 
  connection with this attunement, you become 
  an inferno of fire energy for one minute. As 
  part of the action to initiate this attunement 
  and as an action on each of your turns, you 
  can make an attack roll against a single  
   
   
   
   
   
   
   
   
   
   
  enemy within 30ft. of you. This target takes 
  3d8 fire damage on a hit or half on a miss. 
  − 
  Aspect of the Deeps. When you initiate a 
  connection with this attunement, you become 
  as a void of frothing water for one minute. 
  You automatically are missed by opportunity 
  attacks and when you suffer damage, you can 
  use your reaction reduce the damage by half 
  your level. 
  − 
  Aspect of the Storm. When you initiate a 
  connection with this attunement, you become 
  a mass of raging winds for one minute. You  
  gain a hover speed, and your weapon attacks 
  deal lightning damage. 
  − 
  Aspect of the Mountain. When you initiate a 
  connection with this attunement, you become 
  a mountain of ancient stone for one minute. 
  You become large, and your AC increases by 
  3.  
  Starting at 14th level, when you change into your 
  wild shape, you now gain two new benefits: 
  − 
  Elemental Resistance. You gain immunity to 
  the damage type associated with your 
  attunement. 
  − 
  Elemental Smite. You can as an action, make 
  a weapon attack in your wild shape, you can 
  expend a spell slot whilst in your wild shape 
  to deal an extra 2d8 damage per slot level. 
  This damage is determined by your 
  attunement's damage type. 
  The Nomad, Sorcerous Knight, and Psihunter are now 
  available for a fighter to specialize into in addition to 
  any other options you may consider. 
  
   
  You specialize in moving, dodging, and hitting 
  precisely where you need to. Nomads make use of 
  their mobility and their fluid and rapid attack style to 
  swiftly overtake a battlefield and quickly move and 
  attack opponent to opponent. 
  Beginning at 3rd level, you can move up to half your 
  speed as a reaction when an enemy ends its turn 
  within 5 feet of you. This movement doesn't provoke 
  opportunity attacks. 
  Also, at 3rd level, you can use your weapon to deflect 
  the brunt of an attack when you are hit by an attack. 
  When you are wielding a weapon and you take 
  damage you can reduce the damage taken by your 
  weapon's damage die + your damage modifier. 
  At 7th level, once per turn when you make a weapon 
  attack with a weapon that deals slashing damage and 
  miss with that attack, you can grant your next attack 
  roll advantage. 
  Beginning at 10th level, whenever you make a 
  weapon attack and hit, you can choose to 
  immediately move 10ft. without provoking 
  opportunity attacks. You may only use this feature 
  once per turn. 
  Starting at 15th level, if you take the Attack action on 
  your turn and have advantage on an attack roll 
  against one of the targets, you can forgo the 
  advantage for that roll to make an additional weapon 
  attack against that target, as part of the same action. 
  You can only do so once per turn.  
  At 18th level, your mastery of blades grants you the 
  ability to strike even if you were to miss. If you miss 
  with an attack roll using a weapon that deals piercing 
  or slashing damage on your turn, you can reroll that 
  attack. You can use this feature only once on each of 
  your turns. 
  Sorcerous Knights train to bolster their physical 
  prowess with arcane power borne from their own 
  veins. They have powers unexplained, and those with 
  this power tap into their sorcerous power to further 
  their martial prowess. 
  At 3rd level, your sorcerous origins begin to emerge, 
  and you gain a benefit based on your sorcerous 
  origin. 
  − 
  Draconic. Your body manifests patches of 
  scales that make up for the gaps that may be 
  in your armor. You gain a +2 to your AC. 
  − 
  Wild Magic. Wild chaos stirs in your veins, 
  and when making a melee attack, you choose 
  to charge it with arcane energy, this attack is 
  then considered magical. Additionally, you 
  must roll an additional d20, and on a one, you 
  must roll on the Wild Magic Surge Table.  
  − 
  Divine. You are divinely resilient. As a bonus 
  action, once per long rest, you can gain half 
  your level, rounded down, as temporary hit 
  points. The extra hit points last until depleted 
  or you take a long rest. 
  − 
  Shadow: You can see through magical and 
  normal darkness in a 60ft range. 
  − 
  Storm. When you make a 
  weapon attack, you can as a 
  bonus action inflict an extra 
  damage die of your 
  weapon as lightning 
  damage on that attack. You 
  can use this ability once 
  per short or 
  long rest. 
  Also, at 3rd level, 
  you learn the green-
  flame blade and 
  booming blade 
  cantrips. 
  Charisma is your 
  spellcasting ability 
  for these cantrips. 
  
   
  At 7th level, you have learned how to twist the arcane 
  magic of your bloodline to improve your own martial 
  ability. You gain two Martial Magic options. You can 
  only use one martial magic option on a single attack. 
  You gain another option at 13th level.  
  Martial Magic is fueled by Arcana Points. You start 
  with five Arcana Points, and you expend one 
  whenever you use a Martial Magic option. You regain 
  all of your Arcana Points when you finish a short or 
  long rest.   
  You gain an additional Arcana Point at 15th level. 
  − 
  Bladestorm. When you make a melee 
  weapon attack against a creature, you can 
  spend an arcana point to cause two other 
  creatures also in range to automatically take 
  half damage from that same attack. 
  − 
  Unerring Shot. When you make a ranged 
  weapon attack that has a range of 5 feet or 
  greater, you can spend 1 arcana point to 
  double the range of the attack and to ignore 
  ¾ and ½ quarters cover. 
  − 
  Hit & Run. When you make a weapon attack, 
  you can spend an arcana point to dash as a 
  bonus action. This dash allows you to  
  − 
  Sorcerous Smite. When you roll damage for a 
  weapon attack, you can spend 1 arcana point 
  to roll an additional die of force damage to 
  that damage roll of that attack. 
  − 
  Weapon Throw. When you make an attack 
  with a melee weapon that does not have the 
  ranged property, you can spend 1 arcana 
  point to make the range of the weapon attack 
  30 feet. The weapon returns to your hand 
  automatically. 
  − 
  Power Strike. Whenever you make a weapon 
  attack, you can spend an arcana point to push 
  the target 10ft. in a direction of your choice. 
  At 10th level, your mastery of your innate magic 
  deepens. As a bonus action, you can spend an arcana 
  point to stun a creature. Make a charisma check 
  contested by that creature’s charisma score. If you 
  succeed, you stun the creature until the beginning of 
  your next turn.  
  At 15th level, your sorcerous bloodline is now clearly 
  plain. 
  − 
  Draconic. Your body manifests a set of 
  draconic wings, giving you a flying speed 
  equal to your walking speed. 
  − 
  Wild Magic. Wild chaos runs rampant in your 
  veins, whenever you roll on the Wild Magic 
  Surge Table, you may roll twice and choose 
  which option to use. 
  − 
  Divine. You can as a bonus action reveal 
  spectral wings: Eagle for Good and Lawful; 
  Bat for Chaotic and Evil, and dragonfly for 
  true neutral. These wings grant you a flying 
  speed equal to your walking speed, and last 
  until you are incapacitated, or you dismiss 
  them with a bonus action. 
  − 
  Shadow. As an action, you can summon a 
  Shadow under your control. This Shadow 
  however, shares your alignment, cannot not 
  reduce a creature’s strength score, and has no 
  Sunlight Sensitivity. It lasts until dead, you 
  dismiss it as a free action, or after 5 minutes. 
  − 
  Storm. When you take the dash action, you 
  can make an electric charge, dealing lighting 
  damage to every target within five feet of 
  yourself while charging, equal to your 
  weapon's damage die. You can use this ability 
  once per short rest. 
  At 18th level, whenever you roll a critical, you can 
  automatically apply a martial magic option you know 
  without expending an Arcana Point. 
  Psihunters train to hunt the evil and magical through 
  the use of a unique psychic discipline. They master 
  the use of the Hunter’s Focus, which allows them to 
  singularly focus on one target, allowing them to 
  harass and slay their prey easier than most. Psionic 
  Hunters organize similar to other guilds, but instead 
  of honing just pure ability, they focus on skill and 
  training the body with a measure of psychic power, 
  becoming masterclass hunters. 
  Beginning when you chose this path at 3rd level, you 
  have proficiency with the survival and arcana skills, 
  learning how to track monsters and of the magics 
  that monsters employ or where created from. 
  
   
  Also, at 3rd level, you can cast the Hunter's Mark 
  spell twice per long rest. At 5th level, you can cast as 
  a 3rd level spell, and at 9th, as a fifth level spell. You 
  regain this feature at the end of a long rest. 
  Beginning at 7th level, your understanding of the 
  Hunter’s Focus begins to become unique to you as 
  you begin to alter the Hunter’s Focus for your own 
  uses. You gain one of the following new traits and 
  another at 10th level: 
  − 
  Resilient Mind. You cannot lose 
  concentration on your Hunter's Focus. 
  − 
  Precise Mind. Your target under your 
  Hunter's Focus gains no benefits of cover 
  from you. 
  − 
  Agile Mind. Your speed increases by 10 ft. 
  while you have your Hunter's Focus is active. 
  − 
  Archaic Mind. Your Hunter's Focus damage 
  deals a damage type of your choice, you 
  choose this type when you gain this feature. 
  − 
  Focused Mind. The damage imposed by your 
  Hunter's Focus is now a d8. 
  Beginning at 10th level, you gain blindsight within 
  10ft. of you. Additionally, if you are surprised at 
  the beginning of combat and aren’t 
  incapacitated, you can act still act normally 
  on your first turn. 
  Beginning at 15th level, your Hunter's Focus 
  gains a powerful shift in capability as 
  you master your unique Hunter’s Focus. 
  You gain one of the following new 
  features and another at 18th level: 
  − 
  Unbound Mind. As a 
  bonus action while your 
  Hunter’s Focus is active, 
  you can teleport to be 
  within five feet of a 
  creature under your 
  Hunter's Focus.  
  − 
  Clairvoyant Mind. You 
  have blindsight for 30 ft 
  while your Hunter's 
  Focus is active. 
  − 
  Vengeful Mind. Whenever you hit by an 
  attack made by a creature under your 
  Hunter’s Focus, you can cause the target to 
  take your Hunter’s Focus damage. 
  − 
  Fixated Mind. Your Hunter’s Focus damage 
  changes to a d10.  
  At 18th level, you can supernaturally focus upon a 
  quarry you designate. When you miss on an attack 
  against a creature under your Hunter's Focus, you 
  can cause that target to take your Hunter's Focus 
  damage. You can use this ability once per turn. 
  At 3rd level, a monk gains a monastic tradition. The 
  way of the Mystic Blade and the Way of the Streets 
  are now options for new monks in the world. 
  Those who learn to fight in the style of this tradition 
  often mix other types of training along with more 
  traditional monk styles, resulting in a versatile 
  tradition. 
  When you pick this pathway at 3rd level, you have 
  figured out how to better aid your own fighting style, 
  choosing one of the following street styles of your 
  choice. You can only gain a street style once.  
  − 
  Arcane Style. You learn one cantrip of 
  your choice. Wisdom is your spellcasting 
  ability for this cantrip. 
  − 
  Weapon Style. Choose twos weapons 
  that do not have the heavy or two-
  handed property. You are now 
  proficient with these weapons and can 
  treat them as monk weapons. 
  − 
  Dual Style. When you use 
  your flurry of blows and are 
  wielding two monk weapons in 
  your hands, you can use your 
  monk weapons instead of your 
  unarmed strikes. 
  Beginning at 6th level, you have 
  figured out how you can make your 
  
   
  enemies suffer, you can spend a Ki point to gain 
  advantage on an attack roll. Additionally, whenever 
  you have advantage on an attack roll you make; you 
  can reroll the damage roll as well and use either the 
  original roll or the rerolled roll. 
  At 11th level, your time in the streets have taught you 
  how to engage the enemy and your skills have only 
  been honed. You gain another Street Style of your 
  choice. 
  Beginning at 17th level, you have learned how to 
  direct all of your effort into your attacks. You can 
  expend 2 Ki points when you make an attack and 
  instead of rolling, you can automatically hit. 
  The following paladin oaths are available to a paladin 
  seeking to swear an oath to continue their divine 
  path. 
  The Oath of the Pyre is another oath that binds a 
  paladin to a solemn oath to smite evil. These paladins 
  are not on a quest for revenge, but rather a crusade 
  against horrors of absolute evil. Often called 
  Torchlights, these paladins are often found in service 
  gods of fire and volcanoes. The ideals of this path 
  emphasize the importance of striking out evil and 
  rooting it out, often absolutely with fire and 
  immolation. Evil paladins that swear this oath 
  typically are call Hellfires, and use fire to extinguish 
  life in their quest for evil. 
  Though the exact words and strictures of the Oath of 
  the Pyre vary, paladins of this oath share these 
  tenets. 
  Vigilance. Evil must be found, extinguished, and 
  burned away, it is not good enough for any remnant 
  of it to survive, for then it will then fester. 
  Courage. One must be courageous and must take the 
  charge, with fire, there is no hesitation.  
  Reverence. Fire is also the gate to afterlife and the 
  divine, so make sure to do rites properly and respect 
  the purpose flames serve. 
  Paladin 
  Level 
  Spells 
  3rd 
  Burning Hands, Hunter's Mark 
  5th 
  Aganazzer's Scorcher, Continual 
  Flame 
  9th 
  Fireball, Protection from Energy 
  11th 
  Locate Creature, Wall of Fire 
  17th 
  Dispel Evil & Good, Immolation 
   
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Flaming Weapon. As an action, you can imbue one 
  weapon that you are holding with the power of flame, 
  using your Channel Divinity. For 1 minute, you add an 
  extra dice of the weapon’s type, but this extra die 
  deals fire damage. 
  Additionally, the weapon is lit ablaze, so it also emits 
  bright light in a 20-foot radius and dim light 20 feet 
  beyond that. If the weapon is not already magical, it 
  becomes magical for the duration. 
  You can end this effect on your turn as part of any 
  other action. If you are no longer holding or carrying 
  this weapon, or if you fall unconscious, this effect 
  ends. 
  Burning Standard. A banner of raging flame ignites 
  and you can cause each hostile creature within 10 
  feet of you to make a Wisdom saving throw. If the 
  creature fails its saving throw, it takes your level as 
  fire damage and gain vulnerability to fire damage 
  until the end of your next turn. If it succeeds its 
  saving throw, it takes half your level as fire damage. 
  At 18th level, the range of this channel divinity 
  feature increases to 30 feet. 
  Starting at 7th level, you emanate an aura of ash and 
  cinders that empowers you and protects your allies 
  from the brunt of fire's effects. You and friendly 
  creatures within 10 feet of you have resistance to fire 
  damage.  
  At 18th level, the range of this aura increases to 30 
  feet. 
  Beginning at 15th level, your skin gains an ashen 
  appearance; you are always considered under the 
  effects of Heroism. 
  
   
  At 20th level, you can invoke the power of your deity 
  to make your form like an inferno, with eyes of flame 
  and skin of ash, this lasts for 1 hour. 
  − 
  Heart of the Inferno. Your weapon attacks 
  deal an extra die of fire damage, and you have 
  immunity to fire damage. 
  − 
  Beacon of Fire. You create an area of bright 
  light for 15 ft, through mundane and magical 
  darkness. 
  − 
  Shroud of Flame All enemies within your 
  aura gain a bonus to all damage rolls, whether 
  mundane or magical, equal to your weapon’s 
  damage die as fire damage. 
  The Oath of Winter binds a paladin to an oath to 
  protect their allies. These paladins hold that you must 
  be able to pull your own weight within a group, in 
  one form or another. If you can’t then you must learn 
  another way to. Just because you lost your fighting 
  ability doesn’t mean you can’t learn magic. The ideals 
  of this path emphasize the importance of a group, and 
  being strong for the group, similar to wolves. 
  Though the exact words and strictures of the Oath of 
  Winter vary, paladins of this oath share these tenets. 
  Survival. Survival must always be kept in mind. 
  Righteousness. One must never commit evil, nor be 
  tempted into evil; otherwise you are weak, and then 
  drain the pack of strength. 
  Strength. If you are strong, then your allies will be 
  strong as well. 
  Loyalty. You must always be loyal to your allies, and 
  trust they will protect you, as you protect them. 
  Paladin 
  Level 
  Spells 
  3rd 
  Hunter's Mark, Longstrider 
  5th 
  Pass without Trace, Warding Wind 
  9th 
  Sleet Storm, Protection from 
  Energy 
  11th 
  Elemental bane, Ice Storm 
  17th 
  Cone of Cold, Control Winds 
   
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Icebound Weapon. As an action, you can imbue one  
  weapon that you are holding with the power of 
  winter, covering it in a spikey coating of rime using 
  your Channel Divinity. For 1 minute, you add an extra 
  dice of the weapon’s type, but this extra die deals 
  cold damage. 
  You can end this effect on your turn as part of any 
  other action. If you are no longer holding or carrying 
  this weapon, or if you fall unconscious, this effect 
  ends. 
  Winter's Stride. As a bonus action, you can increase 
  your speed by 5ft. for the encounter, and every 
  hostile target you defeat increases this bonus by an 
  additional 5ft in those ten minutes. This bonus stacks 
  up to a +20 bonus. 
  Starting at 7th level, when you cast a spell with range 
  of touch or self, you can choose one friendly creature 
  within 10 feet of you to gain the benefits of that spell 
  you cast, as long as they are conscious, and you wish 
  for them to gain the benefits. Any ally can only gain 
  the benefit of this feature once per short rest. 
  At 18th level, the range of this aura increases to 30 
  feet. 
  
   
  Beginning at 15th level, you are considered quick on 
  your feet and you are always under the effects of an 
  Expeditious Retreat spell. 
  At 20th level, you can invoke the power of winter to 
  make your form like that of a savage and wintry 
  avatar, for one hour. 
  − 
  Pack Hunter: You grant advantage to all 
  attacks targeting enemies within 5ft. of you. 
  − 
  Bane of Winter. A 10ft patch of ice surrounds 
  you, acting as difficult terrain and causing an 
  enemy who stands within 10ft. of you to take 
  1d6 cold damage at the beginning of their 
  turn.  
  At 3rd level, a fledgling ranger joins either the 
  Erudite or Haunter conclaves, learning their new 
  conclave's secret ways. 
  The Erudite Conclave is a group of rangers that 
  dedicate themselves to mixing their traditional 
  spellcasting with a small number of spells commonly 
  used by wizards. This is in aim to understand and 
  better combat arcane magic. This unique training 
  allows these rangers to ultimately harness the power 
  of arcane magic to their own purpose. 
  Ranger Level 
  Spells 
  3rd 
  Searing Smite 
  5th 
  Magic Weapon 
  9th 
  Counterspell 
  11th 
  Staggering Smite 
  17th 
  Banishing Smite 
  Beginning at 3rd level, you have begun to emulate the 
  behaviors and habits of the Erudite Conclave. You 
  now can speak an additional language of your choice, 
  and you have proficiency with the Arcana skill. 
  Additionally, you have an additional favored enemy 
  of your choice. 
  Beginning at 7th level, you become familiarized with 
  how spells affect the senses. Any creature that is your 
  favored enemy that attempts to charm, frighten, 
  paralyze, petrify, or poison you, does so at 
  disadvantage if they target you with any their magical 
  abilities or spells that impose the said conditions 
  aforementioned. 
  Beginning at 11th level, whenever you hold a weapon 
  in your hand and you are targeted by an attack; you 
  can add your wisdom bonus to your AC by expending 
  your reaction before that attack hits. 
  Beginning at 15th level, once per long rest, as a bonus 
  action when you make a weapon attack, you can call 
  on the powers of the ancient and arcane to infuse 
  your strike, and you can deal an extra 3d10 Force 
  damage on a single attack, and impose an effect of 
  your choice: 
  Shunting Strike. The target must make a strength 
  saving throw, on a failure, the creature is pushed 40ft 
  away from you. If they succeed, they are only pushed 
  20ft. 
  Dual Strike. You can make another attack as part of 
  this ability against another creature within range of 
  your weapon. The second target takes an extra 3d10 
  force damage from this second attack. 
  Binding Strike. The target makes a saving throw 
  against your ranger spell DC. If failed, the target is 
  magically restrained until the beginning of your next 
  turn. If it saves, then the target’s speed is halved until 
  the beginning of your next turn. 
  The Haunter Conclave is a group of rangers who set 
  themselves to manipulating the boundary between 
  material world and that of the Shadowfell, in all its 
  dark beauty and blasphemous secrets. The rangers 
  that make up this conclave are a not highly known, 
  and the few that are known are generally known as 
  Reapers, and they are only known as a "scary lot" 
  who can manipulate the forces of life and death into 
  their favor. 
  Your understanding of dark magic has allowed you to 
  cause your Hunter’s Mark spell to deal necrotic 
  damage and you to learn the Toll the Dead cantrip. 
  
   
  You learn the following spells at certain levels as you 
  advance in your understanding in manipulating the 
  line between the life and death. These spells are 
  treated as Ranger spells. 
   
  Ranger Level 
  Spells 
  3rd 
  Inflict Wounds 
  5th 
  Shadow Blade 
  9th 
  Vampiric Touch 
  11th 
  Phanstasmal Killer 
  17th 
  Enervation 
  At 3rd level, you gain the ability to cause your body to 
  partially drift into the Shadowfell by expending your 
  bonus action, gaining resistance to one type of 
  damage of your choice until the end of your 
  next turn. You can sustain this ability by 
  using additional bonus actions. The 
  portion of your body in the Shadow 
  manifests in the material plane as an  
  unnatural and perhaps ghostly 
  version of your own form. 
  Beginning at 7th level, you 
  have managed  
        to permanently affix  
  yourself partially into the 
  Shadowfell, and as such, 
  cannot be  
  possessed by any creature, 
  and attempts to charm, 
  read your mind, or to 
  petrify you are done so at 
  disadvantage. 
  At 11th level, you can cause a 
  weapon you touch to 
  become a Haunt Weapon 
  until the end of your 
  current turn. A Haunt Weapon 
  deals extra necrotic damage 
  equal to your wisdom 
  modifier, and a target hit by a 
  haunt weapon has disadvantage on all saving throws 
  against necromancy spells you cast until the end of 
  your next turn.  
  Beginning at 15th level, once per turn, you can deal 
  an extra 1d8 necrotic damage on an attack, and you 
  regain half of any necrotic damage dealt on that 
  attack (minimum 1).  
  At 3rd level, a rogue chooses their specialization in 
  the craft, with the Marksman and Vanguard options 
  now available. 
  There are those that have mastered ranged combat, 
  called marksmen. Wielding all manners of ranged 
  weapons, they master long distance combat. 
  Beginning at 3rd level, you gain proficiency with two 
  ranged weapons of your choice. Additionally, 
  switching between a two-handed ranged weapon and 
  a one-handed weapon is a now a free action. 
  Also, at 3rd Level, you gain proficiency in Tinker’s 
  tools. These allow you to craft 10 pieces of 
  ammunition with half the normal price of materials. 
  At 9th level, you gain a bonus to perception checks to 
  find creatures hiding from you equal to your 
  dexterity modifier. 
  Beginning at 13th level, whenever you use a ranged 
  weapon within its maximum range, you may add an 
  extra die of damage of the weapon's type on a 
  successful hit. 
  Beginning at 17th level, once per long rest when you 
  make a ranged weapon attack and hit, you can make 
  that attack a headshot, the target must make a 
  constitution saving throw. If it fails, it automatically 
  drops to 0 hit points. If it succeeds, it instead takes 
  10d10 damage of your weapon’s type. 
  The Vanguard is an individual trained with the skills 
  of a rogue and a knight to deftly fight opponents. The  
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ability to attack and move unparalleled gives these 
  rogues a dangerous edge when they strike. 
  At 3rd level, you gain proficiency with martial 
  weapons and medium armor.  
  Also, at 3rd level, when you use martial weapons, you 
  can use your dexterity modifier, rather than strength, 
  for attack and damage rolls, along with your sneak 
  attack feature on any martial weapon that does not 
  have the heavy or two-handed property.   
  Finally, at 3rd level, when you make a weapon attack 
  with your action, you can attack once as a bonus 
  action using your cunning action. 
  Starting at 9th level, whenever you take the dash 
  action, you have an additional 10 feet of movement 
  on top of your normal dash speed. 
  Starting at 13th level, whenever you are attacked and 
  suffer damage, you can use your reaction to make a 
  single attack against that target, but sneak attack 
  cannot be used on this reactive attack.  
  Beginning at 17th level, when you make a sneak 
  attack, you automatically move 10ft. without 
  triggering opportunity attacks. 
   
  At 1st level, a sorcerer's origin makes itself plain, now 
  with the Soulstone available as a Sorcerous Origin. 
  You are an individual whose soul lies in a magical 
  bound blade. This allows you to grant yourself with 
  unnatural weapon prowess. Soulblades often occur as 
  flukes, but also can appear as scions of entities 
  renowned for their martial prowess.  
  At 1st level, you gain proficiency with medium armor, 
  and you also gain a soulblade. A soulblade is a melee 
  weapon you mystically bind to your soul using a 10-
  minute ritual, in which you must touch the weapon 
  the entire time. Once bonded, the weapon becomes 
  magical, if it is not already, and you become 
  proficient with the now bound weapon, with the 
  ability to use your charisma modifier for attack and 
  damage rolls with that weapon. The bonded weapon 
  can also serve as an arcane focus to your spells. 
  If you to lose your soulblade; you can perform an 
  hour-long ritual of transference where you can 
  transfer your soul to another weapon worth at least 
  1sp. You can transfer your soul to magical weapons 
  as well, but not to sentient weapons or artifacts. You 
  only need to be on the same plane as your soul blade 
  for the ritual of transference to work. 
  Additionally, at 1st level, you learn the Zephyr Strike 
  spell, which you can cast for 1 sorcery point. At 9th 
  level, you learn the Steel Wind Strike spell, which you 
  can cast for 5 sorcery points. 
  Starting at 6th level, you can attack twice, instead of 
  once, whenever you take the Attack action on your 
  turn. 
  Beginning at 14th level, any creature you hit with a 
  weapon attack on your turn cannot make 
  opportunity attacks against you until the end of your 
  next turn. Additionally, you can expend your reaction 
  
   
  to gain resistance to one type of damage of your 
  choice until the end of your next turn.  
  Beginning at level 18, you can make one weapon 
  attack as a bonus action whenever you use your 
  action to cast a spell. 
  At 1st level, a warlock gains the Otherworldly Patron 
  feature. The Stars and Warlord patrons are now 
  available to a prospective warlock. 
  You are a warlock who has uncovered power in the 
  readings of the stars. You know their secret names 
  and can call upon their power, this is how your pact 
  works; you draw from the power of unseen truths, 
  draw fate to your favor, and yet ultimately, you are an 
  agent of fate. 
  Spell Level 
  Spells 
  1st 
  Guiding Bolt, Identify 
  2nd 
  Detect Thoughts, 
  Moonbeam 
  3rd 
  Clairvoyance, Magic Circle 
  4th 
  Divination, Locate 
  Creature 
  5th 
  Dawn, Legend Lore 
   
  At 1st level, you gain two fated dice at the end of a 
  long rest. When you finish a long rest, roll two d20 
  and record the numbers rolled. You can replace any 
  attack roll, saving throw, or ability check made by 
  you or a creature that you can see with one of these 
  fated rolls. You must choose to do so before the roll, 
  and you can replace a roll in this way only once per 
  turn. Each fated roll can be used only once. If you 
  change the roll of a creature, you can choose whether 
  that creature also takes half your level as radiant 
  damage (minimum 1). When you finish a long rest, 
  you lose any unused fated rolls. 
  Beginning at 6th level, you can call upon the fickle 
  nature of one of the stars to shore up your magical 
  abilities. Once per long rest, you can cause a spell you  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  cast be deal radiant damage  
  instead of its normal damage type.  
  At 10th level, your understanding of the stars now 
  allows you to exploit the fates of enemies and allies 
  alike. When you or an ally you can see, rolls a saving 
  throw or weapon attack, as a reaction you can grant 
  that check advantage. You can use this feature a 
  number of times equal to your charisma bonus per 
  long rest. 
  At 14th level, your understanding of the stars has 
  revealed a deeper understanding, one that has shown 
  you how to utter words to cause failure to your 
  enemies. As a reaction, you can cause a target you see 
  who succeeds a check to fail, as if they rolled a 1, and 
  cause them to take your level in radiant damage. You 
  can use this ability once per short or long rest. 
  You are a warlock who has trained alongside knights 
  and other fighters. You have forged your pact with 
  your own resolve and blood with an interplanar 
  warlord. Your patron that answered you is an 
  unpredictable and cunning entity, yet one thing 
  remains clear: this entity channels its thirst for 
  violence and its dark knowledge through you, 
  allowing you to draw the power and knowledge of 
  what it knows of the universe: that being violence 
  and war. Its predisposition for violence becomes 
  thirst within yourself, whether you desire it or not. It 
  desires infamy, territory, and power, and you are a 
  means to that end, whether as a ruler, a fell knight, or 
  as a renowned adventurer. 
  
   
  Spell Level 
  Spells 
  1st 
  Wrathful Smite, Zephyr Strike 
  2nd 
  Flame Blade, Pass without Trace 
  3rd 
  Elemental Weapon, Haste 
  4th 
  Find Greater Steed, Faithful Hound 
  5th 
  Dispel Evil & Good, Steel Wind Strike 
  Beginning at 1st level when you forge your pact with 
  the Warlord, you gain proficiency with medium 
  armor and martial weapons. Additionally, whenever 
  you make a skill check related to warfare or tactics, 
  you gain a bonus to the check equal to your charisma 
  modifier. 
  Also, at 1st level, you can perform a 10-minute ritual 
  of mystic binding: choose one weapon of your choice, 
  that weapon now uses your charisma score, rather 
  than strength or dexterity, when determining your 
  bonus weapon attack and damage rolls. This benefit 
  extends to any weapon you conjure if you choose the 
  Pact of the Blade at 3rd level.  
  Beginning at 6th level, due to the knowledge that 
  your patron has imparted you with, you have learned 
  a fighting style that allows you to still attack when 
  you cast spells. You can make an attack as a bonus 
  action if you take your action to cast a spell on your 
  turn. 
  At 10th level, you have learned how to channel your 
  spells through magic weapons. Weapons that possess 
  magical enhancements, such as a +1 longsword, can 
  have their bonuses applied to spell attacks and their 
  damage rolls. 
  At 14th level, your time spent slaying enemies in the 
  Warlord’s name has allowed for the Warlord to grant 
  you its boon, it now channels its magic through your 
  mortal form, and thus removing your immediate 
  weakness to general combat. At the end of a long rest, 
  choose three types of damage. You are resistant to 
  those types of damage until the end of your next long 
  rest. 
  The following are several new invocations for 
  warlocks looking to expand their repertoire of 
  invocations.  
  Prerequisite. The Pact of the Tome and the Stars 
  Patron 
  Using your Book of Shadows, you have made a series 
  of star charts that you have gathered through study. 
  While the Book is on your person, you have expertise 
  with navigator’s tools, cannot become lost, and you 
  always know which way is north. 
  Prerequisite. The Pact of the Blade 
  When you make a weapon attack with your pact 
  weapon using your action, you can make a single 
  weapon attack as a bonus action.  
  Prerequisite. The Pact of the Tome 
  Your Book of Shadows has revealed techniques on 
  how to better bolster your concentration: whilst your 
  book of shadows is on your person, you gain a bonus 
  to your concentration checks equal to your charisma 
  modifier. 
  Prerequisite. Pact of the Chain, 5th level 
  Whenever you create your familiar, you can create 
  any sort of creature, except a humanoid, that is of a 
  challenge rating 1 or lower. 
  Prerequisite. The Warlord Patron 
  The Warlord is knowledgeable in all matters of 
  politics, warfare, and general history. As such, you 
  now gain proficiency with the History and Insight 
  skills. 
  When you reach 2nd level, you can choose an arcane 
  tradition, with the following options now available: 
  the School of Pyromancy, the School of Sagecraft, or 
  the School of Versatility. 
  You are a Pyromancer, a wizard who specializes in 
  using and honing fire magic. Like the other elemental 
  studies, this school is evocation based, and focuses on 
  
   
  increasing the general effectiveness of your fire-
  based spells.  
  Beginning when you select this school at 2nd level, 
  you learn the Fire Bolt cantrip if you do not already 
  know it. Additionally, the gold and time you must 
  spend to copy a spell dealing with fire 
  damage into your spellbook is halved. 
  Beginning at 2nd level, 
  you can bend the 
  magic from your fire-
  based spells to 
  further the brute 
  power of other 
  fire-based spells. 
  Whenever you 
  cast a spell 
  dealing fire 
  damage, you gain a 
  d6. When you do 
  so, you give off 
  bright light for 
  10ft and dim 
  light for 10ft. 
  These stored 
  flames last until 
  you cast a fire-
  based spell. 
  If you 
  cast a 
  spell 
  dealing 
  fire 
  damage while 
  having these stored fire dice, you can roll a number of 
  fire dice up to your intelligence modifier as extra 
  damage to the damage rolls of that spell using a 
  bonus action. 
  Your Wreath of Fire can hold a number of dice equal 
  to your intelligence modifier. 
  Additionally, at 2nd level, if you are within 10ft. of an 
  area of fire, you can snuff out an area of flame when 
  you cast a fire spell, as bonus action. The area snuffed 
  can be up to a 20ftx20ft area, with a 5ftx5ft area 
  granting an extra d6 of damage. 
  Starting at 6th level, your fire based cantrips are even 
  more potent, allowing you  
  to add your intelligence modifier to damage rolls of 
  your fire based cantrips. 
  Beginning at  
  10th level, your Wreath of Flame feature now can 
  hold up a number of fire dice equal to your 
  spellcasting modifier. 
  At 14th level, your mastery of pyromancy is evident. 
  As a reaction, you can expend a spell slot to absorb 
  fire damage, with you absorbing damage based on 
  the spell slot absorbed, with 2d6 damage absorbed 
  per spell slot level. When you do so, your fire wreath 
  gains fire dice equal the dice of fire damage absorbed. 
  You spent your time focusing on the white arts of 
  healing magic, mastering the ways to mend your 
  allies and keeping them alive. Wizards who study the 
  white arts are called a white mages or sages. 
  At 2nd level, you can learn the following spells, 
  provided they are of a level you can learn and cast, 
  and they are considered wizard spells for you. 
  Additionally, you gain expertise with the healer’s kit 
  and medicine skill. 
  Spell 
  Level 
  Spells 
  1st 
  Cure Wounds, Healing Word 
  2nd 
  Lesser Restoration 
  3rd 
  Aura of Vitality, Mass Healing Word 
  4th 
  Aura of Life 
  5th 
  Greater Restoration, Mass Cure 
  Wounds 
   
  At 6th level, you mastered healing magic to an extent 
  that you can regain hit points equal to the level of the 
  spell + your intelligence modifier when you cast a 
  healing spell targeting another creature.  
  
   
  At 10th level, you know the best ways to use 
  a healer's kit, and thus you have double the 
  number of charges of a normal kit. And if you 
  have no charges left at the end of a long rest, 
  you gain two at the beginning of a long rest.  
  At 14th level, you can maximize the dice of a 
  healing spell you cast once per short rest. 
  Additionally, when a creature recovers 
  from wounds using a charge of 
  your medicine kits; double the 
  number of hit points healed. 
  There are wizards who don't devote 
  themselves to a particular school of magic, 
  instead they devote themselves to more 
  versatile practices, such as wearing armor 
  and using weapons, learning practices 
  which allows them to make use of their 
  innate magical talent, and to know more 
  spells than the regular Mage. They wear 
  robes of red and remain typically neutral in 
  alignment. 
  At 2nd Level, you gain either: 
  − 
  Arcane Studies: one metamagic 
  option that can be used once per 
  short rest or long rest 
  − 
  Armor Training: proficiency with 
  one type of medium armor 
  − 
  Language Studies: proficiency with 
  two languages 
  − 
  Skill Training: proficiency with one 
  skill or tool 
  − 
  Weapon Training: proficiency with 
  three weapons of your choice 
  Also, at 2nd Level, since you do not devote 
  yourself to one school of magic, you can add 
  one spell of your choice that is of a level you can cast 
  from any list and treat it as a wizard spell. You gain 
  another spell like this at 5th level, 11th level, and 
  17th level.  
  At 6th Level, your time dabbling allows you to gain 
  another Versatile Training option of your choice. 
  At 10th Level, your sheer versatility allows you to 
  gain an Advanced Training option of your choice, you 
  gain another Advanced Training option at level 14th. 
  − 
  Advanced Arcane Studies. You know two 
  metamagic options of your choice, and each 
  can be used once per long or short rest. 
  − Arcane Armor Mastery: You can use your 
  intelligence modifier when determining your 
  bonus to your AC when wearing medium 
  armor. 
  − 
  Language Mastery: You gain proficiency 
  with three more languages of your choice. 
  − 
  Skill Mastery: You gain expertise with two 
  skills of your choice. 
  − 
  Spell Mastery: Choose a number of spells 
  equal to your intelligence modifier, you 
  always have these spells prepared, and can 
  switch these prepared spells with spells in 
  your spellbook. 
  − 
  Spell-Blade Training: You can use any 
  weapon you are proficient with as an arcane 
  focus and can apply weapon enhancements to 
  the attack and damage rolls of your spells. 
  At 14th Level, you are skilled in the practice of magic 
  to the point that when you see a spell cast within 
  your line of sight, you can make an intelligence check 
  against the spellcaster’s spell save DC. If you succeed, 
  and if that spell is of a level you can cast, you can use 
  this ability to learn how to cast that spell as a wizard 
  spell until the end of your next long rest, which is 
  when you regain this ability. 
   
  
   
  As long as you are not wearing heavy armor, your 
  walking speed increases by 10ft. Additionally, you 
  gain a swimming speed and a climbing speed equal to 
  your walking speed. 
  Available to the Fighter, College of Swords Bard, and 
  Ranger. 
  When making a ranged attack while you are within 5 
  feet of a hostile creature, you do not have 
  disadvantage on the attack roll. Your ranged attacks 
  gain a +1 bonus against targets within 30 feet of you.  
  Available to the Fighter and Ranger. 
  As a bonus action, you can focus on defending 
  yourself with a shield, increasing your AC and 
  granting a bonus to Strength, Dexterity, and 
  Constitution saving throws by 2 and until the end of 
  your next turn. 
  Available to the Blood Hunter, Fighter, and the 
  Paladin.  
   
  Prerequisite. Shadow Arts Feature 
  You have studies the ancient ways of the monks in 
  your order, and after studying their ways, you have 
  gained the following spells, all of which cost 4 Ki 
  points to cast: 
  − 
  Bestow Curse 
  − 
  Nondetection 
  − 
  Gaseous Form 
  And you also gain the Hex spell, for which you can 
  cast for 1 Ki point. These spells are treated the same 
  as your other Shadow Arts spells. 
  Prerequisite. The ability to cast 5th level spells. 
  You have delved into the secrets of another kind of 
  spellcaster. Choose either Bard, Cleric, Druid, Paladin, 
  Ranger, Sorcerer, Warlock, or Wizard. Learning some 
  of their lore, you have gained several benefits: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Once per round, you can  
  attempt to identify spells  
  for the class you have  
  studied spell list: you  
  make an intelligence check  
  vs. the spellcaster's spell  
  save DC, if you succeed,  
  you recognize the spell they cast. 
  You gain two spells from your  
  studied class's spell list: the  
  spell cannot be higher than 5th level,  
  and you must be able to cast the  
  chosen spells using your own spell slots, and finally, 
  you always have this spell prepared if applicable. 
  Additionally, you can treat these learned spells as 
  spells of your own class, using your own spellcasting 
  modifier in place of the spellcasting modifier of the 
  class you learned the spell from. 
  Prerequisite: Requires proficiency with a melee martial 
  weapon 
  You have learned how to better defend yourself using 
  only your dodging capabilities and your weapon to its 
  best for your defense. Otherwise, you might just be 
  attached to your clothes. Regardless, while wielding 
  at least one weapon, your AC now equals 8 + your 
  weapon attack modifier, to a maximum of 20. Your 
  AC can become higher than 20 if you are using a 
  magic weapon with a bonus to attack rolls and 
  damage, but otherwise, cannot become higher than 
  twenty. You cannot wield a shield, benefit from a 
  spell increasing your armor class, nor wear armor, to 
  gain this benefit. 
   
  
   
  Page 1 - "Sanctuary" - By Ransomike 
  https://rashomike.deviantart.com/art/Sanctuary-
  412070706 
  Page 2 - "Bastion" - Unknown Artist 
  https://i.pinimg.com/564x/a2/71/07/a271073d47b
  6d7e7537890a3bd239699.jpg 
  Page 4 - "Through the Fire" - Daniele Montella 
  https://cdna.artstation.com/p/assets/images/image
  s/001/198/650/large/daniele-montella-rock-new-
  lit.jpg?1442009656 
  Page 5 - "Briton" - Marko Djurdjevic https://marko-
  djurdjevic.deviantart.com/art/Briton-498483548 
  Page 6 - "Overgrown Throne Room" - Rage 1793 
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  Throne-Room-362859146 
  Page 7 - "Sand Ninja - Boss" - Tervola 
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  244018977 
  Page 9 - "Nedd" - Loren de Sore 
  https://lorandesore.deviantart.com/art/Nedd-
  676535306 
  Page 10 - "Paladin " – Soft-H  
  https://soft-h.deviantart.com/art/paladin-
  561691638 
  Page 12 - "Haunter Ranger" - Denys Tsiperko 
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  864/ 
  Page 14 - "Soulstone Sorcerer" - Unknown Artist 
  https://www.pinterest.com/pin/314196511497575
  664/ 
  Page 16 - "Wizard" - JakeWBullock 
  https://jakewbullock.deviantart.com/art/Wizard-
  505540215 
  Page 18 - "Mountaineer" - Unknown Artist 
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  9/27972053_417767575333236_377927263474896
  9600_n.jpg?oh=0ba632787d0e06435ac203ced42de5
  53&oe=5B0D7889 
   
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Expanded Handbook v4.pdf