TEXT: ©2019 Wizards of the Coast LLC 
  1	
  UNEARTHED	ARCANA	
  Cleric,	Druid,	and	Wizard	
  This	document	provides	playtest	options	for	the	
  cleric,	the	druid,	and	the	wizard.	
  This Is Playtest Content 
  The material in this article is presented for playtesting 
  and to spark your imagination. These game mechanics 
  are in draft form, usable in your campaign but not 
  refined by final game design and editing. They aren’t 
  officially part of the game and aren’t permitted in D&D 
  Adventurers League events. 
   If we decide to make this material official, it will be 
  refined based on your feedback, and then it will appear 
  in a D&D book. 
  Divine	Domain	
  At	1st	level,	a	cleric	gains	the	Divine	Domain	
  feature.	Here	is	a	playtest	option	for	that	feature:	
  the	Twilight	Domain.	
  Twilight	Domain	
  The	Twilight	Domain	governs	the	transition	and	
  blending	of	light	into	darkness.	It	is	a	time	of	rest	
  and	comfort,	but	also	the	threshold	between	
  safety	and	the	unknown.	Deities	of	healing	or	
  respite	(such	as	Boldrei,	Hestia,	Mishakal,	or	
  Pelor),	bravery	or	protection	(such	as	Dol	Arrah,	
  Hajama,	Helm,	or	Ilmater),	travel	or	transition	
  (such	as	Fharlanghn,	Hermes,	the	Raven	Queen,	
  or	the	Traveler),	or	the	night	and	dreams	(such	
  as	Celestian,	Morpheus,	Nut,	or	Selûne)	might	
  grant	their	clerics	the	Twilight	Domain.	Clerics	
  who	serve	these	deities	tend	to	be	brave,	delving	
  into	the	dark	to	hold	its	dangers	at	bay	and	to	
  bring	comfort	to	those	lost	far	from	the	light.		
  Twilight Domain Spells 
  Cleric Level 
  Spells 
  1st 
  faerie fire, sleep 
  3rd 
  darkness, invisibility 
  5th 
  aura of vitality, Leomund’s tiny hut 
  7th 
  aura of life, greater invisibility 
  9th 
  circle of power, dream 
  Bonus	Proficiencies	
  1st-level	Twilight	Domain	feature	
  You	gain	proficiency	with	martial	weapons	and	
  heavy	armor.	
  Eyes	of	Night	
  1st-level	Twilight	Domain	feature	
  Your	eyes	are	blessed,	allowing	you	to	see	
  through	the	deepest	gloom.	You	have	darkvision	
  with	no	maximum	range;	you	can	see	in	dim	light	
  as	if	it	were	bright	light	and	in	darkness	as	if	it	
  were	dim	light.	
  	 As	an	action,	you	can	magically	give	the	benefit	
  of	this	feature	to	any	number	of	creatures	you	
  can	see	within	10	feet	of	you.	The	shared	benefit	
  lasts	for	10	minutes.	You	can	extend	this	benefit	
  a	number	of	times	equal	to	your	Wisdom	
  modifier	(a	minimum	of	once),	and	you	regain	all	
  expended	uses	when	you	finish	a	long	rest.	
  Vigilant	Blessing	
  1st-level	Twilight	Domain	feature	
  The	night	has	taught	you	to	be	vigilant.	As	an	
  action,	you	give	one	creature	you	touch	
  (including	possibly	yourself)	advantage	on	the	
  next	initiative	roll	the	creature	makes.	This	
  benefit	ends	immediately	after	the	roll	or	if	you	
  use	this	feature	again.	
  Channel	Divinity:	Twilight	
  Sanctuary	
  2nd-level	Twilight	Domain	feature	
  You	can	use	your	Channel	Divinity	to	refresh	
  your	allies	with	soothing	twilight.	
  	 As	an	action,	you	present	your	holy	symbol,	
  and	a	sphere	of	twilight	emanates	from	you.	The	
  sphere	is	centered	on	you,	has	a	30-foot	radius,	
  and	is	filled	with	dim	light.	The	sphere	moves	
  with	you,	and	it	lasts	for	1	minute	or	until	you	
  are	incapacitated	or	die.	Whenever	a	creature	
  (including	you)	ends	its	turn	in	the	sphere,	you	
  can	grant	that	creature	one	of	these	benefits:	
  • Give	it	1d8	temporary	hit	points.	
  
  ©2019 Wizards of the Coast LLC 
  	
  2	
  • End	one	effect	causing	it	to	be	charmed	or	
  frightened.		
  Rule Tip: Temporary Hit Points Don’t 
  Stack 
  If you have temporary hit points and receive more of 
  them, you don’t add them together, unless a rule says 
  you can. Instead, you decide which temporary hit points 
  to keep. For more information on temporary hit points, 
  see chapter 9 of the Player’s Handbook. 
  Steps	of	the	Brave	
  6th-level	Twilight	Domain	feature	
  You	draw	strength	from	your	connection	to	
  twilight	and	find	yourself	at	home	within	its	dark	
  embrace,	gaining	two	benefits:	
  • You	have	advantage	on	saving	throws	against	
  being	frightened.		
  • If	you	are	in	dim	light	or	darkness,	you	can	use	
  a	bonus	action	to	magically	give	yourself	a	
  flying	speed	equal	to	your	walking	speed	until	
  the	end	of	your	next	turn.	
  Divine	Strike	
  8th-level	Twilight	Domain	feature	
  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	psychic	damage.	When	you	reach	14th	level,	
  the	extra	damage	increases	to	2d8.	
  Midnight	Shroud	
  17th-level	Twilight	Domain	feature	
  You	can	harness	the	shrouding	power	of	night	to	
  protect	your	allies	and	stymie	your	foes.	
  Whenever	you	cast	the	darkness	spell	using	a	
  spell	slot,	you	can	choose	a	number	of	creatures	
  that	you	can	see	(including	yourself)	equal	to	
  your	Wisdom	modifier	(minimum	of	one).	The	
  chosen	creatures	can	see	through	the	darkness.	
  Druid	Circle	
  At	2nd	level,	a	druid	gains	the	Druid	Circle	
  feature.	Here	is	a	playtest	option	for	that	feature:	
  the	Circle	of	Wildfire.	
  Circle	of	Wildfire	
  Druids	who	are	members	of	the	Circle	of	Wildfire	
  understand	the	necessity	of	destruction,	such	as	
  how	a	forest	fire	promotes	growth.	These	druids	
  bond	with	a	primal	spirit	that	harbors	
  destructive	tendencies,	allowing	the	druids	to	
  use	their	power	to	create	controlled	flames	that	
  help	flora	and	fauna	reproduce	and	grow.	
  Circle	Spells	
  2nd-level	Circle	of	Wildfire	feature	
  You	have	formed	a	mystical	bond	with	a	wildfire	
  spirit,	a	primal	being	of	creation	and	destruction.	
  Your	link	with	this	spirit	grants	you	access	to	
  certain	spells.	At	2nd	level,	you	learn	the	fire	bolt	
  cantrip.	
  	 When	you	reach	certain	levels	in	this	class,	you	
  gain	access	to	the	spells	listed	for	that	level	in	
  the	Circle	of	Wildfire	Spells	table.	Once	you	gain	
  access	to	one	of	these	spells,	you	always	have	it	
  prepared,	and	it	doesn’t	count	against	the	
  number	of	spells	you	can	prepare	each	day.	If	
  you	gain	access	to	a	spell	that	doesn’t	appear	on	
  the	druid	spell	list,	the	spell	is	nonetheless	a	
  druid	spell	for	you.	
  Circle of Wildfire Spells 
  Druid Level 
  Spells 
  3rd 
  locate animals or plants, scorching ray 
  5th 
  fireball, plant growth 
  7th 
  aura of life, fire shield 
  9th 
  flame strike, raise dead 
  Summon	Wildfire	
  2nd-level	Circle	of	Wildfire	feature	
  You	can	summon	the	primal	spirit	bound	to	your	
  soul.	As	an	action,	you	can	expend	one	use	of	
  your	Wild	Shape	feature	to	summon	your	
  wildfire	spirit,	rather	than	assuming	a	beast	
  form.	
  	 The	spirit	appears	in	an	unoccupied	space	of	
  your	choice	you	can	see	within	30	feet	of	you.	
  Each	creature	within	10	feet	of	the	spirit	(other	
  than	you)	when	it	appears	must	succeed	on	a	
  Dexterity	saving	throw	against	your	spell	save	
  DC	or	take	2d10	fire	damage.	
  
  ©2019 Wizards of the Coast LLC 
  	
  3	
  	 The	wildfire	spirit	is	friendly	to	you	and	your	
  companions	and	obeys	your	commands.	See	this	
  creature’s	game	statistics	in	the	wildfire	spirit	
  stat	block.	You	determine	the	spirit’s	
  appearance.	Some	spirits	take	the	form	of	a	
  humanoid	figure	made	of	gnarled	branches	
  covered	in	flame,	while	others	look	like	beasts	
  wreathed	in	fire.	
  	 In	combat,	the	wildfire	spirit	shares	your	
  initiative	count,	but	it	takes	its	turn	immediately	
  after	yours.	The	only	action	it	takes	on	its	turn	is	
  the	Dodge	action,	unless	you	take	a	bonus	action	
  on	your	turn	to	command	it	to	take	one	of	the	
  actions	in	its	stat	block	or	to	take	the	Dash,	
  Disengage,	Help,	or	Hide	action.	
  	 The	wildfire	spirit	manifests	for	1	hour,	until	it	
  is	reduced	to	0	hit	points,	or	until	you	use	your	
  Wild	Shape	again.	
  Wildfire Spirit 
  Small elemental, any chaotic alignment 
   
  Armor Class 13 (natural armor) 
  Hit Points equal to the wildfire spirit’s Constitution 
  modifier + your Wisdom modifier + five times your 
  level in this class 
  Speed 20 ft., fly 30 ft. (hover) 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (+0) 
   
  Saving Throws Dex +4, Con +4, Wis +4 
  Skills Nature +4 
  Damage Immunities fire 
  Condition Immunities charmed, frightened, grappled, 
  prone, restrained 
  Senses darkvision 60 ft., passive Perception 12 
  Languages understands the languages you speak 
   
  Soul Bond. The following numbers increase by 1 when 
  your proficiency bonus increases by 1: the spirit’s skill 
  and saving throw bonuses above, the bonuses to hit and 
  damage of its Flame Seed, and the bonus to damage of 
  its Fiery Teleportation. 
  Actions (Requires Your Bonus Action) 
  Flame Seed. Ranged Weapon Attack: +4 to hit, range 30 
  ft., one target you can see. Hit: 1d6 + 2 fire damage. 
  Fiery Teleportation (Recharges after a Short or Long 
  Rest). The spirit and each willing creature of your choice 
  within 5 feet of it teleport up to 30 feet to unoccupied 
  spaces you can see. Each creature within 10 feet of the 
  space that the spirit left must succeed on a Dexterity 
  saving throw against your spell save DC or take 1d6 + 2 
  fire damage. 
  Enhanced	Bond	
  6th-level	Circle	of	Wildfire	feature	
  The	bond	with	your	wildfire	spirit	enhances	
  your	destructive	and	restorative	spells.	
  Whenever	you	cast	a	spell	that	deals	fire	damage	
  or	restores	hit	points	while	your	wildfire	spirit	is	
  summoned,	roll	a	d8,	and	you	gain	a	bonus	to	
  one	roll	of	the	spell	equal	to	the	number	rolled.		
  	 In	addition,	when	you	cast	a	spell	with	a	range	
  other	than	self,	the	spell	can	originate	from	you	
  or	your	wildfire	spirit.	
  Flames	of	Life	
  10th-level	Circle	of	Wildfire	feature	
  You	gain	the	ability	to	turn	death	into	flames	of	
  vitality.	When	a	Small	or	larger	creature	that	you	
  can	see	dies	within	30	feet	of	you	or	your	
  wildfire	spirit,	you	can	use	your	reaction	to	
  cause	primal	flames	to	spring	from	the	body.	
  When	a	creature	you	can	see	touches	these	
  flames,	the	creature	regains	hit	points	or	takes	
  fire	damage	(your	choice)	equal	to	2d10	+	your	
  Wisdom	modifier.	The	flames	vanish	after	a	
  creature	has	touched	them	or	after	1	minute.	
  	 You	can	use	this	feature	a	number	of	times	
  equal	to	your	Wisdom	modifier	(minimum	of	
  once).	You	regain	all	expended	uses	when	you	
  finish	a	long	rest.	
  Blazing	Endurance	
  14th-level	Circle	of	Wildfire	feature	
  The	bond	with	your	wildfire	spirit	is	
  exceptionally	strong,	even	fatal	blows	only	fuel	
  your	defiance.	If	you	drop	to	0	hit	points	and	
  don’t	die	outright,	you	drop	to	1	hit	point	instead	
  and	gain	temporary	hit	points	equal	to	five	times	
  your	druid	level,	and	each	creature	of	your	
  choice	within	30	feet	of	you	that	you	can	see	
  takes	fire	damage	equal	to	2d10	+	your	druid	
  level.	
  	 Once	you	use	this	feature,	you	can’t	use	it	again	
  until	you	finish	a	long	rest.	
  
  ©2019 Wizards of the Coast LLC 
  	
  4	
  Arcane	Tradition	
  At	2nd	level,	a	wizard	gains	the	Arcane	Tradition	
  feature.	Here	is	a	playtest	option	for	that	feature:	
  the	tradition	of	Onomancy.	
  Onomancy	
  Practitioners	of	magic	well	know	the	power	of	
  names,	but	wizards	who	follow	the	tradition	of	
  Onomancy	use	their	magic	to	manipulate	the	
  words	that	encompass	existence.	Onomancers	
  expand	their	study	into	language	itself,	searching	
  for	threads	of	magical	significance	that	weave	
  through	names.	Something	that	is	named	stands	
  out	in	the	multiverse,	distinct	from	the	tapestry	
  of	creation	all	around	it.		
  	 That	distinction	creates	power	that	
  onomancers	seek	to	tap.	By	speaking	a	target’s	
  true	name,	the	wizard’s	spells	slip	between	the	
  cracks	of	the	target’s	defenses,	conforming	to	its	
  essential	nature	through	the	power	of	its	name.	
  To	protect	themselves,	wizards	who	follow	this	
  tradition	often	hide	their	true	names,	typically	
  by	adopting	monikers	and	pseudonyms.		
  True Names 
  Onomancy, or naming magic, is a method of spellcasting 
  that uses a creature’s true name to enhance a spell’s 
  effects. A true name is the name by which a self-aware 
  creature identifies itself. This name might be the name a 
  person was given at birth, or one a person chose or 
  earned later in life. Whatever a name’s origin, the 
  simplest way for you to know your true name is to think 
  truthfully about yourself and then think, “My name is …” 
  Your true name is how you finish that sentence.  
   You can try to hide your true name by using a 
  pseudonym, but you must be wary not to inhabit that 
  false name too deeply. If a false name comes to be the 
  best expression of who you are, it becomes your true 
  name. Changing one’s true name is never a quick choice; 
  it’s something that happens over time as a name 
  becomes the creature’s truth. 
   As a quick guide, a creature has a true name if it 
  understands at least one language or it has an 
  alignment. 
  Bonus	Proficiencies	
  2nd-level	Onomancy	feature	
  You	learn	one	language	of	your	choice	and	gain	
  proficiency	with	calligrapher’s	tools.	
  Extract	Name	
  2nd-level	Onomancy	feature	
  You	can	magically	compel	a	creature	to	divulge	
  its	true	name.	As	a	bonus	action,	you	target	one	
  creature	you	can	see	within	60	feet	of	you.	The	
  target	must	make	a	Wisdom	saving	throw	
  against	your	spell	save	DC.	On	a	successful	save,	
  you	discern	that	this	magic	failed,	and	you	can’t	
  use	this	feature	on	the	target	again.	On	a	failed	
  save,	the	target	is	charmed	by	you	until	the	end	
  of	your	next	turn,	and	you	mentally	learn	the	
  charmed	target’s	name	or	the	fact	that	the	target	
  lacks	a	name.	
  	 You	can	use	this	feature	a	number	of	times	
  equal	to	your	Intelligence	modifier	(minimum	of	
  once),	and	you	regain	all	expended	uses	of	it	
  when	you	finish	a	long	rest.	
  Fateful	Naming		
  2nd-level	Onomancy	feature	
  You	can	bend	magic	to	assist	or	hinder	creatures	
  through	the	power	of	their	true	names,	and	even	
  use	those	names	as	an	anchor	to	affect	others	
  around	them.	The	bane	and	bless	spells	are	
  wizard	spells	for	you,	and	you	add	them	to	your	
  spellbook.	You	always	have	them	prepared,	yet	
  they	don’t	count	against	the	number	of	spells	
  you	can	prepare.	
  	 You	can	cast	either	spell	without	expending	a	
  spell	slot	if	you	speak	the	true	name	of	one	
  target	of	the	spell	as	part	of	casting	it.	You	can	
  cast	the	spells	in	this	way	a	number	of	times	
  equal	to	your	Intelligence	modifier	(a	minimum	
  of	once),	and	you	regain	all	expended	uses	when	
  you	finish	a	long	rest.	
  Resonant	Utterance		
  6th-level	Onomancy	feature	
  You	learn	words	of	power	called	Resonants,	
  which	allow	you	to	tailor	your	spells	through	the	
  use	of	a	target’s	true	name.		
  	 Resonants	Known.	When	you	gain	this	
  feature,	you	learn	two	Resonants	of	your	choice,	
  which	are	detailed	in	the	“Resonant	Options”	
  section.	Each	time	you	gain	a	level	in	this	class,	
  you	can	replace	one	resonant	you	know	with	a	
  different	one.	
  	 Using	a	Resonant.	You	can	use	one	Resonant	
  when	you	cast	a	wizard	spell	with	a	spell	slot	and	
  speak	the	true	name	of	one	creature	targeted	by	
  the	spell.	Speaking	the	name	is	part	of	casting	
  the	spell.	
  
  ©2019 Wizards of the Coast LLC 
  	
  5	
  	 You	can	use	Resonants	a	number	of	times	
  equal	to	half	of	your	wizard	level	(round	down),	
  and	you	regain	all	expended	uses	when	you	
  finish	a	long	rest.	
  	 Resonant	Options.	Here	are	your	options	
  when	choosing	a	Resonant:	
  Absorption.	When	you	cast	a	spell	that	deals	
  damage	to	the	named	target,	you	gain	3d6	
  temporary	hit	points.	The	number	of	
  temporary	hit	points	you	gain	increases	by	
  1d6	when	you	reach	10th	level	(4d6)	and	14th	
  level	(5d6)	in	this	class.	
  Devastation.	If	the	spell	requires	the	named	
  creature	to	make	a	saving	throw,	that	creature	
  has	disadvantage	on	the	first	save	it	makes	
  against	the	spell.		
  Dissolution.	The	first	time	the	named	creature	
  takes	damage	from	the	spell,	that	creature	
  takes	an	extra	2d8	force	damage.	The	extra	
  force	damage	increases	by	1d8	when	you	
  reach	10th	level	(3d8)	and	14th	level	(4d8)	in	
  this	class.	
  Nullification.	If	the	named	target	is	affected	by	
  any	other	spells,	you	know	what	those	spells	
  are,	and	you	can	attempt	to	end	one	of	your	
  choice	by	succeeding	on	an	Intelligence	check	
  with	a	DC	equal	to	10	+	the	level	of	the	chosen	
  spell.	
  Puppetry.	The	first	time	the	named	creature	
  takes	damage	from	the	spell,	you	can	knock	the	
  creature	prone	or	move	it	up	to	10	feet,	either	
  directly	toward	you	or	away	from	you.	
  Sympathy.	If	the	named	creature	is	within	range	
  of	the	spell,	you	can	target	the	creature	with	
  the	spell	even	if	you	can’t	see	the	creature	or	it	
  has	total	cover	against	the	spell.	
  Inexorable	Pronouncement		
  10th-level	Onomancy	feature	
  You	learn	two	new	Resonants	of	your	choice	
  from	your	Resonant	Utterance	feature.	
  Relentless	Naming	
  14th-level	Onomancy	feature	
  You	have	learned	how	to	bypass	a	named	
  creature’s	defenses	against	certain	types	of	
  damage.	When	you	cast	a	spell	that	deals	damage	
  to	a	creature	whose	true	name	you	speak	as	part	
  of	casting	the	spell,	you	can	cause	the	spell	to	
  deal	force	or	psychic	damage	to	the	creature,	
  instead	of	the	spell’s	normal	damage	type.	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Unearthed Arcana/UA63 - Cleric, Druid, and Wizard.pdf