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  HEROES OF THE REALMS 
  BY JEREMY FORBING 
  IN PAST ERAS OF THE FORGOTTEN REALMS, 
  the names of great heroes and anti-heroes such as 
  Farideh, Drizzt do’Urden, Elminster, Laeral 
  Silverhand and the other Seven Sisters, Minsc, 
  Arilyn Moonblade, Jarlaxle, Vajra Safahr, Erevis 
  Cale, Alias, Durnan, and more all became legend. 
  Now, as a tumultuous century nears its end, a 
  new generation of legends arises… 
  Will you be one of them? 
  This volume provides subclasses, feats, spells, 
  and other character options for the new heroes 
  accepting the torch passed on by those who came 
  before. As always, work with your DM to decide 
  which new rules are right for your character and 
  the campaign. 
  “ADVENTURES? CALL THEM THAT IF YOU MUST. I 
  PREFER 'FORAYS INTO LAWLESSNESS’ OR 
  ‘BLOODTHIRSTY AND DESTRUCTIVE RAIDS,’ BECAUSE 
  I'M ON THIS THRONE. WERE I IN THE SADDLE I 
  RODE AS A YOUTH, I'D SEE THEM AS YOU DO. TRY 
  NOT TO FALL OFF AND BREAK YOUR NECK, NOW.” 
  ―AZOUN IV, CAVALIER 
  AND KING OF CORMYR 
   
  ART CREDITS: 
   Cover Art by Forrest Imel (foreground hero) and 
  Camille Kuo (ruined floating city background)  
   Interior Art by Lluis Abadias, Armando Ayala, 
  Daniel Comerci, Forrest Imel, Vagelio Kaliva, 
  Fil Kearney, JE Shields, and Dean Spencer. 
  Other art via public domain or Wizards of the 
  Coast. 
   
   
   
  
   
   
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  HEROES OF THE REALMS 
  TABLE OF CONTENTS
  Chapter 1: Subclasses & Variant Features ............................... 3 
  Rules Reminder: Spell Save DCs .................................... 3 
  Rule Reminder: Cantrips Are Spells .............................. 3 
  The Barbarian .......................................................................... 3 
  Path of the Reaper ...............................................................4 
  The Bard ................................................................................. 6 
  College of Destiny ................................................................ 7 
  The Cleric ................................................................................8 
  Love Domain ....................................................................... 9 
  Rules Reminder: Charmed is Not Mind Controlled .. 10 
  The Druid ............................................................................... 11 
  Circle of Standing Stones .................................................. 12 
  The Fighter ............................................................................ 14 
  Sword Coast Duelist ...........................................................15 
  The Monk .............................................................................. 17 
  Way of Burning Stone ....................................................... 17 
  The Paladin ........................................................................... 19 
  Oath of the Aegis ............................................................... 20 
  The Ranger ............................................................................ 22 
  Mooncaller.......................................................................... 24 
  The Rogue ............................................................................. 26 
  Alleyblade ........................................................................... 27 
  The Sorcerer .......................................................................... 28 
  Spellfire Wielder ................................................................ 30 
  The Warlock ......................................................................... 32 
  New Pact Boon Options .................................................... 32 
  Pact of the Gloom ......................................................... 32 
  Pact of Iron .................................................................... 33 
  Pact of the Ring ............................................................. 33 
  Pact of the Vestige Relic............................................... 33 
  Lore: The Warlock Knights of Vaasa .......................... 34 
  New Eldritch Invocations ................................................. 35 
  The Dark............................................................................. 40 
  The Wizard ........................................................................... 42 
  Simbarch Teachings .......................................................... 43 
  The Artificer .......................................................................... 45 
  Vigilante ............................................................................. 46 
  Chapter 2: Feats ...................................................................... 48 
  Chapter 2: New Race & Subraces .......................................... 56 
  Elf, Lythari .......................................................................... 56 
  Lythari Wolf Form ........................................................ 57 
  New Race: Shade .................................................................. 58 
  Shade Traits ....................................................................... 60 
  Independent Shade ....................................................... 61 
  Netherese Shade ............................................................ 61 
  Appendix: New Spells .......................................................... 62 
  Spell Descriptions .............................................................. 62 
   
  
   
   
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  CHAPTER 1: 
  SUBCLASSES & 
  VARIANT 
  FEATURES 
  Spells from many different sources are 
  mentioned in this chapter and those that follow. 
  Those appearing in the Player’s Handbook are 
  not marked, but other spells are notated with 
  asterisks, as follows:  
  *=This is a new spell from the The Blackstaff’s 
  Book of 1000 Spells or other DMsGuild sources, 
  reprinted in this book’s Appendix. 
   XGtE=A spell from Xanathar’s Guide to Everything. 
   SCAG=A spell from Sword Coast Adventurer’s 
  Guide. 
  RULES REMINDER: SPELL SAVE DCS 
  If a class or subclass feature allows you to cast a 
  spell and its spell save DC isn't specified, the DC = 
  8 + your spellcasting ability modifier (which might 
  be 0) + your proficiency bonus. 
  RULE REMINDER: CANTRIPS ARE 
  SPELLS  
  Cantrips are 0-level spells, which don’t use spell 
  slots. When a feature applies to spells, that feature 
  applies to cantrips, unless the feature specifies that 
  the spells must be of 1st level or higher or must 
  expend a spell slot. 
  THE BARBARIAN 
  “TAKE YOUR LOVE AND YOUR PLEASURE AS YOU 
  FIND IT. DO NOT WORRY SO MUCH OF THE FUTURE 
  THAT YOU LET TODAY PASS YOU BY. YOU ARE HAPPY. 
  NEED YOU KNOW MORE THAN THAT?” 
  ―WULFGAR, SON OF BEORNEGAR 
  TRIBE OF THE ELK 
  BARBARIAN VARIANT 
  FEATURES 
  The following variant features can be added to 
  those granted by the barbarian class. Most don’t 
  require any other changes, but some replace an 
  existing feature, as noted at the end of the 
  feature description. If a feature does not specify 
  a certain level, you gain it at 1st level. 
  Primal Presence 
  Civilized folk sense your innate ferocity, finding 
  themselves either drawn to it or upset by it.  
  Whenever you make a Charisma check to 
  interact socially with one or more humanoids 
  raised in civilized cultures, if the number you 
  rolled on the d20 is 11 or higher, or if it is a 
  Charisma (Intimidation) check, you add a bonus 
  to your result check equal to your Rage Damage 
  bonus. Otherwise, you suffer a penalty on the 
  check equal to your Rage Damage bonus. 
  Wary Mind 
  At 2nd level, you are constantly on guard against 
  magical attempts to influence your mind. 
  Whenever a creature you can see forces you to 
  make an Intelligence, Wisdom, or Charisma 
  saving throw, you can make a Wisdom (Insight) 
  check. You can choose to substitute the 
  result of your Wisdom (Insight) check for 
  the result of your saving throw. To gain 
  this benefit, you can’t be blinded, 
  deafened, or incapacitated. 
  (This feature replaces a barbarian's Danger 
  Sense feature.)  
  
   
   
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  New Primal 
  Path: 
  PATH OF THE 
  REAPER 
  Death marks you as 
  its champion. 
  Whether you follow 
  your destiny willingly 
  or strive against it, 
  you are charged with 
  speeding certain 
  fated souls along to 
  the next world. 
  Often, a death dealer 
  like yourself has a 
  tribal or ancestral tie 
  to lands where an afterlife realm—such as the 
  Shadowfell, or the Fugue Plane that welcomes 
  Faerûn’s dead—bleeds into the mortal world. It 
  is also possible you nearly died and cut a deal 
  with death to survive.  
  IN THE REALMS 
  Among the Uthgardt barbarian tribes, legends speak 
  of these reapers being marked by the Raven Queen. 
  Others serve deities of death, fate, or the grave 
  such as Kelemvor or Myrkul. In the region of the 
  old empires, reaper barbarians are often devoted to 
  Osiris. In Thay and surrounding lands, reapers 
  devoted to Jergal have emerged as secret avengers 
  among the oppressed Rashemi. 
   Non-human barbarians of this path usually have a 
  tie to deities of earth and death, such as the halfling 
  death god Urogalan, Segojan Earthcaller of the 
  gnomes, or the elven Naralis Analor. Among orcs, 
  barbarians of this path are considered champions of 
  either Shargaas or Yurtrus, but never both, and 
  these reapers compete to harvest the most souls 
  for the deity with whom they identify.  
  Stormcrow Spirit 
  Starting at 3rd level, a grim spirit in the form of a 
  black-feathered bird attends you, escorting the 
  souls of those you slay to the realm of the dead 
  and at times assisting you. This incorporeal 
  spirit usually remains on your shoulder, invisible 
  to all creatures but you, but as a bonus action 
  you can command it to move to any point you 
  see within 60 feet of you. This command is not 
  spoken; the spirit senses your instinctive intent 
  for it. At the start of your turn, if the stormcrow 
  spirit is more than 60 feet away from you, it 
  vanishes from its current location and reappears 
  on your shoulder. It counts as neither a creature 
  nor an object, though when it is visible it has the 
  spectral appearance of a raven, crow, or similar 
  bird. 
  While your stormcrow spirit is present and 
  within 60 feet of you, you have advantage on 
  saving throws against becoming frightened, but 
  when you reduce a creature to 0 hit points, you 
  cannot choose to knock it unconscious instead 
  of killing it. Whenever you reduce at least one 
  living creature (not a construct or undead) to 0 
  hit points during your turn, at the end of that 
  turn, if your stormcrow spririt is present and 
  within 60 feet of you, it grants you temporary hit 
  points equal to your Rage Damage bonus. 
  Once the stormcrow spirit grants these 
  temporary hit points, it vanishes to lead the slain 
  
   
   
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  creature’s soul to the afterlife, returning to you 
  at the start of your next turn. Whenever your 
  stormcrow spirit moves away from you or 
  reappears after vanishing, its spectral form 
  becomes visible to all creatures present until the 
  end of your next turn. 
  Magic of Death 
  At 3rd level, you can cast use your stormcrow 
  spirit to cast certain spells, even while you are 
  raging. You can use the spirit to cast one of the 
  following spells with the normal casting time but 
  without using a spell slot or any components: 
  detect evil and good, dread revelation*, false life, 
  gentle repose, or warding wind XGtE. Your 
  spellcasting ability for these spells is your 
  Constitution or Wisdom (whichever is higher). 
  You can even maintain concentration on a spell 
  cast with this feature while you are raging. 
  When you cast a spell with a range of touch, 
  your stormcrow spirit can deliver the spell as if it 
  had cast the spell, but when it is not present, you 
  cannot cast spells with this feature at all. 
  When you cast a spell in this way, your 
  current hit points and hit point maximum are 
  both reduced by an amount equal to the level of 
  the spell. This reduction can’t be lessened in any 
  way, and the reduction to your hit point 
  maximum lasts until you finish a long rest. 
  You can use this feature a number of times 
  equal to your Constitution or Wisdom modifier 
  (your choice). You regain all expended uses 
  when you finish a long rest.  
  Bound Soul 
  Beginning at 6th level, when your stormcrow 
  spirit would guide a creature you killed to the 
  afterlife, you can force both the stormcrow spirit 
  and the dead creature’s spirit to linger for a time 
  so you can ask the dead creature questions. 
  When you gain temporary hit points from your 
  stormcrow spirit at the end of a turn, you can 
  use your reaction to prevent the stormcrow 
  spirit from vanishing and force the animating 
  spirit of a living creature (not a construct or 
  undead) that you killed that turn to manifest 
  above its corpse as an incorporeal spirit.  
  While it is manifested in this way, you can 
  speak to the dead creature in its spirit form and 
  it understands your words, provided it could 
  understand at least one language in life. It can 
  also speak to you, assuming it could speak at 
  least one language in life, and you can 
  understand what it says. 
  Whenever you ask the dead creature a 
  question, it must answer. The creature’s spirit 
  knows only what it knew in life. Answers are 
  usually brief, cryptic, or repetitive, but the dead 
  creature can’t speak a deliberate lie while 
  communicating with you via this feature. It is 
  aware of this, and if it would normally respond 
  with a lie, it will instead be evasive in its 
  answers, which it can do as long as it remains 
  within the boundaries of the truth. It is unlikely 
  to be cooperative, since you killed it and it 
  almost certainly hates you. 
  This effect ends once you have asked the 
  creature five questions, or once 10 minutes have 
  passed. When you use your reaction on this 
  feature, your stormcrow spirit does not vanish at 
  the end of that turn the way it normally would; 
  instead, it vanishes when the effects of this 
  feature end, taking the dead creature’s spirit 
  with it, then reappearing alone at the start of 
  your next turn. 
  Punishing Rebuke 
  At 10th level, those who would stop you from 
  sending your foes to the afterlife pay a terrible 
  price for interfering with destiny. While you are 
  raging, when a creature forces you to make a 
  saving throw, you can use your reaction to deal 
  2d8 necrotic damage to that creature. 
  Death’s Chosen 
  At 14th level, when you take damage from an 
  attack, you can use your reaction to give yourself 
  resistance to all of that attack’s damage. 
  
   
   
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  THE BARD 
   “CYRROLLALEE KNOWS, I LOVED MY MOTHER, 
  BUT SHE NEVER UNDERSTOOD WHY I CHOSE 
  MUSIC OVER MERCHANDISING, SO I HIT THE 
  ROAD. THE PEOPLE WHO LOVE US THE MOST 
  HAVE MORE TROUBLE ACCEPTING THAT WE'RE 
  DIFFERENT FROM THEM THAN STRANGERS DO.” 
  ― OLIVE RUSKETTLE, HALFLING BARD 
  AND THIEF, AND LATER HARPER 
  BARD VARIANT FEATURES 
  The following variant features can be added 
  to those granted by the bard class. Most 
  don’t require any other changes, but some 
  replace an existing feature, as noted at the 
  end of the feature description. If a feature 
  does not specify a certain level, you gain it at 
  1st level. 
  Silver-Tongued 
  When you make a Charisma check, you can 
  expend one use of your Bardic Inspiration to 
  gain a bonus on that roll equal to the 
  number you roll on the Bardic Inspiration 
  die. 
  Inspired Magic 
  Whenever you hear a new piece of music or 
  a powerful oration, or read a new tome of 
  ancient lore, it can change your relationship 
  to magic and alter the way in which you use 
  it. When you encounter any kind of new art, 
  the next time you finish a long rest you can 
  choose one spell you learned from the 
  Spellcasting feature of your bard class and 
  replace it with another spell from the bard spell 
  list. The new spell must be of the same level as 
  the spell you replace. 
  Prescient Spells 
  Starting at 2nd level, whenever your Spellcasting 
  feature lets you learn a bard spell of 1st level or 
  higher, you can select that spell from another 
  class’s spell list, instead of the bard spell list, as 
  long as the spell you choose to learn is a 
  divination spell. In addition, you can add half 
  your proficiency bonus, rounded down, to any 
  Intelligence, Wisdom, or Charisma check you 
  make that doesn’t already include your 
  proficiency bonus. 
  (This feature replaces a bard’s Jack of All Trades 
  feature.) 
  
   
   
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  New Bardic College: 
  COLLEGE OF DESTINY 
  You are gifted with prescient insights, allowing 
  you to navigate the twisting roads of luck and 
  fate. Traditionally, this college’s members wield 
  bows and other ranged weapons, using their 
  preternatural insights to aim with uncanny 
  accuracy. Your foresight emulates that of 
  legendary heroes who could sense truths that 
  have not yet come to pass. By manipulating 
  fortune and glimpsing the future, you help your 
  allies avoid harm and fulfill their true destinies. 
  IN THE REALMS 
  Most of these bards receive training at Candlekeep, 
  where they can best study the writings of the seer 
  Alaundo. One popular prophecy asserts that many 
  great bards of this college will come to prominence 
  in the 15th and 16th centuries, arising in certain 
  places: Airspur, Alaghôn, Eveningstar, Icewind Dale, 
  Neverwinter, Shadowdale, Vaelen, and Ylraphon. 
  Bonus Proficiencies  
  Starting at 3rd level when you join the College of 
  Destiny, you gain proficiency in any one skill or 
  tool of your choice. You also gain proficiency 
  with all ranged martial weapons. 
  Inspiring Prediction 
  Beginning at 3rd level, you inspire others by 
  describing your visions of the future. When you 
  give a creature a Bardic Inspiration die, that 
  creature rolls the die immediately instead of 
  waiting until it is used. Record the result of the 
  die roll. When the creature rolls the Bardic 
  Inspiration die on an ability check, attack roll, or 
  saving throw, it can choose to use the result of 
  that die roll or use the recorded result instead. 
  In addition, when you hit with a ranged 
  weapon attack, you can expend one use of your 
  Bardic Inspiration to roll a bardic inspiration die 
  and add the number rolled to the weapon 
  damage roll. 
  Magic of Destiny 
  At 3rd level, you learn your choice of one of the 
  following cantrips: blade ward, guidance, intent 
  laid bare*, jinx shot*, sword burst SCAG, toll the 
  dead XGtE, true strike, voice of battle*, or vicious 
  mockery. You also learn your choice of one of the 
  following 1st-level spells: cause fear XGtE, 
  comprehend languages, detect magic, detect evil 
  and good, detect poison and disease, identify, 
  misdirected mark*, prophesied strike*, speak with 
  animals, or staggering note*. The chosen spells 
  count as bard spells for you but don’t count 
  against the number of bard spells you know. 
  Virtue of Prescience 
  At 6th level, the wisdom of your forethought 
  grants greater protection to your allies. When an 
  attack roll is made against a creature that has a 
  Bardic Inspiration die from you, it can use its 
  reaction to roll the Bardic Inspiration die and 
  add the number rolled to its AC against that 
  attack, after seeing the attack roll but before 
  knowing whether it hits or misses.  
  Further, when a creature adds a Bardic 
  Inspiration die from you to its AC or to a saving 
  throw, if the number rolled is lower than your 
  Wisdom modifier, treat the roll as a number 
  equal to your Wisdom modifier instead. 
  Unfolding Fate 
  At 14th level, when things unfold as you have 
  foreseen, you can use your prophetic knowledge 
  to make a devastating strike. When a creature 
  rolls your Bardic Inspiration die or uses its 
  recorded die roll from your Inspiring Prediction 
  feature, you can use your reaction to make one 
  ranged weapon attack. The attack inflicts extra 
  damage equal to the creature’s Bardic Inspira-
  tion die roll. If this attack targets a creature 
  within 5 feet of the creature that rolled your 
  Bardic Inspiration die, you have advantage on 
  the attack roll. 
   
  
   
   
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  THE CLERIC 
  "TO THE SEA OUR SHATTERED BODIES GO, THAT 
  OUR SOULS MAY TAKE FLIGHT. MAY YOU FIND THE 
  PEACE YOU WERE DENIED IN THIS WORLD." 
  ―ADON, CLERIC OF SUNE,  
  LATER PATRIARCH OF MYSTRA 
  CLERIC VARIANT FEATURES  
  The following variant features can be added to 
  those granted by the cleric class. Most don’t 
  require any other changes, but some replace an 
  existing feature, as noted 
  at the end of the feature 
  description. If a feature 
  does not specify a certain 
  level, you gain it at 1st 
  level. 
  Swift Mercy 
  When you reduce a 
  creature to 0 hit points 
  with a spell during your 
  turn, you can use a bonus 
  action to make your 
  choice of either an 
  Intelligence (Religion) or 
  Wisdom (Medicine) 
  check. The DC equals 10 
  or half the damage you 
  dealt, whichever number 
  is higher. On a success, 
  you knock the creature 
  out instead of killing it. A 
  creature knocked out in 
  this way is unconscious 
  and stable at 0 hit points. 
  Devout Strike 
  Starting at 8th level, once 
  during each of your 
  turns, when you deal 
  damage to one or more 
  targets, you can choose 
  to deal an extra 2d4 damage to one of those 
  targets. This extra damage is magical damage, 
  but it is of the same type as the damage already 
  being dealt to the target. At 17th level, this extra 
  damage increases to 3d4. 
  (This feature replaces the Divine Strike or Potent 
  Spellcasting feature of a cleric's divine domain.)  
  
   
   
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  New Divine Domain: 
  LOVE DOMAIN 
  Love is preached as the most fundamental 
  component of many faiths, though in practice 
  many believers find such commandments hard 
  to live up to, especially if the religion teaches 
  love towards one’s enemies. This domain can 
  represent many aspects of love—such as 
  empathetic kindness, family, friendship, ardent 
  infatuation, or romantic affection—but at its 
  best it nurtures and deepens bonds of 
  compassion between people. 
  IN THE REALMS 
  Most think of Sune and the elven Hanali Celanil as 
  Faerûn’s goddesses of love, but many other Realms 
  deities grant this domain, including Hathor and Isis 
  of Mulhorand, the Maztican deity Kiltzi, the drow 
  goddess Eilistraee, Berronar and Sharindlar of the 
  dwarves, and a trio of halfling deities (Yondalla, 
  Cyrrollalee, and Sheela Peryroyl). 
  Domain Spells 
  You gain the following spells at the cleric level 
  listed: 
  LOVE DOMAIN SPELLS 
  Level 
  Spells 
  1st 
  ceremony XGtE, healing word 
  3rd 
  enthrall, warding bond 
  5th 
  beacon of hope, remove curse 
  7th 
  aura of purity, death ward 
  9th 
  circle of power, raise dead 
  Bonus Cantrip 
  When you choose this domain at 1st level, you 
  learn the guidance and spare the dying cantrips. 
  These cantrips do not count against the number 
  of cantrips you know. 
  Bonus Proficiencies 
  At 1st level, you gain proficiency with heavy 
  armor and the Insight skill. 
  Presence of Hope 
  At 1st level, the love you engender in your 
  comrades inspires them with hope when they 
  see you wield divine might. Whenever you use 
  your Channel Divinity feature, you can choose 
  up to 7 friendly creatures who can see you. Each 
  gains temporary hit points equal to your 
  Wisdom modifier + half your cleric level 
  (minimum 1).  
  In addition, while a creature still has 
  temporary hit points you granted it with this or 
  another cleric class feature, it has advantage on 
  saving throws against becoming frightened. 
  Channel Divinity: Vulnerable 
  Kinship 
  Starting at 2nd level, you can use your Channel 
  Divinity to summon up compassion for an 
  enemy, risking harm in the hopes of magically 
  inspiring that enemy to respond in kind. As an 
  action, you present your holy symbol and choose 
  one hostile creature you can see within 30 feet of 
  you. You are charmed by the target, and the 
  
   
   
  10 
   
  target must make a Charisma saving throw. On a 
  failure, for 1 minute, the target is charmed by 
  you and wants you to be safe from harm, its 
  attitude towards you is friendly, and you remain 
  charmed by the target until it is no longer 
  charmed by you. On a success, the target is 
  unaffected, and you stop being charmed by the 
  target at the end of your next turn.  
  While your target is charmed by this feature, 
  whenever a creature within its reach deals 
  damage to you, attacks you, or forces you to 
  make a saving throw, that creature provokes an 
  opportunity attack from the charmed target. 
  Whenever possible, the charmed target uses its 
  reaction to make that opportunity attack.  
  At the end of any turn in which the charmed 
  target made an opportunity attack provoked by 
  this feature, it gains temporary hit points equal 
  to your Wisdom modifier (minimum 1) and 
  repeats the Charisma saving throw. On a 
  success, it is no longer charmed. 
  When a creature stops being charmed by this 
  feature, its attitude towards you may return to 
  being hostile, or its attitude may change, 
  depending on the nature of your interactions 
  while it was not hostile. 
  Loving Sacrifice 
  Starting at 6th level, when a creature you can see 
  that has temporary hit points from you takes 
  damage, you and up to 6 other creatures within 
  60 feet of it that have temporary hit points (none 
  of which can be the creature taking the damage) 
  can use a reaction to roll a d8. The damage is 
  reduced by the total result of all the d8s rolled 
  (this may reduce the damage to 0). Each 
  creature that uses its reaction in this way takes 
  psychic damage equal to half the number it 
  rolled on the d8. This psychic damage cannot be 
  reduced in any way. 
  Once this feature reduces damage that would 
  be dealt to creature, that creature cannot benefit 
  from the damage reduction of this feature until 
  the next time you finish a short or long rest. 
  Potent Spell Casting 
  At 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip. 
  Compassionate Gaze 
  At 17th level, when foes meet your eyes, they see 
  you look back with sincere empathy and regard, 
  undermining attempts to harm you with guilt 
  and uncertainty. When a creature attacks you or 
  forces you to make a saving throw, you can use 
  your reaction to force the creature to roll 2d4. 
  You add the total result to your AC against that 
  attack or to your saving throw. Until the end of 
  the turn, you gain a bonus equal to that number 
  to both your AC against that creature’s attacks 
  and to all saving throws it forces you to make. 
  This feature has no affect on abominations, 
  constructs, fiends, or oozes.  
   
  RULES REMINDER: BEING CHARMED IS 
  NOT MIND CONTROL 
  Charming a creature does not, on its own, grant 
  any control over the target or its thoughts. It 
  merely makes a creature unreceptive to the idea of 
  hurting you and more receptive to social interaction 
  with you. The actual text reads: 
   A charmed creature can’t attack the charmer or 
  target the charmer with harmful abilities or 
  magical effects. 
   The charmer has advantage on any ability check 
  to interact socially with the creature. 
  The charmed condition often comes with additional 
  effects when it is imposed by a spell or special 
  ability (such as a vampire’s gaze), but the rules 
  always call those added riders out specifically. For 
  example, the charm person spell adds that the 
  charmed creature “regards you as a friendly 
  acquaintance,” but even this is not mind control. A 
  knight protecting a king won’t let her “friendly 
  acquaintance” into her monarch’s private quarters; 
  the spell won’t make a blacksmith give away a fine 
  suit of plate mail. Being charmed never creates 
  consent or acquiescence to anything. 
   Any spells or effects that do control a target’s 
  behavior in some way, like dominate monster or 
  crown of madness, always do so only as specifically 
  described. 
  
   
   
  11 
   
  THE DRUID 
  "I WANTED IT BOTH WAYS—THE STRENGTH OF 
  SPIRIT WITHIN, WHILE I SURROUNDED MYSELF WITH 
  THE TRAPPINGS OF ROYALTY. BUT IT WAS WRONG. I 
  CANNOT LIVE IN THE CASTLE, NOR IN THE SHELTER 
  OF THE TOWN. I AM A DRUID AGAIN, AND SUCH 
  SHALL BE MY DESTINY UNTIL I DIE."  
  ―ROBYN KENDRICK 
  HIGH QUEEN OF THE MOONSHAES 
  DRUID VARIANT FEATURES 
  The following variant features can be added to 
  those granted by the druid class. If a feature 
  does not specify a certain level, you gain it at 
  1st level. 
  Preserve Life 
  When you reduce a creature to 0 hit points 
  with a spell during your turn, you can use a 
  bonus action to make your choice of either an 
  Intelligence (Nature) or Wisdom (Medicine) 
  check. The DC equals 10 or half the damage 
  you dealt, whichever number is higher. On a 
  success, you knock the creature out instead of 
  killing it. A creature knocked out in this way 
  is unconscious and stable at 0 hit points 
  Soothsayer 
  When you prepare your druid spells, you can 
  choose some of your spells from the spell lists 
  of other classes, rather than from the druid 
  spell list. Each non-druid spell you prepare in 
  this way must be a divination spell, and while 
  you have it prepared it is a druid spell for you. 
  The maximum number of non-druid 
  divination spells you can prepare with this 
  feature is equal to half your Wisdom modifier 
  (minimum 1). When you prepare non-druid 
  spells in this way, none of the other spells you 
  prepare can be evocation spells, even if they 
  are on the druid spell list. 
  Call Primal Spirit 
  At 2nd level, you can conjure a primal spirit to 
  protect you or otherwise assist you. As an action, 
  you can expend one use of your Wild Shape 
  feature to cast either find familiar or protection 
  from evil and good as a druid spell. When you 
  cast find familiar in this way, the familiar is an 
  elemental instead of a beast, and it vanishes the 
  next time you finish a short or long rest. 
   
   
  
   
   
  12 
   
  New Druid Circle: 
  CIRCLE OF STANDING STONES 
  Druids who are members of the Circle of 
  Standing Stones have a special connection with 
  the very bones of the world, communing with 
  the elemental spirits of mountains, hills, caves, 
  and tunnels. Becoming a member of this circle 
  makes you an implacable defender of the land, 
  equally at home above and below the ground, 
  and able to shrug off harm that would kill other 
  mortals instantly. These druids have a 
  reputation for resisting change, seeking to 
  preserve things as they are, but this is not always 
  the case. 
  In ancient times, members of this circle 
  erected or became caretakers of stone circles, 
  pyramids, petroglyphs, underground temples, 
  and other ancient monuments of stone. Such 
  places remain centers of sacred rites and 
  repositories of primal knowledge, and these 
  druids work to preserve these sites.  
  IN THE REALMS 
  Groups of these druids are based around megalithic 
  structures scattered across the Realms, including 
  the rebuilt Standing Stone just south of Myth 
  Drannor, Allyn’s Anvil and Calimban Knoll in 
  Calimshan, the Prayer Stone in Amn, Daustable's 
  Morrum in the Shaar, the Stone Stand in the High 
  Forest, the Fang of Skulls in the Silver Marches, and 
  the Twenty Stones of Thruun in Icewind Dale. 
  Other subgroups of this Circle—those more 
  oriented towards evil—congregate around the 
  Wyvernstones of Hullack (in northeastern Cormyr) 
  and the Bone Dance (in the Border Forest between 
  Anauroch and the Moonsea, near Daggerdale). 
  Circle Spells 
  Your mystical connection to spirits of elemental 
  earth infuses you with the ability to cast certain 
  spells. At 3rd, 5th, 7th, and 9th level you gain 
  access to circle spells. 
  Once you gain access to a circle spell, 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 STONE SPELLS 
  Druid Level 
  Spells 
  3rd 
  dust devil XGtE, spike growth 
  5th 
  aegis of assault*, meld into stone 
  7th 
  elemental bane XGtE, stone shaoe 
  9th 
  conjure elemental, wall of stone 
  Stone Body 
  Starting at 2nd level, you can summon elemental 
  spirits to fill your body with stony strength and 
  protect you from harm. Your pool of protection 
  is a number of d10’s equal to your druid level.  As 
  a reaction when you would take damage, spend 
  any number of those dice. Roll the spent dice 
  and add them together, then add your Wisdom 
  modifier. You reduce the damage by an amount 
  equal to that total. 
  Whenever you reduce damage in this way, you 
  gain advantage on saving throws against effects 
  that would push you or cause you to fall prone 
  until the end of your next turn. 
  You regain all expended dice when you finish 
  a long rest. You can also expend a druid spell 
  slot to regain a number of expended dice equal 
  to that spell slot’s level. 
  Elemental Shapes 
  Starting at 6th level, you can use your Wild 
  Shape to transform into a gargoyle. When you 
  use your Wild Shape in this way, you can choose 
  to do so as a bonus action, rather than as an 
  action. Except as described here, you must abide 
  by the other limitations of Wild Shape. 
  Land’s Ally 
  At 6th level, the stone beneath you will move 
  when you ask and even transport you short 
  distances, granting you new uses for your Stone 
  Body feature; 
   You can extend the earth’s protection to 
  others. When a creature within 30 feet of you 
  
   
   
  13 
   
  that you can 
  see takes 
  damage, 
  you can use 
  your 
  reaction to 
  protect that 
  creature 
  with your 
  Stone Body 
  feature, 
  reducing 
  damage 
  against it by 
  spending 
  d10s from your pool the same way you can 
  reduce damage inflicted on yourself. 
   When you use your Stone Body feature as 
  described above to protect another creature 
  from damage, if that damage was inflicted by 
  a successful melee attack and you and the 
  attacker are both on or touching the same 
  surface, you can also cast your circle spell 
  aegis of assault* as part of the same reaction. 
   When you use your Stone Body feature to 
  reduce damage inflicted against you, you can 
  choose to roll d6s for the amount of damage 
  reduced instead of d10s. If you do so, you can 
  choose one or two creatures within 30 feet of 
  you that are on or touching the same surface 
  as you and force them to make Dexterity 
  saving throws against your druid spell save 
  DC. Creatures that fail take magical 
  bludgeoning damage equal to the amount by 
  which your Stone Body reduced the damage. 
  If a creature fails the saving throw by 5 or 
  more, it also falls prone. 
  Spirit of Living Rock 
  Starting at 10th level, you can expend two uses of 
  your Wild Shape at the same time to transform 
  into an earth elemental. 
  In addition, you gain the ability to speak with 
  any nonmagical stone object or surface you can 
  see within 60 feet of you. The stone can tell you 
  what events have occurred within 10 feet of it in 
  the past 24 hours. Its perspective, perception, 
  and knowledge may limit what details the stone 
  can provide. 
  You can speak with stone in this way number 
  of times equal to your Wisdom modifier 
  (minimum of once), regaining all expended uses 
  of this feature when you finish a long rest. 
  Earth Walker 
  Starting at 14th level, you can use a bonus action 
  to meld into the earth and move through it as if 
  it were air. When you use this feature, you gain 
  the following benefits for 1 minute: 
   You gain a burrow speed equal to your 
  walking speed. 
   You can move through solid earth or stone, 
  leaving your hands free, without 
  destabilizing it or even leaving a mark, but 
  you can’t end your movement there. If you 
  do so, you are ejected to the nearest 
  unoccupied space large enough to fit into 
  comfortably, and you are stunned until the 
  end of your next turn.  
   When you are burrowing, you can extend the 
  aura of this effect to bring any objects you 
  are carrying, and you can even bring one 
  additional creature that you are carrying as 
  well. You must be able to lift and carry the 
  creature to bring it with you. 
  Once you use this feature, you can’t use it 
  again until the next time you finish a short or 
  long rest. 
  DM’S GUILD COMMUNITY CONTENT 
  The Circle of Standing Stones was originally created  
  by Jeremy Forbing for the Player’s Companion. 
  Jeremy’s co-producer on that project, M.T. Black, 
  then reworked the subclass as the Circle of Stone 
  for Mirt's Undermountain Survival Guide and again in 
  the Calimshan Adventurer’s Guide. Elements of all 
  these previous versions combine to create the new 
  one described here. 
  
   
   
  14 
   
  THE FIGHTER 
  “WHAT WAS DONE IS DONE, AND I AM CONTENT TO 
  LEAVE IT SO... I HAVE NAMED PRINCE LAMRUIL AS 
  MY BLADE HEIR. WILL YOU TELL HIM OF HIS 
  INHERITANCE AND SEE THAT HE IS PROPERLY 
  PREPARED TO RECEIVE IT? I TOOK UP THE SWORD 
  UNPREPARED. I WOULD NOT SEE ANOTHER DO 
  LIKEWISE." 
  ―ARILYN MOONBLADE, HALF-ELF FIGHTER 
  AND MOONBLADE BEARER 
  FIGHTER VARIANT FEATURES 
  The Extreme Effort variant feature can be added 
  to the existing features granted by the fighter 
  class. You gain it at 1st level. 
  Extreme Effort 
  When you make an ability check and dislike the 
  result, you can spend a Hit Die to try to improve 
  your check result. You do not regain any hit 
  points from spending a Hit Die in this way, but 
  you roll the Hit Die and add the number rolled 
  to the result of your ability check. 
  NEW FIGHTING STYLE 
  OPTIONS 
  You can select the following additional options 
  for your Fighting Style feature. 
  Blind Fighting 
  If a creature is not hidden from you, being 
  unable to see it doesn’t impose disadvantage on 
  your attack rolls against it. In addition, when a 
  creature has advantage on a melee attack roll 
  against you, you can use your reaction to impose 
  disadvantage on that attack roll (causing it to be 
  rolled normally).  
  Daisho 
  When you wield a versatile weapon in one hand 
  and a light weapon in your other hand, the 
  versatile weapon gains the light and finesse 
  weapon properties. 
  Duskblade 
  You learn two cantrips of your choice from the 
  warlock spell list. Neither of the cantrips you 
  choose can have a range greater than 60 feet. 
  Intelligence is your spellcasting ability for these 
  spells. Whenever you gain a level in this class, 
  you can replace one of these cantrips with 
  another cantrip from the warlock spell list. 
  (If you choose Eldritch Knight as your martial 
  archetype at 3rd level, from that point on you can 
  cast these cantrips as wizard spells gained from 
  that martial archetype, but they do not count 
  against the number of wizard spells you know.) 
  Grappling 
  When you hit a creature with an unarmed strike 
  or an improvised weapon attack, you can roll a 
  d4 in place of the normal damage, and the target 
  rolls with disadvantage the next time it makes an 
  attack roll, Strength check, or Dexterity check 
  before the end of its next turn. 
  Harrier 
  When you hit a creature with an unarmed strike 
  or a melee attack using a weapon that doesn't 
  have the two-handed or heavy property, the 
  creature's speed is reduced by 10 feet until the 
  end of its next turn. 
  Mobility 
  As long as you are not wearing medium or heavy 
  armor or using a shield, you have a climbing 
  speed equal to your normal speed, and you gain 
  a +1 bonus to AC.  
  Mounted 
  While you are mounted, unmounted creatures 
  you hit with weapon attacks can’t make 
  opportunity attacks against you or your mount 
  for the rest of the turn if they are smaller than 
  your mount, and you can re-roll any weapon 
  damage die that rolls a 1. You must use the new 
  roll. 
  
   
   
  15 
   
  Siege Warfare 
  When you have cover against an attack, if it still 
  hits, you have resistance against that attack's 
  damage. 
  Tactical Maneuver 
  You learn one maneuver of your choice from 
  among those available to the Battle Master 
  archetype of the fighter class. If a maneuver 
  requires your target to make a saving throw to 
  resist the maneuver’s effects, the saving throw 
  DC equals 8 + your proficiency bonus + your 
  Strength or Dexterity modifier (your choice). 
  You gain one superiority die, which is a d6 (this 
  die is added to any superiority dice you have 
  from another source). This die is used to fuel 
  your maneuvers. A superiority die is expended 
  when you use it. You regain your expended 
  superiority dice when you finish a short or long 
  rest. 
  Weaponmaster’s Mark 
  When you hit a creature with a melee weapon 
  attack, you can use a bonus action to mark the 
  creature until the end of your next turn. This 
  effect ends early if 
  you are 
  incapacitated or 
  you die, or if 
  someone else marks 
  the creature. While 
  it is within 5 feet of 
  you, a creature 
  marked by you has 
  disadvantage on 
  any attack roll that 
  doesn’t target you. 
  When you make an 
  opportunity attack, 
  you have advantage 
  on the attack roll if 
  the target is marked 
  by you. 
  New Martial Archetype: 
  SWORD COAST DUELIST 
  In a world with heavily armored knights and 
  mages hurling thunder and flame, you prove 
  that precision and skill are viable alternatives to 
  massive weapons, and that agility can be just 
  effective in avoiding harm as heavy armor. Your 
  wit is as ready as your blade, and you take full 
  advantage of your quick instincts in conflicts 
  both social and martial. As you grow in skill, you 
  choose a regional dueling style that further 
  enhances your ability to outwit and outfight 
  opponents.  
  IN THE REALMS 
  As the name indicates, the popular image of 
  duelists—nimble and intelligent, living by their wits, 
  reflexes, and precise weapon training—has become 
  a heroic ideal for young nobles across the Sword 
  Coast, especially in Waterdeep and Baldur’s Gate. 
  Mastering dueling styles from different regions is a 
  popular and competitive pursuit. In addition to the 
  regional styles described here, you could work with 
  your DM to create others, especially for characters 
  native to lands beyond the Sword Coast—in fact, 
  the current trend for studying such styles began 
  with rival schools in Waterdeep teaching the 
  popular Sembian Twin Sword style. 
  Duelist’s Mark 
  At 3rd level, you can sync all your faculties to the 
  ebb and flow of battle against a single opponent. 
  Once per turn, when you hit a creature with a 
  melee weapon attack, you can roll 1d4 and 
  increase the weapon's damage by the result.  
  A creature that takes this extra damage, it is 
  marked by you until the end of your next turn. 
  This effect ends early if you are incapacitated or 
  you die, or if someone else marks the creature. 
  While it within 5 feet of you, a creature marked 
  by you has disadvantage on any attack roll that 
  doesn’t target you. In addition, while a creature 
  is marked by you, even when it is not within 5 
  feet of you iit has disadvantage on opportunity 
  attacks. 
  
   
   
  16 
   
  The die you roll for the extra damage from this 
  feature changes when you reach certain levels in 
  this class. The die becomes a d6 at 5th level, a d8 
  at 10th level, a d10 at 16th level, and a d12 at 20th 
  level. 
  Regional Technique 
  Starting at 7th level, you specialize in a unique 
  dueling art associated with a region of the Sword 
  Coast. Choose one of the following options: 
   The Amnian Thrust. Whenever you hit with 
  an opportunity attack using a melee weapon 
  that does not have the heavy or two-handed 
  properties, you deal extra damage equal to 
  your Wisdom modifier (minimum 1) and you 
  reduce the creature’s speed by 10 feet until 
  the end of its next turn. 
   Baldurian Flourishes. When you are not 
  wielding a two-handed weapon, you can take 
  the Dash, Disengage, Help, or Use an Object 
  action as a bonus action during your turn. 
   Heartlands Parrying. You can use a bonus 
  action to choose one creature you can see 
  within 30 feet of you. Until the end of your 
  next turn, you have resistance to damage 
  dealt by that creature’s weapon attacks. 
   Northerner. When you are wielding a 
  weapon in one hand and have any object in 
  your other hand that is not a weapon, you 
  can use a bonus action to choose a target 
  within 30 feet who can see you and make a 
  Charisma (Deception or Performance) check 
  against a DC equal to the target’s passive 
  Perception score. If you succeed, the target is 
  distracted, causing the next attack roll 
  against it before the start of your next turn to 
  have advantage. If that attack hits, it inflicts 
  extra damage equal to your Charisma 
  modifier (minimum 1). Different northern 
  cities are associated with distinct arsenals—a 
  Neverwintian likely prefers a longsword in 
  one hand and a torch or some kind of tool in 
  the other, while a Luskar would rather have a 
  shortsword and a cloak, Mirabarrans favor 
  axe and shield, and Silvaerens are known for 
  wielding a rapier with a lantern or wand. 
   Waterdhavian. When you hit with a melee 
  attack using a weapon that does not have the 
  two-handed property, you can use a bonus 
  action to force the target to make a Dexterity 
  saving throw (DC equals 8 + your proficiency 
  bonus + your Intelligence modifier). On a 
  failure, the attack deals extra damage equal 
  to your Intelligence modifier, and the target 
  falls prone. 
  Once chosen, the option you select for this 
  feature cannot be changed. 
  Signature Style 
  Starting at 10th level, you have personalized your 
  fighting technique to an advanced degree, 
  making it recognizably unique. You gain 
  proficiency in your choice of two of the following 
  skills: Acrobatics, Athletics, Deception, Insight, 
  Intimidation, Performance, Persuasion, or 
  Sleight of Hand. 
  In addition, whenever you roll initiative or 
  make a melee attack, until the end of your next 
  turn, your walking speed increases by 10 feet and 
  your jumping distance is doubled. 
  Lethal Cunning 
  At 15th level, your quick and agile mind makes it 
  nearly impossible to get the better of you, 
  whether in combat or a duel of wits. Whenever 
  you make a Strength, Dexterity or Charisma 
  check that includes your proficiency bonus, you 
  can roll 2d4 and add the result to your total. 
  Master Duelist  
  Beginning at 18th level, your mastery of your 
  chosen dueling technique lets you turn failure to 
  success in combat. If you miss with an attack, 
  you can choose to roll the attack again with 
  advantage. Once you use this ability, you cannot 
  use it again until you finish a short or long rest. 
  
   
   
  17 
   
  THE MONK 
  "THE POWERS OF THE BODY ARE BEYOND OUR 
  COMPREHENSION AND EXPECTATIONS… YOU MUST 
  UNDERSTAND THAT IRON SKULL IS BUT A MINOR 
  TEST COMPARED TO WHAT I CAME HERE TO 
  ACHIEVE… I CANNOT CHANGE WHO I AM, NOR WILL 
  I SURRENDER THE PATH I HAVE CHOSEN FOR MY 
  LIFE." 
  ―DANICA MAUPOISSANT 
  DISCIPLE OF PENPAHG D’AHN 
  MONK VARIANT FEATURES 
  The following variant features can be added to 
  those granted by the monk class. Most don’t 
  require any other changes, but some replace an 
  existing feature, as noted at the end of the 
  feature description. If a feature does not specify 
  a certain level, you gain it at 1st level. 
  Long Arm Style 
  When you wield a quarterstaff or spear, that 
  weapon gains the reach property. (This feature 
  replaces a 1st-level monk’s weapon proficiency 
  with shortswords. A shortsword is not a monk 
  weapon for a monk with this feature.) 
  Ki Meditation 
  Starting at 2nd level, you gain additional ki 
  features: 
  MYSTIC STRIKE 
  During each of your turns, if you spend 1 or 
  more ki points as part of your action, you can 
  then immediately make one unarmed strike as a 
  bonus action. 
  PERFECTED AIM 
  When you make a ranged weapon attack, you 
  can spend 1 ki point to prevent attacking at long 
  range from imposing disadvantage on your 
  attack rolls until the end of the current turn. 
  New Monastic Tradition: 
  WAY OF BURNING STONE 
  The martial arts practiced by monks are often 
  categorized into two styles, described as hard 
  and soft, or external and internal. Hard styles 
  meet force with force, relying more on physical 
  power, while soft ones tend to avoid the enemy 
  or redirect its own strength against it. One group 
  of monks, seeking a perfect marriage of these 
  two approaches, found their example in nature. 
  Building a monastery on the volcanic island of 
  Kanko, in the nation of Koryo in northeast Kara-
  Tur, these monks studied the erupting ki that 
  flowed with the magma of the volcano. They 
  meditated on its transition between flowing as 
  liquid and hardening into rock. Their insights 
  became the Way of Burning Stone. 
  
   
   
  18 
   
   
  IN THE REALMS 
  Founded on the slopes of Kanko, this tradition 
  spread across Kara-Tur to Shou Lung, Kozakura, 
  and Wa, then west to Faerûn. New monasteries 
  (each near an active volcano) teach these practices 
  in the Firepeaks of the Hordelands, on the slopes of 
  Mount Hotenow near Neverwinter, on Ice Peak 
  Island off the coast of Icewind Dale, in Tethyr’s 
  Starspire Mountains, and in Chult's Peaks of Flame.  
  Lava Body Stance 
  Starting when you choose this tradition at 3rd 
  level, you can draw volcanic fury from the earth 
  into yourself. Spend 1 ki point as a bonus action 
  to gain 1d6 temporary hit points, plus an extra 
  1d6 temporary hit points for each additional ki 
  point you spend. These temporary hit points last 
  for 1 hour. The maximum number of ki points 
  you can spend on a single use of this feature is 
  equal to your proficiency bonus. 
  While you have these temporary hit points, 
  you have resistance to bludgeoning and fire 
  damage, and your skin assumes a stony 
  appearance etched with veins of glowing red, 
  granting you advantage on Charisma 
  (Intimidation) checks. 
  Once you reach 8th level in this class, you roll 
  d8s instead of d6s for this feature. 
  You can use this feature twice, regaining both 
  uses when you finish a short or long rest. 
  Flowing Magma Strike 
  At 3rd level, when you deal bludgeoning damage 
  with a weapon attack or unarmed strike, you can 
  spend 1 ki point to choose one target of that 
  damage. That target takes fire damage equal to a 
  roll of your martial arts die. You can use this 
  feature only once on each of your turns. 
  You also learn the magic stoneXGtE and fire bolt 
  cantrips. Wisdom is your spellcasting ability for 
  these cantrips. 
  Tremor-Riding Kata 
  Starting at 6th level, you can became one with 
  the flow of volcanic energy beneath you, using it 
  to travel instantly through the earth. When you 
  are standing on a solid surface, you can use a 
  bonus action to teleport up to 30 feet to an 
  unoccupied space on the same surface. 
  In addition, when a creature you can see 
  within 30 feet of you hits one of your allies with 
  a melee attack, if you and the attacker are on the 
  same surface, you can spend 3 ki points as a 
  reaction to cast the aegis of assault* spell. 
  Earth Dragon’s Fury 
  At 11th level, when you use your Tremor Riding 
  Kata feature to teleport, you can choose to erupt 
  from the ground with an overwhelming 
  explosion of elemental power. When you 
  teleport with that feature during your turn, you 
  can spend 2 ki points as an action to force all 
  creatures within 20 feet of the space where you 
  appear to make a Dexterity saving throw. On a 
  failed save, a creature takes 2d10 magical 
  bludgeoning damage and is knocked prone. On 
  a successful save, a creature takes half damage 
  and is not knocked prone. 
  You can add fire damage to this effect by 
  spending additional ki points. Each added point 
  you spend deals an extra 1d10 fire damage to 
  each creature that fails its save, or half as much 
  fire damage to a creature that succeeds. The 
  maximum number of ki points you can spend on 
  a single use of this feature is equal to your 
  proficiency bonus. 
  Lava Bending 
  At 17th level, you can use your ki to duplicate the 
  effects of certain spells. As an action, you can 
  spend ki points to cast lava eruption* (5 ki 
  points), lava splash* (4 ki points), meld into 
  stone (4 ki points), passwall (6 ki points), 
  pyroclastic tide (4 ki points)*, stone shape (5 ki 
  points), or wall of stone (6 ki points) without 
  providing material components. Wisdom is your 
  spellcasting ability for these spells. 
   
   
  
   
   
  19 
   
  THE PALADIN 
  “THEY ARE GUILTY OF NOTHING MORE THAN 
  HUBRIS, AND SUCH IS A REFLECTION OF OUR OWN 
  ACTIONS THOSE YEARS AGO WHEN WE DETERMINED 
  THE FATE OF DAMARA… I WILL NOT HANG A MAN 
  ON SUSPICION AND MY OWN FEARS.” 
  ―GARETH DRAGONSBANE 
  PALADIN AND KING OF DAMARA 
  PALADIN VARIANT FEATURES 
  The following variant features can be added to 
  those granted by the paladin class. If a feature 
  does not specify a certain level, you gain it at 1st 
  level.  
  Scholarly Knight 
  You use your Intelligence modifier, instead of 
  your Charisma modifier, as your spellcasting 
  ability score for your paladin spells. In addition, 
  whenever one of your paladin class features 
  (including features for your Sacred Oath) refers 
  to your Charisma modifier, you can substitute 
  your Intelligence modifier for purposes of that 
  feature. 
  Swift Mercy 
  When you reduce a creature to 0 hit points with 
  a spell, you can use a bonus action to make your 
  choice of either an Intelligence (Religion) or 
  Wisdom (Medicine) check. 
  The DC equals 10 or half the 
  damage you dealt, whichever 
  number is higher. On a 
  success, you knock the 
  creature out instead of killing 
  it. A creature knocked out in 
  this way is unconscious and 
  stable at 0 hit points. 
  Occult Investigator 
  Starting at 5th level, whenever 
  you fail an Intelligence 
  (Investigation) or Wisdom 
  (Insight or Perception) check, 
  you can spend a spell slot of 5th level or lower to 
  reroll, gaining a bonus on the second roll equal 
  to 2d4 + the level of the spell slot spent. You 
  must use the second roll. 
  NEW FIGHTING STYLE 
  OPTIONS 
  When you gain the Fighting Style feature at 2nd 
  level, you can choose your fighting style from 
  the following additional options. 
  Divine Mark 
  When you hit a creature with a melee weapon 
  attack, you can use a bonus action to mark the 
  creature until the end of your next turn. This 
  effect ends early if you are incapacitated or you 
  die, or if someone else marks the creature. While 
  it is within 5 feet of you, a creature marked by 
  you has disadvantage on any attack roll that 
  doesn’t target you. When a creature makes one 
  or more attacks that suffer disadvantage from 
  your mark during its turn, at the end of that turn 
  it takes radiant damage equal to your Charisma 
  modifier. 
  Mounted 
  While you are mounted, unmounted creatures 
  you hit with weapon attacks can’t make 
  opportunity attacks against you or 
  your mount for the rest of the turn 
  if they are smaller than your 
  mount, and you can re-roll any 
  weapon damage die that rolls a 1. 
  You must use the new roll. 
  Pious Knight 
  You learn two cantrips of your 
  choice from the cleric spell list, 
  which become paladin spells for 
  you. Whenever you gain a level in 
  this class, you can replace one of 
  these cantrips with another cantrip 
  from the cleric spell list. 
  
   
   
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  New Sacred Oath: 
  OATH OF THE AEGIS 
  Paladins who swear this oath supplement their 
  divine and martial might with the art of arcane 
  spellcasting. They are often known as 
  swordmages, arcane defenders, mage knights, or 
  the Aegis-sworn. Their blades not only bite with 
  steel and holy wrath, but pulse with fire, 
  lightning, frost, thunder, or sheer eldritch 
  energy. They are devoted to the protection of 
  worthy people and places, and of magic itself. 
  Influenced by the elven roots of magical 
  swordplay, most paladins of this oath favor 
  armor with silver or gold filigree and graceful 
  etching, often worn beneath a colorful tabard. 
  When you swear this oath, the subjects you 
  vow to protect become your highest priority. 
  You likely worship a god whose portfolio 
  includes magic, knowledge, guardianship, 
  vigilance, or secrets. Although you study 
  powerful magic, most of what you know relates 
  to enhancing your combat abilities and your 
  place is in the thick of battle. 
  IN THE REALMS 
  Though separate traditions are taught by Faerûn’s 
  genasi (especially in Calimshan and the Chessentan 
  city of Airspir) and by the otherworldly githyanki, 
  most consider elves the original masters of this 
  oath’s techniques. Various forms of the art of the 
  swordmage (including this oath) resurged during the 
  brief return of Myth Drannor, and most of these 
  paladins have studied there or in Evereska. 
  Tenets of the Aegis 
   Learning and Lore. Knowledge is the 
  flickering candle on the shore of an ocean of 
  darkness. Keep that light burning, despite 
  the rising tides of time and ignorance. 
  Recover lost artifacts and magical items. 
  Never stop learning. 
   Guardianship. Those who use magic for evil 
  ends often prey upon the weak. If the choice 
  is between harm coming to you or to the 
  subject of your protection, you take the blow 
  yourself. 
   Diligence. Train every day. Just as blades 
  require sharpening before every battle, your 
  magical and martial prowess must be honed 
  by relentless practice. Magic is a supreme 
  privilege, to be approached with caution and 
  respect. 
   Unbound Arcana. Magic manifests in 
  countless incarnations. Go forth and seek 
  them all. Learn from the old and devise the 
  new; but whatever you do, explore magic in 
  all its myriad wonders. 
  Oath Spells 
  You gain oath spells at the paladin levels listed. 
  OATH OF THE AEGIS SPELLS 
  Paladin Level Spells 
  3rd 
  detect magic, shield of faith 
  5th 
  misty step, warding bond 
  9th 
  thunder step XGtE 
  11th 
  death ward, dimension door 
  17th 
  steel wind strike XGtE, teleportation 
  circle 
  Channel Divinity 
  When you take this oath at 3rd level, you gain 
  the following two Channel Divinity options. 
  Dweomerbreaker. When you use your Divine 
  Smite, you can use your Channel Divinity as a 
  bonus action to imbue that weapon with anti-
  magic energy. If attack damages the target, any 
  spell that is on the target ends if it is of a level 
  equal to or lower than the spell slot you 
  expended for your Divine Smite. 
  Spellfire Shield. When you succeed on a 
  saving throw against a spell, or a spell attack 
  misses you, you can use your Channel Divinity as 
  reaction to reflect the spell onto a foe. Choose 
  the spellcaster or another creature you can see 
  within 30 feet. The spell targets the chosen 
  creature instead of you. If the spell forced a 
  saving throw, the chosen creature makes its own 
  save. If the spell was an attack, the same attack 
  
   
   
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  roll is rerolled against that creature. 
  Arcane Favor 
  At 3rd level when you take this oath, choose one 
  cantrip from the following list: blade ward, 
  challenger's mark*, booming blade SCAG, caustic 
  blade*, echoing blow*, fell strike*, Feywild 
  guardian*, frostwind blade*, glimmering blade*, 
  greenflame blade SCAG, icon of fear*, leading 
  strike*, lightning lure SCAG, luring strike*, 
  punishing strike*, resistance, or sword burst SCAG. 
  You learn that cantrip as a paladin spell. At 11th 
  level, you learn one additional cantrip from the 
  same list. 
  Aegis Aura 
  Starting at 7th level, you radiate an aura of 
  arcane energy that allows you to counter attacks 
  against your allies with cunning battle magic. 
  Choose one of the following aura options: 
  Assault, Ensnarement, or Shielding.  
  When creature besides yourself within 10 feet 
  of you is hit by a melee attack, you can use your 
  reaction to inflict one of the following effects on 
  the attacker before the damage from the 
  triggering attack is inflicted. The effect is 
  determined by the aura option you chose, as 
  follows: 
   Assault Aura: As a reaction, you teleport to 
  an unoccupied space you can see within 5 
  feet of the attacker. You can then make a 
  melee spell attack against the attacker as 
  part of the same reaction. On a hit, this spell 
  attack inflicts 2d4 radiant damage. 
   Ensnarement Aura: As a reaction, you 
  make a melee spell attack against the 
  attacker (even if it is out of reach). On a hit, 
  this spell attack inflicts 2d4 psychic damage 
  on the target, and it is pulled up to 10 feet in 
  a straight line toward you. 
   Shielding Aura: As a reaction, you make a 
  melee spell attack against the attacker (even 
  if it is out of reach). On a hit, this spell attack 
  inflicts 2d4 force damage and the target of 
  the triggering attack gains temporary hit 
  points equal to the force damage inflicted. 
  When you reach 9th level in your paladin class, 
  this feature also grants you one of the following 
  3rd-level spells of your choice as an added oath 
  spell: aegis of assault*, aegis of ensnarement*, or 
  aegis of shielding*. Like your other oath spells, 
  you always have this spell prepared. 
  At 18th level, the range of your Aegis Aura 
  increases to 30 feet. 
  Swordmage’s Swiftness 
  Starting at 15th level, when you cast a spell that 
  has a casting time of 1 action, you can expend 10 
  hit points from the pool of healing granted by 
  your Lay on Hands feature to cast it as a bonus 
  action, changing the casting time to 1 bonus 
  action for this casting. 
  One with the Weave 
  At 20th level, you can open up your mind and 
  body to become one with the very substance of 
  magic. As an action, you wreathe yourself in a 
  maelstrom of spellfire, gaining the following 
  benefits for 1 minute: 
   Whenever you expend a spell slot of 3rd level 
  or lower to cast one of your oath spells, you 
  can expend 10 hit points from the pool of 
  healing granted by your Lay on Hands 
  feature to regain that spell slot. 
   Creatures within 30 feet of you suffer 
  disadvantage on opportunity attacks they 
  make against your allies. 
   When you roll damage for a cantrip, you can 
  reroll up to 4 of the damage dice. You must 
  use the new rolls. 
   When you use your action to a cast a paladin 
  spell, you can make one weapon attack as a 
  bonus action. 
  Once you use this feature, you can't use it 
  again until you finish a long rest. 
  
   
   
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  THE RANGER 
  "DIE CHEERFULLY, FIGHTING HARD, SO OUR WORLD 
  MAY SURVIVE. I KNOW BARDS TALK LIKE THAT ALL 
  THE TIME, BUT I DON'T. I MEAN EVERY WORD. AND 
  I'M NOT WAITING." 
  ― DOVE FALCONHAND, RANGER 
  AND KNIGHT OF MYTH DRANNOR 
  RANGER VARIANT FEATURES 
  The following variant features can be added to 
  those granted by the ranger class. If a feature 
  does not specify a certain level, you gain it at 1st 
  level. 
  Educated Hunter 
  You use your Intelligence modifier, instead of 
  your Wisdom modifier, as your spellcasting 
  ability score for your ranger spells. In addition, 
  whenever one of your ranger class features 
  (including features for your Ranger Conclave) 
  refers to your Wisdom modifier, you can 
  substitute your Intelligence modifier for 
  purposes of that feature. 
  Instinctive Mark 
  You can cast the hunter’s mark spell as a 
  1st-level spell without using a spell slot, 
  using Wisdom as your spellcasting 
  ability score. You can cast the spell in 
  this way a number of times equal to your 
  Wisdom modifier (minimum 1), 
  regaining all expended uses when you 
  finish a long rest. When you cast hunter’s 
  mark in this way its duration changes to 
  1 hour for this casting, and it does not 
  require your concentration. 
  When you gain the Spellcasting 
  feature at 2nd level in your ranger class, 
  you learn hunter’s mark as a ranger spell, 
  but it does not count against the number 
  of ranger spells you know. 
  Hunter’s Quarry 
  When you inflict the extra damage from your 
  hunter’s mark spell on a creature that is your 
  favored enemy, instead of rolling a d6 to 
  determine that damage, you roll 2d4. 
  Merciful Hunter 
  When you reduce a creature to 0 hit points with 
  a ranged attack or a ranger spell, you can use a 
  bonus action to make your choice of either a 
  Dexterity check or a Wisdom (Medicine) check 
  (your choice). The DC equals 10 or half the 
  damage you dealt, whichever number is higher. 
  On a success, you knock the creature out instead 
  of killing it. A creature knocked out in this way 
  is unconscious and stable at 0 hit points. 
  Terrain Magic 
  The primal energies of your favored terrain 
  resonate with certain spells. When you cast a 
  spell that inflicts damage of a certain type while 
  in your favored terrain, you can reroll one or two 
  of the damage dice. You must use the new rolls. 
  The damage types which grant this benefit 
  
   
   
  23 
   
  depend on which of your favored terrains you 
  are in, as follows:  
  Favored Terrain 
  Damage Type 
  Arctic 
  Cold, Radiant 
  Coast 
  Acid, Cold  
  Desert 
  Fire, Radiant 
  Forest 
  Fire, Lightning, Poison 
  Grassland 
  Fire, Radiant 
  Mountain 
  Cold, Lightning 
  Swamp 
  Acid, Poison 
  Underdark 
  Cold, Poison 
  If you use the New Favored Terrain Options in 
  the following section, add the following favoured 
  terrains to this list: 
  Favored Terrain 
  Damage Type 
  Enchanted 
  Psychic, Radiant 
  Ruins 
  Necrotic, Psychic  
  Urban 
  Fire, Thunder 
  Wastelands 
  Cold, Necrotic 
  Occult Investigator 
  Starting at 5th level, whenever you fail an 
  Intelligence (Investigation) or Wisdom (Insight 
  or Perception) check, you can spend a spell slot 
  of 5th level or lower to reroll, gaining a bonus on 
  the second roll equal to 2d4 + the level of the 
  spell slot spent. You must use the second roll. 
  NEW FAVORED TERRAIN 
  OPTIONS 
  Whenever a feature allows you to choose a type 
  of favored terrain, in addition to the options in 
  the Player’s Handbook (arctic, coast, desert, 
  forest, grassland, mountain, swamp, or the 
  Underdark), add the following to your options: 
   Enchanted. This includes wild magic zones 
  and places where two planes overlap (such as 
  area that crossover into the Feywild or 
  Shadowfell), as well as any area under a 
  large-scale magical effect (such as hallow). 
   Ruins. Usually includes dungeons, tombs, or 
  any area of settlement built by intelligent 
  creatures where significant structures remain 
  but there are no longer 25 or more civilized 
  inhabitants. Can also include underground 
  structures in significant states of disrepair 
  (such as an unmaintained sewer system). 
   Urban. Areas within settlements that have 
  25 or more civilized inhabitants, or any place 
  within 1,000 feet of such a settlement. 
   Wastelands. Areas that are desolate, nearly 
  lifeless, or blighted by magical or ecological 
  catastrophes, such as dead magic zones. 
  NEW FIGHTING STYLE 
  OPTIONS 
  When you gain the Fighting Style feature at 2nd 
  level, you can choose your fighting style from 
  the following additional options. 
  Blind Fighting 
  If a creature is not hidden from you, being 
  unable to see it doesn’t impose disadvantage on 
  your attack rolls against it. In addition, when a 
  creature has advantage on a melee attack roll 
  against you, you can use your reaction to impose 
  disadvantage on that attack roll (causing it to be 
  rolled normally).  
  Druidic Seeker 
  You learn two cantrips of your choice from the 
  druid spell list, which become ranger spells for 
  you. Whenever you gain a level in this class, you 
  can replace one of these cantrips with another 
  cantrip from the druid spell list. 
  Harrier 
  When you hit a creature with an unarmed strike 
  or a melee attack using a weapon that doesn't 
  have the two-handed or heavy property, the 
  creature's speed is reduced by 10 feet until the 
  end of its next turn. 
  Mobility 
  As long as you are not wearing medium or heavy 
  armor or using a shield, you have a climbing 
  
   
   
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  speed equal to your normal speed, and you gain 
  a +1 bonus to AC.  
  Mounted 
  While you are mounted, unmounted creatures 
  you hit with weapon attacks can’t make 
  opportunity attacks against you or your mount 
  for the rest of the turn if they are smaller than 
  your mount, and you can re-roll any weapon 
  damage die that rolls a 1. You must use the new 
  roll. 
  Primal Mark 
  When you hit a creature with a melee weapon 
  attack, you can use a bonus action to mark the 
  creature until the end of your next turn. This 
  effect ends early if you are incapacitated or you 
  die, or if someone else marks the creature. While 
  it is within 5 feet of you, a creature marked by 
  you (either with this fighting style or by another 
  means, such as the hunter’s mark spell) has 
  disadvantage on any attack roll that doesn’t 
  target you. If a creature marked by you is also 
  your favored enemy, your weapon attacks 
  against it score a critical hit on a roll of 19 or 20. 
  New Ranger Conclave: 
  MOONCALLER 
  As a ranger of the Mooncaller Conclave, you 
  nurture a spiritual kinship with beasts and 
  lycanthropes. Whether due to supernatural 
  ancestry or other magic, this animalistic side 
  manifests in your physical features as well as 
  your behavior. Your tactics leave behind civilized 
  methods for the savagery, speed, and fury of an 
  untamed predator. 
  IN THE REALMS 
  Faerûn is home to many barbarian tribes and other 
  clannish groups that gather around lycanthropes as 
  leaders, and many more shaped by shared ancestry 
  tied to werebeasts. Such descendants are often 
  shifters (as described in Eberron: Rising from the Last 
  War, but also native to many parts of Faerûn). 
   The largest such group is the People of the Black 
  Blood, barbaric Malar-worshipping clans of shifters, 
  lycanthropes, and their human and half-orc kin, 
  united by their hatred for civilization and dwelling in 
  forestlands across the Realms. Their greatest 
  numbers are in the Glimmerwood near 
  Silverymoon, while a separate branch, the Black 
  Blood Tribe, rules much of the interior of the 
  Moonshaes isle of Moray. 
   Other such groups labeled “weretouched” by 
  sages include the Band of the Red Moon that dwells 
  in the Wood of Sharp Teeth near Baldur’s Gate and 
  Scornubel, the wererat-led tribal gangs of Luskan, 
  the semi-nomadic tribe of shifters that roams the 
  Forest of Lethyr in the Great Dale, certain noble 
  families of Selgaunt that secretly bear lycanthropic 
  taint, the feuding clans of Steeltoe wererats and 
  Bannon wereboars of the Flooded Forest near 
  Ylraphon, the shifters and their kin common among 
  Dambrath’s nomadic tribes, and one noble family of 
  Zazesspur in Tethyr that hides its wereserpent 
  matriarchs and patriarchs. Mooncallers could be 
  tied to any one of these groups. 
  Combat Savagery 
  At 3rd level, you can choose whether to use 
  Dexterity or Strength for the attack and damage 
  rolls of your unarmed strikes. Once per turn, 
  when you hit a creature with an unarmed strike 
  or an attack with a natural weapon or light 
  
   
   
  25 
   
  weapon, you can deal 1d8 extra damage on the 
  target. You can roll 1d10 for this damage instead 
  of 1d8 if the target is prone or if it is your favored 
  enemy. When you deal this extra damage, you 
  can use a bonus action to do your choice of the 
  following: 
   Force that target to make a Wisdom saving 
  throw against your ranger spell save DC or 
  become frightened of you until the end of 
  your next turn. 
   Force the target to make a Strength saving 
  throw against your ranger spell save DC or 
  fall prone. 
   Make an unarmed strike or an attack with a 
  natural weapon or light weapon. Before 
  making the attack you can move up to 15 feet 
  as part of the same bonus action. 
  Mooncaller Magic 
  Starting at 3rd level, you learn an additional spell 
  when you reach certain levels in this class, as 
  shown in the Mooncaller Spells table. The spell 
  counts as a ranger spell for you, but it doesn’t 
  count against the number of ranger spells you 
  know. 
  MOONCALLER SPELLS 
  Ranger Level 
  Spells 
  3rd 
  dread revelation* 
  5th 
  alter self 
  9th 
  remove curse 
  11th 
  dominate beast 
  17th 
  bite of the werebeast* 
  Unleash the Silent Predator 
  At 7th level, you can transform yourself into the 
  powerful creature lurking inside you. When you 
  gain this feature, choose a beast with a 
  Challenge rating of 4 or lower. You can cast the 
  polymorph spell as a ranger spell without any 
  components, targeting yourself only and 
  polymorphing yourself into any the beast you 
  chose. The casting time is changed to 1 bonus 
  action for this casting, but the duration is also 
  reduced to 1 minute. The spell does not require 
  concentration when cast in this way.  
  While in the form you assumed with the 
  polymorph spell, you gain resistance to 
  nonmagical bludgeoning, piercing, or slashing 
  damage that is not silver or adamantine. 
  Otherwise it functions just like a normal 
  polymorph spell. 
  Once you use this feature, you cannot do so 
  again until you finish a long rest. 
  Howl to the Moon 
  At 11th level, you can unleash a bloodcurdling 
  howl or roar from your throat, announcing that 
  the hunt has begun. As an action, you can force 
  each creature of your choice within 30 feet of 
  you to make a Wisdom saving throw against 
  your ranger spell save DC. Creatures that are 
  your favored enemy have disadvantage on this 
  saving throw. A target takes 3d8 psychic damage 
  on a failed save or half as much damage on a 
  successful one. In addition, creatures that fail 
  the save are frightened of you until the end of 
  your next turn. For the same duration, you and 
  allies within 10 feet of you add your Wisdom 
  modifier (minimum 1) to damage rolls against 
  frightened creatures. 
  Once you use this feature, you can't use it 
  again until you finish a short or long rest. 
  Circle the Prey 
  At 15th level, you instinctively sense the perfect 
  opening to stalk around your prey and deal a 
  finishing blow. As a bonus action, you designate 
  one creature you can see within 60 feet of you as 
  the target of this feature. For 1 minute, whenever 
  you hit the target with an attack roll, the next 
  attack roll made against the target before the 
  end of your next turn has advantage. If the target 
  dies during this time, you regain hit points equal 
  to your ranger level + your Wisdom modifier 
  (minimum of 1 hit point). 
  Once you use this feature, you can't use it 
  again until you finish a short or long rest.  
   
   
  
   
   
  26 
   
  THE ROGUE 
  "YAP, YAP, LITTLE DOG. DO YOU EVER BITE?" 
  DRASEK RIVEN, ASSASSIN 
  LATER CHOSEN OF MASK 
  ROGUE VARIANT FEATURES 
  The following variant features can be added to 
  those granted by rogue class. Most don’t require 
  any other changes, but some replace an existing 
  feature, as noted at the end of the feature 
  description. If a feature does not specify a 
  certain level, you gain it at 1st level. 
  Extreme Effort 
  When you make an ability check and dislike the 
  result, you can spend a Hit Die to try to improve 
  your check result. You do not regain any hit 
  points from spending a Hit Die in this way, but 
  you roll the Hit Die and add the number rolled 
  to the result of your ability check. 
  Master of Disguise 
  You gain proficiency with disguise kits, and with 
  your choice of one of the following: forgery kits, 
  jeweler's tools, leatherworker's tools, or weaver's 
  tools. In addition, you make ability checks to use 
  disguise kits normally regardless of your ability 
  to see, even if the area you are in is heavily or 
  lightly obscured.  
  (This replaces a 1st-level rogue’s proficiency with 
  thieves’ tools.) 
  Quick Change 
  At 6th level, you gain a new use for the bonus 
  action provided by your Cunning Action feature. 
  You have a number of pre-made disguises or 
  specialty outfits, known as looks, equal to 1 + 
  your proficiency bonus. Due to hours of practice, 
  when you put on one of these looks, you may do 
  so immediately, using the bonus action granted 
  by your Cunning Action. You can also give 
  someone else one of your prepared looks, 
  though doing so takes 1 minute instead of just 1 
  bonus action. Putting on a prepared look can 
  give you the fabulous air of a noble at a ball, the 
  extravagant beauty of a celebrated stage 
  performer, or the humble anonymity of a 
  workaday commoner. 
  A look that functions as a disguise is nearly 
  perfect if properly applied. Such disguises are 
  generally not based on an individual, but are 
  invented identities based on a general type (a 
  local lord, a helmed member of the Town 
  Watch, a wealthy merchant bearing expensive 
  pigments from distant lands, etc.). If you wish to 
  create a look that is a specialty disguise based on 
  a specific person, you must observe that person 
  for 8 hours. 
  When your proficiency bonus increases, you 
  automatically gain a new look. However, if you 
  wish to replace one of your existing looks, doing 
  so takes 8 hours. 
  (A rogue with this variant feature only gains the 
  benefits of Expertise with one additional 
  proficiency at 6th level, instead of two.) 
  
   
   
  27 
   
  New Roguish Archetype: 
  ALLEYBLADE 
  The title “alleyblade” arose in Waterdeep, and it 
  denotes one who not only survives, but thrives, 
  in the most hardscrabble slums of unforgiving 
  cities. As an alleyblade, you excel in recognizing 
  and seizing opportunity. Even outside civilized 
  walls, you retain a keen sense for sudden threats 
  and the weaknesses of foes. Whether you meet 
  life’s unpredictabilities with wry wit or scheming 
  self-interest, you’ve seen it all.  
  IN THE REALMS 
  “Alleyblade” began as upper-class Waterdhavian 
  slang in the 14th century, yet those labelled soon 
  claimed it for themselves. Rogues from Baldur’s 
  Gate and Luskan on the Sword Coast to Westgate 
  and Nathlekh on the Dragon Coast have adopted 
  the title, which they wear as a badge of honor. 
  Running Slash 
  At 3rd level, you've mastered the art of making a 
  swift cut to a target’s limb, crippling pursuit 
  before retreating to a safe distance. If you move 
  at least 10 feet in a straight line immediately 
  before making a melee attack with a weapon 
  that inflicts slashing damage, you can deal your 
  sneak attack damage with that attack, even if 
  you don't have advantage. All the other rules for 
  the Sneak Attack feature still apply to you. 
  In addition, when you deal your sneak attack 
  damage, until the end of the target’s next turn, 
  its speed is reduced by 10 feet and it can't make 
  opportunity attacks against you. 
  Infuriating Taunt 
  At 3rd level, you are adept at taunting an 
  enemy’s failure, and can bait even unintelligent 
  foes into recklessness. You gain proficiency with 
  the Deception skill if you don't already have it. 
  When a creature you can see within 30 feet of 
  you fails an ability check or misses you with an 
  attack, you can use your reaction to roll a 
  Charisma (Deception) check contested by the 
  creature's Wisdom (Insight) check. If you 
  succeed, the target takes psychic damage equal 
  to 1d6 + your proficiency bonus. When a 
  creature takes psychic damage from this feature, 
  it has disadvantage on the next ability check or 
  attack roll it makes before the end of its next 
  turn. 
  Once you successfully inflict psychic damage 
  with this feature, you cannot use it again until 
  you finish a short or long rest. 
  Fool's Dance 
  Starting at 9th level, when you use your 
  Uncanny Dodge feature as a reaction, if there are 
  three or more hostile creatures within 5 feet of 
  you, as part of the same reaction you can move 
  up to 10 feet without provoking opportunity 
  attacks.  
  Misdirection 
  Beginning at 13th level, you can sometimes cause 
  another creature to suffer an attack meant for 
  you. When you are targeted by an attack while a 
  creature within 5 feet of you is granting you 
  cover against that attack, you can use your 
  reaction to have the attack target that creature 
  instead of you. 
  Unlikely Escape 
  When you reach 17th level, you can use the 
  bonus action granted by your Cunning Action to 
  quickly free yourself from situations that impede 
  you. When you do so, you end any of the 
  following conditions that are afflicting you:  
  grappled, paralyzed, prone, restrained, or 
  stunned. In addition, if your speed has been 
  reduced, it is restored to normal. When you use 
  your bonus action in this way, until the end of 
  the turn, your movement is unaffected by 
  difficult terrain, you are immune to the listed 
  conditions, and your speed cannot be reduced. 
  As part of the same bonus action, you can move 
  up to 30 feet without provoking opportunity 
  attacks. Once you use this feature, you cannot 
  do so again until you finish a short or long rest. 
  
   
   
  28 
   
  THE SORCERER 
  “YOU CALLED ME OUT. BY ALL THE GODS, YOU'LL 
  WISH YOU HADN'T.” 
  ―SHANDRIL SHESSAIR 
  WIELDER OF TRUE SPELLFIRE 
  SORCERER VARIANT 
  FEATURES 
  The following variant features can be added to 
  those granted by the sorcerer class. Most don’t 
  require any other changes, but some replace an 
  existing feature, as noted at the end of the 
  feature description. If a feature does not specify 
  a certain level, you gain it at 1st level. 
  Psionic Spellcaster 
  You use your Intelligence modifier, instead of 
  your Charisma modifier, as your spellcasting 
  ability score for your sorcerer spells. In addition, 
  whenever one of your Sorcerer class features 
  (including features for your Sorcerous Origin) 
  refers to your Charisma modifier, you can 
  substitute your Intelligence modifier for 
  purposes of that feature. 
  Alchemical Resonance 
  You have an instinctive sense for the secrets of 
  creating certain alchemical wonders, including 
  gunpowder weapons, that have been discovered 
  in various corners of the multiverse. If your 
  Dungeon Master uses the rules on firearms in 
  chapter 9 of the Dungeon Master’s Guide, you 
  are proficient with them, and with alchemy 
  supplies. 
  (This replaces the proficiency with light 
  crossbows a sorcerer gains at 1st level.) 
  Magnetic 
  Presence 
  At 17th level, 
  your unnatural 
  presence and 
  power become 
  something most 
  mortal 
  humanoids 
  instinctively 
  sense, and many 
  find themselves 
  unconsciously 
  drawn to you. If 
  you spend at 
  least 1 hour 
  within 60 feet of 
  one or more 
  humanoid 
  creatures that 
  are indifferent to 
  you and which 
  can see you, 
  each such 
  
   
   
  29 
   
  humanoid becomes friendly to you, remaining so 
  until you do something to change that attitude 
  or the creature is no longer within 60 feet of you. 
  If a creature is already friendly to you, if you 
  spend 10 minutes interacting with it and it is still 
  friendly to you at the end of those 10 minutes, 
  that creature must make a saving throw. On a 
  failure, it is charmed by you until it takes 
  damage, rolls initiative, or is no longer in your 
  presence.  
  These effects are not magical, and they 
  happen whether you wish them to or not. 
  METAMAGIC 
  OPTIONS 
  The following 
  Metamagic options 
  are added to the 
  Metamagic feature 
  a sorcerer gains at 
  3rd level. You can 
  use each of these 
  new Metamagic 
  options even if you 
  have already used a 
  different Metamagic 
  option during the 
  casting of the spell. 
  Accurate Spell 
  When you make a 
  spell attack roll and 
  miss, you can spend 
  1 sorcery point to 
  reroll the attack 
  roll. You must use 
  the second roll. 
  Enhancing 
  Spell 
  When you cast a 
  spell with a range of 
  a touch on a 
  creature, you can spend 2 sorcery points to 
  empower that creature’s form with magical 
  might. For 1 minute, that creature’s unarmed 
  strikes and weapon attacks count as magical for 
  the purpose of overcoming resistance and 
  immunity to nonmagical attacks and damage. 
  Fortifying Spell 
  When you cast a spell of 1st-level or higher, you 
  can spend a number of sorcery points up to half 
  your sorcerer level. For each point you spend in 
  this way, you can roll a 1d4, gaining a number of 
  temporary hit points equal to the total rolled. 
  Prophetic Spell 
  When you use a spell 
  slot to cast a 
  divination spell of 
  5th level or lower, 
  you can spend a 
  number of sorcery 
  points equal to the 
  spell slot used to 
  regain that spell slot 
  immediately. 
  Versatile Spell 
  When you cast a spell 
  that deals acid, cold, 
  fire, lightning, or 
  necrotic damage, you 
  can spend 1 sorcery 
  point to change the 
  type of the damage to 
  one of the other 
  listed damage types. 
  
   
   
  30 
   
  New Sorcerous Origin: 
  SPELLFIRE WIELDER 
  Spellfire is the raw energy of the Weave. It can 
  be manipulated in two ways. As silver fire, it is a 
  gift granted by Mystra for the use of her Chosen 
  (such as Laeral Silverhand and Elminster the 
  Sage) and certain other favored servants. The 
  wielding of true spellfire, rarely and seemingly 
  randomly bestowed, is by far the more powerful 
  of these talents. 
  Most who bear the gift of spellfire never have 
  time or opportunity to develop those skills, due 
  to destroying themselves early on or being 
  forced to live on the run from those who seek to 
  exploit them. You, however, have undertaken 
  careful practice to grow your talents into magical 
  mastery. You know that, in time, those who can 
  discipline the power of spellfire are able to hone 
  their talent into true sorcery. Within you lies the 
  potential for fantastic abilities of which most 
  dabblers can only dream. 
  IN THE REALMS 
  Of those who know of spellfire, most believe the 
  legend that only one person in all Faerûn is gifted 
  with it at a time. In the past century, gossip 
  identified that one person as Shandril Shessair, an 
  orphaned kitchen-maid from a tavern in Highmoon 
  of Deepingdale. Shandril inherited the power from 
  her mother, the incantatrix Dammasae. For this, she 
  was hunted by a hundred mages, Zhentarim and 
  Thayans and Cult of the Dragon and independents, 
  all slaughtering each other along the way in their 
  ruthless pursuit of her power. 
   In fact, however, texts in libraries from 
  Candlekeep to Perpustakaan tell of multiple 
  wielders existing at once. In the 1300s, the sage 
  Baerendtia Riverhand of Sperndelzyon, herself a 
  spellfire wielder living in hiding, wrote that “A mage 
  hiding in the Border Kingdoms possesses true spellfire, 
  and a cruel and arrogant noble of Chessenta, and the 
  wizard R—but I'm sure you grasp my point.” History 
  also speaks of Haclam Sunderstone, a ranger in the 
  early Sword Coast who stood alone against an orc 
  horde pouring south past the Coldwood… and 
  turned them all into smokes and scorch scars. 
  Channel Spellfire 
  At 1st level when you choose this sorcerous 
  origin, you gain a set of abilities fueled by special 
  dice referred to as spellfire dice.  
  Spellfire Dice. You have two spellfire dice, 
  which are d8s. A spellfire die is expended when 
  you use it. You regain all of your expended 
  spellfire dice when you finish a long rest. You 
  gain a third spellfire die at 5th level, a fourth at 
  11th level, and a fifth at 17th level. At 11th level, 
  your spellfire dice become d10s instead of d8s; at 
  17th level, they become d12s. If you are in an area 
  where spells are suppressed or cannot be cast 
  (such as an antimagic field spell), you cannot use 
  spellfire dice. 
  Expending Multiple Spellfire Dice. The 
  maximum number of spellfire dice you can 
  spend each turn is equal to your proficiency 
  bonus. Whenever you spend 2 or more spellfire 
  dice in a single turn, you must make a 
  Constitution saving throw against a DC equal to 
  15 + the number of spellfire dice spent. If you 
  fail, you and any creatures within 10 feet of you 
  take force damage equal to your sorcerer level.  
  Using Spellfire Dice. You can expend spellfire 
  dice to gain a number of benefits: 
   When you take cold damage or damage from 
  a spell, you can use your reaction to expend 1 
  or more spellfire dice and regain hit points 
  equal to the total number rolled on your 
  spellfire dice. 
   When you would be hit by a ranged weapon 
  attack, you can use your reaction to expend 1 
  or more spellfire dice in an attempt to melt 
  or burn the projectile before it strikes. When 
  you do so, the damage you take from the 
  attack is reduced by your level + your total 
  spellfire dice roll. If you reduce the damage 
  to zero, the projectile is consumed by flame 
  before it even reaches you. 
   Whenever you deal fire damage with a spell 
  or cantrip, you can use your bonus action to 
  expend 1 or more spellfire dice to deal extra 
  
   
   
  31 
   
  damage against one target of that fire 
  damage (even if that target took no fire 
  damage due to immunity or a similar effect). 
  The target takes force damage equal to your 
  total spellfire dice roll, and you can push the 
  target up to 10 feet away from you. When 
  you reach 5th level, you can choose a second 
  target (if possible). At 11th level, you can 
  choose a total of three targets; at 17th level, 
  the total number of targets you can choose 
  increases to four.  
   As an action, you can expend 1 or more 
  spellfire dice to heal a creature you touch for 
  a number of hit points equal to half your 
  total spellfire dice roll. 
   As an action, you can expend 1 spellfire die to 
  cast detect magic. 
  Spellfire Radiance. Whenever you spend 1 or 
  more spellfire dice, until the end of your next 
  turn you can cast the produce flame cantrip at 
  will, and you shed bright light in a 30-foot radius 
  and dim light for an additional 30 feet. If you 
  spend 4 or more spellfire dice at once, these radii 
  are doubled. 
  Inner Warmth. As long as you have at least 
  one unexpended spellfire die remaining, you are 
  considered naturally adapted to cold climates, 
  and you have the ability to start fires with a 
  touch. As an action, you can magically ignite a 
  flammable object you touch with your hand—an 
  object such as a torch, a piece of tinder, or the 
  hem of drapes. 
  Absorb Magic 
  At 6th level, when you roll a saving throw 
  against a spell, you can use your reaction to 
  expend 1 or more spellfire dice and gain 
  advantage on that saving throw. You then roll 
  your spellfire dice and regain hit points equal to 
  half the total number rolled. 
  In addition, whenever you successfully end 
  one or more spell effects using a spell you cast 
  with a sorcerer spell slot (such as counterspell or 
  dispel magic), you regain 1 expended spellfire 
  die. 
  Finally, as a bonus action, you can spend 3 
  sorcery points to regain 1 expended spellfire die, 
  or you can expend 2 spellfire dice to regain 1 
  spent sorcery point. 
  Spellfire Mastery 
  At 14th level, your powerful mastery of spellfire 
  grants you two new benefits: 
   When you expend a spell slot to cast a spell 
  that includes a fire damage roll, that roll 
  gains a bonus to equal to your Charisma 
  modifier. 
   Whenever you expend 1 or more spellfire 
  dice, you gain resistance to cold damage and 
  fire damage for 1 minute, and the next 
  creature that hits you with a melee attack or 
  touches you before the end of your next turn 
  takes fire damage equal to your Charisma 
  modifier. 
  Crown of Fire 
  At 18th level, you can manifest the legendary 
  crown of fire. As a bonus action, you magically 
  wreathe your head in a halo of spellfire that 
  exudes heat and light. For 1 minute, you gain the 
  following benefits: 
   You have resistance to cold damage, fire 
  damage, radiant damage, and necrotic 
  damage, and resistance to damage from 
  spells. 
   You gain a fly speed of 40 feet. You can hover 
  when flying with this feature. 
   You shed bright light in a 100-foot radius and 
  dim light for an additional 100 feet.  
  Once you use this feature, you can’t use it 
  again until you finish a long rest. 
   
   
  
   
   
  32 
   
  THE WARLOCK 
  "I'M NOT THE CHOSEN OF ASMODEUS ANYMORE. 
  MY NIGHTMARES ARE ALL MY OWN NOW." 
  ―FARIDEH, WARLOCK OF THE 
  CAMBION LORCAN 
  WARLOCK VARIANT FEATURES 
  The following variant features can be added to 
  those granted by the warlock class. Most don’t 
  require any other changes, but some replace an 
  existing feature, as noted at the end of the 
  feature description. A variant feature that does 
  not specify replacement of another feature or 
  certain level is provided at 1st level. 
  Eerie Presence 
  When you make a Charisma (Intimidation) 
  check, you roll a d4 and add the result as a 
  bonus. When you make a Charisma (Persuasion) 
  check, you roll a d4 and subtract the result as a 
  penalty. 
  Warlock Knight 
  You were raised to join an eldritch ruling class, 
  such as the Warlock Knights of Vaasa or the 
  Crimson Knights. Since your education focused 
  on leadership and military training, you gain 
  proficiency in two of the following skills of your 
  choice: Arcana, Athletics, History, Intimidation, 
  Insight, Persuasion, or Survival. 
  (This variant feature replaces the normal skill 
  proficiencies a warlock gains at 1st level.) 
  Eldritch Tactician 
  Starting at 4th level, whenever you gain a level in 
  your warlock class, you can choose one of the 
  invocations you know and replace it with one 
  maneuver of your choice from among those 
  available to the Battle Master archetype of the 
  fighter class. If a maneuver requires your target 
  to make a saving throw to resist the maneuver’s 
  effects, the saving throw DC equals your warlock 
  spellcasting DC. The first time you gain a 
  maneuver with this feature, you also gain one 
  superiority die, which is a d8 (this die is added 
  to any superiority dice you have from another 
  source). This die is used to fuel your maneuvers. 
  A superiority die is expended when you use it. 
  You regain your expended superiority dice when 
  you finish a short or long rest. 
  NEW PACT BOON OPTIONS 
  When you gain the Pact Boon feature at 3rd 
  level, add the following new options to your 
  choices for that feature. 
  Pact of the Gloom 
  You can call upon the magical substance of 
  shadow and weave it into a cloak that helps you 
  hide from enemies. When you are in dim light or 
  darkness, you can use your bonus action to 
  create a gloom cloak, a magical mantle of 
  
   
   
  33 
   
  shadow that appears on your person. When you 
  create this garment, you can choose its style and 
  appearance, which can be any sort of cloak, cape, 
  long coat, or jacket, but always inky black in 
  color. Your gloom cloak disappears if it is more 
  than 5 feet away from you for 1 minute or more. 
  It also disappears if you use this feature again, 
  dismiss the cloak, or die.  
  While you wear your gloom cloak, when you 
  roll a Dexterity (Stealth) check, you can 
  substitute your Charisma modifier for your 
  Dexterity modifier. In addition, whenever you 
  use your reaction to cast a spell or cantrip, you 
  can take the Disengage or Hide action as part of 
  the same reaction. 
  You can transform one magical cloak into your 
  gloom cloak by performing a special ritual while 
  you wear that cloak. You perform the ritual over 
  the course of 1 hour, which can be done during a 
  short rest. You can then dismiss the cloak, 
  shunting it into an extradimensional space, and 
  it appears whenever you create your gloom cloak 
  thereafter. You can’t affect an artifact in this 
  way. The magic item ceases being your gloom 
  cloak if you die, if you perform the 1-hour ritual 
  on a different item or if you use a 1-hour ritual to 
  break your bond to it. The magical cloak appears 
  at your feet if it is in the extradimensional space 
  when the bond breaks. 
  Pact of Iron 
  You can create an eldritch bond with a suit of 
  light or medium armor by performing a special 
  ritual with it over the course of 1 hour, which can 
  be done during a short rest. You can then 
  dismiss the armor, shunting it into an 
  extradimensional space from which it will 
  appear again whenever you use your action to 
  summon it. When you summon your pact 
  armor, you can also don it instantly as part of 
  the same action. While you are wearing it, your 
  pact armor weighs nothing, you are proficient 
  with it, and it never imposes disadvantage on 
  your Dexterity (Stealth) checks. Your pact armor 
  appears to be made out of whatever material you 
  choose, from mundane black iron to fantastical 
  configurations of smoke and glass. 
  You can make magical armor into your pact 
  armor, as long as it is not an artifact or a sentient 
  item. Magical armor retains its properties while 
  it is your pact armor.  
  The armor ceases being your pact armor if you 
  die, if you perform the 1-hour ritual on different 
  armor, or if you use a 1-hour ritual to break your 
  bond to it. The armor appears at your feet if it is 
  in the extradimensional space when the bond 
  breaks. 
  DMS GUILD COMMUNITY CONTENT 
  The Pact of Iron, along with some related eldritch 
  invocations, originally appeared in Robert 
  Donoghue’s The Grey Tyrant: A Warlock Pact by 5by3 
  Games. The present authors wish to note that The 
  Grey Tyrant, written by one of the original co-
  creators of the FATE RPG, is one of DMs Guild’s 
  great overlooked gems. It is a truly bold and unique 
  piece of game design, and portions of it have been 
  gratefully converted for use here. 
  Pact of the Ring 
  You bear a nigh-indestructible ring. If the ring is 
  lost or somehow destroyed, you can perform a 1-
  hour ceremony to create a replacement. While 
  you bear this ring, once during each of your 
  turns when you hit with an attack roll for a 
  melee weapon or a cantrip, you can inflict extra 
  radiant damage equal to your Charisma bonus 
  on one target you hit with that attack. If the 
  damage for the attack already includes your 
  Charisma bonus (such as if you hit with eldritch 
  blast and have the Agonizing Blast eldritch 
  invocation), you cannot inflict this extra 
  damage. An attack which includes this extra 
  damage blazes with a violet, starlight glare. 
  Pact of the Vestige Relic 
  You can perform a 1-hour ritual on a spellcasting 
  focus you are holding that is a rod, staff, or 
  wand, transforming it into a pact relic tied to the 
  power of vestiges—the remnants of powerful 
  
   
   
  34 
   
  forces and entities that once wielded great 
  authority or awful capabilities. While you have 
  this pact relic, the magic you gain from your 
  patron is enhanced by these arcane influences, 
  mislaid spheres of power, and forgotten 
  allegiances, enhancing some of your eldritch 
  invocations. 
  A magical rod, staff, or wand that becomes 
  your pact relic retains all of its previous magical 
  properties. If your pact relic is lost or destroyed, 
  you can perform the 1-hour ritual to enchant a 
  new rod, staff, or wand, causing the old one to 
  stop being your pact relic. This ritual can be 
  performed during a short or long rest. 
  The augmentations this pact grants to certain 
  eldritch invocations are noted below (or, for the 
  new invocations included in this book, as listed 
  in each one’s description). You must have the 
  invocation named to gain the benefit described. 
  Agonizing Blast, Eldritch Spear, Grasp of 
  Hadar, Lance of Lethargy, or Repelling Blast. 
  When you miss with one or more attack rolls for 
  eldritch blast, at the end of the turn you can call 
  upon Hadar, the Ebon Hunger. Choose one 
  creature within 15 feet of you to which you did 
  not deal damage during that turn. The creature 
  takes necrotic damage equal to your proficiency 
  bonus if you have your pact relic in hand. 
  Armor of Shadows. When a creature has 
  disadvantage on an attack roll against you but 
  still hits, you can call upon Caiphon the Dream 
  Whisperer to help move you out of harm’s way. 
  If you have your pact relic in hand, you can use 
  your reaction to roll 1d4. Add your proficiency 
  bonus to the result. Any nonmagical 
  bludgeoning, piercing, or slashing damage you 
  take from that attack is reduced by the total. 
  Beguiling Influence. During your turn, when 
  you succeed on a Charisma (Deception or 
  Persuasion) check contested by another 
  creature’s ability check, you can call uon the 
  protection of King Elidyr, last lord of a lost 
  empire. At the end of that turn, you gain 
  temporary hit points equal your proficiency 
  bonus if you have your pact relic in hand. 
  Bewitching Whispers, Chains of Carceri, 
  Dreadful Word, Mire the Mind, Sculptor of 
  Flesh, Sign of Ill Omen or Thief of Five Fates. 
  Whenever a creature that is already the target of 
  an active concentration spell you cast fails a 
  saving throw, you can call upon the 
  inexhaustible lifeforce of towering Zutwa. If you 
  have your pact relic in hand, you can use your 
  reaction to regain hit points equal to half your 
  proficiency bonus.   
   
  LORE: THE WARLOCK KNIGHTS OF 
  VAASA 
  In the Forgotten Realms, the chief practitioners of 
  the Pact of the Ring are the Warlock Knights of 
  Vaasa, spellcasting noble elites of that country’s 
  brutal, slave-based feudal system. As part of their 
  pact, each wears a simple loop of dark, crystalline 
  iron as a symbol of their station and power, made 
  from a sinister substance called ironfell. 
   This warped knightly order is based on an 
  otherworldly being, a sleeping(?) colossus known as 
  Telos that fell onto Vaasa during the Spellplague, 
  who serves as the patron of their pacts. Little is 
  known of Telos’s nature, though recent rumors 
  state this being once had a hateful rivalry with a 
  now-dead god known as Seriach, the Hell-Hound 
  Whisperer (and some say a vestige of Seriach 
  seduces renegade Warlock Knights to make new 
  pacts, with the Whisperer as their patron). 
   The Vaasan lords harvest the substance called 
  ironfell from Telos’s body. It is hard as steel when 
  worked, though more crystalline in structure and 
  duller in luster. From ironfell, the Warlock Knights 
  forge their pact rings.  
   Warlock Knights are chosen from among the 
  most ruthless and capable in Vaasa. A few titles 
  have passed hereditarily, but only to heirs who have 
  demonstrated their worthiness.  
   Their hierarchy is loosely based on common 
  feudal traditions. Knights without land are known as 
  executors, and these petty nobles serve as 
  emissaries, spies, soldiers, and assassins for greater 
  Warlock Knights. Landed knights, also known as 
  fellthanes, have absolute power over their holdings 
  and maintain private armies. Fellthanes are vassals 
  to more powerful figures known as vindicators. The 
  greatest vindicators make up the Ironfell Council, 
  which revolves around the Voice of Telos. 
  
   
   
  35 
   
  NEW ELDRITCH INVOCATIONS 
  At 2nd level, a warlock gains the Eldritch 
  Invocations feature. Here are new options for 
  that feature, in addition to those in the Player’s 
  Handbook. If an eldritch invocation has a 
  prerequisite, you must meet it to learn the 
  invocation. You can learn the invocation at the 
  same time that you meet its prerequisite. Any 
  listed level prerequisite refers to your level in 
  your warlock class. 
  Bonded Ally 
  You borrow magic from an ancient eladrin 
  enclave to share in an ally’s triumphs and 
  pain. As an action, you touch one willing 
  creature and establish a bond with it. Once 
  before the next time you finish a short or long 
  rest, when you regain hit points, the bonded 
  ally can use its reaction to regain an amount 
  of hit points equal to half the amount you 
  regain. Also, once before the next time you 
  finish a short or long rest, when your bonded 
  ally regains hit points, you can use your 
  reaction to regain an amount of hit points 
  equal to half the amount your bonded ally 
  regains. 
  This bond remains in place until you use an 
  action to end it, your bonded ally uses an 
  action to end it, or you use this feature to 
  bond with a different creature. 
  Brutal Caster 
  When you score a critical hit with a spell 
  attack roll for a spell that deals damage, you 
  can roll one of the spell’s damage dice one 
  additional time and add it to the extra damage 
  of the critical hit. 
  Clarion Call 
  You can use a warlock spell slot to cast either 
  thunderwave or warning shout*. Once you use 
  this invocation to cast one of these spells, you 
  can’t do so again until you finish a long rest. 
  If you have the Pact of the Vestige Relic 
  feature and you are holding your pact relic, 
  when you cast either thunderwave or warning 
  shout* , you can invoke the vestige known as 
  Yuri the Hunter, and the sound of his bellowing 
  horn, causing one creature of your choice within 
  30 feet of you to take thunder damage equal to 
  your Charisma modifier. 
  
   
   
  36 
   
  Dark Maelstrom’s Reach 
  Prerequisite: 7th level 
  When a hostile creature within 60 feet of you 
  succeeds on a saving throw, you can use your 
  reaction to place an invisible maelstrom of dark 
  misfortune on that creature, dealing necrotic 
  damage to it equal to half your warlock level + 
  your Charisma modifier (minimum 1). 
  If you have the Pact of the Vestige Relic 
  feature and you are holding your pact relic, you 
  can call on the vestige Xevut, He Who Hungers, 
  to use the dark maelstrom to transfer the 
  avoided affliction to another foe nearby. As part 
  of the same reaction you used to deal the 
  damage for this invocation, choose one other 
  creature within 15 feet of the creature that 
  succeeded on the saving throw. That creature 
  must make the same saving throw if it has not 
  already done so this turn. On a failure, it suffers 
  the same effect the other creature would have 
  suffered if it had failed. 
  Darkspiral Aura 
  Prerequisite: Pact of the Gloom feature 
  When you reduce a hostile creature to 0 hit 
  points, you can use your reaction to enshroud 
  yourself in swirling shadows that give you 
  advantage on Dexterity (Stealth) checks. Your 
  darkspiral aura ends when you take a short or 
  long rest, or when you choose to expend it.  
  When a hostile creature that you can see 
  within 60 feet targets you with an attack roll, 
  you can expend your darkspiral aura as a 
  reaction to deal necrotic damage to it equal to 
  half your warlock level + your Charisma 
  modifier. 
  Destructive Messenger 
  Prerequisite: 5th level, Pact of the Chain feature 
  You can use a 10-minute ritual to turn your 
  familiar into a nondescript commoner of a 
  humanoid race appropriate for the nearby area, 
  dressed in the manner of a local peasant or 
  vagabond. Your familiar loses all of its own 
  statistics and uses those of a commoner only, 
  but it can speak and has all the normal abilities 
  of a commoner of that race. You can use your 
  telepathic bond with your familiar to speak 
  through it while it is in this commoner form, 
  and to perceive through its senses as per the find 
  familiar spell. You can use a bonus action to 
  return it to its normal form as your familiar at 
  any time.  
  If your familiar is reduced to 0 hit points while 
  in its commoner form, it immediately explodes 
  in a shadowy conflagration, forcing every 
  creature within 20 feet of it to make a Dexterity 
  saving throw against your warlock spell DC. A 
  creature takes 4d8 necrotic damage on a failure, 
  or half as much on a success. 
  Eldritch Bond 
  Prerequisite: 12th level, Bonded Ally eldritch 
  invocation 
  When you use your Bonded Ally eldritch 
  invocation, until the bond ends, you can use 
  your action to teleport to the unoccupied space 
  closest to your bonded ally, provided the two of 
  you are on the same plane of existence. Your 
  bonded ally can do the same thing, using its 
  action to teleport to the unoccupied space 
  closest to you. 
  Ender of All 
  Prerequisite: 11th level  
  You can cast disintegrate once without 
  expending a spell slot. You must finish a long 
  rest before you can do so again. 
  Falsify Perceptions 
  Prerequisite: 9th level  
  You can use a warlock spell slot to cast either 
  modify memory or mislead. Once you use this 
  invocation to cast one of these spells, you can’t 
  do so again until you finish a long rest. 
  
   
   
  37 
   
  If you have the Pact of the Vestige Relic 
  feature and you are holding your pact relic, 
  when you cast either modify memory or mislead, 
  you can call on the vestige Xandor the Mad to 
  add a bonus equal to your Constitution, 
  Intelligence, or Wisdom modifier (your choice, 
  minimum 1) to all your Charisma (Deception) 
  and Dexterity (Sleight of Hand) checks for 10 
  minutes. 
  Fiendish Talent 
  Whether you sold your soul or won a midnight 
  competition at a crossroads, somehow your 
  performing skills compel supernatural support. 
  You gain proficiency in the Performance skill if 
  you don’t already have it, and with one musical 
  instrument of your choice. Also, choose one 
  musical instrument you are proficient with. You 
  gain expertise with that musical instrument, 
  which means your proficiency bonus is doubled 
  for any ability check you make with it. 
  Finally, you learn one bard cantrip of your 
  choice. This is a warlock cantrip for you, but it 
  doesn't count against the number of cantrips 
  you know. 
  Fierce Familiar 
  Prerequisite: 9th level, Pact of the Chain feature 
  As a bonus action, you can command your 
  familiar to take the Attack action. 
  Gloom Walk 
  Prerequisite: 7th level, Pact of the Gloom feature 
  When you are in dim light or darkness, as a 
  bonus action you can teleport up to 60 feet to an 
  unoccupied space you can see that is also in dim 
  light or darkness. You can then take the Hide 
  action as part of the same bonus action. 
  Ironfell Blade 
  Prerequisite: 5th level, Pact of Iron feature or Pact 
  of the Ring feature 
  You can transform a one-handed melee weapon 
  that inflicts slashing or piecing damage, 
  changing it into the mysterious metal-like 
  substance called ironfell. To do so, you must 
  touch the weapon and perform a 1-minute ritual. 
  When you take the attack action on your turn 
  and attack with a weapon you have transformed 
  in this way, you can attack with that weapon 
  twice, instead of once. If you perform the ritual 
  again on a different weapon, any weapons you 
  have previously transformed in this way return 
  to normal. 
  In addition, you fulfill all prerequisites for 
  other eldritch invocations as if you had the Pact 
  of the Blade feature, treating your ironfell blade 
  weapon as your pact weapon for the purposes of 
  those invocations. 
  Iron Sky Starfall 
  Prerequisite: 9th level, eldritch blast cantrip, Pact 
  of the Ring feature 
  When you hit a creature with your eldritch blast, 
  you can cast hold person as a bonus action using 
  a warlock spell slot, changing the casting time to 
  1 bonus action for that casting. The hold person 
  spell must target the creature you hit with 
  eldritch blast.  
  Life Bind 
  Prerequisite: 5th level  
  You can use a warlock spell slot to cast either 
  animate dead or life transference XGtE. Once you 
  use this invocation to cast one of these spells, 
  you can’t do so again until you finish a long rest. 
  If you have the Pact of the Vestige Relic 
  feature and you are holding your pact relic, you 
  can invoke the remnant of the dead god Amaan 
  to gain resistance to poison and necrotic damage 
  for 1 hour after you cast animate dead or life 
  transference XGtE. 
  Mandrake Effigy 
  Prerequisite: 11th level  
  
   
   
  38 
   
  You can cast create homunculus XGtE once 
  without expending a spell slot. You must finish a 
  long rest before you can do so again. 
  If you have the Pact of the Vestige Relic 
  feature and you are holding your pact relic, any 
  homunculus you create with the create 
  homunculus XGtE spell is infused with the vitality 
  of Zutwa, gaining resistance to acid and necrotic 
  damage. 
  Otherworldly Alliances 
  Prerequisite: 9th level  
  You can use a warlock spell slot to cast either 
  planar binding or teleport circle. Once you use 
  this invocation to cast one of these spells, you 
  can’t do so again until you finish a long rest. 
  If you have the Pact of the Vestige Relic 
  feature and you are holding your pact relic, once 
  you finish casting either planar binding or 
  teleport circle, you can call upon the secrets of 
  Seriach the Hell-Hound Whisperer to add a 
  bonus equal to your Charisma modifier to all 
  your Intelligence (Arcana or Religion) checks for 
  1 hour. 
  Improved Pact Armor 
  Prerequisite: Pact of Iron feature 
  You can use your pact armor as a spellcasting 
  focus for your warlock spells. Also, your pact 
  armor grants you a +1 bonus to AC, in addition 
  to the armor’s normal bonus to AC, unless it is 
  magic armor that already grants an additional 
  AC bonus.  
  Pact Shield 
  Prerequsite: 7th level, Pact of the Blade or pact of 
  Iron feature 
  When you summon your pact armor or pact 
  weapon, you can also create a magical shield 
  made of eldritch energy. Whenever you dismiss 
  your pact armor or pact weapon, you can dismiss 
  this shield as well. Otherwise it works like a 
  normal shield. 
  While you are holding your pact shield, when 
  a creature you can see hits a target that is within 
  5 feet of you with an attack, you can use your 
  reaction to roll a d8. Add your Charisma 
  modifier to the number rolled, and reduce the 
  attack’s damage by that total (to a minimum of 0 
  damage). 
  Power in Endings 
  Prerequisite: 7th level, Pact of Iron feature 
  When you make a death saving throw, you 
  choose to roll with advantage or disadvantage. 
  Whenever you fail a death save, you immediately 
  recover one of your expended warlock spell slots. 
  Once you have recovered a spell slot in this way, 
  you cannot do so again until you finish a short or 
  long rest. 
  Preternatural Performance 
  Prerequisite: 11th level, Pact of the Tome feature, 
  proficiency in the Performance skill 
  Your patron grants you rare supernatural skill in 
  performing. You gain expertise with your 
  Performance skill, which means your proficiency 
  bonus is doubled for any ability check you make 
  with it. Also, whenever you gain a warlock level, 
  you can choose one spell you learned from the 
  Spellcasting feature of your warlock class and 
  replace it with a spell from the bard spell list. 
  The new spell must be of the same level as the 
  spell you replace. 
  
   
   
  39 
   
  Probing Shadows 
  Prerequisite: Pact of the Gloom feature 
  The darkness whispers to you, guiding your 
  senses to notice looming threats. You have 
  advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells, 
  and advantage on Wisdom (Perception) checks 
  made to avoid being surprised. To gain these 
  benefits, you can’t be blinded, deafened, or 
  incapacitated. 
  Relentless Pursuit 
  Prerequisite: 12th level, Pact of the Gloom feature 
  As an action, you can choose one creature you’ve 
  dealt necrotic damage to since the start of your 
  previous turn. You teleport up to 60 feet to the 
  unoccupied space closest to that target. 
  If you have the Pact of the Vestige Relic 
  feature and you are holding your pact relic, you 
  have advantage on your next attack roll against 
  the target before the end of your next turn, 
  thanks to the swiftness of Ulban, who flashes 
  across the nighty sky in a fiery streak of blue 
  flame. 
  Smoking Bolts 
  Prerequisite: Pact of the Blade feature 
  You can create a hand crossbow using your Pact 
  of the Blade feature. When you load it, instead of 
  using normal ammunition, you can draw a wisp 
  of black smoke out of the air that magically 
  transforms into a black crossbow bolt, which 
  vanishes after 1 minute. When you fire it at a 
  creature you’ve made a successful Wisdom 
  (Insight) check against within the past 24 hours, 
  you have advantage on the attack roll. When you 
  hit a creature with it, you can expend a warlock 
  spell slot to deal an additional 1d8 necrotic 
  damage to the target per spell level. 
  Shard Star Warrior 
  Prerequisite: 15th level 
  When you make an attack roll for a melee 
  weapon or a cantrip, you score a critical hit on a 
  roll of 19 or 20 if you have not already inflicted a 
  critical hit that turn. 
  Starlight Hex 
  Prerequisite: 5th level, hex spell 
  When you cast the hex spell using a warlock 
  spell slot, the initial target you choose as its first 
  subject immediately takes 1d8 magical radiant 
  damage and must succeed on a Constitution 
  saving throw. On a failure, it is blinded until the 
  end of its next turn Also, whenever you inflict 
  necrotic damage with your hex spell, you can 
  choose for it to be radiant damage instead. 
  Threshold Breaker 
  Prerequisite: 5th level  
  You can use a warlock spell slot to cast either 
  knock or warp stone*. Once you use this 
  invocation to cast one of these spells, you can’t 
  do so again until you finish a long rest. 
  If you have the Pact of the Vestige Relic 
  feature and you are holding your pact relic, 
  when you cast either knock or warp stone*, you 
  can call upon the dormant wisdom of Gibbeth 
  the Endless to add a bonus equal to your 
  Charisma modifier to all your Intelligence 
  (Investigation) and Wisdom (Perception) checks 
  for 10 minutes. 
  Twofold Pact 
  Prerequisite: 11th level 
  When you gain this eldritch invocation, you can 
  choose a second option for your Pact Boon 
  feature. You gain all the benefits of this second 
  pact, including fulfilling prerequisites for other 
  eldritch invocations that require it. 
  Unyielding Armor of the Void 
  Prerequisite: 9th Level, Pact of Iron feature 
  You can make a suit of heavy armor into your 
  pact armor. 
   
  
   
   
  40 
   
  New Otherworldly Patron: 
  THE DARK 
  You’ve bound yourself to a being of the endless 
  darkness surrounding the cities of the drow and 
  other Underdark races. Your patron gifts you 
  with powers of darkness, betrayal, poison, spite, 
  and malice, and constantly tries to entice you 
  with more… at the cost of harming your friends. 
  IN THE REALMS 
  Many Underdark societies revolve around dark 
  beings that grant these powers, especially exarchs 
  of the drow goddess Lolth. Such patrons include: 
  Bloqroth the Yochlol, Laveth the Daughter of Lolth, 
  Ragnorra the Mother of Monsters, Rallaster the 
  lesser god of razors, Scahrossar the Mistress of 
  Exquisite Pain, The Patient One, the vast demonic 
  snake Sertrous, and the mightiest illithid Elder 
  Brains (like Io, the converted Elder Brain that now 
  serves the duergar of Duerradin). Even servants of 
  dark surface deities like Shar might grant such pacts. 
  Expanded Spell List 
  The Dark allows you to choose from an 
  expanded list of spells when you learn a warlock 
  spell. The following spells are added to the 
  warlock spell list for you. 
  THE DARK EXPANDED SPELLS 
  Level 
  Spells 
  1st 
  ego lash*, ray of sickness 
  2nd 
  Elonia’s glamour*, protection from poison 
  3rd 
  bestow curse, stinking cloud 
  4th 
  Evard's black tentacles, phantasmal killer 
  5th 
  cloudkill, spidersilk slash* 
  Gifts of the Endless Night 
  At 1st level you learn the spiteful glamour* 
  cantrip and the spell your glorious sacrifice* as 
  warlock spells, though they do not count against 
  the number of spells you know.  
  At 3rd level, you also gain your choice of one 
  the following eldritch invocations, ignoring all 
  prerequisites: Bonded Ally or Darkspiral Aura. 
  This does not count against the number of 
  eldritch invocations you can have as a warlock. 
  Trusting 
  Ally 
  At 1st level, 
  if a creature 
  places its 
  trust in you, 
  your magic 
  grants it 
  special 
  benefits. 
  When you 
  finish a 
  short or long 
  rest, you can 
  choose one 
  willing 
  creature that 
  you can see within 30 feet of you to become your 
  trusting ally. While a creature that is your 
  trusting ally can see you, if you are conscious 
  and within 10 feet of that ally, it gains a special 
  benefit: once per turn when that ally makes an 
  ability check or saving throw that does not 
  include its proficiency bonus, it can roll a d4 and 
  add the result to the ability check or saving 
  throw. The trusting ally can wait until after it 
  rolls the d20 before deciding to use this benefit, 
  but must decide before the DM says whether the 
  roll succeeds or fails. 
  You can have a number of trusting allies equal 
  to your Charisma modifier. Once a creature is 
  your trusting ally, it remains so until you go 
  more than 24 hours without seeing each other or 
  until either one of you uses an action to end this 
  effect. 
  The die a trusting ally rolls for this feature 
  changes when you reach certain levels in this 
  class. The die becomes a d6 at 5th level, a d8 at 
  10th level, and a d10 at 15th level. 
  However, a trusting ally becomes less resilient 
  against your magic. When your trusting ally rolls 
  a saving throw against a spell you cast, that ally 
  has disadvantage on the saving throw. 
  
   
   
  41 
   
  Insidious Sting 
  At 6th level, once per turn, when one or more 
  creatures take poison or psychic damage from a 
  spell you cast, you can choose one of the 
  creatures taking that damage. You add your 
  proficiency bonus to the poison or psychic 
  damage dealt to that creature. 
  Involuntary Sacrifice 
  At 6th level, when you would inflict your 
  Insidious Sting damage, if at least one creature 
  on the same plane of existence as you is your 
  trusting ally, you can use your reaction to choose 
  one such creature and force it to roll the die 
  from your Trusting Ally feature. That ally takes 
  necrotic damage equal to the number rolled or 
  your Charisma modifier, whichever is higher. 
  If you damage your trusting ally with this 
  feature, the extra damage you inflict with your 
  Insidious Sting damage is equal to your 
  proficiency bonus + twice the necrotic damage 
  your ally took from this feature, instead of the 
  normal amount. This increased damage is 
  calculated based on the amount of necrotic 
  damage your ally actually took from this feature, 
  after any immunities, resistances, or other forms 
  of damage reduction. 
  Darkest Mirror 
  Starting at 10th level, you can use a bonus action 
  to close lids of the darkest night over your eyes, 
  allowing you to see invisible creatures as well as 
  into the Ethereal Plane. When you do so, you 
  can see into the Ethereal Plane for up to 1 hour, 
  and for the same duration you see all invisible 
  creatures on both your current plane and in the 
  Ethereal Plane. You see the area immediately 
  around you, out to your normal range of vision. 
  If you have a specialized type of vision (such 
  as darkvision) then it functions as normal. You 
  do not gain any special forms of vision, nor any 
  immunity to attacks that depend on eye sight 
  (such as the gaze of a medusa). 
   While you are using this feature, you cannot 
  see the plane where you are currently located, 
  nor any creature on that plane (including your  
  allies) unless it is invisible. Unless you use a 
  bonus action to end your use of this feature 
  early, for the duration you can only see invisible 
  creatures and the Ethereal Plane. 
  You can use this feature twice, regaining all 
  expended uses when you finish a short or long 
  rest. When you reach 14th level in your warlock 
  class, your number of uses for this feature 
  increases from two to three. 
  Passionate Betrayal 
  Starting at 14th level, as an action, you can 
  whisper dark promises to a hostile creature of 
  your choice within 60 feet, causing it to confuse 
  friends with enemies and vice-versa. You cast 
  dominate monster on the target as a warlock 
  spell without using a spell slot. While charmed 
  by this spell, the target considers any creature 
  hostile to you to be a threat to itself, and any 
  creature friendly to you as a friend, so if the 
  creature completes an order from you and 
  doesn’t receive further direction, it continues 
  attacking creatures hostile to you as best it can. 
  This power carries a price. When you cast 
  dominate monster with this feature, you must 
  choose at least one creature on the same plane 
  of existence as you that is your trusting ally, 
  otherwise the spell fails. For the duration, when 
  the chosen trusting ally makes an attack roll or 
  forces another creature to make a saving throw, 
  it must roll the die from your Trusting Ally 
  feature and subtract the result from its attack 
  roll or from the DC of the saving throw. 
  DMS GUILD COMMUNITY CONTENT 
  The Dark is based on a warlock type from 4th 
  Edition D&D, previously converted for Mirt's 
  Undermountain Survival Guide by M.T. Black, James 
  Introcaso, and Greg Marks. Their conversion has 
  been gratefully revised to create the new iteration 
  of this patron included here, which also appears in 
  The Blackstaff’s Warlock Codex. 
  
   
   
  42 
   
   
  THE 
  WIZARD 
  “MAY THIS BE ENOUGH TO 
  STOP THE TRAITOR—AND 
  SERVE TO DISCOURAGE 
  THOSE WHO WOULD 
  FOLLOW HIS EXAMPLE.” 
  ―VAJRA SAFAHR 
  7TH BLACKSTAFF OF 
  WATERDEEP 
  WIZARD 
  VARIANT 
  FEATURES 
  The following variant 
  features can be added to 
  those granted by the 
  wizard class. Most don’t 
  require any other 
  changes, but some replace 
  an existing feature, as 
  noted at the end of the 
  feature description.   
  Academic 
  Education 
  You can add half your 
  proficiency bonus, 
  rounded down, to any 
  Intelligence check you 
  make that doesn’t already include your 
  proficiency bonus. 
  Adept Researcher 
  While you are in a good library or well-equipped 
  laboratory, you have advantage on Intelligence 
  checks that include your proficiency bonus. 
  Battlefield Mage 
  Starting at 2nd level, once during each of your 
  turns, when you deal damage to one or more 
  targets with a weapon attack or with a wizard 
  spell of 1st-level or higher you cast that turn, you 
  can choose to roll a d6 and add the result to the 
  damage against one target. When you reach 14th 
  level, this extra damage increases to 2d6. 
  (The Battlefield Mage feature replaces a wizard’s 
  Arcane Recovery feature.) 
   
  
   
   
  43 
   
  SIMBARCH TEACHINGS  
  Though she vanished in the Era of Upheaval and 
  her rule ended decades ago, in the Forgotten 
  Realms, no mage in living memory retains so 
  fearsome a reputation as the sorcerer and wizard 
  called the Simbul.  
  Considered by many the greatest spellcaster of 
  her era, the awesomely powerful Witch-Queen 
  of Aglarond took on many apprentices and 
  schooled them in her secrets of power, much as 
  she herself had learned under Elminster and the 
  Witches of Rashemen. The Simbul embellished 
  traditional techniques of wizardry with new 
  inventions, always teaching innovation and 
  unpredictability. Her apprentices took on 
  apprentices of their own, who in turn kept her 
  lessons alive by teaching others. 
  Students such as yourself, who have inherited 
  the Simbul’s teachings, are known as simbarchs. 
  Like her, you wield your magic with a wild 
  abandon that terrifies your enemies. Your arcane 
  power sustains and strengthens you, granting 
  you seemingly superhuman reserves of vitality 
  and health. Though you were taught compassion 
  and restraint, when the time comes for wrath, 
  you are a terrible enemy indeed. 
  IN THE REALMS 
  Since the Witch-Queen vanished, many elite 
  spellcasters practicing her teachings have come 
  together to rule Aglarond in her place. They have 
  formed the Simbarch Council, a governing body 
  made up exclusively of the Simbul’s magical 
  “descendants.” However, many simbarchs are not 
  members of the council and prefer to practice their 
  magic privately. Adventuring simbarchs tend to fall 
  into the latter group. 
   Of course, as a simbarch, you have the right to 
  claim a seat on the council, but doing so entails 
  burdensome responsibilities and political 
  considerations. If and when you do decide to join 
  the council, it might take months or even years 
  before you are formally recognized. Whether or 
  not you join the leaders of Aglarond, you are an 
  inheritor of the Simbul’s arcane legacy. 
  Minor Synosdweomer 
  Beginning when you select this arcane tradition 
  at 2nd level, you can expend one spell slot to 
  accelerate your body’s natural healing powers. 
  As a bonus action, expend a single spell slot as if 
  you were casting a spell, and then spend one Hit 
  Die. You regain hit points as if that Hit Die had 
  been spent during a short rest, plus additional 
  hit points equal to twice the level of the spell 
  slot used. 
  Once you use this feature, you cannot use it 
  again until you finish a short or long rest.  
  Silver Fire 
  Starting at 2nd level, you can summon a jet of 
  pure magical power that burns through all 
  defenses and empowers your other spells. When 
  you make a spell attack roll during your turn, 
  you can use your bonus action to gain advantage 
  on that spell attack. If the attack hits, for the 
  next minute, whenever you hit the same target 
  with a spell attack, you deal extra damage to it 
  equal to your proficiency bonus. This effect ends 
  if you are incapacitated, if the target is reduced 
  to zero hit points, or if you use this feature 
  again. 
  You can use this feature a number of times 
  equal to your Intelligence modifier (minimum of 
  once), regaining all expended uses when you 
  finish a long rest.  
  Spell Matrix 
  At 6th level, you can prepare a magical matrix 
  from your own life energies that allows you to 
  partially cast some of your spells ahead of time, 
  then cast them more quickly later on. As part of 
  a ritual that takes one hour, you create a special 
  matrix focus, using an arcane focus of your 
  choice and a diamond worth 300 gp. The 
  diamond is consumed by the ritual, while the 
  arcane focus is transformed into the matrix 
  focus. The matrix can still be used as an arcane 
  
   
   
  44 
   
  focus, but you also require it to employ the other 
  benefits of this feature. 
  Whenever you have a matrix focus you created 
  on your person, you can perform a 10-minute 
  ritual to choose a number of spells you know 
  that have a casting time of 1 action. The total 
  number of spells chosen must be less than or 
  equal to your proficiency bonus. You can then 
  expend a number of Hit Dice equal to the 
  number of spells chosen, drawing on your life 
  force to partially cast the spells into your matrix 
  focus. 
  Until the next time you finish a long rest or 
  perform the 10-minute ritual to choose spells for 
  this feature, whenever you cast one of the 
  chosen spells and have the matrix focus on 
  your person, you can expend one Hit Die to 
  cast that spell as a bonus action, changing its 
  casting time to 1 bonus action for this casting. 
  When you spend Hit Dice for this feature, you 
  do not regain hit points. When casting spells 
  from your matrix, all the normal rules for 
  casting multiple spells in a single turn still 
  apply, but these spells are treated as bonus 
  action spells for this purpose. 
  Major Synostodweomer 
  Beginning at 10th level, you can harvest excess 
  arcane energy from a spell you cast and 
  transform it into healing magic. When you use 
  your action to cast a spell during your turn, 
  you can use your bonus action to touch a 
  creature and heal it. Roll 1d4 for each level of 
  the spell you cast that turn. The total is the 
  number of hit points regained by the creature 
  you touch.  
  You can use this feature a number of times 
  equal to your Intelligence modifier (minimum 
  of once), regaining all expended uses when you 
  finish a long rest. 
  Spellfire Tempest 
  Starting at 14th level, you can unleash your 
  true arcane wrath, taking to the sky in a blaze 
  of blue or silver fire that burns away your mortal 
  frailty while pummeling your enemies. As an 
  action, you surround yourself with a powerful 
  telekinetic storm, giving yourself a flying speed 
  of 40 feet until the end of your next turn and 
  ending one effect on yourself that a greater 
  restoration spell could remove. When you do so, 
  the next time you inflict damage with a spell on 
  one or more creatures before the end of your 
  next turn, you can reroll a number of the 
  damage dice equal to your Intelligence modifier 
  (minimum of 1). 
  Once you use this feature, you cannot use it 
  again until you finish a short or long rest. 
  
   
   
  45 
   
  THE ARTIFICER 
  “MECHANICAL VESSELS THAT SAILED ON THE AIR. 
  SMOKEPOWDER TUBES THAT COULD TEAR A MAN IN 
  HALF. CLOCKWORK BIRDS THAT SANG SO SWEETLY 
  YOUR EARS WOULD ACHE TO HEAR THEM. THE 
  GONDSMEN OF LANTAN BUILT ALL THAT AND 
  MORE…” 
  ―CAVANDRO THE CUNNING 
  HIGH ARTIFICER OF GOND 
  VARIANT FEATURES 
  The following variant features can be added to 
  those granted by the artificer class. Most don’t 
  require any other changes, but some replace an 
  existing feature, as noted at the end of the 
  feature description.   
  Uncanny Preparedness 
  At 3rd level, when you need a commonly sold 
  piece of gear or set of tools, you can make a DC 
  15 Intelligence check if you have a container 
  (such as a backpack or sack) that could hold that 
  gear or tool. On a success, you find the needed 
  gear or tool is in your container, provided it is 
  worth 50 gp or less and less than 1 foot long or 
  wide). You must immediately pay the gp cost of 
  the item to use this ability, otherwise it does not 
  work—you previously thought ahead and 
  purchased this item when you last had the 
  opportunity to do so. Once you successfully gain 
  an item with this feature, you cannot do so again 
  until you finish a short or long rest. 
  (Uncanny Preparedness replaces the artificer’s 
  3rd level feature, The Right Tool for the Job.) 
  Occult Investigator 
  Starting at 5th level, whenever you fail an 
  Intelligence (Investigation) or Wisdom 
  (Insight or Perception) check, you can spend 
  a spell slot of 5th level or lower to reroll, 
  gaining a bonus on the second roll equal to 
  2d4 + the level of the spell slot spent. You 
  must use the second roll. 
  NEW ARTIFICER INFUSIONS 
  These following new infusions are available for 
  the artificer’s Infuse Item feature.  
  Roof-Runner’s Armor 
  Prerequisite: 10th-level artificer 
  Item: A suit of light armor (requires attunement) 
  A creature wearing this light armor can add a 
  bonus equal to its Intelligence modifier to its 
  Dexterity checks, Wisdom checks, and Strength 
  (Athletics) checks.. 
  This armor has 4 charges. As a bonus action, 
  you can expend 1 charge to cast spider climb, 
  targeting yourself only, changing the casting 
  time to 1 bonus action for this casting.  
  Vigilante's Glass 
  Item: A magnifying glass 
  Whenever a creature carrying this magnifying 
  glass casts a divination, enchantment, or illusion 
  spell of 1st level or higher, for the next hour, 
  every time it makes a Wisdom check, an 
  Intelligence (Investigation) check, or a Charisma 
  (Intimidate) check, it can treat a roll of 7 or 
  lower on the d20 as an 8. 
  The magnifying glass has 4 charges. Whenever 
  a creature holding it fails an ability check, it can 
  expend 1 charge to reroll that check with 
  advantage. Each day at dawn, the magnifying 
  glass regains 1d4 expended charges. 
  
   
   
  46 
   
  New Artificer Specialist: 
  VIGILANTE 
  Even in the noblest kingdoms, justice can fall by 
  the wayside, and in corrupt or lawless ones, the 
  foulest deeds often escape punishment. The 
  vigilante's cause is to correct these failings, 
  preying upon those who prey upon others.  
  Each artificer who walks this path defines the 
  quest in different terms. A lawful hero might 
  serve a higher code, compensating for local 
  authorities' lapses, while a more chaotic type 
  might be driven by contempt for unjust rules 
  and rulers. Whether pursuing the greater good 
  beyond the reach of impotent magistrates, or 
  merely seeking glory while channeling the 
  violence of their own evil impulses, these 
  artificers operate outside the law. Therefore, 
  they must be secretive about how they enforce 
  their justice, creating magical masks, cloaks, 
  hoods, disguises, and the like to hiding their 
  identities. 
  Vigilantes know that adopting a mysterious, 
  larger-than-life persona can inspire hope in allies 
  while deterring enemies with fear of their 
  vengeance. Most use flamboyant tools and 
  athletic fighting styles to draw the attention of 
  their foes. Some even leave a distinctive token 
  with those they bring to justice, ranging from 
  the symbolic, such as a dead rose, to the 
  gruesome, such as carving their symbol into an 
  enemy’s flesh. Each individual vigilante must 
  adopt or create the legacy that is most true to 
  their own brand of justice. 
  IN THE REALMS 
  While some vigilante artificers operate in rural 
  places, acting as outlaws and to prey on the corrupt 
  before vanishing into the wilderness, most favor 
  large cities beset by crime or corruption, such as 
  Baldur’s Gate, Luskan, Mulmaster, Westgate, 
  Calaunt, Heliogabalus, Nathlakh, Phsant, Telflamm, 
  or even the prison city of Wheloon. In certain cities 
  of Amn and Calimshan dominated by large thieves’ 
  guilds, whole teams of vigilantes have assembled.  
  Crimefighter's Training 
  When you adopt this specialization at 3rd level, 
  you gain proficiency one martial weapon of your 
  choice and your choice of two of the following 
  skills: Athletics, Acrobatics, Insight, 
  Intimidation, Investigation, Perception, or 
  Stealth. You also gain proficiency with disguise 
  kits, and you can use a magnifying glass as a 
  spellcasting focus for your artificer spells. 
  In addition, when you attack with an unarmed 
  strike, a simple weapon, a thrown weapon, or a 
  finesse weapon, you can use Intelligence instead 
  of Strength or Dexterity for your attack and 
  damage rolls and the target takes an extra 1d6 
  psychic damage if it is not immune to the 
  frightened condition. 
  Finally, you learn the Artificer Infusion 
  Vigilante's Glass, but it does not count against 
  the number of infusions you know. 
  Concealing Cowl 
  Beginning at 3rd level, when you finish a long 
  rest, you can magically combine a cloak or 
  similar garment with a suit of light or medium 
  armor to create your concealing cowl. You must 
  be touching both the cloak and the armor when 
  you do so, and the armor cannot be of a type 
  that imposes disadvantage on Dexterity (Stealth) 
  checks. Your concealing cowl is a reinforced, 
  protective garb that functions as the armor used 
  in its creation while also disguising your 
  identity, and you choose its color and other 
  aspects of its appearance (such as whether it 
  includes a mask, cape, helm, or hood) when you 
  create it. If the cloak or armor was magical (such 
  as being one of your infused items), or even if 
  both were, the cowl retains all magical 
  properties of the items combined to create it. 
  You gain the following benefits while wearing 
  your concealing cowl: 
   The concealing cowl attaches to you and 
  can’t be removed against your will. While 
  you are wearing it, no visual sign of your 
  
   
   
  47 
   
  actual identity can be perceived by others, 
  not even with magic. 
   When a creature attempts to read your 
  thoughts by telepathy or other means, or 
  when it tries to learn information about your 
  identity with divination magic, it must make 
  an Intelligence saving throw against your 
  artificer spell save DC. On a failure, the 
  attempt does not yield any information. 
   If it is medium armor, you can add your 
  Dexterity modifier to a maximum of +3 to 
  the base Armor Class that it provides, 
  instead of the armor's normal maximum. If it 
  is light armor, you gain a +1 bonus to your 
  Armor Class. The armor’s weight is 
  negligible, and it is formfitting and wearable 
  under clothing 
   The concealing cowl contains many magical 
  pockets, pouches, and belt compartments, in 
  which you can store up to 5 separate sets of 
  artisan's tools, 100 pieces of ammunition, 
  and  up to 25 lbs. of other equipment. While 
  in your concealing cowl, these items do not 
  add to the cowl's weight. 
   When you draw a weapon, tool, or other 
  piece of gear from the cowl, you can use that 
  item as a spellcasting focus for your artificer 
  spells until the end of your next turn. When 
  you use such a focus to cast an artificer spell 
  that deals damage, you can roll a d10. You 
  gain a bonus to one of the spell’s damage 
  rolls equal to the number rolled. 
  Vigilante Spells 
  Starting at 3rd level, you always have certain 
  spells prepared after you reach particular levels 
  in this class, as shown in the Vigilante Spells 
  table. These spells count as artificer spells for 
  you, but they don’t count against the number of 
  artificer spells you prepare. 
  VIGILANTE SPELLS 
  Artificer Level Spells 
  3rd 
  compelled duel, mark of the vigilante* 
  5th 
  dramatic entrance*, spider climb 
  9th 
  fear, fly 
  11th 
  blade of flickering shadows*, death 
  ward 
  17th 
  greater restoration, steel wind strike 
  XGtE 
  Extra Attack 
  Starting at 5th level, you can attack twice, rather 
  than once, whenever you take the Attack action 
  on your turn.  
  Avenging Terror 
  At 9th level, once during each of your turns, 
  when you deal damage to one or more targets, 
  you can choose one or two creatures that either 
  took this damage or were within 5 feet of a 
  creature that took this damage. Each creature 
  you choose takes 2d8 psychic damage. 
  Any creature that takes psychic damage from 
  this feature must roll a Wisdom saving throw 
  against your artificer spell save DC. On a failure, 
  that creature is frightened of you until the end of 
  your next turn. 
  You can use this feature a number of times 
  equal to your Intelligence modifier (minimum of 
  once). You regain all expended uses when you 
  finish a long rest. 
  Resurgent Justice 
  At 15th level, when you drop to 0 hit points and 
  don’t die outright, you can choose to drop to 1 
  hit point instead and gain temporary hit points 
  equal to five times your artificer level. When 
  you, do each creature of your choice within 30 
  feet of you that you can see takes psychic 
  damage equal to 2d10 + your artificer level. Once 
  you use this feature, you can’t use it again until 
  you finish a long rest. 
   
  
   
   
  48 
   
  CHAPTER 2: 
  FEATS 
  “WHEN YOU FAIL, IT DOESN'T MEAN YOU'VE 
  FALLEN OFF THE MOUNTAIN. IF YOU'VE SLID 
  DOWNHILL A LITTLE, YOU CAN CLIMB BACK. BUT 
  YOU NEED HELP TO DO IT. YOU NEED FRIENDS.” 
  — PRIAM AGRIVAR 
  PALADIN OF TYR 
  For campaigns that use the optional Feat rules, 
  this chapter presents additional choices. 
  ALCHEMIST TRAINING 
  The secrets of alchemy are crucial to the survival 
  of many adventurers, requiring professionally 
  trained experts such as yourself. Alchemists can 
  be found in any major city, though they are most 
  common in places where the ways of mages and 
  artificers are taught formally, such as Lantan, 
  Halruaa, Silverymoon, Thay, Aglarond, or 
  Rashemen. This feat grants you the following 
  benefits: 
   Increase your Intelligence score by 1, to a 
  maximum of 20. 
   You gain proficiency with alchemist’s 
  supplies, and with the Arcana skill. 
   You gain expertise with alchemist’s supplies, 
  which means your proficiency bonus is 
  doubled for any ability check you make with 
  them. 
   As an action, you can choose one potion you 
  can see within 5 feet of you. You identify that 
  potion as if you had tasted it. 
   When you finish a short rest, if you have 
  alchemist’s supplies, you can improve the 
  potency of certain kinds of healing potions. 
  Choose one potion you have had access to 
  for the past hour, which must be one of the 
  following potion types: potion of healing, 
  potion of greater healing, potion of superior 
  healing, or potion of supreme healing, If that 
  potion is drunk within 1 hour of the end of 
  the short rest, when the creature drinking 
  the potion rolls to determine the amount of 
  healing they receive, they add your 
  proficiency bonus to the final total, and they 
  can reroll a number of the dice up to your 
  Intelligence modifier (minimum of one). 
  They must use the new rolls. 
  BORN OF THE PLAINS 
  Your people are great riders and nomads with a 
  history of raiding non-migratory settlements. 
  You learned to ride before you could walk, and 
  ranged across a vast expanse such as the Plain of 
  Horses, the Great Amber Steppes of the 
  Hordelands, or the Eastern Shaar. Even if you or 
  your kin are no longer directly involved in 
  raiding, you still learn relevant techniques for 
  maneuvering to strike swiftly and intimidate 
  your targets. This feat grants you the following 
  benefits: 
   Choose one of the following ability scores: 
  Strength, Dexterity, or Wisdom. Increase the 
  chosen score by 1, to a maximum of 20. 
   Choose any one martial weapon. You gain 
  proficiency with that weapon, and when you 
  roll damage for a critical hit with that 
  weapon, you can re-roll any damage die that 
  rolls a 1. You must use the new roll. 
   You gain proficiency with one of the 
  following skills: Animal Handling, Athletics, 
  Intimidate, Nature, or Survival. You also gain 
  expertise with the chosen proficiency, 
  meaning you double your proficiency bonus 
  for all ability checks with it. 
   You have advantage on all ability checks and 
  saving throws related to controlling, 
  maneuvering, or staying on a mount. In 
  addition, mounting or dismounting a 
  creature costs you only 5 feet of movement, 
  rather than half your speed.  
  
   
   
  49 
   
   You learn the Menacing Attack maneuver 
  from the Battle Master archetype in the 
  fighter class. The saving throw DC for this 
  maneuver equals 8 + your proficiency bonus 
  + your Strength or Dexterity modifier (your 
  choice). If you already have superiority dice, 
  you gain one more; otherwise, you have one 
  superiority die, which is a d6. This die is 
  used to fuel your maneuvers, and is 
  expended when you use it. You regain your 
  expended superiority dice when you finish a 
  short or long rest.  In addition, if you have no 
  superiority dice, you regain one expended 
  superiority die when you inflict damage on a 
  hostile creature that is frightened of you. 
  CHILD OF THE HIDDEN 
  FOREST 
  Past cruelties gave your ancestors good reason to 
  distrust the ambitions of “civilized” nations, so 
  their descendants make secret homes in deep 
  forests inaccessible to outsiders. Growing up in 
  such a refuge taught you ancient ways of 
  oneness with nature, granting you the following 
  benefits: 
   Choose one of the following ability scores: 
  Dexterity, Constitution, or Wisdom. Increase 
  the chosen score by 1, to a maximum of 20. 
   You gain proficiency in two of the following 
  skills of your choice: Animal Handling, 
  Nature, Perception, Stealth, or Survival. 
   When you make a Dexterity (Stealth) or 
  Wisdom (Perception) check, you can roll a 
  d4 and add the number rolled to the ability 
  check. 
   You are proficient with herbalism kits, and 
  you know the druidcraft cantrip. When you 
  reach 3rd level, you can cast the detect 
  poison and disease spell once with this 
  benefit. When you reach 5th level, if you 
  have an herbalism kit on your person, you 
  can cast the lesser restoration spell once with 
  this benefit. You regain the ability to cast 
  these spells when you finish a long rest. 
  Wisdom is your spellcasting ability for these 
  spells. 
   You gain advantage on all Intelligence and 
  Wisdom checks related to recalling 
  information about your homeland and its 
  inhabitants, and to surviving in your 
  homeland or similar climates. 
  FOLK OF THE FROZEN 
  FRONTIER 
  Your kinfolk dwell in the harshness of the 
  furthest and coldest wilds, such as the Frozenfar 
  or the Great Glacier. This feat grants you the 
  following benefits: 
   Choose one of the following ability scores: 
  Strength, Constitution, or Wisdom. Increase 
  the chosen score by 1, to a maximum of 20. 
  
   
   
  50 
   
   You are naturally adapted to cold climates. 
  Also, when you would take cold damage, you 
  can use your reaction to roll 2d4 and reduce 
  the damage by that total. 
   You are proficient with herbalism kits, and 
  you know the druidcraft cantrip. When you 
  reach 3rd level, you can cast the detect 
  poison and disease spell once with this 
  benefit. When you reach 5th level, if you 
  have an herbalism kit on your person, you 
  can cast the lesser restoration spell once with 
  this benefit. You regain the ability to cast 
  these spells when you finish a long rest. 
  Wisdom is your spellcasting ability for these 
  spells. 
   You gain advantage on all Intelligence and 
  Wisdom checks related to recalling 
  information about your homeland and its 
  inhabitants, and to surviving in your 
  homeland or similar climates 
   You gain advantage on Strength (Athletics) 
  checks related to climbing, and on Dexterity 
  (Acrobatics) checks related to keeping your 
  balance. 
  HOUSE OF GOLD 
  You are part of a noble house known for 
  extravagant wealth, ruthless cunning, and a 
  victorious history. Masters of both intrigue and 
  warfare have arisen from your family over the 
  years. They are famous for handsomely 
  rewarding loyal support, and for brutally 
  punishing those who offer harm. This feat grants 
  you the following benefits: 
   Choose either Intelligence or Charisma. 
  Increase the chosen score by 1, to a 
  maximum of 20. 
   You gain proficiency in your choice of one of 
  the following skills: Deception, Insight, 
  Intimidation, Performance, or Persuasion. 
  When you make an ability check with the 
  chosen skill to influence a creature that is 
  indifferent or hostile towards you, you add 
  double your proficiency bonus to the check, 
  instead of your normal proficiency bonus. 
   Your jaded attitude is so deeply ingrained 
  that it grants you resistance to psychic 
  damage and advantage on saving throws 
  against being charmed. 
   You can influence others with your family’s 
  reputation for always paying its debts—
  whether that means rewarding aid or 
  punishing defiance. As an action, you can 
  choose one humanoid creature that can hear 
  you. For 1 minute, you have advantage on all 
  Charisma checks directed at that creature. 
  After this effect ends, you must finish a long 
  or short rest before you can use this trait on 
  that particular creature again. If a creature 
  previously influenced with this effect is 
  confronted with proof that the promise of 
  repayment cannot or will not be fulfilled, it 
  becomes hostile towards you, and may seek 
  retribution later or even immediately attack. 
  
   
   
  51 
   
  INTELLIGENT CASTER 
  Prerequisite: At least one level in a class that 
  allows you to cast spells using Charisma or 
  Wisdom with the Spellcasting feature. 
  Though spellcasting abilities of a type you 
  practice are usually fueled by faith or force of 
  personality, your own approach focuses more on 
  study, rigor, and education. This feat grants the 
  following benefits: 
   Increase your Intelligence score by 1, to a 
  maximum of 20. 
   Choose one class in which you have at least 
  one level, which grants you the Spellcasting 
  class feature, and which specifies Charisma 
  or Wisdom as the spellcasting ability for its 
  Spellcasting feature. Your spellcasting ability 
  for the Spellcasting feature provided by that 
  class becomes Intelligence instead of 
  Charisma or Wisdom. 
   You become proficient in the Arcana skill if 
  you are not already. 
   You learn one cantrip of your choice from 
  the wizard’s spell list.  
   If your campaign uses the optional 
  multiclassing rules, if Charisma or Wisdom 
  is a prerequisite for multiclassing from the 
  class you chose for this feat, you can 
  substitute Intelligence for Charisma or 
  Wisdom when multiclassing from that class. 
  JADED URBANITE 
  Whether you grew up in a large city or spent 
  time in one as an adult, you are familiar with life 
  on crowded urban streets, and you know to be 
  on constant guard against attack, theft, or clever 
  deceit. This grants you the following benefits: 
   Increase your Wisdom score by 1, to a 
  maximum of 20. 
   Choose one of the following skills: 
  Deception, Insight, Intimidation, or 
  Persuasion. You gain proficiency in that skill 
  if you don’t have it already, and you also gain 
  expertise, meaning you double your 
  proficiency bonus on ability checks with it. 
   Your jaded attitude is so deeply ingrained 
  that it grants you resistance to psychic 
  damage and advantage on saving throws 
  against being charmed. 
   Within a village, town, or city, you are never 
  slowed by difficult terrain unless it is 
  magical, and you can move through spaces 
  occupied by non-hostile humanoids and 
  beasts as if they were allies. 
   When you are surprised, you can still take a 
  single action during the surprise round, but 
  it can only be the Dash, Disengage, or Help 
  action. 
  SEA RAIDER HERITAGE 
  You come from a culture known for using ships 
  to engage in piracy or raid mainland settlements. 
  This feat grants you the following benefits: 
   Choose one of the following ability scores: 
  Strength, Dexterity, or Constitution. Increase 
  the chosen score by 1, to a maximum of 20. 
   You have advantage on all saving throws and 
  ability checks related to swimming and to 
  staying on-board any water vehicle. 
   You gain proficiency with your choice of land 
  vehicles, water vehicles, or one of the 
  following skills: Animal Handling, Athletics, 
  Intimidate, Nature, Stealth, or Survival. You 
  also gain expertise with the chosen 
  proficiency, meaning you double your 
  proficiency bonus for all ability checks with 
  it. 
   You learn the Menacing Attack maneuver 
  from the Battle Master archetype in the 
  fighter class. The saving throw DC for this 
  maneuver equals 8 + your proficiency bonus 
  + your Strength or Dexterity modifier (your 
  choice). If you already have superiority dice, 
  you gain one more; otherwise, you have one 
  
   
   
  52 
   
  superiority die, which is a d6. This die is 
  used to fuel your maneuvers. A superiority 
  die is expended when you use it. You regain 
  your expended superiority dice when you 
  finish a short or long rest.  In addition, if you 
  have no superiority dice, you regain one 
  expended superiority die when you inflict 
  damage on a hostile creature that is 
  frightened of you. 
  SPELLFIRE WIELDER 
  You are one of the rare people who have the 
  innate talent to control raw magic in the form of 
  spellfire. This grants the 
  following benefits: 
   If you already have spellfire 
  dice, you gain one more; 
  otherwise, you have two 
  spellfire dice, which are 
  d6’s. These spellfire dice are 
  used to fuel the uses 
  described below. A spellfire 
  die is expended when you 
  use it. You regain all of your 
  expended spellfire dice 
  when you finish a long rest. 
  If you are in an area where 
  spells are suppressed or 
  cannot be cast (such as an 
  antimagic field spell), you 
  cannot use spellfire dice. 
  You can only spend 1 
  spellfire die per turn.  
   When you take cold 
  damage or damage from a 
  spell, you can use your 
  reaction to expend 1 or 
  more spellfire dice and 
  regain hit points equal to 
  the total number rolled on 
  your spellfire dice. 
   Whenever you inflict fire damage with a 
  spell or cantrip, you can use your bonus 
  action to expend 1 or more spellfire dice to 
  inflict extra damage against one target of 
  that fire damage (even if that target took no 
  fire damage due to immunity or a similar 
  effect). The target takes force damage equal 
  to your total spellfire dice roll, and you can 
  push the target up to 10 feet away from you.  
   As an action, you can expend 1 spellfire die to 
  cast detect magic. 
   Whenever you spend 1 or more spellfire dice, 
  you shed bright light in a 30-foot radius and 
  dim light for an additional 30 
  feet. If you spend 4 or more 
  spellfire dice at once, these 
  radii are doubled. 
   
  As long as you have at 
  least one unexpended spellfire 
  die remaining, you are 
  considered naturally adapted to 
  cold climates, and you have the 
  ability to start fires with a 
  touch. As an action, you can 
  magically ignite a flammable 
  object you touch with your 
  hand—an object such as a 
  torch, a piece of tinder, or the 
  hem of drapes. 
   
  You learn the produce 
  flame cantrip. 
  You choose Intelligence, 
  Wisdom, or Charisma as your 
  spellcasting ability for any 
  spells gained from this feat. 
  
   
   
  53 
   
  SPELLSCARRED SAVANT 
  Prerequisite: You have a spellscar (any character 
  can be assumed to have a spellscar with DM 
  approval, or a spellscar may be gained by some 
  means in play). 
  After the Spellplague, all manner of terrible 
  abominations spread across Faerûn. Even today, 
  with the Spellplague long past, creatures 
  changed forever by magic, known as the 
  spellscarred, riddle the world.  Most sow 
  madness and fear wherever they appear. 
  However, to a select few, the spellscar that mars 
  their flesh is no curse, but rather a powerful 
  boon. You are one of these few, a spellscarred 
  savant. You wear your scar as a badge of power 
  and a fell warning to your foes. You have learned 
  to harness the dark gift of your spellscar and 
  channel its disrupting power. The erratic forces 
  behind your spellscar are yours to command 
  now. Your mastery of your spellscar allows you 
  to tap into the raw magical energy known as 
  spellfire, either to harm others with its sizzling 
  power or invigorate your own body. As your 
  power grows, you can wield the fury of spellfire 
  as easily as a warrior does a blade, calling down 
  the untempered essence of magic gone mad to 
  burn foes to ash. This grants you the following 
  abilities: 
   Flamespeed. You can use a bonus action to 
  increase your speed by 10 feet until the end 
  of your next turn. Blue flame momentarily 
  licks the ground where your feet touch it. 
  Once you use this ability, you cannot do so 
  again until you finish a short or long rest. 
   Larger than Life. When you make a melee 
  attack, you can increase that attack’s reach 
  by 5 feet. Once you use this ability, you 
  cannot do so again until you finish a long 
  rest. 
   Sight of the Unseen. As a bonus action, or 
  as a reaction when light around you dims, 
  you gain the ability to see in both dim light 
  and darkness as if they were bright light, but 
  only out to a range of 5 feet. You can only 
  end this effect during your turn, but doing so 
  does not require an action. However, if the 
  space you are in is exposed to bright light 
  while this effect is active, you suffer 
  disadvantage on sight-based Wisdom 
  (Perception) checks until the end of your 
  next turn. While this effect is active, your 
  eyes are backlit with a dancing blue flame. 
   Spellscarred Strike. When you strike an 
  enemy, you can lash out with a flicker of blue 
  spellfire that passes through their flesh and 
  removes something vital. As an action, you 
  can make an unarmed strike against a target 
  within 5 feet. You may use either your 
  Strength modifier or your Dexterity modifier 
  to modify the attack roll, but you do not add 
  either ability modifier to damage. On a hit, 
  the target takes 1d4 fire damage and 1d4 
  force damage. The next time the target 
  makes an attack roll before the end of its 
  next turn, it coughs up sickly blue-black 
  blood, and must either accept disadvantage 
  on that attack roll or take 1d8 necrotic 
  damage. Once you use this ability, you 
  cannot do so again until after the end of your 
  next turn. 
  STEADY AT THE HELM 
  You are highly skilled in steering vessels that 
  travel by sea, such as ships, sailboats, fishing 
  boats, yachts, and other types of maritime 
  vessels. This feat grants you the following 
  benefits: 
   Increase your choice of either your Dexterity 
  or Wisdom score by 1, to a maximum of 20. 
   You gain proficiency with navigation tools 
  and with vehicles (water).  
   You gain expertise with your proficiency in 
  vehicles (water), which means your 
  proficiency bonus is doubled for any ability 
  check you make with that proficiency.  
  
   
   
  54 
   
   You have advantage on all Strength 
  (Athletics) and Dexterity (Acrobatics) checks 
  related to swimming, climbing, keeping your 
  balance, or avoiding falling.  
   You can use a sudden maneuver to aid an 
  ally in combat. You can use the Help action 
  to aid an ally’s attack roll, even if they are 
  not within 5 feet of you, so long as you can 
  see both your ally and their target, and both 
  are aboard a vehicle you are piloting.  
  SWAMP DWELLER 
  You are well-accustomed to life in swamps, 
  marshlands, or bogs, such as the Flooded Forest 
  or the Marsh of Chelimber. Having few 
  resources, your neighbors could survive by 
  foraging, fishing, and hunting, all while 
  navigating treacherous terrain and avoid deadly 
  wildlife. This feat grants you the following 
  benefits: 
   Choose one of the following ability scores: 
  Dexterity, Constitution, or Wisdom. Increase 
  the chosen score by 1, to a maximum of 20. 
   You are proficient with herbalism kits, and 
  you know the druidcraft cantrip. When you 
  reach 3rd level, you can cast the detect 
  poison and disease spell once with this 
  benefit. When you reach 5th level, if you 
  have an herbalism kit on your person, you 
  can cast the lesser restoration spell once with 
  this benefit. You regain the ability to cast 
  these spells when you finish a long rest. 
  Wisdom is your spellcasting ability for these 
  spells. 
   You gain advantage on all Intelligence and 
  Wisdom checks related to recalling 
  information about your homeland and its 
  inhabitants, and to surviving in your 
  homeland or similar climates. 
   You have a great affinity for poisons, and you 
  are proficient with poisoner’s kits. When you 
  would make a saving throw against poison or 
  take poison damage, you can use your 
  reaction to roll 2d4. You add the total to your 
  saving throw result or, if you would take 
  poison damage, you reduce the damage by 
  that total. 
   
  You can 
  move across 
  difficult terrain 
  made of earth, 
  foliage, snow, 
  ice, or water-
  logged material 
  of any kind 
  without 
  expending extra 
  movement. 
  
   
   
  55 
   
  TEMPEST TECHNIQUE 
  You are an expert in a special two-weapon 
  fighting style that makes you the point of calm 
  within a whirling barrier of deadly blades. This 
  gives you the following benefits: 
   When you use a bonus action during your 
  turn to make a melee attack using a light or 
  finesse weapon, if you have a weapon in each 
  hand, you gain a +2 bonus to the attack roll if 
  you have previously hit the target with a 
  weapon attack during the same turn. 
   When you make an opportunity attack with 
  a light weapon, you can roll a d4 and add the 
  number rolled to the attack roll. 
   You gain your choice of one of the Fighting 
  Styles available to the Fighter class, which 
  can only be chosen from the following 
  options. You can never take the same 
  Fighting Style option more than once: 
  - 
  Defense. While you are wearing armor, 
  you gain a +1 bonus to AC. 
  - 
  Harrier. When you hit a creature with an 
  unarmed strike or a melee attack using a 
  weapon that doesn't have the two-handed 
  or heavy property, the creature's speed is 
  reduced by 10 feet until the end of its next 
  turn. 
  - 
  Two-Weapon Fighting. When you engage 
  in two-weapon fighting, you can add your 
  ability modifier to the damage of the 
  second attack. 
  WONDER WORKER 
  Whether or not you create magic items, you 
  practice eldritch crafting techniques such as 
  those taught on the isle of Lantan. This grants 
  you the following benefits: 
   You learn two of the following cantrips of 
  your choice: light, mending, magecraft 
  focus*, minor illusion, prestidigitation, spare 
  the dying, or thaumaturgy. 
   Choose one spell that has the ritual tag. You 
  can cast the chosen spell, but only as a ritual. 
  You keep a written record of any ritual spell 
  you learn to cast with this feat (if you keep a 
  wizard’s spellbook or another book that 
  contains ritual spells, the record can be kept 
  in the same book). In order to cast the spell 
  as a ritual, you must have had access to the 
  written record for that spell for at least 1 
  minute since the last time you finished a 
  long rest. At 9th level, you learn one 
  additional ritual spell, subject to the same 
  limitations. Any ritual spell you choose for 
  this feat must be of a level less than or equal 
  to half your current level (rounded up). If the 
  written record of a ritual spell you learned 
  with this feat is lost or destroyed, you can 
  recreate it by writing it down using 
  appropriate means (such as pen, ink, and 
  parchment), a process which takes 2 hours 
  per level of the spell. 
   You gain one tool proficiency of your choice. 
   You gain expertise in the use of one tool with 
  which are proficient, which means your 
  proficiency bonus is doubled for any ability 
  check you make using that tool proficiency. 
   You can grant temporary hit points to 
  crafted objects. By spending 10 minutes using 
  appropriate tools to work on an object or 
  structure you can touch, you can make a DC 
  10 ability check with those tools. On a 
  success, you grant that object (or a section of 
  it equivalent to a 5-foot cube if it is larger 
  than that) temporary hit points equal to your 
  proficiency bonus + your level. 
   Choose Intelligence or Wisdom as your 
  spellcasting ability score for spells gained 
  from this feat. 
   
   
  
   
   
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  CHAPTER 2: NEW 
  RACE & SUBRACES 
  This chapter presents a new elf subrace native to 
  the Realms, the reclusive lythari, as well as a new 
  race, the shades. 
  LYTHARI: A NEW 
  ELF SUBRACE 
  “TO WOOD ELVES, GLIMPSING A LYTHARI IN THE 
  FOREST IS AS REMARKABLE AS CATCHING SIGHT OF A 
  WOOD ELF IN THE FOREST IS TO HUMANS.” 
  —ELMINSTER THE SAGE 
  The lythari, known among the wood elves as 
  “silver shadows,” are true lycanthropes: good-
  aligned elves capable of changing into wolves. 
  New lythari can only be created from elves, 
  using in a special ritual of bonding that leaves a 
  permanent scar resembling a wolf bite.. 
  The Lythari are an extremely shy race, and 
  even their own elven relatives consider them 
  mysterious They preferring to remain in the 
  deep forest, far from any civilization. They do 
  not produce metal objects of any sort, and build 
  nothing more elaborate than brush shelters. 
  Lythari adventurers are rare. Those whod do 
  take up adventuring usually seek companions 
  who will aid them in performing a specific quest.  
  In the current era, lythari live in small, 
  independent bands, communal societies with no 
  real leaders or written laws. Some live in the 
  forests of Evermeet, but most live in forested 
  portions of the Feywild, near hidden planar 
  portals leading to their hunting grounds in the 
  deep woods of Faerûn. 
  ELF, LYTHARI
  In wolf form, lythari are beautiful, with pale gray 
  or silver fur and intelligent, blue or brown eyes. 
  Wolf form lythari leave no impression of danger 
  or ferocity, but rather seem friendly and 
  companionable. If lythari run with normal 
  wolves in wolf form, they are accepted as pack 
  members and trated with deference, except by 
  evil wolf-like creatures (such as worgs). 
  In their elven forms, the lythari are beautiful 
  and otherworldly beings. They dress in furs, 
  hides, and other natural garb, decorating 
  themselves with feathers, bone jewelry, and 
  similar objects in a fashion more ancient than 
  the oldest wood elf tribes. Tall and pale skinned, 
  they have light blue or green eyes and silver hair. 
  Ability Score Increase. Your Wisdom score 
  increases by 1. 
  Lupine Form. You can use your action to 
  polymorph into a Lythari wolf, as described in 
  the sidebar at the end of this subrace desciption. 
  In this form, you appear identical to a normal 
  wolf with silver fur.  
  You can use this trait a number of times equal 
  to your proficiency bonus, regaining expended 
  uses when you finish a short or long rest. 
  Natural Lycanthrope. You bear the curse of 
  lycanthropy, making you immune to being 
  cursed with it again, and you can pass the same 
  curse to another willing elf, in a ritual that takes 
  1 hour. At the end of the ritual, that elf changes 
  its subrace to Lythari, as if it had been reborn 
  with the reincarnation spell, replacing all the 
  benefits of its former subrace with those of a 
  Lythari. This ritual cannot be performed on 
  creatures that are not elves. 
  Fey Language. You can speak, read, and write 
  Sylvan.  
  
   
   
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  LYTHARI WOLF FORM 
  As a Lythari in your wolf form, you retain your 
  normal statistics (including ability scores) and the 
  benefit of any features from your class, race, or 
  other source, which you can use if the new form is 
  physically capable of doing so. While in this form, 
  you cannot wear armor, cast spells, speak, or take 
  any action that requires hands. You gain the 
  following benefits in lupine form:  
   Your walking speed increases by 10 feet. 
   You gain a +1 bonus to AC. 
   You gain resistance to nonmagical bludgeoning, 
  piercing, or slashing damage that is not silver or 
  adamantine. 
   You gain advantage on Wisdom (Perception) 
  checks that rely on hearing or smell, and on 
  Charisma checks to influence non-evil beasts. 
   You grow sharp claws, allowing you to use your 
  Dexterity instead of Strength for the attack and 
  damage rolls of your unarmed strikes, which 
  inflict 1d4 slashing damage instead of the normal 
  bludgeoning damage. 
   You gain a bite attack, which is a melee natural 
  weapon attack with which you are proficient 
  that uses Strength for its attack roll and damage 
  bonus and deals 1d8 piercing damage. If this 
  attack hits a target that is your size or smaller, 
  the target must make a Strength saving throw 
  (DC 8 + your Strength modifier + your 
  proficiency bonus) or be knocked prone. 
   You can attempt to hide even when you are 
  only lightly obscured by foliage, heavy rain, 
  falling snow, mist, and other natural 
  phenomena. 
  You can remain in your wolf form for up to 1 hour. 
  If you take a short or long rest while in your wolf 
  form, you extend your wolf form’s duration by the 
  length of that rest. You then revert to your normal 
  form unless you expend another use of this feature. 
  You can revert to your normal form earlier by using 
  an action on your turn. You automatically revert if 
  you fall unconscious, drop to 0 hit points, or die.  
   
   
   
  
   
   
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  NEW RACE: SHADE 
  “THE TRAIL OF FIVE DARKNESSES IS NO EASY PATH 
  TO FOLLOW. YOU SAY YOU ARE READY TO TAKE YOUR 
  OWN JOURNEY; TO SEE WHERE THE TRAIL ENDS?  
  I CAN TELL YOU THIS—THE PASSAGE TO 
  IMMORTALITY IS UNIQUE TO THE INDIVIDUAL. MY 
  EXPERIENCES ARE MY OWN, AS ARE MY FEARS AND 
  MEMORIES OF THAT FATEFUL TIME. AND IF YOU 
  EMERGE, CLINGING TO THE FRAGILE THREAD THAT 
  IS LIFE, EXPECT NO COMFORT AND NO KINSHIP, FOR 
  BY EMBARKING ON THIS QUEST YOU SEVER TIES 
  WITH ANYONE YOU HAVE EVER LOVED. ARE YOU 
  READY? ARE YOU TRULY PREPARED?” 
  —KHASUS, HIGH DARK OF FELLWARREN 
  Ambitious, ruthless, and paranoid, shades are 
  mortals who have traded part of their souls for a 
  sliver of dark essence from another plane. No 
  matter what race, nation, or land one was 
  first born into, each shade undergoes a 
  dark ritual of rebirth that transforms them 
  into a creature of stealth and secrecy who is 
  caught between life and death. In taking on 
  the twilight powers granted to shades, they 
  also take on dark thoughts from worlds 
  beyond, creating an even darker 
  disposition. 
  This arduous ritual is as likely to slay its 
  practitioner outright—obliterating body 
  and soul—as it is to transform the subject 
  into a shade. The first shades in the Realms 
  were citizens of the Netherese flying city of 
  Thultanthar, later known as the City of 
  Shade. Their High Prince spirited away the 
  entire city and its population into the 
  Shadowfell for 2,000 years. He also 
  discovered the ritual known today in 
  scholarly circles as the Trail of Five 
  Darknesses, and used it to transform only 
  his most loyal subjects into shades. 
  During Thultanthar’s absence, a rare few 
  mortals back in the Realms deciphered the 
  knowledge of how to become a shade on 
  their own. Many members of the Eshowe 
  tribe of Chult became shades, particularly 
  mages and clerics of Eshowdow, the Shadow 
  Giant. To most of the world, however, even the 
  existence of shades was unknown until the 14th 
  century, when Thultanthar returned to Faerûn. 
  The flying city soared above the deserts of 
  Anauroch for over a century before falling in a 
  climactic battle. During that time, shades 
  became more common in the Realms. 
  Sentient mortals of any ancestry can become 
  shades, though the majority began their lives as 
  humans. The ritual draws upon ambient shadow 
  magic, and is most survivable when performed at 
  places where the boundaries between the 
  Forgotten Realms and darker realms are the 
  thinnest, such as crossings to the Shadowfell. 
  Shades resemble their original mortal selves, 
  though they sacrifice their native vitality to 
  
   
   
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  become slender creatures of shadow. Their eyes 
  are orbs of dull black, dark gray, or purple. Their 
  coloring takes on subdued hues, with most 
  shades having pale or ashy skin and lank, black 
  hair. They prefer dark, somber clothing of silk, 
  suede, or supple leather, decorated with metal. 
  Usually, the pact that fuels a shade’s 
  transformating ritual is made with dark powers 
  in the Shadowfell, but some negotiate with 
  beings in the darkest depths of the Far Realm 
  (known as “the Far Shadow”) or even with 
  deities connectied to darkness or the Underdark 
  (such as Lolth or Shar).  
  Only adult mortals can survive the rite. There 
  are no such things as young shades, and shades 
  produce offspring as normal for a member of 
  their original race. The ritual also doubles a 
  shade's normal life span. 
  Most who become shades do so due to their 
  own unbridled ambition and utter desperation. 
  A few shades deny these self-serving drives, 
  striving to ensure that the true nature of their 
  souls overcomes the shadowy taint of their 
  chosen path. These shades reject their own kind 
  and seek other company.  
  Almost always drawn to the life of an 
  adventurer, such shades try to earn the trust of a 
  close circle of friends. defending those comrades 
  with the ruthlessness for which their kind is 
  known. However, some decry this behavior as 
  just another facet of the shades' characteristic 
  avarice, treating friends as personal possessions 
  that must be kept safe at all costs. Shade 
  adventurers are highly versatile, excelling in any 
  calling where stealth and ties to dark 
  otherworldly magic are advantages. 
  Many have noted the similarity between the 
  shade race and the elves known as the shadar-
  kai. The transformation is believed to be similar, 
  and in the past, it is believed many who have 
  been called shadar-kai were actually shades. This 
  accounts for much of the confusion between 
  those who believe shadar-kai to have formerly 
  been human and those who know them as elves. 
  Patient Ambition 
  The transformation Shades undergo creates a 
  consistent sense of ambition for which their kind 
  is known. No matter the justification, the 
  conscious act of embracing the power of shadow 
  changes that person. For many shades, having 
  given up a portion of their own soul in the name 
  of power means that no sacrifice is too great. 
  Shades value restraint, poise, and patience. 
  They bide their time in all things, keeping a low 
  profile as they manipulate events to their 
  advantage. Just as the Shadowfell's malaise can 
  smother the spirits of mortal adventurers who 
  venture into that dread plane, the sliver of 
  shadow within each shade subdues emotion. 
  They still fees love, hate, pride, despair, and the 
  like, but bury these feelings deep inside. A 
  shade's smirk or frown carries as much weight as 
  a half1ing's laughter or an orc's frenzied roar. 
  A Path of Their Own 
  Unlike members of most other races, shades 
  choose to become what they are. For each shade 
  character, it is important to determine whether 
  this was a path they chose to follow freely, or if 
  they see the shadow as a curse and a burden 
  they must bear. 
  Shades stand between life and death. A part of 
  each shade's soul has already moved on. 
  Although shades still live, the shadow that fills 
  subdues their mortal emotions. They are not 
  given to rash action or sudden changes of plan, 
  and do not rush into any situation where they 
  have the option to first analyze the potential 
  dangers. The strength of shadow is its ability to 
  conceal, and shades take full advantage of their 
  opponents' lack of awareness to read their 
  weaknesses. 
  If shades have a unifying ethic, it is the notion 
  of protecting what is theirs. The things each 
  shade calls their own—their possessions, their 
  knowledge, even their friends—are precious to 
  them, and those who attempt to harm or steal 
  
   
   
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  what is theirs suffer harsh retribution. They 
  defend their goals and their allies with the same 
  extreme prejudice, and woe to any creature that 
  underestimates their wrath. 
  Shadows on Society’s Edge 
  The dark nature of their transformation places 
  shades firmly outside the societies they arise 
  from. They distrust all except their closest 
  companions. Truly misanthropic shades 
  embrace their darkness fully, seeing others as 
  pawns to be exploited in the quest for power. 
  In the mortal realm, a shade often takes up a 
  life of wandering or lives as a social outcast on 
  the fringes of humanoid society. It is common 
  for shades to mask their true nature with magic 
  or clever disguises, using their shadow powers as 
  a screen against watchful eyes. In many cases, 
  shades reject family or clan names from their 
  past lives to take on the name of the shadow 
  crossing or other place where they transformed. 
  For all their fierce independence and self-
  reliance, some shades feel a hunger for 
  companionship driven by the emptiness of their 
  fractured souls. Although such shades rarely 
  become social creatures, they gravitate to strong 
  allies, alongside whom they can prove 
  themselves in battle. Such long-term 
  companions are typically the only ones who ever 
  see a shade’s true emotions, even as the shade 
  demonstrates the full strength of his or her 
  driven ruthlessness in those allies' defense. 
  Around crossings from Faerûn to the 
  Shadowfell, shades form small communities that 
  reflect the avaricious and brutal nature of their 
  residents. Shades who choose to settle in the 
  planes beyond are typically those who have 
  strongly embraced the darkness in their souls. In 
  their enclaves, rigid caste structures prevail, 
  shade nobles plot against each other viciously, 
  and shades unattached to a noble house are 
  treated as outcasts or used as pawns in attacks 
  against rival nobles. 
  SHADE TRAITS 
  Your shade character has a number of traits in 
  common with all other shades. 
  Ability Score Increase. Your Dexterity score 
  increases by 2. 
  Age. A shade ages at half the speed a normal 
  member of their previous race would. 
  Alignment. Most shades are Lawful Neutral, 
  Neutral, or Lawful Evil, having sought this path 
  for power or ambition. Even good-aligned 
  shades must fight to retain their compassion for 
  others against the cold taint of shadow. 
  Size. Shades are usually a bit taller and 
  slimmer than they were in their previous lives. 
  Your size is Medium. 
  Speed. Your base walking speed is 30 feet. 
  Darkvision. You can see in dim light within 
  60 feet of you as if it were bright light, and in 
  darkness as if it were dim light. You can’t discern 
  color in darkness, only shades of gray. 
  Fragile Mortality. Whenever you regain Hit 
  Dice at the end of a long rest, you must make a 
  
   
   
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  DC 15 Constitution saving throw. If you fail, you 
  lose a number of Hit Dice equal to half your 
  proficiency bonus (rounded down). 
  Blessing of the Raven Queen. As a bonus 
  action, you can magically teleport up to 30 feet 
  to an unoccupied space you can see. Once you 
  use this trait, you can’t do so again until you 
  finish a long rest. Starting at 3rd level, you also 
  gain resistance to all damage when you teleport 
  using this trait. The resistance lasts until the 
  start of your next turn. During that time, you 
  appear ghostly and translucent. 
  Necrotic Resistance. You have resistance to 
  necrotic damage. 
  Practiced Sneak. You are proficient with the 
  Stealth skill. 
  Languages. You can speak, read, and write 
  Common and one other language of your choice. 
  Subrace. Netherese shades share certain traits 
  that independent shades do not. Choose one of 
  the described types as your subrace. 
  Independent Shade 
  Having become a shade on your own, you know 
  the selfish ambition that drives most of those 
  make the transformation, so maintain a 
  determined self-reliance when among your own 
  kind. Yet you also know there is strength in 
  numbers. Many shades congregate in 
  settlements close to shadow crossings, whether 
  in Faerûn or worlds beyond. Whether you are 
  part of such a community or walk among the 
  common races, you sharpen your natural gift for 
  stealth to a preternatural level, allowing you to 
  walk unseen nearly whenever you wish. 
  Ability Score Increase. Your Charisma score 
  increases by 1. 
  Shade Skill. You gain proficiency in your 
  choice of one of the following skills: Deception, 
  Investigation, or Sleight of Hand. 
  Swift as Shadows. You learn the shifting 
  shadow* cantrip. Charisma is your spellcasting 
  ability score for it. If the space you end up in 
  after casting shifting shadow* is not in direct 
  sunlight, that space is blurred and concealed by 
  shadow magic, making it heavily obscured until 
  the end of your next turn. 
  Twilight Cantrip. Whenever you cast a 
  cantrip during your turn, you can take the Hide 
  action as a bonus action that turn. 
  Netherese Shade 
  Now that the City of Shade has fallen, those 
  Netherese shades who survived that final battle 
  are set free in the world. Some scheme to 
  reclaim their nation’s greatness, but others take 
  the loss of their masters as an opportunity to 
  walk their own path instead of shackling their 
  deep ambitions to others’ commands. 
  Netherese shades tend to be arrogant, having 
  been raised to believe status as a shade was a 
  reward for the most worthy. They find it difficult 
  to trust others, but necessity forces them to 
  make new alliances. Faerûnians find the attire, 
  customs, speech, and equipment of most 
  Shadovars oddly dated, since their culture was 
  cut off from the rest of the world for over two 
  thousand years. Shadovar adventurers often 
  wear ornate robes or intricately filligreed 
  breastplates, and for weapons they favor 
  similarly-styled staves or halberds. 
  Ability Score Increase. Your Intelligence 
  score increases by 1. 
  Netherese Cantrip. You know one Evocation, 
  Illusion, or Necromancy cantrip of your choice 
  from the wizard spell list. Intelligence is your 
  spellcasting ability for it.  
  Shadovar Education. You are proficient in 
  Arcana. 
  Shar’s Bargain. When you cast a cantrip that 
  has a casting time of 1 action, you can choose to 
  inflict necrotic damage on yourself equal to your 
  proficiency bonus to change the casting time to 1 
  bonus action for this casting.  This damage 
  cannot be reduced or prevented by any means. 
  Once you use this trait, you cannot do so again 
  until you finish a short or long rest. 
  
   
   
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  APPENDIX: 
  NEW SPELLS  
  “I AM A MAGE OF NO SMALL WATER.” 
  —AKABAR BEL AKASH, TURAMI WIZARD 
  SPELL 
  DESCRIPTIONS 
  The spells are presented in 
  alphabetical order. Each spell 
  here is granted by one or 
  more of the other character 
  options included in this 
  book. For information about 
  using these spells in other 
  contexts (such as on existing 
  class spell lists), please 
  reference The Blackstaff’s 
  Book of 1,000 Spells and The 
  Blackstaff’s Warlock Codex. 
  AEGIS OF 
  ASSAULT 
  3rd-level conjuration 
  Casting Time: 1 reaction, 
  which you take when a 
  creature within range 
  succeeds on a melee attack roll that would hit 
  one of your allies 
  Range: 30 feet 
  Components: V, M (a weapon)  
  Duration: 1 round 
  With a flash of light, you bring instant 
  vengeance to the attacking enemy. As part of the 
  reaction used to cast this spell, you choose to do 
  either one or both of the following: 
   Teleport to an unoccupied space, as long as 
  that space is not farther away than you are 
  now from the creature that made the 
  triggering attack. 
   Make one melee weapon attack against the 
  attacker if it is within reach. You can use 
  your spellcasting ability instead of Strength 
  for the attack and damage rolls of this attack 
  if you choose. If that attack hits, it deals an 
  extra 1d4 radiant damage. 
  If you are unable to do either one, the spell ends. 
  Otherwise, after the triggering attack is resolved, 
  you mark the creature who 
  made that attack until the 
  end of your next turn. While 
  it is within 5 feet of you, a 
  creature marked by you has 
  disadvantage on any attack 
  roll that doesn't target you. 
  This spell ends early if you are 
  incapacitated or you die, or if 
  someone else marks the 
  creature. 
  At Higher Levels. When 
  you cast this spell using a 
  spell slot of 4th level or 
  higher, the range increases to 
  60 feet, and the extra radiant 
  damage inflicted with the 
  melee weapon attack 
  increases by 1d4 for each slot 
  level above 3rd. 
   
  AEGIS OF ENSNAREMENT 
  3rd-level enchantment 
  Casting Time: 1 reaction, which you take when 
  a creature within range succeeds on a melee 
  attack roll that would hit one of your allies 
  Range: 30 feet 
  Components: V, M (a weapon)  
  Duration: 1 round  
  Your magic ensnares an attacking enemy, 
  moving it so its attack targets you instead of 
  your ally. The creature that made the triggering 
  
   
   
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  attack roll must roll a Charisma saving throw, 
  which happens before the attack’s damage is 
  resolved. On a failed save, you teleport it to an 
  unoccupied space within 5 feet of you. It then 
  makes the triggering attack against you instead, 
  comparing the same attack roll to your Armor 
  Class to determine whether it hits or misses you.  
  Whether the saving throw succeeds or fails, 
  after the triggering attack is resolved, the 
  attacking creature takes 1d4 psychic damage and 
  you mark it until the end of your next turn. 
  While it is within 5 feet of you, a creature 
  marked by you has disadvantage on any attack 
  roll that doesn't target you. This spell ends early 
  if you are incapacitated or you die, or if someone 
  else marks the creature. 
  At Higher Levels. When you cast this spell 
  using a spell slot of 4th level or higher, the range 
  increases to 60 feet, and the psychic damage 
  increases by 1d4 for each slot level above 3rd. 
  AEGIS OF SHIELDING 
  3rd-level abjuration 
  Casting Time: 1 reaction, which you take when 
  a creature within range succeeds on a melee 
  attack roll that would hit one of your allies 
  Range: 30 feet 
  Components: V, M (a weapon)  
  Duration: Instantaneous  
  You protect your ally with a barrier of invisible 
  force. Until the end of the turn, the target of the 
  triggering attack gains resistance to 
  bludgeoning, piercing, and slashing damage and 
  a +5 bonus to AC, including against the 
  triggering attack. 
  After the triggering attack is resolved 
  (whether it hits or misses), the creature that 
  made the attack takes 1d4 force damage and and 
  you mark it until the end of your next turn. 
  While it is within 5 feet of you, a creature 
  marked by you has disadvantage on any attack 
  roll that doesn't target you. This spell ends early 
  if you are incapacitated or you die, or if someone 
  else marks the creature. 
  At Higher Levels. When you cast this spell 
  using a spell slot of 4th level or higher, the range 
  increases to 60 feet, and the force damage 
  increases by 1d4 for each slot level above 3rd. 
  BITE OF THE WEREBEAST 
  5th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (the fang of a wild 
  predator) 
  Duration: Concentration, up to 1 minute 
  You change yourself into a bestial shape which 
  resembles the hybrid form of a lycanthrope of 
  your choice. You retain this form until the spell 
  ends, gaining the following traits: 
   You have resistance to all nonmagical 
  bludgeoning, piercing, or slashing damage 
  from weapons that aren’t silvered. 
   You have advantage on all Strength checks, 
  Strength saving throws, and Wisdom 
  (Perception) checks. 
   Your carrying capacity is doubled. 
   You grow fangs, which act as a natural 
  weapon with which you are proficient. You 
  can use your spellcasting ability instead of 
  Strength for the attack and damage rolls of 
  melee attacks using your fangs, which inflict 
  2d8 piercing damage. Your fangs are 
  considered magical, granting you a +1 bonus 
  to the attack and damage rolls you make 
  using them. 
   Your Armor Class cannot be lower than 15, 
  no matter what kind of armor you are 
  wearing. 
   Whenever you take the attack action on your 
  turn, you can attack with your fangs as a 
  bonus action. 
  While in this form, at the start of each of your 
  turns, you must make a Wisdom saving throw 
  
   
   
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  against your own spellcasting DC. If you fail, you 
  cannot cast spells until the beginning of your 
  next turn. 
  BLADE OF FLICKERING 
  SHADOWS 
  4th-level necromancy 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, M (a melee weapon worth at 
  least 1 sp) 
  Duration: Concentration, up to 1 minute 
  You temporarily become a creature of shadow, 
  flickering in and out of a demiplane on the 
  borders of the Shadowfell as your weapon 
  ripples with dark magic. Until the spell ends, you 
  have resistance to necrotic damage, you inflict 
  3d4 additional necrotic damage whenever you 
  hit a creature with a melee weapon attack. 
  For the duration, you roll a d20 at the end of 
  each of your turns. On a roll of 11 or higher, you 
  vanish from your current plane of existence and 
  appear in a shadowy reflection of it, which lies 
  somewhere on the planar boundary between 
  your current location and the Shadowfell. (If you 
  are already in the Shadowfell when you cast this 
  spell, the spell fails and the casting is wasted.) At 
  the start of you next turn, and when the spell 
  ends if you are in the shadowy reflection, you 
  return to an unoccupied space of your choice 
  that you can see within 10 feet of the space you 
  vanished from. If no unoccupied space is 
  available within that range, you appear in the 
  nearest unoccupied space (chosen at random if 
  more than one space is equally near). You can 
  dismiss this spell as an action. 
  While in the shadowy reflection, you can see 
  and hear the plane you originated from, but 
  everything is lightly obscured, and you can't see 
  anything more than 30 feet away. You are not 
  truly in the Shadowfell nor in your previous 
  location during that time, but somewhere in 
  between the planes. Whenever you are in the 
  shadowy reflection, only other creatures with 
  resistance or immunity to necrotic damage can 
  see you or affect you, or be affected by you. 
  CAUSTIC BLADE 
  Evocation cantrip  
  Casting Time: 1 action  
  Range: 5 feet  
  Components: V, M (a weapon)  
  Duration: 1 round 
  As part of the action used to cast this spell, you 
  must make a melee weapon attack against one 
  creature within the spell's range, otherwise the 
  spell fails. On a hit, the target suffers the attack's 
  normal effects, and magically conjured acid 
  traces the path your weapon cut through the air.  
  If the target ends its next turn within 5 feet of 
  one or more other creatures you can see, you can 
  inflict acid damage equal to your spellcasting 
  ability modifier on your choice of one of those 
  creatures. Whether or not this happens, at the 
  end of the target’s next turn, the spell ends. 
  This spell's damage increases when you reach 
  higher levels. This spell's damage increases when 
  you reach higher levels. At 5th level, the melee 
  attack deals an extra 1d10 acid damage to the 
  target, and the acid damage to the second 
  creature increases to 1d10 + your spellcasting 
  ability modifier. Both damage rolls increase by 
  1d10 at 11th level and 17th level. 
  CHALLENGER’S MARK 
  Enchantment cantrip  
  Casting Time: 1 action  
  Range: 5 feet  
  Components: V, M (a weapon)  
  Duration: 1 round 
  As part of the action used to cast this spell, 
  you must make a melee weapon attack against 
  one creature within the spell's range, otherwise 
  the spell fails. On a hit, the target suffers the 
  attack's normal effects, and you mark the 
  
   
   
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  creature until the end of your next turn, 
  bellowing a magical challenge it cannot ignore. 
  This spell ends early if you are incapacitated or 
  you die, or if someone else marks the creature. 
  The next time a creature marked by you with 
  this spell makes an attack roll that doesn’t target 
  you while it is within 5 feet of you, it has 
  disadvantage on the attack.  
  If a creature marked by you with this spell 
  willingly moves more than 30 feet away from 
  you, or if makes an attack that suffers 
  disadvantage from this spell, it immediately 
  takes 1d8 psychic damage, and the spell ends. 
  At Higher Levels. At 5th level, the melee 
  attack deals an extra 1d8 psychic damage to the 
  target, and you add an additional 1d8 to the 
  damage a creature you marked with this spell 
  suffers for moving more than 30 feet away from 
  you or attacking you with the disadvantage 
  imposed by this spell. Both damage rolls increase 
  by 1d8 at 11th level and 17th level.  
  DRAMATIC ENTRANCE 
  2nd-level enchantment 
  Casting Time: 1 reaction, which you take when 
  you would make a Dexterity check for initiative 
  Range: Self 
  Components: S 
  Duration: Concentration, up to 1 minute 
  You make your Dexterity check for initiative at 
  advantage, and gain a +2 bonus to Armor Class 
  until the spell ends. In addition, until the end of 
  your first turn in the combat, your speed 
  increases by 10 feet and you gain a +2 bonus to 
  attack rolls. This spell ends early if you fail a 
  saving throw or an enemy hits you with an 
  attack. 
  DREAD REVELATION 
  1st-level illusion 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, M (a weapon) 
  Duration: Concentration, up to 1 minute 
  The next time you hit a creature with a 
  weapon attack before this spell ends, images 
  of you and your companions as daunting 
  figures discourage your foe from confronting 
  you. The attack deals an extra 1d8 psychic 
  damage to the target, and you can push the 
  target up to 5 feet away from you. In addition, 
  the next time the target makes an attack roll 
  against you or a creature friendly to you 
  before the end of its next turn, it takes psychic 
  damage equal to your spellcasting ability 
  modifier. 
  At Higher Levels. When you cast this spell 
  using a spell slot of 2nd level or higher, the 
  extra damage increases by 1d8 for each slot 
  level above 1st. 
  
   
   
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  ECHOING BLOW 
  Abjuration cantrip  
  Casting Time: 1 action  
  Range: 30 feet  
  Components: V 
  Duration: 1 round 
  As part of the action used to cast this spell, you 
  must make an unarmed strike or weapon attack 
  against one creature within range. On a hit, the 
  target suffers the attack's normal effects, and if 
  the target is concentrating on a spell when this 
  attack hits, the attack deals extra thunder 
  damage equal to your spellcasting ability 
  modifier, which creates a loud noise that can be 
  heard up to 100 feet away. In addition, if this 
  attack causes the target to make a Constitution 
  saving throw to maintain concentration on a 
  spell, that saving throw is made with 
  disadvantage.  
  This spell's damage increases when you reach 
  higher levels. At 5th level, the melee attack deals 
  an extra 1d6 thunder damage to the target 
  (whether or not it is concentrating on a spell). 
  This extra damage increases to 2d6 at 11th level 
  and 3d6 at 17th level. 
  EGO LASH 
  1st-level enchantment 
  Casting Time: 1 action  
  Range: 30 feet  
  Components: V, S 
  Duration: Instantaneous 
  You lash out with mental energy against a 
  creature within range. Make a melee spell attack 
  against the target. If the attack hits, the creature 
  takes 3d8 psychic damage, and it must make an 
  Intelligence saving throw. If it fails, it cannot 
  take reactions until the end of your next turn. 
  At Higher Levels. When you cast this spell 
  using a spell slot of 2nd level or higher, the 
  damage increases by 1d8 for each slot level above 
  1st. 
  ELONIA’S GLAMOUR  
  2nd-level illusion 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a pinch of ruby dust) 
  Duration: Concentration, up to 1 hour 
  The target of this spell becomes very physically 
  beautiful, with a subtle glow surrounding it in 
  shadows, and tiny motes of light clinging to it in 
  sunlight. The target gains advantage on all 
  Charisma checks until the spelle ends. 
  FELL STRIKE 
  Necromancy cantrip 
  Casting Time: 1 action  
  Range: 5 feet  
  Components: V, M (a weapon)  
  Duration: Instantaneous 
  As part of the action used to cast this spell, you 
  must make a melee attack with a weapon against 
  one creature within the spell's range, otherwise, 
  the spell fails. On a hit, the target suffers the 
  attack's normal effects, and the towering fury 
  you display commands your foe to kneel. You 
  can use your bonus action this turn to force the 
  target you hit to roll a Wisdom saving throw. On 
  a failure, the target takes 1d6 psychic damage, 
  and if it is Large or smaller, it falls prone. At 5th 
  level, the melee attack deals an extra 1d6 force 
  damage to the target, and the psychic damage 
  the target takes on a failed save increases to 2d6. 
  Both damage rolls increase by 1d6 at 11th level 
  and 17th level. 
  FEYWILD GUARDIAN 
  Conjuration cantrip 
  Casting Time: 1 reaction, which you take when 
  a hostile creature you can see within 10 feet of 
  you takes the Disengage action or makes an 
  attack that does not target you 
  Range: 10 feet 
  
   
   
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  Components: V, M (a 
  melee weapon) 
  Duration: 
  Instantaneous 
  You draw on magic of 
  the Feywild to quickly 
  teleport in order to 
  punish an enemy who 
  ignores you. When 
  you use your reaction 
  to cast this spell, you can teleport up to 10 feet to 
  any unoccupied space where the triggering 
  creature would be within the reach of your 
  melee weapon. As part of the same reaction, you 
  can immediately make one melee weapon attack 
  against the triggering creature. The amount of 
  damage inflicted by this attack cannot be higher 
  than your spellcasting ability modifier. 
  The damage of attacks you make with this 
  spell increases when you reach higher levels. At 
  5th level, the melee attack deals an extra 1d4 
  radiant damage to the target. This extra radiant 
  damage increases to 2d4 at 11th level and 3d4 at 
  17th level. Whenever you add this radiant 
  damage to the damage of your weapon attack, 
  the maximum amount of damage the attack can 
  inflict is equal to your spellcasting ability 
  modifier + the amount of additional radiant 
  damage granted by this spell. 
  FROSTWIND BLADE 
  Evocation cantrip  
  Casting Time: 1 action  
  Range: 5 feet  
  Components: V, M (a weapon)  
  Duration: 1 round 
  As part of the action used to cast this spell, you 
  must make a melee weapon attack against one 
  creature within the spell's range, otherwise the 
  spell fails. On a hit, the target suffers the attack's 
  normal effects, and your weapon’s blow inflicts 
  winter’s wrath, leaving a frosty trail as it cuts 
  through the air. The next time the target you hit 
  makes an attack 
  before the end of your 
  next turn, it must 
  choose either to make 
  the attack with 
  disadvantage or to 
  take 1d6 cold damage 
  and make the attack 
  roll normally. A 
  creature within 5 feet 
  of you that takes cold 
  damage from this spell reduces its speed by half 
  until the end of your next turn.  
  This spell's damage increases when you reach 
  higher levels. At 5th level, the melee attack deals 
  an extra 1d6 cold damage to the target, and the 
  damage the target suffers for not taking 
  disadvantage on its next attack increases to 2d6. 
  Both damage rolls increase by 1d6 at 11th level 
  and 17th level. 
  GLIMMERING BLADE 
  Conjuration cantrip 
  Casting Time: 1 action  
  Range: 10 feet  
  Components: V, M (a weapon)  
  Duration: 1 round  
  As part of the action used to cast this spell, you 
  must make a melee attack with a weapon against 
  one creature within the spell's range, otherwise 
  the spell fails. On a hit, the target suffers the 
  attack's normal effects, and you can teleport to 
  an unoccupied space of your choice within 10 
  feet of you. If you teleport to a space within 5 
  feet of the target, the target cannot take 
  reactions until the end of your next turn. 
  The damage of attacks you make with this 
  spell increases when you reach higher levels. At 
  5th level, the melee attack deals an extra 1d6 
  radiant damage to the target. This extra radiant 
  damage increases to 2d6 at 11th level and 3d6 at 
  17th level. 
  
   
   
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  ICON OF FEAR 
  Necromancy cantrip 
  Casting Time: 1 action  
  Range: 5 feet  
  Components: V, M (a weapon)  
  Duration: Instantaneous 
  As part of the action used to cast this spell, you 
  must make a melee attack with a weapon against 
  one creature within the spell's range, otherwise, 
  the spell fails. On a hit, the target suffers the 
  attack's normal effects, and your weapon takes 
  on an aspect of iconic fear, striking dread into 
  your foe while emboldening a close ally. You can 
  immediately push the target up to 5 feet away 
  from you. 
  When you push a creature with this spell, one 
  ally of your choice within 5 feet of you can 
  immediately use its reaction to move up to 10 
  feet. If the target starts its next turn within 5 feet 
  of that ally, the target takes additional psychic 
  damage equal to your spellcasting ability 
  modifier. 
  Creatures that are immune to the frightened 
  condition take no psychic damage from this 
  spell. 
  This spell's damage increases when you reach 
  higher levels. At 5th level, the melee attack deals 
  an extra 1d8 necrotic damage to the target, and 
  the psychic damage increases to 1d8 + your 
  spellcasting ability modifier. Both damage rolls 
  increase by 1d8 at 11th level and 17th level. 
  INTENT LAID BARE 
  Divination cantrip 
  Casting Time: 1 action  
  Range: 5 feet  
  Components: V, M (a weapon)  
  Duration: 1 round  
  As part of the action used to cast this spell, you 
  must make a melee attack with a weapon against 
  one creature within the spell's range, otherwise 
  the spell fails. You can use your spellcasting 
  ability instead of Strength for the attack roll and 
  damage roll of this attack. 
  On a hit, the target suffers the attack's normal 
  effects, and its moment of pain gives you an 
  opening to search your target's mind. sensing its 
  intentions until the start of your next turn. Until 
  then, the target cannot benefit from the 
  disengage action, and it cannot benefit from 
  advantage on melee attack rolls against you. In 
  addition, for the duration, if you and the target 
  share a language, you can communicate 
  telepathically with it as long as it is within 30 
  feet. 
  The damage of attacks you make with this 
  spell increases when you reach higher levels. At 
  5th level, the melee attack deals an extra 1d6 
  psychic damage to the target. This extra damage 
  increases to 2d6 at 11th level and 3d6 at 17th 
  level. 
  JINX SHOT 
  Enchantment cantrip 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, M (a ranged weapon) 
  Duration: Instantaneous 
  As part of the action used to cast this spell, you 
  must make a ranged weapon attack against a 
  creature within range, otherwise the spell fails. 
  On a hit, the target suffers the attack's normal 
  effects, and your enchanted shot renders your 
  foe unaccountably clumsy. It has disadvantage 
  on the next attack roll it makes before the start 
  of your next turn. If that attack misses, it falls 
  prone and the spell ends. 
  This spell's damage increases when you reach 
  higher levels. At 5th level, the attack deals an 
  extra 1d4 psychic damage to the target. This 
  extra damage increases to 2d4 at 11th level and 
  3d4 at 17th level. 
  
   
   
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  LAVA ERUPTION 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a bottle carved of 
  obsidian) 
  Duration: Concentration, 1 minute 
  Choose a point you can see on the ground within 
  range. A fountain of liquid hot magma erupts in 
  a 20-foot sphere centered on that point. For the 
  duration, the area of the spell (including all 
  portions of that area, above the ground or 
  beneath it) becomes difficult terrain, and the 
  lava ignites flammable objects in the area that 
  aren't being worn or carried. 
  A creature takes 3d6 bludgeoning damage and 
  3d6 fire damage when it enters the spell’s area 
  for the first time on a turn or starts its turn 
  there. 
  After the spell ends, the area of the spell 
  remains difficult terrain until it is cleared. Each 
  5-foot-square portion of the area requires at least 
  1 minute to clear by hand. 
  Firenewts or earth-based or fire-based 
  elemental creatures (such as gargoyles or 
  salamanders) do 
  not take damage 
  from this spell. 
  Instead, such a 
  creature is healed, 
  regaining hit 
  points equal to 
  half the fire 
  damage inflicted. 
  Only firenewts or 
  creatures of the 
  elemental type can 
  benefit from this 
  effect. 
  At Higher 
  Levels. When you 
  cast this spell 
  using a spell slot of 5th level or higher, the 
  bludgeoning damage and fire damage each 
  increase by 1d6 for each level above 4th.  
  LAVA SPLASH 
  3rd-level conjuration 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a fist-sized lump of 
  volcanic rock.) 
  Duration: Instantaneous 
  You conjure a wave of burning lava that rises up 
  and showers an area within range. The affected 
  area is a 30-foot cone originating from a point 
  you choose within range. Each creature in that 
  area must make a Dexterity saving throw. On a 
  failure, a creature takes 3d6 bludgeoning damage 
  and 3d6 fire damage, and its speed is reduced by 
  half until the end of its next turn.  
  The area of the spell becomes difficult terrain, 
  and the lava ignites flammable objects in the 
  area that aren't being worn or carried. The 
  difficult terrain cannot be cleared for 1 minute, 
  after which the lava cools. Each 5-foot-square 
  portion of the area requires at least 1 minute to 
  clear by hand. 
  
   
   
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  Firenewts or earth-based or fire-based 
  elemental creatures (such as gargoyles or 
  salamanders) do not take damage from this 
  spell. Instead, such a creature is healed, 
  regaining hit points equal to half the fire damage 
  inflicted. Only firenewts or creatures of the 
  elemental type can benefit from this effect. 
  At Higher Levels. When you cast this spell 
  using a spell slot of 4th level or higher, the 
  bludgeoning damage and fire damage each 
  increase by 1d6 for each slot level above 3rd. 
  LEADING STRIKE 
  Enchantment cantrip 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, M (a weapon) 
  Duration: Instantaneous 
  As part of the action used to cast this spell, you 
  must make a melee attack with a weapon against 
  a creature within range, otherwise the spell fails. 
  On a hit, the target suffers the attack's normal 
  effects, and your enchanted strike shows an ally 
  of your choice within 5 feet of either you or the 
  target how to hit your foe where it hurts. That 
  ally has advantage on the next attack roll it 
  makes against the target before the start of your 
  next turn. If that attack hits, it inflicts an extra 
  1d6 radiant damage and the spell ends. 
  This spell's damage increases when you reach 
  higher levels. At 5th level, your melee attack 
  deals an extra 1d6 radiant damage to the target, 
  and the extra radiant damage from an ally’s 
  strike increases to 2d6. Both damage rolls 
  increase by 1d6 at 11th level and 17th level. 
  LURING STRIKE 
  Enchantment cantrip 
  Casting Time: 1 action  
  Range: 5 feet  
  Components: V, M (a weapon)  
  Duration: 1 round  
  As part of the action used to cast this spell, you 
  must make a melee attack with a weapon against 
  one creature within the spell's range, otherwise, 
  the spell fails. On a hit, the target suffers the 
  attack's normal effects, and you instantly 
  teleport 5 feet to an unoccupied space you can 
  see that is farther away from the target than you 
  are now. The spell ends if no unoccupied space 
  within 5 feet fulfills all these requirements. 
  If you teleport successfully, you magically 
  compel the target to move closer to you, pulling 
  it up to 5 feet in a straight line toward you. It 
  takes 1d6 psychic damage if it ends this 
  movement within 5 feet of you. 
  This spell's damage increases when you reach 
  higher levels. At 5th level, the melee attack deals 
  an extra 1d6 force damage to the target, and the 
  psychic damage the target takes for moving 
  increases to 2d6. Both damage rolls increase by 
  1d6 at 11th level and 17th level. 
  MAGECRAFT FOCUS 
  Divination cantrip 
  Casting Time: 1 action 
  Range: Self 
  Components: V S 
  Duration: 1 day 
  Choose one type of tool with which you are 
  proficient. Until the spell ends or the next time 
  you finish a short or long rest (whichever comes 
  first), whenever you make an ability check with 
  the chosen type of tool to craft or repair an item, 
  you have advantage on the roll. This spell ends 
  early if you roll initiative. Once you cast this 
  spell, you gain no benefit from subsequent 
  castings until after the next time you finish a 
  long rest. 
  MARK OF THE VIGILANTE 
  1st-level enchantment (ritual) 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, M (a weapon) 
  
   
   
  71 
   
  Duration: Concentration, up to 1 hour 
  You adopt the persona of a vengeful agent of 
  justice, taking on a distinctive fighting style that 
  promises punishment to those who seek to harm 
  your allies. For the duration, when you hit a 
  creature with a weapon attack, you can mark the 
  creature until the end of your next turn. This 
  effect ends early if someone else marks the 
  creature. While it is within 5 feet of you, a 
  creature marked by you has disadvantage on any 
  attack roll that doesn't target you and cannot 
  make opportunity attacks against you. 
  In addition, until the spell ends, you can use a 
  bonus action on each of your turns to force one 
  creature within 10 feet of you to roll a Wisdom 
  saving throw. It has advantage on the saving 
  throw if you do not currently have a creature 
  marked, and it automatically succeeds if it is a 
  construct or undead. On a failure, a creature 
  takes 1d6 psychic damage and becomes 
  frightened of you until the end of your next turn. 
  At Higher Levels. When you cast this spell 
  using a spell slot of 3rd or 4th level, you can 
  concentrate on the spell for up to 8 hours. With 
  a slot that's 5th level or higher, you can 
  concentrate for up to 24 hours. 
  MISDIRECTED MARK 
  1st-level illusion 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: S 
  Duration: 1 round 
  You conceal your arcane attack, manipulating 
  your foe into believing the attack came from 
  your ally and focusing on them obsessively. 
  Make a ranged spell attack against a target 
  within range. On a hit, the target takes 4d6 
  psychic damage, and you choose one willing ally 
  within 30 feet of both you and the target. That 
  ally marks the target until the end of your next 
  turn. While a target marked with this spell is 
  within 5 feet of the ally that marked it, it has 
  disadvantage on any attack roll that doesn’t 
  target that ally. This spell ends early if the 
  marking ally dies or is incapacitated, or if the 
  target marked with this spell is marked by a 
  creature besides the ally you chose. 
  At Higher Levels. When you cast this spell 
  using a spell slot of 2nd level or higher, the 
  damage increases by 1d6 for each slot level above 
  1st. 
  PUNISHING STRIKE 
  Necromancy cantrip  
  Casting Time: 1 action  
  Range: 5 feet  
  
   
   
  72 
   
  Components: V 
  Duration: 1 round 
  As part of the action used to cast this spell, you 
  must make an unarmed strike or melee weapon 
  attack against one creature within the spell's 
  range, otherwise the spell fails. On a hit, the 
  target suffers the attack's normal effects. In 
  addition, a black web of necrotic energy radiates 
  across its skin from where it was struck until the 
  start of your next turn. If the target willingly 
  takes a reaction before then, it immediately 
  takes 1d8 necrotic damage, and the spell ends.  
  This spell's damage increases when you reach 
  higher levels. At 5th level, the melee attack deals 
  an extra 1d8 necrotic damage to the target, and 
  the damage the target suffers for taking a 
  reaction increases to 2d8. Both damage rolls 
  increase by 1d8 at 11th level and 17th level. 
  PYROCLASTIC TIDE 
  3rd-level evocation 
  Casting Time: 1 action 
  Range: Self (10-foot radius sphere) 
  Components: V, M (a melee weapon) 
  Duration: Instantaneous 
  You strike a blow fueled by the fury of the earth, 
  channeling volcanic energy into the very ground 
  beneath your feet.  
  As part of the action used to cast this spell, 
  make a melee weapon attack against a creature 
  within range. If the attack hits, the target is 
  knocked prone, and the ground within a 10-foot 
  radius sphere centered on you becomes difficult 
  terrain until it is cleared. All creatures besides 
  you within the affected area must roll a Strength 
  saving throw. A creature takes 2d6 bludgeoning 
  damage and 2d6 fire damage and is knocked 
  prone on a failed save. If the saving throw is 
  successful, the creature takes half the damage, 
  and isn’t knocked prone. Molten lava ignites 
  flammable objects in the area that aren't worn or 
  carried. 
  The spell’s area remains difficult terrain until 
  it is cleared. Each 5-foot-square portion of the 
  area requires at least 1 minute to clear by hand. 
  Firenewts and earth-based or fire-based 
  elemental creatures (such as gargoyles or 
  salamanders) do not take damage from this 
  spell.  
  At Higher Levels. When you cast this spell 
  using a spell slot of 4th level or higher, the 
  bludgeoning damage and fire damage both 
  increase by 1d6 for each slot level above 3rd. 
  SHIFTING SHADOW 
  Conjuration cantrip 
  Casting Time: 1 action  
  Range: Self 
  Components: S 
  Duration: Instantaneous 
  Too quickly for mortal eyes to perceive, you 
  move no further than the reach of your shadow. 
  Your movement doesn’t provoke opportunity 
  attacks for the rest of the turn, and you can 
  move 5 feet as part of the action of casting this 
  spell. 
  SPIDERSILK SLASH 
  5th-level enchantment 
  Casting Time: 1 action  
  Range: 30 feet  
  Components: S, M (a melee weapon worth at 
  least 1 sp)  
  Duration: Instantaneous  
  You spin your blade impossibly fast, creating 
  silvery strands of silk that bind nearby enemies. 
  Choose up to five creatures you can see within 
  range. Make a melee spell attack against every 
  creature within 5 feet of you. On a hit, a target 
  takes 5d8 force damage and until the start of 
  your next turn, its speed is reduced to zero and 
  it cannot benefit from any bonus to its speed. 
  
   
   
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  SPITEFUL GLAMOUR 
  Enchantment cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  For a moment, you cause the mere sight of you 
  to be painful to an enemy. Choose one creature 
  you can see within range that can also see you. 
  The target must succeed on a Charisma saving 
  throw or take 1d8 psychic damage. If the target is 
  not missing any of its hit points, it instead takes 
  1d12 psychic damage. 
  The spell’s damage increases by one die when 
  you reach 5th level (2d8 or 2d12), 11th level (3d8 
  or 3d12), and 17th level (4d8 or 4d12). 
  STAGGERING NOTE 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, M (a musical instrument) 
  Duration: Instantaneous 
  As part of the action used to cast this spell, you 
  must make a Charisma (Performance) check, 
  otherwise the spell fails. Choose one Large or 
  smaller creature within the spell’s range when 
  you make this Charisma check. If the result of 
  your check equals or exceeds the target’s Armor 
  Class, you can push it up to 10 feet away from 
  you. This forced movement does not provoke 
  opportunity attacks. 
  If your check exceeded the target’s Armor 
  Class by 5 or more, the target takes thunder 
  damage equal to your spellcasting ability 
  modifier, and after you push the target, you can 
  use a bonus action to choose one ally within 5 
  feet of the it. That ally can use its reaction to 
  make one melee attack against the target. 
  This spell’s damage increases when you reach 
  higher levels. At 5th level, the thunder damage 
  increases to 1d4 + your spellcasting ability 
  modifier. This damage roll increases by an 
  additional 1d4 at 11th level and again at 17th level. 
  VOICE OF BATTLE 
  Enchantment cantrip 
  Casting Time: 1 action 
  Range: 5 ft. 
  Components: V 
  Duration: Instantaneous 
  You emit a powerful battle cry that hammers 
  your enemy, distracting it from a nearby ally. 
  Choose a creature within range that’s adjacent to 
  one of your allies. That target must make a 
  Wisdom saving throw. On a failed save, it takes 
  1d6 thunder damage and you can choose one ally 
  that is within 5 feet of the target. That ally can 
  use its reaction to move up to 10 feet without 
  provoking an opportunity attack from the target. 
  The sound of the battle cry for this spell can be 
  heard up to 100 feet away. 
  This spell’s damage increases when you reach 
  higher levels, dealing 2d6 thunder damage at 5th 
  level, 3d6 at 11th level, and 4d6 at 17th level. 
  WARNING SHOUT 
  1st-level transmutation 
  Casting Time: 1 action 
  Range: Self (half a mile) 
  Components: V 
  Duration: Instantaneous 
  You can speak 5 words which are magically 
  amplified so that every creature within a half a 
  mile can hear them. Deaf creatures cannot hear 
  the words. Sleeping creatures are automatically 
  awakened by the words. These words cannot be 
  used to perform an attack based on sound (a 
  banshee’s wail, for example). Although the 
  words become incredibly loud, they do not 
  damage nearby creatures. 
  
   
   
  74 
   
  WARP STONE 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a chisel) 
  Duration: Instantaneous 
  You twist and warp stone. If this spell is cast on a 
  stone door, or a door in a stone frame, the door 
  opens and cannot be closed. If the target is a 
  stone wall, the next attack to that section of the 
  wall will deal double damage. If the target is a 
  stone statue, the statue becomes a leering 
  grotesque.  
  YOUR GLORIOUS SACRIFICE 
  1st-level necromancy 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  Make a ranged spell attack against a target 
  within range. If the attack hits, the target 
  takes 5d4 necrotic damage and its speed 
  is reduced by half until the end of your 
  next turn. 
  As part of the same action used to cast 
  this spell, before you make the ranged 
  spell attack, you may choose to inflict 
  necrotic damage equal to 1d4 plus your 
  spellcasting ability modifier on a willing 
  ally within 5 feet of you. This damage 
  cannot be reduced or prevented in any 
  way. If you inflict this damage on an ally, 
  you gain advantage on the ranged spell 
  attack roll against your main target. In 
  addition, if the ranged spell attack hits, 
  your target takes additional poison 
  damage equal to the necrotic damage you 
  dealt to your ally. 
  At Higher Levels. When you cast this 
  spell using a spell slot of 2nd level or 
  higher, the necrotic damage you inflict on 
  your target and your ally both increase by 1d4 for 
  each slot level above 1st. 
  LEGAL NOTICE 
  This work contains material that is copyright Wizards of the 
  Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for 
  Dungeon Masters Guild. 
   All other original material in this work is copyright 2020 by 
  Jeremy Forbing. It is published under the Community Content 
  Agreement for Dungeon Masters Guild. 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, 
  Eberron, the dragon ampersand, Player’s Handbook, Monster 
  Manual, Dungeon Master’s Guide, D&D Adventurers League, all 
  other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the 
  USA and other countries. All characters and their distinctive 
  likenesses are property of Wizards of the Coast. This material 
  is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material 
  or artwork contained herein is prohibited without the express 
  written permission of Wizards of the Coast. 
   ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 
  98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
  Boéchat 31, 2800 Delémont, CH. Represented by Hasbro 
  Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, 
  UB11 1ET, UK. 
  SPECIAL THANKS TO CELINE, ISAAC, AND OWEN, 
  FOR THEIR PATIENCE; TO M.T. BLACK FOR 
  INSPIRATION AND SUPPORT; AND TO ED 
  GREENWOOD FOR THE REALMS. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Jeremy Forbing/Jeremy Forbing - Heroes of the Realms v1.0.pdf