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Homebrew & Houserules

Cultural Archetypes
When you pick your race you may assign any stat bonuses it grants to ability scores of your
choice. With the exception of Tieflings and Aasimar, races do not have any tendency towards
any particular alignment. Culture not genetics should be the main determining factor in your
character’s abilities and outlook. You may, where biologically plausible and with the permission
of your DM, also choose to swap your racial traits for those of another race, if those are
prevalent in the culture you are from.

Inspiration
Inspiration will be given for:
● Immersion. Speaking in character in a sustained and immersive way.
● Growth. When the character grows or changes in a significant way.
● Temptation. If any player (including the DM) notices a situation where a characteristic of
another player’s PC might make the situation more complicated, they can tempt that
player. If the player accepts the temptation, they must roleplay their character acting in
accordance with the characteristic in a way that complicates the situation.
● Death’s Door. Any time you end your turn incapacitated, the DM can ask you a question
about your character or their history. You must narrate a short flashback, memory or
story. You gain inspiration when you are no longer incapacitated.
Once per round you can expend your inspiration to reroll one attack, check or saving throw you
have made, after the roll is made, but not after the consequences have been determined. You
can transfer your inspiration to another character within earshot through words of
encouragement.

More Than Comrades


Comrade ranks will be awarded for extended in-character conversations that deepen your
relationship to another character. This could be through sharing stories, secrets, sincere
congratulations and commiserations, or through competitive banter and rivalry.

Darkvision
For all races except Duergar, Drow, Goblin, Kobold and Tiefling darkvision is replaced with “You
can see in darkness for 10 feet as if it were dim light. You can't discern colour in darkness, only
shades of grey.”

Weapons
Weapon’s Table Cost Damage Weight Properties
Simple Melee Weapons
Bill-Hook 5 sp 1d6 p./s. 6 lb. Hooked, Long, Two-handed, Unhorsing
Club 1 sp 1d4 b. 2 lb. Light
Cestus 1 gp 1d4 b./p. 1/2 lb. Light, Special
Dagger 2 gp 1d4 piercing 1 lb. Execute, Finesse, Light, Thrown (range 20/60)
Greatclub 2 sp 1d8 b. 10 lb. Execute, Two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Light, Thrown (range 20/60)
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
Light Hammer 2 gp 1d4 b. 2 lb. Light, thrown (range 20/60)
Mace 5 gp 1d6 b. 4 lb. AP, Versatile (1d8)
Quarterstaff 2 sp 1d6 b. 4 lb. Versatile (1d8)
Sickle 1 gp 1d4 slashing 2 lb. Finesse, Light
Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)

Simple Ranged Weapons


Crossbow, light 25 gp 1d6 piercing 5 lb. Ammunition (range 80/320), Loading, Two-handed
Dart / Shuriken 5 cp 1d4 piercing 1/4 lb. Finesse, Thrown (range 20/60)
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), Two-handed
Sling 1 sp 1d4 b. — Ammunition (range 30/600)

Martial Melee Weapons


Battleaxe 10 gp 1d8 slashing 4 lb. Shield-Turning, Versatile (1d10)
Crow’s Beak 20 gp 1d8 b./p. 6 lb. AP, Heavy, Hooked, Reach, Two-Handed
Estoc 25 gp 1d8 piercing 2 lb. AP, Finesse, Two-handed
Flail 10 gp 1d8 b. 2 lb. Shield-Turning
Glaive 20 gp 1d10 slashing 6 lb. Heavy, Reach, Sweep, Two-handed
Greataxe 30 gp 1d12 slashing 7 lb. Execute, Heavy, Sweep, Two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Execute, Heavy, Sweep, Two-handed
Halberd 20 gp 1d10 s./p. 6 lb. Heavy, Hooked, Reach, Two-handed, Unhorsing
Lance 10 gp 1d12 piercing 6 lb. Heavy, Reach, Special, Unhorsing
Longaxe 30 gp 1d10 s./b. 6 lb. Heavy, Hooked, Long, Shield-Turning, Two-handed
Longspear 2 gp 1d6 piercing 3 lb. Long, Unhorsing, Versatile (1d8)
Longsword 15 gp 1d8 s./p. 3 lb. Sweep, Versatile (1d10)
Maul 10 gp 2d6 b. 10 lb. AP, Heavy, Two-handed
Morningstar 15 gp 1d8 b./p. 4 lb. AP
Pike 5 gp 1d10 piercing 18 lb. Heavy, Reach, Long, Two-handed, Unhorsing
Rapier 25 gp 1d8 piercing 2 lb. Finesse
Sabre 25 gp 1d8 slashing 2 lb. Finesse
Scimitar 20 gp 1d6 slashing 3 lb. Finesse, Light
Spiked Chain 5 gp 1d6 piercing 4 lb. Long, Shield-Turning, Sweep
Stiletto 5 gp 1d4 piercing 1/4 lb AP, Execute, Finesse, Light
Sword-Staff 15 gp 1d8 b./s. 3 lb. Long, Sweep, Two-handed
Shortsword 10 gp 1d6 s./p. 2 lb. Finesse, Light
Trident 5 gp 3d2 piercing 4 lb. Thrown (range 20/60), Versatile (3d3)
War-Pick 5 gp 1d8 b./p. 2 lb. AP
Warhammer 15 gp 1d8 b. 2 lb. AP, Versatile (1d10)
Whip 2 gp 1d4 slashing 3 lb. Finesse, Shield-Turning, Reach

Martial Ranged Weapons


Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), Loading, Special
Bolas 2gp 1d4 b. 2 lb. Special, Thrown (range 20/60)
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), Light, Loading
Crossbow, heavy 50 gp 1d10 piercing 18 lb. AP, Am. (range 100/400), Heavy, Loading, Two-handed
Longbow 50 gp 1d8 piercing 2 lb. AP, Ammunition (range 150/600), Heavy, Two-handed
Net 1 gp — 3 lb. Special, Thrown (range 5/15)

Armour Penetration (AP)


This weapon is suited to attacking armoured foes. When you make an attack against a creature
wearing heavy armour (or with equivalent natural armour such as hard scales or a carapace)
you gain a +1 to your attack roll. Ranged weapons can only gain this benefit while targeting
creatures within their normal range.
Blowgun
Special. If you make an attack with this weapon while hidden and miss, your position is not
revealed.

Bolas
Special. On a hit with a bolas you can bind either the creature’s arms, legs or wings.
- Arms. The creature has disadvantage on any check or attack roll that uses its arms,
except for those made to attack or escape the bolas.
- Legs. A creature has any movement speed that relies on using its legs reduced to 10
feet, and whenever it uses this speed it must make a DC10 Dexterity saving throw or fall
prone. A non-flying creature bound in this way has disadvantage on saving throws made
to avoid falling prone.
- Wings. A creature has any movement speed that relies on using its wings reduced to 0.
A bolas has no effect on creatures that are formless or lack limbs, or on creatures that are Huge
or larger. A bound creature can use its action to make a DC 10 Strength (Athletics) or Dexterity
(Acrobatics) check, freeing itself on a success. Dealing 5 slashing damage to the bolas (AC 10)
also frees the creature without harming it, ending the effect and destroying the bolas. When you
use an action, bonus action, or reaction to attack with a bolas, you can make only one attack
regardless of the number of attacks you can normally make.

Cestus
Special. While wielding this weapon your unarmed strikes also count as light melee weapon
attacks. When you engage in two-weapon fighting while wielding a cestus in each hand, you
can add your ability modifier to the damage of the offhand attack, if you don’t already.

Execute
If you make an attack with this weapon and score a hit against an incapacitated creature, you
can roll one additional weapon damage die when determining the damage it takes.

Hooked
You can use this weapon to attempt to grapple a creature within its reach, and you do not need
a free hand to do so. If you are using this weapon to grapple you cannot use it for anything else.
During your turn, you can move a creature grappled in this way within the area of the weapon’s
reach by succeeding on a grapple contest and by expending 2 feet of movement for each foot
the creature is moved.

Long
You can increase the reach of this weapon by 5 feet on your turn.

Shield-Turning
As part of making an attack with this weapon against a creature wielding a shield you can pull
away or otherwise overcome its shield. You can ignore a shield’s benefit to your target’s AC
when determining if your attack hits.

Sweep
When you hit with this weapon you can deal 1d4 weapon damage to an adjacent creature that is
also within your reach, if your attack roll would also hit that creature.

Unhorsing
When you hit a mounted creature with this weapon during your turn, you can immediately use
your bonus action to attempt to shove the creature. If you succeed, the creature falls prone in an
unoccupied space within 5 feet of its mount.
Multiclassing
Prerequisites
To qualify for a new class, you must meet the ability score prerequisites for both your current
class and your new one, as shown in the Multiclassing Prerequisites table. For example, a
barbarian who decides to multiclass into the druid class must have both Strength and Wisdom
scores of 13 or higher. Without the full training that a beginning character receives, you must be
a quick study in your new class, having a natural aptitude that is reflected by higher than
average ability scores.

Class Ability Score Minimum


Barbarian Strength 13
Bard Intelligence 13¹ or Charisma 13
Cleric Wisdom 13
Druid Wisdom 13
Fighter Strength 13 or Dexterity 13
Monk Strength 13² or Dexterity 13, and Wisdom 13
Paladin Strength 13 or Dexterity 13, and Charisma 13
Ranger Strength 13 or Dexterity 13, and Wisdom 13
Rogue Dexterity 13
Sorcerer Charisma 13
Warlock Intelligence 133 or Charisma 13
Wizard Intelligence 13

¹ If using the Bard’s Scholar feature.


² If using the Monk’s Pugilist feature.
3
If using the Warlock’s Forbidden Knowledge feature.

Class Features

Extra Attack
If you gain the Extra Attack class feature from more than one class, the features don’t add
together. You can’t make more than two attacks with this feature unless it says you do (as the
Fighter’s version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting
Blade doesn’t give you additional attacks if you also have Extra Attack. In place of gaining
additional attacks, you can instead gain a Fighting Style of your choice from the list available to
the Fighter.

Feats
The feats listed below are added to the options available in the published manuals. Great
Weapon Master and Sharpshooter are replaced with Cleave and Great Weapon Master, and
Deadeye and Sharpshooter, respectively, as per the below. The reasoning for this is explained
here.

At 1st level, you gain a feat of your choice.


Great Weapon Master & Sharpshooter
Cleave
- Increase your Strength score by 1, to a maximum of 20.
- On your turn, when you reduce a creature to 0 Hit Points or critically hit with a melee
weapon that you are proficient with, you can make one melee weapon attack as a bonus
action against a different creature in reach.
- When you reduce a creature to 0 Hit Points with a melee attack with a weapon that you
are proficient with, you can apply any excess damage to an adjacent creature of your
choice within reach, if your attack roll would also beat their armour class.

Great Weapon Master (Balanced)


Prerequisite: Cleave or Savage Attacker, 4th level
- Increase your Strength score by 1, to a maximum of 20.
- Before you make a melee attack with a heavy weapon that you are proficient with, you
can choose to take a -5 penalty to the attack roll. If the attack hits, you add 2d8 to the
attack's damage.

Deadeye
- Increase your Dexterity score by 1, to a maximum of 20.
- For you, the normal range of any ranged or thrown weapon is doubled.
- The critical hit range of your ranged attack rolls expands by 1.

Sharpshooter (Balanced)
Prerequisite: Deadeye, 4th level
- Increase your Dexterity score by 1, to a maximum of 20.
- Before you make a ranged attack with a weapon that you are proficient with, you can
choose to take a -5 penalty to the attack roll. If the attack hits, you add 2d6 to the
attack's damage. If you have the Archery Fighting Style, for this attack its bonus is
applied to your damage roll, not the attack roll.

Fighting Feats
8 Trigram Pole-Fighter
Prerequisite: Ki points
You master the naginata, gaining the following benefits:
- Increase your Strength, Dexterity or Wisdom score by 1, to a maximum of 20 (your
choice).
- You gain proficiency with the sword-staff and glaive, which count as monk weapons for
you.
- As a bonus action you can expend 1 ki point and make a melee weapon attack against
any number of creatures within 10 feet of you, with a separate attack roll for each
target. You must be wielding a quarterstaff, sword-staff, or glaive.

Charger (Improved)
- As a bonus action you can move up to your speed in a straight line toward an enemy
you can see.
- If you or your mount moves at least 10 feet in a straight line immediately before you
make an attack, you gain a +5 bonus to the attack’s damage roll. Alternatively, if you
successfully attempt to shove a creature, you can push the target up to 10 feet away
from you.
Crossbow Expert (Balanced)
Thanks to extensive practice with the crossbow, you gain the following benefits:
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged
attack rolls.
- You ignore the loading quality of crossbows with which you are proficient.
- You can engage in two-weapon fighting while wielding a hand crossbow, and you can
add your ability modifier to the damage roll of an offhand crossbow, if you don’t already.
- You do not need a free hand to reload a hand crossbow if you are wielding a weapon in
your other hand.
- When you take the Ready action to make an attack with a heavy crossbow, you have
advantage on the attack roll, and can ignore half and three-quarters cover.

Defensive Duelist (Improved)


Prerequisite: Dexterity 13 or higher
You have become an agile and dangerous duelist, gaining the following benefits:
- While wielding a finesse weapon with your other hand free, you gain a +1 bonus to AC.
- When you are wielding a finesse weapon with which you are proficient and another
creature hits you with a melee attack, you can use your reaction to add your proficiency
bonus to your AC for that attack. If you cause the attack to miss you, until the end of
your next turn you have advantage on your next attack roll with a finesse weapon
against the attacker.
- You have advantage on attack rolls made to disarm a creature.

Dual Wielder (Improved)


You master fighting with two weapons, gaining the following benefits:
- You make all your two-weapon fighting attacks as part of the Attack action, instead of
using your bonus action.
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each
hand.
- You can use two-weapon fighting even when the one-handed weapons you are wielding
aren't light.
- You can draw or stow two one-handed weapons when you would normally be able to
draw or stow only one.

Grappler (Improved)
Prerequisite: Strength 13 or higher
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain
the following benefits:
- Increase your Strength score by 1, up to a maximum of 20.
- You have advantage on attack rolls against a creature you are grappling.
- You can use your bonus action to try to pin a creature you are grappling with your
hand. To do so, make another grapple check. If you succeed, you and the creature are
both restrained until the grapple ends. You have three-quarters cover while restraining
a creature in this way.
- When a creature provokes an Opportunity Attack from you, if you have a free hand you
can instead attempt to grapple them.

Gladiator
You wield exotic weapons and nets to entertain the crowd, and draw strength from their
applause.
- You can wield a one-handed weapon with a net in your offhand, even if neither weapon
has the light property. For example, you could wield a trident in one hand and a net in
the other.
- Making an attack with a net doesn’t impose any restrictions on your other attacks. Being
within 5 feet of a hostile creature, or attacking at long range, no longer impose
disadvantage on your ranged attack rolls with nets. The DC to escape from a net you
throw is 8 + your Dexterity score + your proficiency bonus.
- As a bonus action on your turn during combat, you may make opposed Charisma
(Performance) checks with a hostile creature you can see within 15 feet of you. On a
success, you gain Inspiration, which disappears at the start of your next turn.

Hammerer
You use bludgeoning weapons to pummel your opponents into submission. You gain the
following benefits when using a club, crow’s beak, flail, greatclub, light hammer, mace, maul,
morningstar, or warhammer:
- If you take the Attack action and hit a creature, you may make an additional attack
against that creature as a bonus action. This attack uses the same ability modifier as the
primary attack. The damage die for this attack is a d4, and it deals bludgeoning damage.
- When you hit a creature during your turn, you gain a bonus to your weapon damage rolls
equal to the number of times you have previously hit that creature since the start of your
turn.
- When you hit a creature leaving your reach with an Opportunity Attack, you may make a
shove attempt to knock the creature prone.

Hoplite
You have mastered the discipline of the phalanx, and gain the following benefits:
- Pikes lose the heavy property and gain the versatile property (1d8/1d10) for you.
- While you are wielding a shield, other creatures of your choice within 5 feet of you gain
half cover.
- While you are wielding a bill-hook, crow’s beak, glaive, halberd, longspear, or pike, you
have advantage on melee attack rolls against mounted creatures and mounts.

Huscarl
You can use the battleaxe, longaxe, and greataxe to skilfully overcome and disable your
enemies. You gain the following benefits:
- As a bonus action you may use a battleaxe, longaxe or greataxe to briefly pull away an
adjacent creature’s shield, weapon, limb or other defence. Until the start of the creature’s
next turn, the next attack against it has advantage, and gains a bonus to the attack roll
equal to your Strength modifier.
- When you critically hit a creature that has limbs with a battleaxe, longaxe or greataxe,
you may choose one of the limbs and disable it. The creature drops whatever it is
holding with that limb. If you chose an arm, the creature suffers disadvantage on attack
rolls, and on Strength checks and saving throws. If you chose a leg or wing, the
creature’s movement speed is halved, and it has disadvantage on Dexterity checks and
saving throws. These effects last until the creature regains one or more Hit Points.
- When wielded by you battleaxes and greataxes gain the thrown property (15/30 feet).

Legionary
While wielding a shield and a melee weapon, you gain the following benefits:
- You gain a +1 bonus to your AC.
- As a bonus action, you can prepare yourself to make a quick strike. The first time a
hostile creature within your reach moves 5 feet or more or misses on an attack before
the start of your next turn, you can make an Opportunity Attack against it without
expending your reaction. This attack uses the same ability modifier as your primary
attack. On a hit, the normal damage die is replaced by a 1d4. This would, for example,
replace the damage dice granted by the Rogue’s Sneak Attack feature.
- When you or a creature within 5 feet of you are targeted by a ranged attack, as a
reaction you can impose disadvantage on the attack roll, interposing your shield
between yourself and the source of the attack.

Master of Tooth and Claw


Prerequisite: Proficiency with a natural weapon
Whether it be your claws, fangs, or other natural appendages, you have learned to hone your
assets for use in combat. You gain the following benefits:
- Natural weapons you use increase their damage die to a d8, unless already higher.
- When you use the Attack action and attack only with a natural weapon, you can use a
bonus action to make an additional attack with a natural weapon. You cannot be
wielding a shield when you make this attack.
- Attacks you make with natural weapons count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage.

Mage Slayer (Improved)


You have practised techniques in melee combat against spellcasters, gaining the following
benefits.
- When a creature you can see within your reach begins to cast a spell (or use a spell-like
ability), you can use your reaction to make a melee weapon attack against that creature.
On a hit the caster must succeed on a Concentration saving throw or the spell fails.
- When you damage a creature that is concentrating on a spell, that creature has
disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells cast by creatures within 10 feet of
you.

Martial Adept (Improved)


Prerequisite: Strength or Dexterity 17 or higher
You have martial expertise that allows you to perform special combat manoeuvres. You gain the
following benefits:
- You learn a number of manoeuvres equal to your proficiency bonus from the
Manoeuvres list. If the manoeuvre requires a saving throw, the DC is equal to 8 + your
proficiency bonus + your Strength or Dexterity modifier (your choice).
- You gain a number of superiority die equal to half your proficiency bonus (rounded up). If
you don't already have superiority dice, it is a d6. This die is used to fuel your
manoeuvres. It is expended when you use it, and is regained when you finish a short or
long rest.

Mixed Martial Arts


Prerequisite: Ki points
You have learned to combine multiple styles of martial arts and have expanded the number of
fighting techniques you know. You learn a number of manoeuvres equal to half your proficiency
bonus (rounded up). If the manoeuvre requires a saving throw, the DC is equal to 8 + your
proficiency bonus + your Wisdom modifier. Whenever you would expend 1 superiority die, you
can instead expend 1 ki. Your superiority die is equal to your Martial Art die.

Mounted Combatant (Improved)


You are a dangerous foe to face while mounted. While you are mounted and aren’t
incapacitated, you gain the following benefits:
- You have advantage on melee attack rolls against any unmounted creature that is
smaller than your mount.
- You can force an attack targeted at your mount to target you instead.
- If your mount is subjected to an effect that allows it to make a Dexterity saving throw to
take only half damage, it instead takes no damage if it succeeds on the saving throw,
and only half damage if it fails.
- While mounted on an independent mount, when you roll initiative you can choose to
replace your roll with that of your mount, and to act during its turn.

Polearm Master (Balanced)


You gain the following benefits:
- When you take the Attack action and attack with only a crow’s beak, glaive, halberd,
longspear, pike, sword-staff or quarterstaff, you can use a bonus action to make a melee
attack against a creature within 5 feet of you, with either the opposite end of the weapon
or with your shield. This attack uses the same ability modifier as the primary attack. The
damage die for this attack is a d4, and it deals bludgeoning damage.
- While you are wielding a crow’s beak, glaive, halberd, longspear, pike, sword-staff or
quarterstaff, other creatures provoke an Opportunity Attack from you when they enter
the reach you have with that weapon. This attack must be made with one of the listed
weapons.

Savage Attacker (Improved)


- Increase your Strength score by 1, to a maximum of 20.
- The critical hit range of your melee weapon attacks expands by 1.
- Once per turn, when you hit with a melee weapon attack and roll the maximum on a
weapon damage die, you can roll an additional weapon damage die and add it to the
total.

Shield Master (Improved)


You use shields not just for protection but also for offence. You gain the following benefits while
you are wielding a shield:
- When you take the Attack action, you can use a bonus action to try to shove a creature
within 5 feet of you with your shield, either immediately before or after you take an
attack.
- If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving
throw you make against a spell or other harmful effect.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take
only half damage, you can use your reaction to take no damage if you succeed on the
saving throw, interposing your shield between yourself and the source of the effect.

Spellsword
Prerequisite: Wisdom, Intelligence or Charisma 13 or higher
You learn to meld might and magic, mixing spells and weapon attacks.
- You learn two cantrips of your choice from the Cleric, Bard, Druid, or Wizard spell list.
These cantrips use your Wisdom, Intelligence or Charisma modifier (your choice).
- When you take the Attack action on your turn, you can cast a cantrip you chose, or any
cantrip you know that requires a weapon attack roll, in place of one of your attacks. You
cannot cast another cantrip during the turn you use this option, or use this option if you
have already cast a cantrip on your turn. You can use this option a number of times
equal to half your proficiency bonus (rounded up). You regain all uses when you
complete a short or long rest.
- You can use a weapon you are wielding as a spellcasting focus for your spells.

Slinger
You have mastered the sling.
- When you make a ranged attack with a sling, the damage die increases to a d8.
- The critical range of your ranged attacks with slings expands by 1.
- When you score a critical hit with a sling the creature must make a Constitution saving
throw (DC 8 + your proficiency + your Dexterity modifier), or be stunned until the end of
its next turn.

Swordmaster
You use every part of your blade and body to press the attack, weaving brilliant combinations of
strikes and parries. You gain the following benefits while you are wielding one weapon, either a
dagger, estoc, greatsword, longsword, rapier, sabre, scimitar, shortsword, sickle, or stiletto:
- When you take the Attack action and attack with the weapon, as a bonus action you can
make a melee attack with that weapon, its pommel, or with your shield or an unarmed
strike. This attack uses the same ability modifier as the primary attack. The damage die
for this attack is a d4, and it deals bludgeoning, piercing or slashing damage (your
choice).
- When you would be hit by a melee weapon attack, you can use your reaction to parry,
forcing your attacker to reroll the attack roll. If the attack still hits, you regain the use of
your reaction. You can parry a number of times equal to half your proficiency bonus
(rounded up). You regain all uses when you complete a short or long rest.
- When you make an Opportunity Attack with the weapon, you have advantage on the
attack roll.

Tao Master
While not wearing medium or heavy armour, and while having at least one free hand, you gain
the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You can read your enemy's intentions and use their strength against them. You can use
a Wisdom (Insight) check instead of a Strength (Athletics) check when attempting to
grapple or shove a creature.
- When a humanoid-shaped creature that is your size or smaller within 5 feet of you
misses on a melee attack against you, you can use your reaction to attempt to shove
them prone. If your shove is successful you also move them to an unoccupied space
that is adjacent to you.

Tavern Brawler (Improved)


Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you
gain the following benefits:
- You are proficient with improvised weapons, and your attacks with them use a d8 for
damage, if it isn’t already higher.
- When making attack rolls with improvised weapons, you critically hit on a 19 or 20.
- Your unarmed strike uses a d8 for damage, if it isn’t already higher.
- When you hit a creature with an unarmed strike or an improvised weapon on your turn,
you can use a bonus action to attempt to grapple or shove the target.

Tough (improved, incl. Durable)


Hardy and resilient, you gain the following benefits:
- Your Hit Point maximum increases by an amount equal to twice your level when you
gain this feat. Whenever you gain a level thereafter, your Hit Point maximum increases
by an additional 2 Hit Points
- When you roll a Hit Die to regain Hit Points, the minimum number of Hit Points you
regain from the roll equals twice your Constitution modifier (minimum of 2).

Whip Specialist
You master the whip, using it as a natural extension of your own body.
- When you make an attack with a whip, the damage die increases to a d6.
- When you hit a creature that is your size or smaller with a whip, as a bonus action you
can attempt to pull or trip them. Make an attack roll contested by your opponent's
Strength (Athletics) check or Dexterity (Acrobatics) check (their choice). On a success
you can either pull the target up to 5 feet towards you, or knock them prone.
- When you take the Use An Object action to pick an object up, you can use the whip to
pull an object within reach into your hand.
- If there is a secure point within reach, you may swing from it using your whip, and jump
to any unoccupied hex that would also be within reach of that point. This expends
movement as if you travelled directly to that point, but your movement does not provoke
Opportunity Attacks.

Quake Fighter
You are attuned to elemental earth, and augment your attacks with its power.
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- When you take the Attack action you can replace one of your attacks with a strike
against the ground. When you do so you can replicate the effects of the Thunderclap or
Earth Tremor spells. Strength is your spellcasting ability for these spells. You can use
this ability a number of times equal to your proficiency bonus. You regain all uses when
you complete a long rest.
- You have resistance to bludgeoning damage caused by stone and earth objects and
structures. If you already have resistance to this damage, you gain immunity.

Armour Feats
Martial Training (incl. Lightly Armoured, Moderately Armoured, and Heavily Armoured)
You have received weapons and armour training.
- Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
- You gain proficiency with light armour. If you already have proficiency in light armour
you gain proficiency with medium armour and shields. If you already have proficiency
in medium armour you gain proficiency with heavy armour and shields.
- You gain proficiency in one weapon of your choice.
You can take this feat multiple times.

Light Armour Master


You have become adept at leaping to cover and retreating safely:
- You increase your Dexterity score by 1, to a maximum of 20.
- When an attack against you misses, or immediately before making a Dexterity saving
throw against an area-of-effect spell or ability, you may use your reaction to move 10
feet without provoking Opportunity Attacks.
- When you Disengage you can move up to half your speed as part of the same action.
You lose the above benefits if you don medium or heavy armour, or if your speed becomes 0.

Medium Armour Master (Improved)


Prerequisite: Proficiency with light or medium armour
You have practised moving in medium armour to gain the following benefits:
- You increase your Dexterity score by 1, to a maximum of 20
- Wearing medium armour doesn't impose disadvantage on your Dexterity (Stealth)
checks.
- When wearing medium armour, the maximum Dexterity modifier to AC you can apply
increases to 3, instead of 2.

Heavy Armour Master (Improved)


Prerequisite: Proficiency with medium or heavy armour
You can use your armour to deflect strikes that would kill others. You gain the following benefits:
- You increase your Strength or Constitution score by 1, to a maximum of 20.
- While you are wearing heavy armour, bludgeoning, piercing, and slashing damage that
you take from nonmagical weapons is reduced by 1 + half your proficiency bonus
(rounded up). If you are wearing magical heavy armour you also reduce magical
bludgeoning, piercing, and slashing damage.

Skill & Utility Feats


Actor (Improved)
Skilled at mimicry and dramatics, you gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Deception and Performance skills. If you’re already
proficient in the skill, your proficiency bonus is doubled for any check you make with it.
- You can mimic the speech of another person or the sounds made by other creatures.
You must have heard the person speaking, or heard the creature make the sound, for
at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma
(Deception) check allows a listener to determine that the effect is faked.

Arcane Investigator
You excel in the investigation of arcane matters, such as when magi use their power to commit
crimes. You gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, up to 20.
- You gain proficiency in the Arcana and Investigation skills. If you’re already proficient
in either skill, your proficiency bonus is doubled for any check you make with that skill.
- You learn the Detect Magic spell and can cast it at will, without expending a spell slot.
While concentrating on Detect Magic you can analyse a magical effect for 1 minute,
recording its aura—a magical fingerprint, essentially—into your spellbook. If you come
across another magical spell created by the same spellcaster, you can identify it as
such. You don't learn the identity of the spellcaster, but can match its aura to previous
records.

Athlete (Improved)
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency in the Athletics and Acrobatics skills. If you’re already proficient in
the skill, your proficiency bonus is doubled for any check you make with it.
- When you are prone, standing up uses only 5 feet of your movement.
- Climbing and swimming doesn’t cost you extra movement.
- You can make a running long jump or a running high jump without any previous
movement.
- Whenever you Ready an action, when the trigger occurs and you use your reaction,
you can also move up to your speed, minus any movement used during your turn.

Chef (Improved)
Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:
- Increase your Constitution or Wisdom score by 1, to a maximum of 20.
- You gain proficiency with cook’s utensils, and your proficiency bonus is doubled for any
check you make with them.
- As part of a short rest, you can cook special food, provided you have ingredients and
cook's utensils on hand. You can prepare enough of this food for a number of creatures
equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats
the food and spends one or more Hit Dice to regain hit points regains 1 extra hit point
per Hit Die spent.
- With one hour of work or when you finish a long rest, you can cook a number of treats
equal to your proficiency bonus. These special treats last 8 hours after being made. A
creature can use a bonus action to eat one of those treats to gain temporary hit points
equal to your proficiency bonus.

Diplomat (Improved)
You master the arts of diplomacy, gaining the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Persuasion and Deception skills. If you are already proficient
in the skill, you add double your proficiency bonus to checks you make with it.
- If you spend 1 minute talking to a creature that can understand you, you can make a
Charisma (Persuasion) check contested by the creature’s Charisma (Deception) check.
If your check succeeds, you learn whether the creature is hostile, neutral or friendly, and
the best way to move them between these attitudes.

Dungeon Delver (Improved)


- Increase your Constitution, Wisdom or Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the Investigation skill. When you make a Wisdom or Intelligence
(Investigation) check to detect or understand a trap, secret door or puzzle, or to search
an area, your proficiency bonus is doubled for that check.
- You can take the Search action as a bonus action.
- You have advantage on saving throws made to avoid or resist traps, and resistance to
damage dealt by them.
- You always know which way is north and you always know the number of hours left
before the next sunrise or sunset.
- You have darkvision out to a range of 60 feet. If you already have darkvision, its range
increases by 60 feet.

Explorer
- Increase your Constitution, Wisdom or Intelligence score by 1, to a maximum of 20.
- You gain proficiency in Survival, and either Nature or History. You also gain proficiency
in Cartographer’s tools. If you are already proficient in any of these skills or tools, your
proficiency bonus is doubled for any check you make with it.
- You gain a climbing and swimming speed equal to your walking speed. If you already
have a climbing or swimming speed, that speed instead increases by 10 feet.
- If while travelling you make a check to avoid getting lost, you can spend 10 minutes or
more consulting maps, charts, stars, landmarks or other natural phenomena, to gain
advantage on the check.
- Travelling at a fast pace doesn’t impose the normal -5 penalty on your passive Wisdom
(Perception) score.

Keen Mind (Improved)


You have a mind that can track time, direction, and detail with uncanny precision. You gain
the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You can accurately recall anything you have seen, heard or read within the past
month.
- You have advantage on Intelligence checks made to recall information.
- If you prepare spells, the number of spells you can prepare increases by a number
equal to your proficiency bonus.
- You always know which way is north, and can remember the exact path you took to
reach your current location.
- You always know the number of hours left before the next sunrise or sunset.

Linguist (Improved)
You are a capable ambassador, cryptographer, and polyglot.
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in History and calligrapher’s supplies. When you make a History
check to understand another culture, you can add double your proficiency bonus to your
check.
- You become fluent in a number of languages equal to your proficiency bonus, and you
can pass as a native speaker of the languages you know.
- You can create written ciphers. Others can’t decipher a code you create unless you
teach them, they succeed on an Intelligence check (DC equal to your Intelligence score
+ your proficiency bonus), or they use magic to decipher it.
- You have advantage on checks made to crack ciphers, codes and riddles.

Menacing (Improved)
You become fearsome to others, gaining the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you
add double your proficiency bonus to checks you make with it.
- When you take the Attack action on your turn, you can replace one attack with an
attempt to demoralise one creature within 30 feet of you that can see, hear and
understand you. Make a Charisma (Intimidation) check contested by the target's Wisdom
(Insight) check. If your check succeeds, the target is frightened until the end of your next
turn. If your check fails, the target can't be frightened by you in this way for 1 hour.

Observant
Quick to notice details of your environment, you gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Investigation and Perception skills. If you’re already proficient
in either skill, your proficiency bonus is doubled for any check you make with it.
- If you can see a creature's mouth while it is speaking a language you understand, you
can interpret what it's saying by reading its lips.
- You can read text even if it is upside down, mirrored, or partially obscured.

Physician (improved, incl. Healer)


You are an effective and knowledgeable healer, capable of mending wounds quickly and
getting your allies back in the fight. You gain the following benefits:
- Increase your Wisdom or Intelligence score by 1, up to a maximum of 20.
- You can add your Intelligence modifier to your Wisdom (Medicine) checks (minimum of
+0).
- When you use a healer's kit to stabilise a dying creature, that creature also regains 1
Hit Point.
- As an action, you can spend one use of a healer's kit to tend to a creature and restore
Hit Points equal to 1d6 + your proficiency bonus + a number equal to the creature's
maximum number of Hit Dice. The creature can't regain Hit Points from this feat again
until it finishes a short or long rest.
- Over the course of a short rest you can remove a non-permanent wound or a level of
exhaustion caused by falling unconscious from a creature.

Poisoner (Improved)
You can prepare and deliver deadly poisons, gaining the following benefits:
- You gain proficiency with the poisoner's kit if you don't already have it, and you can add
double your proficiency bonus to checks you make with it.
- You have advantage on checks made to create or identify poisons.
- When you make a damage roll, you ignore resistance to poison damage.
- You can coat a weapon in poison as a bonus action, instead of an action.
- With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you
can create a number of doses of potent poison equal to your proficiency bonus. Once
applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute
or until you hit with the weapon or ammunition. When a creature takes damage from the
coated weapon or ammunition, that creature must succeed on a Constitution saving
throw or take 1d8 + your proficiency bonus in poison damage and become poisoned
until the end of your next turn. The DC equals 8 + your Intelligence or Wisdom modifier
(your choice) + your proficiency bonus.

Scholar
Prerequisite: Wisdom or Intelligence 13 or higher
You have devoted your life to the pursuit of knowledge.
- Increase your Wisdom or Intelligence score by 1, to a maximum of 20.
- Pick two from Arcana, History, Religion and Nature. If you’re already proficient in that
skill, your proficiency bonus is doubled for any check you make with the skill.
- You have advantage on checks made to research written knowledge.
- When you take the Help action to assist a creature making a skill check you have
proficiency in, that creature can add your Wisdom or Intelligence modifier to their check
(your choice).

Skulker (improved, incl. Stealthy)


Prerequisite: Dexterity 13 or higher
You are an expert at slinking through shadows. You gain the following benefits:
- You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add
double your proficiency bonus to checks you make with it.
- You can try to hide when you are lightly obscured from the creature from which you are
hiding (dim light, patchy fog, moderate foliage etc).
- If you are hidden, you can move up to 20 feet in the open without revealing yourself if
you end the move in a position where you’re not clearly visible.
- When you are hidden from a creature and miss it with a ranged weapon attack, making
the attack doesn't reveal your position.

Weapon Expert (Improved)


You gain the following benefits:
- Increase your Strength, Dexterity or Intelligence score by 1, to a maximum of 20.
- You gain proficiency with a number of weapons equal to your proficiency bonus.
- You gain proficiency with Bowyers, Fletchers and Smith's tools. If you’re already
proficient in the tool, your proficiency bonus is doubled for any check you make with it.
- You have advantage on checks made to inspect weapons. By studying a weapon for a
minute or more you may be able to identify its magical properties, origin
(culture/period/place), left/right handedness, or recent use.

Wodewose
You belong to the wilds, and can communicate with its creatures. You gain the following
benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Animal Handling and Survival skills. If you are already
proficient in the skill, you add double your proficiency bonus to checks you make with it.
- Through sound, touch and gestures, you may communicate simple ideas with beasts.
- You can use a bonus action on your turn to command one friendly beast within 60 feet of
you that can hear you and that isn’t currently following the command of someone else.
You decide now what action the beast will take and where it will move during its next
turn, or you issue a general command that lasts for 1 minute, such as to guard a
particular area.

Quick Fingered (Improved)


Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency in the Sleight of Hand skill. You also gain proficiency in Thieves
Tools, and a Gaming Set of your choice. If you are already proficient in the skill or tool,
you add double your proficiency bonus to checks you make with it.
- As a bonus action, you can Use an Object, make a Dexterity (Thieves Tools) check, or
make a Dexterity (Sleight of Hand) check to plant something on someone else,
conceal an object on a creature, swap an object, lift a purse, or take something from a
pocket.

Caster Feats
Elemental Adept (Improved)
Prerequisite: The ability to cast at least one spell
- Increase your Intelligence, Wisdom or Charisma score by 1, up to 20.
- When you gain this feat, choose one of the following damage types: acid, cold, fire,
lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type.
- When you deal the type of damage you chose, you can add your proficiency bonus to
the damage rolled. You must complete a short or long rest before doing so again.
You can select this feat multiple times. Each time you do so, you must choose a different
damage type.

Killing Joke
You are quick with an incisive one-liner or bon mot. You gain the following benefits:
- You learn the Vicious Mockery cantrip, if you don't know it already. Charisma is your
spellcasting modifier for this spell.
- When you cast Vicious Mockery you can choose what kind of saving throw your target
makes to resist the spell.
- During your turn, when a creature fails its saving throw against one of your spells,
when you critically hit, or when you reduce a creature to 0 Hit Points, you can
immediately cast Vicious Mockery as a bonus action.

Purging Flames
Prerequisite: Sacred Flame
You have a solution to the problem of evil. You can purge it with holy fire. When you cast
Sacred Flame, you gain the following abilities:
- Omnipotent. You ignore any resistance or immunity to the damage of this spell, and a
creature that succeeds on its saving throw against the spell takes half damage. In
addition, you can target a point you can see within range. The spell targets all creatures
within a 5 foot radius of this point.
- Omniscient. You can target a creature in range by speaking its name, even if it is
unseen.
- Omnibenevolent. Fiends and undead that fail their saving throws against your Sacred
Flame have disadvantage on saving throws against your spells until the end of your next
turn.

Shadow Mage
Prerequisite: The ability to cast at least one spell
You have practised manipulating areas of dim light and darkness with your spells, granting you
the following benefits:
- When you cast a spell that targets an area, you can extinguish any non-magical light
sources within that area.
- As a bonus action, you can wreathe your space in magical darkness until the end of your
next turn. A creature with darkvision can't see through this darkness, and nonmagical
light can't illuminate it. You can use this ability a number of times equal to your
proficiency bonus, and regain all uses when you complete a long rest.
- You can see normally in dim light and darkness, both magical and nonmagical to a
distance of 60 feet. If you already have darkvision, its range improves by 60 feet.

Sorcerer's Apprentice (incl. Metamagic Adept)


You have learned to control the magic that runs through you. You gain the following benefits:
- You learn one metamagic option of your choice from among those available to the
Sorcerer.
- If you already have sorcery points, you gain two more: otherwise, you have two sorcery
points. These points are used to fuel your metamagic. A sorcery point is expended when
you use it. You regain your expended sorcery points when you finish a long rest.
- As a bonus action on your turn, you can expend one spell slot and regain a number of
sorcery points equal to the slot's level.

Spell Sniper (Improved)


Prerequisite: The ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the
following benefits:
- When you make a ranged spell attack roll, the range of the spell is doubled.
- The first time each turn you miss on a ranged attack roll with a cantrip, the target takes
half the damage it would have taken on a hit.
- Whenever you hit with a ranged spell attack and roll a 1 on a damage die you can reroll
it.

Spell Thief
Prerequisite: Spellcasting feature
Choose one spell from the bard, cleric, druid, sorcerer, warlock, or wizard spell lists. A spell you
choose must be of a level you can cast, or a cantrip. You can cast the chosen spell as if it
belonged to one of your classes, expending a spell slot as normal.

Racial Feats
Dragon Hide (Improved)
Prerequisite: Dragonborn
You manifest scales and claws reminiscent of your draconic ancestors. You gain the following
benefits:
- Increase your Strength, Constitution, or Charisma score by 1, up to a maximum of 20.
- Your scales harden. While you aren't wearing armour, you can calculate your AC as 13
+ your Dexterity or Constitution modifier (your choice when you gain this feat). You can
use a shield and still gain this benefit. While wearing armour, you gain a +1 bonus to
your AC.
- You can grow retractable claws from the tips of your fingers. Extending or retracting the
claws requires no action. The claws are natural weapons, which you can use to make
unarmed strikes. If you hit with them, you deal slashing damage equal to 1d8 + your
Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.

Flames Of Phlegethos (Improved)


Prerequisite: Tiefling
You learn to call on hellfire to serve your commands. You gain the following benefits:
- Increase your Intelligence or Charisma score by 1, to a maximum of 20.
- When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire
damage dice.
- Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you
until the end of your next turn. The flames don’t harm you or your possessions, and they
shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames
are present, any creature within 5 feet of you that hits you with a melee attack takes fire
damage equal to your proficiency bonus.

Orcish Fury (Improved)


Prerequisite: Half-orc
Your fury burns tirelessly. You gain the following benefits:
- Increase your Strength or Constitution score by 1, up to a maximum of 20.
- When you hit with an attack made with a simple or martial weapon, you can roll one of
the weapon’s damage dice an additional time and add it as extra damage of the
weapon’s damage type. Once you use this ability, you can’t use it again until you finish a
short or long rest.
- Immediately after you take the Dash action, or use your Relentless Endurance trait, you
can use your reaction to make one melee weapon attack.

Conditions
Blinded
● A blinded creature can’t see and automatically fails any ability check that requires sight.
● Attack rolls against the creature have advantage if the attacker can see the creature.
The creature’s Attack rolls have disadvantage.

Invisible
● An invisible creature is impossible to see without the aid of magic or a special sense. For
the purpose of hiding, the creature is heavily obscured. The creature’s location can be
detected by any noise it makes or any tracks it leaves.
● Attack rolls against the creature have disadvantage, and the creature’s attack rolls have
advantage.

Paralyzed
● A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
● The creature automatically fails Strength and Dexterity saving throws and checks.
● Attack rolls against the creature have advantage.
● Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the
creature.

Stunned
● A stunned creature is incapacitated (see the condition), can’t move, and can speak only
falteringly.
● The creature automatically fails Strength and Dexterity saving throws and checks.
● Attack rolls against the creature have advantage.

Surprised
● You can't move or take an action on your first turn of the combat, and you can't take a
reaction until that turn ends.

Unconscious
● An unconscious creature is incapacitated (see the condition), can’t move or speak, and
is unaware of its surroundings
● The creature drops whatever it’s holding and falls prone.
● The creature gains a level of exhaustion.
● The creature automatically fails Strength and Dexterity saving throws and checks.
● Attack rolls against the creature have advantage.
● Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the
creature.

Exhaustion
Some special abilities and environmental hazards, such as starvation and the long-term effects
of freezing or scorching temperatures, can lead to a special condition called Exhaustion. Falling
unconscious can also cause you to become exhausted. Exhaustion is measured in seven
levels. An effect can give a creature one or more levels of exhaustion, as specified in the
effect’s description.

Exhaustion Effects
Level Effect
1 Disadvantage on Ability Checks and Concentration Saving Throws
2 Disadvantage on Attack rolls, Spell Save DC reduced by 5
3 Disadvantage on Saving Throws
4 Hit point maximum halved
5 Speed halved
6 Speed reduced to 0
7 Death
If an already exhausted creature suffers another effect that causes exhaustion, its current level
of exhaustion increases by the amount specified in the effect’s description. A creature suffers
the effect of its current level of exhaustion as well as all lower levels. An effect that removes
exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects
ending if a creature’s exhaustion level is reduced below 1.

Finishing a Long Rest reduces a creature’s exhaustion level by 1, provided that the creature has
also ingested some food and drink.
Wounded
If you take damage greater than half your remaining Hit Points, and greater than your
Constitution score, roll 1d20:
1) You suffer Bleeding and must roll on the table again. If you roll 10 or less, the body part
is permanently removed or damaged. If you roll between 11 and 18 the duration
becomes 1 day. This wound can only be cured by a regenerate or wish spell or similar
magic.
2) Bleeding. Disadvantage on Constitution checks and saves. Lose 1d4 Hit Points at the
end of each turn.
3) Internal Damage. Disadvantage on Constitution checks and saves.
4) Right/dominant arm disabled. Disadvantage on attack rolls, Strength checks and saves.
5) Left/nondominant arm disabled. Disadvantage on attack rolls, Strength checks and
saves.
6) Left leg. Halve your movement speed. Disadvantage on Dexterity checks and saves.
7) Right leg. Halve your movement speed. Disadvantage on Dexterity checks and saves.
8) Head. Disadvantage on Wisdom and Intelligence checks.
9) Face. Disadvantage on Charisma checks.
10) Torso. Do not add your Constitution modifier when you roll hit dice.
11) Stunned. You are stunned until the end of your next turn.
12) Frightened. You are frightened of your attacker until the end of your next turn.
13) Shellshocked. You have disadvantage on Wisdom saving throws for 1 minute.
14) Winded. You have disadvantage on Strength checks for 1 minute.
15) Unsteady. You have disadvantage on Dexterity checks for 1 minute.
16) Disorientated. You have disadvantage on Wisdom checks for 1 minute.
17) Agonised. You have disadvantage on Concentration saving throws for 1 minute.
18) Addled. You have disadvantage on Intelligence checks for 1 minute.
19) Prone. You fall prone.
20) Adrenaline Rush. You gain a number of temporary Hit Points equal to your level.

If a creature rolls a 10 or under on this table they receive a wound. A wound sustained in this
way is cured only when the creature receives healing in excess of the damage that caused the
wound, or rests and receives a daily DC10 Medicine check for a number of days equal to 10
minus their Constitution modifier. While a creature has a wound they have disadvantage on
saving throws against disease.

Dead
If a character is dead for 1 minute or longer, and a resurrection is attempted by a spell or spell
effect with longer than a 1 action casting time, a Resurrection Challenge is initiated. Up to 3
members of the adventuring party can offer to contribute to the ritual via a Contribution Skill
Check. The DM asks them each to make a skill check based on their form of contribution, with
the DC of the check adjusting to how helpful/impactful the DM feels the contribution would be.

For example, praying to the god of the devout, fallen character may require an Intelligence
(Religion) check at an easy to medium difficulty, where loudly demanding the soul of the fallen
to return from the aether may require a Charisma (Intimidation) check at a very hard or nearly
impossible difficulty. Advantage and disadvantage can apply here based on how perfect, or off
base, the contribution offered is.

After all contributions are completed, the DM then rolls a single, final Resurrection success
check with no modifier. The base DC for the final resurrection check is 10, increasing by 1 for
each previous successful resurrection the character has undergone (signifying the slow erosion
of the soul’s connection to this world). For each successful contribution skill check, this DC is
decreased by 3, whereas each failed contribution skill check increases the DC by 1.

Upon a successful resurrection check, the player’s soul (should it be willing) will be returned to
the body, and the ritual succeeded. On a failed check, the soul does not return and the
character is lost.

Combat
Quickfire Combat
If you declare your action within 5 seconds of starting your turn, you get a +1 to your first roll on
that turn.

Being Prone
You can drop prone without using any of your speed. Standing up takes more effort; doing so
costs 15 feet of movement.

Retreat
On your turn during combat you may take the Retreat action. If a majority of the party agree,
combat ends, and the party must instead overcome a series of skill challenges. On a success,
the party escapes. On a failure, combat begins again.

Facing
A small or medium size creature has a 4 hex front arc and a 2 hex rear arc (rising
proportionately if it is large or larger). The rear arc extends in a cone outward. Unless a creature
has tremorsense, blindsense, multiple heads, or other omni-directional sight, it can't see into its
rear arc. Enemies in the creature's rear arc are Unseen, and their attacks ignore shields.

During a creature’s turn, it can change its facing, choosing which hexes are within its rear arc. A
creature can also change its facing as a reaction when it is targeted by an attack by a non-
hidden creature, or as part of making an attack. A creature can also change its facing to enable
it to make an Opportunity Attack, or whenever it moves (no action required). A creature that is
grappled, restrained or incapacitated cannot change its facing.

Two-Weapon Fighting
When you take the Attack action and attack with a light weapon that you’re holding in one hand,
you can use a bonus action to attack with a different light weapon that you’re holding in the
other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that
modifier is negative. If either weapon has the thrown property, you can throw the weapon,
instead of making a melee attack with it.
Non-lethal Ranged Attacks
If you declare a non-lethal shot before you make a ranged attack roll, do bludgeoning, slashing,
piercing or force damage, and beat the target’s AC by 5 or more, the target will fall unconscious
instead of starting to make death saves or being instantly killed.

Hurling a Creature
You can throw a creature across the battlefield by using the attack action to make a special
melee attack. If you’re able to make multiple attacks with the Attack action, this attack replaces
one of them.

If you are subjecting a target your size or smaller to the grappled condition, you can make a
Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics)
check (the target chooses the ability to use). If you succeed, you hurl the target 10 feet away
from you. If the target succeeds they are released from the grapple with no other effect. During
a single turn you may use your extra attacks to make multiple skill contests towards hurling a
single target. For every successful contest after the first, 5 feet is added to the distance the
target is thrown.

Disarm
A creature can use a weapon attack to knock a weapon or another item from a target's grasp.
The attacker makes an attack roll contested by the target's Strength (Athletics) check or
Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or
other ill effect, but the defender drops the item. The attacker has disadvantage on its attack roll
if the target is holding the item with two or more hands. The target has advantage on its ability
check if it is larger than the attacking creature, or disadvantage if it is smaller.

Overrun
When a creature tries to move through a hostile creature's space, the mover can try to force its
way through by overrunning the hostile creature. As an action or a bonus action, the mover
makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics)
check. The creature attempting the overrun has advantage on this check if it is larger than the
hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move
through the hostile creature's space once this turn.

Shove Aside
With this option, a creature uses the special shove attack from the Player's Handbook to force a
target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics)
check when it does so. If that check is successful, the attacker moves the target 5 feet to a
different space within its reach.

Tumble
A creature can try to tumble through a hostile creature's space, ducking and weaving past the
opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check
contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest,
it can move through the hostile creature's space once this turn.
Climb onto a Bigger Creature
If one creature wants to jump onto another creature, it can do so by grappling. A small or
Medium creature has little chance of making a successful grapple against a Huge or
Gargantuan creature, however, unless magic has granted the grappler supernatural might.

As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping
onto its back or clinging to a limb. After making any ability checks necessary to get into position
and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics)
or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins
the contest, the smaller creature successfully moves into the target creature's space, the
smaller creature moves with the target and has advantage on attack rolls against it.

The smaller creature can move around within the larger creature's space, treating the space as
difficult terrain. The larger creature's ability to attack the smaller creature depends on the
smaller creature's location, and is left to your discretion. The larger creature can dislodge the
smaller creature as an action—knocking it off, scraping it against a wall, or grabbing and
throwing it—by making a Strength (Athletics) check contested by the smaller creature's Strength
(Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.

Unseen Attackers and Targets


When you Attack a target that you can’t see, you have disadvantage on the Attack roll. This is
true whether you’re guessing the target’s location or you’re targeting a creature you can hear
but not see. If you are targeting a location you can’t see, roll a DC10 Wisdom (Perception)
check, targeting the intended hexagon on a success. The DC increases by 5 for every 30 feet
the target is away from you. For each multiple of 5 you roll below the DC, you miss by an
additional 5 feet, in a random direction determined by a 1d6. If the target isn’t in the location you
targeted, you automatically miss, but the DM typically just says that the Attack missed, not
whether you guessed the target’s location correctly.

When you can see a creature that can’t see you, you have advantage on Attack rolls against it.
If you are hidden—both unseen and unheard—when you make an Attack, you give away your
location when the Attack hits or misses.

Critical Hits
When you critically hit a creature, you may roll on the table below and apply an additional effect:
1. The target is shoved 5 feet.
2. The target is shoved 10 feet.
3. The target is knocked prone.
4. The target's speed is reduced to 0 until the end of its next turn.
5. You do not provoke Opportunity Attacks until the end of your turn.
6. Attacks against you have disadvantage until the start of your next turn.
7. You can choose to gain advantage on all attack rolls against your target until the end of
your next turn, but if you do attack rolls against you have advantage until the end of your
next turn.
8. You can choose to gain advantage on all attacks against your target next turn, but your
target has advantage on their attack rolls against you until the end of your next turn.
9. You gain advantage on all attacks against your target until the end of your next turn.
10. You can immediately make one weapon attack.
11. You gain a number of temporary Hit Points equal to your level.
12. The target is frightened of you until the end of its next turn.
13. The target is disarmed, and the weapon is knocked 20 feet away.
14. The target is incapacitated until the end of their next turn.
15. The target is surprised until the end of their next turn.
16. The target is stunned until the end of their next turn.
17. The target suffers one level of exhaustion.
18. The target rolls on the wound table and suffers a permanent injury.
19. Pick a creature adjacent to the target. This creature takes equal damage.
20. You move to the top of the initiative order.

Rest
You can benefit from one long rest, and two short rests, within each 24 hour period. A long rest
takes 8 hours, and a short rest takes 10 minutes. You can only benefit from a long rest in a safe
location, such as a village or town.

Racial Options
Dhampir (balanced)

Vampiric Bite
Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you
are proficient. You can use your Constitution modifier for the attack and damage rolls when you
attack with your bite, instead of your Strength modifier. Your bite deals 1d4 piercing damage on
a hit. While you are missing half or more of your Hit Points, you have advantage on attack rolls
you make with this bite. When you use your bite and hit a creature that isn’t a Construct or an
Undead, you can empower yourself in one of the following ways:
● You regain Hit Points equal to the damage dealt by the bite.
● You gain a bonus to the next ability check or attack roll you make; the bonus equals 1d4
+ your Constitution modifier.
You can empower yourself with your bite a number of times equal to your proficiency bonus,
and you regain all expended uses when you finish a long rest.

Dragonborn (Improved)

Breath Weapon
When you take the Attack action on your turn, you can replace one of your attacks with an
exhalation of magical energy in a 15 foot cone or 5 foot by 30 foot line (your choice). When you
use your breath weapon, all creatures in the area must make a saving throw, the type of which
is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier +
your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much
damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th, and 5d6 at
16th level. After using your breath weapon, you cannot use it again until you complete a short or
long rest.
Dwarf (Improved)

Mountain Dwarf
Dwarven Armor Training. You gain proficiency with light armour. If your class grants
proficiency in light armour you gain proficiency with medium armour and shields. If it grants
proficiency in medium armour you gain proficiency with heavy armour and shields.

Goblin (Improved)
Some goblins have a different racial trait in place of Nimble Escape. If your DM allows it, your
character can forgo Nimble Escape and instead take:
- Naturally Stealthy. You can attempt to hide even when you are only obscured by a
creature that is at least one size larger than you.

Tiefling

Balor Tiefling
Balor tieflings draw their fiendish heritage from the champions of the Abyss. They are confident
and unyielding in their goals, and their demonic fury outwardly manifests as a pulsating aura of
overwhelming heat. The traits below replace the tiefling's Ability Score Increase, Hellish
Resistance, Infernal Legacy, and Languages traits given in the Player's Handbook. Your
character retains the tiefling's Age, Size, Speed, and Darkvision traits.
- Ability Score Increase. Your Strength score increases by 2, and your Constitution score
increases by 1.
- Baloran Legacy. As an action, you can touch a Tiny flammable object that isn't being
worn or carried, such as a candle or torch, and cause it to ignite. Starting at 3rd level,
you can use a bonus action to begin emanating an aura of flame. The aura lasts for 1
minute, until you die, or until you end it early as a bonus action. While the aura persists,
you shed bright light in a 10-foot radius and dim light for an additional 10 feet. At the
start of each of your turns for the duration, each creature other than you within 10 feet of
you takes fire damage equal to your proficiency bonus. When your aura ends, it erupts in
a fiery explosion. Other creatures within 10 feet of you must make a Dexterity saving
throw (DC 8 + your proficiency bonus + your Constitution modifier), taking 1d10 fire
damage on a failed save, or half as much damage on a successful one. This damage
increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level. Once you
activate this aura, you can't do so again until you finish a long rest.
- Fiendish Critical. When you score a critical hit, you can choose to deal extra damage to
the target equal to half your level (rounded down). This extra damage's type is fire or
lightning (your choice). Once you use this trait, you can't do so again until you finish a
long rest.
- Fire Resistance. You have resistance to fire damage.
- Languages. You can speak, read, and write Common and Abyssal.

Valkyrie
Chosen servants of the gods, Valkyrie usually spend their long lives atop Mount Celestia, and
are rarely seen on the Material Plane. When they do descend, they can pass as unusually tall
and attractive humans, until they unfurl angelic wings. Those few Valkyrie who do leave Mount
Celestia are almost without exception sent with divine purpose, intervening directly on behalf of
the gods in mortal matters.
- Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score
increases by 1.
- Age. Valkyrie reach maturity by age 300, and can live up to 10,000 years, although they
don’t age while on their native Celestial plane.
- Alignment. Valkyrie have a strong tendency towards a lawful good alignment.
- Celestial. Your creature type is celestial, rather than humanoid.
- Divine Truth. You cannot tell a deliberate lie.
- Flight. You have a flying speed of 35 feet. You can summon or dismiss your wings as a
bonus action. To be able to fly while wearing heavy armour, you must exceed the
Strength requirement of the armour by 5.
- Languages. You can speak, read, and write Common, Celestial, and Primordial.
- Size. Valkyrie are usually over 6 feet tall. They weigh between 180 and 230 pounds.
Your size is Medium.
- Speed. Your base walking speed is 30 feet.

Artificer
Magical Tinkering
At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this
ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical
object as an action and give it one of the following magical properties of your choice:
- The object sheds bright light in a radius equal to 5 times your Intelligence modifier and
dim light for that distance again.
- Whenever tapped by a creature, the object emits a recorded message that can be heard
up to 10 feet away. You utter the message when you bestow this property on the object,
and the recording can be a number of seconds long equal to 5 + your Artificer level.
- The object continuously emits your choice of an odour or a nonverbal sound (wind,
waves, chirping, music, or the like). The chosen phenomenon is perceivable up to a
number of feet away equal to 10 times your Intelligence modifier.
- A static visual effect appears on one of the object's surfaces. This effect can be a
picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you
like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the
property early.

You can bestow magic on multiple objects, touching one object each time you use this feature,
though a single object can only bear one property at a time. The maximum number of objects
you can affect with this feature at one time is equal to your Intelligence modifier (minimum of
one object). If you try to exceed your maximum, the oldest property immediately ends, and then
the new property applies.

Alchemist

Alchemist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in
this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you,
but they don’t count against the number of artificer spells you prepare.
Alchemist Spells

Artificer Level Alchemist Spells

3rd Healing Word, Fog Cloud

5th Shatter, Blindness/Deafness

9th Aura of Vitality, Fireball

13th Polymorph, Death Ward

17th Cloudkill, Raise Dead

Experimental Elixir
Beginning at 3rd level, whenever you finish a long rest, you can magically produce an
experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the
elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can
drink the elixir or administer it to an incapacitated creature.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for
each one. When you do so, you use your action to create the elixir in an empty flask you touch,
and you choose the elixir's effect from the Experimental Elixir table.

Creating an experimental elixir requires you to have alchemist supplies on your person, and any
elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest:
two at 5th level, three at 11th level, and four 17th level. Roll for each elixir's effect separately.
Each elixir requires its own flask.

Experimental Elixir

d6 Effect

1 Healing. The drinker regains a number of Hit Points equal to 2d4 + your Intelligence
modifier + your proficiency bonus.
2 Swiftness. The drinker's walking speed increases by a number of feet equal to 5 times
your Intelligence modifier for 1 hour.

3 Resilience. The drinker gains a bonus to AC equal to your half your proficiency bonus
(rounded down) for 10 minutes.

4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and
saving throw they make for 1 minute. You make a number of doses equal to half your
proficiency bonus (rounded down).

5 Flight. The drinker gains a flying speed equal to 5 times your Intelligence modifier for 10
minutes.

6 Transformation. The drinker's body is transformed as if by the Alter Self spell. The
drinker determines the transformation caused by the spell, the effects of which last for a
number of hours equal to your Intelligence modifier.

Alchemical Savant
At 5th level, you've developed masterful command of magical chemicals, enhancing the healing
and damage you create through them. Whenever you cast a spell using your alchemist's
supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must
restore Hit Points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the
bonus equals your proficiency bonus + your Intelligence modifier (minimum of +1).

Barbarian
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armour:
- You have advantage on Strength checks and Strength saving throws.
- When you make a weapon attack using Strength, you gain a bonus to the damage roll
that increases as you gain levels as a barbarian, as shown in the Rage Damage column
of the Barbarian table.
- You have resistance to bludgeoning, piercing, and slashing damage.
- If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends
and you haven't either taken the Dash action towards a hostile creature, made an attack against
a hostile creature, or taken damage since your last turn. You can also end your rage on your
turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column
of the Barbarian table, you must finish a long rest before you can rage again.
One Last Fight
If you have no uses of rage left, you can suffer one level of exhaustion to rage anyway. You
must complete a long rest before using this feature again.

Unarmoured Defense
Your armour class equals 10 + your Strength or Dexterity modifier + your Constitution modifier,
unless it is already higher. You can use a shield and still gain this benefit.

Reckless Attack
Starting at 2nd level, you can throw aside all concern for defence to attack with fierce
desperation. When you make your first attack on your turn, you can decide to attack recklessly.
Until the start of your next turn, you have advantage on attack rolls using Strength, but attack
rolls against you have advantage. From 11th level when you attack recklessly you can reroll one
of the dice once.

Fast Movement

At 5th level, and again at 15th level, your speed increases by 10 feet while you aren't wearing
heavy armour.

Fighting Style
Also at 7th level, you adopt a particular style of fighting as your specialty. Choose one Fighting
Style from the list below. You can't take a Fighting Style option more than once, even if you later
get to choose again.

Great Weapon Fighting (Improved). When you make an attack with a melee weapon that you
are wielding with two hands, and roll a 1 or 2 on any damage die, you can reroll the die. The
weapon must have the two-handed or versatile property for you to gain this benefit.

Mariner. When you are not wearing medium or heavy armour, or using a shield, you have a
swimming speed equal to your walking speed, and you gain a +1 bonus to your Armour Class.

High Ground. When you are not wearing medium or heavy armour, or using a shield, you have
a climbing speed equal to your movement speed, and you gain a +1 bonus to your Armour
Class.

Protection (Improved). When a creature you can see hits a target other than you that is within
5 feet of you, you can use your reaction to force the enemy to reroll the attack. If you are
wielding a shield, the enemy rerolls the attack with disadvantage.

Shock. If you move 15 feet or more in a straight line toward an enemy creature, and
immediately hit that creature with a greataxe, greatsword, glaive, halberd, lance, or maul, you
can add your proficiency bonus to your damage roll.

Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the
attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown
weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting (Improved). When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack. While you are wielding a separate light
weapon in each hand, and are not wearing medium or heavy armour, or wielding a shield, your
speed increases by 10 feet and you gain a +1 bonus to weapon damage rolls.

Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your
Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the
attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4
bludgeoning damage to one creature grappled by you.

Versatile. While wielding a versatile weapon in two hands you gain a +1 bonus to your AC and
weapon damage rolls. You may equip or remove a shield as a bonus action.

Focused Rage
Also beginning at 9th level, if you fail a skill check and are proficient in the skill, you can expend
one use of Rage to reroll it. You must use the new roll.

Thick Skull
From 13th level, when you are forced to make a Wisdom, Intelligence or Charisma saving
throw, you can instead make a Constitution saving throw. You must complete a short or long
rest before using this feature again.

Mighty Juggernaut
From 17th level, you deal double damage against objects and structures. You count as Huge
when determining your carrying capacity and the weight you can push, drag, or lift, and you can
attempt superhuman feats such as charging through walls and doors, lifting entire carriages, or
grappling gargantuan creatures.

Primal Champion
At 20th level, you reach the peak of physical perfection. Your Strength and Constitution scores
become 24, unless they are already higher.

Path of the Battlerager

Battlerager Armour
When you choose this path at 3rd level, you gain proficiency in heavy armour, and wearing
heavy armour does not impose any limitations on your Rage or Fast Movement.

You furthermore gain the ability to affix spikes to your armour and to use them as a weapon.
While you are wearing spiked armour and are raging, you can use a bonus action to make one
melee weapon attack with your armour spikes against a target within 5 feet of you. If the attack
hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and
damage rolls. Additionally, when you use the Attack action and successfully grapple a creature,
the target takes piercing damage equal to your Strength modifier.

Spikes can be affixed to any medium or heavy armour using 75 gold pieces in materials during
the course of a long rest. If the armour is magical, any damage you cause with your spikes also
counts as magical for the purpose of overcoming resistance and immunity.
Spiked Retribution
Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the
attacker takes piercing damage equal to your Strength modifier if you are wearing spiked
armour and aren't incapacitated.

Path of the Beast Rider


Steppe raiders, dinosaur tamers, wolf god champions and other mounted warriors may take this
Primal Path. You form an enduring bond with a beast, recognising it as your equal in primal
savagery.

Bonded Beast
When you choose this archetype at 3rd level, you gain a Companion that is bonded to you, and
chooses to fight alongside you. You should discuss the story of how this relationship developed
with your DM. This Companion is friendly to you and your allies, and obeys your commands.
See this creature’s game statistics in the Companion stat block. You choose the creature’s form:
Warhorse, T-Rex, Sabre-Tooth Tiger, or Dire Wolf.

In combat, the Companion shares your initiative count and acts on your turn. The only action it
takes is the Dodge, Disengage or Dash action, unless you use your bonus action to Rage, in
which case you can direct it to take a different action. While Raging you can use your bonus
action each turn to direct your Companion. You can direct your Companion to take an action
from its stat block or some other action. If you are incapacitated, the beast can take any action
of its choice.

If you lose your Companion, you can obtain another one by spending 24 hours bonding and
training with a warhorse, t-rex, sabre-tooth tiger, dire wolf or similar beast. This beast has its stat
block replaced by that of the Companion. You can't have more than one Companion at a time.

Your Companion can increase one ability score by 2, or two ability scores by 1, when you reach
your 4th, 8th, 12th, 16th and 19th levels in this class. It cannot learn feats.
____________________________________________________________________________
Companion
Large Beast, Any Alignment
Armour Class 13 + PB (natural armour)
Hit Points (7 + Constitution modifier) * your barbarian level (the Companion has a number of Hit
Dice [d12s] equal to your barbarian level)
Speed 40 ft.
STR DEX CON INT WIS CHA
15 (+2)13 (+1) 14 (+2) 8 (-1) 14 (+2) 10 (+0)
Saving Throws Str +2 + PB, Con +2 + PB
Skills Athletics +2 + PB, Survival +2 + PB
Senses passive Perception 12
Languages understands the languages you speak
Proficiency bonus (PB) equals your bonus

Pack Tactics (Dire Wolf only). The Companion has advantage on attack rolls against a creature
if at least one of the Companion’s allies is within 5 feet. of the creature and the ally isn't
incapacitated.
Pounce (Sabre-Tooth Tiger only). If the Companion moves at least 20 feet straight toward a
creature and then hits it with a Savage Strike attack on the same turn, the Companion can make
another attack against it as a bonus action.

Trampling Charge (Warhorse only). If the Companion moves 20 feet or more in a straight line
before hitting with a Savage Strike attack, and the target is/becomes prone, it takes an
additional 2d8 bludgeoning damage.

Actions
Savage Strike. Melee Weapon Attack: +2 + PB to hit, reach 5 ft., one target. Hit: 1d8 + 2 + your
Rage damage bonus bludgeoning, slashing or piercing damage (your choice when you gain the
Companion). If the target is a creature, it must succeed on a Strength saving throw or be
knocked prone. The DC equals 8 + 2 + PB.

Terrifying Roar (T-Rex only). The Companion chooses one creature it can see within 30 feet of
it. If the creature can see or hear the Companion, it must succeed on a Wisdom saving throw
(DC equal to 8 + PB + its Constitution modifier) or be frightened of the Companion until the end
of your next turn.
____________________________________________________________________________

Shared Savagery
From 6th level, you learn to fight in perfect unison. Your Companion gains your Danger Sense
and Fast Movement features, and gains the Feral Instinct feature at the same level as you.
While you are within 5 feet of your Companion, whenever the Companion takes damage, you
can choose to take this damage instead. You can reduce this damage as if you were the original
target, if you have a feature that allows you to do so.

Additionally, both your and the Companion’s attacks ignore resistance and immunity to
nonmagical damage.

Companionship
At 10th level, you gain proficiency in the Animal Handling skill. If you already have proficiency in
this skill, you may choose a different skill from the list available to barbarians at level 1. When
your Companion fails a Wisdom, Intelligence or Charisma saving throw, and it can hear you, as
a reaction you can make an Animal Handling check and replace its result with yours. If you are
frightened or charmed, and you can hear your Companion, it can use its action to force you to
make another saving throw against the effect.

Legendary Mount
From 14th level, your Companion’s attacks do an additional 1d8 weapon damage. Additionally,
you can choose one the following benefits:
- Your Companion’s size becomes huge, its reach increases by 5 feet, and it deals double
damage against objects and structures.
- Your Companion’s movement and running long jump distance increase by 20 feet.
Opportunity Attacks against your Companion are made at disadvantage.
Path of the Berserker

Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you
do so, as part of the bonus action you use to rage, and on each subsequent bonus action while
you are raging, you can make a single melee weapon attack. When your rage ends, you suffer
one level of exhaustion. You recover all levels of exhaustion gained in this way at the end of a
short or long rest.

Mindless Rage
Beginning at 6th level, you can't be charmed, frightened, or exhausted while raging. If you are
charmed, frightened, or exhausted when you enter your rage, the effect is suspended for the
duration of the rage.

Intimidating Presence
Beginning at 10th level, when you kill or critically hit a creature with a melee attack during your
turn, as a bonus action you can attempt to frighten someone with your menacing presence.
When you do so, choose one creature that you can see within 30 feet of you. If the creature can
see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency
bonus + your Strength modifier) or be frightened of you until the end of your next turn.

Path of the Champion

Improved Critical
Beginning when you choose this Primal Path at 3rd level, the critical hit range of your weapon
attacks increases by 1 (19-20). It increases again when you reach level 10 (18-20) and 17 (17-
20) in this class.

Remarkable Athlete
At 6th level, you gain proficiency in the Athletics and Acrobatics skills. If you already have
proficiency in either skill, you may choose a different skill from the list available to Barbarians at
level 1. You add double your proficiency bonus to Athletics and Acrobatics checks.

In addition, when you make a running long jump, the distance you can cover increases by a
number of feet equal to twice your Strength modifier. When you make a running high jump the
height you can jump increases by a number of feet equal to your Strength modifier.

Fighting Style
At 10th level, you can choose a Fighting Style option from those available to the Fighter.

Survivor
At 14th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you
regain Hit Points equal to 5 + your Constitution modifier if you have no more than half of your Hit
Points left. You don't gain this benefit if you have 0 Hit Points.
Path of the Storm Herald

Storm Aura
Starting at 3rd level, you emanate a stormy, magical aura while you rage. Your aura has an
effect that you may activate when you enter your rage, and you can activate the effect again
once on each subsequent turn when you hit with a melee attack, for the duration of your rage.
The effect can't pass through total cover. Choose desert, sea, or tundra. Your aura's effect
depends on that chosen environment, as detailed below. You can change your environment
choice whenever you finish a long rest. If your aura's effects require a saving throw, the DC
equals 8 + your proficiency bonus + your Constitution modifier.
- Desert. This aura extends 5 feet from you in every direction. When this effect is activated
all other creatures in the aura take 2 fire damage each. The damage increases when
you reach certain levels in this class, increasing to 4 at 5th level, 6 at 10th level, 8 at
15th level, and 10 at 20th level.
- Sea. This aura extends 15 feet from you in every direction. When this effect is activated,
you can choose one other creature you can see in your aura. The target must make a
Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half
as much damage on a successful one. The damage increases when you reach certain
levels in this class, increasing to 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 15th
level.
- Tundra. This aura extends 10 feet from you in every direction. When this effect is
activated, each creature of your choice in your aura gains temporary Hit Points equal to
your Constitution modifier + your rage damage bonus.

Shielding Storm
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your
choice within 30 feet of you has the damage resistance you gained from the Storm Soul feature.

Path of Wild Magic

Wild Surge
Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you
expend a use of your rage, you can end a spell affecting you, and roll on the Wild Surge table.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your
Constitution modifier.

Wild Surge

d Effect
8

1 Each creature of your choice that you can see within 30 feet of you must succeed on
a Constitution saving throw or take 1d12 + your Rage Damage bonus in necrotic
damage. You also gain temporary Hit Points equal to 1d12 + your Barbarian level.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends,
you can use this effect again on each of your turns as a bonus action.

3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5
feet of one creature of your choice that you can see within 30 feet of you. At the end
of the current turn, the spirit explodes, and each creature within 5 feet of it must
succeed on a Dexterity saving throw or take 1d6 + your Rage Damage bonus in force
damage. Until your rage ends, you can use this effect again, summoning another
spirit, on each of your turns as a bonus action.

4 Magic infuses one weapon of your choice that you are holding. Until your rage ends,
you gain a bonus to the weapon's damage rolls equal to your Rage Damage bonus,
the weapon's damage type changes to force, and it gains the light and thrown
properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon
leaves your hand, you can have it reappear in your hand (no action required).

5 Whenever a creature hits you with an attack roll before your rage ends, that creature
takes 1d6 + your Rage Damage bonus in force damage, as magic lashes out in
retribution.

6 Until your rage ends, you are surrounded by multicoloured, protective lights; you gain
a bonus to AC equal to your Rage Damage bonus, and while within 10 feet of you,
your allies gain the same bonus.

7 Barbed vines temporarily grow around you; until your rage ends, the ground within 10
feet of you is difficult terrain for your enemies. When a creature moves into or within
the area, it takes piercing damage equal to your Rage Damage bonus for every 5 feet
it travels.

8 A bolt of light shoots from your chest. Another creature of your choice that you can
see within 30 feet of you must succeed on a Constitution Saving throw or take 1d6 +
your Rage Damage bonus radiant damage and be blinded until the start of your next
turn. Until your rage ends, you can use this effect again on each of your turns as a
bonus action.

Bolstering Magic
Beginning at 6th level, while raging you have resistance to damage from spells. Additionally you
can harness your wild magic to bolster yourself or a companion. As an action, you can touch
one creature (which can be yourself) and confer one of the following benefits of your choice to
that creature:
- For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability
check and add the number rolled to the d20 roll.
- Roll a d3. The creature regains one expended spell slot, the level of which equals the
number rolled or lower (the creature’s choice). Once a creature receives this benefit, that
creature can’t receive it again until after a long rest.
You can take this action a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

Chaos Surge (Optional Feature)


3rd Level Optional Feature (replaces Wild Surge)
Also at 3rd level, the abyssal power roiling inside you sometimes escapes its vessel. When you
enter your rage, you can end a spell affecting you, and roll on the Wild Surge table.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your
Constitution modifier.

Chaos Surge

d8 Effect

1 Blood for the Blood God. Each creature of your choice that you can see within 30 feet of you must succeed
on a Constitution saving throw or take 1d12 + your Rage Damage bonus in necrotic damage. You also gain
temporary Hit Points equal to 1d12 + your Barbarian level.

2 Warp-Step. You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can
use this effect again on each of your turns as a bonus action.

3 Hellfire. An intangible burning skull appears within 5 feet of one creature of your choice that you can see
within 30 feet of you. At the end of the current turn, the skull explodes, and each creature within 5 feet of it
must succeed on a Dexterity saving throw or take 1d6 + your Rage Damage bonus in fire damage. Until
your rage ends, you can use this effect again, summoning another skull on each of your turns as a bonus
action.

4 Cursed Blade. Magic infuses one weapon of your choice that you are holding. Until your rage ends, you
gain a bonus to the weapon's damage rolls equal to your Rage Damage bonus, the weapon's damage type
changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long
range of 60 feet. If the weapon leaves your hand, you can have it reappear in your hand (no action
required).

5 Unholy Retribution. Whenever a creature hits you with an attack roll before your rage ends, that creature
takes 1d6 + your Rage Damage bonus in force damage.

6 Warp-Field. Until your rage ends, you gain a bonus to AC equal to your Rage Damage bonus, and while
within 10 feet of you, your allies gain the same bonus.

7 Weave-Rot. Maggots temporarily cover the area around you; until your rage ends, the ground within 5 feet
of you is difficult terrain for your enemies. When a creature moves into or within the area, it takes necrotic
damage equal to your Rage Damage bonus for every 5 feet it travels.

8 Blinding Fury. A creature of your choice that you can see within 30 feet of you must succeed on a
Constitution Saving throw or take 1d6 + your Rage Damage bonus in radiant damage and be blinded until
the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a
bonus action.

Bard
Scholar (Optional)
1st Level Optional Feature
You can swap out Charisma for Intelligence as your Bard spell casting ability score when you
first take a level in this class. Intelligence replaces Charisma for all your Bard abilities. You must
have 13 Intelligence to multiclass into or out of Bard if you take this feature.

Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalise your wounded
allies during a short rest. If you or any friendly creatures who can hear your performance regain
Hit Points at the end of the short rest by spending one or more Hit Dice, each of those creatures
regains an extra 1d6 Hit Points. This feature grants additional Hit Points when you reach certain
levels in this class: 2d6 at 9th level, 3d6 at 13th level, and 4d6 at 17th level.

Countercharm
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-
influencing effects. As an action, you can start a performance that lasts until the end of your
next turn, unless you use your action to continue it. During the performance, you and any
friendly creatures that can hear you have advantage on saving throws against being frightened
or charmed. When you take this action a creature that is already frightened or charmed can
make another save against the effect. The performance ends early if you are incapacitated,
silenced, or if you voluntarily end it (no action required).

Magnum Opus (Optional)


20th Level Optional Feature (replaces Superior Inspiration)
At 20th level, when you grant a Bardic Inspiration you can choose to begin performing your
greatest work. For the next 10 minutes you regain one use of Bardic Inspiration at the start of
each of your turns, and a creature that uses your Bardic Inspiration can roll the die twice and
pick the highest result. This performance ends if you become incapacitated or unable to speak.
You must complete a long rest before using this ability again.

College of Spirits

Spiritual Focus
At 3rd level, you employ tools that aid you in channelling spirits, be they historical figures or
fictional archetypes. You can use the following objects as a spellcasting focus for your bard
spells: a candle, crystal ball, skull, spirit board, or tarokka deck.
Starting at 6th level, when you cast a bard spell that deals damage or restores Hit Points while
wielding your Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of
the spell equal to the number rolled.

Tales from Beyond


At 3rd level, you reach out to spirits who tell their tales through you. While you are holding your
Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and
roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits
direct you to tell. You retain the tale in mind until you bestow the tale’s effect or you finish a
short or long rest.

You can use an action to choose one creature you can see within 30 feet of you (this can be
you) to be the target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again
until you roll it again.

You can retain one of these tales in mind at a time, and rolling on the Spirit Tales table
immediately ends the effect of the least recent tale. The number of tales you can retain
increases at certain levels, increasing to 2 at 7th level, 3 at 13th level, and 4 at 18th level.

If the tale requires a saving throw, the DC equals your spell save DC.

Tale of the Renowned Duelist (Improved). The target can make a melee spell attack against
a creature within its reach, using your spellcasting modifier for the attack roll. On a hit, the attack
deals force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.

Mystical Connection
At 14th level, you now have the ability to nudge the spirits of Tales from Beyond toward certain
tales. Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of
the two effects to bestow. If you roll the same number on both dice, you can ignore the number
and choose any effect on the table.

In addition, you can bestow a tale as either a bonus action or an action.

College of Swords

Fighting Style
At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the
following options. You can't take a Fighting Style option more than once, even if you later get to
choose again.

Duelling. When you are wielding a melee weapon in one hand and no other weapons, you gain
a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting (Improved). When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack. While you are wielding a separate light
weapon in each hand, and are not wearing medium or heavy armour, or wielding a shield, your
speed increases by 10 feet and you gain a +1 bonus to weapon damage rolls.
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the
attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown
weapon, you gain a +2 bonus to the damage roll.

Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action
on your turn.

From 14th level, whenever you take the Attack action on your turn, you can cast a cantrip that
requires a weapon attack roll in place of one of those attacks.

College of Valour

Bonus Proficiencies
When you join the College of Valour at 3rd level, you gain proficiency with medium armour,
shields, and martial weapons.

If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus
for your bard spells.

Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action
on your turn.

From 14th level, whenever you take the Attack action on your turn, you can cast a cantrip that
requires a weapon attack roll in place of one of those attacks.

College of Whispers

Prick of Doubt (Optional)


3rd Level Optional Feature (replaces Psychic Blades)
When you join the College of Whispers at 3rd level, your weapon attacks sow fear and doubt in
the minds of your victims.

Once per turn, when you hit a creature with a weapon attack, you can expend one use of your
Bardic Inspiration to deal an additional 1d6 psychic damage to that target. You can force a
creature that takes this damage to make a Wisdom saving throw against your spell save DC,
and if the saving throw fails, the target is frightened of you until the end of your next turn.

The psychic damage increases when you reach certain levels in this class, increasing to 2d6 at
5th level, 4d6 at 10th level, and 8d6 at 15th level.

Mantle of Whispers
At 6th level, as an action, you can magically steal a humanoid’s identity. You retain this identity
until you use it or you finish a long rest.
You can use the identity as part of the action used to steal it, or as a bonus action on a later
turn. When you do so, your appearance magically transforms, disguising you as the humanoid.
This disguise lasts for 1 hour or until you end it as a bonus action. While you're in the disguise,
you gain access to all information that the humanoid would freely share with a casual
acquaintance. Such information includes general details on its background and personal life, but
doesn't include secrets. The information is enough that you can pass yourself off as the person
by drawing on its memories.

Alternatively, you can take on the appearance of someone known to the humanoid, although
you only gain access to information the humanoid knows about them, and this doesn’t include
secrets.

Another creature can see through this disguise by succeeding on a Wisdom (Insight) check
contested by your Charisma (Deception) check. You gain a +5 bonus to your check.

While the disguise is active, as a reaction you can impose disadvantage on an attack roll made
by the humanoid or its allies against you, by using the stolen identity to unsettle them. You can
use this reaction even if the attacker is aware of your disguise.

Once you steal an identity with this feature, you can't steal another one with it until you finish a
short or long rest.

Cleric
Armour of Faith (Optional)
1st Level Optional Feature (replaces Armour Proficiencies)
Beginning at 1st level, the strength of your faith grants you supernatural protection. While you
are wearing no armour and not wielding a shield, your AC equals 12 + your Wisdom modifier.

Death Domain
At 1st level, you add the following spells to your cleric spell list: Chill Touch, Grave Grab, Death
Mark, Death’s Embrace, Undead Puppet, Danse Macabre, and Finger of Death. These spells
count as cleric spells for you.

Knowledge Domain
At 1st level, you add the following spells to your cleric spell list: Amanuensis, Mind Sliver,
Comprehend Languages, Mind Spike, Contact Other Plane, and Feeblemind. These spells
count as cleric spells for you.

Light Domain
At 1st level, you add the following spells to your cleric spell list: Control Flames, Green Flame
Blade, Searing Smite, Continual Flame, Wall of Light, and Prismatic Spray. These spells count
as cleric spells for you.
Nature Domain
At 1st level, you add the following spells to your cleric spell list: Druidcraft, Shillelagh, Ensnaring
Strike, Animal Animosity, Elemental Totem, Wrath of Nature, and Primordial Ward. These spells
count as cleric spells for you.

Peace Domain

Emboldening Bond
Starting at 1st level, you can forge an empowering bond among people who are at peace with
one another. As an action, you choose a number of willing creatures within 30 feet of you (this
can include yourself) equal to your proficiency bonus. You create a magical bond among them
for 10 minutes, or until you become incapacitated or use this feature again. While any bonded
creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an
attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more
than once per turn. A creature benefiting from this bond can't benefit from the Bless spell.

You can use this feature twice, and you regain all expended uses when you finish a long rest. At
your 5th, 9th, 13th and 17th level in this class you gain an additional use of the feature.

Tempest Domain
At 1st level, you add the following spells to your cleric spell list: Lightning, Crackling Blade,
Witch Bolt, Thunderous Hammer, Chain Lightning, and Storm of Vengeance. These spells count
as cleric spells for you.

Trickery Domain
At 1st level, you add the following spells to your cleric spell list: Minor Illusion, Doom Blade,
Venom Strike, Nystul’s Magic Aura, Mislead and Project Image. These spells count as cleric
spells for you.

Channel Divinity: Invoke Duplicity


Your Invoke Duplicity feature does not require concentration.

Twilight Domain

Channel Divinity: Twilight Sanctuary


At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight. As
an action, you present your holy symbol, and a sphere of twilight emanates from you. The
sphere is centred on you, has a 30-foot radius, and is filled with dim light. The sphere moves
with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature
(including you) ends its turn in the sphere, you can grant that creature one of these benefits:
- You grant it temporary Hit Points equal to your Wisdom modifier.
- You end one effect on it causing it to be charmed or frightened.
War Domain
At 1st level, you add the following spells to your cleric spell list: Green-Flame Blade, Sword
Burst, Wrathful Smite, Holy Lance, Wrath Totem, Enemies Abound, and Mighty Fortress. These
spells count as cleric spells for you.

War Priest
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. As a
bonus action on your turn you can make one weapon attack.

You must complete a short or long rest before using this feature again. Alternatively you can
expend a spell slot to regain the use of this feature.

Druid
Circle of the Land

Plant Wild Shape


Beginning at 2nd level, when you use your Wild Shape class feature, you may instead choose a
creature of the plant type that you have seen before.

Nature’s Ward
Starting at 10th level, you are immune to disease and poison, and whenever you cast a Druid
spell that deals damage, you may add your Wisdom modifier to the damage once.

Living Greenery (Optional)


14th-level Optional Feature (replaces Nature’s Sanctuary)
Also at 14th level, your mastery of spells that create plants becomes unmatched. While you are
concentrating on a spell that has a duration of 1 minute or longer, and that creates plants (such
as Entangle and Grasping Vine), you can use your bonus action to move those plants up to 30
feet along the ground to an area that you can see. In addition, you can cast spells as though
you were in the space of a plant you created with a spell.

Circle of the Moon

Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms.
Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge
rating as high as 1/2. You ignore the Max. CR column of the Beast Shapes table, but must
abide by the other limitations there.

Starting at 4th level, you can transform into a beast with a challenge rating as high as your Druid
level divided by 2, minus 1 (rounded down).
Primal Strike
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage. Additionally, once on your turn
when you hit an enemy with an attack while in Wild Shape, you may expend a spell slot to
enhance the attack with cold, fire, lightning or poison damage (your choice). The damage added
is equal to 1d8 points per level of spell slot expended.

Circle of Spores

Halo of Spores
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until
you unleash them on a creature nearby. Whenever a creature you can see moves into a space
within 10 feet of you or starts its turn there, you can have it take 1d4 necrotic damage. A
creature can take this damage no more than once per turn. The necrotic damage increases to
1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Symbiotic Entity
Also at 2nd level, you gain the ability to channel magic into your spores. As a bonus action, you
can expend a use of your Wild Shape feature to awaken those spores, rather than transforming
into a beast form, and you gain 4 temporary Hit Points for each level you have in this class.
While you have these temporary Hit Points, you gain the following benefits:
- When you fail a Constitution saving throw to maintain concentration, you can expend a
number of temporary Hit Points up to your total, and add this number to your saving
throw, potentially turning it into a success.
- Once per turn you can add your Halo of Spores damage to the damage roll of your
melee attack.
- When you deal your Halo of Spores damage, as a reaction you can roll the damage die
a second time and add it to the total.
These temporary Hit Points disappear after 1 hour.

Fungal Infestation
At 6th level, your spores gain the ability to infest a corpse and animate it. If a medium or small
beast or humanoid dies within 30 feet of you, you can animate it, causing it to stand up
immediately with a number of Hit Points equal to your druid level. The creature uses the Zombie
stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and
dies.

In combat, the zombie's turn comes immediately after yours, and it obeys your mental
commands. The only action it can take is the Attack action, using your Wisdom modifier and
proficiency bonus to determine the bonus to its attack and damage rolls.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once),
and you regain all expended uses of it when you finish a long rest.

Spreading Spores
At 10th level, you gain the ability to seed an area with deadly spores. As part of the bonus
action used to activate your Symbiotic Entity, you can hurl spores up to 30 feet away, where
they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature
again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer
active.

Whenever a creature enters the cube or starts its turn there, that creature takes your Halo of
Spores damage. A creature can take this damage no more than once per turn.

Fighter
Fighting Style Options

Arcane Warrior. You learn two cantrips of your choice from the wizard spell list. They count as
wizard spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a
level in this class, you can replace one of these cantrips with another cantrip from the wizard
spell list.

Great Weapon Fighting (Improved). When you make an attack with a melee weapon that you
are wielding with two hands, and roll a 1 or 2 on any damage die, you can reroll the die. The
weapon must have the two-handed or versatile property for you to gain this benefit.

Mariner. When you are not wearing medium or heavy armour, or using a shield, you have a
swimming speed equal to your walking speed, and you gain a +1 bonus to your Armour Class.

High Ground. When you are not wearing medium or heavy armour, or using a shield, you have
a climbing speed equal to your movement speed, and you gain a +1 bonus to your Armour
Class.

Protection (Improved). When a creature you can see hits a target other than you that is within
5 feet of you, you can use your reaction to force the enemy to reroll the attack. If you are
wielding a shield, the enemy rerolls the attack with disadvantage.

Shock. If you move 15 feet or more in a straight line toward an enemy creature, and
immediately hit that creature with a greataxe, greatsword, glaive, halberd, lance, or maul, you
can add your proficiency bonus to your damage roll.

Two-Weapon Fighting (Improved). When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack. While you are wielding a separate light
weapon in each hand, and are not wearing medium or heavy armour, or wielding a shield, your
speed increases by 10 feet and you gain a +1 bonus to weapon damage rolls.

Versatile. While wielding a versatile weapon in two hands you gain a +1 bonus to your AC and
weapon damage rolls. You may equip or stow a shield or weapon as a bonus action.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four
when you reach 17th level in this class.
Indomitable
Beginning at 9th level, you can reroll a skill check or saving throw that you fail, and you can add
your proficiency bonus to the roll, if you don’t already. If you do so, you must use the new roll,
and you can't use this feature again until you finish a long rest.

You can use this feature twice between rests starting at 13th level and three times between
rests starting at 17th level.

Relentless Warrior
At 20th level, when you roll initiative you gain the following benefits:
- You regain all Hit Points.
- You regain all uses of any class or subclass ability that can recharge on a short rest.
- You regain one use of any class or subclass ability that recharges on a long rest.

Arcane Archer

Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you
gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options"
below), and two cantrips from the Druid or Wizard spell list. Wisdom or Intelligence is your
spellcasting ability for these spells (choose when you gain this feature).

Once per turn when you make a ranged attack with a ranged weapon as part of the Attack
action, you can apply one of your Arcane Shot options to the piece of ammunition used. You
decide to use the option when it hits, unless the option doesn’t involve an attack roll. You have
two uses of this ability, and you regain all expended uses of it when you finish a short or long
rest.

You gain an additional Arcane Shot option and cantrip of your choice at your 7th, 10th, 15th,
and 18th levels in this class. Each Arcane Shot option also improves when you become an
18th-level fighter. You gain an additional use of Arcane Shot at 7th and 15th level.

Spell Shot (Optional)


7th Level Optional Feature (replaces Magic Arrow)
At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical
ranged weapon, you can make the ammunition magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage. The magic fades from the
ammunition immediately after it hits or misses its target.

Moreover, when you use your action to cast a Wizard or Druid cantrip, you can make one
weapon attack as a bonus action.

From 13th level, whenever you take the Attack action on your turn, you can cast a cantrip that
requires a weapon attack roll in place of one of those attacks.

Banneret
Rallying Cry
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past
their injuries. When you use your Second Wind feature, you can choose a number of creatures
up to your proficiency bonus within 60 feet of you that are allied with you. Each one regains Hit
Points equal to your Fighter level, provided that the creature can see or hear you. When a
creature gains these Hit Points, it can immediately use its reaction to move up to its speed,
without provoking Opportunity Attacks.

Commander
Also at 3rd level, you learn to command your allies in combat. When you take the Attack action
on your turn, you can forgo one of your attacks to direct one of your companions. When you do
so, choose a friendly creature who can see or hear you. That creature can immediately use its
reaction to make one weapon attack, Use an Object, take the Dodge action, or move its speed.
You can use this feature a number of times equal to your Charisma modifier (a minimum of
once), and you regain all expended uses of it when you finish a short or long rest.

Thundering Speech
At 7th level you can increase the volume of your voice, making yourself audible across the field
of battle. You can be heard by creatures up to 300 feet away. If you give a rousing speech for 1
minute you can grant creatures of your choice that can hear and understand you a number of
temporary Hit Points equal to your Fighter level. While a creature has these temporary Hit
Points they have advantage on saving throws against the frightened condition. You must
complete a long rest before you can grant these temporary Hit Points again.

Inspiring Surge
Starting at 10th level, when you use your Action Surge feature, creatures of your choice within
10 feet of you can use their reaction to move their speed and make one melee or ranged
weapon attack, provided they can see or hear you.

Starting at 18th level, you can choose creatures within 30 feet of you.

Battlemaster

Combat Superiority
When you choose this archetype at 3rd level, you learn manoeuvres that are fueled by special
dice called superiority dice.

Manoeuvres. You learn three manoeuvres of your choice. Many manoeuvres enhance an
attack in some way. You can use only one manoeuvre per attack. You learn two additional
manoeuvres of your choice at 7th, 10th, and 15th level. Each time you learn new manoeuvres,
you can also replace one manoeuvre you know with a different one.

Superiority Dice. You have three superiority dice, which are d8s. A superiority die is expended
when you use it. You regain all of your expended superiority dice when you finish a short or long
rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your manoeuvres require your target to make a saving throw to resist
the manoeuvre's effects. The saving throw DC is calculated as follows:

Manoeuvre save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your
choice)

Relentless
Starting at 15th level, when you roll a 1 on a superiority die, you can reroll it. You must use the
new roll.

Cavalier

Unwavering Mark
While it is within your weapon’s reach, a creature marked by you has disadvantage on any
attack roll that doesn't target you.

Warding Manoeuvre
At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby.
If you or a creature you can see within your reach is hit by an attack, you can roll 1d8 as a
reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled
to the target's AC against that attack. If the attack still hits, the target has resistance against the
attack's damage.

You can use this feature a number of times equal to your Constitution modifier (a minimum of
once), and you regain all expended uses of it when you finish a short or long rest.

Champion

Improved Critical
Beginning when you choose this archetype at 3rd level, the critical hit range of your weapon
attacks increases by 1 (19-20). It increases again when you reach level 9 (18-20) and 15 (17-
20) in this class. When you score a critical hit with a weapon attack, you do additional weapon
damage equal to your level in this class.

Remarkable Athlete
At 7th level, you gain proficiency in the Athletics and Acrobatics skills. If you already have
proficiency in either skill, you may gain a different skill from the list available to fighters at level
1. You add double your proficiency bonus to Athletics and Acrobatics checks.

In addition, when you make a running long jump, the distance you can cover increases by a
number of feet equal to twice your Strength modifier. When you make a running high jump the
height you can jump increases by a number of feet equal to your Strength modifier.
Superior Critical
Starting at 15th level, when you critically hit you can roll twice on the Critical Hits table and pick
which effect to apply.

Eldritch Knight

Spell Casting
Cantrips
Choose either the Bard, Cleric, Druid, Sorcerer, Warlock or Wizard spell list. You learn two
cantrips from this list. You learn an additional cantrip from the same list at 10th level.

Spell Slots
The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells
of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or
higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell
slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher


You know three 1st level spells, which must be from the same list as the cantrips you chose.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more
spells of 1st level or higher. The spell must be of a level for which you have spell slots, and be
from the same list as the cantrips you chose.

Whenever you gain a level in this class, you can replace one of the spells you gained from this
class with another spell of your choice from the same list.

Spellcasting Ability
Wisdom is your spellcasting modifier for spells from the Cleric or Druid spell list. Intelligence is
your spellcasting modifier for spells from the Wizard spell list. Charisma is your spellcasting
modifier for spells from the Bard, Sorcerer, or Warlock spell list. You use your spellcasting
modifier whenever a spell refers to your spellcasting ability. In addition, you use your
spellcasting modifier when setting the saving throw DC for your spells, and when making an
attack with one.

Spell save DC = 8 + your proficiency bonus + your spellcasting modifier

Spell attack modifier = your proficiency bonus + your spellcasting modifier

War Magic
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon
attack as a bonus action.

From 13th level, whenever you take the Attack action on your turn, you can cast a cantrip that
requires a weapon attack roll in place of one of those attacks.
Improved War Magic
Starting at 18th level, whenever you would use your action to cast a spell, you can choose to
instead cast it as a bonus action.

Rune Knight

Rune Carver
When you gain the Rune Carver feature at 3rd level, and whenever you gain the option to learn
an additional rune, you can choose from the options below.

Third Eye Rune. This rune allows you to see what others cannot. While wearing or carrying an
object inscribed with this rune, you have advantage on Wisdom (Perception) checks, and you
can see invisible creatures within 10 feet of you.
- In addition, you can invoke this rune over 10 minutes to cast Find Familiar, Augury or
Beast Sense. Constitution is your spellcasting ability for these spells, and they do not
require components for you. Once you invoke this rune, you can't do so again until you
finish a short or long rest.
Skaldic Rune. This rune empowers your music and poetry with the thunderous songs of giants.
While wearing or carrying an object inscribed with this rune, you gain proficiency with an
instrument of your choice, and have advantage on Charisma (Performance) checks.
- In addition, you can invoke this rune as a bonus action, and begin performing a skaldic
poem. For the duration, when a creature that can hear you starts its turn within 15 feet of
you, you can have it make a Wisdom saving throw. On a failure, the creature suffers
disadvantage on its attack rolls against creatures other than you until the end of its turn.
Your performance ends after 1 minute, or if you lose your concentration (as if you were
concentrating on a spell). Once you invoke this rune, you can't do so again until you
finish a short or long rest.
Hound Rune (7th Level or Higher). This rune enables you to call upon a hound of the Great
Hunt in Valhalla. While wearing or carrying an object inscribed with this rune, you gain the ability
to comprehend and communicate with beasts, and you have advantage on Wisdom (Survival)
checks.
- In addition, you can invoke this rune as an action to summon a wolf spirit. Appearing in
an unoccupied space you can see, the spirit has the statistics of a Dire Wolf, though it is
a celestial instead of a beast, has Hit Points equal to three times your Fighter level, and
uses your proficiency bonus in place of its own. The spirit acts directly after your turn,
and obeys your commands (no action required). It disappears after 1 minute, or if it is
reduced to 0 Hit Points. Once you invoke this rune, you can't do so again until you finish
a short or long rest.

Firbolg Magic (Optional)


Optional 3rd-level feature (replaces Giant's Might)
You learn the Dancing Lights cantrip, if you don't know it already. Constitution is your
spellcasting ability for this spell, and you can cast it as a bonus action. When you do so, it
grants the following benefits while you are concentrating on it:
- You have advantage on Intelligence (Investigation) checks when investigating an object
or area illuminated by the spell.
- Once on each of your turns when you hit a creature that is illuminated by the spell with
an attack, it takes an additional 1d6 radiant damage.
- Once per round, when you are targeted by an attack, and you are not wearing medium
or heavy armour, you can have your attacker make a Wisdom saving throw. On a failure,
the creature becomes charmed by you until the end of its next turn, and must choose a
new target for its attack.
You can cast Dancing Lights as a bonus action a number of times equal to your proficiency
bonus, and you regain all expended uses when you finish a long rest.

Finally, when you would gain the Great Stature and Runic Juggernaut features, you instead
increase the damage your Dancing Lights spell causes, to 1d8 and 1d10 respectively.

Ranger
Fighting Style Options
When you choose a fighting style, the following styles are added to your list of options.

Mariner. When you are not wearing medium or heavy armour, or using a shield, you have a
swimming speed equal to your walking speed, and you gain a +1 bonus to your Armour Class.

High Ground. When you are not wearing medium or heavy armour, or using a shield, you have
a climbing speed equal to your movement speed, and you gain a +1 bonus to your Armour
Class.

Superior Technique. You learn one manoeuvre of your choice from among those available to
the Battle Master archetype. If a manoeuvre you use requires your target to make a saving
throw to resist the manoeuvre'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 manoeuvres. A superiority die is expended
when you use it. You regain your expended superiority dice when you finish a short or long rest.

Two-Weapon Fighting (Improved). When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.

While you are wielding a separate light weapon in each hand, and are not wearing medium or
heavy armour, or wielding a shield, your speed increases by 10 feet and you gain a +1 bonus to
weapon damage rolls.

Versatile. While wielding a versatile weapon in two hands you gain a +1 bonus to your AC and
weapon damage rolls. You may equip or remove a shield as a bonus action.

Spells Known (Optional)


2nd Level Optional Feature (replaces Spells Known of 1st Level and Higher)
Versatile and always ready for the challenges ahead, you prepare your spells like druids and
other divine casters. You prepare two spells, choosing from the ranger spell list. The Spells
Known column of the Ranger table shows when you learn more ranger spells. The spells must
be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of
ranger spells requires time spent in focused meditation: at least 1 minute per spell level for each
spell on your list.

Beastmaster Conclave

Beastmaster Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as
shown in the Beastmaster Spells table. The spell counts as a ranger spell for you, but it doesn't
count against the number of ranger spells you know.

Beastmaster Spells

Ranger Level Spells

3rd Animal Friendship

5th Summon Beast

9th Conjure Animals

13th Death Ward

17th Awaken

Exceptional Training
Beginning at 7th level, your companion becomes unusually skilled. Pick two from: Athletics,
Acrobatics, Perception, Stealth or Survival. The beast gains a bonus to checks with these skills
equal to your Wisdom modifier. In addition, the beast’s attacks now count as magical for the
purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Champion of Beasts (Optional)


20th level Optional feature (replaces Foe Slayer)
At 20th level your companion becomes a champion among beasts, gaining the following
benefits:
- Your beast companion no longer needs you to use your bonus action or to forgo an
attack to direct it to take an action other than Dodge. You still decide what action it takes.
- Your beast companion gains resistance to all damage.
- If your beast companion hits a creature with an attack, you have advantage on attack
rolls against the target until the end of your turn.
Drakewarden

Drakewarden Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as
shown in the Drakewarden Spells table. The spell counts as a ranger spell for you, but it doesn't
count against the number of ranger spells you know.

Drakewarden Spells

Ranger Level Spells

3rd Burning Hands*

5th Find Steed (Improved), or Dragon's Breath*

9th Fear*

13th Elemental Bane

17th Cone of Cold*

*These spells are cast from your Draconic Companion’s space, do damage of a type that
matches its Draconic Essence, and do not require components to cast.

Bond of Fang and Scale


At 7th level the bond you share with your drake intensifies, protecting you and stoking the
drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed
equal to its walking speed. In addition, while your drake is summoned, you and the drake gain
the following benefits:
- Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can
use the drake as a mount if your size is Medium or smaller. While you are riding your
drake, it counts as Large for the purposes of the Mounted Combatant feat, and if it ends
its turn while airborne, it falls.
- Magic Fang. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for
the drake’s Draconic Essence.
- Resistance. You gain resistance to the damage type chosen for the drake’s Draconic
Essence.

Dragonlord (Optional)
20th level Optional feature (replaces Foe Slayer)
At 20th level, few can challenge your dominion over the skies. While you are mounted on your
Drake Companion, it gains the following benefits:
- It takes its turn either directly before or after yours, and does not need you to use your
bonus action to direct it to take an action other than Dodge. You still decide what action
it takes.
- Its Infused Strikes do an additional 1d6 damage of the same type.
- The Drake’s Breath ability affects a 60 foot cone, and you regain the use of the ability
whenever you roll initiative.

Fey Wanderer Conclave

Fey Ascendant (Optional)


20th level Optional feature (replaces Foe Slayer)
At 20th level, you are a capable agent of the Unseelie Court, and a recipient of its royal
blessings. As an action you shroud yourself in fey magic, and for 1 minute gain the following
benefits:
- The damage of Dreadful Strikes increases to 2d6.
- When you deal damage with your Dreadful Strikes feature, you can force the target to
make a Wisdom saving throw. On a failure they are either charmed or frightened by you
until the start of your next turn (your choice). On a success they are immune to this
feature for the next 24 hours.
- When you cast Misty Step you are invisible until the start of your next turn.
Once you use this feature, you can't use it again until you finish a long rest.

Gloomstalker Conclave

Umbral Cloak (Optional)


20th level Optional feature (replaces Foe Slayer)
At 20th level, as an action you can cloak yourself with the true dark. For 1 minute, you gain the
following benefits:
- You are cloaked by magical darkness. You are unseen even to creatures with blindsight
or truesight. You can see through the darkness however. The cloak turns dim light within
10 feet of you into darkness, and bright light in the same area to dim light. All light
sources in this area are extinguished or dispelled.
- You have immunity to radiant damage.
- If you hit a creature with a weapon attack while hidden from it, you deal an additional
2d8 psychic damage.
Once you use this feature, you can't use it again until you finish a long rest.

Horizon Walker Conclave


Horizon Walker Spells

Ranger Level Spells

3rd Protection from Evil and Good


5th Misty Step

9th Blink

13th Banishment

17th Teleportation Circle

Detect Portal
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action,
you detect the distance and direction to the closest planar portal within a number of miles equal
to your proficiency bonus. Once you use this feature, you can't use it again until you finish a
short or long rest.

Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. When
you hit with a weapon attack, you can have all damage dealt become force damage.
Furthermore, on your first hit with a weapon attack each turn, you can deal an extra 1d4 force
damage. From 11th level you can deal this extra damage whenever you hit with a weapon
attack.

Distant Strike
Also from 3rd level, when you take the Attack action, you can teleport up to 10 feet before each
attack to an unoccupied space you can see.

Flickering Killer
From 11th level, you can more easily cut through your enemies. If you take the Attack action,
and attack at least two different creatures, you can make one additional attack against a third
creature.

Planeswalker (Optional)
20th level Optional Feature (replaces Foe Slayer)
At 20th level, you become a legendary guardian of the planes, able to pursue your foes
wherever they flee to. You gain the following abilities:
- Your Planar Warrior feature deals an additional 1d4 force damage on a hit.
- Your Detect Portal feature can detect the nearest portal within 12 miles.
- When you deal damage to a creature with your Planar Warrior feature, for the next
minute you know their exact location, and can use a bonus action on your turn to teleport
to an unoccupied space within 20 feet of them, even if they travel between planes.
During this time, if you used this feature to teleport between planes, you can return to
your original location as an action.

Hunter Conclave

Hunter Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as
shown in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count
against the number of ranger spells you know.
Hunter Spells

Ranger Level Spells

3rd Snare

5th Blur

9th Haste

13th Freedom of Movement

17th Hold Monster, or Swift of Bow & Blade

Defensive Tactics
At 7th level, you gain one of the following features of your choice.
- Escape the Horde. You can take the Dash or Disengage action as a bonus action.
- Multiattack Defence. When a creature hits you with an attack, you can use your reaction
to gain a +4 bonus to AC against all subsequent attacks until the start of your next turn.
- Steel Will. You have advantage on saving throws against being charmed or frightened.

Multiattack
At 11th level, you gain one of the following features of your choice.
- Volley. You can use your action to make a ranged attack against any number of
creatures within 10 feet of a point you can see within your weapon’s range. You must
have ammunition for each target, as normal, and you make a separate attack roll for
each target.
- Whirlwind Attack. You can use your action to make melee attacks against any number of
creatures within your reach, with a separate attack roll for each target.
Superior Hunter's Defence
At 15th level, you gain one of the following features of your choice.
- Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a
lightning bolt spell, that allows you to make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on a saving throw, and only half
damage if you fail
- Stand Against the Tide. You gain a +1 bonus to AC and saving throws for every hostile
creature within 10 feet of you, up to a maximum equal to your Wisdom modifier.
- Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use
your reaction to halve the attack’s damage against you.

Lord of the Hunt (Optional)


20th level Optional feature (replaces Foe Slayer, requires Favoured Foe)
At 20th level you become an unparalleled hunter, gaining the following benefits:
- Your Favoured Foe feature no longer requires concentration.
- As long as it's on the same plane of existence as you and isn't protected from divination
magic, you always know the approximate distance and direction of a creature marked by
your Favoured Foe, even if it is hidden or obscured.
- Any attack roll you make against a creature marked by your Favoured Foe is a critical hit
on a roll of 19 or 20 on the d20.
- When you hit a creature marked by your Favoured Foe with an attack, you can choose
to end the mark. If you do, the attack deals an additional 3d6 weapon damage to the
target.

Monster Slayer Conclave

Slayer’s Strike (Optional)


20th level Optional feature (replaces Foe Slayer)
At 20th level you learn to combine might and magic to defeat your prey. When you hit the target
of your Slayer’s Prey with a weapon attack, you can cast Magic Circle, Banishment or Hold
Monster as a bonus action, targeting the same creature. The target must be within the range of
the spell. If you cast Magic Circle, it is centred on the target, and creatures within the spell’s
area can make a Dexterity saving throw against your Spell Save DC, moving to the nearest
unoccupied space outside the area on a success. You can cast each spell once without
expending a spell slot, and must complete a long rest before doing so again. You can also use
your spell slots to cast the spells from this feature.

Swarmkeeper Conclave

Hive Mind (Optional)


20th level Optional feature (replaces Foe Slayer)
At 20th level, your consciousness is dispersed throughout your swarm, and you can
discorporate and reform at will. You gain the following benefits:
- The damage of Gathered Swarm increases to 1d8, and you can use it whenever you hit
with an attack.
- You have advantage on Intelligence, Wisdom and Charisma saving throws.
- At the start of each of your turns you can teleport to an unoccupied space within 15 feet
of you. At the end of your turn you can choose to return to your original space.
Rogue
Secret Missives (Optional)
1st level Optional Feature (replaces Thieves Cant)
During your training you learned how to conceal messages, instructions, and simple ideas in
plain sight. You do so by weaving subtle meanings and motions into seemingly normal dialogue,
or by writing cryptic code.

Over a long rest you can share a set of such codes with another creature, allowing you to
weave prearranged messages and commands into your conversations and letters. More
elaborate codes may require you and/or your co-conspirator to make an Intelligence check, at
your DM's discretion.

Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can
take a bonus action on each of your turns in combat. This action can be used only to take the
Dash, Disengage, or Hide action.

From 6th level, when you use this feature you can also take the Use an Object action as part of
the same bonus action.

Fighting Style
From 5th level, you adopt a particular style of fighting as your specialty. Choose one Fighting
Style from the list below. You can't take a Fighting Style option more than once, even if you later
get to choose again.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can
effectively see anything that isn't behind total cover, even if you're blinded or in darkness.
Moreover, you can see an invisible creature within that range, unless the creature successfully
hides from you.

Duelling. When you are wielding a melee weapon in one hand and no other weapons, you gain
a +2 bonus to damage rolls with that weapon.

Mariner. When you are not wearing medium or heavy armour, or using a shield, you have a
swimming speed equal to your walking speed, and you gain a +1 bonus to your Armour Class.

High Ground. When you are not wearing medium or heavy armour, or using a shield, you have
a climbing speed equal to your movement speed, and you gain a +1 bonus to your Armour
Class.

Superior Technique. You learn one manoeuvre of your choice from among those available to
the Battle Master archetype. If a manoeuvre you use requires your target to make a saving
throw to resist the manoeuvre'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 manoeuvres. A superiority die is expended
when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the
attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown
weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting (Improved). When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack. While you are wielding a separate light
weapon in each hand, and are not wearing medium or heavy armour, or wielding a shield, your
speed increases by 10 feet and you gain a +1 bonus to weapon damage rolls.

Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. When you roll a
d20, you can replace your result with a 20. Once you use this feature, you can’t use it again until
you finish a short or long rest.

Assassin

Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, forger’s
kit, and poisoner's kit, and you can add double your proficiency to checks with these kits.

Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies.
- You can add your proficiency bonus to your initiative rolls.
- You have advantage on attack rolls against any creature that hasn't taken a turn in the
combat yet.
- Any hit you score against a creature that is surprised is a critical hit.

Infiltrator (Optional)
9th level Optional feature (replaces Infiltration Expert)
Starting at 9th level, you have advantage on checks made to generate and impersonate false
identities, or to impersonate any individual if you have observed their speech, handwriting,
mannerisms, or other notable traits for at least ten minutes. Additionally, it takes you half as
much time as normal for you to use a Disguise, Forger’s or Poisoner’s Kit. You can apply a new
disguise as an object action, if you have one prepared.

Silencing Strike (Optional)


13th level Optional feature (replaces Impostor)
At 13th level, your Sneak Attack die increases to a d8, and whenever you critically hit a creature
it becomes unable to speak until the start of your next turn.
Alchemical Advantage
Also at 13th level, you gain the following benefits:
- When you roll a Sleight of Hand check to use a poison without being detected, you roll with
advantage.
- When a poison you created causes damage to a creature, you can ignore that creature’s
resistance to the damage.
- You can apply poison to a weapon or piece of ammunition as an object action.
- At the end of each long rest you can create a smoke bomb. This causes the effects of the Fog
Cloud spell when smashed on the ground as an object action. The smoke bomb loses its
potency if it hasn’t been used within 24 hours.

Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature
that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier +
your proficiency bonus). On a failed save, double the damage of your attack against the
creature. On a success, the creature’s initiative is reduced by 10 (to a minimum of 0).

Arcane Trickster

Spellcasting
Cantrips
You learn three cantrips: Mage Hand and two other cantrips of your choice from either the Bard,
Cleric, Druid, Sorcerer, Warlock or Wizard spell list. You learn another cantrip from the same list
at 10th level. Your spellcasting modifier for Mage Hand is the same as for your other cantrips.

Spell Slots
The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your
spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's
level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level
spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher


You know three 1st-level spells of your choice, from the same list as the cantrips you chose.
The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn
more spells of 1st level or higher. Each of these spells must be of a level for which you have
spell slots, and be from the same list as the cantrips you chose. For instance, when you reach
7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the spells you gained from this
class with another spell of your choice from the same class list. The new spell must be of a level
for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting modifier for spells from the Cleric or Druid spell list. Intelligence is
your spellcasting modifier for spells from the Wizard spell list. Charisma is your spellcasting
modifier for spells from the Bard, Sorcerer, or Warlock spell list. You use your spellcasting
modifier whenever a spell refers to your spellcasting ability. In addition, you use your
spellcasting modifier when setting the saving throw DC for your spells, and when making an
attack with one.

Spell save DC = 8 + your proficiency bonus + your spellcasting modifier

Spell attack modifier = your proficiency bonus + your spellcasting modifier

Versatile Trickster
At 13th level, you gain the ability to distract targets with your Mage Hand. You have advantage
on attack rolls against any creature within 5 feet of your Mage Hand.

Inquisitive

Eye for Detail


Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot
a hidden creature or object or to make an Intelligence (Investigation) check to uncover or
decipher clues. A creature you spot does not gain any benefit from being hidden or invisible until
the end of your next turn.

You have advantage on Intelligence checks made to research a creature, location or object.

Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to
them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see
that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed,
you have advantage on your next weapon attack against them. For the next minute, or until you
successfully use this feature against a different target, you can use your Sneak Attack against
that target even if you don't have advantage on the attack roll, but not if you have disadvantage
on it.

Mastermind

Master of Tactics
Starting at 3rd level, you can use the Help action as a bonus action. When you use the Help
action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you,
rather than 5 feet of you, if the target can see or hear you. If this attack hits and you haven’t
used Sneak Attack since the start of your last turn, you may roll your Sneak Attack dice and add
it to the damage total as if you had made the attack roll. You then can’t use Sneak Attack until
the start of your next turn.

Cunning Plan
Starting at 9th level, you have advantage on checks made to discover where to buy, steal or
otherwise procure any nonmagical item. Moreover, on your turn you can retroactively declare
that you planned for your current scenario and brought along any item the DM agrees you could
plausibly have previously foreseen and afforded or obtained. For example you could have
maps, floorplans, forged identity documents or a set of tools. You expend the required cost, if
any. You can do this only once per long rest.
Insightful Manipulator
Also from 9th level, when you roll a Persuasion, Deception, Intimidation or Insight check you
can use your Intelligence modifier in place of the usual attribute.

Furthermore, as a bonus action you can make a Wisdom (Insight) check against a creature you
can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. On a
success you learn certain information about its capabilities compared to your own. The DM tells
you if the creature is your equal, superior, or inferior in regard to two of the following
characteristics of your choice:
- Intelligence score
- Wisdom score
- Charisma score
- Class levels, or otherwise its Challenge Rating
At the DM's option, you might discover a piece of the creature's history or one of its personality
traits.

Redirection (Optional)
13th level Optional feature (replaces Misdirection)
Beginning at 13th level, you learn to anticipate and counter your enemies:
- 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.
- When a creature you can see within 60 feet is hit by an attack, or fails a Dexterity saving
throw, you can use your reaction to reroll the d20. You must use the new roll.

Soul of Deceit
Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow
it. You can present false thoughts by making a Charisma (Deception) check contested by the
mind reader's Wisdom (Insight) check. Additionally, no matter what you say, magic that would
determine if you are telling the truth indicates you are being truthful if you so choose, and you
can't be compelled to tell the truth by magic.

Furthermore, as an action you can make a Charisma (Deception) check contested by a


creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you
must share a language. On a success, the creature has disadvantage on attack rolls, Wisdom
(Insight), and Wisdom (Perception) checks against you. These effects last for 1 minute, or until
you and the target are more than 60 feet apart. On a failure, the target can't be deceived by you
in this way for 24 hours.

Ronin
While others frittered away their time, you studied the blade. Shinobi, myrmidons, duellists and
other swordmasters frequently follow this archetype. This style emphasises speed and a single
decisive strike.

Iaijutsu
When you choose this archetype at 3rd level, you gain proficiency in the longsword if you don’t
already have it, and it gains the finesse property for you. You can draw a finesse weapon as
part of making an attack with it. If you start your first turn in combat within 5 feet of an enemy,
and immediately make a melee weapon attack against them, you have advantage on the attack
roll.

Deadly Rush
Starting at 3rd level, when you take the Dash action and move 10 feet or more in a straight line,
you have advantage on your next melee weapon attack until the start of your next turn.

Death Wind
Also at 3rd level, you master the technique of striking as you pass your opponent. If you move
30 feet in a straight line, as an action you can make a melee weapon attack against a creature
that was within 5 feet of you during this movement. On a hit, you can apply one of the following
effects to the creature:
- Crippling Strike. Its speed is reduced to 0 until the end of its next turn.
- Unbalancing Strike. On its next turn, it must choose whether it gets an action, a bonus
action, or a reaction; it gets only one of the three.
- Death Strike. It takes 1d6 additional weapon damage. This damage increases by 1d6
when you reach your 8th (2d6), 13th (3d6), and 18th level (4d6) in this class.
You can apply these effects a number of times equal to your Wisdom modifier (minimum of
once), and you regain all uses at the end of a long rest. When you expend a use of this feature
and kill a creature with the attack, you regain one use.

Dangerous Reputation
At 9th level, your fame begins to precede you. You are widely known as a swordmaster, and
can move between diverse social circles. Noble lords, skilled duellists, and criminal clans,
amongst others, may wish to know your intentions. You can add your Wisdom modifier to
Charisma checks when interacting with creatures that have proficiency in the longsword. You
can usually recognise by sight which creatures have this proficiency.

Parry Master
Also from 9th level, immediately after you use your reaction to Uncanny Dodge you gain a
bonus to your AC equal to your Wisdom modifier, which lasts until the start of your next turn.
You can draw a finesse weapon as part of the same reaction. You do not gain any bonus to
your AC if you are incapacitated, unarmed, wearing medium or heavy armour, or are wielding a
shield.

Killing Trance
Starting at 13th level, when you critically hit or reduce a creature to 0 Hit Points with a weapon
attack during combat, you regain one use of Death Wind, and gain temporary Hit Points equal to
your Rogue level. While you have these temporary Hit Points, your weapon attacks critically hit
on a roll of 18 or above on the d20. These temporary Hit Points disappear when combat ends.

Devastating Counter
Starting at 17th level, when you are hit by a melee attack and use your Uncanny Dodge feature,
you can make a melee weapon attack against your attacker as part of the same reaction. On a
hit, if the attack doesn’t meet the requirements for Sneak Attack, you can expend one use of
your Death Wind feature to use it anyway.
Thief

Fast Hands
Starting at 3rd level, you gain the following benefits:
- You can use the bonus action granted by your Cunning Action to make a Dexterity
(Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take
the Use an Object action.
- You gain proficiency in improvised weapons, and can use them with your Sneak Attack
feature.
- When you take the Use an Object action and use a nonmagical item that has a DC, you
can replace the DC with 8 + your proficiency bonus + your Dexterity modifier.

Second-Story Work
When you choose this archetype at 3rd level, you gain a climb speed equal to your movement.
In addition, when you make a running jump, the distance you cover increases by a number of
feet equal to your Dexterity modifier. If you fall, you can use your reaction to reduce any falling
damage by an amount equal to twice your level. If this reduces the damage to zero, you land
silently.

Supreme Sneak
Starting at 9th level, if you move no more than half your speed on your turn you gain the
following benefits until the start of your next turn:
- You have advantage on Dexterity (Stealth) checks.
- You cannot be targeted by Divination spells.
- You are imperceptible to magical sensors.

Use Magic Device


By 13th level, you have learned enough about the workings of magic that you can improvise the
use of items even when they are not intended for you. You ignore all class, race, and level
requirements on the use of magic items. If a magic item requires an action to use, you can
instead use it as a bonus action.

Monk
Pugilist (Optional)
1st Level Optional Feature
You can replace Dexterity with Strength for all your Monk abilities when you first take a level in
this class. For example, your Unarmoured Defence becomes 10 + your Strength modifier + your
Wisdom modifier. You must have 13 Strength to multiclass into or out of Monk if you take this
feature.

Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed
strikes and monk weapons, which are shortswords and any simple melee weapons that don't
have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you
aren't wearing armour or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your
unarmed strikes and monk weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or monk
weapon. This die changes as you gain monk levels, as shown in the Martial Arts column
of the Monk table.
- When you use the Attack action with an unarmed strike or a monk weapon on your turn,
you can make one unarmed strike as a bonus action. For example, if you take the Attack
action and attack with a quarterstaff, you can also make an unarmed strike as a bonus
action, assuming you haven't already taken a bonus action this turn.
- You can take the Dash or Disengage actions as a bonus action.

Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to
this energy is represented by a number of ki points. Your monk level determines the number of
points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features:
Flurry of Blows, Patient Defence, and Step of the Wind. You learn more ki features as you gain
levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of
which you draw all of your expended ki back into yourself. You must spend at least 30 minutes
of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's
effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki
point to make two unarmed strikes as a bonus action.
Patient Defence. You can spend 2 ki points to take the Dodge action as a bonus action on your
turn. When you do so, you gain the benefits of the Dodge action for the next minute, or until you
lose concentration (as if on a spell).
Step of the Wind. You can spend 1 ki point to gain the benefits of the Disengage and Dash
actions as a bonus action on your turn, and your jump distance is doubled for the turn.

Deflect (Optional)
3rd Level Optional Feature (Replaces Deflect Missiles)
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit
by a ranged weapon attack. You can also use this reaction to deflect a missile that passes
within 5 feet of you, but you must succeed on a Dexterity saving throw against a DC equal to the
attack roll or the reaction is wasted. When you deflect an attack, the damage from this attack is
reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0,
you can catch the missile if it is small enough for you to hold in one hand and you have at least
one hand free. If you catch a missile in this way, you can make a ranged attack with the weapon
or piece of ammunition you just caught as part of the same reaction. The missile counts as a
monk weapon for the attack, and has a normal range of 20 feet and a long range of 60 feet.
From 11th level, you can use this reaction to deflect and reduce the damage of melee attacks.

Meditative Focus
At 3rd level you learn to focus your mind and draw upon your reserves of ki. As an action you
can regain a number of ki points equal to your Wisdom modifier. You must complete a long rest
before using this feature again.

Quickened Healing
Also at 4th level, as an action, you can spend 1 ki point and roll a Martial Arts die. You regain a
number of Hit Points equal to the number rolled plus your proficiency bonus.

Open Hand Adept (Optional)


7th Level Optional Feature (Replaces Stillness of Mind)
Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can
impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

Perfect Self
At 20th level, when you roll for initiative you regain all expended ki points. If you start your turn
with no ki points, you regain one ki point.

Astral Self

Arms of the Astral Self


At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. As a
bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so,
each creature of your choice that you can see within 10 feet of you takes force damage equal to
two rolls of your Martial Arts die.

For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your
choice). You determine the arms' appearance, and they vanish early if you are incapacitated or
die. While the spectral arms are present, you gain the following benefits:
- You can use your Wisdom modifier in place of your Strength modifier when making
Strength checks and Strength saving throws.
- You can use the spectral arms to make unarmed strikes, which do 1 additional point of
force damage.
- When you make an unarmed strike or attempt to grapple with the arms on your turn,
your reach is 5 feet greater than normal.
- The unarmed strikes you make with the arms can use your Wisdom modifier in place of
your Strength or Dexterity modifier for the attack and damage rolls, and their damage
type is force.

Visage of the Astral Self


When you reach 6th level, you can summon the visage of your astral self. As part of the bonus
action you take to activate Arms of the Astral Self you can summon this visage for 10 minutes. It
vanishes early if you are incapacitated or die. The spectral visage covers your face like a helmet
or mask. You determine its appearance. While the spectral visage is present, you gain the
following benefits.
- Astral Sight. You can see normally in darkness, both magical and nonmagical, to a
distance of 120 feet.
- Wisdom of the Spirit. You have advantage on Wisdom and Charisma checks and saving
throws.
- Word of the Spirit. When you speak, you can direct your words to a creature of your
choice that you can see within 60 feet of you, making it so only that creature can hear
you. Alternatively, you can amplify your voice so that all creatures within 600 feet can
hear you.

Body of the Astral Self


Starting at 11th level, when you have both your astral arms and visage summoned, you can
cause the body of your astral self to appear (no action required). This spectral body covers your
physical form like a suit of armour, connecting with the arms and visage. You determine its
appearance. While the spectral body is present, you gain the following benefits.
- Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you
can use your reaction to deflect it. When you do so, the damage you take is reduced by
1d10 + Dexterity modifier + your Monk level.
- Empowered Arms. When you take the Attack action and hit a target with the Arms of the
Astral Self, you can deal extra damage to the target equal to your Martial Arts die.

Drunken Master

Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you
don't already have it. Your martial arts technique mixes combat training with the precision of a
dancer and the antics of a jester. You also gain proficiency with improvised weapons and
brewer's supplies if you don't already have it. Improvised weapons count as Monk weapons for
you.

Drunken Technique
At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever
you use Flurry of Blows, you gain the following benefits:
- You can choose to gain the benefit of either the Disengage or Dodge actions.
- Your walking speed increases by 10 feet until the end of your next turn.
- You can replace one or more of your unarmed strikes with an attack with an improvised
weapon.

Tipsy Sway
Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.
Leap to Your Feet. When you are prone, you can stand up by spending 5 feet of movement.
Roll with the Punches. When a creature hits you with a melee attack you can move 5 feet
without provoking Opportunity Attacks. You cannot benefit from this feature if your speed is 0.
Redirect Attack. When a creature misses you with a melee attack roll, as a reaction you can
cause that attack to hit one creature of your choice, other than the attacker, that you can see
within 5 feet of you.
Drunkard's Luck
Starting at 11th level, you always seem to get a lucky bounce at the right moment. Whenever
you have disadvantage on an ability check, attack roll, or a saving throw, you can spend 1 ki to
roll an additional 1d20, and pick from any of the rolls.

Four Elements
Replaced by Way of the Four Elements: Remastered

Long Death

Fear the Reaper (Optional)


6th Level Optional Feature (replaces Hour of Reaping)
At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul
has been touched by the shadow of death. When you take this action, each creature of your
choice within 30 feet of you that can see you must succeed on a Wisdom saving throw or be
frightened of you until the end of your next turn. You can use this feature a number of times
equal to your proficiency bonus, and regain all uses at the end of a long rest.

Open Hand

Open Hand Style (Optional)


3rd Level Optional Feature (replaces Open Hand Technique)
Starting when you choose this tradition at 3rd level, you can manipulate the flow of your
opponent’s ki. Once on your turn, when you hit a creature with an unarmed strike, you can
impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from
you.
- It can't take reactions until the end of your next turn.
- It takes additional Martial Arts die of bludgeoning damage.

Wholeness of Body
At 6th level, you gain the ability to heal yourself. You have a pool of healing power that
replenishes when you take a long rest. With that pool, you can restore a total number of Hit
Points equal to three times your Monk level. As an action you can regain a number of Hit Points
up to the maximum amount remaining in your pool.

Shadow

Shadow Arts
Starting when you choose this tradition at 3rd level, you can use your Ki to duplicate the effects
of certain spells. As an action, you can spend 2 ki points to cast Darkness, Darkvision, Pass
Without Trace, or Silence, without providing material components. When you cast Darkness,
you can spend 1 additional ki point to be able see through the darkness created by the spell. In
addition, you gain the Minor Illusion and Deepen Shadows cantrips if you don’t already know
them.

Grasping Darkness (Optional)


17th Level Optional Feature (replaces Opportunist)
At 17th level, when you use your Shadow Step feature you can force a creature you are
grappling to accompany you. They appear in the nearest unoccupied space to your new
location.

Sun Soul

Searing Arc Strike


At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately
after you take the Attack action on your turn, you can spend 1 ki point to cast the Burning Hands
spell as a bonus action.

You can spend additional ki points to cast Burning Hands as a higher level spell. Each
additional ki point you spend increases the spell's level by 1. The maximum number of ki points
(1 plus any additional points) that you can spend on the spell equals half your monk level.

Improved Bolt
Also at 6th level, your Radiant Sun Bolt feature improves. You can attack with it as a bonus
action whenever you take the Attack action, it gains a range of 60 feet, and it ignores half and
three-quarters cover, curving to reach its target.

Hadouken
At 9th level you learn to focus your ki into a torrent of fire. You can spend 2 ki points to cast
Aganazzar’s Scorcher as a bonus action. You can spend additional ki points to cast
Aganazzar’s Scorcher as a higher level spell. Each additional ki point you spend increases the
spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can
spend on the spell equals half your monk level.

Kamehameha
At 15th level you can channel your ki into an obliterating blast of pure energy. A beam of light
erupts from your hands. You expend 5 ki points and each creature in a line 100 foot long and 5
foot wide must make a Constitution saving throw. A creature takes 10d8 radiant damage on a
failed save, or half as much damage on a successful one. A creature killed by this ability is
disintegrated. The beam can cut through 10 feet of earth, 5 feet of stone, or 1 foot of metal.

Power Level 9000+


Also at 17th level as an action you can concentrate (as if on a spell) and expend up to three hit
dice. Add the total rolled to the damage of your next Sunburst or Kamehameha. Your Sunburst
radius expands by 5 feet for each hit dice expended. You must use Sunburst, Kamehameha or
this feature on your next turn, and must maintain concentration, or you lose the additional
damage and radius.
Paladin
Fighting Style Options
When you choose a fighting style, the following styles are added to your list of options.

Divine Marksman. Whenever a paladin spell or feature requires you to hit a creature with a
melee weapon attack, you can instead hit that creature with a ranged weapon attack. If the
feature causes damage, you roll a damage dice one size smaller than normal.

Sacred Brawler. Your unarmed strikes count as light melee weapons, and can deal
bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any
weapons or a shield when you make the attack roll, the d6 becomes a d8.

Shock. If you move 15 feet or more in a straight line toward an enemy creature, and
immediately hit that creature with a greataxe, greatsword, glaive, halberd, lance, or maul, you
can add your proficiency bonus to your damage roll.

Superior Technique. You learn one manoeuvre of your choice from among those available to
the Battle Master archetype. If a manoeuvre you use requires your target to make a saving
throw to resist the manoeuvre'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 manoeuvres. A superiority die is expended
when you use it. You regain your expended superiority dice when you finish a short or long rest.

Two-Weapon Fighting (Improved). When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack. While you are wielding a separate light
weapon in each hand, and are not wearing medium or heavy armour, or wielding a shield, your
speed increases by 10 feet and you gain a +1 bonus to weapon damage rolls.

Oath of the Crown

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Champion Challenge. As a bonus action, you issue a challenge that compels other creatures
to do battle with you. You gain a number of temporary Hit Points equal to 1d10 + your level in
this class, and each creature of your choice that you can see within 30 feet of you must make a
Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away
from you, and has disadvantage on attack rolls against creatures other than you. This effect
ends on the creature if you are incapacitated or die, or if the creature is more than 30 feet away
from you.

Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity.
Each creature of your choice that can hear you within 30 feet of you regains Hit Points equal to
1d6 + your level in this class.

Martyr Bastion (Optional)


7th Level Optional Feature (replaces Divine Allegiance)
Starting at 7th level, allied creatures within 5 feet of you have half-cover. When an ally within 5
feet takes damage, you can choose to take the damage instead.

Oath of Redemption

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Emissary of Peace. You can use your Channel Divinity to augment your presence with divine
power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for
the next 10 minutes. For the duration, any creature who targets you with an attack must first
succeed on a Wisdom saving throw or waste their attack. If you make an attack, or use a spell
to harm a creature, this feature ends early.
Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence.
Immediately after an attacker within 30 feet of you deals damage with an attack against a
creature other than you, you can use your reaction to force the attacker to make a Wisdom
saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just
dealt. On a successful save, it takes half as much damage.

Protector (Optional)
7th Level Optional Feature (replaces Aura of the Guardian)
Starting at 7th level, you can shield your allies from harm at the risk of your own life. As a
reaction you can force an attack that would hit a creature within 5 feet of you to reroll and target
you instead. If it hits you regain the use of your reaction.

Sorcerer
Spells Known (Optional)
Sorcerer’s learn these spells automatically, and they do not count against spells known. These
replace any additional spells a subclass gets.

Level Draconic Wild Magic Storm Phoenix Stone Sea Divine Soul Shadow

1 Chromatic Chaos Bolt Thunder Burning Earth Fog Cloud Sanctuary Arms of
Orb wave Hands Tremor Hadar

3 Dragon’s Mirror Shatter Continual Maximilian's Warding Prayer of Shadow


Breath Image / Flame Earthen Wind Healing Blade
Ethereal Grasp
Evasion

5 Elemental Blink Call Fireball Erupting Tidal Beacon of Feign


Weapon Lightning Earth Wave Hope Death

7 Elemental Polymorph Storm Fire Stone Shape Watery Aura of Life Locate
Bane Sphere Shield Sphere Creature
9 Summon Reincarnate Control Immolatio Wall of Maelstrom Commune Enervation
Draconic Winds n Stone
Spirit

Level Giant Soul (Cloud) Giant Soul (Fire) Giant Soul (Frost)

1 Fog Cloud, Minor Illusion Burning Hands, Fire Bolt Ray of Frost, AoA

3 Invisibility Flaming Sphere Hold Person

5 Gaseous Form Minute Meteors Ice Lance

7 Freedom of Movement Fabricate Ice Storm

9 Telekinesis Immolation Cone of Cold

Sorcerer Supreme (Optional)


20th-level sorcerer feature (replaces Sorcerous Restoration)
At 20th level, you gain the following features:
- You regain 10 sorcery points whenever you finish a short rest.
- You gain access to all metamagic options.
- You can apply multiple metamagic effects to your spells.

Storm Sorcerer

Tempestuous Magic
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of
elemental air to briefly surround you, immediately before or after you cast a spell. Doing so
allows you to fly up to 15 feet without provoking Opportunity Attacks.

Heart of the Storm


At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you
start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic
erupts from you. This eruption causes creatures of your choice that you can see within 15 feet
of you to take lightning or thunder damage (choose each time this ability activates) equal to your
Charisma modifier + twice the spell level.

Wild Magic Origin

Wild Magic Surge


Starting when you choose this origin at 1st level, your spellcasting can unleash surges of
untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, you roll a d20.
If you roll under or equal to the number of spells of 1st level or higher you have cast since your
last long rest, roll on the Wild Magic Surge table to create a random magical effect.

Chaos Magic Surge


When you take Wild Magic as your origin you can choose to instead use the below table for
your surges.

Chaos Magic Surge

d100 Effect d100 Effect

01-02 Chaos Unbound. Roll on this table at the 51-52 Warp-Field. A psychic disruption
start of each of your turns for the next surrounds you for 1 minute, granting you
minute, ignoring this result on subsequent a +2 bonus to AC and immunity to
rolls. psychic damage.

03-04 The Sight. For the next minute, your 53-54 Immaculate Conception. You require
eyes turn black, and you can see any twice as much food and are immune to
invisible creature if you have line of being intoxicated by alcohol for the next
sight to it. 5d6 days. You then vomit a creature of
the DM’s choice.

05-06 Emissary. A demon chosen and 55-56 Warp-Sickness. Your eyes and ears
controlled by the DM appears in an bleed for the next hour, and your hair
unoccupied space within 5 feet of you, falls out.
then disappears 1 minute later.

07-08 Unworthy Vessel. You cast Fireball as a 57-58 Tongues. For the next minute, you can
3rd-level spell centred on yourself. only speak Abyssal.

09-10 Psychic Scream. You cast 59-60 Life Drain. Plants within 60 feet of you
Thunderwave as a 5th-level spell. wither and die. You regain your lowest-
level expended spell slot.

11-12 Body Flux. Roll a d6. Your weight 61-62 Scorch Mark. For the next minute, any
changes by a number of stone equal to flammable object you touch that isn't
the roll. If the roll is odd, you wither. If being worn or carried by another
the roll is even, you fatten. creature bursts into flame.

13-14 Chaos Revelation. You cast Confusion 63-64 Void. You cast Darkness centred on
centred on yourself. yourself and the area’s temperature
drops to below freezing for the duration.

15-16 Rejuvenation. Nearby surfaces begin to 65-66 Collateral Trauma. Three creatures of
bleed. For the next minute, you regain 5 your choice within 30 feet of you take
Hit Points at the start of each of your 4d10 psychic damage.
turns.

17-18 Stigmata. You take 1d4 fire damage as 67-68 Psychosis. You are frightened by the
your face is branded by an Abyssal nearest creature until the end of your
rune. Only Holy Water can heal it. next turn.

19-20 Weave Rot. The ground around you is 69-70 Hell is Other People. Creatures within 30
coated with writhing maggots. You feet of you become horrifying to behold
suffer the effects of Grease centred on for the next minute, causing those who
yourself. can see them to make attack rolls with
disadvantage.

21-22 Doomed One. Creatures have 71-72 Chaos Knight. A colossal set of abyssal
disadvantage on saving throws against iron plate appears around you,
the next spell you cast in the next weightless on your shoulders. You gain
minute that involves a saving throw. resistance to all damage for the next
minute. The plate then turns to dust.

23-24 Mortal Veil. Your skin turns translucent. 73-74 Nausea. A random creature within 60
A Remove Curse spell can end this feet of you becomes poisoned for 1d4
effect. hours.

25-26 The Spy. An eye appears on your 75-76 See No Evil. You are heavily obscured
forehead for the next minute. During until the end of your next turn.
that time, you have 300 feet darkvision.

27-28 Arcane Channel. For the next minute, 77-78 Mutation. Roll a Wisdom saving throw
all your spells with a casting time of 1 against your spell save DC. On a failure,
action have a casting time of 1 bonus you polymorph into a gibbering mouther
action. for 1 minute.

29-30 Warp Step. You teleport up to 60 feet to 79-80 Corrupted Miasma. Flies swarm in a 10
an unoccupied space of your choice foot sphere around you for the next
that you can see. minute.

31-32 Rip Tide. You are pulled into the Abyss 81-82 Time Warp. You can take one additional
until the end of your next turn, after action immediately.
which time you return to the nearest
unoccupied space.

33-34 Unholy Fusillade. Maximise the damage 83-84 Blood Boil. Each creature within 30 feet
of the next damaging spell you cast of you takes 1d10 fire damage. You
within the next minute. regain Hit Points equal to the sum of the
fire damage dealt.

35-36 Withering. Roll a d10. Your age 85-86 Sibriex’s Blessing. You cast Alter Self
increases by a number of years equal to (Improved) as a 3rd level spell.
the roll.

37-38 Mutiny. 1d6 dretch controlled by the DM 87-88 Curse Transference. You cast Bestow
appear in unoccupied spaces within 60 Curse on a random creature within 60
feet of you and are frightened of you. feet of you.
They vanish after 1 minute.

39-40 Sacrifice. The next time a creature dies 89-90 Ghost. You become invisible for the next
within 30 feet of you, you regain Hit minute. During that time, other creatures
Points equal to your level. can't hear you. The invisibility ends if
you attack or cast a spell.

41-42 Vassal. You are possessed by a 91-92 Doppelganger. If you die within the next
demonic spirit (Ghost). minute, you immediately come back to
life as if by the Raise Dead spell.

43-44 Weave-Worm. For the next minute, you 93-94 Hysterical Frenzy. You have advantage
can teleport up to 20 feet as a bonus on Strength checks and saving throws
action on each of your turns. for the next minute.

45-46 Sulfuric Updraft. You cast Levitate on 95-96 Flensing Pit. You and all creatures within
yourself. 30 feet of you gain vulnerability to
slashing damage for the next minute.

47-48 Shadow Slip. A dark portal opens at 97-98 Condemnation. You are surrounded by
your feet for a moment, and a shadow echoing screams of horror and pain for
demon escapes. the next minute.
49-50 Sorcerer’s Smile. You can't speak for 99-00 Unlimited Power. Your Metamagic does
the next minute, as your lips melt and not require sorcery points for the next
seal together. minute.

Warlock
Forbidden Knowledge (Optional)
1st Level Optional Feature
You can swap out Charisma for Intelligence as your Warlock spell casting ability score when
you first take a level in this class. Intelligence replaces Charisma for all your Warlock abilities.
You must have 13 Intelligence to multiclass into or out of Warlock if you take this feature.

Pact of the Blade


Hex Warrior is removed from Hexblade completely and absorbed into Pact of the Blade, which
now includes:
“You acquire the training necessary to effectively arm yourself for battle. You gain proficiency
with medium armour, shields, and martial weapons. Starting at 5th level, you can attack with
your pact weapon twice, instead of once, whenever you take the Attack action on your turn.”

Archfey

Misty Escape
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take
damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied
space you can see. You become hidden to any creature that cannot see you. You remain
invisible until the start of your next turn or until you attack or cast a spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Demon Host

Expanded Spell List


The Demon Host patron lets you 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.

Demon Host Expanded Spells


Spell Level Spells
1st Find Familiar*, Protection from Evil & Good
2nd Summon Beast*, Zone of Truth
3rd Fireball, Glyph of Warding
4th Dimensional Anchor / Divination, Conjure Barlgura
5th Conjure Vrock / Geas, Dispel Evil & Good
*The creature type is fiend (demon).
Binding Spell
Starting at 1st level, you learn the words of power that can magically bind a demon to your will.
You can speak Abyssal and Infernal, and fiends do not benefit from the Magic Resistance
feature when attempting to resist your spells and abilities.

Furthermore, as an action you may force a creature that can hear you to make a Charisma
saving throw. On a failure it is charmed by you for 1 minute. The target must obey your verbal
commands for the duration. The charmed creature can make a Charisma saving throw at the
end of each of its turns, or whenever it takes damage, to end this effect. You must complete a
short or long rest before using this ability again.

Demonic Strength
At 6th level, the fiends you conjure are uncannily resilient.
- Any fiend summoned by a spell you cast appears with temporary Hit Points equal to
twice the creature’s number of Hit Die.
- When you summon a fiend, the damage from its attacks is considered magical for the
purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Syphon
Starting at 10th level, when a creature you have summoned is reduced to 0 Hit Points, you gain
temporary Hit Points equal to twice the creature’s number of Hit Dice. While you have these
temporary Hit Points your concentration can't be broken as a result of taking damage.

When your concentration on a Warlock spell that summons a creature ends, you can choose to
regain one of your expended spell slots. You must complete a long rest before regaining
another spell slot in this way.

Dragged From Hell


Starting at 14th level, you learn the Summon Greater Demon spell if you don’t know it already. It
does not count against your spells known. When you cast it you can summon a fiend of a CR
equal to your level, although the DM chooses the creature. The creature disappears after 1d6+1
rounds, and the spell then ends. You must complete a long rest before casting the spell in this
way again.

The Fates

Expanded Spell List


The Fates patron lets you 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 Fates Expanded Spells


Spell Level Spells
1st Command, Gift of Alacrity
2nd Fortune’s Favour, Lesser Restoration
3rd Bestow Curse, Feign Death
4th Death Ward, Divination
5th Dispel Good and Evil, Scrying
Stitch of Fate
At 1st level, you gain the ability to weave the threads of fate, binding your companions to the
mortal realm. When you complete a long rest you may choose a number of creatures equal to 2
+ your Charisma modifier. These creatures gain advantage on death saving throws until the end
of your next long rest.

Soul Thread
Starting at 6th level, when you critically hit or reduce a hostile creature to 0 Hit Points, you can
pluck its soul thread to grant a vision of the future. Choose a conscious creature within 30 feet
of you. They gain a number of Hit Points equal to 1d6 + your Charisma modifier. For the next
minute, when the creature rolls a 1d20, they can choose to add a 1d4 to their roll. The creature
can do this only once, and they cannot have more than one d4 simultaneously. You can grant
these Hit Points a number of times equal to your proficiency modifier. You regain all uses when
you complete a long rest.

Repose of Fate
From 10th level, you have resistance to necrotic damage and do not need to eat, breathe or
drink.

You can cast a spell as a ritual if that spell has the ritual tag, and you can learn a ritual spell by
spending 1 hour studying a spellbook or scroll containing it. You learn the spells Gentle Repose
and Speak with Dead, and they count as Warlock spells for you. Ritual spells do not count
against the number of spells you can know.

Inevitable Doom
Starting at 14th level, as an action, you may transform into the embodiment of fate, becoming a
vision of death. For 1 minute, you gain the following benefits:
- Once per turn when you hit a creature with an attack, you can force it to make a Wisdom
saving throw against your spell save DC. On a failure the target becomes frightened of
you until the end of your next turn. On a success, or if the target is immune to fear, it
takes necrotic damage equal to your Warlock level.
- Creatures that are frightened of you have their speed reduced to 0.
You must complete a long rest before using this ability again.

Invocations
Improved Pact Weapon (Improved)
Prerequisite: Pact of the Blade feature. You can use any weapon you summon with your Pact of
the Blade feature as a spellcasting focus for your spells. In addition, when you attack with that
weapon, you can use your spellcasting modifier instead of Strength or Dexterity, for the attack
and damage rolls. Finally, the weapon you conjure can be a sling, shortbow, longbow, light
crossbow, or heavy crossbow.

Investment of the Chain Master (Improved)


Prerequisite: Pact of the Chain feature. When you cast Find Familiar, you infuse the summoned
familiar with a measure of your eldritch power, granting the creature the following benefits:
- The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
- As a bonus action, you can command the familiar to take the Attack action.
- The familiar’s weapon attacks are considered magical for the purpose of overcoming
immunity and resistance to nonmagical attacks, and use your Charisma and proficiency
bonus for their attack and damage rolls.
- If the familiar forces a creature to make a saving throw, it uses your spell save DC.
- When the familiar takes damage, you can use your reaction to grant it resistance against
that damage.

Soulbinder
As an action you may bind a creature’s soul in service of your eldritch power. Make a melee
spell attack roll against an intelligent creature within your reach that has current Hit Points equal
to your level or less. On a hit that creature must make a Charisma saving throw against your
spell save DC. On a failure, the creature dies and you regain one of your Warlock spell slots. On
a success, they withstand the effect. Once you use this feature, you can't do so again until you
finish a short or long rest.

Deathwatch
You sense when a creature is close to death. As a bonus action you appraise a creature you
can see. If they are under 1/4 of their maximum Hit Points, you gain advantage on attack rolls
against them for the next minute.

Mind Breaker
Prerequisite: Great Old One Patron. When you contact a creature using your Awakened Mind
feature, as an action you can cast an enchantment or illusion spell that you know, if that
creature is its only target, without performing any verbal or somatic components. Once you use
this feature, you can't do so again until you finish a long rest.

Death’s Door
Prerequisite: Aesa Patron, 7th level. When you cast Dimension Door, creatures of your choice
within 30 feet of the space you arrive in must make a Wisdom saving throw or become
frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

Toil and Trouble


When you cast Hex you can choose a second ability to be cursed. Once per long rest you can
cast Hex without expending a spell slot.

Fugite Omnis
Prerequisite: 13th level. You gain the ability to hover 1 inch above the ground. You begin to fall
if you are ever higher than 1 inch above the ground, or above a liquid surface. If you are
knocked prone while hovering, you are instead made to stand on the ground until the start of
your next turn.

Reaper
Prerequisite: Aesa Patron, 15th level. As a bonus action you can mark a target within 10 feet of
you and give it disadvantage on Death and Wisdom saving throws for the next minute.

Fated Doom
Prerequisite: 17th level. You can cast Power Word Kill without using a spell slot. You can't do so
again until you finish a long rest.
Skein of Fate
You gain glimpses of the imminent future, and can add a d4 roll to any ability check, attack roll,
or saving throw you make. You can add this d4 after the roll is made, but before its effect is
determined. Once you use this invocation, you can't use it again until you finish a short rest.

Night Stalker
Prerequisite: 13th level. You continually emanate tendrils of darkness. As an action you can
create a pool of magical darkness in a sphere with a radius of up to 30 feet around you. This
effect ends when you kill a creature.

Eldritch Blade
Prerequisite: Can cast Eldritch Blast. When you make a ranged spell attack roll as part of
casting Eldritch Blast, you can replace it with a melee spell attack roll, summoning a spectral
melee weapon of your choice in a free hand as part of the attack. This weapon disappears at
the start of your next turn.

Pale Horse
Prerequisite: Aesa Patron, 11th level. Using a warlock spell slot you can cast Greater Find
Steed to summon an undead Pegasus.

Executioner’s Blade
Prerequisites: 11th level, Pact of the Blade feature. When you summon your pact weapon, you
can use your bonus action to cast a spell of 1st level or higher with a casting time of 1 action. If
you do, you gain advantage on the next attack made with your pact weapon.

Death’s Mark
Prerequisite: 11th level, the ability to inflict a curse on another creature using a spell or class
feature. When a creature cursed by you that you can see makes an attack roll, you can use your
reaction to impose disadvantage on the roll. If the attack hits, the cursed creature takes 2d10
psychic damage.

Arrow of Time
Prerequisite: Aesa Patron, can cast Eldritch Blast. When you hit a creature with Eldritch Blast
you can expend a spell slot. The creature takes 1d8 necrotic damage per spell level expended,
as it ages rapidly.

Pact Armoury
Prerequisite: Pact of the Blade
You can bond with an unlimited number of pact weapons, and can summon one as a bonus
action.

Chain Link
Prerequisite: Pact of the Chain. While touching your familiar, you can make any spell you cast
that targets only you also target your familiar.

Living Weapon
Prerequisite: Pact of the Blade, a non-sentient weapon. Your pact weapon develops sentience.
It becomes a creature with an Intelligence score of 14, a Wisdom score of 12, and a Charisma
score of 16, and shares your patron's alignment. While holding your pact weapon, it can
communicate with you telepathically. It has hearing and darkvision with a range of 120 feet, and
it understands your languages. In addition, it has proficiency with two of the following skills of
your choice: Arcana, History, Insight, Investigation, Nature, Perception, or Religion. Your pact
weapon has your proficiency bonus, and it can take the Help action to assist you with ability
checks using the skills you chose.

Pact's Shadow
Prerequisite: Pact of the Blade. Whenever you create your pact weapon, you can create an
illusory copy of it in your other hand, provided it doesn't have the two-handed property. The
copy doesn't gain the benefit of any of your pact weapon's magical properties. You can engage
in two-weapon fighting with both weapons even if they aren't light, and you can perform the
somatic components of spells even while you're holding both weapons.

Demonic Compass
Prerequisite: Demon Host, Great Old One or Fiend. You recognise the warp of the abyss.
- You have advantage on Perception and Survival checks to detect and track fiends and
aberrations.
- By spending a minute focusing, you can extend your senses to detect the distant
dislocations of Abyssal influence. For the next minute, you know the direction of any
planar portal, fiend or aberration within 1 mile of you.

Sight Beyond Sight


Prerequisites: Great Old One, 5th level. You can now learn and cast divination rituals. Choose
two 1st-level divination spells that have the ritual tag from any class's spell list; these rituals
needn’t be from the same spell list. The spells don't count against the number of spells you
know. Spells you gain from this invocation can only be cast as rituals.

On your adventures, you can learn other divination ritual spells, as long as the spell's level is
equal to or less than half your Warlock level (rounded up). When you find such a spell, you can
spend 2 hours per level of the spell to memorise and master it.

Tendrils of Power
Prerequisites: Demon Host or Great Old One, 5th level. You learn to subtly manipulate the flow
of your power. As a bonus action, you can expend one of your Warlock spell slots and gain spell
slots of a level that totals to the slot expended. For example, you could expend a 3rd level slot,
and receive a 1st and 2nd level slot, or three 1st level slots. You must complete a long rest
before using this invocation again, and when you complete a long rest any remaining slots
gained from this invocation disappear.

Galactic Brain
Prerequisites: Great Old One, 5th level. The range of your Awakened Mind feature increases to
300 feet., and creatures can respond to your telepathic messages.

Form of the Deep


Prerequisites: Fathomless, Pact of the Chain, 5th level. Instead of your normal familiar options
you can pick any beast with a CR of 1 or less that has a swimming speed.

Blade of Judgement
Prerequisites: Celestial, Pact of the Blade, 11th level. Once per long rest you may cast
Banishing Smite with a Warlock spell slot. When you cast this spell, you gain advantage on
attack rolls until the end of your turn.

Devil’s Contract
Prerequisites: Fiend or Demon Host, Pact of the Tome, 11th level. You may write out a
command on one of the pages of your Book of Shadows. A willing creature who signs the page
suffers the effects of Geas, cast at 5th level. You must complete a long rest before using this
invocation again.

Tome of Exaltation
Prerequisites: Celestial, Pact of the Tome. You may choose two cleric spells of a level you can
cast. These spells are added to your spells known and count as warlock spells for you.

Text of the Forbidden Ones


Prerequisites: Great Old One, Pact of the Tome. When you fail an Intelligence check you can
consult your Book of Shadows and reroll it, adding your proficiency bonus if you are not already
proficient. If you fail again, you must roll on the Short-Term Madness table, as the eldritch
revelations contained within the tome overwhelm your mortal mind.

Compendium of Fey Tricks


Prerequisites: Archfey, Pact of the Tome. You can consult your Book of Shadows for 1 minute
to gain advantage on your next Arcana, History, Investigation, Insight, Nature, Perception or
Survival check to obtain information about fey creatures or magic, or about the Feywild and its
denizens.

Cantrip Invocations
Arcane Ammunition
Prerequisite: Magic Stone cantrip. When you cast Magic Stone, you can enchant twice as many
objects as you normally could.

Stone’s Toss
Prerequisite: Magic Stone cantrip. When you cast Magic Stone, once per turn when you miss on
an attack roll with a stone, you can repeat the attack roll.

Flames Of Avernus
Prerequisite: Create Bonfire cantrip. The Create Bonfire spell does not require concentration for
you, but the bonfire it creates disappears if you cast it again. The spell does an additional 1d8
fire damage.

Flames Of Stygia
Prerequisite: Create Bonfire cantrip. When you cast Create Bonfire it now deals cold damage
instead of its normal damage, additionally, when any creature fails the saving throw you can
spend your reaction to reroll a number of damage die up to your Charisma modifier.

Grave Rend
Prerequisite: Chill Touch cantrip. When you cast Chill Touch and you hit a creature, the Hit
Point maximum of the target is reduced by the amount of necrotic damage the target took, until
the target finishes a short rest.

Chill Touch
Prerequisite: Chill Touch cantrip. When you cast Chill Touch you can choose to make a melee
spell attack and deal cold damage instead of the normal damage of this spell as your hand is
encased in dark dreadful ice. Additionally if you hit the target they have disadvantage in
Opportunity Attacks until the end of their next turn.
Lingering Cloud
Prerequisite: Poison Spray cantrip. When you cast Poison Spray the puff of noxious gas you
create now lingers until the start of your next turn, occupying a 5 feet cube centred on the target.
When a creature enters the area for the first time on a turn or ends its turn there, it must make a
Constitution saving throw. On a failed save the creature suffers the normal effects of the cantrip.

Miasma
Prerequisite: Poison Spray cantrip. When you cast Poison Spray its range increases by 10 feet
and creatures that fail the saving throw become poisoned until the end of your next turn.

Crashing Bells
Prerequisite: Toll the Dead cantrip. When you cast Toll the Dead and the target fails the saving
throw you can spend your reaction to amplify the sound of the bell and deal an extra 1d8
thunder damage. At 7th level you can deal an extra 2d8 thunder damage

Dreadful Bell
Prerequisite: Toll the Dead cantrip. When you cast Toll the Dead and the target fails the saving
throw it has disadvantage on its next attack roll.

Thunderblast
Prerequisite: Thunderclap cantrip. When you cast Thunderclap its range increases by 5 feet.
Any creature that fails the saving throw is pushed 5 feet away from you. Any creature that
succeeds on the saving throw takes half as much damage and isn't pushed.

Deafening Clap
Prerequisite: Thunderclap cantrip. When you cast Thunderclap and a creature fails the saving
throw, the creature is deafened until the end of your next turn and the next attack roll against it
is made with advantage.

Greatsword Burst
Prerequisite: Sword Burst cantrip. When you cast Sword Burst you can affect all creatures
within 10 feet and you can choose any number of creatures within range to be unaffected as the
blades pass through them harmlessly.

Sweeping Blades
Prerequisite: Sword Burst cantrip. When you cast Sword Burst the spectral blades you create
now last until the start of your next turn, if a creature enters the range of the spell they must
make a Dexterity saving throw or suffer the effects of the cantrip.

Subzero
Prerequisite: Frostbite cantrip. When you cast Frostbite and the target fails the saving throw
their speed is reduced by half until the start of their next turn.

Cold Shock
Prerequisite: Frostbite cantrip. When you cast Frostbite and the target fails the saving throw
they have disadvantage on the next Intelligence or Dexterity saving throw they make before the
end of their next turn.

Cloud Of Mites
Prerequisite: Infestation cantrip. When you cast Infestation you can target an additional creature
within range. If a target fails the saving throw, their movement provokes attacks of opportunity.
Leaping Flames
Prerequisite: Green-Flame Blade cantrip. When you cast Green-Flame Blade you can cause
green fire to leap again from the target to a different creature of your choice that you can see
within 15 feet of it, which also takes damage equal to your spellcasting modifier.

Seeking Lure
Prerequisite: Lightning Lure cantrip. When you cast Lightning Lure you can target creatures that
are standing up to 30 feet from you, and the target suffers the damage of this spell even if they
are not pulled to within 5 feet of you.

Sonic Blade
Prerequisite: Booming Blade cantrip. When you cast Booming Blade and a creature takes
thunder damage from moving, the creature is also deafened and can't take reactions until the
start of their next turn.

Wizard
Bladesinging

Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action
on your turn. Moreover, you can cast a Wizard cantrip in place of one of those attacks.

Expanded Martial Manoeuvres


Manoeuvres. Whenever you gain an ASI by taking a level in Barbarian, Fighter, Monk or Rogue
you learn two manoeuvres. Whenever you gain an ASI by taking a level in Artificer, Paladin, or
Ranger you learn one manoeuvre.

You can choose manoeuvres from the list below. When you choose a manoeuvre, you must
already know one manoeuvre from every previous band in its Martial Focus table. Each time
you learn new manoeuvres, you can also replace one manoeuvre you know with another
manoeuvre you qualify for.

Superiority Dice. You have a number of superiority dice equal to 1 + your proficiency bonus,
reduced by the level of your highest spell slot (or Mystic Arcanum). Your superiority die is a d6,
unless you have a feature that increases it. A superiority die is expended when you use it. You
can’t expend more than one superiority die on an attack, check or saving throw, and you can’t
add more than one die to a creature’s AC. You regain all of your expended superiority dice
when you finish a short or long rest.

Saving Throws. Some of your manoeuvres require your target to make a saving throw to resist
the manoeuvre's effects. The saving throw DC is calculated as follows:

Manoeuvre save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your
choice)
Martial Focus Tables
By Aggression

Band Manoeuvre

1 Flaming Shot, Grinding Heel, Lunging Attack, Piercing Strike, Shield Bash, Sweeping
Attack, Wound

2 Dual Flurry, Disrupting Attack, Find the Gap, Finishing Strike, Pushing Attack, Quick
Toss, Relentless Advance

3 Fan of Knives, Eye for an Eye, Great Cleave, Juggernaut, Precision Attack, Shock
Attack, Trampling Charge, Volley, Whirlwind Strikes

4 Blade Rush, Bloody Swathe, Killing Blow, Lightning Strike

Command

Band Manoeuvre

1 Commander’s Strike, Distracting Strike, Manoeuvring Attack, Rally, Shieldwall,


Standard Bearer

2 Charm Offensive, Commanding Presence, Flexible Tactics, Intimidate, Reposition,


Tactical Assessment

3 Bolster, Lead the Charge, Morale Boost, Rallying Cry, Terrifying Shout

4 Barbaric Yawp, Call to Arms, Inspired Tactics, Mass Intimidation

Control

Band Manoeuvre

1 Dazing Blow, Disarming Attack, Distracting Strike, Debilitating Strike, Goading


Attack, Skirmisher, Sundering Blow, Takedown, Wound

2 Disrupting Attack, Find the Gap, Harrying Attack, Intimidate, Menacing Attack,
Pushing Attack, Pinning Strike, Suppression

3 Countercharge, Crippling Blow, Cut Tendons, Interdiction, Pocket Sand, Precision


Attack, Shock Attack, Terrifying Shout, Trip Attack

4 Barbaric Yawp, Mass Intimidation, Shadow Stalker

Defence

Band Manoeuvre
1 Bodyguard, Defend, Goading Attack, Shieldwall, Shield Bash, Standfast

2 Bait and Switch, Brace, Evasive Footwork, Harrying Attack

3 Countercharge, Eye for an Eye, Ironside, Parry, Take Cover

4 Battle Time, Defensive Stance, Healing Surge, Last Stand

Riding

Band Manoeuvre

1 Defend, Expert Rider, Hit and Run, Steady Hand, Standfast, Tactical Retreat

2 Cavalier’s Control, Heroic Mount, Momentum, Relentless Advance

3 Trampling Charge, Lead the Charge, Shock Attack, Subjugate Beast

4 Bloody Swathe, Master of Speed, Lightning Strike

Skill

Band Manoeuvre

1 Alchemical Flare, Creative Talent, Dancer, Detective, Grappling Hook, Merchant’s


Appraisal, Navigator's Knack, Plan C, Poison, Polymath, Steady Hand, Trapper

2 Ambush, Hidden Sanctuary, Charm Offensive, Blacksmith, First Aid, Heighten


Senses, Pathfinder, Tactical Assessment

3 Camouflage Expert, Combat Medic, Explosives Expert, Local Knowledge, Morale


Boost, Scout, Subjugate Beast

4 Legendary Master, On the Case, Warrior’s Feast

Speed

Band Manoeuvre

1 Dancer, Sprint, Falling with Style, Feinting Attack, Hit and Run, Mighty Leap, Lunging
Attack, Sweeping Attack

2 Dual Flurry, Escape Artist, Evasive Footwork, Pushing Attack, Quick Toss,
Relentless Advance, Volley

3 Fan of Knives, Lead the Charge, Precision Attack, Riposte, Take Cover, Whirlwind
Strikes

4 Battle Time, Blade Rush, Double Time, Master of Speed, Lightning Strike
Strength

Band Manoeuvre

1 Dazing Blow, Chokeslam, Knockout, Mighty Leap, Shield Bash, Standfast,


Sundering Blow, Suplex, Takedown

2 Backbreaker, Chokehold, Feat of Strength, Grappling Strike, Pushing Attack,


Seismic Hammer, Snipe Shot, Throw

3 Brute Force, Great Cleave, Juggernaut, Reverse Grapple, Subjugate Beast,


Submission, Trampling Charge, Trip Attack

4 Cataclysmic Slam, Healing Surge, Mythic Strength, Olympic Thrower, Siege Monster

Wits

Band Manoeuvre

1 Disarming Attack, Distracting Strike, Feinting Attack, Improvised Attack, Knockout,


Pickpocket, Piercing Strike, Plan C, Poison, Trapper

2 Ambush, Backstab, Dirty Trick, Insightful Strike, Pinning Strike, Quick Toss, Snipe
Shot, Tactical Assessment

3 Crippling Blow, Cut Tendons, Death from the Shadows, Fan of Knives, Pocket Sand,
Precision Attack, Riposte

4 Battle Time, Killing Blow, Olympic Thrower, Shadow Stalker

Manoeuvres
Alchemical Flare
Prerequisites: Alchemist’s Kit proficiency
Band 1: Skill
When you make a ranged weapon attack, you can forgo your attack, and instead expend and
roll a superiority die to fire off a burning alchemical flare at a point within range. You must also
expend 1 piece of ammunition and 5gp in materials. The ammunition begins to emanate bright
light in a 100-foot radius, and dim light for an equal number of feet beyond this. At the end of
your turn, after a number of rounds equal to the superiority die, it burns out and the light stops.
As part of your attack you can attach a small parachute to the ammunition, which allows it to
float in the air for as long as it burns. A creature or object hit by this ammunition takes 1d6 fire
damage.

Ambush (Improved)
Prerequisite: Stealth proficiency
Band 2: Wits, Skill
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority
die and add the die to the roll, provided you aren't incapacitated.
From 8th level, you can use this manoeuvre as a reaction when a creature within 30 feet of you
fails a Dexterity (Stealth) check. The creature can reroll, using your Dexterity (Stealth) bonus in
place of its own, and can roll and add the superiority die to its check.

Backbreaker
Band 2: Strength
When you make a melee attack against a humanoid creature you are grappling, you can forgo
your attack, and instead expend and roll a superiority die to lift and slam them. The creature
must make a Constitution saving throw, or take bludgeoning damage equal to your proficiency
bonus + the superiority die, and fall prone. The prone creature’s speed becomes 0 until the end
of your next turn, and your grapple ends.

Backstab
Prerequisite: Stealth proficiency
Band 2: Wits
When you make a melee attack while hidden from your target, you can expend a superiority die
to attempt a backstab. You critically hit on a roll of 15 or higher on the d20. On a hit add the
superiority die to your damage roll.

Bait and Switch


Band 2: Defence
When you're within 5 feet of a creature on your turn, you can expend one superiority die and
switch places with that creature, provided you spend at least 5 feet of movement and the
creature is willing and isn't incapacitated. This movement doesn't provoke Opportunity Attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice)
gains a bonus to AC equal to the number rolled.

Barbaric Yawp
Prerequisite: 14th level, 17 Constitution or higher, Intimidation proficiency
Band 4: Command, Control
While you have access to this manoeuvre, you can increase the volume of your voice to up to
three times as loud as normal. Furthermore, as a bonus action, you can expend and roll 5
superiority dice to unleash a terrifying war cry. Within a 60-foot cone extending from you, you
can choose a number of creatures equal to the total of the superiority dice. Each target that can
hear you must make a Wisdom saving throw. On a failed save, a creature suffers cumulative
effects based on its current Hit Points.
- 50 Hit Points or fewer - Deafened until the end of your next turn
- 40 Hit Points or fewer - Frightened of you for 1 minute
- 30 Hit Points or fewer - Stunned for 1 minute
- 20 Hit Points or fewer - Frightened and Charmed by you for 1 hour
You must complete a long rest before using this manoeuvre again.

Battle Time
Prerequisite: 10th level
Band 4: Defence, Speed, Wits
As an action you can expend 3 superiority dice to enter a state where time seems to slow. For
the next minute, or until you lose concentration (as if on a spell), at the end of each of your turns
roll one superiority die. Until the end of your next turn you can add the number rolled to your
Dexterity checks and saving throws, and to the attack roll of any Opportunity Attack you make.
You can also add it to your AC as a reaction whenever you are targeted by an attack. This
bonus to AC lasts until the end of your next turn.
Blacksmith
Prerequisite: Smith’s Tools proficiency
Band 2: Skill
When you make a Smith’s Tools check to repair or create an item, you can expend one
superiority die and add the die to the roll. On a success, you halve the time and cost needed to
repair or create the item.
From 8th level, if you have proficiency in Arcana, when you use this manoeuvre while creating a
magic item that requires attunement, that item gains a random minor magical property (DMG
p.219).

Bloody Swathe
Prerequisite: 14th level
Band 4: Aggression, Riding, Speed
While you have access to this manoeuvre, when you reduce a creature to 0 Hit Points with a
melee weapon attack, you can deal one die of weapon damage to an adjacent creature of your
choice within reach, if your attack roll would also beat their armour class. Furthermore, while
you are wielding a melee weapon in two-hands you can expend and roll 5 superiority dice as an
action to carve a path through your enemies. Choose a number of 10-foot cubes equal to your
Strength modifier, which you can place according to the following requirements:
- The first cube you place must be adjacent to you.
- Each cube, except the first and last, must have at least two faces adjacent to the face of
another cube.
- All cubes must have one face adjacent to a traversable surface.
You move through each cube, ending your action in an unoccupied space within the last cube. If
you are mounted, your mount moves with you. This movement does not provoke Opportunity
Attacks. Each creature in the area must make a Dexterity saving throw. It takes 3d10 + the total
of the superiority dice in weapon damage on a failed save, or half as much damage on a
successful one. You must complete a long rest before using this manoeuvre again.

Blade Rush
Prerequisite: 12th level
Band 4: Aggression, Speed
As an action you can expend and roll 4 superiority dice to strike a series of targets in quick
succession. Choose a number of creatures up to your proficiency bonus that you can see, and
that are within 30 feet of you and within reach of a traversable surface. You move to an
unoccupied space adjacent to the nearest target and make a melee weapon attack against
them. This doesn’t expend your movement or provoke Opportunity Attacks. You can repeat this
movement and attack until you have made one attack against each target. On a hit, a target
takes the total of your rolled superiority die in weapon damage.

Bodyguard
Band 1: Defence
As a bonus action you can expend and roll a superiority die to guard a creature that is within 5
feet of you. Until the end of your next turn, while the creature is within 5 feet of you, it can add
the superiority die to its AC, and attack rolls against it have disadvantage.

Bolster
Band 3: Command
When an ally that can hear you within 30 feet of you makes a Wisdom, Intelligence or Charisma
saving throw, as a reaction you can expend and roll 2 superiority dice and add the highest die to
their total. You must do so before the outcome of the roll is determined.
Brace (Improved)
Band 2: Defence
When a creature you can see moves into the reach you have with the versatile, two-handed, or
heavy melee weapon you're wielding, you can use your reaction to expend one superiority die
and make an Opportunity Attack against the creature, using that weapon. If the attack hits, add
the superiority die to the weapon's damage roll.

Brute Force
Prerequisite: 10th level, 20 Strength or higher
Band 3: Strength
As an action, you can expend and roll 3 superiority dice to make a melee attack against a
barrier made of magical force, such as a prismatic wall, resilient sphere, or forcecage. Make a
Strength check, and add the highest superiority die to your total. The DC equals 10 + the spell’s
level. On a successful check, it is dispelled.

Call to Arms
Prerequisite: 18th level, Persuasion proficiency
Band 4: Command
While you have access to this manoeuvre creatures within 10 feet of you have advantage on
saving throws to end or resist the frightened condition. As an action you can expend and roll 7
superiority dice to rally those around you. You can restore a number of hit points equal to the
total of the superiority dice, multiplied by 20, divided as you choose among any number of
conscious creatures that can hear you within 60 feet. When a creature gains these Hit Points
you can end the frightened or charmed condition affecting them. You must complete a long rest
before using this manoeuvre again.

Camouflage Expert
Prerequisite: 8th level, Survival or Disguise Kit proficiency
Band 3: Skill
When you attempt a Wisdom (Survival) or Dexterity (Disguise Kit) check to create camouflage
or a disguise, you can expend and roll a superiority die and add it to your total. On a success,
you can create sufficient camouflage or disguises for a number of creatures equal to twice your
proficiency bonus. These grant the wearer advantage on Dexterity (Stealth) checks made to
avoid being seen, or Charisma (Deception) checks made to avoid attention. This benefit lasts
until the creature completes a long rest, or until they are no longer wearing the camouflage or
disguise. The camouflage or disguise only works within a single type of environment (such as a
city, forest, the underdark etc).

Cataclysmic Slam
Prerequisites: 12th level, Slow Fall or 20 Strength or higher
Band 4: Strength
As an action you can expend 4 superiority dice and strike the ground at your feet with
supernatural power. A shockwave of earth and thunderous force erupts from you, forcing all
creatures that are on the ground within 30 feet to make a Strength saving throw. On a failed
save, a creature takes bludgeoning damage equal to the total of the superiority die + your
Strength modifier and is knocked prone. On a successful save, a creature takes half as much
damage and doesn't fall prone. Any objects within this area take the maximum amount of
damage. The area becomes difficult terrain. A creature can use its action to clear one 5-foot
square of this difficult terrain.

Cavaliers’ Control
Prerequisite: Animal Handling proficiency
Band 2: Riding
While mounted, as a bonus action you can expend a superiority die and direct your controlled
mount to use its bonus action to take the Dash or Disengage actions, or to make a single attack
(if it has any attacks). If you direct it to attack you can add your proficiency bonus to the attack
roll, and if it hits add your superiority die to the damage roll.

Charm Offensive
Prerequisite: Persuasion, Performance, or Deception proficiency
Band 2: Command, Skill
By spending a minute interacting with a creature, you can expend and roll 2 superiority dice and
attempt to charm them. The target must be able to see, hear and understand you, and remain
within 15 feet of you. Make a Charisma (Persuasion), Charisma (Performance), or Charisma
(Deception) check, and add the highest superiority die to your roll. The target contests your roll
with a Wisdom (Insight) check. It automatically succeeds if you or your companions are fighting
it. If it fails, it is charmed by you for 10 minutes or until you or your companions do anything
harmful to it. The charmed creature becomes neutral towards you if it was hostile, or friendly if it
was neutral.
From 8th level, you can target any number of creatures with this manoeuvre.

Chokehold
Prerequisite: Athletics proficiency
Band 2: Strength
When you take the Attack action and make a melee attack, you can forgo your attack and
instead attempt to put a creature of your size or smaller you have grappled into a choke hold.
Make a grapple attempt and expend a superiority die. On a success, while you have the
creature grappled it is unable to speak, use verbal components, or breathe, and at the start of
each of its turns it takes bludgeoning damage equal to your Strength modifier + the superiority
die. This manoeuvre uses both your hands.

Chokeslam
Prerequisite: Athletics proficiency
Band 1: Strength
When you successfully grapple a humanoid creature, and beat their check by 5 or more, you
can expend and roll a superiority die to lift the target by their throat into the air, before slamming
them into the ground. The creature is knocked prone, and takes bludgeoning damage equal to
your Strength modifier + the superiority die. The grapple then ends.

Combat Medic
Prerequisite: Medicine proficiency
Band 3: Skill
When you use a healing potion or healer’s kit, you can expend and roll a superiority die to use it
as a bonus action instead of an action, and you restore a number of additional Hit Points equal
to the superiority die + your proficiency bonus.

Commander's Strike (Improved)


Band 2: Command
When you take the Attack action on your turn, you can forgo one of your attacks and use a
bonus action to direct one of your companions to strike. When you do so, choose a friendly
creature who can see or hear you and expend one superiority die. That creature can
immediately use its reaction to make one weapon attack, adding the superiority die to the
attack's damage roll.
From 8th level the creature makes this attack with advantage.
Commanding Presence (Improved)
Prerequisite: Intimidation, Performance or Persuasion proficiency
Band 2: Command
When you use your action to make a Charisma (Intimidation), a Charisma (Performance), or a
Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to
the ability check.
From 8th level, when you use this manoeuvre, you can expend an additional superiority die to
encourage creatures that can see and hear you. Choose a number of creatures that is up to a
quarter of the total of your check (rounded up). For the next minute, whenever one of these
creatures makes an attack roll or a saving throw, the target can roll a d4 and add the number
rolled to the attack roll or saving throw. This d4 bonus replaces any additional dice granted by
spells or class features. This effect ends early if you lose concentration (as if on a spell).

Countercharge
Prerequisite: 8th level
Band 3: Control, Defence
When a hostile creature moves to within 15 feet of you, as a reaction you can expend a
superiority die to move to an adjacent unoccupied space, and make a weapon attack against
them with a versatile or two-handed melee weapon. On a hit, you can add the superiority die to
the damage roll, and the creature’s speed is reduced to 0 until the end of their turn.

Creative Talent
Band 1: Skill
While you have access to this manoeuvre, you gain proficiency in one set of tools or a kit of
your choice. When you make a check to create something using a set of tools or a kit with which
you are proficient, you can expend one superiority die and add it to your roll.
From 8th level, when you use this manoeuvre and roll 5 or more above the DC to create the
object, you create a masterwork. The masterwork is worth 5 times the object’s normal cost. If
the masterwork is a consumable that deals damage or heals (like a trap or potion), you can add
your proficiency bonus to the total of the damage or healing. If the masterwork has a DC (like a
poison or a disguise), its DC is increased by 2.

Crippling Blow
Band 3: Control, Wits
When you hit a creature with a weapon attack, you can expend and roll one superiority die to
strike a crippling blow, temporarily hindering the target’s mobility. The creature takes additional
weapon damage equal to the superiority die, and must expend an additional foot of movement
for each foot of its movement it uses until the end of your next turn.
From 8th level, the hindered creature must make a Dexterity saving throw if it takes the Dash
action, falling prone and ending its movement on a failure.

Cut Tendons
Band 3: Control, Wits
When you take the Attack action and hit a creature with a melee weapon attack, you can
expend and roll 2 superiority dice to deliver a debilitating wound. Add the superiority dice to the
damage roll. Until the start of your next turn, whenever the creature uses its movement speed, it
takes slashing damage equal to your proficiency bonus every 5 feet it moves.

Dancer
Prerequisite: Acrobatics or Performance proficiency
Band 1: Speed, Skill
While you have access to this manoeuvre you can use either Dexterity (Acrobatics) or Dexterity
(Performance) when putting on a dance performance, or when attempting to Tumble through
another creature’s space. When you dance or Tumble you can expend one superiority die to
gain advantage on the roll, and you can add the superiority die to your total.
From 8th level, when you use this manoeuvre to Tumble, it no longer requires the use of your
action or bonus action, and the target cannot make Opportunity Attacks against you until the
end of your turn.

Dazing Blow
Band 1: Control, Strength
When you hit with a melee weapon attack you can expend a superiority die to attempt to daze
the creature. You can add the superiority die to your damage roll, and the target must make a
Constitution saving throw. On a failed save, until the end of the target’s next turn it cannot take
reactions. On its next turn it can either move or take an action, but not both. A creature immune
to being stunned is unaffected by this manoeuvre.

Death from the Shadows


Prerequisite: Stealth proficiency
Band 3: Wits
When you attack while hidden, and reduce a creature to 0 Hit Points with the attack, as a
reaction you can expend and roll a superiority die and make a Dexterity (Stealth) check to
attempt to hide, adding the superiority die to your total. On a success, your position is not
revealed.

Debilitating Strike
Band 1: Control
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to
debilitate the target. You add the superiority die to the attack’s damage roll and the target must
make a Constitution saving throw. On a failed save, for the next minute the target deals only half
damage with weapon attacks that use Strength. The creature can repeat the saving throw at the
end of each of its turns, ending the effect on a success.

Defend
Band 1: Defence, Riding
When you or a target within 5 feet of you is hit by an attack, you can expend and roll a
superiority die as a reaction to intervene. The damage is reduced by the amount rolled on the
superiority die + your Constitution modifier, and you take any remaining damage.

Defensive Stance
Prerequisite: 12th level
Band 3: Defence
You can expend 4 superiority dice as a bonus action to assume a defensive stance. You gain
resistance to bludgeoning, piercing, and slashing damage from attacks, and at the end of each
of your turns you can roll one superiority die, and gain that many temporary Hit Points. The
effects of this manoeuvre end after 1 minute, or if you lose concentration (as if on a spell).

Detective
Prerequisite: Insight proficiency
Band 1: Skill
When you make a Wisdom (Insight) or Intelligence (Investigation) check, you can expend one
superiority die and add the die to the roll. When you use this manoeuvre and succeed in a
Wisdom (Insight) versus Charisma (Deception) contest, you deduce the creature’s surface
thoughts.
Dirty Trick
Prerequisite: Deception proficiency
Band 2: Wits
As a bonus action you can expend a superiority die to distract, confuse, deceive, cheat or
otherwise outmanoeuvre a creature within 30 feet of you. Make a Charisma (Deception) check,
contested by the creature’s Wisdom (Insight) check. On a success, until the end of your turn you
have advantage on your next attack roll or contested ability check against the creature. You can
add the superiority die to this roll. On a failure, you cannot target the creature with this
manoeuvre again for the next minute.

Disrupting Attack
Band 2: Aggression, Control
When you hit a creature with a weapon attack, you can expend and roll a superiority die to
attempt to disrupt the creature’s concentration. Until the end of your turn, the creature suffers a
penalty equal to the number rolled on the superiority die to any Constitution saving throw it
makes to maintain concentration.

Disarming Attack
Band 1: Control, Wits
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to
disarm the target, forcing it to drop one item of your choice that it's holding. You add the
superiority die to the attack's damage roll, and the target must make a Strength saving throw.
On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike (Improved)


Band 1: Command, Control, Wits
When you hit a creature with a weapon attack, you can expend one superiority die to distract
the creature, giving your allies an opening. The next attack roll against the target by an attacker
other than you has advantage if the attack is made before the start of your next turn, and you
can add the superiority die to the damage roll on a hit.

Double Time
Prerequisite: 18th level
Band 4: Speed
While you have access to this manoeuvre you have advantage on initiative rolls. Furthermore,
when you end your turn, you can expend 7 superiority dice to immediately take another turn.
However, during your turn on the next round you cannot take an action or bonus action. You
must complete a long rest before using this manoeuvre again.

Dual Flurry
Prerequisite: 8th level
Band 2: Aggression, Speed
While wielding a melee weapon in each hand as an action you can expend and roll 2 superiority
dice. You can make a number of melee weapon attacks equal to the number rolled on the
highest superiority die. These attacks must be against the same target.

Escape Artist
Prerequisite: Acrobatics proficiency
Band 2: Speed
As a bonus action you can expend and roll a superiority die and make a Dexterity (Acrobatics)
check, adding the superiority die to your total. You gain the following benefits:
- If you are tied up, manacled, grappled or restrained, you can use the check to escape.
- Until the end of your turn, you ignore difficult terrain, climbing and swimming do not cost
any additional movement, and any creature that attempts an Opportunity Attack against
you must first make an attack roll against a DC equal to your Dexterity (Acrobatics)
check. On a failure, their reaction is wasted.

Evasive Footwork (Improved)


Band 2: Defence, Speed
When you move on your turn, you can expend and roll one superiority die. Until the start of your
next turn you add the number rolled to your AC and you gain a +10 feet bonus to your walking
speed.

Expert Rider
Prerequisite: Animal Handling proficiency
Band 1: Riding
When your controlled mount fails a saving throw, you can expend and roll a superiority die and
make a Wisdom (Animal Handling) check as a reaction, adding the die to your total. You can
then replace the mount's saving throw with your roll, potentially turning it into a success.

Explosives Expert
Prerequisite: 8th level, Alchemist’s Kit proficiency
Band 3: Skill
While you have access to this manoeuvre, you are able to create potent explosives by
expending materials and time, as per the table below. Appropriate materials are usually only
sold by specialist vendors, which exist at your DM’s discretion.
Type Weight Cost Time Description

Oil Bomb 1lb 50gp 2 The bomb can be thrown up to 30 feet as an action and
days creates a 10-foot-radius of oil slick on impact. The slick
is difficult terrain. A creature that enters the area or
starts its turn there must succeed on a Dexterity saving
throw or fall prone. The slick is flammable, burning for
3 rounds, and dealing 2d4 fire damage to any creature
that starts its turn in the fire.

Smoke 1lb 50gp 2 The bomb can be thrown up to 30 feet as an action and
Bomb days creates a 20-foot-radius of smoke on impact. The
smoke-filled area is heavily obscured. The smoke
disperses after 1 minute, or if affected by a strong
wind.

Demolition 10lb 100gp 4 As an action you can set the charge to blow in between
Charge days 1 and 10 rounds, at the start of your turn. When it
explodes, each creature in a 5-foot radius sphere
centred on the bomb must make a Constitution saving
throw. The DC equals 10 + your proficiency bonus. A
target takes 3d10 thunder damage on a failed save, or
half as much damage on a successful one. Objects
and constructs in the area automatically take maximum
damage.

Incendiary 10lb 200gp 8 As an action you can set the bomb to blow in between
days 1 and 10 rounds, at the start of your turn. When it
explodes, each creature in a 20-foot radius sphere
centred on the bomb must make a Dexterity saving
throw. The DC equals 10 + your proficiency bonus. A
target takes 8d6 fire damage on a failed save, or half
as much damage on a successful one. Flammable
objects in the radius are ignited.
Whenever you spend and complete 1 day of effort towards creating one of these explosives,
you can expend a superiority die to make a DC15 Intelligence (Alchemist’s Kit) check, adding
the die to your roll. On a success you reduce the total time required by an additional day.

Eye for an Eye


Prerequisite: 8th level
Band 3: Aggression, Defence
When an ally is hit by an attack, as a reaction you can expend and roll a superiority die to move
up to half your speed to an unoccupied space within reach of the attacker. You can then make
one melee weapon attack against the attacker. On a hit, you can add the superiority die to the
damage roll.

Falling with Style


Prerequisite: Acrobatics proficiency
Band 1: Speed
While you have access to this manoeuvre, when you begin to fall you can make a Dexterity
(Acrobatics) check as a reaction, and expend one superiority die and add it to your roll. If you
would take damage from the fall, you can reduce this damage by an amount equal to your
check. If you reduce the damage to 0, you can potentially prevent the fall entirely. You might
cling to the cliffedge by your fingertips, throw a grappling hook, slow your fall by driving your
weapon into the wall, or angle your descent into a hay cart or midden.

Fan of Knives
Prerequisite: 8th level, 17 Dexterity or higher
Band 3: Aggression, Speed, Wits
As an action you can expend and roll 2 superiority dice to make a ranged attack with a dart or
dagger against each creature of your choice within a 20-foot cone. You can draw the weapon as
part of making each attack. On a hit, you deal weapon damage equal to the total of the
superiority die + your Dexterity modifier.

Feat of Strength
Prerequisite: Athletics proficiency
Band 2: Strength
When you make a Strength or Constitution check you can expend one superiority die and add
the die to the roll. For this check, and for the next 10 minutes, you count as one size larger
when determining your carrying capacity and the weight you can push, drag, or lift. Alternatively,
when you make an attack and hit an object, you can add the superiority die to the damage roll.
The object has vulnerability to the damage of this attack.

Feinting Attack
Band 1: Speed, Wits
You can expend one superiority die and use a bonus action on your turn to feint, choosing one
creature within 5 feet of you as your target. You have advantage on your next attack roll against
that creature this turn. If that attack hits, add the superiority die to the attack's damage roll.
Find the Gap
Band 2: Aggression, Control
Before you make a melee attack with a dagger or stiletto against a grappled or restrained
creature, you can expend and roll a superiority die as a bonus action. You critically hit on a 19
or 20 on the d20. On a hit, you deal additional weapon damage equal to your level + the
superiority die.

Finishing Strike
Band 2: Aggression
If during your turn you hit the same creature with a melee attack for the fourth time in a row, you
can expend a superiority die to make an additional attack, adding the superiority die to your
attack roll. On a hit, the creature suffers the attack’s normal effects, and then if its remaining Hit
Point total is below your level, it dies.

First Aid
Prerequisite: Medicine proficiency
Band 2: Skill
As an action you can expend a superiority die and touch a conscious and willing creature. The
target can expend one of their Hit Dice to regain Hit Points equal to the number rolled on the Hit
Die + your proficiency bonus + your superiority die.
From 8th level, at the start of a short or long rest you can choose a number of creatures up to
your proficiency bonus, and expend a superiority die to administer aid to them over the course
of the rest. When you complete the rest each creature regains an expended Hit Die.

Flaming Shot
Band 1: Aggression
When you take the Attack action and make an attack with a ranged weapon, you can expend
and roll a superiority die as a bonus action to light the ammunition aflame. On hit, the target
takes additional fire damage equal to your Dexterity modifier + the superiority die. If your target
is a flammable object that is not being worn or carried, it ignites.

Flexible Tactics
Band 2: Command
As a bonus action you can expend and roll a superiority die to redirect a creature that can hear
you, and that is within 30 feet. The creature gains temporary Hit Points equal to the superiority
die, and can replace one manoeuvre it knows for another it qualifies for. The new manoeuvre
cannot involve a duration longer than one round, or require a long rest to be reused.

Goading Attack (Improved)


Band 1: Control, Defence
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to
goad the target into attacking you. You add the superiority die to the attack's damage roll, and
the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on
attack rolls against targets other than you until the end of your next turn.
From 8th level, an affected creature cannot willingly move away from you, or cast spells that do
not include you as a target.

Grappling Hook
Band 1: Skill
When you make an attack with a ranged weapon you are proficient with, you can forgo the
attack, and instead expend one superiority die to fire a special piece of ammunition at a point on
a solid surface within your weapon’s normal range. The ammunition can trail a rope of up to 50
feet. The rope becomes securely attached and can support the weight of one medium creature.
You must have the special piece of ammunition prepared to use this manoeuvre, which requires
a piece of ammunition, a grappling hook, 50-feet of silk rope, and 10 minutes of work.

Grappling Strike
Prerequisite: Athletics proficiency
Band 2: Strength
Immediately after you hit a creature with a melee attack on your turn, you can expend one
superiority die and then try to grapple the target as a bonus action (see the Player's Handbook
for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Great Cleave
Band 3: Aggression, Strength
When you take the Attack action and make a melee attack with a heavy melee weapon you are
proficient with, you can expend and roll 2 superiority dice to have the attack target all creatures
adjacent to you. On a hit, you deal additional weapon damage equal to the total of the
superiority dice.

Grinding Heel
Band 1: Aggression
When you cause a creature within 5 feet of you to become prone, you can expend and roll a
superiority die to crush it under your boot. The creature must succeed on a Dexterity saving
throw or take bludgeoning damage equal to 1d4 + your Strength modifier + your superiority die.

Harrying Attack
Band 2: Control, Defence
When you take the Attack action and hit a creature with a melee weapon attack, you can
expend and roll a superiority die to harry the creature. Add the superiority die to the damage roll.
Until the start of your next turn, if the target uses its movement speed it takes weapon damage
equal to your level.

Healing Surge
Prerequisite: 14th level
Band 4: Defence, Strength
While you have access to this manoeuvre, you regain all expended Hit Die at the end of a long
rest. In addition, you can expend and roll 5 superiority dice as an action to regain a number of
Hit Points equal to your level + the total of the superiority die. You must complete a long rest
before using this manoeuvre again.

Heighten Senses
Prerequisite: Perception proficiency
Band 2: Skill
You can expend and roll a superiority die to take the Search action as a bonus action. Make a
Wisdom (Perception) check and add the superiority die to your total.
From 8th level, when you use this manoeuvre you can expend and roll an additional superiority
die to enter a focused state. For the next minute, or until you lose concentration (as if on a
spell), you cannot be surprised, and you gain a bonus to your Passive Perception equal to the
total of both superiority die. Finally, you can make a Wisdom (Perception) check to locate a
hidden or invisible creature as a bonus action on each of your turns for the duration, and add a
superiority die to each check.

Heroic Mount
Prerequisite: Animal Handling proficiency
Band 2: Riding
While you are mounted, and your mount is reduced to 0 Hit Points, as a reaction you can
expend and roll a superiority die. Instead of falling unconscious or dying, your mount is reduced
to 1 Hit Point, gains temporary Hit Points equal to the superiority die + your level, and can move
up to its speed using its reaction. These temporary Hit Points disappear after 1 minute.

Hidden Sanctuary
Prerequisite: Survival proficiency
Band 2: Skill
When you make a Wisdom (Survival) check to attempt to find or hide a location, you can
expend one superiority die and add the die to the roll. This manoeuvre assists your ability to find
a secure and well hidden resting place for your party, and to further cloak it from detection by
covering tracks, creating a screen of foliage, building a smokeless fire, or similar. If you hide a
location it requires a successful Wisdom (Perception) check against a DC equal to the total of
your skill check to be found.

Hit and Run


Band 1: Riding, Speed
When you hit with a melee weapon attack you can expend a superiority die to move up to
your speed. If you are mounted, you can direct your mount to move its speed instead.
This movement does not provoke Opportunity Attacks. Add the superiority die to your damage
roll.

Improvised Attack
Band 1: Wits
When you improvise an attack using an object or environmental feature you can expend and roll
a superiority die to gain advantage on either your attack roll or your skill check. Alternatively, if
your DM rules that your manoeuvre would cause a target to make a saving throw, you can
impose disadvantage on their roll. When you use this manoeuvre, you gain proficiency with
improvised weapons until the end of your turn. If your manoeuvre causes damage, you can add
the superiority die to the damage roll. An improvised attack might involve shooting down a
chandelier, tipping over a statue, triggering an avalanche, wielding a table, collapsing a
structure, or similar.

Insightful Strike
Prerequisite: Insight proficiency
Band 2: Wits
Before making an unarmed or weapon attack against a creature you can expend a superiority
die and roll a Wisdom or Intelligence (Insight) check. If you roll higher than the creature’s AC,
the attack has advantage, and you can add the superiority die to the roll to hit.

Inspired Tactics
Prerequisite: 16th level, History, Investigation or Insight proficiency
Band 4: Command
While you have access to this manoeuvre, you can take the Help action as a bonus action, and
its range increases by 30 feet. Additionally, as an action you can take the lead, coordinating
those around you to act in support of each other. Expend 6 superiority dice, and choose up to 6
creatures within a 30-foot radius of you. While within this radius, a creature you chose has
advantage on attack rolls, and other creatures have disadvantage on attack rolls against them.
The effects of this ability end after 1 minute, or if you lose concentration (as if on a spell). You
must complete a long rest before using this manoeuvre again.
Interdiction
Prerequisite: 10th level
Band 3: Control
When a creature you can see within your reach begins to cast a spell, you can expend and roll 3
superiority dice to use your reaction to make an Opportunity Attack against that creature. On a
hit, you deal additional weapon damage equal to the total of the superiority dice, and the caster
must succeed on a Concentration saving throw or the spell fails.

Intimidate
Prerequisites: Intimidation proficiency
Band 2: Command, Control
As an action, you can expend and roll 2 superiority dice and issue a threat to a creature that can
see and hear you within 30 feet. Make a Strength or Charisma (Intimidation) check, contested
by the creature’s Wisdom saving throw. You can add the highest superiority die to your check.
On a success, the creature is frightened by you for 1 minute, or until you lose concentration (as
if on a spell). A creature can repeat the saving throw at the end of each of its turns, ending the
effect on a success.

Ironside
Prerequisite: 10th level
Band 3: Defence
While you are wielding only a melee weapon, as a bonus action you can expend 3 superiority
dice to guard yourself against enemies in a particular direction. Choose a 100-foot cube
extending from you, and with its nearest edges equidistant from you. For 1 minute creatures you
can see in this area have disadvantage on attack rolls against you, and you have resistance to
damage from their attacks, abilities and spells. This effect ends early if you lose concentration
(as if on a spell), if you become prone, grappled or restrained, if you move, or are moved, or if
you change your facing.

Juggernaut
Prerequisites: 10th level, 20 Strength or higher
Band 3: Aggression, Strength
When you take the Attack action, you can expend 3 superiority dice to land heavy blows. Until
the end of your next turn whenever you hit a creature with a versatile, two-handed, or heavy
melee weapon, you deal additional weapon damage equal to a roll of a superiority die, and you
can push the creature 10 feet away from you.

Killing Blow
Prerequisite: 18th level, 20 Strength or Dexterity or higher
Band 4: Aggression, Wits
While you have access to this manoeuvre, when you critically hit with a weapon the target takes
an additional die of weapon damage. Furthermore, on a hit with a weapon attack you can
expend and roll 7 superiority dice to perform a killing blow. Add the total of the superiority die to
the damage roll. If the creature has fewer than 50 Hit Points remaining, it dies. You must
complete a long rest before using this manoeuvre again.

Knockout
Band 1: Strength, Wits
When you hit with a melee attack and do nonlethal damage, you can expend and roll 2
superiority die. If the creature’s remaining Hit Points are below the total of the superiority die +
3d8, the creature falls unconscious for 1 minute. The creature wakes if it takes damage, or if
someone uses an action to shake or slap it awake.
Last Stand
Prerequisite: 18th level, 15 Constitution or higher
Band 4: Defence
While you have access to this manoeuvre, whenever you roll a 1 on a Constitution check or
saving throw, you can reroll it. Additionally, when you are reduced to 0 Hit Points you can
expend and roll 2 superiority dice. For a number of rounds equal to the highest superiority die,
you cannot die or fall unconscious, and your Hit Points can become negative. While you have
negative Hit Points your movement speed becomes 10 feet, unless another effect causes it to
become lower. If you end your turn during the final round, or you lose concentration (as if on a
spell), and you have negative Hit Points, you die.

Lead the Charge


Prerequisite: 8th level
Band 3: Command, Riding, Speed
As a bonus action you can expend and roll 2 superiority dice to lead a charge. Choose a
number of creatures equal to the total of the superiority die that can see and hear you, and are
within 30 feet of you, and then move up to your speed toward a hostile creature. If you are
mounted, you can direct the mount to move its speed instead. The creatures you chose can use
their reactions to move up to their speed. They must end their movement closer to you than
where they began.

Legendary Master
Prerequisite: 16th level, Arcana and a Tool or Kit proficiency
Band 4: Skill
While you have access to this manoeuvre, you are able to create items of legendary rarity, such
as a Ring of Invisibility or Vorpal Sword, if you have proficiency in the appropriate tool or kit
(Jewellers and Smith’s Tools, respectively). The time and cost to create such an item are
halved, and on a successful check it gains a major beneficial property of your choice (DMG
p.219). When you fail a check to use a set of tools or a kit with which you are proficient, you can
expend one superiority die to reroll, and add the superiority die + your proficiency bonus to your
total. You must use the new roll. You must complete a long rest before using this manoeuvre
again.

Lightning Strike
Prerequisite: 14th level, 20 Strength or Dexterity or higher
Band 4: Aggression, Speed, Riding
While you have access to this manoeuvre, your speed increases by 5 feet. If you are mounted,
your mount also receives this benefit. While wielding a weapon, as an action you can expend
and roll 5 superiority dice to perform a lightning quick charge through a group of enemies.
Choose 5 creatures within 120 feet of you. Each creature you target must be within 30 feet of
another target, and within reach of a traversable surface. Each target must make a Dexterity
saving throw, taking the total of the superiority die + your proficiency bonus in weapon damage
on a failed save, or half as much on a successful one. You (or you and your mount) move
between each target, ending your move in an unoccupied space adjacent to the target most
distant from your original position. This movement does not provoke Opportunity Attacks. You
must complete a long rest before using this manoeuvre again.

Local Knowledge
Prerequisite: Investigation proficiency
Band 3: Skill
You can expend a superiority die and spend 1 hour gathering information on up to 1 square mile
of a settlement that you currently occupy. At the end of the hour, make a Charisma, Wisdom or
Intelligence (Investigation) check, and add the superiority die to your roll. You learn cumulatively
more about the area depending on if you roll:
- 5 or higher. Significant buildings, gathering places, and cultural sites.
- 10 or higher. Prominent public figures, military leaders, merchants and power brokers.
- 15 or higher. Loyalties, beliefs, and fears of the local populace.
- 20 or higher. Any active factions and faction outposts within the area.
- 25 or higher. Secret alleyways, doors, hideouts, or storefronts.
Once you use this manoeuvre to survey a settlement you must finish a long rest before you can
use it in that location again.

Lunging Attack (Improved)


Band 1: Aggression, Speed
When you make a melee weapon attack on your turn, you can expend one superiority die to
increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's
damage roll.
From 8th level you can increase your reach by 10 feet, and the benefit lasts until the end of your
turn.

Manoeuvring Attack
Band 1: Command
When you hit a creature with a weapon attack, you can expend one superiority die to
manoeuvre one of your comrades into a more advantageous position. You add the superiority
die to the attack's damage roll, and you choose a friendly creature who can see or hear you.
That creature can use its reaction to move up to half its speed without provoking Opportunity
Attacks from the target of your attack.

Mass Intimidation
Prerequisite: 14th level, Intimidation proficiency
Band 4: Command, Control
While you have access to this manoeuvre you have advantage on Intimidation checks. When
you critically hit or reduce a creature to 0 hp, or as an action, you can expend and roll 5
superiority dice to attempt to command a number of creatures up to the total of the superiority
die. The creatures must be within 30 feet of you and be able to hear and understand you. You
can command any combination of the following actions:
- Drop: The target drops whatever it is holding and then ends its turn.
- Fall Prone: The target falls prone and then ends its turn.
- Flee: The target spends its turn moving away from you by the fastest available means.
- Halt: The target doesn't move and takes no actions. A flying creature stays aloft,
provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance
needed to remain in the air.
- Surrender: The target becomes charmed by you, and will not attack you or your
companions.
You might also issue a command other than one described here. If you do so, the DM
determines how the target behaves. If the target can't follow your command, or if the command
would cause the creature to come to immediate harm, the command fails. Creatures that can’t
be frightened are immune to this manoeuvre.

When you speak your command, each target must make a Wisdom saving throw. A creature
that fails its save pursues the course of action you commanded to the best of its ability until it
believes itself to be safe, or until you command differently. If you or any of your companions
damage a creature affected by this ability, the effect ends for all creatures affected by it. You
must complete a long rest before using this manoeuvre again.
Master of Speed
Prerequisites: 18th level
Band 4: Riding, Speed
While you have access to this manoeuvre you are unaffected by difficult terrain. As a bonus
action, you can expend 7 superiority dice to move with supernatural speed. For 1 minute, or
until you lose concentration (as if on a spell), you gain the following benefits:
- Your movement speed is doubled.
- Attack rolls against you have disadvantage.
- You gain an additional action on each of your turns. This action can be used only to take
the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
- Spells and other magical effects can neither reduce your speed nor cause you to be
paralyzed or restrained.
- You can spend 5 feet of movement to instantly escape from nonmagical restraints like
manacles or a grapple.
If you are mounted, your mount also gains the above benefits. The effects of this manoeuvre do
not stack with Haste. You must complete a long rest before using this manoeuvre again.

Merchant’s Appraisal
Prerequisite: Investigation, Insight or Persuasion proficiency
Band 1: Skill
When you make an Intelligence (Investigation), Wisdom (Insight) or Charisma (Persuasion)
check to ascertain the value of an item or contract and haggle over its price, you can expend
one superiority die and add the die to the roll. If you roll higher than the merchant’s Charisma
(Deception) check, you learn the approximate value of the item or contract, and can exchange
for it at the lowest sale price or highest purchase price the merchant can accept.

Menacing Attack
Band 2: Control
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to
frighten the target. You add the superiority die to the attack's damage roll, and the target must
make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next
turn.

Mighty Leap
Prerequisite: Athletics proficiency
Band 1: Speed, Strength
When you jump, you can expend and roll a superiority die to increase your jump distance by a
number of feet equal to your proficiency bonus + the superiority die, even if the jump distance
would exceed your remaining speed. If you land in difficult terrain, you land on your feet, and do
not fall prone.
From 8th level, when you use this manoeuvre you can expend an additional superiority die to
force creatures of your size and smaller within 5 feet of wherever you land to make a Strength
saving throw or fall prone.

Momentum
Prerequisite: Animal Handling proficiency
Band 2: Riding
While mounted, when your mount moves 10 feet or more in a straight line and you immediately
hit with a weapon attack against a creature within 30 feet of you, you can expend and roll a
superiority die. The target suffers additional weapon damage equal to the superiority die, + 2 for
every 10 feet in a straight line your mount has moved prior to the attack (up to a maximum of 50
feet).
Morale Boost
Prerequisite: 8th level, Persuasion, Performance, or Medicine proficiency
Band 3: Command, Skill
When you spend and complete a long rest in the company of your allies, you can expend and
roll a superiority die, and choose a number of creatures equal to the superiority die + your
proficiency bonus who can see, hear and understand you. These creatures gain Inspiration.

Mythic Strength
Prerequisites: 18th level, 20 Strength or higher
Band 4: Strength
While you have access to this manoeuvre whenever you roll a 1 on a Strength check or saving
throw, you can reroll. Furthermore, as a bonus action, you can expend and roll 7 superiority dice
to enter a heightened state of physical performance. For the next 10 minutes, or until you lose
concentration (as if on a spell), you gain the following benefits:
- Your Strength score increases by 4, even if this would take you above your maximum.
- When you hit with a weapon attack using Strength, you deal additional weapon damage
equal to a superiority die.
- Your speed increases by a number of feet equal to the total of the superiority die.
- You count as one size larger for the purposes of carrying capacity and the size of
creatures that you can grapple.
- Both your long and high jump distances double, even if that distance would exceed your
remaining movement.
When the effects of this manoeuvre would end you can expend one of your Hit Dice to have
them continue for another 10 minutes.

Navigator's Knack
Prerequisites: Proficiency with cartographer's tools, navigator's tools, or Survival
Band 1: Skill
When you fail an ability check with cartographer's tools or navigator's tools, or a Survival check
to avoid getting lost, you can expend a superiority die to reroll, and you can add the superiority
die to your total.

Olympic Thrower
Prerequisite: 14th level, 20 Strength or Dexterity or higher
Band 4: Strength, Wits
While you have access to this manoeuvre, the normal range of thrown weapons and objects
doubles for you. Furthermore, when you make a ranged attack with a thrown weapon you can
expend and roll 5 superiority dice to send it flying toward one creature or object within 120 feet
of you. On a hit, the target takes weapon damage equal to the total of the superiority dice +
5d12.

On the Case
Prerequisites: 12th level, Persuasion, Insight, or Investigation proficiency
Band 4: Skill
You expend 4 superiority dice and spend 8 hours developing your network of contacts, sources,
allies, and informants. Your network could include merchants, servants, shopkeeps, barkeeps,
local gossips, academics, record keepers, guards, corrupt officials, dissidents, criminals, spies,
diplomats, or faction agents. Your DM will determine who is available to you. You can ask your
network up to three questions that can be answered with a yes or no. You receive a correct
answer for each question. Your network isn’t necessarily omniscient, so you might receive
“unclear” as an answer if a question pertains to information that lies beyond your network’s
knowledge.
Parry (Improved)
Band 3: Defence
When a creature you can see hits you or an ally within 5 feet of you with an attack, as a reaction
you can expend one superiority die to increase either your or an ally’s AC by the number you
rolled on the superiority die, potentially causing the attack to miss. The bonus to AC lasts until
the end of the turn.

Pathfinder
Prerequisite: Investigation, Perception, or Survival proficiency
Band 2: Skill
You can expend a superiority die to focus your senses on any danger that may lie ahead. For
the next 10 minutes you can add your superiority die to your total whenever you make an
Intelligence (Investigation), Wisdom (Perception) or Wisdom (Survival) check to detect or
understand traps or other environmental hazards.
From 8th level, when you use this manoeuvre you sense the presence of magical traps and
hazards within 30 feet of you for the duration.

Pickpocket
Prerequisite: Sleight of Hand proficiency
Band 1: Wits
If you have a free hand, as a bonus action you can expend a superiority die to try to pickpocket
a tiny item that a creature is wearing or carrying, such as an amulet, dagger, or coin purse.
Make a Dexterity (Sleight of Hand) check contested by the target's Wisdom (Perception) check,
adding the superiority die to your total. On success, you pickpocket the item.

Pinning Strike
Band 2: Control, Wits
When you hit with a weapon attack you can expend and roll one superiority die. Add the die to
the damage roll. The creature must succeed on a Strength saving throw or its movement
becomes 0 until the end of its next turn, or until the creature uses its action to free itself.

Piercing Strike
Band 1: Aggression, Wits
When you hit a creature with a weapon attack, you can expend and roll one superiority die to
ignore any resistance it has to the damage of that attack. Add the superiority die to the damage
roll.
From 8th level, when you use this manoeuvre until the end of your turn all of your attacks
against the creature ignore its resistance to damage.

Plan C
Prerequisite: Thieves Tools proficiency
Band 1: Skill, Wits
When you fail a Dexterity (Thieves Tools) check to pick a lock or disarm a trap, you can expend
one superiority die to reroll, and you can roll and add the die to your total. You must use the new
roll.
From 8th level, when you use this manoeuvre, if the lock was under the effects of the Arcane
Lock spell, you can ignore the spell’s effects.

Pocket Sand
Band 3: Control, Wits
As a bonus action you can expend one superiority die to try to blind a creature within 5 feet of
you. The target must succeed on a Constitution saving throw or be blinded until the end of its
next turn. The next attack that hits the creature while it is blinded can add the superiority die to
its damage roll.

Poison
Prerequisite: Poisoner’s Kit proficiency
Band 1: Skill, Wits
When you hit with a weapon attack you can expend a superiority die to add a toxin to your
strike. You can add the superiority die to your damage roll as poison damage, and the target
must make a Constitution saving throw. On a failed save, the target has the Poisoned condition
for 1 minute. At the end of each of its turns, the Poisoned target can repeat the save, ending
the effect on itself on a success. To use this manoeuvre, you must have a Poisoner’s Kit on
your person.

Polymath
Prerequisite: Arcana, History, Nature, or Religion proficiency
Band 1: Skill
When you make an Arcana, History, Nature, or Religion check, you can expend one superiority
die and add it to the roll. When you make this check you can add your proficiency bonus to the
roll, if you don’t already. When you use this manoeuvre you know where and from whom you
can obtain further information. Usually, this will be from a library, scriptorium, university, or a
sage or other learned person or creature. However, your DM might rule that the knowledge you
seek is secreted away in an almost inaccessible place, or that it simply cannot be found.

Precision Attack
Band 3: Aggression, Control, Speed, Wits
When you make a weapon attack roll against a creature, you can expend one superiority die to
add it to the roll. You can use this manoeuvre before or after making the attack roll, but before
any effects of the attack are applied.

Pushing Attack (Improved)


Band 2: Aggression, Control, Speed, Strength
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to
drive the target back. You add the superiority die to the attack's damage roll, and if the target is
Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up
to 15 feet away from you.
From 8th level, when you hit with a melee attack, use this manoeuvre, and successfully push a
creature, as a bonus action you can follow up. You can move up to your speed to the nearest
unoccupied space adjacent to the pushed creature, and make another melee attack. On a hit
the creature must make another Strength saving throw or be pushed another 15 feet away from
you.

Quick Toss
Band 2: Aggression, Speed, Wits
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon
that has the thrown property. You can draw the weapon as part of making this attack. If you hit,
add the superiority die to the weapon's damage roll.

Rally
Band 1: Command
On your turn, as a bonus action you can expend and roll one superiority die to bolster the
resolve of one of your companions. When you do so, choose a friendly creature who can see or
hear you. That creature gains temporary Hit Points equal to your Charisma modifier + the
superiority die.
From 8th level, you can end the frightened condition on a creature that receives these
temporary Hit Points.

Rallying Cry
Prerequisite: 10th level
Band 3: Command
You can expend and roll 3 superiority dice as a bonus action to let loose a rallying cry. You can
cause creatures of your choice that can hear you, and that are within 30 feet of you, to regain a
number of Hit Points equal to the total of the superiority dice.

Relentless Advance
Band 2: Aggression, Riding, Speed
When you take the Attack action and reduce a creature to 0 Hit Points with a weapon attack,
you can expend a superiority die and use your bonus action to move up to your speed and
make a melee weapon attack, adding the superiority die to the damage roll on a hit. If you are
mounted you can direct your mount to move its speed instead.

Reposition
Band 2: Command
As an action, you can expend 2 superiority dice and dictate a course of action to a number of
creatures within 30 feet that can see or hear you equal to the total of the superiority die. The
targets can use their reaction to move up to half their speed. Opportunity Attacks provoked by
this movement are made at disadvantage.

Reverse Grapple
Prerequisite: Athletics proficiency
Band 3: Strength
As a reaction when a creature successfully grapples you, you can expend a superiority die and
begin a grapple contest with the creature, adding the superiority die to your check. On a
success you end the creature’s grapple, and can choose to grapple the creature.

Riposte
Band 3: Speed, Wits
When a creature misses you with a melee attack, you can use your reaction and expend one
superiority die to make a melee weapon attack against the creature. If you hit, you add the
superiority die to the attack's damage roll.

Scout
Prerequisite: Survival or Nature proficiency
Band 3: Skill
You can expend a superiority die and spend 1 hour gathering information on up to 1 square mile
of a wilderness that you currently occupy. At the end of the hour, make a Wisdom (Survival) or
Intelligence (Nature) check, and add the superiority die to your roll. You learn cumulatively more
about the area depending on if you roll:
- 5 or higher. Prominent natural formations, bodies of water, and ruins.
- 10 or higher. Native plants, animals, weather, and ecosystems.
- 15 or higher. Any settlements or camps that have or have had five or more occupants.
- 20 or higher. Powerful (CR 1 or higher) creatures that reside within, or have passed
through the area within the last 24 hours.
- 25 or higher. Hidden entrances, caves, lairs, stashes, paths and ambush sites.
Once you use this manoeuvre to survey an area you must finish a long rest before you can use
it in that location again.
Shadow Stalker
Prerequisite: 18th level, Stealth or Intimidation proficiency
Band 4: Control, Wits
While you have access to this manoeuvre, you have advantage on Stealth checks while in
darkness. Additionally, you can expend 7 superiority dice as a bonus action to become one with
the shadows, sowing confusion and fear amongst your enemies. For 10 minutes, or until you
lose concentration (as if on a spell), you are invisible while you are in darkness, and when you
reduce a creature to 0 Hit Points, creatures of your choice within 20 feet of the target must make
a Wisdom save or become frightened of you for the duration. If an affected creature ends its
turn in an area of bright light, it can repeat this saving throw, ending the condition on a success.
You must complete a long rest before using this manoeuvre again.

Shield Bash
Prerequisite: Proficiency in shields
Band 1: Aggression, Strength
While you are wielding a shield, when you attempt to shove a creature you can expend and roll
a superiority die and add the result to your check. On a success you cause the creature to take
bludgeoning damage equal to 1d4 + your proficiency bonus.

Shieldwall
Band 1: Command, Defence
While you are wielding a shield, during your turn you can use a bonus action to expend a
superiority die and raise your shield. Roll the superiority die and choose up to 2 allied creatures
that are wielding a shield and are within 5 feet of you. Until the start of your next turn, and while
you remain within 5 feet of each other, you and any creature you chose gain a bonus to AC
equal to the number rolled.

Shock Attack
Band 3: Aggression, Control, Riding
When you, or you and your controlled mount, move 30 feet in a straight line towards a hostile
creature, and you immediately hit it with a melee weapon attack, you can expend and roll 2
superiority dice to attempt to shock it into fleeing. The target must make a Wisdom saving throw.
On a failure, the creature takes psychic damage equal to the total of the superiority die, and
must immediately use its reaction, if available, to move as far as its speed allows away from
you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit.

Siege Monster
Prerequisite: 16th level, 20 Strength or higher
Band 4: Strength
While you have access to this manoeuvre, you gain resistance to damage from falling, or from
debris falling on you. If you already have resistance to this damage, you gain immunity. As an
action you can expend 6 superiority dice. For the next minute, or until you stop concentrating
(as if on a spell), whenever you make an attack, you can forgo the attack to instead strike the
ground or a structure:
- The ground. You create a seismic pulse in a 100-foot-square area of ground extending
from you. The ground in the area becomes difficult terrain. Each creature on the ground
that is concentrating must make a Constitution saving throw. On a failed save, the
creature’s concentration is broken. Each creature on the ground in the area must make a
Dexterity saving throw. On a failed save, the creature is knocked prone.
- A structure. Choose a structure (or a section of a structure) within reach that is contained
within a 100-foot cube. You deal 100 damage to the structure. If the structure drops to 0
Hit Points, it collapses and potentially damages nearby creatures. A creature within half
the distance of a structure’s height must make a Dexterity saving throw. On a failed
save, the creature takes bludgeoning damage equal to the total of the superiority dice, is
knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check
as an action to escape. The GM can adjust the DC higher or lower, depending on the
nature of the rubble. On a successful save, the creature takes half as much damage and
doesn’t fall prone or become buried.
You must complete a long rest before using this manoeuvre again.

Seismic Hammer
Prerequisite: 20 Strength or higher
Band 2: Strength
As an action you can expend and roll 2 superiority dice and strike the ground, causing a tremor
in a 10-foot cube extending from you. Each creature in that area must make a Strength saving
throw. On a failed save, a creature takes bludgeoning damage equal to the total of the
superiority dice and is knocked prone. On a success, a creature takes half as much damage
and is not knocked prone. If the ground in that area is loose earth or stone, it becomes difficult
terrain until cleared.

Skirmisher
Band 1: Control
When you make a ranged attack roll with a thrown weapon, you can expend and roll a
superiority die to ignore any disadvantage imposed by attacking at long range. On a hit, add the
superiority die to the damage roll.
From 8th level, on a hit against a creature, you reduce their speed by 15 feet until the end of
your next turn.

Snipe Shot
Band 2: Strength, Wits
When you take the Attack action and make a ranged attack with a weapon or object, as a bonus
action you can expend and roll 2 superiority die to have the attack ignore any penalty caused by
attacking at long range, or by half or three quarters cover. On a hit, you deal additional weapon
damage equal to your level + the total of the superiority die.

Sprint
Prerequisite: Athletics proficiency
Band 1: Speed
As a bonus action you can expend one superiority die to attempt a burst of speed. Make a
Strength (Athletics) check, and roll and add the superiority die to the total. Until the end of your
turn, your movement speed increases by a number of feet equal to that total.
From 8th level, when you use this manoeuvre you can move up to your speed as part of the
same bonus action, and your movement ignores difficult terrain until the end of your turn.

Standard Bearer
Band 1: Command
When a creature within 30 feet of you makes an attack against a creature that you can see, as a
reaction you can expend a superiority die to grant them advantage on their attack roll. On a hit,
add the superiority die to the damage roll. You must be carrying a banner, flag, standard or holy
symbol to use this manoeuvre.
Standfast
Band 1: Defence, Riding, Strength
When you fail a skill check or saving throw made to avoid being knocked prone, moved, or
shoved, you can expend a superiority die to reroll, and add the superiority die to your total. You
must use the new roll.

Steady Hand
Band 1: Riding, Skill
When you fail a check to control a mount, or a vehicle you are proficient with, you can expend
one superiority die to reroll, and you can add the superiority die to your roll. You must use the
new roll.

Subjugate Beast
Prerequisite: 12th level, Animal Handling or Intimidation proficiency
Band 3: Riding, Skill, Strength
As an action, you can expend 4 superiority dice and attempt to assert dominance over a beast
that can see or hear you within 30 feet, bending it to your will. Make a Strength (Intimidation) or
Wisdom (Animal Handling) check, contested by the beast’s Strength (Intimidation) check. On a
success, the beast is charmed by you for 1 minute. While it is charmed, you can use a bonus
action to issue it a command, which it does its best to obey. You can specify a simple and
general course of action, such as “Attack that creature” or “Fetch that object.” If the beast
doesn’t receive direction from you, it defends itself to the best of its ability. Each time the beast
takes damage, it repeats the saving throw, ending the effects of this manoeuvre on a success.

Submission
Prerequisite: Athletics proficiency
Band 3: Strength
When you make a melee weapon attack against a prone humanoid that you are grappling, you
can forgo your attack, and instead expend 2 superiority dice to twist, strain, dislocate or break
its limb. You can either:
- Make a grapple contest against the creature. On a success, you deal force damage
equal to the total of the superiority dice, and you can choose one of the creature’s limbs
and disable it. The creature drops whatever it is holding with that limb. If you choose an
arm, the creature suffers disadvantage on attack rolls, and on Strength checks and
saving throws. If you choose a leg, the creature’s movement speed is halved, and it has
disadvantage on Dexterity checks and saving throws. These effects last until the
creature regains one or more Hit Points.
- Make a Strength (Intimidation) check, contested by the target’s Constitution (Acrobatics)
check. You can add the highest superiority die to your check. On a success, the creature
surrenders, and is charmed and frightened by you for 1 minute, or until it takes damage.
A creature with the Legendary Resistance feature can expend one use to avoid the effects of
this manoeuvre, but instead takes force damage equal to your level + the total of the superiority
die.

Sundering Blow
Band 1: Control, Strength
Before you make an attack against a creature wearing nonmagical armour you can expend a
superiority die to declare a Sundering Blow. If you hit, you do no damage but reduce that
creature's AC by a number equal to that rolled on the superiority die. It costs 1/4 of the armour’s
purchase price to repair it.

Suplex
Prerequisite: Athletics proficiency
Band 1: Strength
When you make a melee weapon attack, you can forgo your attack, and instead expend and roll
a superiority die to suplex a creature you are grappling. The creature must make a Strength
saving throw. On a failure, you and the target both fall prone, the creature takes bludgeoning
damage equal to your level + the superiority die, and the grapple ends. A creature that is Large
or larger takes twice as much damage. You must have a free hand to use this manoeuvre.

Suppression
Band 2: Control
As an action, you can expend and roll 2 superiority dice to suppress creatures within a 10-foot
radius around a point you can see that is within the normal range of your ranged weapon.
Expend 2 pieces of ammunition. Until the start of your next turn, while a creature remains within
the area it suffers a penalty equal to your Dexterity modifier on its attack rolls, skill checks, and
on any saving throw it makes to maintain Concentration. If an affected creature moves outside
the area, as a reaction you can force it to make a Dexterity saving throw or take weapon
damage equal to the total of the superiority die + your level, or half as much on a success.

Sweeping Attack (Improved)


Band 1: Aggression, Speed
When you hit a creature with a melee weapon attack on your turn, you can expend and roll one
superiority die to attempt to damage another creature with the same attack. Choose another
creature within 5 feet of the original target. If the original attack roll would hit the second
creature, it takes weapon damage equal to the superiority die.
From 8th level, you can choose a third adjacent creature, and the creatures you target cannot
take Opportunity Attacks until the end of your turn.

Tactical Assessment (Improved)


Band 2: Command, Skill, Wits
When you use your action to make an Intelligence (Investigation), an Intelligence (History), or a
Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the
ability check.
From 8th level, when you use this manoeuvre, you can expend an additional superiority die to
focus your attention on one area of the battlefield and assess creatures within a 20 foot cube
you can see within 60 feet of you. Creatures of your choice in the area must make an
Intelligence saving throw against a DC equal to the total of your skill check. On a failure, you
recognise the creature’s tactical vulnerabilities, and highlight these to your companions. For the
next minute, any attack roll against the creature has advantage if the attacker can see it. This
effect ends early if you lose concentration (as if on a spell).

Tactical Retreat
Prerequisite: Animal Handling proficiency
Band 1: Riding
When you direct a controlled mount to take the disengage action, you can expend and roll a
superiority die. Until the beginning of your next turn the mount can add the superiority die to its
AC, attack rolls against it have disadvantage, and its speed increases by 20 feet.

Take Cover
Prerequisite: 8th level
Band 2: Defence, Speed
When you make a Strength, Dexterity or Constitution saving throw against an Area-of-Effect
spell or ability you can see, as a reaction you can expend and roll 2 superiority dice to brace
yourself or dive for cover. You can add the highest superiority die to your saving throw, and you
gain resistance to the damage of the spell or ability.
Takedown
Prerequisite: Athletics proficiency
Band 1: Control, Strength
When you successfully grapple a creature, you can expend and roll a superiority die to force the
target to make a Dexterity saving throw. On a failure, the creature falls prone and takes
bludgeoning damage equal to the superiority die.

Terrifying Shout
Prerequisites: 10th level, Intimidation proficiency
Band 3: Command, Control
As an action, you can expend 3 superiority dice and issue a mighty war cry, forcing creatures of
your choice in a 30-foot cone extending from you to make a Wisdom saving throw. On a failed
save, creatures drop whatever they are holding and are frightened of you for 1 minute, or until
you lose concentration (as if on a spell). A creature can repeat the saving throw at the end of
each of its turns, ending the effect on a success.

Throw
Prerequisite: Athletics proficiency
Band 2: Strength
When you take the Attack action, you can forgo an attack and instead expend and roll a
superiority die to throw a creature or object that is your size or smaller, and that you are
grappling or holding. Make a Strength (Athletics) check against the AC of a target you can see
within 15 feet. On a hit, both the target and the thrown object or creature take bludgeoning
damage equal to the superiority die. A creature that takes this damage must make a Strength
saving throw or fall prone. Hit or miss, the thrown creature or object lands in the nearest
unoccupied space to the target.
From 8th level, you can throw a creature or object 20 feet, and on a hit both the target and the
thrown object or creature take additional damage equal to your Strength modifier.

Trampling Charge
Prerequisite: 8th level
Band 3: Aggression, Riding, Strength
You can expend and roll 2 superiority dice as an action to begin a charge. Move up to your
speed across the ground in a straight line. If you are mounted, you can direct your controlled
mount to move instead. This movement does not provoke Opportunity Attacks, and you can
move through the spaces of creatures that are your size or smaller. Creatures that were within 5
feet of you (or your mount) during this movement must make a Strength saving throw or be
knocked prone and take bludgeoning damage equal to the total of the superiority dice + your
Strength modifier. On a success a creature takes half damage and is not knocked prone.

Trapper
Prerequisite: Survival or Tinker’s Tools proficiency
Band 1: Skill, Wits
By expending a superiority die and spending a minute of work, you can create hidden traps.
Make a Wisdom (Survival) or Intelligence (Tinker’s Tools) check, and add the superiority die to
your total. You can make one of the following traps:
- Intruder Alert. You place a tripwire over a door, window, corridor, path or road. The
tripwire can be up to 20 feet long. When a creature moves over the tripwire, you can
have it ring a bell, pull a string, ignite a fire, or warn you in some other way.
- Snaring Trap. You place a circle of cord or rope with a 5-foot-radius on a flat surface
within your reach, with one end of the rope hoisted over a secure point at least 10 feet
above. The trap triggers when a Small creature or larger moves into the 5-foot-radius
area. The triggering creature must succeed on a Dexterity saving throw or fall prone and
be hoisted into the air until it hangs upside down from the secure point, where it is
restrained. The restrained creature can make a Dexterity saving throw with disadvantage
at the end of each of its turns and ends the restrained effect on a success. Alternatively,
another creature that can reach the secure point can use an action to free the restrained
creature.
The trap is nearly invisible and requires a successful Intelligence (Investigation) check against a
DC equal to the total of your skill check to be found.

Trip Attack (Improved)


Band 3: Control, Strength
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to
knock the target down. You add the superiority die to the attack's damage roll, and if the target
is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the
target prone.
From 8th level Huge and smaller creatures can be knocked prone with this manoeuvre.

Warrior’s Feast
Prerequisite: 14th level, 1000gp spent on chefs, and on food and drink (which are consumed)
Band 4: Skill
While you have access to this manoeuvre. You prepare or commission a great feast, including
magnificent food and drink. Expend and roll 5 superiority dice. The feast takes 8 hours to
prepare and 1 hour to consume, and the beneficial effects don't set in until this time is over. Up
to 50 other creatures can partake of the feast. A creature that partakes of the feast gains
several benefits:
- It becomes immune to being frightened.
- It makes all Wisdom saving throws with advantage.
- Its hit point maximum increases by an amount equal to the total of the superiority dice,
and it gains the same number of Hit Points.
These benefits last for 24 hours. You must complete a long rest before using this manoeuvre
again.

Whirlwind Strikes
Prerequisite: 10th level
Band 3: Aggression, Speed
You can expend 3 superiority dice as a bonus action to unleash a whirling frenzy of strikes. Until
the end of your next turn, when a creature moves within 10 feet of you for the first time on a turn
or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature
takes weapon damage equal to your level + the total of the superiority die. On a successful
save, the creature takes half as much damage.

Volley
Band 2: Aggression, Speed
As an action, you can expend and roll 2 superiority die to fire a volley of ammunition at a point
you can see within the normal range of your weapon. Creatures of your choice within 5 feet of
that point must make a Dexterity saving throw. On a failed save, they take piercing damage
equal to the total of the superiority die + your Dexterity modifier, or half as much damage on a
success. You must have enough ammunition to hit each target.

Wound
Band 1: Aggression, Control
When you hit with an attack, you can expend a superiority die to attempt a wounding strike. The
creature must make a Constitution saving throw. On a failure, the creature begins to take
damage equal to a roll of your superiority die at the end of each of its turns. This effect
automatically ends if the creature regains any of its Hit Points, or a creature within 5 feet of it
uses its action to aid it. Undead, elementals and constructs are immune to this effect.
From 8th level, you can expend another superiority die to impose an additional effect when you
wound a creature. You can either impose disadvantage on its attack rolls; on its concentration
saving throws; or halve its speed. This additional effect ends when the wound effect ends.

Spells
https://docs.google.com/document/d/1M4r9fymI3d5gKxiE3DrL0W75Bi9Cgl3_ui0tBkDO274/
edit?usp=sharing

Backgrounds
Counter-Mage Inquisitor
The Counter-Mage Command (CMC), founded to enforce the Testament of Elsior, pursues its
mandate without regard for political boundaries, having supranational authority across
Hadestoma. The Testament forbade the use of magic against the continent’s citizens, and
sought to forever separate arcana and state - seeing that a magical arms race would ultimately
threaten the material plane itself. The CMC supervises legal authorities in their struggle against
illegal magic, and helps hunt down rogue mages: dead or alive.

Skill Proficiencies: Investigation, Arcana

Tool Proficiencies: Thieves’ tools, one set of artisan’s tools of your choice

Equipment: A symbol of authority, a set of traveller’s clothes, and a belt pouch containing 15 gp

Feature: Legal Authority


As an inquisitor of the CMC, you have the authority to arrest those suspected of illegal sorcery.
In the absence of other authorities, you are authorised to pass judgement and even carry out
sentencing. If you abuse this power, however, your superiors might strip it from you.

Suggested Characteristics
Inquisitors are often driven by zeal, plagued with suspicion, and haunted by self-doubt. They are
all too susceptible to human failings, and their judgement is not always perfect.

d8' Personality Trait


1 It will all go smoothly if everyone just does as I say.
2 Despair is an extravagance we can ill afford.
3 I know the Testament of Elsior backward and forward.
4 I try to see the bright side in the very worst situations.
5 It helps me feel better when others show sympathy or appreciation for the horrors I’ve
endured.
6 I prefer to face evil with a strong group of friends in front of me.
7 I want to see the wicked burn for the evil they’ve brought on us.
8 I feel the sin being purged from me as I help cleanse the world.

d6' Ideal
1 'Honesty.' The smallest deception paves the way to grievous sin. (Lawful)
2 'Justice.' Devotion to the cause is all that keeps the world from destruction. (Good)
3 'Order.' The laws of Elsior are meant to preserve the social order—everything in its proper
place. (Lawful)
4 'Humanity.' Human life is to be cherished and preserved against the horrors of the arcane.
(Good)
5 'Knowledge.' I must understand my enemy to defeat him. (Any)
6 'Punishment.' It is better for the innocent to suffer than for the guilty to escape their due. (Evil)

d6' Bond
1 I seek to undo the curse of the witch I executed.
2 One day, I will claim vengeance against the wizard that took my family from me.
3 My weapon is all I have to remember my beloved mentor by.
4 The geist of my beloved speaks to me sometimes.
5 My dear sibling is now a rogue sorcerer.
6 A small crossroads chapel is my spiritual home.

d6' Flaw
1 I am troubled by the wild rage and bloodlust that lurks in my own heart.
2 I have come to believe that I executed an innocent person.
3 I enjoy the prestige of my position more than service to the cause.
4 I drink to forget the horrors I’ve seen.
5 I might have made a promise to a demon that I can’t keep.
6 I’ll do whatever grim task must be done, for my soul is already lost.

Ideas
Arcanist
You have dabbled in magic and studied the arcane arts,
gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the Arcana skill. If you’re already proficient in it, you gain
expertise with it, which means your proficiency bonus is doubled for any ability check
you make with it.
- You learn the prestidigitation and detect magic spells. You can cast detect magic once
without expending a spell slot, and you regain the ability to do so when you finish a short
or long rest.

Thrown Weapon Master


You are an expert at the techniques of throwing weapons, and their application in combat. You
gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls
with thrown weapons.
- When you hit a creature with a ranged weapon attack with a thrown weapon, you have
advantage on your next melee weapon attack against that creature before the end of
your next turn.
- You can engage in two-weapon fighting even when the one-handed melee weapons you
are wielding aren't light, if at least one of them has the thrown property.

Heavy Shield +3AC, Str 15

Mounted Warrior
While you are riding a controlled mount you can add your proficiency bonus to its AC and saving
throws.

Shield Warrior
You gain proficiency with shields as a martial melee weapon, and on hit, your shield deals 2d4
bludgeoning damage. If you are wielding a shield and nothing else, you gain a +1 bonus to your
shield attack damage rolls and to your Armour Class.

Manoeuvre for every skill


Acrobatics (Dex) - dancer, escape artist, falling with style
Animal Handling (Wis) - subjugate beast, riding
Arcana (Int) - Polymath, blacksmith, legendary master
Athletics (Str) - wrestling
Deception (Cha) - charm offensive, dirty trick
History (Int) - Polymath, tactics
Insight (Wis) - detective, tactics, insightful strike, on the case, Merchant’s Appraisal
Intimidation (Cha) - intimidate, mass intimidation, barbaric yawp
Investigation (Int) - pathfinder, detective, tactical, on the case, Merchant’s Appraisal
Medicine (Wis) - combat medic, first aid, morale boost
Nature (Int) - Polymath
Perception (Wis) - pathfinder, Heighten Senses
Performance (Cha) - dancer, charm offensive, commanding presence, morale boost
Persuasion (Cha) - charm offensive, command, Merchant’s Appraisal, Commanding Presence
Religion (Int) - Polymath
Sleight of Hand (Dex) - pickpocket
Stealth (Dex) - ambush, death from shadows, backstab, shadow stalker
Survival (Wis) - scout, hidden sanctuary, trapper, camouflage expert

Overdraw (Longbow): You can spend your movement before making a ranged weapon attack,
adding +1 to the damage roll for every 5 feet of expended movement. This extra damage cannot
exceed your Strength modifier.

Cunning Strikes
From 5th level, when you deal Sneak Attack damage, you can forgo one of your Sneak Attack
damage die to instead use Disarming Attack, Trip Attack, Withdraw, Poison, or Piercing Strike,
without expending a superiority die. However, you do not add the superiority die to the damage
roll of the attack.

From 5th level, when you deal Sneak Attack damage you can forgo two of your Sneak Attack
damage die to regain one superiority die. You must use this superiority die before the end of
your turn.
Thug
You fight dirty—real dirty. You never learned how to fight properly, and you never saw the value
of fighting fairly anyway. Honour can't help you if you're crumpled on the ground getting your
face bashed in, so you might as well be the one doing the face-bashing. In the streets, only the
strongest survive, and you aren't looking to die any time soon.

A Thug specialises in using brute strength and shrewd cunning to terrorise opponents into
submission. No tactic is too dirty for a Thug to consider—in fact, the dirtier the trick, the better.

Bludgeon
When you choose this archetype at 3rd level, you gain proficiency with flails, mauls,
warhammers, and medium armour. Furthermore, when you hit with a melee attack with a club,
flail, greatclub, mace, or maul, you can apply your Sneak Attack feature. You must still meet all
the other requirements for Sneak Attack.

Bully
Starting at 3rd level, you gain a penchant for fighting dirty. You can use the bonus action
granted by your Cunning Action to shove or grapple a creature.

You also gain an additional way to use your Sneak Attack; when you attack a grappled creature,
and don’t have disadvantage on the attack roll, you can apply your Sneak Attack on a hit. All the
other rules for Sneak Attack still apply to you.

Menace
At 9th level, you can instil fear into the minds of your enemies to make them panic. As an action,
you can make a Charisma (Intimidation) check against a creature that is grappled, prone, or
restrained, contested by its Wisdom (Insight) check. The creature must be able to see or hear
you, and the two of you must share a language if it can't see you. If you succeed, the creature
becomes frightened, and you have advantage on Charisma checks against it. This effect lasts
for 1 minute or until the target is no longer grappled, prone, or restrained.

Moxie
From 13th level, you can’t become frightened.

Murder
At 17th level, you can finish off your victims while they are most vulnerable. When you hit a
creature that is prone with a melee weapon attack, you can choose to score a critical hit instead.
Once you do so, you can’t use this feature again until you finish a short or long rest.

Manoeuvres

Capture
You can expend and roll a superiority die to throw a net or bolas you are wielding as a bonus
action. This attack ignores penalties caused by attacking at long range, and does not impose
any restrictions on your other attacks. The net gains additional Hit Points equal to your level +
the superiority die.

Hair Trigger
While wielding a crossbow you are proficient with, when you roll initiative you can expend a
superiority die as a reaction to make a ranged attack with it. This attack is made at
disadvantage. On a hit, add the superiority die to the damage roll.
Devastating Shot
Prerequisites: 10th level
As an action you can expend 3 superiority dice to make a ranged attack with a thrown or ranged
weapon against a creature within 60 feet. On a hit, the target suffers the normal effects of the
attack. Hit or miss, all creatures in a 5 feet wide line between you and the target must make a
Dexterity saving throw. On a failure, a creature takes weapon damage equal to the total of the
superiority die + your proficiency bonus, or half as much damage on a success. The ammunition
or thrown weapon lands next to the target.

Staggering Blow
Prerequisites: 10th level, 20 Strength or higher
When you hit a creature with a melee weapon attack, you can expend 3 superiority dice to strike
with near-supernatural force. The creature takes additional bludgeoning damage equal to the
total of the superiority dice, and for the next minute it has disadvantage on attack rolls and
ability checks, and can't take reactions. The creature can make a Constitution saving throw at
the end of each of its turns, ending these effects on a success.

Recruit Mercenary
Prerequisites: 10th level
You can expend and roll 3 superiority dice and spend 1 hour to recruit a humanoid Mercenary.
For this manoeuvre to work, there must be a willing and suitable humanoid available (this is
usually only possible in a settlement of significant size), as determined by the DM.

When you use this manoeuvre, you choose to recruit a Brute or a Scout, which determines
certain traits in its stat block. The Mercenary uses the stat block below, and acts after your turn
in combat. On its turn, it does its best to follow any orders you have given it. Other than that, it
will defend itself to the best of its ability. If you fall to 0 hit points or die, they abandon you and
do everything in their power to flee home.

Whenever you complete a long rest, you must expend 3 superiority die and pay 10gp to retain
each Mercenary you have recruited. An unpaid Mercenary will immediately abandon you and
return home.

Mercenary
medium humanoid, any alignment

Armour Class (Brute) 18 (scale mail, shield)


Armour Class (Scout) 15 (studded leather)
Hit Points three times your level + the total of the superiority die
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3)16 (+3)13 (+1)10 (+0)12 (+1)8 (-1)

Saving Throws Str +5, Dex +5


Skills Athletics +5 (Brute), Stealth +5 (Scout)
Senses passive Perception 11
Languages common and one other language
Proficiency Bonus +2

Hit Dice. The Mercenary has four d10 Hit Dice. It also gains all the normal benefits of both short
and long rests.
Morale. If you fall to 0 hit points the Mercenary does everything in its power to flee and return
home.

Rough & Tumble (Brute). The Mercenary can use a bonus action to attempt a Shove or
Grapple.

Cunning Strike (Scout). If the Mercenary makes an attack with advantage, it deals an
additional 2d6 weapon damage.

Slippery (Scout). The Mercenary can use a bonus action to take the Disengage or Hide action.

Actions
Battleaxe (Brute). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 +3 slashing
damage.

Shortsword (Scout). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 +3
slashing damage.

Shortbow (Scout). Ranged Attack: +5 to hit, range 80/320, one target. Hit: 1d6 +3 piercing
damage.

Follow Up
Whenever you take the Attack action and hit a creature with a weapon attack, you can roll and
expend a superiority die to make another attack against the same creature as a bonus action.
On a hit, add the superiority die to the damage roll.

Hold the Line


Band 3: Command
As a bonus action you can expend and roll a superiority die to issue a defensive command.
Choose a 5-foot wide, 30-foot long area of ground within 60 feet of you. Until the start of your
next turn, creatures of your choice in this area that can hear you can add the result of the
superiority die to their AC, to their rolls made to avoid being grappled or shoved, and to their
Strength saving throws.

Support Order
When you take the Attack action, you can forgo one of your attacks and expend a superiority die
to give an order to a creature that can see or hear you within 30 feet. The target can
immediately use its reaction to take the Help, Hide, Search, or Use an Object action.

Executioner’s Strike
As an action you can expend and roll a superiority die to attempt to slay an incapacitated,
restrained or prone creature within 5 feet of you. Make a melee weapon attack roll against the
creature. On a hit, you can add the superiority die to the damage roll, and if your attack roll
exceeds the target's remaining hit points, its hit points are reduced to 0.

Vengeful Strike
Whenever a creature scores a critical hit against you, you can expend and roll a superiority die
to have your next successful melee weapon attack against the creature critically hit. You can
add the die to your damage roll.
Commune with Self
Prerequisite: 12th level, Ki points
You have gained the ability to contact the Ki of your previous lives to gain information. As an
action, you can spend 4 superiority dice to enter a meditative state, which lasts for 10 minutes,
and consult your previous lives. At the end of your meditation, you gain the same information as
if you had cast Commune.

Impassable
As an action expend 3 dice to enter a stance
Any creature hostile to you that moves to a space within 10 feet of you for the first time on a turn
must succeed on a Dexterity saving throw. The creature takes weapon damage equal to the
total of the superiority die on a failed save, or half as much damage on a successful one.

Floating Palm
Flying Knee
Arm Bar
Leg Lock
Spinning Back Fist
Dropkick
Uppercut
Clothesline

Shadowless Kick - fast front kick with diversion/no telegraph

Mind Blank -
Prereq - 14 wisdom
Bonus action for 1 minute immunity to charm, frightened

One Inch Punch


When you make an unarmed attack against a creature you can see you can expend and roll 1
superiority die to ignore disadvantage on the attack roll. On a hit you deal force damage, and
can add the superiority die to the damage roll. You additionally push the target 15 feet away

Must Have Been the Wind


When you make an attack while hidden, spend a die to not reveal your position

Trick Shot
Ricochet around corners, hit three creatures within 10ft of each other

Squire
Over long rest make hireling into a squire - add your twice level to max hp. Squire halves time to
put on armour.

Iron Will
When you make a saving throw to resist being charmed or frightened, as a reaction you can roll
and expend a superiority die and add the superiority die to your total. You must do so after you
have rolled, but before the outcome of the roll has been determined.
Stunning Blow
On a hit with a melee weapon attack you can expend 2 superiority dice to attempt to stun the
creature. The target must make a Constitution saving throw or become stunned until the end of
your next turn.

Block - when a creature leaves your reach you can expend a die to make a shove contest (no
reaction), on a success, you can move to an adjacent unoccupied space + reduce their speed to
0.
Quick hands - use two object actions, ie throw and light fuel, do scaling damage
Armoured Bulk - as a reaction when targeted by a melee attack, grant an automatic hit, but gain
resistance to the damage, move 5ft and make an OA

Cunning Action:. As a bonus

Height Advantage (Optional)


From 3rd level, while you are securely attached to a surface that is above your target’s height by
10 feet or more, as a bonus action you can give yourself advantage on your attack roll.

Scaling environmental / nonmagic item damage - equals 1d10 + your level, uses object action
or replaces weapon attack

Invocations

Blood Sacrifice
When you kill a creature you gain temporary Hit Points equal to your Charisma modifier.

Exsanguinate
When you deal damage to a creature, you regain a number of Hit Points equal to the damage
you dealt. You must complete a long rest before using this invocation again.

The Flesh is Weak


As an action you can reduce your maximum Hit Points by an amount equal to your level. You
gain twice as many temporary Hit Points. You regain your maximum Hit Points and ability to use
this invocation when you complete a long rest.

Uncanny Resilience
When you take damage you can gain resistance to that damage as a reaction. Your maximum
Hit Points are reduced by an amount equal to the damage you take. You regain your ability to
use this invocation when you complete a short or long rest. You regain your maximum Hit Points
when you complete a long rest.

Hypnotic Presence
You can cast Transfix without expending a spell slot. You regain the ability to do so when you
finish a short or long rest.

More competitive spells that buff martials


Feats

Roguish Initiate
You gain the following benefits:
- You increase your Dexterity, Constitution, Intelligence, or Charisma score by 1, to a
maximum of 20.
- You gain either the Thieves' Cant feature, the Secret Missives (Optional) feature, or a
language of your choice.
- Choose one of the following actions: Dash, Disengage, Hide or Use an Object. You can
use the chosen action as a bonus action on each of your turns.
You can choose this Feat multiple times. Each time you do you must pick a different action from
the list above.

Fear Incarnate
- You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you
add double your proficiency bonus to checks you make with it.
- Creatures that are immune to the frightened condition can still be frightened by you.
- When you reduce a creature to 0 Hit Points, creatures within 10 feet of you that can see
you must each succeed on a Wisdom saving throw (DC 8 + your proficiency bonus +
your attack or spellcasting modifier) or become frightened of you until the end of your
next turn.

Combination Strike
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- When you take the Attack action and attack with a versatile or two-handed weapon that
isn’t heavy, you can use a bonus action to make another attack with the weapon. This
attack uses the same ability modifier as the primary attack, and deals the same type of
damage. The damage die for this attack is a d4.
- When you hit a creature during your turn, you gain a bonus to your weapon attack rolls
equal to the number of times you have previously hit that creature since the start of your
turn.

Close-Quarters Shooter
Your aim is unerring even in the thick of hand-to-hand combat. You gain the following benefits:
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged
attack rolls.
- When you make an Opportunity Attack, you can make a ranged weapon attack instead
of a melee attack.
- When a creature you can see within 30 feet of you misses on an attack roll against you,
you can use your reaction to make a ranged weapon attack against the attacker.

Versatile
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You may swap the weapon you are wielding with another weapon you are carrying as an
object action.
- You can use your Strength or Dexterity modifier for the attack and damage rolls of any
versatile or ranged weapon.
- While wielding a versatile weapon in two hands, you can grant it the heavy property.
- If you are small, you do not suffer disadvantage on your attack rolls while wielding a
heavy weapon.
Mounted Archer
While mounted, you gain the following benefits:
- You gain a +1 bonus to ranged attack rolls with shortbows.
- When you make a ranged attack roll with a shortbow against a creature within 20 feet of
you, you gain a bonus to your damage roll equal to your proficiency bonus.
- When your mount fails a Dexterity or Wisdom saving throw, you can make a Wisdom
(Animal Handling) check as a reaction, and replace its roll with yours.

Peltast
You are adept at harassing your foes before slipping out of danger.
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency in shortswords, javelins and shields.
- Once per turn when you hit a creature with a ranged attack, you can either reduce its
speed by 10 feet, or reduce its next saving throw by 1d4, until the end of its next turn.
- When a creature moves within 15 feet of you, you can use your reaction to move half
your speed. You can use this ability a number of times equal to your Constitution
modifier. You regain all uses when you complete a short or long rest.

Jaguar Warrior
Your fearsome appearance strikes fear into your enemies, and you glory in taking them captive.
- You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you
add double your proficiency bonus to checks you make with it.
- When you attack a creature with a club, greatclub or a spear on your turn, you may
attempt to intimidate the target as a bonus action. Make a Strength (Intimidation) check
contested by your target's Wisdom (Insight) check. On a success the creature becomes
frightened of you until the start of your next turn.
- When you deal non-lethal damage to a creature during combat, and reduce it to 0 Hit
Points, you gain temporary Hit Points equal to your Constitution modifier.

Landschneckt
While wielding a pike, you gain the following benefits:
- You gain +1 bonus to attack rolls.
- As a bonus action you can ready your weapon to attack those who come close to you.
Choose a 10-foot cube that is adjacent to you. Until the start of your next turn, you may
make an Opportunity Attack against any creature that enters the area without expending
your reaction. On a hit, you deal piercing damage equal to 1d4 + your Strength modifier.
If you lose your reaction, change position, or are knocked prone, this effect ends.

Weapon Expert (Incl. Crusher, Piercer and Slasher)


You exploit each weapon to its maximum advantage, granting you the following benefits:
- Increase your Strength, Dexterity or Constitution by 1, to a maximum of 20.
- Once per turn when you hit a creature with an attack you may inflict an additional effect:
- If you deal slashing damage, you can reduce the speed of the target by 10 feet
until the start of your next turn.
- If you deal bludgeoning damage, you can move it 5 feet to an unoccupied space,
provided the target is no more than one size larger than you.
- If you deal piercing damage, you can re-roll one of the attack’s damage dice, and
you must use the new roll.
- When you score a critical hit against a creature, you can choose one of the following
effects:
- Until the start of your next turn, the target has disadvantage on all attack rolls.
- Attack rolls against the target are made with advantage until the start of your next
turn.
- You can roll one additional damage die when determining the extra damage the
target takes.

Magic Initiate
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your
choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same
list. Using this feat, you can cast the spell once at its lowest level without expending a spell slot.
Once you cast the spell in this way, you can’t cast it again until you finish a long rest. You can
also cast these spells using spell slots you have of the appropriate level. Your spellcasting
ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock;
Wisdom for cleric or druid; or Intelligence for wizard.

Dodge This!
You have an unusual talent for using ranged weapons in close quarters.
- Increase your Dexterity score by 1, to a maximum of 20.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged
attack rolls.
- If you miss on a ranged attack against a creature, as a bonus action you can move up to
your speed to an unoccupied space adjacent to them and repeat the attack. This attack
has advantage, and critically hits on roll of 19 or 20. You can use this bonus action a
number of times equal to your proficiency bonus. You regain all uses when you complete
a long rest.

Spell Duel
When another creature that you can see begins casting a spell, you can use your reaction to
attempt to counter their spell with a spell of your own. The target spell and the spell that you
cast must be within the same school of magic, be of 1st level or higher, have a casting time of 1
action, and must target the same creature or area (or overlap in areas targeted). If the spell you
are attempting to counter does damage, the spell you cast must do a different type of damage.
For example, if another creature casts the Cone of Cold spell, you can use your reaction to cast
another evocation spell, such as the Fireball, Lightning Bolt, or Cloudkill spells to attempt to
counter their spell, provided the area both spells cover overlap. The spell you cast does not do
damage or cause its usual effect. Instead, make a spellcasting ability modifier check contested
by the spellcasting ability check of the opposing caster. You gain a +1 bonus to your roll for
every spell level you are casting your spell above your opponent’s spell level, or a -1 penalty for
each spell level you are casting your spell below your opponent’s spell level. On a success, your
opponent’s spell fails. If you tie, both casters must roll on the Chaos Magic Table.

Resting
You can only benefit from two short rests before you need to complete a long rest. You can only
take one long rest per 24 hours.

You can only take a long rest while in a safe place such as an inn or a temple; resting the night
in the wilderness or in a dungeon gives only the benefits of a short rest, although you can still
prepare new spells when you complete the rest, if you have a class feature that would allow you
to do so.
Long rests do not restore Hit Points, they only give you back half your Hit Die. You can expend
Hit Die during a long rest like you can on a short rest. Abilities which interact with rolling Hit Die
during a short rest can also be used during long rests.

If you do not sleep at least 6 hours within a 24 hour period, you must make a DC 10 Constitution
save. This DC increases by 5 for every subsequent 24 period you go without at least 6 hours of
sleep. If you fail this save, you gain a level of exhaustion.

Slow Spellcasting
When you begin casting a spell of 1st level or higher with a casting time of 1 action, it isn’t
immediately cast at the end of your action. Instead, the spell is cast at your initiative less a
number equal to the level of the spell. Next round, this reduced initiative becomes the initiative
you take your turn at. If your initiative would be reduced to a negative number, you re-enter the
initiative order at that negative number below either the highest roll or below 10 (whichever is
highest). If you take damage while casting a spell you must succeed on a Concentration saving
throw or the spell fails.

Lunar Alignment
Optional feature, replaces Archdruid
At 20th level, you can use your Wild Shape an unlimited number of times. Additionally, you can
ignore the verbal and somatic components of your druid spells, as well as any material
components that lack a cost and aren't consumed by a spell. You gain this benefit in both your
normal shape and your beast shape from Wild Shape.

Fey Ascendant
Optional feature, replaces Eldritch Master (Archfey only)
At 20th level, you can assume the form of a fey warrior. Using your action, you undergo a
transformation. For 1 minute, you gain the following benefits:
- You can teleport to an unoccupied space you can see as a bonus action.
- You gain the benefits of the True Seeing spell.
- You can use your Fey Presence feature an unlimited number of times, and it affects
creatures of your choice in a 30 feet cube.
Once you use this feature, you can't use it again until you finish a long rest.

Celestial Conduit
Optional feature, replaces Eldritch Master (Celestial only)
At 20th level, you can channel the power of the Upper Planes. Using your action, you undergo a
transformation. For 1 minute, you gain the following benefits:
- Wings sprout from your back and grant you a flying speed of 60 feet.
- You regain a number of Healing Light dice equal to your Charisma modifier at the start of
each of your turns.
- When you are hit by an attack, you can cause your attacker to take radiant damage
equal to 2d8 + your Charisma modifier.
Once you use this feature, you can't use it again until you finish a long rest.

Stillness of Mind (Improved)

Starting at 7th level, at the end of your turn you can spend 1 ki point to end one effect on
yourself that is causing you to be charmed or frightened.

Marked Target (Optional)


This 1st-level feature replaces the Favoured Enemy feature and works with the Foe Slayer
feature. You gain no benefit from the replaced feature and don't qualify for anything in the game
that requires it.

You can cast Hunter’s Mark at 1st level without expending a spell slot, or using your
concentration, a number of times equal to your proficiency bonus. When you cast this spell in
this way its duration is 1 minute. Wisdom is your spellcasting modifier for this spell. You regain
all expended uses when you finish a long rest.

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