Unreleased Subclasses, Revised Since its debut in February 2015, the semi-monthly "Unearthed Arcana" articles on the official Dungeons and Dragons website have presented players and DMs alike with supplementary options for their campaigns. The most frequent form these options take is that of new subclasses, many of which were eventually published in supplement books such as the Sword Coast Adventurer's Guide and Xanathar's Guide to Everything. However, a number of these options have thus far been left on the cutting room floor. In some cases, a proper level of balance could not be achieved; in others, the community was generally disinterested in them; and a few have been released only recently, and have not yet been subject to large-scale playtesting. Feeling a shred of sympathy for these new arrivals and abandoned outcasts, I decided to rework the vast majority of these subclass options, creating (in my opinion) improved versions of the original playtest options. After completing these reworks, I then decided to compile these subclass options into a single convenient text. Thus was born Unreleased Subclasses, Revised--a compendium of twenty-one new subclasses for ten of fifth-edition D&D's twelve basic classes, each based on an option that debuted in Unearthed Arcana but that has thus far gone without an official release. Some of the subclasses presented here are very close to what was originally presented in Unearthed Arcana. Others are much more heavily revised, with some being almost entirely original creations. (This is why many of these options have entirely original names, which might not be immediately recognized even by those familiar with the original subclasses.) The majority of this compendium's subclasses, however, fall somewhere in the middle--recognizable to anyone familiar with Unearthed Arcana's original publications, but altered to a moderate degree for improved balance and flavor. It is possible that official versions of these subclasses will be published in printed form at some point in the future. When this happens, the official versions will almost certainly bear little resemblance to these versions. If you like the version of a particular subclass found in this compendium better than the official one, you are free to use the version found here instead--as long as you have your DM's permission, of course. Note: This document does not include reworkings of any of the subclass options created as part of the Twitch show The Mike Mearls Happy Fun Hour that have not also been published as part of Unearthed Arcana. Once those subclasses undergo official revision and subsequent publication online, they may be included here. Table of Contents # Subclass Class Description 1 Path of the Earth Warden Barbarian Transforms into a primal guardian to lay waste to their foes 2 College of Flight Bard Performs acrobatic feats to delight audiences and elude danger 3 Order Domain Cleric Enforces law by imposing divine authority on others 4 Protection Domain Cleric Defends the weak and downtrodden with divine power 5 Circle of Rot Druid Harnesses the power of decay to maintain nature's balance 6 Circle of Twilight Druid Wields necromantic magic to enforce the boundary between

life and death 7 Brute Fighter Crushes opponents with unparalleled physical force 8 Sharpshooter Fighter A master of archery with an unerring marksman's eye 9 Skirmisher Fighter Moves from target to target, delivering quick but crippling strikes 10 Witch Hunter Fighter Enters a honed combat trance to protect themselves from their

foes' magic 11 Way of Tranquility Monk Spreads peace and enlightenment to others through nonviolence 12 Oath of Secrecy Paladin Prevents the spread of secrets by silencing those who possess

knowledge deemed forbidden 13 Elemental Earth Sorcerer Wields the magic of elemental earth for attack and defense 14 Fire Power Sorcerer Imbued with power and vitality by elemental fire 15 Giant Soul Sorcerer A descendant of those granted magical boons by giants 16 Ocean Magic Sorcerer Magically embodies the elusiveness and power of water 17 The Astral Warlock Serves a being of the Astral Plane 18 The Lady of Pain Warlock Forges a pact with the mysterious ruler of Sigil 19 Lore Mastery Wizard A master arcanist, capable of altering the formulae of their spells 20 School of Artifice Wizard Imbues ordinary items with great magical power 21 School of Theurgy Wizard A student of the arcane and the divine in equal measure 1

Primal Path At 3rd level, a barbarian gains the Primal Path feature. The following Path of the Earth Warden option is available to a barbarian, in addition to those offered in official publications. Path of the Earth Warden Barbarians who follow the Path of the Earth Warden follow an ancient tradition rooted in powerful druidic magic. When these barbarians rage, they become one with the land, feeling the fury of the strip-mined earth and the desolated forest. The primal magic that inspires them to rage allows barbarians of this path to become one with nature, overcoming their foes with the indomitable strength of the primeval world. These barbarians dwell in the most remote places of the world, the rare misty mountains and elder forests untouched by exploration. They venture out only rarely, as most of them consider it their sacred duty to protect the places that have stood unchanged since the world's earliest days. The Path of the Earth Warden was adapted from the Primeval Guardian, a Ranger Archetype that originally appeared in "Unearthed Arcana: Ranger and Rogue". Form of the Earth Warden Starting when you choose this path at 3rd level, your rage draws primal power through your spiritual link to the land, allowing you to become an aspect of nature. When you enter your rage, you can expend two uses of Rage at the same time to assume the form of a primeval guardian, taking on an appearance you choose. For example, your skin might turn bark-like and become covered in ivy and moss, or it might harden and sprout outgrowths of stone. You remain in this form until your rage ends. You gain the following additional benefits while in this form. Your size increases by one category—from Medium to Large, for example.

When you make a melee weapon attack, your reach for it is 5 feet greater than normal.

The ground in a 20-foot-radius area centered on you is difficult terrain for your enemies. The large, earthy body of your guardian form makes you slow and heavy. Your walking speed is halved while you are in the Form of the Earth Warden. Additionally, if you normally have a climbing, swimming, or flying speed, you can't use it whle you're in this form. Ensnaring Thorns Also at 3rd level, your command of primal magic allows you to ensnare the targets of your attacks. You gain the ability to cast the ensnaring strike spell, using Constitution as your spellcasting ability for it. You can do so twice, regaining all expended uses when you finish a long rest. While you're in the Form of the Earth Warden, you can cast and concentrate on this spell normally. You still can't cast or concentrate on other spells while raging. Ancient Fortitude Starting at 6th level, your rage imbues you with primeval life force. While you're raging, you can use your action to gain temporary hit points equal to twice your barbarian level. You lose all temporary hit points you gain from this feature when your rage ends. Command of Nature Beginning at 10th level, you are always under the effects of a speak with plants spell. You can't use this version of the spell to manipulate difficult terrain or cause plants to perform tasks on your behalf unless you're in the Form of the Earth Warden. Primal Embodiment Starting at 14th level, your connection to primal magic inten-sifies, strengthening your Earth Warden form. You gain the following benefits. When you enter the Form of the Earth Warden and have no uses of your Ensnaring Thorns feature remaining, you regain one use.

When you use your Ancient Fortitude feature while in the Form of the Earth Warden, each friendly creature within 20 feet of you gains half as many temporary hit points as you do. 2

Bard College At 3rd level, a bard gains the Bard College feature. The following College of Flight option is available to a bard, in addition to those offered in official publications. College of Flight Bards of the College of Flight entertain through acrobatic stunts, moving through the air with the grace of a bird in flight. Though bards of this college are sometimes called "acrobats", not just any acrobat can become a bard of this college. Like any bard college, the College of Flight requires

a natural attunement to the magical underpinnings of creation, a weave that bardic acrobats tap into through the physicality of their performances. Some bardic acrobats tell stories through dance and trapeze, weaving allegorical narratives through the beauty

of their movements. These bardic acrobats often perform in troupes, and dress in the gaudy costumery of clowns. Other members of this college are solo performers whose dances are simply odes to the beauty inherent in all things. Given their natural nimbleness, bards of the College of Flight are well-suited for adventuring. Their well-practiced acrobatic abilities and their quick reflexes allow them to dodge danger with a seemingly supernatural quickness, without missing a step in the performance that enthralls even their foes. The College of Flight was adapted from the College of Satire, which originally appeared in "Unearthed Arcana: Kits of Old". Fleet of Mind and Body When you join the College of Flight at 3rd level, your bardic magic lends you fleetness of movement, as well as knowledge of the special magic used by bardic acrobats. You gain the following benefits. Bonus Proficiencies. You gain proficiency in the Acrobatics and Arcana skills, if you don't already have those proficiencies. Acrobat's Focus. Your walking speed increases by 10 feet while you are concentrating on a bard spell. Tumbling Motion Also at 3rd level, you master an acrobatic technique that allows you to evade danger. While you're not wearing medium or heavy armor or wielding a shield, you can use your action to tumble. When you tumble, you gain the following benefits for the rest of your turn. You gain the benefits of taking the Dash and Disengage actions.

You gain a climbing speed equal to your current walking speed.

If you fall a distance that is equal to twice your current walking speed or less, you don't take damage from the fall. Additionally, if you don't use your action to tumble on one of your turns, you can use a bonus action and expend one use of Bardic Inspiration to tumble. Acrobat's Magic Starting at 6th level, you learn a number of special magical tricks to improve your mobility and speed. These tricks are represented by a number of charges equal to your Charisma modifier (minimum of 1). You can use your action and expend some of these charges to cast one of the following spells at its lowest level, without expending a spell slot or material components: fly (3 charges), jump (1 charge), or spider climb (2 charges). You regain all expended charges when you finish a short or long rest. Tumbler's Luck At 14th level, your bardic magic manipulates luck to protect you from harm. When you are hit by an attack or fail an ability check or saving throw, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die. If this feature was triggered by an attack, you gain a bonus to AC against that attack equal to the number rolled, potentially causing the attack to miss you. If this feature was triggered by an ability check or saving throw, you gain a bonus to your roll equal to the number rolled, potentially causing your ability check or saving throw to succeed instead of fail. If the triggering attack misses you or you succeed on the triggering roll as a result of gaining the bonus from this feature, you regain one Bardic Inspiration die. When you regain a Bardic Inspiration die from this feature, you can't use this feature again until you finish a long rest. 3

Divine Domain At 1st level, a cleric gains the Divine Domain feature. The following options are available to a cleric, in addition to those offered in official publications: the Order Domain and the Protection Domain. Order Domain The Order domain represents devotion to the rule of law. Clerics of this domain dedicate themselves to the service of institutions, as well as the obedience and enforcement of those institutions' laws. These institutions are not obligated to be religious; a cleric of this domain might serve a city's justice system, for example, rather than a system of religious law. Deities of this domain--and their clerics by extension--tend to be concerned with the hierarchies established by systems of law. Those who lead and those who follow must each do so to the best of their ability, or else society cannot exist within the universe's inherent chaos. However, they are also usually concerned with obedience to the law itself, rather than to any specific individuals. Clerics of Order typically care more for how things are done than with whether or not those things are just, though this often varies depending on an individual's alignment. Gods of Order include deities of justice and vigilance, such as Tyr, Hoar, and Helm; gods devoted to strategy, logic, and truth, such as the Red Knight, Azuth, and Aumanator; and tyrannical deities who demand tribute from the weak, like Asmodeus and Bane. The Order Domain was adapted from the Divine Domain option of the same name, which originally appeared in "Unearthed Arcana: Order Domain". Domain Spells You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Order Domain class feature in the Player's Handbook for how domain spells work. Order Domain Spells Cleric Level Spells 1st command, comprehend languages 3rd enhance ability, zone of truth 5th crusader's mantle, dispel magic 7th aura of purity, compulsion 9th dominate person, hold monster Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with heavy armor. Voice of Authority At 1st level, you can invoke the power of law to coordinate your allies in battle. When you use your action to cast a cleric spell of 1st level or higher, you can use a bonus action to choose one friendly creature you can see within 30 feet of you. That creature can immediately use its reaction to make one weapon attack. Channel Divinity: Restraints of Order Starting at 2nd level, you can use your Channel Divinity to imprison your foes with the power of order. As an action, you present your holy symbol, and each creature of your choice within 30 feet of you that can see or hear you must make a Wisdom saving throw against your cleric spell save DC. On a failed save, a creature is restrained until the end of your next turn, as chains of magical force appear to encircle and bind it. Channel Divinity: Orderly Spellcasting At 6th level, you can use your Channel Divinity to impose order on the magical energy you expend to cast your domain spells, forcing it to fall in line. When you expend a spell slot to cast one of your domain spells, you can use your Channel Divinity to regain one expended spell slot. The slot you regain must be of a level equal to or lower than the spell slot you expended, and can't be higher than 5th level. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8. Ordered Destruction Starting at 17th level, enemies you designate are forced to buckle under the power of you and your allies' combined effort. When you deal your Divine Strike damage to a crea-ture, that creature takes an additional 1d8 force damage the first time on each turn any ally of yours deals damage to it. This benefit lasts until the start of your next turn. Protection Domain The Protection domain is the purview of deities who charge their followers with shielding the weak from the strong, and protecting the downtrodden from those who would abuse their power. Clerics of this domain are often found in villages that border on barbaric lands or on battlefields in war-torn kingdoms, helping to bolster defenses and defeat evil. Though some clerics of this domain strike first against their enemies, many believe that the best defense is a good offense, and that the armor of their faith will shield them and their charges from the worst their foes can bring to bear. Deities of the Protection domain include Helm, Ilmater, Torm, Tyr, Angharradh, Haela Brightaxe, and Bahamut. The Protection Domain was adapted from the Divine Domain option of the same name, which originally appeared in "Unearthed Arcana: Cleric". 4

Domain Spells You gain domain spells at the cleric levels listed in the Protection Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work. Protection Domain Spells Cleric Level Spells 1st mage armor, protection from evil and good 3rd aid, protection from poison 5th counterspell, protection from energy 7th death ward, Otiluke's resilient sphere 9th circle of power, wall of force Bonus Cantrips When you choose this domain at 1st level, you gain the guidance and resistance cantrips if you don't already know them. For you, each of these cantrips has a range of 30 feet, and you can cast them as bonus actions. Shield of the Faithful At 1st level, you gain the ability to magically hinder enemy attacks. When a creature you can see attacks you or a target that is within 10 feet of you, you can use your reaction to grant the target a bonus to AC against that attack. The bonus is equal to your Wisdom modifier (minimum of 1). You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all of your expended uses when you finish a long rest. Channel Divinity: Shielded Soul Starting at 2nd level, you can use your Channel Divinity to protect your allies from all manner of harm. When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to grant that creature advantage on its saving throw. Radiant Defense Starting at 6th level, when a creature hits the target of your Shield of the Faithful feature with an attack, the attacker takes radiant damage equal to 1d10 + your cleric level. Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Holy Indomitability At 17th level, you gain resistance to two damage types of your choice. When you finish a short or long rest, you can choose to change one or both of these resistances to another damage type. Additionally, as an action, you can give up one of these resistances and transfer it to a creature you touch. The creature keeps the resistance until the end of your next short or long rest, or until you use your action to touch the creature and transfer the resistance back to yourself. 5

Druid Circles At 2nd level, a druid gains the Druid Circle feature. The following options are available to a druid, in addition to those offered in official publications: the Circle of Rot and the Circle of Twilight. Circle of Rot Druids of the Circle of Rot find beauty in decay. They see the processes of life and death as an eternal cycle, where death begets life as decomposers break down carrion, and life begets death as all living things march towards the grave. To these druids, death is not the end of life, but instead a change of state that sees life shift into a new form. Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. However, these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or avoid passing to a final rest, violate the cycle and must be thwarted. The Circle of Rot was adapted from the Circle of Spores, which originally appeared in "Unearthed Arcana: Three Subclasses". Halo of Rot Starting at 2nd level, your druid magic has allowed you to harness the forces of decay. When a creature moves within 10 feet of you or hits you with an attack, you can use your reaction to emanate an aura of decomposing magic, dealing 1d6 poison damage to each creature within 10 feet of you other than yourself. The damage increases when you reach certain levels in this class, increasing to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level. Symbiotic Spores At 2nd level, you can channel additional magic into your Halo of Rot. You can use your Wild Shape feature to awaken the magic of decay, rather than transforming. When you do so, you gain the following benefits. You gain 3 temporary hit points per druid level.

You gain resistance to poison damage, and you have advantage on saving throws against poison.

Your Halo of Rot deals 3 extra damage. This damage increases when you reach certain levels in this class, increasing to 6 at 6th level, 9 at 10th level, and 12 at 14th level. These benefits last for 10 minutes or until you use your Wild Shape again. Fungal Infestation At 6th level, you can infest and animate humanoid corpses with your decaying spores, forcing them to protect you. When a humanoid dies within 1 minute of you dealing poison damage to it, you can use your reaction to raise that creature as a zombie that obeys your mental commands. In combat, its turn is immediately after yours. The statistics of a zombie created by this feature are identical to those of the zombie in the Monster Manual, except that its maximum hit points are equal to half your druid level, rounded up. Zombies created by this feature last for 1 hour, after which time they collapse and die. You can have a maximum of three zombies created by this feature active at one time. If you attempt to create a fourth zombie with this feature, the DM chooses one of the previous three zombies at random. The chosen zombie immediately dies. Enthralling Spores Starting at 10th level, you can use your spores to seed the mind of a living creature. When you deal damage with your Halo of Rot, you can choose one of the damaged creatures. That creature must succeed on a Constitution saving throw against your druid spell save DC or be charmed by you. This effect lasts for 8 hours, until you or your companions do any-thing harmful to the charmed creature, or until you use this feature again. If a creature's save is successful or the effect ends for it, that creature becomes immune to your Enthralling Spores for the next 24 hours. 6

Embodiment of Decay Starting at 14th level, poisonous magic infuses your very being. You gain resistance to poison damage, and advantage on saving throws against poison. Additionally, while your Symbiotic Spores feature is active, you have immunity to poison damage and the poisoned condition. Finally, when you or a zombie you created with your Fungal Infestation feature hits a creature with a melee attack, the attack deals additional poison damage equal to your Wisdom modifier. Circle of Twilight The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, keeping their allies from perishing before their times, while ushering their foes into whatever fate awaits them. These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding, once-vibrant realms now gloomy and haunted, devoid of animals and filled with plants dying slow, lingering deaths. Druids of this circle seek out such places to banish undeath and to restore the natural cycle, allowing live to thrive while easing the dying into their rest. The Circle of Twilight was adapted from the Druid Circle option of the same name, which originally appeared in "Unearthed Arcana: Druid". Harvest's Scythe Starting at 2nd level, you become imbued with a necromantic force that allows you to manipulate the life energy of your foes. This force is represented by a number of d8s equal to your druid level. When you deal damage to a creature with an attack or spell, you can use a bonus action to spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The attack or spell deals additional damage to one of its targets equal to the total. This additional damage is necrotic or radiant; you choose which type each time you use this feature. You regain all expended dice when you finish a long rest. Twilight Magic Also starting at 2nd level, your connection to the forces of life and death allows you to cast necromantic spells normally forbidden to druids. You learn one necromancy cantrip of your choice from any class's spell list. This counts as a druid cantrip for you, but doesn't count against your number of druid cantrips known. Additionally, when you prepare the list of druid spells that are available for you to cast, some of the spells on that list may be necromancy spells from any class's spell list. These spells count as druid spells when you cast them. The maximum number of these spells you can prepare is equal to your Wisdom modifier (minimum of 1). Bringer of Life and Death At 6th level, you gain the ability to redistribute the life force of your fallen foes. When you slay a creature by dealing necrotic or radiant damage to it, you can use your reaction to gain access to a pool of hit points equal to the total necrotic or radiant damage. Choose any creatures within 60 feet of you, and divide these hit points among them. Once you use this feature, you must finish a short or long rest before you can do so again. Watcher at the Threshold At 10th level, your command over life and death grants you resistance to necrotic and radiant damage. Additionally, if you're not incapacitated, allies within 30 feet of you have advantage on death saving throws. Paths of the Dead At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. You can cast etherealness once at its lowest level, without expending a spell slot. Once the spell ends, you can’t cast it with this feature again until you finish a short or long rest. 7

Martial Archetypes At 3rd level, a fighter gains the Martial Archetype feature. The following options are available to a fighter, in addition to those offered in official publications: the Brute, the Skirmisher, the Sharpshooter, and the Witch Hunter. Brute When most think of fighters, they think of brutes--warriors reliant on nothing but their own might and durability to overcome their foes. Some Brutes combine their sheer power with cunning and tactical knowledge; others simply hit things until those things stop hitting them back. The Brute was adapted from the Martial Archetype option of the same name, which originally appeared in "Unearthed Arcana: Three Subclasses". Brute Force Beginning when you choose this archetype at 3rd level, you can attack with exceptional power. This application of force is represented by a d4--your Brute Force die. When you make an unarmed strike or melee weapon attack using Strength, you can expend your Brute Force die. If the attack hits, roll the expended die and add the number rolled to the attack's damage roll. You regain your expended Brute Force die at the start of your next turn. You gain additional Brute Force dice as you gain levels in this class. Your maximum number of Brute Force dice in-creases to 2 at 10th level, and again to 3 at 18th level. You can only expend one Brute Force die per attack, and you regain all expended dice at the start of each of your turns. Brutish Durability Also starting at 3rd level, your toughness allows you to shrug off assaults that would devastate others. When you are hit by an attack, you can expend one of your Brute Force dice, rolling the die and adding the number rolled to your AC against that attack. Improved Brutality At 7th level, your Brute Force dice turn into d6s. At 15th level, they turn into d8s. Imposing Figure Starting at 10th level, your prodigious strength makes you a fearsome figure, even outside of combat. When you make a Charisma (Intimidation) check, you gain a bonus to the check equal to your Strength modifier (minimum of 1). Additionally, you have advantage on any Charisma (Intimidation) check you make against a creature that has a lower Strength score than you do. Devastating Critical Starting at 18th level, when you expend a Brute Force die and roll the highest possible number on it, double that number before adding it to the attack's damage roll. Sharpshooter The archetypal Sharpshooter is a master of ranged combat. Though any fighter may wield a bow with skill, Sharpshooters are unparalleled archers, capable of striking with pinpoint accuracy for maximum damage at nearly any range. Eagle-eyed scouts and snipers with unmatched perception, these fighters are perilous foes for any melee combatant. The Sharpshooter was adapted from the Martial Archetype option of the same name, which originally appeared in "Unearthed Arcana: Fighter". Power Shot Beginning when you choose this archetype at 3rd level, you gain the ability to make more powerful attacks at range. This heightened marksmanship is represented by a d4--your Power Shot die. When you make a ranged attack with a ranged weapon or a weapon with the thrown property, you can expend your Power Shot die. If the attack hits, roll the expended die and add the number rolled to the attack's damage roll. You regain your expended Power Shot die at the start of your next turn. You gain additional Power Shot dice as you gain levels in this class. Your maximum number of Power Shot dice in-creases to 2 at 10th level, and again to 3 at 18th level. You can only expend one Power Shot die per attack, and you regain all expended dice at the start of each of your turns. Readied Shot Also starting at 3rd level, you can quickly prepare to strike foes at range. When you take the Ready action on your turn and choose to make an attack in response to the trigger you specify, you have advantage on the attack roll, and if the attack hits, it deals extra damage equal to half your fighter level (rounded down). Improved Marksmanship At 7th level, your Power Shot dice turn into d6s. At 15th level, they turn into d8s. Sniper's Senses Starting at 10th level, you become a keen spotter, adept at noticing foes who are attempting to hide. You gain the following benefits. You gain proficiency in the Investigation skill if you don't already have it.

You can take the Search action as a bonus action on each of your turns in combat.

If you have disadvantage on an Intelligence (Investigation) or Wisdom (Perception) check, you can choose to ignore that disadvantage. You must then finish a short or long rest before you can do so again. Supreme Shot Starting at 18th level, when you expend a Power Shot die, you roll the die before making the attack roll and add the result to both the attack and damage roll. 8

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Skirmisher The archetypal Skirmisher is quick on their feet and even quicker with a blade. Moving almost elegantly through the chaos of combat, Skirmishers move rapidly from target to target, cutting their foes down before their presence can be detected. Though similar in some aspects to rogues, fighters of this archetype rely on physical power more than the stealth and cunning of the rogue, and are more often found in wild regions of the world, hunting their enemies and honing their skills in solitude. The Skirmisher was adapted from the Scout, which originally appeared in "Unearthed Arcana: Kits of Old". Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Nature, Stealth, or Survival. Alternatively, you learn one language of your choice Agile Combatant Also at 3rd level, you learn how to move quickly through combat, from one target to the next. When you take the Attack action on your turn, you gain 10 feet of special move-ment. You can use this special movement before or after any of the attacks you make as part of the Attack action. This movement doesn't count against the distance you can move on that turn, and it doesn't provoke opportunity attacks. Wild Warrior At 7th level, your speed increases by 5 feet, and you gain a climbing and swimming speed equal to your walking speed. You don't gain these benefits if you are wearing medium or heavy armor. Hamstring At 10th level, you learn how to make attacks that impair your foes' ability to move, at the expense of accuracy when strik-ing. When you make a melee weapon attack, you can choose to make the attack with disadvantage if you don't already have disadvantage on the attack roll. If the attack hits, the target's speed is halved until the end of your next turn. This effect can be applied to the same target up to three times. Canny Counter Beginning at 15th level, your quick reflexes allow you to dodge incoming attacks, then strike back against your attacker. When a creature you can see attacks you, you can use your reaction to impose disadvantage on the attack roll. If the attack misses, you can make one melee weapon attack against the attacker, as part of the same reaction. Swift Death At 18th level, you can harness your speed to become the ultimate weapon. Once per turn, when you hit a creature with a weapon attack, you can cause the attack to deal extra damage. The extra damage equals the difference between your walking speed and the target's walking speed. If the target's walking speed is higher than yours, the attack deals no extra damage. Witch Hunter The archetypal Witch Hunter is an enemy of spellcasters, and learns a variety of specialized techniques to defeat magically adept foes in single combat. In some lands, fighters of this archetype are enemies to all users of magic; in others, where magic is an accepted or welcomed fact of life, Witch Hunters restrict themselves to hunting those who would misuse magic, or diversify their training to hunt lycanthropes, undead, and other unnatural beings. The Witch Hunter was adapted from the Monster Hunter, which originally appeared in "Unearthed Arcana: Gothic Heroes". Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Arcana, History, Nature, or Religion. Alternatively, you learn one language of your choice. Antimagic Trance At 3rd level, you learn how to enter a special battle trance that repels harmful magic and assists you in battling spellcasters. You can enter this trance as a bonus action on your turn. While in this trance, you gain a +2 bonus to Intelligence, Wisdom, and Charisma saving throws, and your weapon attacks deal an extra 2 psychic damage on a hit. The bonus and damage increase when you reach certain levels in this class, increasing to 3 at 7th level, 4 at 10th level, 5 at 15th level, and 6 at 18th level. The trance lasts for 1 minute or until you end it as a bonus action. After the trance ends, you must finish a short or long rest before you can use it again. Hunter's Arcana At 7th level, you have learned a few magical tricks that assist you in your hunt for the arcane. You can cast the detect magic and detect poison and disease spells, but only as rituals, as described in chapter 10 of the Player's Handbook. You can also cast detect evil and good once with this feature, using Intelligence as your spellcasting ability for it. Once you cast this spell using this feature, you must finish a short or long rest before you can do so again. Disciplined Dispel At 10th level, the focus granted by your Antimagic Trance allows you to shrug off the effects of negative spells. When you enter your Antimagic Trance, you can end one spell of your choice that is currently affecting you. Magic Avoidance By 15th level, you have developed the reflexes necessary to dodge certain spell effects. You gain proficiency in Dexterity saving throws. Mystic Resilience By 18th level, your experience fighting magical threats has granted you resistance to damage from spells and other magical effects. 10

Monastic Tradition At 3rd level, a cleric gains the Monastic Tradition feature. The following Way of Tranquility option is available to a monk, in addition to those offered in official publications. Way of Tranquility Monks of the Way of Tranquility see violence as a last resort. Their meditation opens their minds to the beauty of peace and the futility of violence, and motivates them to use diplo-macy, mercy, and understanding to resolve conflicts. Though as skilled in martial arts as any other monk, those who follow the Way of Tranquility prefer to find peaceful solutions to conflict, and are often loath to use deadly force on even the most inherently evil of foes. When adventuring, these monks make excellent diplomats. They are also skilled in the healing arts, and can preserve their allies in the face of daunting foes. The Way of Tranquility was adapted from the Monastic Tradition option of the same name, which originally appeared in "Unearthed Arcana: Monk". Emissary of Peace When you choose this tradition at 3rd level, your commit-ment to peace makes you a natural at diplomacy. You gain proficiency in the Persuasion skill if you don't already have it. Additionally, whenever you make a Charisma check to calm violent emotions or cousel peace, you gain a bonus to the check equal to your Wisdom modifier. You must be acting in good faith to gain this bonus; it doesn't apply to ability checks where the Deception or Intimidation skill applies. Soothing Spirit Also at 3rd level, you learn how to channel your ki into a restorative form that heals injuries. As an action, you can expend ki points, up to the maximum amount of ki points you currently have, to restore hit points to a creature you touch. That creature regains hit points equal to your Wisdom modifier (minimum of 1) for each ki point you spend. This feature has no effect on undead and constructs. Swiftness of Aid Starting at 6th level, you can rush to your allies' aid. When a friendly creature you can see within 60 feet of you takes damage, you can use your reaction to move up to half your speed towards that creature, without provoking opportunity attacks. If you end this move within 5 feet of the friendly crea-ture, you can use your Soothing Spirit feature as part of the same reaction. Calming Influence Beginning at 11th level, creatures healed by your ki are brought to a state of inner calm. When you use your Soothing Spirit feature to restore hit points to a creature that is currently charmed or frightened, you can expend 1 additional ki point to remove one of those conditions from it. Transcendent Peace Starting at 17th level, you emanate an aura of tranquility that can diffuse even the most violent of foes. Any hostile creature that starts its turn within 10 feet of you must make a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency bonus). On a failed save, the creature becomes charmed by you for 24 hours. The effect ends early if you are incapacitated or if you or your companions attack the charmed creature, deal damage to it, or force it to make a saving throw. The charmed creature will not move or take any actions or reactions unless you command it to do so. You can't command the creature to attack, deal damage to itself or others, or force someone to make a saving throw. 11

Sacred Oath At 3rd level, a paladin gains the Sacred Oath feature. The following Oath of Secrecy option is available to a paladin, in addition to those offered in official publications. Oath of Secrecy The Oath of Secrecy is a commitment to the concealment of truth and the preservation of lies. Though paladins of this oath may undertake noble pursuits, such as the protection of those wanted by criminal entities or the keeping of secrets that could be dangerous in the wrong hands, they are just as often found in crime syndicates or tyrannical regimes, where they serve as silencers of those who would speak out against oppression. Though its adherents are often less scrupulous than other varieties of paladin, those who take the Oath of Secrecy see it as an honorable and necessary cause, no matter their reasons for doing so. The Oath of Secrecy was adapted from the Oath of Treachery, which originally appeared in "Unearthed Arcana: Paladin". Tenets of Secrecy As befitting the nature of this oath, the tenets of the Oath of Secrecy are little known to those outside the inner circles of chaotic faiths. They emphasize the need for confidentiality in a world of danger, and for deception as a way to protect the unwary from deadly truths. Watchfulness. Secrets come and go constantly, but only the truly observant notice them as they pass. Memory. To an undisciplined mind, secrets are water through a sieve. To a honed intellect, secrets are birds in a cage. Deceit. A well-crafted lie can ensure the downfall of a foe or the safety of a friend. You must craft honeyed words for the ears of your enemies, and shield your allies against harsh truths. Silence. Once divulged, a secret can never be contained again. Your silence shields the world from what it must not know. Oath Spells You gain oath spells at the paladin levels listed in the Oath of Secrecy Spells table. See the Sacred Oath class feature in the Player's Handbook for how oath spells work. Oath of Secrecy Spells Paladin

Level Spells 3rd disguise self, expeditious retreat 5th Nystul's magic aura, silence 9th blink, nondetection 13th confusion, Mordenkainen's private sanctum 17th modify memory, seeming Channel Divinity When you take this oath at 3rd level, you gain the following Channel Divinity options. Deceptive Glamour. You can use your Channel Divinity to exude a magical charm that sways other creatures to your will. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw against your paladin spell save DC. On a failed save, a creature is charmed by you for 1 minute or until you or your companions do anything harmful to it. When you make a Charisma (Deception) check to influence a creature charmed by this feature, you are considered proficient in the Deception skill if you aren't normally proficient in it. Mantle of Shadows. You can use your Channel Divinity to cloak another creature in shadow magic, hiding it from view. As an action, you or a willing creature you touch becomes invisible for 1 minute, along with anything the target is wearing or carrying as long as it is on the target's person. If the invisible creature attacks or casts a spell, it becomes visible until the end of the current turn, at which point it becomes invisible again. Aura of Stealth Beginning at 7th level, you and all friendly creatures within 10 feet of you have advantage on Dexterity (Stealth) checks. At 18th level, the range of this aura increases to 30 feet. Furtive Smite Starting at 15th level, your divinely empowered attacks are empowered even more when striking from stealth. When you use your Divine Smite on an attack that had advantage on the attack roll, you use the highest possible number for each die of Divine Smite, instead of rolling. For example, if you expend a 2nd-level paladin spell slot to use Divine Smite on an attack that had advantage on the attack roll, it deals 24 radiant dam-age, instead of 3d8. This effect also applies to your Improved Divine Smite class feature. Icon of Secrecy At 20th level, you can use your action to become an avatar of secrecy. For 1 minute, you gain the following benefits: You are invisible.

Once on each of your turns, you can use a bonus action to magically teleport up to 30 feet to an unoccupied space you can see.

When you deal damage to a creature, you can force that creature to make a Wisdom saving throw against your paladin spell save DC. A creature automatically succeeds on this saving throw if it can't be charmed. On a failed save, the creature becomes convinced that the attack was a hallucination, an illusion, or otherwise nonexistent. It will forget about your existence for 1 minute or until you deal damage to it, force it to make a saving throw, or lose the invisibility granted by this fea-ture. Once you use this feature, you can't use it again until you finish a long rest. 12

Sorcerous Origins At 1st level, a sorcerer gains the Sorcerous Origin feature. The following options are available to a sorcerer, in addition to those offered in official publications: Elemental Earth, Fire Sorcery, Giant Soul, and Ocean Magic. Elemental Earth Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command. Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes The Elemental Earth origin was adapted from the Stone Sorcery origin, which originally appeared in "Unearthed Arcana: Sorcerer". Metal Magic When you choose this origin at 1st level, your affinity for elemental earth and metal grants you an affinity for such materials, including the ability to learn some non-sorcerer spells associated with them. You gain the following benefits. Bonus Proficiencies. You gain proficiency with shields, simple weapons, and martial weapons. Expanded Spell List. The Elemental Earth origin lets you choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you. Elemental Earth Expanded Spells Spell Level Spells 1st compelled duel, zephyr strike 2nd cloud of daggers, magic weapon 3rd blinding smite, elemental weapon 4th guardian of faith, staggering smite 5th banishing smite, steel wind strike Stone's Defense Also at 1st level, the magic of elemental earth running through your veins gives you extra resilience to attacks. While you are not wearing any armor, you can use your Constitution modifier to calculate your AC, rather than your Dexterity modifier. You can use a shield and still gain this benefit. Earth Aegis Starting at 6th level, you can harness earth magic to protect yourself and your allies. As a bonus action, you can spend 1 sorcery points to grant an aegis to yourself or another friend-ly creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 3. The reduction increases when you reach certain levels in this class, increasing to 4 at 10th level, 5 at 14th level, and 6 at 18th level. The effects of the aegis last for 1 minute, until you are incapacitated, or until you use it again. In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker and make one melee weapon attack against it. If your attack hits, it deals extra force damage equal to half your sorcerer level (rounded up). You can do so only once per use of your aegis. Stone's Edge Starting at 14th level, your mastery of elemental earth allows you to add its force to your attacks and spells. Once on each of your turns, when you hit a creature with a weapon attack or deal damage to it with a spell, you can deal extra force damage to that creature equal to half your sorcerer level (rounded up). 13

Earth Master's Shield Beginning at 18th level, when you use your Earth Aegis, you can spend 1 to 3 additional sorcery points. If you do so, you can choose a number of additional friendly creatures within range equal to the number of sorcery points you spent. Each creature you choose gains the benefit of your Earth Aegis. Fire Power Your power draws from the magic of elemental fire. You or your ancestors perhaps rendered a great service to an efreet lord or other powerful creature of fire. You might also have been born in the presence of the legendary phoenix. What-ever the cause, a shard of elemental flame dwells within you. The power of elemental fire is a mixed blessing. You can invoke fiery energy and use it to both destroy your foes and rejuvenate yourself, but this power comes at a cost. The fire seethes within you, demanding to be unleashed. It is your choice whether you will master the self-discipline necessary to bear this power responsibly, or give in to the urging of the power of fire to destroy all that stands in your way. The Fire Power origin was adapted from the Phoenix Sorcery origin, which originally appeared in "Unearthed Arcana: Sorcerer". Ignite When you choose this origin at 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable, nonmagical object you touch. Fire Magic At 1st level, you can augment your spells with your internal reserves of elemental flame. When you use your action to cast a sorcerer spell that deals damage, you can use a bonus action to change one of the spell's damage types to fire damage. Eternal Spark At 1st level, the restless and vengeful energy of fire within you surges outward in the face of defeat, preserving you with a roar of flame. When you are reduced to 0 hit points but not killed out-right, you can use your reaction to drop to 1 hit point instead. When you do so, each creature within 10 feet of you takes fire damage equal to your Charisma modifier + half your sorcerer level, rounded down (minimum of 1 damage). Once you use this feature, you can't do so again until you finish a long rest. 14

Mantle of Flame Beginning at 6th level, you can unleash the flame that blazes within you. As a bonus action, you can spend 3 sorcery points to magically wreathe yourself in swirling flame, gaining the following benefits for 1 minute. You shed bright light in a 30-foot radius, and dim light for an additional 30 feet.

Whenever you deal fire damage to a creature with a sorcerer spell or class feature, you deal 2 additional damage. The damage increases when you reach certain levels in this class, increasing to 3 at 10th level, 4 at 14th level, and 5 at 18th level.

When a creature touches you or hits you with a melee attack from within 5 feet of you, that creature takes fire damage equal to the bonus damage dealt by the previously listed effect.

When you use your Eternal Spark feature while under these effects, you regain a number of hit points equal to your sorcerer level immediately after dropping to 1 hit point, and your Mantle of Flame ends. Nourishing Fire Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that deals fire damage, you regain hit points equal to the slot’s level + your Charisma modifier (minimum of 1 hit point). Master of Fire At 18th level, you finally master the spark of elemental fire that inhabits your body. Your Mantle of Flame grants you the following additional benefits. You gain a flying speed equal to your current walking speed and can hover.

You have resistance to all damage.

The damage dealt by your Eternal Spark feature while under these effects is increased by 10. Giant Soul In the Forgotten Realms, the giants once dwelled in a fabled realm known as Ostoria, a paraside for their folk that reflect-ed their mastery of the mortal realm. During this mythic era, the giants granted a few chosen individuals among the small folk a shard of their great power. In time, Ostoria fell, and the giants were scattered and broken, but the descendants of those blessed by their magic have spread across the many worlds of the multiverse, and occasionally manifest the gifts imparted by the giants to their ancestors—sorcerous magic that allows them to gain the might of the giants themselves. The Giant Soul was adapted from the Sorcerous Origin option of the same name, which originally appeared in "Unearthed Arcana: Giant Soul Sorcerer". Jotun's Resilience Starting when you choose this origin at 1st level, the strength of giants flows through your body, granting you increased resilience. When you finish a short or long rest, you gain temporary hit points equal to your Strength modifier + half your sorcerer level (minimum of 1 temporary hit point). In addition, when you take bludgeoning, piercing, or slashing damage, you can use a reaction to gain resistance to the triggering damage type until the start of your next turn. Jotun Magic At 1st level, innate magical abilities based on your giant heritage emerge from within you. Choose one of the giant types from the Giant Souls table below. You know the associated cantrip and 1st-level spell of that giant type. These count as sorcerer spells for you even if they don't appear on the sorcerer spell list, but don't count against the number of sorcerer cantrips or spells you know. You learn the 2nd-level spell associated with your chosen giant type when you reach 3rd level in this class, and the 3rd-level spell when you reach 5th level in this class. These spells count as sorcerer spells for you, but don't count against the number of sorcerer spells you know. Giant Souls Giant Type Cantrip Spell (1st-level) Spell (2nd-level) Cloud minor illusion fog cloud invisibility Fire light hellish rebuke flame blade Frost ray of frost armor of Agathys hold person Hill shillelagh heroism magic weapon Stone resistance entangle cloud of daggers Storm shocking grasp thunderwave gust of wind Rage of the Fallen Starting at 6th level, you can channel the souls of the ancient giants into augmentations of your physical form. When you cast a sorcerer spell of 1st level or higher, you can gain the following benefits for 1 minute or until you lose concentration on it (as if you were concentrating on a spell). Your size increases by one category—from Medium to Large, for example.

Your current hit points and your hit point maximum increase by an amount equal to your sorcerer level.

When you make a melee weapon attack, your reach for it is 5 feet greater than normal.

Your walking speed increases by 5 feet.

You gain a bonus to Strength checks, Strength saving throws, and the damage rolls of weapon attacks that use Strength. The bonus is equal to your Constitution modifier (minimum of 1). Once you use this feature, you must finish a short or long rest before you can do so again. Soul of the Ordning Starting at 14th level, you gain a benefit whenever you cast one of your Jotun Magic spells. These benefits are based on your chosen giant type. Cloud Giant. When you expend a spell slot to cast fog cloud or invisibility, you can use a bonus action to magically teleport to an unoccupied space you can see. This space must be within a number of feet of you equal to 20 + five times your Constitution modifier (minimum of 30 feet). 15

When you use this feature, you can spend up to 3 sorcery points to increase the distance you teleport by 10 feet per sorcery point spent. Fire Giant. When you expend a spell slot to cast hellish rebuke or flame blade, the spells deal additional damage equal to half your sorcerer level (round up). You can also spend up to 3 sorcery points to deal 2 additional damage with the spell per sorcery point spent. Frost Giant. Immediately after you expend a spell slot to cast hold person, you gain temporary hit points equal to your sorcerer level. When you cast armor of Agathys using a spell slot, the temporary hit points you gain from the spell are increased by an amount equal to your Constitution modifier (minimum of 1). When you use this feature, you can spend up to 3 sorcery points to gain 2 additional temporary hit points per sorcery point spent. Hill Giant. Immediately after you expend a spell slot to cast heroism or magic weapon, you can choose up to three creatures of your choice you can see within 60 feet of you. Each of those creatures must succeed on a Strength saving throw against your sorcerer spell save DC or be pushed a number of feet away from you equal to 10 + five times your Constitution modifier (minimum of 10 feet). When you use this feature, you can spend up to 3 sorcery points to increase the distance each creature is pushed by 5 feet per sorcery point spent. Stone Giant. Immediately after you expend a spell slot to cast entangle or cloud of daggers, you gain a stony veneer to your skin. Whenever you take bludgeoning, piercing, or slashing damage while concentrating on that spell, the damage you take is reduced by an amount equal to half your sorcerer level (round up). 16

When you use this feature, you can spend up to 3 sorcery points. If you do so, the bludgeoning, piercing, and slashing damage you take while concentrating on that spell is reduced by an additional 2 points per sorcery point spent. Storm Giant. When you cast thunderwave or gust of wind using a spell slot, you can choose up to three creatures of your choice you can see within 60 feet of you. Each of those creatures takes lightning damage equal to half your sorcerer level (round up). When you use this feature, you can spend up to 3 sorcery points to increase the lightning damage dealt by 2 per sorcery point spent. Blessing of the All-Father At 18th level, your Constitution score increases by 2. Your maximum for this score is now 22. In addition, you can now use Rage of the Fallen twice between rests, but only once on the same turn. If you use it while already under its effects, its bonuses are cumulative. Ocean Magic The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power. Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea. The Ocean Magic origin was adapted from the Sea Sorcery origin, which originally appeared in "Unearthed Arcana: Sorcerer". Soul of the Sea When you choose this origin at 1st level, your tie to the sea grants you the ability to breathe both air and water, as well as a swimming speed equal to your walking speed. Curse of the Sea Also at 1st level, you learn the secret of infusing your spells with a watery curse. Once per turn, when you hit a creature with a spell attack or when a creature fails a saving throw against one of your spells, you can use a bonus action to curse the target if the spell dealt acid or cold damage to it or forced it to move. When you curse the target, you subject it to one of the appropriate effects listed below. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest. Acid Damage. If the cursed target takes acid damage from your spell, the curse deals additional acid damage to that target equal to your Charisma modifier (minimum of 1). Cold Damage. If the cursed target takes cold damage from your spell, the curse reduces the target's speed by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater. Forced Movement. If the cursed target is forced to move by your spell, the curse forces it to move an additional 15 feet. Ocean's Command At 6th level, you gain resistance to acid and fire damage, and your swimming speed increases to 60 feet. When you reach 7th level in this class, you learn the control water spell. It counts as a sorcerer spell for you, but doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 4 sorcery points or by expending a spell slot. If you cast it with sorcery points, you have advantage on Constitution saving throws you make to maintain concentration on it. Watery Defense At 14th level, you gain the ability to defend yourself by momentarily assuming a watery form. When you take bludgeoning, piercing, or slashing damage, you can use your reaction and spend 2 sorcery points to reduce that damage by an amount equal to your sorcerer level + your Charisma modifier, and then move up to half your speed without provoking opportunity attacks. Shifting Form At 18th level, you gain immunity to acid and fire damage. You also gain the ability to shift into a liquid state while moving. When you move on your turn, you can use a bonus action to transform into a mass of water until your move ends. While you are in this form, opportunity attacks against you are made with disadvantage, and you can move through other creatures as if they are difficult terrain. If you end your move in another creature's space, you take 5 force damage and are pushed into a random unoccupied space within 5 feet of you. Additionally, while in this form, you can move through a space as narrow as 1 inch wide without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you flow back along the path of your movement into the nearest space that can fit you before returning to your normal form. 17

Otherworldly Patrons At 1st level, a warlock gains the Otherworldly Patron feature. The following options are available to a warlock, in addition to those offered in official publications: the Astral and the Lady of Pain. The Astral Your patron is a being of the Astral Plane, the infinite and timeless realm of thought and dream. You might have agreed to serve an inscrutable nonphysical entity that dwells within the psychic mists, serving as its eyes and ears on the Material Plane and sharing the knowledge you collect with it. You might also have stolen your power from one of the dead gods whose corpses litter the Astral Sea, and are adventuring to escape its possible retribution. You might also serve a deity dedicated to dreams or knowledge, albeit in a less direct manner than a cleric. Potential candidates for a divine patron of this pact include Oghma, Savras, Jergal, Dumathoin, and Sehanine Moonbow. The Astral patron was adapted from the Seeker patron, which originally appeared in "Unearthed Arcana: The Faithful". Expanded Spell List The Astral 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. Astral Expanded Spells Spell Level Spells 1st fog cloud, identify 2nd locate object, see invisibility 3rd blink, clairvoyance 4th divination, locate creature 5th legend lore, passwall Shielding Aurora Starting at 1st level, you can use the power of the Astral Plane to protect yourself. As a bonus action, you surround yourself with a whirling aurora of brilliant magical energy that lasts until the end of your next turn. While surrounded by the aurora, you have resistance to all damage. In addition, if a hostile creature ends its turn within 10 feet of you, it takes force damage equal to your warlock level + your Charisma modifier (minimum of 1). Once you use this feature, you can’t use it again until you finish a short or long rest. Astral Refuge Starting at 6th level, you can use your action to enter an astral refuge, a demiplane resembling an empty white room 10 feet in each dimension. While in your astral refuge, you can take up to two actions that affect only yourself. You then return to the space you previously occupied on the Material Plane, with no time having passed in the world, and your turn immediately ends. Once you use this feature, you can’t use it again until you finish a short or long rest. Far Wanderer At 10th level, you gain the ability to channel the Astral Plane's timeless nature. You can use your action to enter a state of deep focus. While in this state, you do not need to eat, drink, sleep, or breathe, and you have resistance to acid, cold, fire, lightning, and thunder damage. You can remain in this state for up to 1 hour or until you lose concentration on it (as if concentrating on a spell), after which you can't enter this state again until you finish a long rest. Astral Sequestration Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and these other creatures are sequestered in an sphere of magical force, which is invisible and undetectable to any creature outside of it. While sequestered on the Astral Plane, you and the other affected creatures may take a short rest. During this short rest, you and the other creatures cannot take any action that would affect a non-sequestered creature. At the end of the short rest, you all return to the spaces you occupied when you used this ability, with no time having passed in the world. Once you use this ability, you cannot use it again until you complete a long rest. The Lady of Pain Your patron is the Lady of Pain, the mysterious ruler of the extraplanar metropolis of Sigil. Since the Lady cannot (or chooses not to) leave her city, warlocks such as yourself serve as her scouts and enforcers in the Material Plane and other worlds beyond. Her purposes are inscrutable, most likely even to you, and if you are somehow privileged enough to know the Lady of Pain's secrets, tortures beyond mortal understanding almost certainly await you if you reveal them. The Lady of Pain patron was adapted from the Raven Queen patron, which originally appeared in "Unearthed Arcana: Warlock and Wizard". Expanded Spell List The Lady of Pain 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. Lady of Pain Expanded Spells Spell Level Spells 1st inflict wounds, sanctuary 2nd arcane lock, warding bond 3rd glyph of warding, life transference 4th Leomund's secret chest, stoneskin 5th cloudkill, teleportation circle Brand of Agony Starting at 1st level, your contract with the Lady of Pain takes the form of a mark that brands your body. The mark has the appearance of the Lady's bladed headdress, and manifests on a commonly visible area of your body the DM chooses. 18

The mark can't be removed unless the marked body part is removed with it. If this happens, a new identical mark appears on another area of your body the DM chooses after your next long rest. You gain the following benefits while the mark is on your body. Eye of Pain. You gain a bonus to Wisdom (Perception) checks, as well as your passive Wisdom (Perception) score, equal to your Charisma modifier. Painful Insight. You can use a bonus action to touch the mark, receiving a flash of insight from your patron. You gain advantage on the next Intelligence, Wisdom, or Charisma ability check you make within the next minute. You must then finish a short or long rest before you can use this feature again. Bindings of the Torturer Starting at 6th level, you begin to share your patron's mastery of pain. As a bonus action, choose one creature you can see within 30 feet of you. The target becomes cursed for 1 minute. The curse ends early if the target dies, you die,

or you are incapacitated. When a hostile creature deals damage to you while the target is cursed, the target takes necrotic damage equal to

the damage taken by you. After you use this feature, you can't do so again until you finish a short or long rest. Blessings of Pain At 10th level, the Lady of Pain grants you resilience to pain and protection from death. You gain proficiency in death saving throws. Additionally, you now make a death saving throw whenever you take damage while at 0 hit points, in-stead of suffering an automatic death saving throw failure. Finally, when you are struck by a critical hit, you can use your reaction to turn the hit into a normal hit. Maze of Torment At 14th level, the Lady of Pain shares with you her power to banish creatures to an extraplanar maze, where indescriba-ble torment awaits them. You can cast maze once without expending a spell slot. Once the spell ends, you can't cast it again until you finish a short or long rest. When cast using this feature, the spell has the following alterations. The DC for the Intelligence check required to attempt to escape the maze is equal to your warlock level + your Charisma modifier.

Whenever the target fails an Intelligence check made to escape the maze, it takes 2d10 + 10 necrotic damage. If this damage reduces it to 0 hit points, its body remains within the maze, unless another creature you send into the maze retrieves it. 19

Arcane Traditions At 2nd level, a wizard gains the Arcane Tradition feature. The following options are available to a wizard, in addition to the options offered in official publications: Lore Mastery, the School of Artifice, and the School of Theurgy. Lore Mastery Lore Mastery is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure. Known as savants, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it. Some savants take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic. Other savants are generous teachers, countering ignorance and deception with deep knowledge and good humor. The Lore Mastery tradition was adapted from an Arcane Tradition option of the same name, which originally appeared in "Unearthed Arcana: Warlock and Wizard". Keeper of Lore Beginning when you select this school at 2nd level, you become a compendium of knowledge on a vast array of topics. You gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Medicine, Nature, or Religion. In addition, choose two of the skills you're proficient in from the above list, which may include either of the skill proficiencies you gained from this feature. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Honed Awareness Also at 2nd level, your knowledge of the workings of magic opens your awareness, inspiring and protecting you in battle. You gain the following benefits while you are wearing no armor and not wielding a shield. You can use your Wisdom modifier to calculate your AC, rather than your Dexterity modifier.

Whenever you roll initiative, you can choose to make either a Dexterity check or a Wisdom check. Spell Empowerment Starting at 6th level, you can draw upon greater reserves of magic to increase the potency of your spells. When you use your action to cast a wizard spell, you can use a bonus action to gain a bonus to any attack roll you make with that spell or an increase to any ability check or saving throw it forces its target to make, as appropriate. The bonus is equal to your Wisdom modifier (minimum of 1). Once you use this feature, you can’t do so again until you finish a long rest. Prodigious Memory At 10th level, you achieve a greater mastery of spell preparation. When you prepare the list of wizard spells that are available for you to cast, you can prepare an additional number of spells equal to your Wisdom modifier (minimum of 1). Master of Magic Starting at 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class's spell list. The spell must be of a level for which you have spell slots, and it can't be a spell that you currently have prepared. When you cast this spell, you must follow the normal rules for doing so, including expending a spell slot. The spell counts as a wizard spell for you when you cast it, even if it doesn’t appear on the wizard spell list. You lose the knowledge of how to cast this spell after casting it or at the start of your next turn. After using this feature, you can’t do so again until you finish a long rest. School of Artifice Wizards of the School of Artifice are experimenters and innovators, using magic to create new things--with a special focus on the creation and development of magic items. More prominent in some worlds than in others, wizards of this tradition are more frequently found in realms where magic is transitioning from a wild, unpredictable force to one that is becoming available to the masses. Wizards of this tradition tend to fall at extreme opposite positions in terms of personality and approach to the arcane arts. Some are disciplined, rigorous scholars who treat magic as a science, applying constant care and repetetitive testing to their arcane constructions and experiments. Other wizards of this tradition are driven by impulsiveness, preferring to wildly experiment and see what happens. The School of Artifice was adapted from a combination of the Artificer tradition, which originally appeared in "Unearthed Arcana: Eberron", and the School of Invention, which originally appeared in "Unearthed Arcana: Three Subclasses". It also takes inspiration from the Artificer class, which originally appeared in "Unearthed Arcana: Artificer". When you choose this tradition at 2nd level, you gain proficiency with two types of artisan's tools of your choice. Wondrous Creations At 2nd level, you gain the ability to directly manipulate magical force, transforming it into a magical item. Unlike a true artificer's handiwork, your creations are not built to last, and will break down after a relatively short time--but while active, they are as powerful and potentially dangerous as any real magic item. By completing a special 10-minute ritual, which can be done during a short or long rest, you can weave magical force into the form of a magic item. You choose this magic item from the Wondrous Creations table below. You gain the ability to create additional magic items as you gain levels in this class, as shown on the Wondrous Creations table. 20

A magic item created by this feature lasts for 8 hours, after which time it discorporates back into magical energy and disappears. You can only have one magic item created by this feature at a time. You are considered to be automatically attuned to any magic item you create using this feature. This doesn't count against the number of magic items you can be attuned to. These items are detailed in chapter 7 of the Dungeon Master's Guide. Brewer's Infusion At 6th level, you learn how to produce magic potions. You can spend 10 minutes focusing your inventive magic on a vial of mundane water and expend a wizard spell slot to transform it into a potion. The types of potion you can create are deter-mined by the level of the spell slot you expend, as shown in the Potions table. Wondrous Creations Wizard Level Magic Items 2nd bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones 6th alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets 10th bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack 14th boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing 21

A potion created by this feature lasts for 8 hours or until you use this feature again, at which point it loses its magical potency and becomes a vial of mundane water. If you attempt to use this feature again while a creature is under the effects of a potion you created using this feature, that potion's effects immediately end on that creature. These potions are detailed in chapter 7 of the Dungeon Master's Guide. Potions Slot Level Potions 1st climbing, growth, healing, poison 2nd animal friendship, fire breath, invisibility, mind reading 3rd diminution, greater healing, hill giant strength, water breathing 4th clairvoyance, frost giant strength, heroism, resistance 5th fire giant strength, flying, superior healing, vitality Smith's Infusion At 10th level, you learn how to infuse weaponry and armor with permanent magical improvements. You can spend 10 minutes focusing your inventive magic on a nonmagical weapon, suit of armor, or up to 20 pieces of ammunition, and expend a wizard spell slot to transform it into a magic item. The types of magic weapons and armor you can create are determined by the level of the spell slot you expend, as shown in the Magic Weapons and Armor table below. The benefits granted by this feature last for 8 hours or until you use this feature again, at which point the affected weapon, armor, or ammunition loses its magical potency and bonuses. Magic Weapons and Armor Slot

Level Magic Weapons and Armor 1st +1 ammunition (up to 20 pieces) 2nd +1 weapon, +1 shield 3rd +1 armor 4th +2 weapon, +2 ammunition (up to 20 pieces) 5th +2 armor Long-Lasting Craftsmanship At 14th level, you can channel additional magical power into your creations, making them semi-permanent. When you create a magic item or potion with one of your wizard class features, you can choose to extend the object's duration to 24 hours. At the end of this duration, you can expend a wizard spell slot to extend the item's duration for a further 24 hours. When you use this feature, you do not regain the spell slots you expend to extend the item's duration until the item disap-pears or is no longer magical, even if you complete a long rest before this occurs. School of Theurgy A number of deities claim arcane magic as their domain, for magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons. Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. These religious magic-users follow the arcane tradi-tion of Theurgy, and are commonly known as theurgists. As dedicated and scholarly as any other wizard, theurgists use their religious devotion to channel magical energy into unique expressions of the divine. The School of Theurgy was adapted from the Theurgy tradition, which originally appeared in "Unearthed Arcana: Wizard Revisited". Divine Initiate Starting when you choose this tradition at 2nd level, your study of divine magic allows you to copy cleric spells into your spellbook, in addition to the spells wizards may nor-mally record. If you find a cleric spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. When you do so, you follow the normal rules for copying a wizard spell into your spellbook, except that you must spend only half the gold and time to copy a cleric spell into your spellbook that you must spend to copy a wizard spell. When you cast a cleric spell from your spellbook, the spell counts as a wizard spell for you. Other wizards can't copy cleric spells from your spellbook unless they have this class feature. Channel Arcana Also at 2nd level, you gain the ability to channel the arcane power of your deity into magical effects. You start with three such effects, which are detailed under "Channel Arcana Options" below, and learn two additional effects of your choice at 6th, 10th, and 14th level. Each time you learn new Channel Arcana options, you can also replace one option you know with a new one. You can use your Channel Arcana options a total number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. Some Channel Arcana effects require saving throws. When you use such an effect from this class, the DC equals your wizard spell save DC. Divine Rejuvenation Starting at 6th level, you can use your command of divine magic to overcome injury. When you use your action to cast a wizard spell of 1st level or higher, you can use a bonus action to regain hit points equal to the spell's level + your wizard level. You must then finish a short or long rest before you can use this feature again. 22

Wellspring of Divinity Starting at 10th level, your connection to the divine becomes stronger, allowing you to use its power more frequently. When you regain expended spell slots using your Arcane Recovery feature, you also regain expended uses of Channel Arcana. The number of Channel Arcana uses you regain is equal to half the combined level of the spell slots you regain (rounded up). Shared Restoration Starting at 14th level, you can share your divine healing power with others. When you use your Divine Rejuvenation feature, you can choose up to three creatures you can see within 60 feet of you. Each creature regains hit points equal to your wizard level. Channel Arcana Options The options are presented in alphabetical order. Arcane Wrath. When you gain this Channel Arcana op-tion, choose two of the following damage types: acid, cold, fire, lightning, poison, or thunder. When you cast a spell that includes a roll for damage of one of the chosen types, you can choose to deal maximum damage of that type with that spell, instead of rolling. You can only use this Channel Arcana option once each time you cast a spell. Whenever you would normally learn a new Channel Arcana option, you may instead choose two additional damage types from the list above to be affected by this Channel Arcana option when you use it. Charm Animals and Plants. As an action, you can force each beast or plant creature you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature is charmed by you for 1 minute or until it takes damage. A creature charmed by this feature is friendly to you and other creatures you designated. Cloak of Shadows. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. Divine Weave. As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast before the end of your next turn gains a +2 bonus to any at-tack roll you make with it or a +2 increase to its save DC, as appropriate. Knowledge of the Ages. As an action, choose one skill or tool. For 10 minutes, you have proficiency in that skill or tool. Path to the Grave. As an action, you choose one creature that you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnera-bility to all of the attack's damage, and then the curse ends. Preserve Life. As an action, you evoke healing energy that can restore a number of hit points equal to your wizard level x 5. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a crea-ture to no more than half of its hit point maximum, and can't restore hit points to undead or constructs. Radiance of the Dawn. As an action, you dispel any magi-cal darkness within 30 feet of you, and force each hostile creature within 30 feet of you to make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your wizard level on a failed save, or half as much damage on a successful one. A creature that has total cover from you is not affected. Rebuke the Violent. When a hostile creature within 30 feet of you hits a creature you can see with an attack, 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 its attack dealt. On a successful save, it takes half as much damage. Touch of Death. When you hit a creature with a weapon attack, you can cause the attack to deal extra necrotic damage. The damage equals 5 + twice your wizard level. Turn the Arcane. When you gain this Channel Arcana op-tion, choose one of the following creature types: aberrations, celestials, elementals, fey, fiends, or undead. As an action, you can force each creature of the chosen types within 30 feet of you that can see you to make a Wisdom saving throw. On a failed save, a creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's no-where to move, the creature can use the Dodge action. Whenever you would normally learn a new Channel Arcana option, you may instead choose two additional creature types from the list above to be affected by this Channel Arcana option when you use it. War God's Blessing. When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. 23