Gestalts Gestalt characters originated in the 3rd edition of Dungeons and Dragons, and they are far more powerful than non-gestalt characters. Gestalt characters have two character classes, and they have all of the class abilities that a non-gestalt character of either class would possess. This makes them far more powerful than any other multiclassed or non-gestalt character. Most DMs will not allow gestalt characters at their table. If they do, then every player character, and many NPCs, will be a gestalt, and the difficulty of the adventure you face will increase to reflect the increase in your own capabilities. Starting Out At level 1, chose a primary and a secondary character class. You gain all of the starting features, proficiencies, and equipment from your primary class. You do not gain any starting gold or equipment from your secondary class, and you gain only some of your secondary class' starting proficiencies, as shown on the Multiclass Proficiencies table on page 164 of the Player's Handbook. You gain any other 1st-level features of your secondary class. The DM may rule that you must also meet the multiclassing prerequisites of your secondary class, as shown on page 163 of the Player's Handbook. Hit Points and Hit Dice You do not gain the hit dice of both your classes. Chose whatever class has the largest hit dice and starting hit points. You have the hit points and hit dice of a non-gestalt of that class. If both of your classes have the same size hit dice, you may choose which class' hit dice and hit points to use. For example, a 1st level warlock-wizard gestalt (written as warlock 1//wizard 1) with a Constitution score of 13 has a single d8 hit dice and a hit point maximum of 9. Gaining Levels Whenever you gain enough experience to reach a level, the level of both your primary class and your secondary class increase, giving you access to new abilities from each of them. Hit Points After 1st You gain hit points and hit dice as if you were a single-classed character of the class that has the largest hit die. In the warlock//wizard example above, every time you gain a level, you gain one more d8 hit dice, and your hit point maximum increases by 5 plus your Constitution modifier. Class Features As with multiclassing, certain class features have additional rules when gestalting. In general, follow the rules in the Player's Handbook for mutliclassing, with one exception: spellcasting. Spellcasting If both of your gestalt classes have the Spellcasting feature, follow the rules below. Spells Known and Prepared. You determine how many spells you know and prepare for each class individually as if you were a single-classed member of that class. Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Spell Slots. You have the spellcasting progression of the class that gives you the highest level of spell slot. For example, if you were an eldritch knight fighter//wizard, you would have the same spell slots as a single-classed wizard of your level. Pact Magic. If you have both the Pact Magic feature and the Spellcasting feature, you keep track of your Pact Magic spell slots separately from your Spellcasting spell slots, and you can use either spell slot to cast any spell you know. Multiclass Gestalt It is possible for a gestalt character to multiclass and gain even further versatility. Whenever you gain a level, instead of increasing the level of both your primary and secondary classes, chose either your primary or secondary class. Rather than gaining a level in that class, you can chose to gain a level in a third class. For example, instead of becoming a warlock 2//wizard 2, you could become a warlock 3//wizard 2/fighter 1, or a warlock 2/fighter 1//wizard 3. The next level, you could chose to gain a level of druid on either side of your gestalt. Essentially, you treat your primary and secondary character classes as separate characters, and can multiclass either of them, with the following exceptions: When you gain a level, you can chose any multiclass on your primary or secondary class to gain a level. If you were a warlock 2/fighter 1//wizard 3, you could chose to gain a level in either warlock or fighter, in addition to wizard.

You cannot multiclass in both your primary and secondary class at the same time. Either your primary or secondary class must advance at every level (you cannot advance from a fighter//barbarian to a fighter/druid//barbarian/ranger in a single level)

You cannot multiclass into the same class on both your primary and secondary class. You cannot be a cleric 1/sorcerer 1//wizard 1/sorcerer 1.

When you level up, calculate your hit point maximum from both your primary and secondary class, and use the hit point maximum and hit dice of whatever class gives you the highest. A fighter may have more hit points than a wizard, but a wizard/barbarian may have more hit points than a fighter of the same level.

Calculate the number of Spellcasting spell slots you have for your primary and secondary class separately, and use whatever is highest. In general, you level up your primary and secondary class as if they were separate characters, gain all the features of both characters, and use the best bonuses from either character.

Ministalts Gestalts are powerful and complicated (especially when you combine gestalts with traditional multiclassing), but they offer a lot of character customization and roleplaying opportunities. A rogue who made a deal with the devil. A monk who discovered his magic when training his mind. A paladin with an understanding of arcane lore. All of these characters are possible with gestalts. If you wish to create these sorts of characters without the power of a full gestalt, your DM may allow you and your party to use this variant gestalting rule, which only grants you three free levels in a different class instead of 20. Leveling Up At 1st level, chose a primary and secondary class. You gain all of the starting features, equipment, and proficiencies of your primary class, and you take only the 1st-level features and multiclass proficiencies from your secondary class. You can note this by surrounding the level of your secondary class with brackets (for example, druid 1/bard [1]). You gain another level in your secondary class when your character reaches 3rd level (druid 3/bard[2]) and 5th level (druid 5/bard[3]). Spellcasting If your secondary class has spellcasting but your primary class does not, you have the spellcasting of a character of your secondary class. Otherwise, use the spell slots of your primary class. Multiclassing At 6th level and above, you can chose to level up your primary class (druid 6/bard [3]), your secondary class (druid 5/bard 1[3]), or take another class (druid 5/fighter 1/bard [3]). If you are multiclassing across two different spellcasting classes, subtract 3 from the level of your secondary class when calculating the number of spell slots you have. Ability Score Increases You do not gain an ability score increase when you level your secondary class up to 4th level. You can take advantage of any subsequent ability score increases from your secondary class. Cross-class archetypes Every character has some option for customization - warlocks chose patrons, wizards chose arcane traditions, paladins swear oaths, and so on. These features are called archetypes, and no matter which one you chose, you always get the full features provided by your base class. A cross-class archetypes is a customization option, such as a Monastic Tradition, a Sacred Oath, or an Otherworldly Patron, that allows a character of one class to copy or imitate the abilities of another class. For example, a Nature Domain cleric receives several druidic spells and abilities, a Bladesinger wizard gains boosts to make them better at weapon fighting, and an Arcane Trickster gives the rogue limited access to the wizard's spell list to aid them in stealth and deception. The advantage to taking a cross-class archetype over multiclassing is that you retain all of your abilities from your primary class. An Eldritch Knight fighter can make the same number of attacks as a Champion or Battlemaster fighter of the same level, and a Bladesinger wizard can cast the same spells as any of his wizard peers. The disadvantage, however, is that you can't take another archetype. If you decide to be a Fighter-Druid, you forever lose access to the Champion's Improved Critical or the Battlemaster's Combat Superiority (unless you take the Martial Adept feat), and you can't branch out into another class such as wizard or barbarian. Also keep in mind that classes chose their archetype at low levels - between 1st and 3rd - so it's impossible to retroactively decide to multiclass using cross-class archetypes.

Primal Paths (bard) Ritualist (cleric/druid/wizard) Some barbarians see the power wielded by a cleric or a wizard and desire to be just as powerful as them. However, the mental discipline required to cast a spell and the blind fury that barbarians utilize are quite incompatible with each other. Still, these barbarians take what lessons they can gleam, mastering some of the simpler forms of spellcasting that emphasize patience over mental skill. Spell Cracker Starting at 3rd level, when you are raging and a spell forces you to make a saving throw, you may add the bonus shown in the Rage Damage column of the Barbarian table to your saving throw. Shamanic Rituals At 6th level, you gain a small totem called a fetish that acts much like a spellbook or a holy symbol. It could be a string of prayer beads, a booklet bound in animal hide, a small statuette, or a medallion carved with your tribe's emblem. Chose either cleric, druid, or wizard. Your learn two spells of 2nd level or lower from your chosen class' spell list. The spells must have the ritual tag, and you must be holding your fetish to cast them. Your spell casting ability is determined by the class you chose - Wisdom for Clerics and Druids, Intelligence for Wizards. If you lose your fetish, you can create another one by spending 8 hours and 25 gp on rare woods, special herbs, or other components. At 10th level, you learn another spell of 3rd level or lower, and at 14th level you learn another spell of 4th level or lower. These spells must have the ritual tag, and they must come from the same class you chose at 6th level. Spiritual Guidance Starting at 10th level, you gain one of the following benefits, depending on what class you chose to learn your Shamanic Rituals from. Cleric. You have advantage on any Wisdom (Perception) or Intelligence (Investigation) checks made to find hidden objects or clues. Druid. You have advantage on any Wisdom (Survival) checks made to track or hunt a creature Wizard. You have advantage on any Intelligence check made to recall information Spell Breaker Starting at 14th level, your companions also benefit from your ability to cleave through spells. Any allied creatures within 10 feet of you while you are raging may add the bonus in the Rage Damage column of the Barbarian table to any saving throw a spell forces them to make, provided you are conscious. (fighter) Path of the Fist (monk) Right Hook Your fists are legendary weapons in their own right. Starting when you chose this path at 3rd level, you may roll a d4 in place of the normal damage of your unarmed strike. This increases to a d6 at 10th and a d8 at 14th. If you have at least one hand free, you can make an unarmed strike as a bonus attack. Bottled Fury At 6th level, You can temporarily quiet your fury, storing it in the depths of your heart for later. When you end your rage as a bonus action, you can make a Wisdom saving throw. The DC for this saving throw is equal to 20 minus the number of rounds you spend raging. If you succeed on this saving throw, you can rage again without consuming one of your Rages. This additional rage lasts for 1 minute minus the time you spent raging. You cannot end this additional rage as a bonus action. Eye of the Storm In the heat of battle, you are a maelstrom of blows, but out of it, you are a sea of tranquility. Starting at 10th level, you can gain advantage on one Wisdom check. You must complete a short or long rest before you can use this ability again. Kiah Starting at 14th level, your fury is a physical presence on the battlefield. When you enter a rage, all creatures within 30 feet of you must succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be pushed 10 feet directly away from you. (paladin) (ranger) (rogue) (sorcerer) (warlock)

Bard Colleges College of Savages (barbarian) Bards of the College of Savages are men of great intelligence and wisdom. While others would shun the ancient knowledge of the so-called savages, bards of this college seek to gather and save the culture and lore of a civilization under siege. From these people, they have learned how to protect their fellow "kinsmen" in combat, and how to be more effective with weapons themselves. Bonus Proficiencies When you join the College of Savages at 3rd level, you gain proficiency with shields and martial weapons. Perseverance Also at 3rd level, you learn how to encourage others to push past their limits. A creature with a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when a creature takes bludgeoning, piercing, or slashing damage, it can use its reaction to roll the Bardic Inspiration die and reduce the damage taken by the number rolled. Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Reckless Attack Starting at 14th level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. College of Medicine (cleric) Bards of the College of Medicine are expert healers. They have studied every limb and system in the human body, and can repair or harm any of those parts with equal ease. Sometimes they are associated with churches dedicated to gods of life and healing, such as Illmater and Lathander. Others may derive their healing knowledge from scientific universities, or conduct their own research on cadavers. Bonus Proficiencies Not all foes believe in Medical Neutrality, and bards of the College of Medicine often have to defend themselves. When you join this college at 3rd level, chose medium armor, shields, or a single martial weapon that deals bludgeoning damage. You gain proficiency in your chosen weapon or armor. You also gain proficiency in the Medicine skill. Song of Restoration Also at 3rd level, your words and songs can bring strength to the weary. A creature that has a Bardic Inspiration die from you may use its bonus action to roll the die and regain hit points equal to the number rolled times 2. Anatomical Accuracy Starting at 6th level, you know how to recognize the signs of a weakened foe and how to capitalize on them. You have advantage on attack rolls against creatures who have no more than half their hit points remaining. Second Chance Beginning at 14th level, you and your allies can call on the divine powers to intercede when all other hope is lost. When a creature rolls a 1 on one of your Bardic Inspiration die, you can grant them the ability to reroll the die. Once you use this feature, you must complete a short or long rest before you can use it again. College of the Wild (druid) Bards of the College of the Wild are often as reclusive as the druids some say they imitate. They wander through the forests, mountains, and other wild places of the world for hours, speaking with the plants and animals, learning their hidden knowledge and even shucking off their true form for a time. Bonus Proficiencies When you join the College of the Wild at 3rd level, you gain proficiency in the Animal Handling and Nature skills. Song of the Wild Also at 3rd level, you can use your action and expend a use of Bardic Inspiration to magically assume the shape of a beast that you have seen before. Roll a Bardic Inspiration die and consult the table below to determine the CR of beast that you can transform into. You cannot transform into a beast that has a flying or swimming speed. Bardic Inspiration Roll Maximum CR 1 1/8 2 1/4 3 1/2 4-6 1 7-9 2 10-12 3 You can stay in a beast shape for 10 minutes. You then revert to your normal form unless you expend another use of Bardic Inspiration. You do not have to roll a Bardic Inspiration die to extend the time on your current beast shape. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.

When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

You can’t cast spells or grant Bardic Inspiration, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Starting at 6th level, you can transform into a creature that has a swim speed. Starting at 14th level, you can transform into a creature that has a fly speed. Nature's Secrets At 6th level, you learn two spells from any class list. A spell must be of a level you can cast, as shown on the Bard table, or a cantrip. If both spells are on the druid spell list, you can chose an additional spell that you are capable of casting to learn. The spell must be one that a druid is capable of learning (either from the druid spell list or from an archetype such as the Circle of Land). Howl at the Moon Starting at 14th level, you can grant Bardic Inspiration while in beast shape. In addition, while in beast shape, you can expend one spell slot and regain a number of hit points equal to 1d8 per level of the slot. College of the Mind (monk) Fools who think that bards from the College of the Mind are weak pushovers are sure to be surprised. While many of them are hermetic and reflective, pursuing and sharing knowledge for the sake of spiritual enlightenment, they have trained their bodies to be as powerful and sharp as the edge of a knife. Unarmed Novice When you join the College of the Mind at 3rd level, you learn how to use your own body as a weapon. When you take the Attack action on your turn and have at least one hand free, you can make one unarmed strike as a bonus action. In addition, you can use your Dexterity instead of your Strength for the damage of your unarmed strikes. Unarmored Defense Also at 3rd level, while you are not wearing armor and not wielding a shield, your AC equals 10 + your Charisma modifier + your Dexterity modifier. Unarmed Master Starting at 6th level, your knowledge of martial lore helps you land your punches in vulnerable areas. When you hit a creature with your unarmed strike, you can expend a use of Bardic Inspiration and roll one of your Bardic Inspiration die. Add the number rolled to the damage. Supreme Dodge Starting at 14th level, your movements become too fast to track. Your speed increases by 10 feet while you are not wearing armor. In addition, when you take damage, you can use your reaction and reduce the damage by 1d10 + your bard level. Once you use this feature, you must finish a short or long rest before you can use it again. College of the Hunt (ranger) Bards of the College of the Hunt gravitate towards stories and songs of heroes who venture into the unknown, searching for mythical beasts. The sleeping dragon, the white stag, the red fox, the humble pigeon; the quarry matters not, as long as the chase was good. Some wandering troubadours live off the land as they travel from village to village, supplementing the wildlife they catch with the coin of a crowded tavern. Others find work as master of hounds at the manors of great lords, training their dogs and falcons, ready to ride into the forest at a moment's notice. Bonus Proficiencies When you join the College of the Hunt at 3rd level, you gain proficiency in medium armor and all ranged martial weapons. Animal Companion Starting at 3rd level, you gain the services of an animal companion. Chose a beast no larger than Medium size and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as any saving throws or skills it is proficient in. Its hit point maximum is equal to its normal maximum or four times your bard level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast to move (no action required by you). You can use your action to verbally command it the beast to take the Attack, Dash, Disengage, Dodge, or Help action.

If your beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one. Savage Attack Starting at 6th level, your animal companion can make two attacks when you command it to take the Attack action. Animal Fury Starting at 14th level, your beast friend draws greater strength from you. When your animal companion makes an attack or damage roll within 30 feet of you, you can expend one use of Bardic Inspiration and add it to the roll. You can chose to do so after you roll but before the DM determines the outcome of the roll. College of Scoundrels (rogue) Bards of the College of Scoundrels live by one constant rule; life is unfair. They weave their magic into every word they speak, calming nerves or exciting them and drawing coins out of purses or keeping them safe in their own purses. And when the comfort they build up comes crashing down, they always manage to scamper away, ready to try again tomorrow. Bonus Expertise When you join the College of Scoundrels at 3rd level, chose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses your chosen proficiency. Undercut Also at 3rd level, you can aim your strikes with deadly precision on vulnerable targets. When you have advantage on the attack roll and hit a creature with a ranged or finesse weapon, you can expend a use of Bardic Inspiration and add one of your Bardic Inspiration die to the damage roll. Cunning Action Starting at 6th level, you can use a bonus action to take the Disengage or Hide actions. In addition, when a creature within 60 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction and expend a use of Bardic Inspiration. The creature gains one Bardic Inspiration die, and must use it on the roll they just made. Reliable Talent Starting at 14th level, whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. College of Thaumaturgy (sorcerer) Bards from the College of Lore and the College of Thaumaturgy are very similar. However, while bards from the College of Lore study every topic they can think of, bards from the College of Thaumaturgy study the rules and physics of spellcasting itself, tinkering and experimenting with their spells in the hopes of unlocking the secrets of the universe. The Weave of Magic When you join this college at 3rd level, you gain insight into the deeper workings of magic. You learn two metamagic options from the Sorcerer class. To use these, you must expend one use of Bardic Inspiration for each sorcery point the metamagic requires. Magical Mysteries At 6th level, you learn two spells of your choice from any class. A spell you chose must be of a level you can cast, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. Alternatively, you can choose one spell from any class and one metamagic from the Sorcerer class. Supremely Inspiring Starting at 14th level, your mastery of magic has helped make your art even more inspiring. Whenever a creature rolls a Bardic Inspiration die from you and rolls the maximum value, they may keep the die and use it again within the next 10 minutes. A creature can only use this ability once per die. College of Secrets (warlock) Bards of the College of Secrets believe that no price is too great to pay for knowledge and power. They skirt the fringes of society, scouring the deepest caverns and the darkest tomes for secrets that perhaps should have laid dormant. Bonus Cantrips When you join the College of Secrets at 3rd level, you learn the cantrip eldritch blast and one other cantrip of your choice from the warlock spell list. These cantrips count as bard spells for you. Hexing Words Also at 3rd level, your words can heckle and distract a nearby foe. When a creature within 60 feet of you makes a saving throw, you can use your reaction and expend a use of Bardic Inspiration. Roll one of your Bardic Inspiration die and subtract the number rolled divided by 3 (rounded down) from the saving throw. Unholy Pact At 6th level, you enter into a deal with a shady cosmic entity. You gain one of the warlock's Pact Boons - either the Pact of the Chain, the Pact of the Blade, the Pact of the Tome, or one of the other Pact Boons described later in this document. Eldritch Might Starting at 14th level, you gain more benefits from your deal with the devil (or whoever signed your pact) When you finish a long rest, chose one Eldritch Invocation. You gain the benefits of that invocation until the end of your next long rest.

Divine Domains Barbarian Barbarians and strength-based fighters are very similar. However, since barbarians have weaker armor than fighters, they have more defensive features at lower levels. The War domain listed in the PHB is a good option to play a cleric/barbarian multiclass, though you can take a modified version of War God's Blessing to better imitate the barbarian's Brutal Critical feature. Channel Divinity: War God's Blessing Starting at 6th level, when you or a creature within 10 feet of you hits a creature with a weapon attack, you can use your reaction to make the attack a critical hit, using your Channel Divinity. Knowledge Domain (bard) Nature Domain (druid) War Domain (fighter) Spirit Domain (monk) The Spirit domain focuses on developing and enriching the soul. A person cannot be physically healthy if his or her spirit is sick. Many of the gods revered in monasteries, such as Ilmater and Shar, have influence over this domain, as do many War gods with a more restrained aspect, such as Athena. Spirit Domain Spells Cleric Level Spells 1st divine favor, mage armor 3rd hold person, levitate 5th crusader's mantle, remove curse 7th freedom of movement, death ward 9th hold monster, telekinesis Martial Arts Mastery Starting at 1st level, your god's blessing lays over your fists and your feet. You are proficient with the use of your unarmed strikes, and when you use your action to Attack with an unarmed strike, you may make an attack with an unarmed strike as a bonus action. Your unarmed strikes are considered a magical weapon, and you gain a +1 bonus to attack rolls with them. This bonus increases to +2 at 8th level and to +3 at 14th level. In addition, your speed increases by 5 feet. Channel Divinity: Soul Armor Starting at 2nd level, you can use your Channel Divinity to protect yourself or your allies from harm. As a bonus action, you hold up your holy symbol and chose one creature within 60 feet (including yourself). For the next minute, that creature gains a bonus to its AC equal to your Wisdom modifier (with a minimum bonus of +1). Channel Divinity: Cleansing Touch Starting at 6th level, you can use your Channel Divinity to purify the body of those around you. As an action, you touch your holy symbol to a creature, ending any condition affecting it. The conditions can be blinded, charmed, deafened, frightened, paralyzed, or poisoned. Divine Strike At 8th level, you gain the ability to infuse your fists with even more divine energy. Once on each of your turns when you hit a creature with an unarmed strike, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. Aura of Might Starting at 17th level, the power of your spirit churns the air in a 15-foot radius into hurricane-force gales. You can still or restore this aura as a bonus action. Whenever a creature steps within this radius for the first time on a turn or ends its turn there, it must succeed on a Strength saving throw against your cleric spell save DC or be pushed 10 feet away from you. War Domain (paladin) Paladins are known for their martial skills and divine spellcasting. Clerics already have the latter, and there is already a cross-fighter domain in the Player's Handbook to give you the former. If you want to play a cleric/paladin, you can take the War domain, replace the damage dealt by your Divine Strike ability with radiant damage, and use the following spell list in place of the domain spells listed in the PHB. War Domain Spells (paladin variant) Cleric Level Spells 1st divine favor, compelled duel 3rd branding smite, spiritual weapon 5th crusader's mantle, elemental weapon 7th aura of life, staggering smite 9th flame strike, banishing smite

Hunt Domain (ranger) To those that worship the gods of the Hunt (such as Malar, Flidais, and Artemis), hunting is not just a means of obtaining sustenance. It is a sacrament, a reenactment of the ancient struggle between man and beast, a way to immerse oneself in the primal urges deep within us all. Hunt Domain Spells Cleric Level Spells 1st hunter's mark, animal friendship 3rd flame blade, beast sense 5th lightning arrow, plant growth 7th locate creature, dominate beast 9th swift quiver, tree stride Bonus Proficiencies At 1st level, you gain proficiency with martial weapons. You also gain proficiency in one of the following skills of your choice; Animal Handling, Nature, Stealth, Survival. Near-Miss From 1st level, when you miss with a ranged attack, you can reroll the attack against a creature within 10 feet of your target as part of the same action. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest. Channel Divinity: Hunter's Empathy Hunter and prey share a special relationship; a bond of mutual understanding of how the other thinks and acts. Starting at 2nd level, you can use your Channel Divinity to link your mind with your quarry's. As an action, you present your holy symbol and chose one creature that you can see within 100 feet of you, binding the two of you together. If the creature is within 1 mile, you know the exact distance and direction the creature is from you. In addition, you can communicate telepathically with the creature, regardless of the distance. This bond lasts for 8 hours. It ends prematurely if you or the creature travel to a different plane of existence, or if you use this Channel Divinity again. Channel Divinity: Hunter's Sight At 6th level, when a creature within 60 feet of you (including yourself) makes a Wisdom check, you can use your reaction to give the creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM determines the result of the roll. 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8. Ambush Tactics Starting at 17th level, you can capitalize on the slightest hesitation. When you hit a creature that is surprised with a weapon attack, you can immidiately take an action. You can only use this feature once per round. Trickery Domain (rogue) Royalty Domain (sorcerer) The kings and queens of pantheons (such as Zeus, Odin, Osiris, and Lord Ao) rarely insert themselves into human affairs, preferring to let other gods interact directly with mortals. Some, like Lord Ao of the Forgotten Realms, may even refuse to take clerics. Some Regal Gods will, though, and they bless their clerics with spells of command and dominion. Royalty Domain Spells Cleric Level Spells 1st command, thunderwave 3rd hold person, zone of truth 5th counterspell, fly 7th banishment, wall of fire 9th dominate person, hold monster Bonus Cantrips When you choose this domain at 1st level, you gain proficiency in the History skill, and you know 2 cantrips of your choice from the wizard spell list. These cantrips count as cleric cantrips for you. Channel Divinity: Heightened Presence Starting at 2nd level, you can use your channel divinity to enhance your already imposing figure. When you cast a spell that forces a creature to make a saving throw, you present your holy symbol and chose one target of the spell. That target has disadvantage on the first saving throw it makes against the spell. Enchantment Breaker Starting at 6th level, when you restore hit points to a creature, you can also cure one of the following conditions affecting the creature; charmed, frightened, poisoned. Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Extended Presence None may leave without your permission. Starting at 17th level, the duration of any cleric spell you cast with a duration of 1 minute or longer is doubled, to a maximum duration of 24 hours.

Chthonic Domain (cleric/warlock) Chthonic deities (such as Hades, Persephone, Anubis, and Myrkul) are not necessarily evil, though many of them are associated with death or the afterlife. All of them demand or prefer sacrifice to other forms of worship, ranging from gifts of coin or the fruits of the harvest to animal sacrifices to, on occasion, human sacrifices. Chthonic Domain Spells Cleric Level Spells 1st amor of agathys, arms of hadar 3rd crown of madness, phantasmal force 5th hunger of hadar, vampiric touch 7th banishment, phantasmal killer 9th dominate person, raise dead Blood Offering When you chose this domain at 1st level, you can sacrifice some of your own life force to help others heal faster. When you cast a spell of 1st level or higher that heals a creature, you can sacrifice 2 or more hit points to heal additional hit points equal to the amount you sacrificed divided by 2 (rounded down). Channel Divinity: Invoke the Underworld At 2nd level, you can use your Channel Divinity to surround a creature with the full weight of their sins. As an action, you present your holy symbol and chose one creature you can see. That creature must succeed on a Wisdom saving throw or be blinded and deafened for 1 minute. Every time the creature takes damage, it can repeat the saving throw, ending the effect on a success. Channel Divinity: Drain Energy At 6th level, you can use your Channel Divinity to sap the life force of another. As an action, you touch your holy symbol to a creature within 5 feet of you. That creature must make a Constitution saving throw and take necrotic damage equal to twice your cleric level on a failed save or half that on a successful one. You heal by the same amount. This drain cannot reduce a creature's hit points below 1. 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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8. Blood Magic Starting at 17th level, you can use your blood to refill your spell slots. As a bonus action, you sacrifice 10 or more of your hit points and regain a single expended spell slot. The level of the spell slot is equal to the number of hit points you sacrificed divided by 10, and cannot be higher than 5th level. Arcana Domain (wizard)

Druid Circles (barbarian) (bard) (cleric) (fighter) (monk) (paladin) (ranger) (rogue) (sorcerer) (warlock) (wizard)

Martial Archetypes (barbarian) Skald (bard) Inspiring Shout Starting at 3rd level, when you use your Second Wind feature, all allied creatures within 30 feet of you gain a bonus to their next attack roll, skill check, or saving throw equal to your proficiency bonus. 7 Gain proficiency in Perform (or else Insight, Acrobatics, History, or one musical instrument) Prof bonus is doubled for checks using Peformance. 10 As an action, heckle an enemy. Must make Wisdom saving throw equal to 8 + prof + your Charisma modifier or have disadvantage on all attack rolls until the end of his next turn. 15 When a creature within 60 feet of you makes an attack roll or a saving throw, you can use your reaction to grant them advantage on the roll. 1/SR/LR 18 Starting at 18th level, whenever you use your action surge, you may chose a number of creatures equal to your Charisma modifier within 60 feet of you. Each creature regains 2d10 hit points. (cleric) (druid) Ki Warrior Those who emulate the archetype Ki Warrior draw upon their inner power to enhance their martial skill. Some Ki Warriors find this talent naturally, through rigorous meditation and self-teaching. Others are monks from well-established monasteries who use swordplay to help them meditate. Inner Strength When you take this archetype at 3rd level, you gain 3 ki points, which are used to fuel various martial arts moves. You regain all spent ki points when you finish a short or long rest. You gain an additional ki point at 6th, 9th, 12th, 15th, and 18th level. Martial Arts When you take this archetype at 3rd level, your punches become more powerful. If you have at least one hand free, you can perform an unarmed strike. You may use either your strength or dexterity for the attack and damage, and the damage dice is a d4. You also gain access to the following techniques; Flurry of Blows - When you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. If you do this on the same turn you use your Action Surge, you may make three unarmed strikes as a bonus action instead.

Step of the Wind - When you use an action on your turn to Dash or Disengage, you can spend 1 ki point to increase your movement speed by 10 feet until the beginning of your next turn.

Cunning Defense - When a creature makes an attack roll against you, you may use your reaction to spend 1 ki point and roll your martial arts die, adding the result to your AC (including against the triggering attack) until the beginning of your next turn. At 18th level, your damage die for your unarmed strike increases to a d6. Disciplined Mind Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Dexterity, Intelligence, or Wisdom check that doesn't already include your proficiency bonus. In addition, you have advantage on any Insight checks made to determine if a creature is stronger or weaker than they appear to be, and on Perception checks to find hidden creatures. Energy Blasts Starting at 10th level, you can manifest your ki into bolts of pure energy. You gain a ki blast attack, which has a range of 40/100 feet and ignores non-opaque cover. You must meet the same prerequisites as your unarmed strike to use this ki blast, and you use your Wisdom modifier for the attack and damage rolls. It deals radiant damage, and the damage die is the same as your unarmed strike. If you do not have any ki points remaining, you cannot perform this attack. You can spend ki points to power up your ki blasts. For each ki point you spend, roll your unarmed strike die and add it to the damage roll. Superior Movement Starting at 15th level, you can move around the battlefield with ease. You can spend 3 ki points to cast misty step, 4 ki points to cast fly (targeting only yourself), or 5 ki points to cast dimension door, without providing verbal or material components. Combat Meditation Starting at 18th level, when you use your Second Wind feature and you have no ki points remaining, you regain all of your ki points. You must finish a long rest before you can use this feature again. Purple Dragon Knight The Purple Dragon Knight class from the Sword Coast Adventurer's Guide have several features that behave like paladin features. Like the paladin, they have the ability to heal their allies. Inspiring Surge and Bulwark both have similar effects to paladin Auras or Channel Divinities, and Royal Envoy encourages them to have a high (or higher) Charisma score. If you take that archetype in order to multiclass to paladin, you may call it, and yourself, a White Knight.

(ranger) (rogue) (sorcerer) Dark Knight (warlock) Dark Knights supplement their mastery of combat with aid from a darker power source. They enjoy slightly more freedom from the whims of their patrons than warlocks, since even without their patron's aid they still have their sword training to fall back on, but they are still frequently tasked to spread their patron's influence. Spellcasting When you take this archetype at 3rd level, you can sacrifice some of your vitality to curse your foes. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 for the warlock spell list. Spell Slots. The Dark Knight Spellcasting table shows you the maximum level of spell you can learn or cast. To cast a warlock spell, you must expend a number of your hit dice equal to the spell's level. If you wish to cast a spell at a higher level, you may expend additional hit die, up to the number in the Maximum level column. Cantrips. You know eldtritch blast and one other cantrip from the Warlock spell list. You learn another one at 10th level. Spells Known. You know 2 spells from the warlock spell list. You learn more as shown on the Dark Knight table. When you gain a level, you can chose to replace one of the spells you know with another one of a level you can cast. Otherworldly Patron. In addition to the warlock spell list, select a patron whom you have entreated for aid. That patron's spells are added to the warlock spell list for you. Spellcasting ability. Charisma is your spellcasting ability for your warlock spells, since you learn your spells by clever supplication. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Pact Armor Also at 3rd level, your patron gifts you with a magnificent suit of light or medium armor, which you can use a bonus action to summon onto your body. You can chose the form of this armor every time you summon it If you attempt to remove this armor, it disappears, leaving behind any clothes you were wearing before you summoned it. It also disappears if you use this feature again, if you dismiss the armor (no action required), or if you die. You can bind one suit magic armor into your pact weapon by performing a special ritual while you wearing the armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the armor, shunting it into an extradimensional space, and it appears whenever you summon it thereafter. You can’t affect an artifact or a sentient item in this way. The armor ceases to be bound to you if you die, if you perform the 1-hour ritual on a different suit of armor, or if you use a 1-hour ritual to break your bond to it. The armor appears at your feet if it is in the extradimensional space when the bond breaks. Dark Knight Spellcasting Level Spells Known Maximum level 3 2 1st 4 3 1st 5 3 1st 6 4 1st 7 4 1st 8 5 1st 9 5 2nd 10 6 2nd 11 6 2nd 12 7 2nd 13 7 2nd 14 8 2nd 15 8 3rd 16 9 3rd 17 9 3rd 18 10 3rd 19 10 3rd 20 11 3rd Invocations At 7th level, your patron trusts you with even more power. You gain one eldritch invocation from the warlock list. The invocation cannot have any prerequisites, such as level or knowing a specific spell. You gain another invocation at 10th and 15th level. Dark Infusion Starting at 10th level, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Eldritch Aid Starting at 15th level, whenever you use your Second Wind feature, you regain 1 spent hit die. You cannot use this feature if you have not cast a spell of 1st level or higher since your last rest. 18th level -

Eldritch Knight The Eldritch Knight can access almost all of the wizard's 1st through 4th level spells, giving them plenty of versatility. However, the limitation that most of their spells must be abjuration or evocation gives them a tight focus on doing what a fighter should be doing (protecting his allies and dealing damage).

Monastic Traditions (barbarian) (bard) (cleric) (druid) Open Hand (paladin) (ranger) Shadow (sorcerer) Long Death (wizard)

Sacred Oaths (barbarian) (bard) Devotion Ancients Crown (monk) Vengeance (rogue) (sorcerer) (warlock) (wizard)

Ranger Conclaves (barbarian) (bard) (cleric) (druid) Hunter (monk) (paladin) (rogue) (sorcerer) Eidolonist Concalve (warlock) (wizard)

Roguish Archetypes Butcher (Rogue/Barbarian) 3 Gain proficiency in 1 martial weapon of your choice Brutal Strike 3rd, SA on non-heavy, non-finesse or thrown melee weapon that you are wielding with 2 hands. However, you roll one less sneak attack die than normal. 9 Advantage on Sleight of Hand checks to escape being bound 13 No disadvantage on attack rolls when a target is heavily obscured from you 17 When you score a crit, target must make Con save (8+prof+Str) or be stunned for 1 round (bard) (cleric) (druid) (fighter) (monk) (paladin) Carnivalist (ranger) Party Animal At 3rd level, you gain proficiency in Performance, Animal Handling and one gaming set or musical instrument of your choice. Circus Animal Also at 3rd level, you get a friendly animal you can magically call to your side. You learn the find familiar spell, but can only cast it as a ritual. When you use this spell to summon a familiar, it has hit points equal to its normal maximum or three times your rogue level (whichever is higher), and it may use your dexterity modifier in place of its own for its AC and any Dexterity checks it makes. You may order your familiar to take the following actions on its turn; Stow one object the familiar is carrying in a container worn or carried by another creature.

Retrieve one object in a container worn or carried by another creature

Slip into a container worn or carried by another creature. The container must be large enough to reasonably hold the familiar.

Exit a container worn or carried by another creature. Your familiar can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, if you use the bonus action granted by your Cunning Action to order it, your familiar can use the Attack action on its next turn. Pet Performance Starting at 9th level, your two-man act is now a show-stopping crowd pleaser. Whenever you give a performance for a crowd, such as on a street corner, in a crowded tavern, or under a circus tent, you earn twice as much money as normal, provided your familiar is part of your act. Quick Strike Starting at 13th level, your familiar becomes even slipperier. If your Dexterity modifier is higher than your familiar's, it may use your modifier in place of its own for attack and damage rolls. In addition, if your familiar's attacks adds its Strength modifier to attack and damage rolls, it can use your Dexterity modifier instead of its Strength modifier. Two of a Kind At 17th level, your familiar has become a small copy of you. When your familiar hits a creature that is unaware of it, you may use your reaction to add your Sneak Attack dice to the damage roll. Wildcard Some rogues are filled to the brim with magical power. It literally spills out of them, modifying their actions, sometimes without them even realizing it. Bonus Cantrips Starting at 3rd level, you can tap into an inner wellspring of magic power. You know 2 cantrips of your choice from the Sorcerer spell list. You learn another one at 9th level. Charisma is your spellcasting modifier for these cantrips; you use for setting the saving throw DC for these cantrips and for making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Metamotion Also at 3rd level, you can tap into a wellspring of magic deep within yourself. You have 3 sorcery points, which you can spend to enhance your movements in much the same way a sorcerer can enhance their magic. You learn two of the following Metamotion options of your choice. You can only use one Metamotion option on your turn, unless otherwise stated. You learn another option at 13th and 17th level. You gain another sorcery point at 6th level, and again at 9th, 12th, 15th, and 18th level. You regain all spent sorcery points when you finish a long rest. Careful Step When you are forced to make a saving throw, you can use your reaction and spend 1 sorcery point to gain advantage on the roll.

Distant Step When you make an attack with a ranged weapon, you can spend 1 sorcery point to double the short and long range of the weapon for that attack. Empowered Step When you hit an enemy with a Sneak Attack, you can spend 1 sorcery point to reroll a number of the damage dice equal to your Charisma modifier. You must use the new rolls. Extended Step At the beginning of your turn, you can spend 2 sorcery points to extend the reach on any melee attack you make by 5 feet until the start of your next turn. Heightened Step At the beginning of your turn, you can spend 3 sorcery points. Until the start of your next turn, your weapon attacks score a critical hit on a roll of 19 or 20. Quickened Step When you take the Attack action on your turn, you can spend 2 sorcery points to attack a second time with the same action. Subtle Step Whenever you make a Dexterity (Stealth) or Charisma (Deception) check, you can spend 1 sorcery point to gain advantage on the check. Twinned Step When you hit an enemy with a Sneak Attack, you can spend 1 sorcery point to hit any other enemies near you. Every creature within 5 feet of you must succeed on a Dexterity saving throw against your spell save DC or take bludgeoning damage equal to half your rogue level. Perfect Disguise Starting at 9th level, you can use magic to alter your appearance. You can cast diguise self at will. Starting at 17th level, you can also cast alter self at will. Toughened Body Starting at 13th level, the battle against the rising magic inside of you has hardened your body in other ways. You have advantage on all Constitution checks and saving throws. Weave Thief Starting at 17th level, you can sometimes borrow a piece of the magic around you to supplement your own magical reserves. Whenever you score a critical hit, you regain 2 sorcery points. Dark Thief Most rogues are quick enough to shoot a crossbow bolt or stab a dagger into exactly the right spot to cause damage. These rogues have learned how to exchange your own vitality for magical power, trading the quickness of movement necessary to strike so precisely for the ability to curse their enemies or turn invisible. Spellcasting See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 for the warlock spell list. Dark Thief Spellcasting Level Spells Known Spell Slots Slot level 3 2 1 1st 4 3 1 1st 5 3 1 1st 6 4 1 1st 7 4 1 1st 8 5 1 1st 9 5 1 2nd 10 6 1 2nd 11 6 2 2nd 12 7 2 2nd 13 7 2 2nd 14 8 2 2nd 15 8 2 3rd 16 9 2 3rd 17 9 2 3rd 18 10 2 3rd 19 10 2 3rd 20 11 2 3rd Spell Slots. The Dark Thief Spellcasting table shows you the maximum level of spell you can learn or cast. To cast a warlock spell, you must expend one of your spell slots. You regain all spent spell slots at the end of a short or long rest. Cantrips. You know Eldritch Blast and two other cantrips from the Warlock spell list. You learn another one at 10th level. Spells Known. You know 2 spells from the warlock spell list. You learn more as shown on the Dark Thief table. When you gain a level, you can chose to replace one of the spells you know with another one of a level you can cast. Otherworldly Patron. In addition to the warlock spell list, select a patron whom you have stolen your powers from. That patron's spells are added to the warlock spell list for you. Spellcasting ability. Charisma is your spellcasting ability for your warlock spells, since you learn your spells by outwitting your patron. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Tricky Blast Also at 3rd level, when you hit a creature with a cantrip that requires an attack roll, you have advantage on the next weapon attack roll against that creature before the end of your next turn.

Pact Magic At 9th level, you have siphoned off enough power to form a weaker version of a warlock's pact. Chose one of the following benefits; Pact of the Chain - The Pact of the Chain gives you a small spectral scout. You can perform a 1-minute ritual to summon a Small ethereal servant. This servant cannot speak, but it can communicate telepathically with you. It cannot attack, has 1 hit point, can hover at 20 feet per round, and is immune to non-magical bludgeoning, piercing, and slashing damage from outside the Ethereal Plane. You may use your action to see through its senses until the beginning of your next turn, becoming blind to your own. If it drops to 0 hit points or moves beyond 100 feet from you, your servant vanishes. Once you have called it, you must complete a short or long rest before you can do so again. Pact of the Blade - The Pact of the Blade gives you finer manual control over small objects. Chose one tool you have proficiency with. Your proficiency bonus is doubled for checks using that tool. Pact of the Tome - The Pact of the Tome gives you a greater knowledge of arcane workings. Chose two spells from any spell list that have the ritual tag and are of a level you can cast. You can cast these spells, but only as rituals. In addition, you can cast any warlock spell you know as a ritual if it has the ritual tag. Pact of the Lyre - The Pact of the Lyre lets you lull your enemies into complacency. You have 2 Bardic Inspiration dice, which are d6s. When a creature makes an ability check within 60 feet of you, you may roll one of your Bardic Inspiration dice and subtract it from the roll. You regain all spent BI dice at the end of a short or long rest. Pact of the Symbol - The Pact of the Symbol gives you greater insight into the world around you. You can cast the spell find traps without expending a spell slot. You must finish a short or long rest before you can do so again. Pact of the Fist - The Pact of the Fist gives you basic knowledge of many martial techniques. You may add half your proficiency bonus (rounded down) to any Strength or Dexterity skill check that does not already include your proficiency bonus. Magical Ambush Starting at 13th level, if you are hidden from a creature when you cast a spell, the creature has disadvantage on its first saving throw against that spell. Eldritch Arcanum At 17th level, choose one 1st level spell that you know. You can cast this spell for without expending a spell slot. If you wish to cast the spell at a higher level, you must expend a spell slot as normal. Arcane Trickster (Wizard) From the PHB

Sorcerous Origins (barbarian) (bard) (cleric) (druid) (fighter) Psionic (paladin) (ranger) (rogue) (warlock) (wizard)

Warlock Options Warlocks are an odd class. The various Pact Boons and Eldritch Invocations they receive make them almost infinitely customizable, even using only the material in the Player's Handbook. In addition, their patrons serve not only as a source or additional spells and abilities, they present a wonderful role playing opportunity. Therefore, not every class receives a corresponding warlock Patron. Instead, presented below are suggestions for Pact/Invocation selections for each class, allowing you to pick your patron of choice while still pursuing a slightly different tangent. Aside from how nonsensical some classes would be as patrons (how would a fighter grant spells to a prospective warlock?), this approach also has another advantage. Because you can retrain your invocations, you can easily switch what class you are imitating with your warlock abilities, allowing you to play a different multiclass at every level. Barbarian Barbarians are known for their relentless endurance and crippling sword strikes. The Armor of Shadows and Fiendish Vigor invocations will ensure that you stay in the fight, and the wording of the Pact of the Blade allows you to create any weapon you want, even a greatsword or a greataxe. Bard Bards are known for their versatility and for their bardic music. As a warlock, you are already extremely versatile. If you want to emphasise the bardic music, you may take the Pact of the Lyre or select The Eternal Song as your patron. Both of these are listed at the end of this section, along with the Unearthly Music and Heightened Powers invocations Cleric Clerics receive the intervention of their god on a regular basis, in the form of helpful advice or divine justice. The Pact of the Symbol (sometimes called the Pact of the Star Chain) and the Eyes of Doom invocation, listed at the end of this section, let the warlock request the aid of their patron after a fashion. The Undying patron from the Sword Coast Adventurer's Guide or the Archangel listed below would both make good patrons for a warlock-cleric. Druid Druids act as mediators between nature and civilization. While they are primarily known for their connection with animals, they also work closely with the fey. Many options exist for playing a warlock/druid. The invocations Beast Speech, Sculptor of Flesh, and Master of Myriad Forms all work well alongside a nature-based warlock, as does the Pact of the Chain. You may even choose to select the Archfey patron to be completely absorbed into the world of nature. Fighter Fighters are known almost exclusively for their weapon prowess. The Pact of the Blade is an obvious choice for a warlock/fighter, as are any invocations that increase its power, such as Thirsting Blade and Lifedrinker. Monk Monks are known for turning simple punches and kicks into a devastating flurry of blows. The Pact of the Fist, listed at the end of this section, offers you the power to use your body as your weapon. Armor of Shadows helps you avoid attacks, Ascendant Step helps you let go your earthly tether, and Alter Self rounds out the list of must-have invocations by augmenting the damage of your unarmed strikes. Paladin While a Paladin plays differently from a Cleric/Fighter multiclass, they are still very similar to martial clerics in a lot of ways. Any invocations that would suit a cleric work equally well for playing a warlock/paladin, though you should of course chose the Pact of the Blade as your chosen Pact Boon. Ranger Like the Paladin, the Ranger can be viewed as a more martial druid. Again, any invocations that would work for a warlock/druid will serve you equally well. If you want a focus on ranged attacks, the Eldritch Spear and Repelling Blast invocations are great at forcing an enemy towards or away from you. In addition, if you selected the Pact of the Blade, you can take the new Arcane Archer invocation to hound your foes with arrows or crossbow bolts. Rogue Rogues can deal a lot of damage after they set up properly, and are known for being sneaky and charming. Hex, a 1st level spell any warlock can learn, does a wonderful job of imitating Sneak Attacking when combined with eldritch blast, and is a great warlock spell in general. For a more stealthy rogue, chose invocations like One With Shadows and Devil's Sight; for a rogue who prefers to be the party face, select invocations such as Beguiling Influence and Mask of Many Faces. Sorcerer/Wizard Sorcerers, warlocks, and wizards are all arcane casters, making it difficult to create that distinction between a pure warlock and a warlock/arcane caster hybrid. Still, you have a few options; The Pact of the Chain gives you a wizardly familiar, while the Pact of the Tome and the accompanying Book of Ancient Secrets invocation grant you more spellcasting might. Minions of Chaos and Chains of Carceri will help you become an even better master of elemental forces, should you decide to go the summoner route. You may even wish to consider the Archmagus patron, described in the section below.

Archmagus Your patron is a powerful wizard or sorcerer. Some ambitious mages dream of rivaling the gods with the power of their magic. They take warlocks in much the same way as gods and goddesses take clerics, and use them for much the same purposes. Your patron may be a face in a crystal ball or someone you see on a regular basis; someone you know only by the sound of their voice or a person you sit by the fire with at the close of every day. Regardless, the men and women who take a warlock under their wing are usually the kind to stay safe in their impregnable towers, content to lend a tiny fraction of their power to another in exchange for a loyal and intelligent emissary. Expanded Spell List The Archmagus lets you chose from an expanded list of spells. The following spells are added to the warlock spell list for you Spell Level Spells 1st magic missile, shield 2nd magic weapon, detect thoughts 3rd fireball, hypnotic pattern 4th arcane eye, mordenkainen's faithful hound 5th animate objects, wall of force Arcane Initiate At 1st level, you gain proficiency in the Arcana skill, and you gain two wizard cantrips of your choice. These cantrips count as warlock cantrips for you. Magical Training At 6th level, your patron takes a closer interest in your progress, passing on some of the more basic techniques of their craft. Chose a wizard archetype from the available list of Arcane Traditions. You gain the second 2nd level feature of that school. Spell Resistance Starting at 10th level, you have advantage on all saving throws against spells. Arcane Arcanum At 14th level, your patron has given you the ultimate sign of its favor. Chose four wizard spells, one from each of the following levels; 6th, 7th, 8th, and 9th. You add them to the warlock spell list, and can learn and cast them through your Mystic Arcanum feature. Additionally, you can swap the spells you received from your Mystic Arcanum feature at 11th and 13th level with another spell from the warlock spell list. You must replace a spell with a spell of the same level. Archangel Your patron is a powerful celestial of some description. While most creatures worthy of the title use clerics if they need pawns on the Material Plane, there are some situations where they will grant their power to ordinary worshippers or even pagans. Solars or planetars who are not worshipped like gods will seek out warlock pacts. Archons of gods too weak to take clerics sometimes go to the mortal realm to find someone to spread the teachings and worship of their patron. Even powerful gods that can take patrons (such as Loki, Tiamat, the Raven Queen) will create warlocks instead of clerics, sending them covertly into areas where their clerics would ordinarily not be allowed. Expanded Spell List The Archangel lets you chose from an expanded list of spells. The following spells are added to the warlock spell list for you. Spell Level Spells 1st inflict wounds, protection from evil and good 2nd spiritual weapon, lesser restoration 3rd beacon of hope, revivify 4th aura of life, aura of purity 5th dispel evil and good, geas Divine Initiate At 1st level, your patron grants you additional divine knowledge. You know spare the dying and one other cleric cantrip of your choice. These cantrips count as warlock cantrips for you. Healing Aura Starting at 6th level, you can channel positive energy to aid your allies. As an action, chose a number of creatures within 60 feet equal to your Charisma modifier. Each creature regains 1d10 hit points. Once you use this feature, you must finish a short or long rest before you can use it again. Inner Light Starting at 10th level, you have resistance to radiant damage. In addition, whenever you take radiant or necrotic damage, all creatures within 10 feet of you must succeed on a Dexterity saving throw or take radiant damage equal to half your warlock level. Divine Arcanum At 14th level, your patron has given you the ultimate sign of its favor. Chose four cleric spells, one from each of the following levels; 6th, 7th, 8th, and 9th. You add them to the warlock spell list, and can learn and cast them through your Mystic Arcanum feature. Additionally, you can swap the spells you received from your Mystic Arcanum feature at 11th and 13th level with another spell from the warlock spell list. You must replace a spell with a spell of the same level.

The Eternal Song You have discovered a snippet of what appears to be sentient music. Whether it's the song of creation or the lullaby keeping an elder god deep in slumber, warlocks who receive their power from the Eternal Song are rarely under the patronage of a named entity such as Asmodeus or Titania. Instead, they hear lilting fragments of melody that guide them to some unknown purpose. Expanded Spell List The Eternal Song lets you chose from an expanded list of spells. The following spells are added to the warlock spell list for you Spell Level Spells 1st dissonant whisper, heroism 2nd calm emotions, suggestion 3rd tongues, hypnotic pattern 4th dominate beast, divination 5th legend lore, dominate person Fragmented Future At 1st level, you can see glimpses and glimmers of the future, though you know not what they mean. When you finish a long rest, the DM rolls three d20s in secret and records their rolls. When a creature within 60 of you (including yourself) makes an ability check, attack roll, or saving throw, you may swap the number rolled with one of these foretelling rolls (determined randomly by the DM). You must use this ability before the DM determines success or failure. If you use this feature on an Intelligence check you make, or any ability check another creature makes, you can chose whether to use the highest or lowest of your remaining foretelling rolls. Song of Wonder At 6th level, you can allow others to hear the snatches of unmatched beauty your patron provides you with. As an action, you can designate any number of creatures within 30 feet of you. The chosen creatures must succeed on a Wisdom saving throw against your warlock save DC or be entranced by you for 1 minute. Entranced creatures cannot move more than 30 feet away from you, must make a Wisdom saving throw against your warlock save DC or lose their action, and have disadvantage on Perception and Insight checks. On subsequent turns, you must use your action to continue the melody; otherwise, it ends. The effect ends on a creature when it takes any damage. Once you use this ability, you cannot do so again until you finish a long rest. Song of Beauty At 10th level, you can better divine the true nature of things. You have advantage on saves against spells from the enchantment or illusion schools of magic, as well as on ability checks to determine if something is an illusion. Clearer Foresight Starting at 14th level, when you use your Fragmented Future feature, the DM rolls four dice instead of three. Pact Boons The following are additional options for you to chose from at 3rd level. Pact of the Lyre You can use your action to create a pact instrument in your hand. You can chose the form this instrument takes each time you summon it. You are proficient with any skill checks related to playing the instrument, and you can use your pact instrument in place of an arcane focus for casting your warlock spells. Your pact instrument disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the instrument (no action required by you), or if you die. Pact of the Symbol Your patron grants you a relic decorated with their personal insignia. While the symbol is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke your Patron's power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your symbol, you can perform a 1-hour ceremony to receive a replacement from your patron. The ceremony can be performed during a short or long rest, and it destroys the previous symbol. The symbol disappears in a flash of light when you die. Pact of the Fist Your patron gives you the ability to use your own body as a weapon. When you select this pact, chose either radiant or necrotic damage. As a bonus action, you can surround your fists with ghostly flames that radiate dim light for 5 feet. For 1 minute, you gain the following benefits; You roll 1d4 in place of the normal damage of your unarmed strike

You can add your Dexterity modifier instead of your Strength modifier to the attack and damage rolls of your unarmed strikes

The damage dealt by your unarmed strike is the same type you chose when you took this pact.

When you take the Attack action on your turn and both of your hands are free, you can make an unarmed strike as a bonus action. Invocations Unearthly Music Prerequisite: Pact of the Lyre You gain 3 Bardic Inspiration dice, which are d6s. When a creature within 30 feet of you (including yourself) makes an ability check, attack roll, or saving throw, you can use your reaction to roll one of your Bardic Inspiration dice and add the result to the roll. You may use this feature after the roll, but before the results of the roll are determined. You regain all spent Bardic Inspiration dice at the end of a long rest.

Heightened Powers Prerequisite: 5th level You may cast the spell enhance ability on yourself once using a warlock spell slot. You can't do so again until you finish a long rest. Eyes of Doom Prerequisite: 7th level You may cast the spell banishment once using a warlock spell slot. You can't do so again until you finish a long rest. Arcane Quiver Prerequisite: Pact of the Blade When you manifest your pact weapon, you can chose to form it into a ranged weapon. When you make an attack with the weapon, you can create appropriate ammunition as part of the attack. The ammunition lasts for 10 minutes or until you dismiss your pact weapon. A piece of ammunition also disappears if anyone besides you tries to use it. Flurry of Fists Prerequisite: Pact of the Fist You can attack with your unarmed strikes twice, instead of once, whenever you take the Attack action on your turn. Flames of Fate Prerequisite: 12th level, Pact of the Fist While your fists are surrounded with ghostly flames, your unarmed strikes deal additional damage equal to your Charisma modifier.