Tyler Jacobson illustrates a moment as combat between a band of adventurers and a delegation of orcs is about to unfold. The adventurers are as featured (left to right): Skip Brickard, a halfling fighter with an orc-sized walloping ready; Illydia Maethellyn, a moon elf cleric of Sehanine Moonbow taking aim; Hitch, a brazen human rogue with shady ties to Zhentarim; Makos, a tiefling warlock who's hellbent at getting revenge on his infernal father; and Nayeli Goldflower, a human paladin driven by an oath of vengeance.

Disclaimer: Content within this compendium are non-profit revisions and additions to the Sword Coast Adventurer's Guide , a collaboration book between Wizards of the Coast and Green Ronin Publishing, for Dungeons & Dragons 5th Edition. Please support the game and its developers by purchasing a copy of the original book.

Go forth, and find the revision that awaits your curious eyes. This compendium serves to better the original book about a campaign setting we love. Any and all suggestions you have to further improve this compendium can be submitted to this Unearthed Arcana Reddit link .

In addition, anything mentioned in the Elemental Evil Player's Companion document is considered part of SCAG, and its content remains unchanged (except Genasi) . Please view your copy of that document for Aarakocra, Genasi (Fire and Water) , Goliath, and the new spells it added to the game.

I would like to quickly reiterate that any content from the SCAG that isn't mentioned in this compendium remains unchanged. Please view your copy of the book for unchanged content. I only advise to used this in conjunction with original book.

Throughout the pages of this compendium, you'll find new versions of character options from the rollercoaster of balance that Sword Coast's Adventurer's Guide stands since its originally release in 2015. These revisions serve to reignite the excitement we all had when that book was released without the disappointments of lackluster options. The current chapters of this compendium gives you these revisions to use however you wish within your D&D campaigns.

Well met, wanderer! Welcome to the revisions to a book that provides options for adventurers within a world originally created by Ed Greenwood, the Forgotten Realms setting. The setting serves as the default setting for this edition of Dungeons & Dragons, and it has been used by many dungeon masters and players for decades now. To think, it was a homebrewed setting for Ed's D&D campaigns, and it grew into something wonderful that numerous artists, authors, musicians, and game developers have come to support and to take inspiration from.

The avariel, also known as winged elves, or Aril'Tel'Quessir, were among the first races to settle Faerûn. They were more common when the worlds of the multiverse were young, but frequent conflicts with dragons have reduced their numbers. Still, a few colonies persist here and there in the Material Plane and on the Plane of Air.

The graceful ones that are eloquent and align with the forces of nature. As mentioned in the original book, there exists several rare elf subraces, but not all of them had statistics. Provided below are those rare elven subrace options, including the unmentioned Snow Elf subrace, with playable traits for your characters.

Wild dwarves, also known as albino dwarves, jungle dwarves, or dur Authalar ("the People") , are more primitive than their disrespected brethen. Most are found in the jungles of Chult, the Mhair, and the Black Jungles; as they rejected their traditions to begin anew with ever-changing practices.

Stone Walk. You are able to pass through stone and earth. You gain a burrow speed of 10 feet and can only burrow through nonmagical earth and stone. In addition, you leave a Small-sized tunnel behind you wherever you burrow.

Orecutter dwarves, better known as Urdunnir, are the long-forgotten offshoot of their cousin, the shield dwarves, that wished to be one with the earth and stone. The world as a work of living beauty to them, and they explore its depths like divers in the ocean. Most of their travels are due to the blessings of Dumathoin, dwarven god of buried secrets.

Artic dwarves, also known as glacier dwarves on Frostfell, or Inuggakalikurit, are more isolated than their stout brethren as they lived in Faerûn's northernmost regions of the Great Glacier. Their architecture combines both ice and stone into chilling holds. They are open and friendly to outsiders, with the exception of frost giants, whom they despise.

The stout folk whom are deliberate and withhold traditions like oaths of paladins. The original book left out a few of the rare subraces of dwarves throughout Faerûn. Those forgotten subraces are presented here.

This chapter provides new additions for the races available in the Player's Handbook, and some new options. The information provided is specific to the Forgotten Realms, so this material takes precedence to what is presented in the Player's Handbook whenever your D&D games use this campaign setting.

Faerûn serves as a beloved home for numerous races. Some immigrant from other realms through ancient gates and portals that are either long forgotten or dispelled. Others are newcomers, still trying to find a place to truly call home.

The plucky, little humanoids that are halflings seem to both entertain and befriend the larger folk from the cleverness and joyous nature. The following subrace option for halflings reveals the opposite side of this coin, being genuine evil ones.

Wild elves, also known as green elves, or Sy'Tel'Quessir, are considered to be the strangest of elves by their kin. They have abandoned or lost their ancient culture as dwell deep in the jungles of Chult and the forests of Chessenta. They get along well with Lythari, yet they are tensions with wood elves.

Star elves, also known as mithrel elves, or Ruar'Tel'Quessir, appear similar to moon elves but with flakes of silvers and gold in their eyes and skin. They mainly dwell within the demiplane of Sildëyuir nearby the Feywild. Their constant conflict with the Nilshai, a race of worm-like sorcerers from the Ethereal Plane, has forced some of them to leave their home and come to Faerûn.

Snow elves, also known as glacier elves, or Froi'Tel'Quessir, are elves found in the chilly High Ice, Frostfell, and the Great Glacier. Most are reclusive and rarely live their cities as they are not naturally resistant to the cold. The have snow white hair, pale skin, and usually bright blue or white eyes. Their environment has sharpen their emotions, and they seem elitist and haughty even to other elves with a pale snow appearance.

Sea elves, also known as aquatic elves, or Alu'Tel'Quessir, are elves found deep in the Shining Sea, Sea of Swords, and many others deep oceans throughout Faerûn. Their are some sea elves which are known as the "Marel Elves," and they are those who turn to evil and worship the deep and dark gods of vast depths.

Once you have used this trait and reverted back to humanoid form, you are unable to use it again until you have finished a long rest.

Wolf Form. As an action, you can assume the bestial aspect of a wolf . When in wolf form, you gain all the characteristics of a wolf (see page 341 of the Monster Manual) as per rules of a druid's Wild Shape (See page 66 of the Player's Handbook) , except the following apply to you:

Lythari, also known as lycantropic elves, or Ly'Tel'Quessir, are true elven lycantropes. They don't suffer from a curse, nor do they have a hybrid form. They have pale silvery skin and hair to match. In their wolf form, they have various shades of grey and silver in their fur. Most are found in their wolf forms within secluded packs throughout the wilds of Faerûn.

The legend continues to tell how the deities learned from their mistakes and created the humans we know today. Although, some fail to mention what happened to the original. A demon, rumored to be Graz'zt before being a demon lord, gathered the remains and carried them to a locate now known as the Plateau of Vashar. It resurrected the human and created a female to allow them to procreate. The fiend returned to the Abyss, cackling about what it recreated.

According to this legend, upon creation, the first human was a male, and he immediately began hunting for nearby beasts. After striking down a beast with his bare hands, he made a meal out of it. The deities watched with intrigue and curiosity. The human then located the bones of the beast and fashioned a simple weapon. Immediately after, the human turned to the onlooking deities and began attacking them violently; snarling with the first words being curses and oaths of vengeance for its creation. The deities were displeased and destroyed the human. If you are to be a Vasharan, see the "Human Variant (Vasharan)" sidebar for traits.

There is an ancient legend that tell of the Vashar. Those who remember the legend tend to lay silent about it; remembering the darkness involved and shame it brings. The Vashar are the first humans the deities of Faerûn created.

Vasharan There is an ancient legend that tell of the Vashar. Those who remember the legend tend to lay silent about it; remembering the darkness involved and shame it brings. The Vashar are the first humans the deities of Faerûn created. According to this legend, upon creation, the first human was a male, and he immediately began hunting for nearby beasts. After striking down a beast with his bare hands, he made a meal out of it. The deities watched with intrigue and curiosity. The human then located the bones of the beast and fashioned a simple weapon. Immediately after, the human turned to the onlooking deities and began attacking them violently; snarling with the first words being curses and oaths of vengeance for its creation. The deities were displeased and destroyed the human. If you are to be a Vasharan, see the "Human Variant (Vasharan)" sidebar for traits. Rusurrected by Fiendish Means The legend continues to tell how the deities learned from their mistakes and created the humans we know today. Although, some fail to mention what happened to the original. A demon, rumored to be Graz'zt before being a demon lord, gathered the remains and carried them to a locate now known as the Plateau of Vashar. It resurrected the human and created a female to allow them to procreate. The fiend returned to the Abyss, cackling about what it recreated. Vasharan Names Vasharan naming conventions are similar to that of other humans, particularly deep Imaskari and Illuskans.

Lesser Darkvision. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Imaskari Intrigue. You learn the presdigitation cantrip. When you reach 3rd level, you can cast the identify spell once per long rest using this trait. When you reach 5th level, you can also cast the locate object spell once per long rest using this trait. Intelligence is your spellcasting ability for these spells.

Some humans originate and venture from the Underdark, i.e. the deep Imaskari. With DM approval, you can be from this ethnicity with unique traits, all of which replace the human's Ability Score Increase trait.

Human Variant (Deep Imaskari) Some humans originate and venture from the Underdark, i.e. the deep Imaskari. With DM approval, you can be from this ethnicity with unique traits, all of which replace the human's Ability Score Increase trait. Ability Score Increase. Your Intelligence score increase by 2 and Wisdom scores increases by 1. Arcane Knowledge. You gain proficiency in the Arcana skill. Imaskari Intrigue. You learn the presdigitation cantrip. When you reach 3rd level, you can cast the identify spell once per long rest using this trait. When you reach 5th level, you can also cast the locate object spell once per long rest using this trait. Intelligence is your spellcasting ability for these spells. Lesser Darkvision. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Extra Language. You can speak, read, and write Undercommon. Vasharan There is an ancient legend that tell of the Vashar. Those who remember the legend tend to lay silent about it; remembering the darkness involved and shame it brings. The Vashar are the first humans the deities of Faerûn created. According to this legend, upon creation, the first human was a male, and he immediately began hunting for nearby beasts. After striking down a beast with his bare hands, he made a meal out of it. The deities watched with intrigue and curiosity. The human then located the bones of the beast and fashioned a simple weapon. Immediately after, the human turned to the onlooking deities and began attacking them violently; snarling with the first words being curses and oaths of vengeance for its creation. The deities were displeased and destroyed the human. If you are to be a Vasharan, see the "Human Variant (Vasharan)" sidebar for traits. Rusurrected by Fiendish Means The legend continues to tell how the deities learned from their mistakes and created the humans we know today. Although, some fail to mention what happened to the original. A demon, rumored to be Graz'zt before being a demon lord, gathered the remains and carried them to a locate now known as the Plateau of Vashar. It resurrected the human and created a female to allow them to procreate. The fiend returned to the Abyss, cackling about what it recreated. Vasharan Names Vasharan naming conventions are similar to that of other humans, particularly deep Imaskari and Illuskans.

In hard times, they may forgo this isolation and send envoys to seek aid from the Svirfneblin. This is where adventurers of the deep Imaskari could be born to learn of the surface world and its usage of magic within daily lives or lack thereof.

Deep Imaskari do their best to remove themselves from the events and interactions between the other races of the Underdark. They are particularly not fond of the slavery they employ as it reminds them of their pasts. This isolation has allowed them time to rebuild and hone their fascinations of the arcane.

The Deep Imaskari, otherwise known as the "Imaskari," are humans who fled to the Underdark as refuge after the Mulan slave revolt in Imaskar. Their prolonged existence in the Underdark has caused their bodies to better adapt to the dark surroundings. Furthermore, their pursuit for arcane knowledge never lessened. If you are to be a deep Imaskari, see the "Human Variant (Deep Imaskari)" sidebar for traits.

The original book mentioned the human ethnicities within Faerûn and the similar histories they share; however, one ethnicity is unique among the others as it survives in the Underdark, the deep Imaskari. It also failed to include the vile first humans of the Realms, the Vasharan.

Humans dwell in almost every place within Faerûn. Each human carries a culture and ethnicity they are from. Their determination, perseverance, and ability to adapt allows them to blend with many cultures and ethnicities alongside their own. Thus, there lack of commonality is their most common trait they share.

Aggressive. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.

When Spring came, the prairie was stained with the blood of both the Jerren and goblinoids. Even with these new tactics, the Jerren were likely to lose. They got desperate and began to take into taboos like cannibalism and sacrifices to any dark god that would aid them. The goblinoids found these acts repulsive and fled to the hills.

Jerren appear similar to lightfoot halflings, yet their sadistic nature barely shines through that disguise. In reaction to the annual raids from various goblinoids that would cost numerous lives and food from their prairie, these halflings turned to corrupted and dark magic to prepare for the upcoming Spring.

Darkvision. Thanks to your dwarf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Alignment. Half-dwarves share the lawful bent of their dwarven heritage. They value both honor and creative expression, demonstrating neither needless chaos nor desire for losing loyalties. They love organization, usually obey orders, and often prove reliable but not always predictable.

Half-Dwarves use either human or dwarven naming conventions. Half-dwarves adopt the culture they were raised in over having their own societies. Half-dwarves raised by humans are often given dwarven names to honor and respect dwarves for their bravery and loyalty, and those raised by dwarves often take human names to honor and respect humans for their ingenuity and determination.

To humans, half-dwarves look like dwarves, and to dwarves, they look like humans. In height, they are somewhere between both parents, though they're neither as stout as dwarves nor as slender as humans. They range from 4 ½ to 5 ½ feet tall, and from 120 to 200 pounds, with men only slightly shorter and heavier than women. Half-dwarf men and women can grow grander facial hair to cover human ancestry, yet their beards are never as grand as dwarf beards.

Walking between two sets of traditions and cultures, half-dwarves combine what some say are some of the grandest qualities of both parentages. Human determaination, inventiveness, and ambition enhanced by dwarven perfection, temperament, and artistic tastes of what can be forged. Although rare, half-dwarves unable to fit in either society find peace in wandering the Realm and/or honing a profession.

Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Darkvision. Thanks to your earthen blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Some humans may descend from original humans, vicious and deicide driven., i.e. the Vasharans. With DM approval, you can be a human from this variant with unique traits, all of which replace the human's Ability Score Increase trait.

Some half-elves in Faerûn have greater ties to their elf parentage than a combination of the two. With DM approval, your half-elf character can forgo Skill Versatility and instead gain the elf's Keen Senses or a trait related to your elf parentage:

Today, it soars above the deserts of Anauroch, land that was once a fertile part of the Empire of Netheril. Why the Netherese — now known as the Shadovars — returned with their ruler, High Prince Telamont, and his twelve princes of shade, and what they are planning, are two mysteries that trouble most rulers of the nations in Faerûn; fearing that solving these vital riddles will provide them with answers they wish not be true.

Over two thousand years ago, the ruler of a Netherese flying city transported his entire city onto the Shadowfell in order to explore that dim and perilous plane. The City of Shade was lost to human knowledge, but, in 1372 DR, it abruptly returned to Faerûn above the Dire Wood.

Shades are planetouched humanoids with eyes and skin tones ranging from gray to inky black. They are imbued with the shadow energies of the Shadowfell, the Plane of Shadow, not unlike how Genasi are planetouched humanoids of their respected elemental planes. They are thinner than most humans, and they prefer to dress in dark-hued clothes or armor. Shades have extraordinarily long lifespans. By trading some portion of their souls for the stuff of shadow, they extend their lifespans tenfold.

Half-Elves in Faerûn have the racial traits of those in the Player's Handbook, yet some variations are possible if you inherit more from your elven heritage; see the "Half-Elf Variants" sidebar. Half-drow are some of the most common conceived as a male drow mates with his human female slaves from surface raids. Second are half-wood elves from human druids or rangers holding similar values to nature.

Half-Elves Half-Elves in Faerûn have the racial traits of those in the Player's Handbook, yet some variations are possible if you inherit more from your elven heritage; see the "Half-Elf Variants" sidebar. Half-drow are some of the most common conceived as a male drow mates with his human female slaves from surface raids. Second are half-wood elves from human druids or rangers holding similar values to nature. Shades Shades are planetouched humanoids with eyes and skin tones ranging from gray to inky black. They are imbued with the shadow energies of the Shadowfell, the Plane of Shadow, not unlike how Genasi are planetouched humanoids of their respected elemental planes. They are thinner than most humans, and they prefer to dress in dark-hued clothes or armor. Shades have extraordinarily long lifespans. By trading some portion of their souls for the stuff of shadow, they extend their lifespans tenfold. Forgotten, yet Returned Over two thousand years ago, the ruler of a Netherese flying city transported his entire city onto the Shadowfell in order to explore that dim and perilous plane. The City of Shade was lost to human knowledge, but, in 1372 DR, it abruptly returned to Faerûn above the Dire Wood. Today, it soars above the deserts of Anauroch, land that was once a fertile part of the Empire of Netheril. Why the Netherese — now known as the Shadovars — returned with their ruler, High Prince Telamont, and his twelve princes of shade, and what they are planning, are two mysteries that trouble most rulers of the nations in Faerûn; fearing that solving these vital riddles will provide them with answers they wish not be true. Half-Elf Variants Some half-elves in Faerûn have greater ties to their elf parentage than a combination of the two. With DM approval, your half-elf character can forgo Skill Versatility and instead gain the elf's Keen Senses or a trait related to your elf parentage: Avariel Descent. You choose the avariel's Extra Language (Auran) or to use your reaction while falling to reduce falling damage you take equal to your level. Drow Descent. You choose the drow's Drow Magic (faerie fire only), Drow Weapon Training, or an additional 30 feet of darkvision. Eladrin Descent. Once per long rest, you can teleport up to 15 feet as a bonus action. High Elf Descent. You can choose the high elf's Elf Weapon Training or Cantrip. Lythari Descent. You gain the lythari's Wolf Form (Once per long rest; duration is up to 1 minute). Shadar-Kai Descent. Once per long rest, you can teleport up to 15 feet as a bonus action. Sea Elf Descent. You choose the sea elf's Sea Elf Training, Extra Language (Aquan), or you gain a swimming speed of 30 feet. Snow Elf Descent. You choose the snow elf's Mask of Winter, Mountain Born, or Snow Elf Weapon Training. Star Elf Descent. You gain the star elf's Otherworldly Touch (Once per long rest). Wild Elf Descent. You choose the wild elf's Wild Elf Training or Cantrip. Wood Elf Descent. You choose the wood elf's Elf Weapon Training, Fleet of Foot, or Mask of the Wild.

Some half-dwarves in Faerûn have greater ties to their dwarf parentage than a combination of the two. With DM approval, your half-dwarf character can forgo Tool Versatility and instead gain the dwarf's Stonecunning or a trait related to your dwarf parentage:

Some goblins can become Dekanter goblins with genetic manipulation. With DM approval, you could be one of these mutated goblins. The following traits replace Ability Score Increase, Fury of the Small, Nimble Escape, and Size:

Dekanter goblins were artificially mutated by the Beast Lord, an Alhoon allied with the Zhentarim of the North. Their namesake comes from them primarily dwelling in the mines of Dekanter, part of the Greypeak Mountains near Anauroch. If you were mutated by the Beast Lord, see the "Goblin Variant (Dekanter)" sidebar for the traits you gain.

Standing Leap. Your long jump distance is up to 20 feet and your high jump distance is up to 10 feet with or without a running start, unless they would be more.

Speak with Frogs and Toads. Due to your nature, you can cast the speak with animals spell unlimited number of times with this trait, but you can target only frogs and toads with it.

Bullywugs are frog-headed amphibious humanoids that stay constantly moist, dwelling in rainy forests, marshes, and damp caves. Always hungry and thoroughly evil, bullywugs overwhelm opponents with superior numbers when they can, but they flee from serious threats to search for easier prey. Your bullywug character has the following traits:

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Shade Magic. You learn the minor illusion cantrip. When you reach 3rd level, you can cast the cause fear spell once per long rest using this trait. Charisma is your spellcasting ability for these spells.

One with Shadow. While in dim light or darkness, you gain an additional 10 feet to your walking speed, and you can use the Hide action as a bonus action on each of your turns.

Darkvision. From your race's long-term exposure to the Shadowfell, you have been imbued with shadesight. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Alignment. Shades utilize their shadowy origins to their advantage, and they often lack good nature as it would kill them in the Shadowfell. Most tend toward neutrality with some taking on certain ideals and other embracing the pragmatic shadows. Those who turn towards evil isn't uncommon, yet it can get you into trouble.

Shades use the naming conventions of the people among whom they were raised, which is similar to Bedine humans. Some may even take the names like the Shadar-Kai use to masquerade as them for those who haven't seen one before.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards. Their scale colors tend to reflect the dragon they serve.

Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your Armor Class is 13 + your Dexterity modifier. You can use your natural armor to determine your Armor Class if the armor you wear would leave you with a

Martial Advantage. You can choose deal an extra 2d6 damage to a creature you hit with a weapon attack as long as that creature is within 5 feet of an ally that isn’t incapacitated. You can use this trait only once per combat.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Koalinth are amphibious goblinoids that live in the Inner Sea of Faerûn. They are akin to hobgoblins in terms of martial prowess and society. Similar to sahuagin, they are known for their ferocity and hatred towards sea elves. Although, they will equally combat with sahuagin as they would elves alongside merfolks and tritons.

Rampage. When you reduce a creature to 0 hit points with a melee attack, you may use your bonus action on that turn to move up to half your speed and make one melee attack.

Bite. Your fanged maw is a natural weapon, which you are proficient with and can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Alignment. Gnolls are vicious raiders, who believe that the world should be theirs. They also strangely value family and blood ties to demonic origins of Yeenoghu, the Demon Prince of Gnolls. They are usually chaotic evil.

Raxivort's Tongue. Due to your nature, you can cast the speak with animals spell unlimited number of times with this trait, but you can target only bats and rats with it.

Lesser Darkvision. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Alignment. Xvarts are naturally drawn towards beings of shadow. Shades, Jerren halflings, and evil gnomes often use them as minions. Although, they won't fight larger creatures unless they have a considerable number advantage. They are usually chaotic evil.

Aggressive. Orc aggression is unmatched. As a bonus action, you can move up to your movement speed toward ahostile creature you can see or hear. You must end this move closer to the enemy than you started.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Alignment. Orcs are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually chaotic evil.

The orcs of the North and the Spine of the World comprise the oldest and most numerous of the various orc races active on Faerûn, being undistinguishable from half-orcs and orogs to most humans. They are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks.

Superior Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Otherworldly Perception. You can sense the presence of any creature within 30 feet of you that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving.

Kuo-Toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight. Your kuo-toa character has the following traits:

Additionally, when you begin raging and at the start of each your turns while raging, you gain temporary hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points remaining. These temporary hit points vanish when your rage ends or when you doff your spiked armor.

At 14th level, your might is unmatched by most. Whenever you use your Relentless Rage, you reduce the DC by an amount equal to your Constitution modifier.

Starting at 10th level, your dwarven cunning granted insight on using your spikes in a more brutal fashion. Whenever you score a critical hit with your spiked armor, you roll one additional weapon damage die when determining extra damage for a critical hit with your spiked armor.

Starting at 6th level, when a creature within 5 feet of you hits you with an attack, you can use your reaction make an attack with your spiked armor against the attacker. If you are raging, you can choose to attack recklessly with this attack, unless you have already attacked recklessly during your last turn.

Once per long rest, you can modify any medium armor to become spiked armor. You need 50 gp in raw materials, and any armor that becomes spiked armor causes it to weigh an additional 5 pounds. If the armor is magical, then the gold

While raging in spiked armor, you can use your bonus action on each of your turns to make one attack with your spiked armor. In addition, any creature you successfully grapple and creatures that successfully grapples you takes damage from your spiked armor equal to your Strength modifier.

At 3rd level, you gain the rare medium armor known as "Spiked Armor." You gain a special version of a hide or scale mail that was modified into spiked armor. You are proficient in spiked armor as an improvised melee weapon. If you hit with your spiked armor, you deal 1d6 + your Strength modifier piercing damage to the target.

Being a Battlerager, you become the Kuldjargh ("axe idiot") that should have been. You are quick to act and attack, and your spiked armor will be the bane of your enemies.

Barbarians of the Forgotten Realms have the following Primal Path option, Battlerager, and the addition options for followers of the Path of the Totem Warrior from the Player's Handbook. Reghed and Northlander barbarians tend to follow the Path of the Berserker, while Uthgardt barbarians are nearly always followers of the Path of the Totem Warrior or Path of the Ancestral Guardian.

The twelve classes from the Player's handbook are all present in the Forgotten Realms. The material described in this chapter includes revisions to several of the class-feature options for a few of the options provided in the original Sword Coast Adventurer's Guide. There also includes revisions to some options that were not included in the original but should have been, e.g. Raven Queen as an Otherworldly Patron option for warlocks.

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Fighters in the Forgotten Realms come in many forms. One key option, in addition to those in the Player's Handbook, is being a Purple Dragon Knight from Cormyr. Although, a Banneret would prove an equal title for those who aren't part of Cormyrean Knighthood or reside in other realms.

Tiger. While raging, if you move at least 20 feet in a straight line towards a target that is one size larger than you or smaller right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against the target. If the additional melee weapon attack would be an unarmed strike, you can make two attacks with your unarmed strikes instead.

Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. Choose one skill you are proficient with from this list to permanently gain double your proficiency bonus to any ability check made using it. The tiger spirit hones your survival instincts.

This option is available to you when you choose a totem animal at 6th level. By choosing Tiger, you are able to become one of the best hunters alongside wolf totem warriors.

Tiger. While raging, your unarmed strikes gain the finesse property and deal 1d4 + your Strength modifier slashing damage, and you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps and strikes.

If Tiger totem spirits do not align with you or it from your homeland, you can always chose a similar animal to represent it. You could chose animals like jaguar, lion, or panther over a tiger.

As with the spirits in the Player's Handbook, this revised option requires a physical marking or object the incorperate the spirit option chosen. Additionally, you may have physical attributes that emphasize your totem spirit, such as catlike eyes or striped birthmarks or tattoos.

If you follow the Path of the Totem Warrior from the Player's Handbook, you have access to two additional spirit options, Elk and Tiger. To see every feature gained from this Primal Path, see page 50 of the Player's Handbook. To see the Elk totem spirit options, see page 122 of the Sword Coast Adventurer's Guide.

Path of the Totem Warrior (Tiger) If you follow the Path of the Totem Warrior from the Player's Handbook, you have access to two additional spirit options, Elk and Tiger. To see every feature gained from this Primal Path, see page 50 of the Player's Handbook. To see the Elk totem spirit options, see page 122 of the Sword Coast Adventurer's Guide. Totem Spirit As with the spirits in the Player's Handbook, this revised option requires a physical marking or object the incorperate the spirit option chosen. Additionally, you may have physical attributes that emphasize your totem spirit, such as catlike eyes or striped birthmarks or tattoos. If Tiger totem spirits do not align with you or it from your homeland, you can always chose a similar animal to represent it. You could chose animals like jaguar, lion, or panther over a tiger. Tiger. While raging, your unarmed strikes gain the finesse property and deal 1d4 + your Strength modifier slashing damage, and you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps and strikes. Aspect of the Beast This option is available to you when you choose a totem animal at 6th level. By choosing Tiger, you are able to become one of the best hunters alongside wolf totem warriors. Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. Choose one skill you are proficient with from this list to permanently gain double your proficiency bonus to any ability check made using it. The tiger spirit hones your survival instincts. Totemic Attunement This option is available to you when you choose a totem animal at 14th level. By choosing Tiger, you gain benefits for pouncing onto enemies. Tiger. While raging, if you move at least 20 feet in a straight line towards a target that is one size larger than you or smaller right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against the target. If the additional melee weapon attack would be an unarmed strike, you can make two attacks with your unarmed strikes instead. Martial Archetype Fighters in the Forgotten Realms come in many forms. One key option, in addition to those in the Player's Handbook, is being a Purple Dragon Knight from Cormyr. Although, a Banneret would prove an equal title for those who aren't part of Cormyrean Knighthood or reside in other realms. Purple Dragon Knight Purple Dragon Knight allows for you to be the supportive knight or banneret that is both charismatic and inspiring that the original intended to be. Purple Dragon Knights are tied to a specific order of the Cormyrean Knighthood. Banneret serves as the generic name for this martial archetype in other campaign settings or modelling other warlords of Faerûn. Purple Dragon Knight Features Fighter Level Features 3rd Bonus Proficiency, Banner, Rallying Cry 6th Royal Envoy 10th Inspiring Act, Lead the Charge 15th Bulwark Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Until that fated day, her servants must address her concerns. She hates intelligent undead and will not stand for those who seek to cheat dead through undeath or other forms of immortality. The mindless undead are minor nuisances at best, yet their true death would please her all the more. Orcus seems to be one of her greatest concerns.

Warlocks of the Raven Queen often receive visions and whispers from their patron in their dreams and meditations, sending them on quests and warning them of impending dangers. Those who worship her are said to serve her in death within her realm.

The Raven Queen is a mysterious elven being that rules the Shadowfell from her palace of ice. She views the realm with anticipation of each creature’s death to ensure its end the proscribed time and place alongside the wouldbe power gained for it. Her ability to reach into the Material Plane is limited, yet she has influenced its inhabitants to become clerics and warlocks to serve her and enforce her will.

Death is prevelant in the Forgotten Realms. There are two ways to accept this fact. Either one embraces the natural order of things or tries to prevents it with undeath through some necromantic means. Warlocks have the following Otherworldly Patron options, in addition to those in the Player's Handbook.

Starting at 15th level, whenever you use your Indomitable feature to reroll a saving throw and you aren’t incapacitated, you can immediately choose one allied creature within 30 feet of you that can see or hear you that failed the same effect. Both you and that creature reroll the saving throw and must use the new rolls.

Starting at 10th level, whenever you use your Action Surge feature or score a critical hit with a weapon attack, you can immediately choose one allied creature within 30 feet of you that can see or hear you. That creature gains temporary hit points equal to your Charisma modifier (minimum of 1) that last for 1 minute. It can also use its reaction to immediately make one weapon attack or cast a cantrip with a casting time of 1 action.

Starting at 7th level, your discipline and attention to detail in social situations causes you to gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice) .

If you are holding your banner while using this ability, it is unfurled, and you aren't incapacitated, each chosen ally within the banner's range gains additional temporary hit points equal to your Charisma modifier (minimum of +1) .

Starting at 3rd level, when you use your Second Wind feature, you can choose a number of non-hostile creatures up to your Charisma modifier (minimum of 1) within 60 feet of you that can see or hear you. Each one gains temporary hit points equal to your fighter level for 1 minute.

If your banner is lost or destroyed, you can make a new one using 50 gp in raw materials over the course of an hour or a short rest.

At 3rd level, you can craft a banner, or use an existing one, to represent your order. It can be held in one hand and weighs 6 pounds. Furling or unfurling the banner requires an action. While your banner is unfurled and you are not incapacitated, you and all allies within 10 feet of you gain a +1 bonus on Intelligence, Wisdom, and Charisma saving throws, provided they can see your banner.

If you command your raven to perched on a willing creature’s shoulder, that creature gains a telepathic link with you while within 100 feet of you, and it and the raven gain all the benefits of having your raven perched on your shoulder, using your Charisma modifier for any bonuses.

You can only use your action to Dash, Disengage, Dodge, Help, Hide, Search, or have you and your raven return to normal. You also gain all benefits of your raven being perched on your shoulder.

While merged together, your game statistics are replaced by the statistics of your raven familiar, but you retain your hit dice, hit points, 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 your raven. If your raven has the same proficiency as you and the bonus in its stat block is higher than yours, use the raven’s bonus instead of yours.

Starting at 6th level, the Raven Queen trust you are capable of hunting the undead and imbues you with knowledge to do so. You can add your Charisma modifier to Intelligence (History) checks to recall information about undead.

If you later get the Pact of the Chain feature, your raven deals cold damage with its attacks, and you gain a second raven familiar to command. If you conjure a different familiar other than a raven, you lose both raven familiars in favor of the new familiar. In combat, both ravens use the same initiative and act on the same turn. Both ravens reappear if you call them back at end of a short or long rest. If you have both ravens perched on your shoulders, the benefits they grant do not stack.

At the end of a short or long rest, you can call the raven back to you (no matter where it is or whether it died) , and it reappears within 5 feet of you from a nearby shadow.

The raven doesn't require sleep. While it is within 100 feet of you, using its bonus action, it can awaken you from sleep. The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. If your raven is slain by a creature, you gain advantage on all attack rolls against the killer until your next long rest.

While the raven is perched on your shoulder, you gain a bonus to Wisdom (Perception) checks equal to your Charisma modifier (minimum of +1) , and hostile creatures have disadvantage on any attacks or harmful effects that only target the raven.

Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. You gain a raven familiar as per the purpose and effects of the find familiar spell, but you cannot dismiss it forever. Its maximum hit points are equal to your warlock level x 3 , and it gains resistance to necrotic damage and bludgeoning, piercing, and slashing damage from nonmagical weapons.

When you reach 14th level, your soul is empowered by the pact with your patron to aid in the effort to amass grim followers. You gain the ability to cast the animate dead spell with this feature without expending a spell slot. When you cast animate dead, you can target additional corpses or piles of bones equal to your Charisma modifier, creating additional zombies or skeletons, as appropriate.

Starting at 6th level, you gain resistance to necrotic damage, and when you cast a spell that deals necrotic or poison damage you can add your Charisma modifier (minimum of +1) to one of the damage rolls of that spell against one of its targets.

Starting at 1st level, on your turn, you may use a bonus action to regain hit points equal to 1d6 + your warlock level. If you put a severed body part of yours back in place when you use this feature, it reattaches.

Additionally, you are permanently affected by the sanctuary spell against only undead. If you make an attack or cast a spell that affects an undead creature, that creature is not affected by this spell for the next 24 hours. Any undead that makes the Wisdom saving throw are also immune to it for 24 hours.

Starting at 1st level, you learn the spare the dying cantrip as a warlock cantrip, and you may use it on undead. You also have advantage on saving throws and effects against diseases.

In the Realms, some Undying patrons include Atropus, the World Born Dead; Larloch, the Shadow King; and Gilgeam, the God-King of Unther. You could delve further in your studies a choose such undead as an Alhoon, an Atropal, Death Tyrant, or a Dracolich to be your Undying patron. In other worlds, some other Undying patron options include Vecna, Patron God of Evil Secrets and Undeath, in Greyhawk; Lady Erandis Vol, the Lich Queen, in Eberron; and Count Strahd von Zarovich in Ravenloft.

Death holds no sway over your patron, who has unlocked the secrets of everlasting life through undeath. That is the true price of this prize. Devoting yourself to this patron allows you to become an effective wielder of necromancy and gain the sustainability akin to the undead.

Beginning at 14th level, you become one of the Raven Queen’s great consorts, granting access to a blessing of true grandeur. Once per long rest, you can cast the finger of death spell, without expanding a spell slot, that ignores necrotic resistances. If the creature survives, it is frightened of you until the end of its next turn. Creatures you kill using this spell in this way cannot be raised as undead.

Beginning at 10th level, you can direct your magic to absorb damage. While your Bladesong is active, whenever you take damage, you can use your reaction to expend one spell slot and reduce the damage you take by an amount equal to five times the spell slot's level.

Your Bladesong lasts for 1 minute. Your Bladesong ends early if you are knocked unconscious, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. You can also dismiss your Bladesong at any time you choose as a bonus action.

Starting at 2nd level, you can invoke a secret elven technique called the Bladesong as a bonus action. While your Bladesong is active, you gain the following benefits if you aren't wearing medium or heavy armor or using a shield:

When you adopt this tradition at 2nd level, you gain proficiency with light armor and two one-handed melee weapons of your choice. If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your wizard spells.

Your DM can lift this restriction to better suit the campaign in mind. The restriction reflects the story of bladesingers in the Forgotten Realms, but it might not apply to your DM's setting or your DM's version of the Realms.

Bladesingers are elves who bravely defend their people and lands in times of war. This arcane tradition allows for you to be the exquisite swordmage by using a series of intricate, elegant manuevers that fend off harm and allow the you to channel magic into devastating strikes and cunning defenses.

In addition, whenever an ally you can see within 30 feet of you takes damage, you can use your reaction to let the ally roll a d12 . The ally adds their Constitution modifier to the number rolled, and reduce the damage by that total.

Your clan is one of the most important things in your life, and their survival is what grants a true victory. Your Charisma score increases by 1, to a maximum of 20.

This section introduces a collection of new feats associated with a race from the Forgotten Realms, as summarized in the Racial Feats table. The table also provides the related racial feat options for new races that are unchanged in Xanathar's Guide to Everything. I also recommend Expanded Racial Feats by Adam Bradford for more racial feats.

Going through adventures and leveling up in a class is the main way a character evolves during a campaign. Some DMs allow the use of feats to further customize a character (See Chapter 6, "Customization Options," of the Player's Handbook) . The DM decides whether they're used and may also decide that some feats are available in a campaign and others aren't.

You can select this feat multiple times. Each time you do so, you must choose a different subrace of Genasi. Work with your DM for fun titles to relate to your elemental combinations.

You suddenly produce another elemental manifestation. Choose another subrace of Genasi. You gain the chosen subrace's Ability Score Increase and another trait of your choice from that subrace. You also gain a subrace title related to your elemental combination from the list below:

You have been blessed by Dumathoin, granting you greater stone spellcasting. You learn the magic stone cantrip. You can also cast both Maximilian's earthen grasp and stone shape spells once per long rest each using this ability. Wisdom is your spellcasting ability for these spells.

At 10th level, I added the Piercing Spikes feature to enhance one's spiked armor without needing to delve into the crafting items area. For what I researched, most players enjoy a Battlerager that is mobile on the battlefield. This reflects the changes to Battlerager Charge I mentioned earlier, but it also comes into play with this feature. After using the Dash action, you can deal more damage to structures to burst into an area where your party needs you. You are now a living battering ram, which leads to some entertaining situations and creative combat strategies.

At 6th level, Spiked Retribution fits perfectly here rather than a 14th-level feature. A simple benefit to something you would want to be able to do early on. However, I rebalanced it by making it a reaction-based attack to increase damage and involvement of the player. The Reckless Attack benefit is to capture what was lost with removing the Reckless Abandon feature. Battlerager Charge has similar issues as it proved better as an earlier feature rather than a lackluster later one. However, it received an additional benefit to pair well with the existing benefits of the feature without overpowering it.

Starting strong, Battlerager Armor is not necessarily a terrible feature, yet the Spiked Armor is its own armor rather than a modified version of an existing armor. What if you were to wear a dire porcupine's hide or want to apply spikes to an armor that provides a better AC than 14 + your Dex (max. +2)? In addition, why do you only do a set 3 damage when you are in a grappling situation? These were the questions answered in my revision. Then, Dwarven Upkeep provides a way to emphasize the dwarven craftsmanship and upkeep of the armor you will be wearing. In the heat of combat, it quickly repairs one's armor in between rages.

Battlerager, what an interesting concept, your armor is your weapon. However, Spiked Armor is restrictive, and the features don't take advantage of the description of the primal path. This also leads to competition with the Path of the Berserker, so I tried to solve both issues by making Battlerager unique in the face of the other primal paths with focusing on defensives and mobility.

The final benefit comes from Song of Victory. With the current feedback on this revision, I realized the true potential of this feature. Since Dexterity proves useful to this arcane tradition in addition to Intelligence, I understand how replacing more of the need for Dexterity would be undermining it due to how it's presented in both features and lore. Furthermore, with the current revisions, the later levels are supported more than before, so it doesn't need to change.

At 10th level, Song of Defense proves great in reducing damage taken akin to Monk's Slow Fall feature. It should not be changed. Although, I included another feature to be gained at this level to aid with the previously mentioned issues. Upon researching previous implementations of Bladesinger in previous editions of Dungeons & Dragons, I found another song they used, Song of Celerity. Song of Celerity solves the lack of mobility that bladesinger has, and u/HerpDerp1909 provided a great initial solution of increased movement speed. I didn't include the initiative bonus equal to your Intelligence modifier to avoid taking from War Magic. However, I did include the minor suggestions from other reddit users to perform something similar to Swashbuckler's Fancy Footwork to allow for Bladesingers to get in, attack, and leave in an easier fashion. This feature also frees the bonus action on the first turn of combat unless surprised.

The Extra Attack at 6th level helps with being a melee spellcaster. If I were to change it, then I think I would cause the Eldritch Knight to be competing with it more than it should and would overload the level. It is also equivalent to the Song of Fury from previous editions.

Early on, Training in War and Song did not provide enough support to capture the bladesingers that are described to utilize multiple styles as described under the Bladesinger Styles section (page 142 of Sword Coast Adventurer's Guide), nor could they use their weapons as spellcasting foci. A health increase would prove troublesome with the utility and defense at the wizard's fingertips. Bladesong is the defining feature of this archetype, and it is great on its own. However, I saw a need to have it occur more often, or, at least, it should last longer than how it starts at 2nd level at later levels. I believe additional uses could solve both issues with an extra use in paragon levels.

As the features go, the potential of the class doesn't seem to scale as well as the other arcane traditions provided in both the Player's Handbook and Xanathar's Guide to Everything, and its benefits seemed to help Eldritch Knight more than the wizard. The Bladesong feature proves useful, but the rest of the features may need to be improved or additional features may need to be added to support playing this arcane tradition in longer campaigns.

I consulted the previous editions of this game to find what was already captured in their ideas and what was forgotten, primarily 3e, 3.5e, and 4e. I avoided including unchanged options from the book, e.g. Way of the Long Death for monks.

Greetings, I have always been interested in the Sword Coast Adventurer's Guide since it was the first additional book for this edition of Dungeons & Dragons as was most of us, but it always felt underwhelming in its balance and emphasizing themes. I, along with countless other players and many DMs, have agreed that revisions should occur, and those revisions shouldn't replicate the issues with the original. Thus, I created this compendium as of January of 2019.

The Raven Queen patron comes from the Unearthed Arcana: Warlock & Wizard article, and, for a lacking of better terms, it didn't seem to perform well with players. This underperformance was enough for Wizards of the Coast to consider Hexblade patron to be the successor of the two like Cavalier being mixed with Knight during their playtesting phases. However, the problem with that argument is Hexblade's abilities are unique to Hexblade and don't incorporate Raven Queen abilities in any way, even in previous editions. In Forgotten Realms, a Hexblade's patron weapon could have been formed from any of the other patron options. In 4th Edition, Hexblade players could gain mechanical benefits depending on which of the patrons it draws from. These facts alone prove the right for this Otherworldly Patron option to exist and has lead to this revision.

I also added optional rulings for D&D games that involve Honor and Sanity ability scores. An honorable Banneret is similar enough to a charismatic Banneret to be used interchangeably. For Sanity, the mental effects of rallying allies can have a profound effect of continuing onward through an inner determination from this guy/girl holding a flag with numerous supportive speeches.

The 18th-level benefits of this archetype empower earlier features, and that's perfect for this archetype. You empower your party throughout rallies, so furthering that empowerment to your features rallies them as well. If you believe a change is needed to incorporate further 18th-level rewards, then I suggest increasing Bulwark at 18th to target two allies that failed the same save or increasing its range like Banner and Inspiring Act.

Bulwark was an odd feature when it is initially described alongside be the final one. The concept was clear, yet how often would you use this feature? Intelligence is the least common ability saving throw to occur, Charisma saving throw fails are very rare for this archetype, and the Wisdom save reroll is the only one that proves worthwhile. Thus, I opened it up to all ability scores. When you hear someone tell you something like "You have survived worst, come on!" or "Tough it, sport! A few more blows and this monster will fall.", can rally you to capture some inner strength, further your adrenaline, or push through pain.

Inspiring Surge, now called "Inspiring Act," was the main issue with reaching 10th level. It was a slightly better Commander's Strike maneuver that was severely infrequent (Banneret's 1/rest vs. Battle Master's 3 or more/rest) . Improving the benefit with more occurrences and a temporary hit point benefit proves best. The temporary hit point is similar to the Rally maneuver, and the truly inspiring critical hit benefit reflects the excitement in real life when a natural 20 is rolled. Lead the Charge furthers the lacking later features of this archetype (no 18th-level feature) that reinforces the rallying effects of your Banner.

Royal Envoy is a decent 7th-level feature, yet an envoy serves to be a diplomatic messenger. I also needed to make up for the Bonus Proficiency feature added, so the proficiency in Charisma saving throws is solid to maintain control in

For 3rd level, most martial archetypes provide two, and usually key, features to represent themselves. Purple Dragon Knight/Banneret only had one, Rallying Cry. Additionally, a constant benefit would prove enticing instead of relying only on modifying class features that every fighter gets. Thus, I created the Banner feature to give the Banneret . . . a banner. It is similar to a paladin's aura, yet relies on the Banner being unfurled (unraveled and open) . Returning to Rallying Cry, to have it be Charisma-based rebalances the feature to have the fighter focus on improving their Charisma score in addition to their other ability scores like how Eldritch Knight has to focus on their Intelligence score. The temporary hit point benefit solves the original issue with the feature on how it relied on your allies being damaged to heal them. The conversion to temporary hit points takes from the Rally maneuver and Inspiring Leader feat ideas alongside the new Banner feature to empower it. The last thing I added to 3rd level was a Bonus Proficiency feature to coincide with similar martial archetypes like Cavalier and Samurai. I based the skill options from Royal Envoy's skill options.

With the release of Xanathar's Guide to Everything, it proved Cavalier would be the better option for a supportive fighter alongside the existing Battle Master in the Player's Handbook. It's unfortunate then, this martial archetype in the original book conveyed a supportive fighter option that uses Charisma without delving fully into it. This revision goes headfirst into that concept, a Charisma-based fighter that rallies their allies.

The concern about multiclassing into Monk is lessened by having a max damage die of a d6 with 14 levels in Barbarian. Altogether, Tiger is now a viable totem spirit option. It captures this niche role, and it proves great when mixing alongside other totem spirit options.

Without changing the benefits too much, I have decided to increase the intended ones. I empowered their unarmed strikes while raging to be like a tiger's claws. The additional skill proficiencies are welcomed, yet expertise in at least one of the chosen skills would truly hone one's survival instincts. The problem lied with a similar benefit in a feat, the Skilled feat, proves to be the better option for since it offers three skill proficiencies rather than two and at 4th-level or earlier. Finally, I made their pounce-like ability matter at 14th-level. I accounted for size category for D&D games that create and/or use Large playable races alongside things would become Large, e.g. being under the effects of the Enlarge/Reduce spell. A tiger strikes quickly with its claws, so the additional attacks are increase for unarmed strikes made with it.

To start things off, the core concept should be explained. The Raven Queen was an elven ice sorceress made patron deity. She loathes undead as they represent the prevention in the natural order of life and death. When a warlock makes a pact with her, they take on her aspects of ice magic, divination through death, and maintaining the order of the natural balance akin to Grave Domain clerics. It is perfectly fine to ignore this option in other campaign settings, or its inclusion could reflect another patron deity with similar familiars. Without further delay, let us discuss the changes from the Unearthed Arcana version.

At 1st level, you gain the Sentinel Raven feature. Although it was a great feature for thematic purposes, I needed to restructure the raven familiar's benefits and bonus defenses from being perched on your shoulder to account for a RAW rule issue with Soul of the Raven at 6th level. The issue with be mentioned later when we get to 6th-level features. I also changed it to account for warlocks who would take the Pact of the Chain as their Pact Boon. Having multiple familiars is not an overly powered concept as the flock of familiars spell exists to create at least three more under a player's control for an hour. Additionally, this extra raven familiar's benefits are listed as such to prevent stacking with the other raven familiar. It is more to have one perched on your shoulder, while the other flies about.

Although, having one a better than average familiar is not much of a 1st-level feature, so I created Sorrowbound based on 4th Edition's Raven Knight Sorrowborn epic tier feature. This way the player can have defensive, offensive, and utility effects at first level. As you may notice throughout the other features, this patron is less on power and more on utility. Sorrowbound adds a thematic offensive cantrip, toll the dead, and it provides darkvision benefits for all races without going overboard like Shadow Magic Sorcerer's superior darkvision benefit. It is just enough to entice players for further levels.

At 6th level, we come to the major issue with the Unearthed Arcana version. Soul of the Raven would not have been an issue if Sentinel Raven did not make you incapacitated from being in raven form. As it was written, you would technically never be able to use the action to revert back to your original form since you were always incapacitated. This is why I fixed that glaring problem in my revision. Even if you disagree with my revision to Raven Queen, I highly suggest revising that yourself to prevent that situation. Again, this feature does not seem to provide enough for the level given, so I added another thematic feature, Queen's Death Warrant. Similar to a ribbon feature with only affecting undead, but it further the insurance of maintaining the natural order without adding too much alongside Soul of the Raven.

At 10th level, I modified the benefits Raven's Shield provided to add a supportive element to this patron. As I mentioned prior, this patron does not focus on offensive capabilities as much as divination or defenses. I allowed Raven Queen warlocks to support their allies in ways that allow them to get a taste of what it is like playing this type of warlock. I also furthered the divination aspect by maintaining a telepathic link with the willing creature that received your raven. Much like a bird, you watch over your allies to prevent their harm as you would yourself.

Lastly, at 14th level, I tweaked the benefits of a free use of the finger of death spell. That spell as it is written in the Player's Handbook, causes humanoids to become zombies, i.e. undead creatures, permanently under your control. Since the Raven Queen wants to rid the Realms of undead creatures, this would not make sense for what is received. I changed it to ensure death to fit her ideals. However, the damage can be lackluster if someone is resistant to necrotic damage, so I made it ignore said resistance to further its power over undead creatures with that resistance.