Esoteric The Esoteric Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Arcane Charge, Arcane Sense — — — — — — 2nd +2 Fighting Style, Spellcasting, Arcane Discharge 3 2 — — — — 3rd +2 Mystic Health, Occult Custom 4 3 — — — — 4th +2 Ability Score Improvement 4 3 — — — — 5th +3 Extra Attack 5 4 2 — — — 6th +3 Witching Aura 5 4 2 — — — 7th +3 Occult Custom feature 6 4 3 — — — 8th +3 Ability Score Improvement 6 4 3 — — — 9th +4 — 7 4 3 2 — — 10th +4 Calming Aura 7 4 3 2 — — 11th +4 Improved Arcane Discharge 8 4 3 3 — — 12th +4 Ability Score Improvement 8 4 3 3 — — 13th +5 — 9 4 3 3 1 — 14th +5 Dispelling Ward 9 4 3 3 1 — 15th +5 Occult Custom feature 10 4 3 3 2 — 16th +5 Ability Score Improvement 10 4 3 3 2 — 17th +6 — 11 4 3 3 3 1 18th +6 Aura improvements 11 4 3 3 3 1 19th +6 Ability Score Improvement 12 4 3 3 3 2 20th +6 Occult Custom feature 12 4 3 3 3 2 -- Class Features As an esoteric, you gain the following class features Hit Points Hit Dice: 1d10 per esoteric level

1d10 per esoteric level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per esoteric level after 1st Proficiencies Armor: All armor, shields

All armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None

None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Arcana, Athletics, History, Intimidation, Investigation, and Stealth -- Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two simple weapons

(a) scale mail or (b) chain mail

(a) a component pouch or (b) an arcane focus

a scholar's pack and a dagger. Arcane Charge The arcane power that flows through you can be channeled into others. You have a number of Arcane Charges that replenish when you take a long rest. This number is equal to your Intelligence modifier. As a bonus action, you can touch a creature and channel crackling energy into them, granting them an Arcane Charge. Next time the target makes a weapon attack or casts a cantrip that deals damage, they can expend a charge to reroll one die,

but must take the new result. Alternatively, you can use an action to expend a single Arcane Charge to magically revitalize a creature you touch. The targeted creature regains 5 hit points. Arcane Sense The presence of magic registers on your senses like a glowing beacon. As an action, you can open your awareness to detect such magic. Until the end of your next turn, you know the location of any being that is capable of casting a spell of 1st level or higher within 60 feet of you. If you are unable to see them, you know vague details about them, such as if they are humanoid. This manifests as a faint aura of blue light around the affected being. Alternatively, you can use this ability to detect an item with a magical property within the same area. You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses. Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll this die and use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Spellcasting By 2nd level, you have learned to draw on arcane magic through rigourous study. See chapter 10 for the general rules of spellcasting. Spell Slots The Esoteric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot. Spells Known of 1st Level and Higher You know three 1st-level spells of your choice from the esoteric spell list. The Spells Known column of the Esoteric table shows when you earn more esoteric spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the esoteric spells you know and replace it with another spell from the esoteric spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your esoteric spells, since your magic comes from studying the arcane strands that create time and reality. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an esoteric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

= 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus You can use an arcane focus (see Chapter 5, "Equipment") as a spellcasting focus for your esoteric spells. Arcane Discharge Starting at 2nd level, you can unleash your raw magic in harmful ways. At the end of your next long rest, choose one damage type between cold, fire, and lightning. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal damage of your chosen type to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. You can change the chosen damage type at the end of each long rest. Mystic Health By 3rd level, the arcane magic flowing through you makes you immune to disease. Occult Custom When you reach 3rd level, you focus your study on a particular custom that determines the way you utilize your magic abilities. Up to this time, you have been dabbling in several different areas of the arcane, but had not committed to one. Now you choose the Aegis, the Arcane Knight, or the Witness, all detailed at the end of the class description, Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include custom spells and the Focus Arcana feature.

Custom Spells Each custom has a list of associated spells. You gain access to these spells at the levels specified in the custom description. Once you gain access to a custom spell, it counts as an esoteric spell for you and doesn't count against your number of spells known. Focus Arcana You custom allows you to channel arcane energy to fuel magical effects. Each Focus Arcana option provided by your custom explains how to use it. When you use your Focus Arcana, you choose which option to use. You must then finish a short or long rest to use your Focus Arcana again. Some Focus Arcana effects require saving throws. When you use such an effect from this class, the DC equals your esoteric spell save DC. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Witching Aura Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. Calming Aura Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, this aura increases to 30 feet. Improved Arcane Discharge By 11th level, you and the arcane are so entwined that magic energy naturally leaps from your weapon to your target. Whenever you hit a creature with a melee weapon, the creature takes an additional 1d8 force damage. If you also use your Arcane Discharge with an attack, you add this damage to the extra damage of your Arcane Discharge. Additionally, when choosing the damage type of your Arcane Discharge, you can also choose acid or thunder. Dispelling Ward Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature you touch. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain expended uses when you finish a long rest. Occult Customs Esoterics naturally balance arcane magic and martial prowess in order to defeat their foes, but there are several different forms of study for this purpose. This official form of study, chosen when he or she reaches 3rd level, is the culminationof all of theesoteric's meticulous study and training. Some characters don't consider themselves true students of the arcane until they've reached 3rd level and chose this custom. For others, the actual decision of which custom they focus on was made long ago. Aegis An Aegis uses their control of the arcane to to protect not only his or herself, but to protect others as well. Sometimes called bulwarks, these esoterics often find themselves on the frontlines of battle, with their brothers-in-arms around them and benefiting from the esoteric's magic. An Aegis knows the key to winning a battle is not to destroy the enemy faster, but to make their allies stay up longer. An esoteric who follows this custom may adorn themselves with sigils of shields, runes signifying warding, or the symbols of deities of protection and life. Custom Spells You gain custom spells at the esoteric levels listed. Aegis Spells Esoteric Level Spells 3rd Bless 5th Warding Bond 9th Haste 13th Death Ward 17th Circle of Power Arcane Armor Starting at 3rd level, when you grant a creature an Arcane Charge, you can give them a +1 bonus to their AC. This effect lasts for 1 minute. Only one creature can benefit from this feature at a time. Focus Arcana When you choose this custom at 3rd level, you gain the following two Focus Arcana options. Guarded Withdrawal. You choose one creature that you can see within 30 feet of you. For one minute, that target cannot provoke opportunity attacks against it when moving. Weapon Ward. As an action, you can surround a creature you touch with a basic ward. For one minute, attack rolls against the target have disadvantage. This ward is weak, however; if the effected target is hit by an attack, this effect ends early. Mindright Aura Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.

Improved Arcane Armor Beginning at 15th level, whenever you use your Arcane Armor ability, the AC bonus is increased to +2. Additionally, up to two creatures can benefit from your Arcane Armor ability at a time. Living Force At 20th level, as an action, you can unleash great amounts of arcane energy. For 1 minute, you and friendly creatures within 10 feet of you have advantage on saving throws against spells. Additionally, you regain 10 hit points at the beginning of each of your turns. You must finish a long rest to use this feature again. Arcane Knight An Arcane Knight expertly mixes martial fighting and blasts of arcane magic, sometimes alternating between weapon strikes and casting spells. Occasionally called War Mages or Spellblades, Arcane Knights often lead a battle, using arcane magic to destroy larger foes before mopping up stragglers with axes and swords. An Arcane Knight's strategy to winning a battle is to obliterate the enemy before they have a chance to fight back. An esoteric who follows this custom may decorate their armor with runes signifying weapons and war, or symbols belonging to gods of war and arcana. Custom Spells You gain custom spells at the esoteric levels listed. Arcane Knight Spells Esoteric Level Spells 3rd Absorb Elements 5th Hold Person 9th Elemental Weapon 13th Fire Shield 17th Banishing Smite Scholar of War Starting at 3rd level, your study of war magic allows you to learn magic you normally wouldn't be able to. Choose one cantrip between Booming Blade, Green Flame Blade, and Shocking Grasp. This cantrip counts as an esoteric cantrip for you. At 7th and 15th level, you learn an additional cantrip from the options above. Focus Arcana When you choose this custom at 3rd level, you gain the following two Focus Arcana options. Guided Weapon. You magically enchant your weapon to move itself against foe you can see within 10 feet of you. As a bonus action, you weapon glows blue, and you gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. Turn the Feral. As an action, you release a wave of unnerving magic that can only be felt by the less intelligent. Any creature with an Intelligence of 4 or below that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. War Magic Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Improved War Magic Starting at 15th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. Undying Arcana At 20th level, as an action, you can unleash built up arcane magic within you, granting you the following benefits: You have resistance to bludgeoning, piercing, and slashing damage.

Whenever you cast an esoteric spell that has a casting time of 1 action, you can cast it using a bonus action instead.

You can't be knocked prone. Once you use this feature, you can't use it again until you finish a long rest. Witness A Witness finds more importance in study and overall versatility than they do in direct combat. They are able to learn a greater variety of spells, as well as cast some spells as rituals. Often referred to as Oracles, Soothsayers, and Cabalists, Witnesses can be found in battle, controlling the field, as often as they can be found behind the scenes, making sure a battle goes smoothly. A Witness often uses their intelligence to strategize and organize tactics, and view battle more as a game of chess. An esoteric who follows this custom might decorate their armor with eyes, runes signifying intelligence and patience, or symbols of gods of knowledge. Custom Spells You gain custom spells at the esoteric levels listed. Witness Spells Esoteric Level Spells 3rd Dissonant Whispers 5th Mirror Image 9th Bestow Curse 13th Compulsion 17th Scrying Extensive Study By 3rd level, you zealous study into the arcane has allowed you greater range of magic abilities. You learn two cantrips of your choice from the wizard spell list. Only one of these can deal damage. As well, you can cast an esoteric spell as a ritual if that spelll has the ritual tag and you know it.

You learn an additional cantrip of your choice from the wizard spell list at 7th and 15th level. Focus Arcana When you choose this custom at 3rd level, you gain the following two Focus Arcana options. Creation. You're able to channel arcane power to create simple items without needing appropriate tools. Starting at the beginning of a short rest, you conduct a short ritual that allows you to craft a finished item. The item is completed at the end of the rest. The object can be worth no more than 100 GP, and as part of this ritual, you must expend materials, such as coins, sticks, or other finished items, with a value equal to the item you want to make. The item can be an exact duplicate of a nonmagical item, such as a copy of a key, if you possess the original during your short rest. Tangled Mind. As an action, you release unnerving magic against one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus from its speed.. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage. Know and Tell At 7th level, you have learned how to use your magic to focus your mind and your words. You grain proficiency with the Insight and Persuasion skills, and your proficiency bonus is doubled for any ability checks you make with these skills. Additionally, you can use Intelligence for either of these skills, instead of the normal stat they are tied to. Hardened Mind At 15th level, you've learned how to defend against mental attacks. You gain proficiency in Wisdom saving throws. Additionally, you have advantage on saving throws to prevent your mind from being read, unless you choose to fail. Soul of the Arcane At 20th level, your expert understanding of the arcane allows you to change your repertoire of spells as needed. As an action, you can change a number of spells you know with other spells from the esoteric spell list. This number equals your Intelligence modifier. Your spells revert to the original list after 1 hour. Once you use this feature, can't use it again until you finish a long rest.

Esoteric Spells 1st Level Alarm

Charm Person

Chromatic Orb

Color Spray

Comprehend Languages

Disguise Self

Feather Fall

Find Familiar

Fog Cloud

Identify

Jump

Magic Missile

Searing Smite

Shield

Tenser's Floating Disk

Thunderwave

Unseen Servant

Witch Bolt 2nd Level Alter Self

Arcane Lock

Darkness

Darkvision

Earthbind

Find Steed

Gust of Wind

Magic Mouth

Magic Weapon

Melf's Acid Arrow

Nystul's Magic Aura

Scorching Ray

Snilloc's Snowball Swarm

Web 3rd Level Clairvoyance

Counterspell

Dispel Magic

Fear

Feign Death

Fireball

Flame Arrows

Glyph of Warding

Leomund's Tiny Hut

Lightning Bolt

Nondetection

Sending

Slow

Stinking Cloud

Tongues

Water Breathing 4th Level Arcane Eye

Blight

Confusion

Dimension Door

Hallucinatory Terrain

Leomund's Secret Chest

Mordenkainen's Faithful Hound

Mordenkainen's Private Sanctum

Stoneskin

Wall of Fire 5th Level Cloudkill

Contact Other Plane

Control Winds

Dream

Legend Lore

Mislead

Rary's Telepathic Bond

Seeming

Teleportation Circle

Wall of Force