diff --git a/Collections/CoreUAHomebrew.xml b/Collections/Complete.xml similarity index 51% rename from Collections/CoreUAHomebrew.xml rename to Collections/Complete.xml index ea73662..2106b4a 100644 --- a/Collections/CoreUAHomebrew.xml +++ b/Collections/Complete.xml @@ -1,5 +1,6 @@ - + + diff --git a/FightClub5eXML/Sources/CorePlusUA.xml b/FightClub5eXML/Sources/Core.xml similarity index 89% rename from FightClub5eXML/Sources/CorePlusUA.xml rename to FightClub5eXML/Sources/Core.xml index 0b206ca..d24b191 100644 --- a/FightClub5eXML/Sources/CorePlusUA.xml +++ b/FightClub5eXML/Sources/Core.xml @@ -20461,14 +20461,6 @@ Source: Dungeon Master's Guide p. 152 6d10 - - Thunder Cannon Bullets - A - - Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. - - Source: Unearthed Arcana: The Artificer, p. 6 - Thunder Cannon Bullets +1 A @@ -20511,47 +20503,6 @@ ranged attacks +3 ranged damage +3 - - Alchemist's Satchel - G - 1 - - An Alchemist’s Satchel is a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options. After you use one of those options, the bag reclaims the materials. - If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - Arcane Magazine - G - - Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. - You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. - If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials - - Source: Unearthed Arcana: The Artificer, p. 6 - - - Thunder Cannon - R - - A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: thunder cannon - Source: Unearthed Arcana: The Artificer, p. 6 - 2d6 - - P - A,2H - 150/600 - Thunder Cannon +1 R @@ -20679,78 +20630,6 @@ 150/600 2d6 - - Master Rune: Opal of the Ild Rune - W - 1 - rare (requires attunement) - - This triangular fire opal measures about three inches on each side and is half an inch thick. The ild rune - the rune of fire - shimmers within its core. Grasping this object causes a split second of searing, fiery pain to pass through you. That pain quickly fades, giving way to a warming glow. - Ignite: (Simple Property) As an action, you scribe the ild rune using ash onto a flammable object. That object immediately bursts into flame. While it burns, the fire extends 1 foot out from the rune you scribed. - Fire Tamer: (Simple Property) As an action, you touch an open flame and scribe the ild rune within it with a hand motion. This causes the flame to immediately extinguish. For a large blaze, the fire is extinguished in a 10_foot radius around you. You can extend this distance by expending a spell slot when using the ild rune in this manner. The radius extends by 20 feet per level of the expended spell slot. - Fire's Friend: (Simple Property) While you are attuned to this rune, you have resistance to cold damage. - Combustion: (Complex Property) As an action, you scribe this rune using ash onto a creature within your reach as you expend a spell slot. The creature automatically takes 1d10 fire damage plus 1d10 fire damage per level of the expended spell slot - Flame Brand: (Complex Property) Over the course of a short rest, you inscribe this rune using ash onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly aura of yellow flame and deals fire damage instead of piercing, slashing, or bludgeoning damage. - In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. - These effects last for 24 hours or until you use this property again. - Flame Stoker: (Complex Property) While you are attuned to this rune, your fire attacks are deadlier. Whenever you roll fire damage from an attack or a spell you cast, you can reroll that damage and use the higher result. - - Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 4 - - - Master Rune: Orb of the Stein Rune - W - 1 - rare (requires attunement) - - This spherical chunk of granite is about the size of a human fist. The stein rune — the rune of stone — appears on the orb as crystalline veins that play across its surface. When first grasped, the stone feels impossibly heavy, as if even a titan could not lift it. That feeling passes after a moment, allowing you to carry the stone with ease. - Indomitable Stand: (Simple Property) As an action, you scribe the stein rune onto the ground at your feet. Until you move, you have advantage on all ability checks and saving throws to resist effects that would force you to move. In addition, any creature that moves within 10 feet of you must succeed on a DC 12 Strength saving throw or have its movement immediately end. - Stone Soul: (Simple Property) While you are attuned to this rune, you cannot be petrified. - Stone's Secrets: (Simple Property) As an action, you scribe this rune onto a stone wall or floor. You learn the location and size of all creatures standing on or touching that surface within 30 feet of you, though only for the moment when the property is used. - Crushing Brand: (Complex Property) Over the course of a short rest, you inscribe this rune using dirt or crushed stone onto one weapon that deals bludgeoning damage. The weapon gains a ghostly brown aura, and bludgeoning damage dealt by the weapon ignores resistance and immunity. If you roll the maximum on the weapon's damage die or dice, the target of your attack is knocked prone if it is a creature. - In addition, you can expend a spell slot to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. - These effects last for 24 hours or until you use this property again. - Earthen Step: (Complex Property) While you are attuned to this rune, you can cast meld into stone as a bonus action. You regain this ability after a short or long rest. - Overwhelming Bolt: (Complex Property) As an action, you scribe this rune using dirt or crushed rock onto a creature within your reach as you expend a spell slot. The creature must succeed on a Strength saving throw (DC 12+the level of the expended spell slot). On a failure, the creature takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot and is knocked prone. On a successful saving throw, the creature takes half as much damage and is not knocked prone. - - Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 5 - - - Master Rune: Pennant of the Vind Rune - W - 1 - rare (requires attunement) - - This five-foot-long blue pennant is crafted from silk and whips about as if buffeted by a strong breeze. The vind rune — the rune of wind — flickers across its surface like a shimmering cloud. Grasping the pennant causes you to feel a powerful gust of wind wash over you, tearing at your clothes and gear. Anyone watching you sees nothing out of the ordinary, and the sensation passes after a moment. - Comforting Wind: (Simple Property) While you are attuned to this rune, you cannot suffocate or drown, and you gain advantage on saving throws against poisonous gases, inhaled poisons, and similar effects. - Wind Step: (Simple Property) As an action, you scribe the vind rune in the air around you and immediately fly 20 feet. If you do not land at the end of this flight, you fall. - Wind's Grasp: (Simple Property) As a reaction when you fall, you can scribe this rune in the air around you to take no damage from the fall. - Howling Brand: (Complex Property) Over the course of a short rest, you inscribe this rune in the air above one ranged weapon. The weapon gains a ghostly blue aura and has its normal and maximum range doubled. The weapon's attacks do not suffer disadvantage due to range. - In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. - These effects last for 24 hours or until you use this property again. - Shrieking Bolt: (Complex Property) As an action, you scribe this rune in the air between you and a creature you can see while you expend a spell slot. The creature must make a Strength saving throw (DC 12+the spell slot's level). On a failure, it takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot, and is pushed in a straight line directly away from you for 10 feet per level of the expended spell slot. On a successful saving throw, the creature takes half as much damage and is not pushed away from you. - Wind Walker: (Complex Property) While you are attuned to this rune, you can cast levitate as a bonus action. You regain this ability after a short or long rest. - - Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 5 - - - Master Rune: Shard of the Kalt Rune - W - 1 - rare (requires attunement) - - This long, slender shard of ice is roughly the size of a dagger. The kalt rune — the rune of ice — glows within the shard. When first grasped, the shard emits a painful cold that leaves your hand and arm numb. That feeling passes after a moment, allowing the shard to be handled normally. - Frigid Touch: (Simple Property) As an action, you scribe the kalt rune on the surface of any volume of water. The water freezes in a 10-foot radius around the spot where you scribed the rune. - Frost Friend: (Simple Property) While you are attuned to this rune, you have resistance to fire damage. - Icy Mantle: (Simple Property) As an action, you scribe the kalt rune using water onto yourself or another creature. The water instantly freezes into a mantle of protective ice that does not hinder movement or action. The next time the creature takes bludgeoning, slashing, or piercing damage, that damage is reduced to zero and the icy mantle is destroyed. - Freezing Bolt: (Complex Property) As an action, you scribe this rune using water onto a creature within your reach as you expend a spell slot. The rune freezes in place, and the creature must make a Constitution saving throw (DC 12+the level of the expended spell slot). On a failure, the creature takes 2d8 cold damage plus 1d8 cold damage per level of the expended spell slot, and its speed is reduced to 0 until the end of your next turn. On a successful saving throw, the creature takes half as much damage and its speed is not affected. - Ice Brand: (Complex Property) Over the course of a short rest, you inscribe this rune using water onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly white aura and deals cold damage instead of piercing, slashing, or bludgeoning damage. - In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. - These effects last for 24 hours or until you use this property again. - Winter's Howl: (Complex Property) While you are attuned to this rune, you can cast sleet storm as an action. You regain this ability after a short or long rest. - - Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 6 - Armblade Battleaxe M @@ -27021,54 +26900,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Dungeon Master's Guide, p. 287 - - Abyssal Tiefling - M - 30 - Cha 2, Con 1 - - - - Darkvision - Thanks to your abyssal heritage, 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. - - Source: Unearthed Arcana: That Old Black Magic, p. 1 - - - Abyssal Arcana - Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd_level spell. - You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-_level slot. - At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result. - - d6 — 1st level — 3rd level — 5th level: - 1 — dancing lights — burning hands — alter self - 2 — true strike — charm person — darkness - 3 — light — magic missile — invisibility - 4 — message — cure wounds — levitate - 5 — spare the dying — Tasha's hideous laughter — mirror image - 6 — prestidigitation — thunderwave — spider climb - - Source: Unearthed Arcana: That Old Black Magic, p. 1 - - - Abyssal Fortitude - Your hit point maximum increases by half your level (minimum 1). - - Source: Unearthed Arcana: That Old Black Magic, p. 2 - - - Languages - You can speak, read, and write Common and Abyssal - - Source: Unearthed Arcana: That Old Black Magic, p. 2 - - - Variant: Appearance - Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eye; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone. - - Source: Sword Coast Adventurer's Guide, p. 118 - - Air Genasi M @@ -27098,50 +26929,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Princes of the Apocalypse, p. 228 - - Avariel - M - 30 - Dex 2 - - Perception - - Darkvision - Accustomed to twilit forests and the night sky, 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. - - Source: Player's Handbook, p. 23 - - - Keen Senses - You have proficiency in the Perception skill. - - Source: Player's Handbook, p. 23 - - - Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - - Source: Player's Handbook, p. 23 - - - Trance - Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. - - Source: Player's Handbook, p. 23 - - - Languages - You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - Source: Player's Handbook, p. 23 - - - Flight - You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor. - - Source: Unearthed Arcana: Elf Subraces, p. 1 - - Beasthide Shifter M @@ -27232,53 +27019,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Volo's Guide to Monsters, p. 119 - - Centaur - M - 40 - Str 2, Wis 1 - - Survival - - Charge - If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon’s damage dice twice and add them together. Once you use this ability, you can’t use it again until you finish a short or long rest. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 1 - - - Hooves - Your hooves are natural melee weapons, with which you’re proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d6 + your Strength modifier. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - - - Equine Build - You count as one size larger when determining your carrying capacity and the weight you can push or drag. - In addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. - Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - powerful build - - - Survivor - You have proficiency in the Survival skill. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - - - Hybrid Nature - You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - - - Languages - You can speak, read, and write Common and Sylvan. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - - Changeling M @@ -27764,486 +27504,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Player's Handbook, p. 34 - - Dragonborn Revenant (Black) - M - 30 - Str 1, Cha 1, Con 1 - - - - Draconic Ancestry - You have black dragon ancestry. - - Source: Player's Handbook p. 34 - - - Breath Weapon - You can use your action to exhale a 5 foot by 30 foot line of necrotic energy. - When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. - After you use your breath weapon, you can't use it again until you complete a short or long rest. - - Source: Player's Handbook p. 34 - - - Damage Resistance - You have resistance to necrotic damage. - - Source: Player's Handbook p. 34 - - - Languages - You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - Source: Player's Handbook p. 34 - - - Relentless Nature - Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: - - • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. - - • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. - - • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. - - When your goal is complete, you finally find rest. You die and cannot be restored to life. - - Source: Unearthed Arcana: Gothic Heroes, p. 1 - - - - Dragonborn Revenant (Blue) - M - 30 - Str 1, Cha 1, Con 1 - - - - Draconic Ancestry - You have blue dragon ancestry. - - Source: Player's Handbook p. 34 - - - Breath Weapon - You can use your action to exhale a 5 foot by 30 foot line of necrotic energy. - When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. - After you use your breath weapon, you can't use it again until you complete a short or long rest. - - Source: Player's Handbook p. 34 - - - Damage Resistance - You have resistance to necrotic damage. - - Source: Player's Handbook p. 34 - - - Languages - You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - Source: Player's Handbook p. 34 - - - Relentless Nature - Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: - - • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. - - • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. - - • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. - - When your goal is complete, you finally find rest. You die and cannot be restored to life. - - Source: Unearthed Arcana: Gothic Heroes, p. 1 - - - - Dragonborn Revenant (Brass) - M - 30 - Str 1, Cha 1, Con 1 - - - - Draconic Ancestry - You have brass dragon ancestry. - - Source: Player's Handbook p. 34 - - - Breath Weapon - You can use your action to exhale a 5 foot by 30 foot line of necrotic energy. - When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. - After you use your breath weapon, you can't use it again until you complete a short or long rest. - - Source: Player's Handbook p. 34 - - - Damage Resistance - You have resistance to necrotic damage. - - Source: Player's Handbook p. 34 - - - Languages - You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - Source: Player's Handbook p. 34 - - - Relentless Nature - Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: - - • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. - - • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. - - • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. - - When your goal is complete, you finally find rest. You die and cannot be restored to life. - - Source: Unearthed Arcana: Gothic Heroes, p. 1 - - - - Dragonborn Revenant (Bronze) - M - 30 - Str 1, Cha 1, Con 1 - - - - Draconic Ancestry - You have bronze dragon ancestry. - - Source: Player's Handbook p. 34 - - - Breath Weapon - You can use your action to exhale a 5 foot by 30 foot line of necrotic energy. - When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. - After you use your breath weapon, you can't use it again until you complete a short or long rest. - - Source: Player's Handbook p. 34 - - - Damage Resistance - You have resistance to necrotic damage. - - Source: Player's Handbook p. 34 - - - Languages - You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - Source: Player's Handbook p. 34 - - - Relentless Nature - Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: - - • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. - - • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. - - • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. - - When your goal is complete, you finally find rest. You die and cannot be restored to life. - - Source: Unearthed Arcana: Gothic Heroes, p. 1 - - - - Dragonborn Revenant (Copper) - M - 30 - Str 1, Cha 1, Con 1 - - - - Draconic Ancestry - You have copper dragon ancestry. - - Source: Player's Handbook p. 34 - - - Breath Weapon - You can use your action to exhale a 5 foot by 30 foot line of necrotic energy. - When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. - After you use your breath weapon, you can't use it again until you complete a short or long rest. - - Source: Player's Handbook p. 34 - - - Damage Resistance - You have resistance to necrotic damage. - - Source: Player's Handbook p. 34 - - - Languages - You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - Source: Player's Handbook p. 34 - - - Relentless Nature - Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: - - • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. - - • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. - - • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. - - When your goal is complete, you finally find rest. You die and cannot be restored to life. - - Source: Unearthed Arcana: Gothic Heroes, p. 1 - - - - Dragonborn Revenant (Gold) - M - 30 - Str 1, Cha 1, Con 1 - - - - Draconic Ancestry - You have gold dragon ancestry. - - Source: Player's Handbook p. 34 - - - Breath Weapon - You can use your action to exhale a 15 foot cone of necrotic energy. - When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. - After you use your breath weapon, you can't use it again until you complete a short or long rest. - - Source: Player's Handbook p. 34 - - - Damage Resistance - You have resistance to necrotic damage. - - Source: Player's Handbook p. 34 - - - Languages - You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - Source: Player's Handbook p. 34 - - - Relentless Nature - Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: - - • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. - - • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. - - • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. - - When your goal is complete, you finally find rest. You die and cannot be restored to life. - - Source: Unearthed Arcana: Gothic Heroes, p. 1 - - - - Dragonborn Revenant (Green) - M - 30 - Str 1, Cha 1, Con 1 - - - - Draconic Ancestry - You have green dragon ancestry. - - Source: Player's Handbook p. 34 - - - Breath Weapon - You can use your action to exhale a 15 foot cone of necrotic energy. - When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. - After you use your breath weapon, you can't use it again until you complete a short or long rest. - - Source: Player's Handbook p. 34 - - - Damage Resistance - You have resistance to necrotic damage. - - Source: Player's Handbook p. 34 - - - Languages - You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - Source: Player's Handbook p. 34 - - - Relentless Nature - Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: - - • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. - - • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. - - • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. - - When your goal is complete, you finally find rest. You die and cannot be restored to life. - - Source: Unearthed Arcana: Gothic Heroes, p. 1 - - - - Dragonborn Revenant (Red) - M - 30 - Str 1, Cha 1, Con 1 - - - - Draconic Ancestry - You have red dragon ancestry. - - Source: Player's Handbook p. 34 - - - Breath Weapon - You can use your action to exhale a 15 foot cone of necrotic energy. - When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. - After you use your breath weapon, you can't use it again until you complete a short or long rest. - - Source: Player's Handbook p. 34 - - - Damage Resistance - You have resistance to necrotic damage. - - Source: Player's Handbook p. 34 - - - Languages - You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - Source: Player's Handbook p. 34 - - - Relentless Nature - Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: - - • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. - - • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. - - • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. - - When your goal is complete, you finally find rest. You die and cannot be restored to life. - - Source: Unearthed Arcana: Gothic Heroes, p. 1 - - - - Dragonborn Revenant (Silver) - M - 30 - Str 1, Cha 1, Con 1 - - - - Draconic Ancestry - You have silver dragon ancestry. - - Source: Player's Handbook p. 34 - - - Breath Weapon - You can use your action to exhale a 15 foot cone of necrotic energy. - When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. - After you use your breath weapon, you can't use it again until you complete a short or long rest. - - Source: Player's Handbook p. 34 - - - Damage Resistance - You have resistance to necrotic damage. - - Source: Player's Handbook p. 34 - - - Languages - You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - Source: Player's Handbook p. 34 - - - Relentless Nature - Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: - - • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. - - • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. - - • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. - - When your goal is complete, you finally find rest. You die and cannot be restored to life. - - Source: Unearthed Arcana: Gothic Heroes, p. 1 - - - - Dragonborn Revenant (White) - M - 30 - Str 1, Cha 1, Con 1 - - - - Draconic Ancestry - You have white dragon ancestry. - - Source: Player's Handbook p. 34 - - - Breath Weapon - You can use your action to exhale a 15 foot cone of necrotic energy. - When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. - After you use your breath weapon, you can't use it again until you complete a short or long rest. - - Source: Player's Handbook p. 34 - - - Damage Resistance - You have resistance to necrotic damage. - - Source: Player's Handbook p. 34 - - - Languages - You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - Source: Player's Handbook p. 34 - - - Relentless Nature - Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: - - • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. - - • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. - - • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. - - When your goal is complete, you finally find rest. You die and cannot be restored to life. - - Source: Unearthed Arcana: Gothic Heroes, p. 1 - - + Duergar M @@ -28311,64 +27572,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Mordenkainen's Tome of Foes, p. 81 - - Dwarf Revenant - M - 25 - Con 3 - - - - Darkvision - Accustomed to life underground, 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. - - Source: Player's Handbook, p. 20 - - - Dwarven Resilience - You have advantage on saving throws against poison, and you have resistance against poison damage. - - Source: Player's Handbook, p. 20 - - - Dwarven Combat Training - You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. - - Source: Player's Handbook, p. 20 - - - Tool Proficiency - You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. - - Source: Player's Handbook, p. 20 - - - Stonecunning - Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. - - Source: Player's Handbook, p. 20 - - - Languages - You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. - - Source: Player's Handbook, p. 20 - - - Relentless Nature - Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: - - • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. - - • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. - - • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. - - When your goal is complete, you finally find rest. You die and cannot be restored to life. - - Source: Unearthed Arcana: Gothic Heroes, p. 1 - - Earth Genasi M @@ -28516,58 +27719,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Dungeon Master's Guide, p. 286 - - Elf Revenant - M - 30 - Dex 2, Con 1 - - Perception - - Darkvision - Accustomed to twilit forests and the night sky, 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. - - Source: Player's Handbook, p. 23 - - - Keen Senses - You have proficiency in the Perception skill. - - Source: Player's Handbook, p. 23 - - - Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - - Source: Player's Handbook, p. 23 - - - Trance - Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. - - Source: Player's Handbook, p. 23 - - - Languages - You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - Source: Player's Handbook, p. 23 - - - Relentless Nature - Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: - - • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. - - • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. - - • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. - - When your goal is complete, you finally find rest. You die and cannot be restored to life. - - Source: Unearthed Arcana: Gothic Heroes, p. 1 - - Fallen Aasimar M @@ -28732,35 +27883,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Player's Handbook, p. 37 - - Genasi Revenant - M - 30 - Con 3 - - - - Languages - You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. - - Source: Elemental Evil Player's Companion, p. 9 - Princes of the Apocalypse, p. 228 - - - Relentless Nature - Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: - - • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. - - • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. - - • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. - - When your goal is complete, you finally find rest. You die and cannot be restored to life. - - Source: Unearthed Arcana: Gothic Heroes, p. 1 - - Ghostwise Halfling S @@ -28861,46 +27983,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Mordenkainen's Tome of Foes, p. 96 - - Gnome Revenant - S - 25 - - - - - Darkvision - Accustomed to life underground, 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. - - Source: Player's Handbook, p. 37 - - - Gnome Cunning - You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. - - Source: Player's Handbook, p. 37 - - - Languages - You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. - - Source: Player's Handbook, p. 37 - - - Relentless Nature - Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: - - • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. - - • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. - - • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. - - When your goal is complete, you finally find rest. You die and cannot be restored to life. - - Source: Unearthed Arcana: Gothic Heroes, p. 1 - - Goblin S @@ -28977,56 +28059,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Elemental Evil Player's Companion, p. 11 - - Grugach - M - 30 - Dex 2, Str 1 - Wisdom - Perception - - Darkvision - Accustomed to twilit forests and the night sky, 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. - - Source: Player's Handbook, p. 23 - - - Keen Senses - You have proficiency in the Perception skill. - - Source: Player's Handbook, p. 23 - - - Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - - Source: Player's Handbook, p. 23 - - - Trance - Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. - - Source: Player's Handbook, p. 23 - - - Languages - You can speak, read, and write Sylvan and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - Source: Player's Handbook, p. 23 - - - Grugach Weapon Training - You have proficiency with the spear, shortbow, longbow, and net. - - Source: Unearthed Arcana: Elf Subraces, p. 1 - - - Cantrip - You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it. - - Source: Unearthed Arcana: Elf Subraces, p. 1 - - Grung S @@ -29205,52 +28237,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Player's Handbook, p. 41 - - Halfling Revenant - S - 25 - Dex 2, Con 1 - - - - Lucky - When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. - - Source: Player's Handbook, p. 28 - - - Brave - You have advantage on saving throws against being frightened. - - Source: Player's Handbook, p. 28 - - - Halfling Nimbleness - You can move through the space of any creature that is of a size larger than yours. - - Source: Player's Handbook, p. 28 - - - Languages - You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. - - Source: Player's Handbook, p. 28 - - - Relentless Nature - Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: - - • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. - - • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. - - • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. - - When your goal is complete, you finally find rest. You die and cannot be restored to life. - - Source: Unearthed Arcana: Gothic Heroes, p. 1 - - High Elf M @@ -29410,40 +28396,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Player's Handbook, p. 31 - - Human Revenant - M - 30 - Con 1 - - - - Ability Score Increase - Two different ability scores of your choice increase by 1. - - Source: Player's Handbook, p. 31 - - - Languages - You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. - - Source: Player's Handbook, p. 31 - - - Relentless Nature - Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: - - • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. - - • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. - - • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. - - When your goal is complete, you finally find rest. You die and cannot be restored to life. - - Source: Unearthed Arcana: Gothic Heroes, p. 1 - - Human Variant M @@ -29476,62 +28428,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Player's Handbook, p. 31 - - Infernal Tiefling - M - 30 - Cha 2, Int 1 - Charisma - - - Darkvision - Thanks to your infernal heritage, 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. - - Source: Unearthed Arcana: That Old Black Magic, p. 1 - - - Hellish Resistance - You have resistance to fire damage. - - Source: Unearthed Arcana: That Old Black Magic, p. 1 - - - Infernal Legacy - You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. - - Source: Unearthed Arcana: That Old Black Magic, p. 1 - - - Languages - You can speak, read, and write Common and Infernal. - - Source: Unearthed Arcana: That Old Black Magic, p. 1 - - - Variant: Appearance - Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eye; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone. - - Source: Sword Coast Adventurer's Guide, p. 118 - - - Variant: Devil's Tongue - You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait. - - Source: Sword Coast Adventurer's Guide, p. 118 - - - Variant: Hellfire - Once you reach 3rd level, you can cast the burning hands spell once as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait. - - Source: Sword Coast Adventurer's Guide, p. 118 - - - Variant: Winged - You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. This replaces the Infernal Legacy trait. - - Source: Sword Coast Adventurer's Guide, p. 118 - - Kalashtar M @@ -30384,50 +29280,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Wayfinder's Guide to Eberron, Chapter 4 - - Minotaur - M - 30 - Str 2, Con 1 - - Intimidation - - Horns - Your horns are natural melee weapons, with which you’re proficient. When you hit with them, the target takes piercing damage equal to 1d6 + your Strength modifier. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - - - Goring Rush - Immediately after you use the Dash action on your turn and move at least as far as your speed, you can make one melee attack with your horns as a bonus action. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - - - Hammering Horns - Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can attempt to shove that creature with your horns using your reaction. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 5 feet away from you. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - - - Menacing - You have proficiency in the Intimidation skill. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - - - Hybrid Nature - You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - - - Languages - You can speak, read, and write Common and Minotaur. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - - Mountain Dwarf M @@ -31309,46 +30161,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Player's Handbook, p. 43 - - Tiefling Revenant - M - 30 - Cha 2, Con 1 - - - - Darkvision - Thanks to your heritage, 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. - - Source: Unearthed Arcana: That Old Black Magic, p. 1 - - - Languages - You can speak, read, and write Common. - - Source: Unearthed Arcana: That Old Black Magic, p. 1 - - - Relentless Nature - Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: - - - - • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. - - - - • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. - - - - • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. - - When your goal is complete, you finally find rest. You die and cannot be restored to life. - - Source: Unearthed Arcana: Gothic Heroes, p. 1 - - Tortle M @@ -31827,759 +30639,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Artificer - 8 - Constitution, Intelligence, Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand - Intelligence - 3 - - - Starting Artificer - As a 1st-level Artificer, you begin play with 8+your Constitution modifier hit points. - - You are proficient with the following items, in addition to any proficiencies provided by your race or background. - • Armor: light and medium armors - • Weapons: simple weapons - • Tools: thieves' tools, two other tools of your choice - • Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand - - You begin play with the following equipment, in addition to any equipment provided by your background. - • (a) a handaxe and a light hammer or (b) any two simple weapons - • a light crossbow and 20 bolts - • (a) scale mail or (b) studded leather armor - • thieves’ tools and a dungeoneer’s pack - - Source: Unearthed Arcana: The Artificer, p. 1 - - - - - - Multiclass Artificer - To multiclass as a Artificer, you must meet the following prerequisites: - • Intelligence 13 - - You gain the following proficiencies: - • light armor, simple weapons, two tools - - Source: Mike Mearls on Twitter - - -light and medium armorssimple weaponsthieves' tools, two other tools of your choice - - - - Magic Item Analysis - Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature. - - Source: Unearthed Arcana: The Artificer, p. 2 - - - - - - Artificer Specialist - At 1st level, you choose the type of Artificer Specialist you are: Alchemist or Gunsmith, both of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th level. - - Source: Unearthed Arcana: The Artificer, p. 2 - - - - - - Artificer Specialist: Alchemist - An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemist's Satchel (Alchemist) - At 1st level, you craft an Alchemist’s Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials. - If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula (3) (Alchemist) - At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels. - To use any of these options, your Alchemist’s Satchel must be within reach. - If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Alchemical Fire - As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. - This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6). - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Alchemical Acid - As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. - This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6). - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Healing Draught - As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. - This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Smoke Stick - As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Swift Step Draught - As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Tanglefoot Bag - As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Alchemical Formula: Thunderstone - As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Artificer Specialist: Gunsmith - A master of engineering, you forge a firearm powered by a combination of science and magic. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Master Smith (Gunsmith) - When you choose this specialization at 1st level, you gain proficiency with smith’s tools, and you learn the mending cantrip. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Thunder Cannon (Gunsmith) - At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease. You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as a bonus action. - If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Arcane Magazine (Gunsmith) - At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. - You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. - If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Tool Expertise - Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class. - - Source: Unearthed Arcana: The Artificer, p. 3 - - - - - - Wondrous Invention - At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below. - Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up. - You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. - These magic items are detailed in the Dungeon Master’s Guide. - - 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones - - Source: Unearthed Arcana: The Artificer, p. 3 - - - - - 0,2 - - - - - Spellcasting - As part of your study of magic, you gain the ability to cast spells at 3rd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items. - - Spell Slots: - The Artificer 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. - - Spells Known of 1st Level and Higher: - You know three 1st-level spells of your choice from the artificer spell list (which appears at the end of this document). - The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table. - You learn an additional spell at 4th, 7th, 8th, 10th, 11th, 13th, 14th, 16th, 19th, and 20th level. - Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on the Artificer table. - - Spellcasting Ability: - Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. - - Spell save DC = 8 + your proficiency bonus + your Intelligence modifier - - Spell attack modifier = your proficiency bonus + your Intelligence modifier - - Spellcasting Focus: - You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, “Equipment,” in the Player’s Handbook for various arcane focus options. - - Source: Unearthed Arcana: The Artificer, p. 3 - - - - - - Alchemical Formula (4) (Alchemist) - You learn an additional alchemical formula. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Healing Draught - As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. - This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Smoke Stick - As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Swift Step Draught - As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Tanglefoot Bag - As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Alchemical Formula: Thunderstone - As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Thunder Monger (Gunsmith) - At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit. - This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6). - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - 0,3 - - - - - Ability Score Improvement - When you reach 4th, 8th, 12th, 16th, and 18th 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. - - Source: Unearthed Arcana: The Artificer, p. 4 - - - - - - Infuse Magic - Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature. - Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item. - When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. - You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier. - - Source: Unearthed Arcana: The Artificer, p. 4 - - - - - 0,3 - - - - - Wondrous Invention (2nd) - You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. - These magic items are detailed in the Dungeon Master’s Guide. - - 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones - - 5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets - - Source: Unearthed Arcana: The Artificer, p. 3 - - - - - - Superior Attunement (Four Items) - At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items. - - Source: Unearthed Arcana: The Artificer, p. 4 - - - - - 0,3 - - - - - Mechanical Servant - At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level. - Select a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications: - - • It is a construct instead of a beast. - - • It can’t be charmed. - - • It is immune to poison damage and the poisoned condition. - - • It gains darkvision with a range of 60 feet if it doesn’t have it already. - - • It understands the languages you can speak when you create it, but it can’t speak. - - • If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker. - The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. - If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials. - - Source: Unearthed Arcana: The Artificer, p. 4 - - - - - 0,4,2 - - - - 0,4,2 - - - - - Ability Score Improvement (2nd) - When you reach 4th, 8th, 12th, 16th, and 18th 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. - - Source: Unearthed Arcana: The Artificer, p. 4 - - - - - 0,4,2 - - - - - Alchemical Formula (5) (Alchemist) - You learn an additional alchemical formula. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Healing Draught - As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. - This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Smoke Stick - As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Swift Step Draught - As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Tanglefoot Bag - As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Alchemical Formula: Thunderstone - As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Blast Wave (Gunsmith) - Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you. - This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6). - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - 0,4,3 - - - - - Wondrous Invention (3rd) - You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. - These magic items are detailed in the Dungeon Master’s Guide. - - 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones - - 5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets - - 10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack - - Source: Unearthed Arcana: The Artificer, p. 3 - - - - - 0,4,3 - - - - 0,4,3 - - - - - Ability Score Improvement (3rd) - When you reach 4th, 8th, 12th, 16th, and 18th 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. - - Source: Unearthed Arcana: The Artificer, p. 4 - - - - - 0,4,3,2 - - - - 0,4,3,2 - - - - - Alchemical Formula (6) (Alchemist) - You learn an additional alchemical formula. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Healing Draught - As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. - This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Smoke Stick - As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Swift Step Draught - As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Tanglefoot Bag - As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Alchemical Formula: Thunderstone - As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Piercing Round (Gunsmith) - Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - 0,4,3,2 - - - - - Wondrous Invention (4th) - You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. - These magic items are detailed in the Dungeon Master’s Guide. - - 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones - - 5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets - - 10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack - - 15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing - - Source: Unearthed Arcana: The Artificer, p. 3 - - - - - - Superior Attunement (Five Items) - At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items. - - Source: Unearthed Arcana: The Artificer, p. 4 - - - - - 0,4,3,3 - - - - - Ability Score Improvement (4th) - When you reach 4th, 8th, 12th, 16th, and 18th 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. - - Source: Unearthed Arcana: The Artificer, p. 4 - - - - - 0,4,3,3 - - - - - Alchemical Formula (7) (Alchemist) - You learn an additional alchemical formula. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Healing Draught - As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. - This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Smoke Stick - As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Swift Step Draught - As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 5 - - - - - - Alchemical Formula: Tanglefoot Bag - As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Alchemical Formula: Thunderstone - As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. - - Source: Unearthed Arcana: The Artificer, p. 6 - - - - - - Explosive Round (Gunsmith) - Starting at 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage. - - Source: Unearthed Arcana: The Artificer, p. 7 - - - - - 0,4,3,3 - - - - - Ability Score Improvement (5th) - When you reach 4th, 8th, 12th, 16th, and 18th 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. - - Source: Unearthed Arcana: The Artificer, p. 4 - - - - - 0,4,3,3,1 - - - - 0,4,3,3,1 - - - - - Wondrous Invention (5th) - You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. - These magic items are detailed in the Dungeon Master’s Guide. - - 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones - - 5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets - - 10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack - - 15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing - - 20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying - - Source: Unearthed Arcana: The Artificer, p. 3 - - - - - - Soul of Artifice - At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to. - - Source: Unearthed Arcana: The Artificer, p. 4 - - - - - Barbarian 12 @@ -32690,15 +30749,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Ancestral Protectors (Path of the Ancestral Guardian) - Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends. - - Source: Unearthed Arcana: Revised Subclasses, p. 1 - - - Primal Path: Path of the Battlerager @@ -32930,16 +30980,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Spirit Shield (Path of the Ancestral Guardian) - Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. - When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level. - - Source: Unearthed Arcana: Revised Subclasses, p. 1 - - - Reckless Abandon (Path of the Battlerager) @@ -33066,16 +31106,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Consult the Spirits (Path of the Ancestral Guardian) - At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast theaugury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. - After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest. - - Source: Unearthed Arcana: Revised Subclasses, p. 1 - - - Battlerager Charge (Path of the Battlerager) @@ -33148,15 +31178,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Vengeful Ancestors (Path of the Ancestral Guardian) - At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents. - - Source: Unearthed Arcana: Revised Subclasses, p. 1 - - - Spiked Retribution (Path of the Battlerager) @@ -33524,43 +31545,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Bard College: College of Satire - Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king’s royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds. Whether telling the ribald tale of a brawny stable hand’s affair with an aged duchess or a mocking satire of a paladin of Helm’s cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh. - While jesters are masters of puns, jokes, and verbal barbs, they are much more than just comic relief. They are expected to mock and provoke, taking advantage of how even the most powerful folk are expected by tradition to endure a jester’s barbs with good humor. This expectation allows a jester to serve as a critic or a voice of reason when others are too intimidated to speak the truth. - For the duchess with a taste for strapping young laborers, such tales might serve to warn the targets of her affections and force her to change her ways for lack of willing partners. Striking back at the jester only ruins her already damaged reputation, and might provide the best evidence that the jester’s satires have hit their mark. But if she is kind and generous to her conquests, the jokes and stories cast her as a kind of folk hero, while drawing even more potential partners to her. - Jesters are loyal to only one cause: the pursuit and propagation of the truth. They use their comedy and innocuous appearance to break down social barriers and expose corruption, incompetence, and stupidity among the rich and powerful. Whether revealing a con artist’s treachery or exposing a baron’s plans for war as driven by greed and bloodlust, a jester serves as the conscience of a realm. - Jesters adventure to safeguard the common folk and to undermine the plans of the rich, powerful, and arrogant. Their magic bolsters allies’ spirits while casting doubt into foes’ minds. Among bards, jesters are unmatched acrobats, and their ability to tumble, dodge, leap, and climb makes them slippery opponents in battle. - - Source: Unearthed Arcana: Kits of Old, p. 2 - - - - - - Bonus Proficiencies (College of Satire) - When you join the College of Satire at 3rd level, you gain proficiency with thieves’ tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves’ tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have. - - Source: Unearthed Arcana: Kits of Old, p. 2 - - - - - - Tumbling Fool (College of Satire) - At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn: - - • You gain the benefits of taking the Dash and Disengage actions. - - • You gain a climbing speed equal to your current speed. - - • You take half damage from falling. - - Source: Unearthed Arcana: Kits of Old, p. 2 - - - Bard College: College of Swords @@ -33756,16 +31740,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Fool's Insight (College of Satire) - At 6th level, your ability to gather stories and lore gains a supernatural edge. You can cast detect thoughts up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest. - If a creature resists your attempt to probe deeper and succeeds at its saving throw against your detect thoughts, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke. - - Source: Unearthed Arcana: Kits of Old, p. 2 - - - Extra Attack (College of Swords) @@ -33880,17 +31854,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Fool's Luck (College of Satire) - Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success. - At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one. - If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll. - - Source: Unearthed Arcana: Kits of Old, p. 3 - - - Master's Flourish (College of Swords) @@ -34346,77 +32309,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Divine Domain: Order Domain - The Order domain represents discipline, as well as service to a society or an institution, whether that service is rendered in obedience to or enforcement of the law—civil, religious, or both. Gods on many worlds grant access to this domain, including Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus. - The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action’s results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their deities. - More importantly, law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse. - - Domain Spells You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature for how domain spells work. - - Cleric Level — Spells: - 1st — command, heroism - 3rd — enhance ability, hold person - 5th — mass healing word, slow - 7th — compulsion, locate creature - 9th — commune, dominate person. - - Source: Unearthed Arcana: Order Domain, p.1 - - - - - - Bonus Proficiency (Order Domain) - When you choose this domain at 1st level, you gain proficiency with heavy armor. - - Source: Unearthed Arcana: Order Domain, p.1 - - - - - - Voice of Authority (Order Domain) - Starting at 1st level, you can invoke the power of law to drive an ally to attack. Immediately after you cast a spell on an ally using a spell slot of 1st level or higher, that ally can use their reaction to make one weapon attack against a target of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. - - Source: Unearthed Arcana: Order Domain, p.1 - - - - - - Divine Domain: Protection Domain - The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin. - Protection Domain Spells - 1st — compelled duel, protection from evil and good - 3rd — aid, protection from poison - 5th — protection from energy, slow - 7th — guardian of faith, Otiluke’s resilient sphere - 9th — antilife shell, wall of force - - Source: Unearthed Arcana: Cleric Divine Domains, p. 3 - - - - - - Bonus Proficiency (Protection Domain) - When you choose this domain at 1st level, you gain proficiency with heavy armor. - - Source: Unearthed Arcana: Cleric Divine Domains, p. 3 - - - - - - Shield of the Faithful (Protection Domain) - Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature 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. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target. - - Source: Unearthed Arcana: Cleric Divine Domains, p. 3 - - - Divine Domain: Tempest Domain @@ -34638,26 +32530,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Channel Divinity: Order’s Demand (Order Domain) - Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others. - As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to fall prone when they fail the saving throw. - - Source: Unearthed Arcana: Order Domain, p.1 - - - - - - Channel Divinity: Radiant Defense (Protection Domain) - Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. - As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level. - - Source: Unearthed Arcana: Cleric Divine Domains, p. 3 - - - Channel Divinity: Destructive Wrath (Tempest Domain) @@ -34802,25 +32674,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Order’s Dominion (Order Domain) - At 6th level, you become extraordinarily adept at channeling magical energy to compel others. - When you cast a spell of the enchantment school using a spell slot of 2nd level or higher, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level. - - Source: Unearthed Arcana: Order Domain, p.2 - - - - - - Blessed Healer (Protection Domain) - Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell’s level. - - Source: Unearthed Arcana: Cleric Divine Domains, p. 3 - - - Thunderbolt Strike (Tempest Domain) @@ -34944,24 +32797,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Divine Strike (Order Domain) - At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8. - - Source: Unearthed Arcana: Order Domain, p.2 - - - - - - Divine Strike (Protection Domain) - 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. - - Source: Unearthed Arcana: Cleric Divine Domains, p. 3 - - - Divine Strike (Tempest Domain) @@ -35136,25 +32971,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Order’s Wrath (Order Domain) - Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature, that creature takes an extra 2d8 force damage the first time each turn that any ally of yours hits it with a weapon attack. This benefit lasts until the start of your next turn. - - Source: Unearthed Arcana: Order Domain, p.2 - - - - - - Indomitable Defense (Protection Domain) - At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. - As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action. - - Source: Unearthed Arcana: Cleric Divine Domains, p. 3 - - - Stormborn (Tempest Domain) @@ -35317,30 +33133,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Optional Rule: Wild Shape Forms - Known Beast Shapes: - When you gain the Wild Shape feature at 2nd level, you are deeply familiar with three beasts of your choice and can transform into them. - To choose the three beast shapes, you first need to determine whether your druid grew up in a temperate or a tropical region, consulting with your DM. Then refer to the Common Beast Shapes table that corresponds to the region you selected. That table lists the beasts you can choose from, based on your druid level. The table presents the animals that a druid is most likely to have seen as a novice, to have learned about through mystic research, or to have a special affinity with. - Each time you gain a druid level later, you can choose one more beast shape from the same table you used at 2nd level. - - Gaining Beast Shapes: - In addition to the beast shapes you gain for free when you level up, you can acquire new shapes on your adventures. Do you see a dinosaur, a saber-toothed tiger, a giant eagle, or some other exotic critter that you want to turn into? This rule gives you a method for learning how to do so. It requires you to abide by the limitations in the Wild Shape feature (see the Beast Shapes table in the Player’s Handbook, page 66). - When you see a beast whose shape you’d like to learn, you have two options: - - Observation: - You learn the beast’s shape after observing its behavior for at least 1 hour and succeeding on an Intelligence (Nature) check with a DC equal to 10 + the beast’s challenge rating. For this observation period, your vantage point—whether physical or magical— must be within 150 feet of the beast. If you previously spent at least 1 hour reading a scholarly work about the creature, you have advantage on the check. - - Interaction: - You learn the beast’s shape after interacting with it peacefully for 10 minutes and succeeding on a Wisdom (Animal Handling) check with a DC equal to 10 + the beast’s challenge rating. For this interaction period, you must be within 15 feet of the beast, and if you spend at least a minute petting it, you have advantage on the check. - - Either of these options can be assisted by magic. For example, divination magic can be used to provide safe observation of a dangerous animal, and a spell like animal friendship can lay the groundwork for peaceful interaction. - - Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 3 - - - Druid Circle @@ -35370,42 +33162,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Druid Circle: Circle of Spores - Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. - These druids believe that life and death are portions of a grand cycle, with one leading to the other and then back again. Death is not the end of life, but instead a change of state that sees life shift into a new form. - Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. However, these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or avoid passing to a final rest, violate the cycle and must be thwarted. - - Source: Unearthed Arcana: Three Subclasses, p. 1 - - - - - - Circle Spells (Circle of Spores) - Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 1st level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. - Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. - - 3rd — gentle repose, ray of enfeeblement - 5th — animate dead, gaseous form - 7th — blight, confusion - 9th — cloudkill, contagion Halo of Spores Starting at 2nd level, you can launch toxic spores at other creatures. To do so, you use your reaction on your turn to deal 3 poison damage to one creature you can see within 10 feet of you. This damage increases to 6 at 6th level, 9 at 10th level, and 12 at 14th. - - Source: Unearthed Arcana: Three Subclasses, p. 1 - - - - - - Symbiotic Entity (Circle of Spores) - At 2nd level, you gain the ability to channel magic into the spores that infuse you. - When you use your Wild Shape feature, you can awaken those spores, rather than transforming. When you do so, you gain 3 temporary hit points per level you have in this class, the damage of your Halo of Spores feature doubles, and your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. These benefits last for 10 minutes or until you use your Wild Shape again. - - Source: Unearthed Arcana: Three Subclasses, p. 1 - - - Druid Circle: Circle of the Land @@ -35503,27 +33259,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Druid Circle: Circle of Twilight - The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate. - These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life. - - Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 2 - - - - - - Harvest's Scythe (Circle of Twilight) - Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level. - When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell’s damage, or 5 hit points per die if at least one of the slain creatures was undead. - You regain the expended dice when you finish a long rest. - - Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 3 - - - 2, 4, 2 @@ -35683,16 +33418,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Fungal Infestation (Circle of Spores) - At 6th level, your spores gain the ability to infest a humanoid corpse and animate it. - If you slay a humanoid with your Halo of Spores damage, the creature rises as a zombie at the end of your turn. It has 1 hit point. In combat, its turn is immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. It remains animate for 1 hour, after which time it collapses and dies. - - Source: Unearthed Arcana: Three Subclasses, p. 1 - - - Land's Stride (Circle of the Land) @@ -35725,16 +33450,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Speech Beyond the Grave (Circle of Twilight) - At 6th level, you gain the ability to reach beyond death’s veil in search of knowledge. Using this feature, you can cast speak with dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don’t share a language or it is not intelligent enough to speak. - Once you use this feature, you can’t use it again until you finish a short or long rest. - - Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 3 - - - 3, 4, 3, 3, 1 @@ -35771,15 +33486,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Spreading Spores (Circle of Spores) - At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action, you hurl fungal spores up to 30 feet away, where they swirl around in a 10-foot cube for 1 minute. While the cube of spores persists, you can’t use your Halo of Spores feature, but any creature that starts its turn in the cube takes your Halo of Spores damage. The cube of spores vanishes early if you use this feature again. - - Source: Unearthed Arcana: Three Subclasses, p. 2 - - - Nature's Ward (Circle of the Land) @@ -35807,15 +33513,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Watcher at the Threshold (Circle of Twilight) - At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren’t incapacitated, any ally within 30 feet of you has advantage on death saving throws. - - Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 3 - - - 4, 4, 3, 3, 3, 2, 1 @@ -35854,15 +33551,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Fungal Body (Circle of Spores) - At 14th level, the fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and if an attack is a critical hit against you, it doesn’t deal its extra damage to you. - - Source: Unearthed Arcana: Three Subclasses, p. 2 - - - Nature's Sanctuary (Circle of the Land) @@ -35892,15 +33580,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Paths of the Dead (Circle of Twilight) - At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast etherealness. Once the spell ends, you can’t cast it with this feature again until you finish a short or long rest. - - Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 3 - - - 4, 4, 3, 3, 3, 2, 1, 1, 1 @@ -35972,7 +33651,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Player's Handbook, p. 67 - @@ -36047,16 +33725,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Fighting Style: Close Quarters Shooter - You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. - - Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 - ranged attacks +1 - - - Fighting Style: Defense @@ -36086,15 +33754,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Fighting Style: Mariner - As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. - - Source: Unearthed Arcana: Waterborne Adventures, p. 3 - - - Fighting Style: Protection @@ -36104,15 +33763,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Fighting Style: Tunnel Fighter - You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. - - Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 - - - Fighting Style: Two-Weapon Fighting @@ -36210,24 +33860,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Martial Archetype: Brute - Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back. - - Source: Unearthed Arcana: Three Subclasses, p. 2 - - - - - - Brute Force (Brute) - Starting at 3rd level, you’re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class: by 1d4 at 3rd level, 1d6 at 10th level, 1d8 at 16th level, and 1d10 at 20th level. - - Source: Unearthed Arcana: Three Subclasses, p. 2 - - - Martial Archetype: Cavalier @@ -36330,88 +33962,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Martial Archetype: Knight - The Knight is a colossus on the battlefield who can shrug off attacks and protect allies from harm. Knights fight from the saddle when they can, and in combat they are expected to seek out and lock down the mightiest of the enemy’s forces. On adventures, they are the armored bulwark that strives to keep the rest of the party safe. - - Source: Unearthed Arcana: Fighter Martial Archetypes, p. 2 - - - - - - Born to the Saddle (Knight) - Starting at 3rd level, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren’t incapacitated and you fall less than 10 feet. - - Source: Unearthed Arcana: Fighter Martial Archetypes, p. 2 - - - - - - Implacable Mark (Knight) - At 3rd level, you excel at foiling attacks and protecting your allies by menacing your foes. When you hit a creature with a melee weapon attack, the target is marked by you until the end of your next turn. A creature ignores this effect if the creature can’t be frightened. - The marked target has disadvantage on any attack roll against a creature other than you or someone else who marked it. - If a target marked by you is within 5 feet of you on its turn and it moves at least 1 foot or makes an attack that suffers disadvantage from this feature, you can make one melee weapon attack against it using your reaction. This attack roll has advantage, and if it hits, the attack’s weapon deals extra damage to the target equal to your fighter level. - You can make this special attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. You can make this attack three times, and you regain all expended uses of it when you finish a short or long rest. - - Source: Unearthed Arcana: Fighter Martial Archetypes, p. 2 - - - - - - Martial Archetype: Monster Hunter - As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror. - - Source: Unearthed Arcana: Gothic Heroes, p. 2 - - - - - - Bonus Proficiencies (Monster Hunter) - When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can gain proficiency with a tool of your choice in place of one skill choice. - - Source: Unearthed Arcana: Gothic Heroes, p. 2 - - - - - - Combat Superiority (Monster Hunter) - When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. - - Superiority Dice: - You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. - You gain another superiority die at 7th level and one more at 15th level. - - Using Superiority Dice: - You can expend superiority dice to gain a number of different benefits: - - • When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied. - - • When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save. - - • When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed. - - • When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed. - - Source: Unearthed Arcana: Gothic Heroes, p. 2 - - - - - - Hunter's Mysticism (Monster Hunter - At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells. - In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal. - - Source: Unearthed Arcana: Gothic Heroes, p. 2 - - - Martial Archetype: Purple Dragon Knight @@ -36471,92 +34021,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Martial Archetype: Scout - The archetypal Scout excels at finding safe passage through dangerous regions. Scouts usually favor light armor and ranged weapons, but they are comfortable using heavier gear when faced with intense fighting. - - Source: Unearthed Arcana: Kits of Old, p. 4 - - - - - - Bonus Proficiencies (Scout) - When you choose this archetype at 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves’ tools in place of one skill choice. - - Source: Unearthed Arcana: Kits of Old, p. 4 - - - - - - Combat Superiority (Scout) - At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. - - Superiority Dice: - You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest. You gain another superiority die at 7th level and one more at 15th level. - - Using Superiority Dice: - You can expend superiority dice to gain a number of different benefits. - - • When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful. - - • When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied. - - • If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it. - - Source: Unearthed Arcana: Kits of Old, p. 4 - - - - - - Natural Explorer (Scout) - You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. - While traveling for an hour or more in your favored terrain, you gain the following benefits. - - • Difficult terrain doesn’t slow your group’s travel. - - • Your group can’t become lost except by magical means. - - • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - - • If you are traveling alone, you can move stealthily at a normal pace. - - • When you forage, you find twice as much food as you normally would. - - • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. - - You choose additional favored terrain types at 7th and 15th level. - - Source: Unearthed Arcana: Kits of Old, p. 4 - - - - - - Martial Archetype: Sharpshooter - The Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are kept at range. - - Source: Unearthed Arcana: Fighter Martial Archetypes, p. 3 - - - - - - Steady Aim (Sharpshooter) - Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you’re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target: - - • The attacks ignore half and three-quarters cover. - - • On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level. - You can use this feature three times. You regain all expended uses of it when you finish a short or long rest. - - Source: Unearthed Arcana: Fighter Martial Archetypes, p. 3 - - - 2, 3 @@ -36603,15 +34067,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 2, 4, 2 - - - Arcane Shot Option (3rd) - You gain an additional Arcane Shot option. - - Source: Unearthed Arcana: Fighter Martial Archetypes, p. 1 - - - Magic Arrow (Arcane Archer) @@ -36667,16 +34122,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Brutish Durability (Brute) - Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others. - Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. - - Source: Unearthed Arcana: Three Subclasses, p. 2 - - - Warding Maneuver (Cavalier) @@ -36706,24 +34151,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Noble Cavalry (Knight) - At 7th level, you gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Persuasion, or Religion. Alternatively, you learn one language of your choice. - - Source: Unearthed Arcana: Fighter Martial Archetypes, p. 2 - - - - - - Monster Slayer (Monster Hunter) - At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them. - - Source: Unearthed Arcana: Gothic Heroes, p. 2 - - - Royal Envoy (Purple Dragon Knight) @@ -36748,16 +34175,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Careful Eyes (Sharpshooter) - Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action. - You also gain proficiency in the Perception, Investigation, or Survival skill (choose one). - - Source: Unearthed Arcana: Fighter Martial Archetypes, p. 4 - - - 2, 4, 2 @@ -36816,15 +34233,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Additional Fighting Style (Brute) - At 10th level, you can choose a second option from the Fighting Style feature. - - Source: Unearthed Arcana: Three Subclasses, p. 2 - - - Fighting Style: Archery @@ -36835,15 +34243,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Fighting Style: Close Quarters Shooter - You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. - - Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 - - - Fighting Style: Defense @@ -36873,15 +34272,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Fighting Style: Mariner - As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. - - Source: Unearthed Arcana: Waterborne Adventures, p. 3 - - - Fighting Style: Protection @@ -36891,15 +34281,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Fighting Style: Tunnel Fighter - You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. - - Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 - - - Fighting Style: Two-Weapon Fighting @@ -36937,16 +34318,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Fighting Style: Close Quarters Shooter - You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. - - Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 - ranged attacks +1 - - - Fighting Style: Defense @@ -36976,15 +34347,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Fighting Style: Mariner - As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. - - Source: Unearthed Arcana: Waterborne Adventures, p. 3 - - - Fighting Style: Protection @@ -36994,15 +34356,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Fighting Style: Tunnel Fighter - You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. - - Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 - - - Fighting Style: Two-Weapon Fighting @@ -37021,24 +34374,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Hold the Line (Knight) - At 10th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack’s weapon deals extra damage to the target equal to half your fighter level, and the target’s speed is reduced to 0 until the end of this turn. - - Source: Unearthed Arcana: Fighter Martial Archetypes, p. 2 - - - - - - Improved Combat Superiority (Monster Hunter) - At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. - - Source: Unearthed Arcana: Gothic Heroes, p. 2 - - - Inspiring Surge (Purple Dragon Knight) @@ -37058,25 +34393,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Improved Combat Superiority (Scout) - At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. - - Source: Unearthed Arcana: Kits of Old, p. 4 - - - - - - Close-Quarters Shooting (Sharpshooter) - At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll. - In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the end of this turn. - - Source: Unearthed Arcana: Fighter Martial Archetypes, p. 4 - - - 3, 4, 3 @@ -37153,15 +34469,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Devastating Critical (Brute) - Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class. - - Source: Unearthed Arcana: Three Subclasses, p. 2 - - - Ferocious Charger (Cavalier) @@ -37196,24 +34503,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Rapid Strike (Knight) - Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action. - - Source: Unearthed Arcana: Fighter Martial Archetypes, p. 3 - - - - - - Relentless (Monster Hunter) - Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die. - - Source: Unearthed Arcana: Gothic Heroes, p. 2 - - - Bulwark (Purple Dragon Knight) @@ -37232,24 +34521,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Relentless (Scout) - Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. - - Source: Unearthed Arcana: Kits of Old, p. 4 - - - - - - Rapid Strike (Sharpshooter) - Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action. - - Source: Unearthed Arcana: Fighter Martial Archetypes, p. 4 - - - 3, 4, 3, 3 @@ -37281,15 +34552,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Survivor (Brute) - At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left. - - Source: Unearthed Arcana: Three Subclasses, p. 2 - - - Vigilant Defender (Cavalier) @@ -37317,16 +34579,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Defender's Blade (Knight) - At 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. - In addition, you gain a +1 bonus to AC while wearing heavy armor. - - Source: Unearthed Arcana: Fighter Martial Archetypes, p. 3 - - - Strength Before Death (Samurai) @@ -37337,15 +34589,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Snap Shot (Sharpshooter) - Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action. - - Source: Unearthed Arcana: Fighter Martial Archetypes, p. 4 - - - 3, 4, 3, 3, 1 @@ -37363,7 +34606,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 3, 4, 3, 3, 1 - @@ -37677,38 +34919,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Monastic Tradition: Way of Tranquility - Monks of the Way of Tranquility see violence as a last resort. They use diplomacy, mercy, and understanding to resolve conflicts. If pushed, though, they are capable warriors who can bring an end to the unjust or cruel folk who refuse to listen to reason. When adventuring, these monks make excellent diplomats. They are also skilled in the healing arts, and can preserve their allies in the face of daunting foes. - - Source: Unearthed Arcana: Monk Monastic Traditions, p. 1 - - - - - - Path of Tranquility (Way of Tranquility) - When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast the sanctuary spell on yourself, no material component required, and it lasts up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour. - Once you cast the spell in this way, you can’t do so again for 1 minute. - - Source: Unearthed Arcana: Monk Monastic Traditions, p. 2 - - - - - - Healing Hands (Way of Tranquility) - Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level _ 10. - As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool. - Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one. - When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature. - This feature has no effect on undead and constructs. - - Source: Unearthed Arcana: Monk Monastic Traditions, p. 2 - - - Ability Score Improvement @@ -37840,16 +35050,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Emissary of Peace (Way of Tranquility) - At 6th level, you gain the ability to diffuse violent situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn’t apply if proficiency in the Deception or Intimidation skill applies to your check. - You also gain proficiency in the Performance or Persuasion skill (choose one). - - Source: Unearthed Arcana: Monk Monastic Traditions, p. 2 - - - Evasion @@ -37958,16 +35158,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Douse the Flames of War (Way of Tranquility) - At 11th level, you gain the ability to temporarily extinguish a creature’s violent impulses. As an action, you can touch a creature, and it must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The target automatically succeeds if it’s missing any of its hit points. If the target fails the save, it can’t attack for 1 minute. During that time, it also can’t cast spells that deal damage or that force someone to make a saving throw. - This effect ends if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies. - - Source: Unearthed Arcana: Monk Monastic Traditions, p. 2 - - - Ability Score Improvement (3rd) @@ -38083,16 +35273,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Anger of a Gentle Soul (Way of Tranquility) - At 17th level, you gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your monk level. - Once you use this ability, you can’t use it again until you finish a short or long rest. - - Source: Unearthed Arcana: Monk Monastic Traditions, p. 2 - - - Empty Body @@ -38126,553 +35306,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Player's Handbook, p. 79 - - - - - Mystic - 8 - Intelligence, Wisdom, Arcana, History, Insight, Medicine, Nature, Perception, Religion - Intelligence - 2 - - - Starting Mystic - As a 1st-level Mystic, you begin play with 8+your Constitution modifier hit points. - - You are proficient with the following items, in addition to any proficiencies provided by your race or background. - • Armor: light armor - • Weapons: simple weapons - • Tools: none - • Skills: Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion - - You begin play with the following equipment, in addition to any equipment provided by your background. - • (a) a spear or (b) a mace - • (a) leather armor or (b) studded leather armor - • (a) a light crossbow and 20 bolts or (b) any simple weapon - • (a) a scholar’s pack or (b) an explorer’s pack - - Alternatively, you may start with 5d4x10 gp and choose your own equipment. - - Source: Unearthed Arcana: The Mystic Class, p. 1 - - -light armorsimple weaponsnone5d4x10 - - - - Psionics - As a student of psionics, you can master and use psionic talents and disciplines. Psionics is a special form of magic use, distinct from spellcasting. - - Psionic Talents: - A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. You learn an additional talent at 3rd, 10th, and 17th level. - - Psionic Disciplines: - A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time. - At 1st level, you know one psionic discipline of your choice. You learn an additional discipline of your choice at 3rd, 5th, 7th, 9th, 12th, 15th, and 18th level. - In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice. - - Psi Points: - You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. - The number of psi points you have is based on your mystic level: 4 points at 1st level, 6 at 2nd, 14 at 3rd, 17 at 4th, 27 at 5th, 32 at 6th, 38 at 7th, 44 at 8th, 57 at 9th, 64 at 10th, and 71 at 18th.. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum. - - Psi Limit: - Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level; at 1st level, your psi limit is 2, and it increases to 3 at 3rd, 5 at 5th, 6 at 7th, and 7 at 9th. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have. - - Psychic Focus: - You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. - You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines. - - Psionic Ability: - Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one. - - Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier - - Discipline attack modifier = your proficiency bonus + your Intelligence modifier - - Source: Unearthed Arcana: The Mystic Class, p. 3 - - - - - - Mystic Order - At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. - Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level. - - Source: Unearthed Arcana: The Mystic Class, p. 4 - - - - - - Mystic Order: Order of the Avatar - Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers. - Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie. - - Source: Unearthed Arcana: The Mystic Class, p. 5 - - - - - - Bonus Disciplines (Order of the Avatar) - At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Avatar disciplines. - - Source: Unearthed Arcana: The Mystic Class, p. 5 - - - - - - Armor Training (Order of the Avatar) - At 1st level, you gain proficiency with medium armor and shields. - - Source: Unearthed Arcana: The Mystic Class, p. 5 - - - - - - Mystic Order: Order of the Awakened - Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy. - The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns. - - Source: Unearthed Arcana: The Mystic Class, p. 6 - - - - - - Bonus Disciplines (Order of the Awakened) - At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Awakened disciplines. - - Source: Unearthed Arcana: The Mystic Class, p. 6 - - - - - - Awakened Talent (Order of the Awakened) - At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion. - - Source: Unearthed Arcana: The Mystic Class, p. 6 - - - - - - Mystic Order: Order of the Immortal - The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. - Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill. - - Source: Unearthed Arcana: The Mystic Class, p. 6 - - - - - - Bonus Disciplines (Order of the Immortal) - At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Immortal disciplines. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Immortal Durability (Order of the Immortal) - Starting at 1st level, your hit point maximum increases by 1 per mystic level. - In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier+your Constitution modifier. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - unarmored defense constitution - - - - - - Mystic Order: Order of the Nomad - Mystics of the Order of the Nomad keep their minds in a strange, rarefied state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere. - Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Bonus Disciplines (Order of the Nomad) - At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Nomad disciplines. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Breadth of Knowledge (Order of the Nomad) - At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Mystic Order: Order of the Soul Knife - The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes. - Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Martial Training (Order of the Soul Knife) - At 1st level, you gain proficiency with medium armor and martial weapons. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Soul Knife (Order of the Soul Knife) - Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. - For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals 1d8 psychic damage on a hit. - As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated. - - Source: Unearthed Arcana: The Mystic Class, p. 8 - - - - - - Mystic Order: Order of the Wu Jen - The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it. - In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires. - - Source: Unearthed Arcana: The Mystic Class, p. 8 - - - - - - Bonus Disciplines (Order of the Wu Jen) - At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Wu Jen disciplines. - - Source: Unearthed Arcana: The Mystic Class, p. 8 - - - - - - Hermit’s Study (Order of the Wu Jen) - At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival. - - Source: Unearthed Arcana: The Mystic Class, p. 8 - - - - - - Mystical Recovery - Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. - Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent. - - Source: Unearthed Arcana: The Mystic Class, p. 4 - - - - - - Telepathy - At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. - - Source: Unearthed Arcana: The Mystic Class, p. 4 - - - - - - Avatar of Battle (Order of the Avatar) - Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls. - - Source: Unearthed Arcana: The Mystic Class, p. 5 - - - - - - Psionic Investigation (Order of the Awakened) - Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. - You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. - Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. - Once you use this feature, you can’t use it again until you finish a short or long rest. - - Source: Unearthed Arcana: The Mystic Class, p. 6 - - - - - - Psionic Resilience (Order of the Immortal) - Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Memory of One Thousand Steps (Order of the Nomad) - At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can’t use it again until you finish a short or long rest. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Hone the Blade (Order of the Soul Knife) - Starting at 3rd level, you can spend psi points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent: 2 psi points for +1, 5 for +2, and 7 for +4. This bonus lasts for 10 minutes. - - Source: Unearthed Arcana: The Mystic Class, p. 8 - - - - - - Elemental Attunement (Order of the Wu Jen) - Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit. - - Source: Unearthed Arcana: The Mystic Class, p. 8 - - - - - - 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. - - - Source: Unearthed Arcana: The Mystic Class, p. 4 - - - - - - Strength of Mind - Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. - Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest. - - - Source: Unearthed Arcana: The Mystic Class, p. 4 - - - - - - Avatar of Healing (Order of the Avatar) - Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline. - - Source: Unearthed Arcana: The Mystic Class, p. 6 - - - - - - Psionic Surge (Order of the Awakened) - Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. - You can’t use this feature if you can’t use your psychic focus. - - Source: Unearthed Arcana: The Mystic Class, p. 6 - - - - - - Surge of Health (Order of the Immortal) - Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. - You can’t use this feature if you can’t use your psychic focus. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Superior Teleportation (Order of the Nomad) - At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Consumptive Knife (Order of the Soul Knife) - Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 2 psi points. - - Source: Unearthed Arcana: The Mystic Class, p. 8 - - - - - - Arcane Dabbler (Order of the Wu Jen) - At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level. - As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. A 1st-level slot cost 2 psi points, a 2nd costs 3, a 3rd costs 5, a 4th costs 6, and a 5th costs 7. The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot. - Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level. - - Source: Unearthed Arcana: The Mystic Class, p. 8 - - - - - - Ability Score Improvement (2nd) - 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. - - - Source: Unearthed Arcana: The Mystic Class, p. 4 - - - - - - Potent Psionics - At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8. - In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent. - - Source: Unearthed Arcana: The Mystic Class, p. 4 - - - - - - Consumptive Power - At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. - Once you use this feature, you can’t use it again until you finish a long rest. - - - Source: Unearthed Arcana: The Mystic Class, p. 5 - - - - - - Psionic Mastery - Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can’t also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent. - If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn’t use these special points, the disciplines end that you’re concentrating on. - At 15th level, the pool of psi points you gain from this feature increases to 11. - You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level. - - Source: Unearthed Arcana: The Mystic Class, p. 5 - - - - - - Ability Score Improvement (3rd) - 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. - - - Source: Unearthed Arcana: The Mystic Class, p. 4 - - - - - - Avatar of Speed (Order of the Avatar) - Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you can take the Dash action as a bonus action. - - Source: Unearthed Arcana: The Mystic Class, p. 6 - - - - - - Spectral Form (Order of the Awakened) - At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. - Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Unearthed Arcana: The Mystic Class, p. 6 - - - - - - Immortal Will (Order of the Immortal) - Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Effortless Journey (Order of the Nomad) - Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Phantom Knife (Order of the Soul Knife) - Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC. - - Source: Unearthed Arcana: The Mystic Class, p. 8 - - - - - - Elemental Mastery (Order of the Wu Jen) - Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn. - - Source: Unearthed Arcana: The Mystic Class, p. 8 - - - - - - Ability Score Improvement (4th) - 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. - - - Source: Unearthed Arcana: The Mystic Class, p. 4 - - - - - - Ability Score Improvement (5th) - 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. - - - Source: Unearthed Arcana: The Mystic Class, p. 4 - - - - - - Psionic Body - At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits: - - • You gain resistance to bludgeoning, piercing, and slashing damage. - • You no longer age. - • You are immune to disease, poison damage, and the poisoned condition. - • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest. - - Source: Unearthed Arcana: The Mystic Class, p. 5 - - - @@ -38785,16 +35418,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Fighting Style: Close Quarters Shooter - You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. - - Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 - ranged attacks +1 - - - Fighting Style: Defense @@ -38824,15 +35447,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Fighting Style: Mariner - As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. - - Source: Unearthed Arcana: Waterborne Adventures, p. 3 - - - Fighting Style: Protection @@ -38842,15 +35456,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Fighting Style: Tunnel Fighter - You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. - - Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 - - - 0,3 @@ -39137,50 +35742,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Sacred Oath: Oath of Treachery - The Oath of Treachery is the path followed by paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure. - Many of these paladins pay homage to demon lords, especially Grazz’t and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard’s penchant for double dealing and treachery. - - Fallen Paladins: - The Oath of Treachery is an option for the paladin who has strayed from another Sacred Oath or who has rejected the traditional paladin life. This option exists alongside the Oathbreaker in the Dungeon Master’s Guide. DMs are free to use either option to model villainous or fallen paladins. - If you switch to this oath from another one, replace all of the previous oath’s features with the features of this one, and if you renounce this oath, replace its features with the features of the new one. - - Tenets of Treachery: - A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard’s overwhelming concern is power and safety, especially if both can be obtained at the expense of others. - - Oath Spells: - You gain oath spells at the paladin levels listed. - 3rd — charm person, expeditious retreat - 5th — invisibility, mirror image - 9th — gaseous form, haste - 13th — confusion, greater invisibility - 17th — dominate person, passwall - - Source: Unearthed Arcana: Paladin Sacred Oaths, p. 2 - - - - - - Channel Divinity: Conjure Duplicate (Oath of Treachery) - As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you. - For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is. - - Source: Unearthed Arcana: Paladin Sacred Oaths, p. 2 - - - - - - Channel Divinity: Poison Strike (Oath of Treachery) - You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll. - - Source: Unearthed Arcana: Paladin Sacred Oaths, p. 2 - - - Sacred Oath: Oath of Vengeance @@ -39372,22 +35933,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Aura of Treachery (Oath of Treachery) - Starting at 7th level, you emanate an aura of discord, which gives you the following benefits. - - Cull the Herd: - You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. - - Treacherous Strike: - If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. - You can use this ability three times. You regain expended uses of it when you finish a short or long rest. - - Source: Unearthed Arcana: Paladin Sacred Oaths, p. 2 - - - Relentless Avenger (Oath of Vengeance) @@ -39534,15 +36079,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Blackguard's Escape (Oath of Treachery) - At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again. - - Source: Unearthed Arcana: Paladin Sacred Oaths, p. 3 - - - Soul of Vengeance (Oath of Vengeance) @@ -39678,23 +36214,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Icon of Deceit (Oath of Treachery) - At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute: - - • You are invisible. - - • If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren’t incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed. - - • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level. - - Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Unearthed Arcana: Paladin Sacred Oaths, p. 3 - - - Avenging Angel (Oath of Vengeance) @@ -39720,7 +36239,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Dungeon Master's Guide, p. 97 - @@ -39849,16 +36367,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Fighting Style: Close Quarters Shooter - You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. - - Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 - ranged attacks +1 - - - Fighting Style: Defense @@ -39879,15 +36387,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Fighting Style: Mariner - As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. - - Source: Unearthed Arcana: Waterborne Adventures, p. 3 - - - Fighting Style: Two-Weapon Fighting @@ -39897,15 +36396,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Fighting Style: Tunnel Fighter - You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. - - Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 - - - 0,3 @@ -40128,58 +36618,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Ranger Archetype: Primeval Guardian - Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. - These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world. - - Source: Unearthed Arcana: Ranger and Rogue, p. 2 - - - - - - Guardian Magic (Primeval Guardian) - Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. - - 3rd — entangle - 5th — enhance ability - 9th — conjure animals - 13th — giant insect - 17th — insect plague - - Source: Unearthed Arcana: Ranger and Rogue, p. 2 - - - - - - Guardian Soul (Primeval Guardian) - Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. - You undergo the following changes while in your guardian form: - - • Your size becomes Large, unless you were larger. - - • Any speed you have becomes 5 feet, unless the speed was lower. - - • Your reach increases by 5 feet. - - • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it. - - Source: Unearthed Arcana: Ranger and Rogue, p. 2 - - - - - - Piercing Thorns (Primeval Guardian) - At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack. - - Source: Unearthed Arcana: Ranger and Rogue, p. 2 - - - 0,3 @@ -40288,15 +36726,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Ancient Fortitude (Primeval Guardian) - At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum. - - Source: Unearthed Arcana: Ranger and Rogue, p. 2 - - - 0, 4, 3 @@ -40408,15 +36837,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Rooted Defense (Primeval Guardian) - At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies. - - Source: Unearthed Arcana: Ranger and Rogue, p. 2 - - - 0, 4, 3, 3 @@ -40524,15 +36944,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Guardian Aura (Primeval Guardian) - Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs. - - Source: Unearthed Arcana: Ranger and Rogue, p. 2 - - - 0, 4, 3, 3, 2 @@ -40591,2002 +37002,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Player's Handbook, p. 92 - - - - - Ranger (Alternate) - 12 - Dexterity, Wisdom, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival - - 3 - - - Starting Ranger (Alternate) - As a 1st-level Ranger (Alternate), you begin play with 12+your Constitution modifier hit points. - - You are proficient with the following items, in addition to any proficiencies provided by your race or background. - • Armor: light armor, shields - • Weapons: simple weapons, martial weapons - • Tools: herbalism kit - • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival - - - You begin play with the following equipment, in addition to any equipment provided by your background. - • Leather armor - • (a) two shortswords or (b) two martial melee weapons or (c) a martial weapon and a shield - • (a) a dungeoneer’s pack or (b) an explorer’s pack - • (a) a longbow and a quiver of 20 arrows or (b) a martial weapon - - Alternatively, you may start with 5d4x10 gp and choose your own equipment. - - Source: Unearthed Arcana: Ranger Options, p. 1 - - - - - - Multiclass Ranger (Alternate) - To multiclass as a Ranger (Alternate), you must meet the following prerequisites: - • Dexterity 13 and Wisdom 13 - - You gain the following proficiencies: - • light armor, medium armor, shields, simple weapons, martial weapons; choose one skill from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival - - Source: Unearthed Arcana: Ranger Options, p. 1 - - -light armor, shieldssimple weapons, martial weaponsherbalism kit5d4x10 - - - - Ambuscade - Rangers strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action. - If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. - If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn. - - Source: Unearthed Arcana: Ranger Options, p. 2 - - - - - - Natural Explorer - You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. - While traveling for an hour or more in your favored terrain, you gain the following benefits. - - • Difficult terrain doesn’t slow your group’s travel. - - • Your group can’t become lost except by magical means. - - • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - - • If you are traveling alone, you can move stealthily at a normal pace. - - • When you forage, you find twice as much food as you normally would. - - • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. - - You choose additional favored terrain types at 6th and 10th level. - - Source: Unearthed Arcana: Ranger Options, p. 2 - - - - - - Skirmisher's Stealth - Beginning at 2nd level, you combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence. - At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make a Dexterity (Stealth) check to hide again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn. - - Source: Unearthed Arcana: Ranger Options, p. 3 - - - - - - Fighting Style - At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Mariner, or Two-Weapon Fighting. You can’t take a Fighting Style option more than once, even if you later get to choose again. - - Source: Unearthed Arcana: Ranger Options, p. 3 - - - - - - Fighting Style: Archery - You gain a +2 bonus to attack rolls you make with ranged weapons. - - Source: Unearthed Arcana: Ranger Options, p. 3 - fighting style archery - - - - - - Fighting Style: Close Quarters Shooter - You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. - - Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 - ranged attacks +1 - - - - - - Fighting Style: Defense - While you are wearing armor, you gain a +1 bonus to AC. - - Source: Unearthed Arcana: Ranger Options, p. 3 - fighting style defense - - - - - - Fighting Style: 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. - - Source: Unearthed Arcana: Ranger Options, p. 3 - fighting style dueling - - - - - - Fighting Style: Mariner - As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. - - Source: Unearthed Arcana: Waterborne Adventures, p. 3 - - - - - - Fighting Style: Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. - - Source: Unearthed Arcana: Ranger Options, p. 3 - - - - - - Fighting Style: Tunnel Fighter - You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. - - Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 - - - - - - Primeval Awareness - Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 5 minutes, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. - Once you use this feature, you must finish a short or long rest before you can use it again. - - Source: Unearthed Arcana: Ranger Options, p. 3 - - - - - - Spirit Path - At 3rd level, you form a bond with a nature spirit—a companion forged by your link to the wild. This spirit companion protects you as you travel and watches your back in battle. You choose a ranger path that shapes your spirit companion and its magic: the Guardian, the Seeker, or the Stalker. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. - - Spirit Companion: - All rangers gain a spirit companion and the ability to invoke its magical power. (Your spirit companion grants you one benefit you can call on in this playtest version of the revised ranger, with more benefits gained at higher levels.) You regain your ability to call on your spirit companion in this way when you finish a short or long rest. - Once per day as a bonus action, you can command your spirit companion to materialize as a living creature, determined by the ranger path you choose. Your spirit companion manifests as an animal for 1 minute or until your concentration is broken (as if you are concentrating on a spell). You can also dismiss it as a bonus action. - The manifested creature gains a bonus to attack rolls and saving throws equal to your Wisdom modifier. It uses the hit points in the animal’s stat block or half your hit point maximum, whichever is higher. - The manifested creature takes its turn on your initiative and acts immediately after you. You control its actions, even if you are unconscious or otherwise unable to act. - - Source: Unearthed Arcana: Ranger Options, p. 3 - - - - - - Spirit Path: Guardian - By following the path of the Guardian, you protect the natural world from creatures that would despoil it, even as you engage with the common folk who rely upon nature’s bounty to survive. You patrol the pathways through the wilds, keeping them clear of bandits and rampaging monsters, even as you keep careful watch on how civilized realms interact with the wilderness. Those who take more than their fair share—clear-___cutting forests or hunting for sport rather than survival—risk your wrath. - When your spirit companion manifests, it takes the form of a brown bear. - - Source: Unearthed Arcana: Ranger Options, p. 3 - - - - - - Guardian's Shroud (Guardian) - Your companion spirit helps to protect you and the creatures closest to you. As a bonus action, you invoke your spirit companion and choose yourself or an ally you can see. The chosen creature gains temporary hit points equal to 2d6+your Wisdom modifier. - - Source: Unearthed Arcana: Ranger Options, p. 4 - - - - - - Spirit Path: Seeker - By taking up the Seeker path, you are drawn into the unknown wilds far from civilization in search of lost treasures, forgotten evil, and sites of primal magic. You understand that the trackless wilderness can harbor many secrets. Some of those secrets—such as a lonely oasis providing water to a desert realm—must be protected. Others—such as an ancient idol infused with the foul magic of the demon worshippers who crafted it—must be destroyed before their evil awakens once more. - When your spirit companion manifests, it takes the form of a giant eagle. - - Source: Unearthed Arcana: Ranger Options, p. 4 - - - - - - Seeker's Eye (Seeker) - Your companion spirit lends its sharp combat senses to you and your companions. As a bonus action, you invoke your spirit companion and choose a creature you can see. Until the end of your next turn, all attacks made against the chosen creature have advantage. - - Source: Unearthed Arcana: Ranger Options, p. 4 - - - - - - Spirit Path: Stalker - As a ranger of the Stalker path, you prowl the wilderness in search of aberrations, fiends, and other monsters that must be slain before they wreak havoc on the natural world. You are the power of nature’s vengeance made manifest, and anything that poses a threat to nature is your target. When a powerful creature such as a dragon threatens a region, a ranger of the Stalker path leads the hunt that will take it down. Like others of your kind, you do not rest until your quarry is dead and the natural world is safe. - When your spirit companion manifests, it takes the form of a dire wolf. - - Source: Unearthed Arcana: Ranger Options, p. 4 - - - - - - Stalker's Fangs (Stalker) - Your companion spirit lends the strength of its deadly bite to you or one of your companions. As a bonus action, you invoke your spirit companion and choose yourself or a creature you can see. The next time the chosen creature hits with a weapon attack, the target of the attack takes extra slashing damage equal to 2d6+your Wisdom modifier. - - Source: Unearthed Arcana: Ranger Options, p. 4 - - - - - - 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. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Unearthed Arcana: Ranger Options, p. 4 - - - - - - Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Unearthed Arcana: Ranger Options, p. 4 - - - - - - Ability Score Improvement (2nd) - 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. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Unearthed Arcana: Ranger Options, p. 4 - - - - - - Ability Score Improvement (3rd) - 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. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Unearthed Arcana: Ranger Options, p. 4 - - - - - - Ability Score Improvement (4th) - 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. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Unearthed Arcana: Ranger Options, p. 4 - - - - - - Ability Score Improvement (5th) - 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. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Unearthed Arcana: Ranger Options, p. 4 - - - - - - - Ranger (No Spells) - 10 - Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival - Dexterity - 3 - - - Starting Ranger (No Spells) - As a 1st-level Ranger (No Spells), you begin play with 10+your Constitution modifier hit points. - - You are proficient with the following items, in addition to any proficiencies provided by your race or background. - • Armor: light armor, medium armor, shields - • Weapons: simple weapons, martial weapons - • Tools: none - • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival - - You begin play with the following equipment, in addition to any equipment provided by your background. - • (a) scale mail or (b) leather armor - • (a) two shortswords or (b) two simple melee weapons - • (a) a dungeoneer's pack or (b) an explorer's pack - • A longbow and a quiver of 20 arrows - - Alternatively, you may start with 5d4x10 gp and choose your own equipment. - - Source: Unearthed Arcana: Modifying Classes, p. 5 - - - - - - Multiclass Ranger (No Spells) - To multiclass as a Ranger (No Spells), you must meet the following prerequisites: - • Dexterity 13 and Wisdom 13 - - You gain the following proficiencies: - • light armor, medium armor, shields, simple weapons, martial weapons; choose one skill from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival - - Source: Unearthed Arcana: Modifying Classes, p. 5 - - -light armor, medium armor, shieldssimple weapons, martial weaponsnone5d4x10 - - - 0,4 - - - - - Favored Enemy - Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. - Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. - You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. - When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. - You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Natural Explorer - You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. - While traveling for an hour or more in your favored terrain, you gain the following benefits. - - • Difficult terrain doesn’t slow your group’s travel. - - • Your group can’t become lost except by magical means. - - • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - - • If you are traveling alone, you can move stealthily at a normal pace. - - • When you forage, you find twice as much food as you normally would. - - • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. - - You choose additional favored terrain types at 6th and 10th level. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - 0,4 - - - - - Fighting Style - At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Mariner, or Two-Weapon Fighting. You can’t take a Fighting Style option more than once, even if you later get to choose again. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Fighting Style: Archery - You gain a +2 bonus to attack rolls you make with ranged weapons. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - fighting style archery - - - - - - Fighting Style: Close Quarters Shooter - You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. - - Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 - ranged attacks +1 - - - - - - Fighting Style: Defense - While you are wearing armor, you gain a +1 bonus to AC. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - fighting style defense - - - - - - Fighting Style: 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. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - fighting style dueling - - - - - - Fighting Style: Mariner - As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. - - Source: Unearthed Arcana: Waterborne Adventures, p. 3 - - - - - - Fighting Style: Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Fighting Style: Tunnel Fighter - You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. - - Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 - - - - - - Combat Superiority - At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice. - - Maneuvers: You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one. - - Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 9th level and one more at 17th level. - - Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: - Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - 0,4 - - - - - Primeval Awareness - Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 1 minute, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. - Once you use this feature, you must finish a short or long rest before you can use it again. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Poultices - At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency. - - If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up). - - Source: Unearthed Arcana: Modifying Classes, p. 7 - - - - - - Ranger Archetype - At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Ranger Archetype: Beast Master - The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Ranger's Companion (Beast Master) - At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium 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 to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. - 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 where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. - If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. - While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. - If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Ranger Archetype: Hunter - Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Hunter's Prey (Hunter) - At 3rd level, you gain one of the following features of your choice: Colossus Slayer, Giant Killer, or Horde Breaker. Add your selected Hunter’s Prey option as a feat. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Hunter's Prey: Colossus Slayer - Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Hunter's Prey: Giant Killer - When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Hunter's Prey: Horde Breaker - Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - 0,4 - - - - - 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. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - 0,4 - - - - - Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Additional Maneuver - At 5th level, you learn one additional Combat Superiority maneuver of your choice. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - 0,4 - - - - 0,4 - - - - - Exceptional Training (Beast Master) - Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Defensive Tactics (Hunter) - At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will. Add your selected Defensive Tactic as a feat. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Defensive Tactics: Escape the Horde - Opportunity attacks against you are made with disadvantage. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Defensive Tactics: Multiattack Defense - When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Defensive Tactics: Steel Will - You have advantage on saving throws against being frightened. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - 0,4 - - - - - Ability Score Improvement (2nd) - 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. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Land's Stride - Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. - In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - 0, 5 - - - - - Natural Antivenom - Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points. - - Source: Unearthed Arcana: Modifying Classes, p. 7 - - - - - - Additional Maneuver - At 9th level, you learn one additional Combat Superiority maneuver of your choice. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - 0, 5 - - - - - Hide in Plain Sight - Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. - Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - 0, 5 - - - - - Bestial Fury (Beast Master) - Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Multiattack (Hunter) - At 11th level, you gain one of the following features of your choice: Volley or Whirlwind Attack. Add your selected Multiattack option as a feat. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Multiattack: Volley - You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Multiattack: Whirlwind Attack - You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - 0, 5 - - - - - Ability Score Improvement (3rd) - 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. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - 0, 5 - - - - - Call Natural Allies - Starting at 13th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups. - - • One beast of challenge rating 2 or lower - - • Two beasts of challenge rating 1 or lower - - • Four beasts of challenge rating 1/2 or lower - - • Eight beasts of challenge rating 1/4 or lower - - These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics. - After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call. - - Source: Unearthed Arcana: Modifying Classes, p. 7 - - - - - - Additional Maneuver - At 13th level, you learn one additional Combat Superiority maneuver of your choice. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - 0, 5 - - - - - Vanish - Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - 0, 5 - - - - - Beastly Coordination (Beast Master) - Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack’s damage against it. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Superior Hunter's Defense (Hunter) - At 15th level, you gain one of the following features of your choice: Evasion, Stand Against the Tide, or Uncanny Dodge. Add your selected Superior Hunter’s Defense as a feat. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Superior Hunter's Defense: Evasion - You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Superior Hunter's Defense: Stand Against the Tide - When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Superior Hunter's Defense: Uncanny Dodge - When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - 0, 6 - - - - - Ability Score Improvement (4th) - 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. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - 0, 6 - - - - - Relentless - Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - Additional Maneuver - At 17th level, you learn one additional Combat Superiority maneuver of your choice. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - 0, 6 - - - - - Feral Senses - At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. - You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - 0, 6 - - - - - Ability Score Improvement (5th) - 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. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - 0, 6 - - - - - Foe Slayer - At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. - - Source: Unearthed Arcana: Modifying Classes, p. 6 - - - - - - - Ranger (Revised) - 10 - Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival - Wisdom - 3 - - - Starting Ranger (Revised) - As a 1st-level Ranger (Revised), you begin play with 10+your Constitution modifier hit points. - - You are proficient with the following items, in addition to any proficiencies provided by your race or background. - • Armor: light armor, medium armor, shields - • Weapons: simple weapons, martial weapons - • Tools: none - • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival - - You begin play with the following equipment, in addition to any equipment provided by your background. - • (a) scale mail or (b) leather armor - • (a) two shortswords or (b) two simple melee weapons - • (a) a dungeoneer’s pack or (b) an explorer’s pack - • A longbow and a quiver of 20 arrows - - Alternatively, you may start with 5d4x10 gp and choose your own equipment. - - Source: Unearthed Arcana: The Ranger, Revised, p. 1 - - - - - - Multiclass Ranger (Revised) - To multiclass as a Ranger (Revised), you must meet the following prerequisites: - • Dexterity 13 and Wisdom 13 - - You gain the following proficiencies: - • light armor, medium armor, shields, simple weapons, martial weapons; choose one skill from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival - - Source: Player's Handbook, p. 163 - - -light armor, medium armor, shieldssimple weapons, martial weaponsnone5d4x10 - - - - Favored Enemy - Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. - When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. - - Source: Unearthed Arcana: The Ranger, Revised, p. 2 - - - - - - Natural Explorer - You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: - - • You ignore difficult terrain. - - • You have advantage on initiative rolls. - - • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. - - In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: - - • Difficult terrain doesn’t slow your group’s travel. - - • Your group can’t become lost except by magical means. - - • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - - • If you are traveling alone, you can move stealthily at a normal pace. - - • When you forage, you find twice as much food as you normally would. - - • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. - - Source: Unearthed Arcana: The Ranger, Revised, p. 3 - - - - - 0,2 - - - - - Fighting Style - At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. - - Source: Unearthed Arcana: The Ranger, Revised, p. 3 - - - - - - Fighting Style: Archery - You gain a +2 bonus to attack rolls you make with ranged weapons. - - Source: Unearthed Arcana: The Ranger, Revised, p. 3 - fighting style archery - - - - - - Fighting Style: Close Quarters Shooter - You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. - - Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 - ranged attacks +1 - - - - - - Fighting Style: Defense - While you are wearing armor, you gain a +1 bonus to AC. - - Source: Unearthed Arcana: The Ranger, Revised, p. 3 - fighting style defense - - - - - - Fighting Style: 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. - - Source: Unearthed Arcana: The Ranger, Revised, p. 3 - fighting style dueling - - - - - - Fighting Style: Mariner - As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. - - Source: Unearthed Arcana: Waterborne Adventures, p. 3 - - - - - - Fighting Style: Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. - - Source: Unearthed Arcana: The Ranger, Revised, p. 3 - - - - - - Fighting Style: Tunnel Fighter - You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. - - Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 - - - - - - Spellcasting - By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. - - Spell Slots: - The Ranger 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 animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. - - Spells Known of 1st Level and Higher: - You know two 1st-level spells of your choice from the ranger spell list. - At each odd level, you learn an additional ranger spell 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 ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. - - Spellcasting Ability: - Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. - - Spell save DC = 8 + your proficiency bonus + your Wisdom modifier - - Spell attack modifier = your proficiency bonus + your Wisdom modifier - - Source: Unearthed Arcana: The Ranger, Revised, p. 3 - - - - - 0,3 - - - - - Primeval Awareness - Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. - You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. - You cannot use this ability against a creature that you have attacked within the past 10 minutes. - Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. - If there are multiple groups of your favored enemies within range, you learn this information for each group. - - Source: Unearthed Arcana: The Ranger, Revised, p. 4 - - - - - - Ranger Conclave - At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level. - - Source: Unearthed Arcana: The Ranger, Revised, p. 4 - - - - - - Ranger Conclave: Beast Conclave - Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic. - - Source: Unearthed Arcana: The Ranger, Revised, p. 5 - - - - - - Animal Companion (Beast Conclave) - At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world. - With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. - At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time. - If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. - If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion. - - Source: Unearthed Arcana: The Ranger, Revised, p. 5 - - - - - - Companion's Bond (Beast Conclave) - Your animal companion gains a variety of benefits while it is linked to you. - The animal companion loses its Multiattack action, if it has one. - The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. - When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace. - Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. - Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. - For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. - Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. - Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.” - Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features. - - Trait: - 1. I’m dauntless in the face of adversity. - 2. Threaten my friends, threaten me. - 3. I stay on alert so others can rest. - 4. People see an animal and underestimate me. I use that to my advantage. - 5. I have a knack for showing up in the nick of time. - 6. I put my friends’ needs before my own in all things. - - Flaw: - 1. If there’s food left unattended, I’ll eat it. - 2. I growl at strangers, and all people except my ranger are strangers to me. - 3. Any time is a good time for a belly rub. - 4. I’m deathly afraid of water. - 5. My idea of hello is a flurry of licks to the face. - 6. I jump on creatures to tell them how much I love them. - - Source: Unearthed Arcana: The Ranger, Revised, p. 5 - - - - - - Ranger Conclave: Gloom Stalker Conclave - Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. - - Source: Xanathar's Guide to Everything, p. 41 - - - - - - Gloom Stalker Magic (Gloom Stalker Conclave) - Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. - - 3rd—disguise self - 5th—rope trick - 9th—fear - 13th—greater invisibility - 17th—seeming - - Source: Xanathar's Guide to Everything, p. 42 - - - - - - Dread Ambusher (Gloom Stalker Conclave) - At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. - At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type. - - Source: Xanathar's Guide to Everything, p. 42 - - - - - - Umbral Sight (Gloom Stalker Conclave) - At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. - You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. - - Source: Xanathar's Guide to Everything, p. 42 - - - - - - Ranger Conclave: Horizon Walker - Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes. - - Source: Xanathar's Guide to Everything, p. 42 - - - - - - Horizon Walker Magic (Horizon Walker Conclave) - Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. - - 3rd — protection from evil and good - 5th — alter self - 9th — protection from energy - 13th — banishment - 17th — teleportation circle - - Source: Xanathar's Guide to Everything, p. 42 - - - - - - Detect Portal (Horizon Walker Conclave) - At 3rd level, you gain the ability to magically sense the presence of planar portals. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. - Once you use this feature, you can’t use it again until you finish a short or long rest. - See the "Planar Travel" section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals. - - Source: Xanathar's Guide to Everything, p. 42 - - - - - - Planar Warrior (Horizon Walker Conclave) - At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. - As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. - - Source: Xanathar's Guide to Everything, p. 42 - - - - - - Ranger Conclave: Hunter Conclave - Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. - - Source: Unearthed Arcana: The Ranger, Revised, p. 6 - - - - - - Hunter's Prey (Hunter Conclave) - At 3rd level, you gain one of the following features of your choice: Colossus Slayer, Giant Killer, or Horde Breaker. - - Source: Unearthed Arcana: The Ranger, Revised, p. 6 - - - - - - Hunter's Prey: Colossus Slayer - Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. - - Source: Unearthed Arcana: The Ranger, Revised, p. 6 - - - - - - Hunter's Prey: Giant Killer - When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. - - Source: Unearthed Arcana: The Ranger, Revised, p. 6 - - - - - - Hunter's Prey: Horde Breaker - Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. - - Source: Unearthed Arcana: The Ranger, Revised, p. 6 - - - - - - Ranger Conclave: Monster Slayer - You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. - - Source: Xanathar's Guide to Everything, p. 43 - - - - - - Monster Slayer Magic (Monster Slayer Conclave) - Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you but doesn’t count against the number of ranger spells you know. - - 3rd — protection from evil and good - 5th — zone of truth - 9th — magic circle - 13th — banishment - 17th — hold monster - - Source: Xanathar's Guide to Everything, p. 43 - - - - - - Hunter's Sense (Monster Slayer Conclave) - At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. - You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 43 - - - - - - Slayer's Prey (Monster Slayer Conclave) - Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. - This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. - - Source: Xanathar's Guide to Everything, p. 43 - - - - - - Ranger Conclave: Nightstalker - The Nightstalker archetype emulates a unique form of shadow magic, used to create shadowy familiars to accompany you in battle. By walking this path, you learn to use your shadow familiar like an extension of yourself, using them like a weapon as you stalk through the dim forests and vast plains of the world, searching for your prey. Your choice of familiar defines your style of fighting, with each familiar playing a different role on the hunt and on the battlefield. - - Source: Dark Arts Player's Companion, p. 15 - - - - - - Shadow Familiar (Nightstalker Conclave) - At 3rd level, you gain the ability to summon a creature made from shadow magic to serve you. As a bonus action on your turn, you conjure or dismiss your shadow familiar, which takes the form of a spectral creature. You choose the form you can create when you first select this subclass. - When you conjure your shadow familiar, it appears in an unoccupied space within 30 feet of you. As long as it is conjured, you can forgo one or more of your attacks when you use the Attack action to have your shadow familiar move and make attacks of its own, which use your Ranger spell attack modifier for their attack rolls. Your shadow familiar cannot move farther than 120 feet away from you. - The three forms you can choose from are listed below: - - Cat: Whenever you forgo an attack, you can have the cat move up to 30 feet and attack a creature. On a hit, the attack deals 1d4 + your Wisdom modifier slashing damage, and the next attack made against that creature has advantage on the attack roll. - As an action, you can expend a ranger spell slot to infuse the cat’s claws with poison and have it leap onto a target within 30 feet of it. That creature must succeed on a Constitution saving throw against your Ranger spell save DC or be poisoned until the end of your next turn and take 2d8 poison damage for a 1st level spell slot, plus 1d8 for each spell level higher than 1st. - - Raven: Whenever you forgo an attack, you can have the raven fly up to 45 feet and attack a creature. On a hit, the attack deals 1d10 + your Wisdom modifier piercing damage. - As an action, you can expend a ranger spell slot to infuse the raven with lightning and have it travel along a line 5 feet wide and 20 feet long. Each creature in that line must succeed on a Dexterity saving throw or take 2d6 lightning damage for a 1st level spell slot, plus 1d6 for each spell level higher than 1st. - - Wolf: Whenever you forgo an attack, you can have the wolf move up to 30 feet and attack a creature. On a hit, the attack deals 1d6 + your Wisdom modifier piercing damage, and the target has disadvantage on its next attack roll. - As an action, you can expend a ranger spell slot to infuse the wolf with primal ferocity and have it release a piercing howl. Each creature of your choice within 30 feet of the wolf gains 1d6 temporary hit points for a 1st level spell slot, plus 1d6 for each spell level higher than 1st. These temporary hit points last for 1 minute. - - Source: Dark Arts Player's Companion, p. 15 - - - - - - Ranger Conclave: Primeval Guardian - Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. - These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world. - - Source: Unearthed Arcana: Ranger and Rogue, p. 2 - - - - - - Guardian Magic (Primeval Guardian) - Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. - - 3rd — entangle - 5th — enhance ability - 9th — conjure animals - 13th — giant insect - 17th — insect plague - - Source: Unearthed Arcana: Ranger and Rogue, p. 2 - - - - - - Guardian Soul (Primeval Guardian) - Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. - You undergo the following changes while in your guardian form: - - • Your size becomes Large, unless you were larger. - - • Any speed you have becomes 5 feet, unless the speed was lower. - - • Your reach increases by 5 feet. - - • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it. - - Source: Unearthed Arcana: Ranger and Rogue, p. 2 - - - - - - Piercing Thorns (Primeval Guardian) - At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack. - - Source: Unearthed Arcana: Ranger and Rogue, p. 2 - - - - - 0,3 - - - - - 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. - - Source: Unearthed Arcana: The Ranger, Revised, p. 4 - - - - - 0,4,2 - - - - - Coordinated Attack (Beast Conclave) - Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack. - - Source: Unearthed Arcana: The Ranger, Revised, p. 6 - - - - - - Extra Attack (Gloom Stalker Conclave) - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Xanathar's Guide to Everything, p. 42 - - - - - - Extra Attack (Horizon Walker Conclave) - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Xanathar's Guide to Everything, p. 42 - - - - - - Extra Attack (Hunter Conclave) - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Unearthed Arcana: The Ranger, Revised, p. 6 - - - - - - Extra Attack (Monster Slayer Conclave) - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Xanathar's Guide to Everything, p. 43 - - - - - - Extra Attack (Nightstalker Conclave) - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Dark Arts Player's Companion, p. 15 - - - - - - Extra Attack (Primeval Guardian) - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Unearthed Arcana: Ranger and Rogue, p. 2 - - - - - 0,4,2 - - - - - Greater Favored Enemy - At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. - Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy. - - Source: Unearthed Arcana: The Ranger, Revised, p. 4 - - - - - 0,4,3 - - - - - Beast's Defense (Beast Conclave) - At 7th level, while your companion can see you, it has advantage on all saving throws. - - Source: Unearthed Arcana: The Ranger, Revised, p. 6 - - - - - - Iron Mind (Gloom Stalker Conclave) - By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). - - Source: Xanathar's Guide to Everything, p. 42 - Wisdom - - - - - - Ethereal Step (Horizon Walker Conclave) - At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest. - - Source: Xanathar's Guide to Everything, p. 43 - - - - - - Defensive Tactics (Hunter Conclave) - At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will. - - Source: Unearthed Arcana: The Ranger, Revised, p. 6 - - - - - - Defensive Tactics: Escape the Horde - Opportunity attacks against you are made with disadvantage. - - Source: Unearthed Arcana: The Ranger, Revised, p. 6 - - - - - - Defensive Tactics: Multiattack Defense - When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. - - Source: Unearthed Arcana: The Ranger, Revised, p. 6 - - - - - - Defensive Tactics: Steel Will - You have advantage on saving throws against being frightened. - - Source: Unearthed Arcana: The Ranger, Revised, p. 6 - - - - - - Supernatural Defense (Monster Slayer Conclave) - At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Eye forces you to make a saving throw, add 1d6 to your roll. - - Source: Xanathar's Guide to Everything, p. 43 - - - - - - Shadowy Transposition (Nightstalker Conclave) - Starting at 7th level, whenever you activate the action of your shadow familiar that requires you to expend a spell slot, you can choose to swap positions with them before activating the ability. - - Source: Dark Arts Player's Companion, p. 15 - - - - - - Ancient Fortitude (Primeval Guardian) - At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum. - - Source: Unearthed Arcana: Ranger and Rogue, p. 2 - - - - - 0,4,3 - - - - - Ability Score Improvement (2nd) - 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. - - Source: Unearthed Arcana: The Ranger, Revised, p. 4 - - - - - - Fleet of Foot - Beginning at 8th level, you can use the Dash action as a bonus action on your turn. - - Source: Unearthed Arcana: The Ranger, Revised, p. 4 - - - - - 0,4,3,2 - - - - 0,4,3,2 - - - - - Hide in Plain Sight - Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. - When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a _10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. - If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected. - - Source: Unearthed Arcana: The Ranger, Revised, p. 4 - - - - - 0,4,3,3 - - - - - Storm of Claws and Fangs (Beast Conclave) - At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. - - Source: Unearthed Arcana: The Ranger, Revised, p. 6 - - - - - - Stalker's Flurry (Gloom Stalker Conclave) - At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action - - Source: Xanathar's Guide to Everything, p. 42 - - - - - - Distant Strike (Horizon Walker Conclave) - At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. - If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. - - Source: Xanathar's Guide to Everything, p. 43 - - - - - - Multiattack (Hunter Conclave) - At 11th level, you gain one of the following features of your choice: Volley or Whirlwind Attack - - Source: Unearthed Arcana: The Ranger, Revised, p. 6 - - - - - - Multiattack: Volley - You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. - - Source: Unearthed Arcana: The Ranger, Revised, p. 6 - - - - - - Multiattack: Whirlwind Attack - You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target. - - Source: Unearthed Arcana: The Ranger, Revised, p. 6 - - - - - - Magic-User's Nemesis (Monster Slayer Conclave) - At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against you spell save DC, or its spell or teleport fails and is wasted. - Once you use this feature, you can’t use it again until you finish a short or long rest. - - Source: Xanathar's Guide to Everything, p. 43 - - - - - - Master of the Dark (Nightstalker Conclave) - At 11th level, you can choose another form of shadow familiar that you can create, choosing from the same three forms described in the shadow familiar feature. - - Source: Dark Arts Player's Companion, p. 15 - - - - - - Rooted Defense (Primeval Guardian) - At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies. - - Source: Unearthed Arcana: Ranger and Rogue, p. 2 - - - - - 0,4,3,3 - - - - - Ability Score Improvement (3rd) - 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. - - Source: Unearthed Arcana: The Ranger, Revised, p. 4 - - - - - 0,4,3,3,1 - - - - 0,4,3,3,1 - - - - - Vanish - Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. - - Source: Unearthed Arcana: The Ranger, Revised, p. 5 - - - - - 0,4,3,3,2 - - - - - Superior Beast's Defense (Beast Conclave) - At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it. - - Source: Unearthed Arcana: The Ranger, Revised, p. 6 - - - - - - Shadowy Dodge (Gloom Stalker Conclave) - Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. - - Source: Xanathar's Guide to Everything, p. 42 - - - - - - Spectral Defense (Horizon Walker Conclave) - At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn. - - Source: Xanathar's Guide to Everything, p. 43 - - - - - - Superior Hunter's Defense (Hunter Conclave) - At 15th level, you gain one of the following features of your choice: Evasion, Stand Against the Tide, and Uncanny Dodge. - - Source: Unearthed Arcana: The Ranger, Revised, p. 6 - - - - - - Superior Hunter's Defense: Evasion - When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail. - - Source: Unearthed Arcana: The Ranger, Revised, p. 6 - - - - - - Superior Hunter's Defense: Stand Against the Tide - When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. - - Source: Unearthed Arcana: The Ranger, Revised, p. 6 - - - - - - Superior Hunter's Defense: Uncanny Dodge - When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. - - Source: Unearthed Arcana: The Ranger, Revised, p. 6 - - - - - - Slayer’s Counter (Monster Slayer Conclave) - At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects. - - Source: Xanathar's Guide to Everything, p. 43 - - - - - - Lord of the Night (Nightstalker Conclave) - When you reach 15th level, you have gained much greater power over your shadow familiar. When you activate the action of your shadow familiar that requires you to expend a spell slot, you can activate it as bonus action rather than an action. - Additionally, once per long rest you can activate that action without expending a spell slot. - - Source: Dark Arts Player's Companion, p. 15 - - - - - - Guardian Aura (Primeval Guardian) - Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs. - - Source: Unearthed Arcana: Ranger and Rogue, p. 2 - - - - - 0,4,3,3,2 - - - - - Ability Score Improvement (4th) - 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. - - Source: Unearthed Arcana: The Ranger, Revised, p. 4 - - - - - 0,4,3,3,3,1 - - - - 0,4,3,3,3,1 - - - - - Feral Senses - At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. - You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. - - Source: Unearthed Arcana: The Ranger, Revised, p. 5 - - - - - 0,4,3,3,3,2 - - - - - Ability Score Improvement (5th) - 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. - - Source: Unearthed Arcana: The Ranger, Revised, p. 4 - - - - - 0,4,3,3,3,2 - - - - - Foe Slayer - At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. - - Source: Unearthed Arcana: The Ranger, Revised, p. 5 - - - @@ -43330,115 +37745,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Player's Handbook, p. 97 - - - - - Rune Scribe - 8 - - - - - - Starting Rune Scribe - As a 1st-level Rune Scribe, you begin play with 8+your Constitution modifier hit points. - - You are proficient with the following items, in addition to any proficiencies provided by your race or background. - • Armor: - • Weapons: - • Tools: - • Skills: - - You begin play with the following equipment, in addition to any equipment provided by your background. - - - Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 2 - - - - - - Multiclass Rune Scribe - To multiclass as a Rune Scribe, you must meet the following prerequisites: - • Dexterity 13: Rune scribes need agile fingers to master the intricate patterns of a rune. - • Intelligence 13: Rune lore requires intense study and knowledge. - • Proficiency in the Arcana skill: Rune mastery requires an understanding of arcane lore. - • Character level 5th: Rune magic awakens only for powerful souls, and you must be a 5th-level character before you can gain levels in the rune scribe prestige class. - • Complete a special task. You must find a rune and present it to an NPC rune scribe who accepts it in return for tutoring you in the ways of rune magic. You cannot gain more levels in this prestige class than your tutor has. You might need to seek out additional runes and present them to more skilled rune scribes in order to reach 5th level in this prestige class. - - You gain the following proficiencies: - • Calligrapher’s supplies, mason’s tools, woodcarver’s tools - - Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 2 - - - - - - - - - Rune Lore - At 1st level, you learn the basics of scribing runes, and are able to activate a master rune’s full range of properties when you are properly attuned to it. - The first rune you master is the rune you found and presented to your tutor to qualify for this prestige class. Your entrance to the class includes the process of mastering that rune’s secrets. - - Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 3 - - - - - - Runic Magic - Runes can make use of your own magical power to augment some of their effects. You gain a number of spell slots as specified on the Rune Scribe table, but this prestige class does not grant spells known. Instead, as a rune scribe, you can expend your spell slots to empower runes. - For the purpose of multiclassing, to determine your total spell slots, add your levels in rune scribe to your levels in classes that grant you the Spellcasting feature. For example, if you are a rune scribe 4/wizard 6, you would have the spell slots of a 10th-level character, in addition to having the cantrips and spellbook of a 6th-level wizard. - - Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 3 - - - - - - - - - Runic Discovery - Your continuing study of runic magic allows you to recreate the secrets of new runes without first needing to uncover them. At 2nd, 3rd, and 5th level, choose a rare rune. You can attune to that rune even if you do not possess the master rune for it. - In order to attune to a rune in this manner, you must spend a short rest doing nothing but meditating on the rune. At the end of the short rest, you are attuned to the rune. You are considered to always have the rune on your person for the purpose of determining whether you can use its features. - You can spend another short rest doing nothing but meditating on the rune to end your attunement to it. - - Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 3 - - - - - - - - - - - - Living Rune - Runes are a part of the living world, and your studies allow you to connect to their magic in increasingly powerful ways. At 4th level, you learn to incorporate rune magic into your identity, allowing you to augment your body and mind. - At the end of a long rest, you can choose to increase one ability score of your choice by 2 or increase two ability scores of your choice by 1. At the end of each subsequent long rest, you can alter this choice, reducing the scores you previously increased and improving different scores. (If you chose to increase two abilities, you can opt to alter only one of those choices.) - - Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 3 - - - - - - - - - Rune Mastery - At 5th level, you attain the ability to master an ever-greater range of runic magic. When you attune to a rune, you can choose to have it not count toward your limit of attuned magic items. You can be attuned to only one such rune in this manner at a time. You can use this ability again after you end your attunement to a rune. - - Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 3 - - - @@ -43682,97 +37988,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Sorcerous Origin: Phoenix Sorcery - Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix’s power dwells within you. - That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can’t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire. - More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place. - Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them. - - Phoenix Soul Quirks - - 1 — You absentmindedly ignite small fires that quickly sputter out. - - 2 — You cackle like a fiend when you unleash your fire spells. - - 3 — You admire fire, even if it burns your friends. - - 4 — You are covered in burns that mark the first time your power manifested. - - 5 — You like your food charred. - - 6 — You are brave to the point of recklessness. - - Source: Unearthed Arcana: Sorcerer, p. 1 - - - - - - Ignite (Phoenix Sorcery) - At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes. - - Source: Unearthed Arcana: Sorcerer, p. 2 - - - - - - Mantle of Flame (Phoenix Sorcery) - Starting at 1st level, you can unleash the phoenix fire that blazes within you. - As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits: - - • You shed bright light in a 30-foot radius and dim light for an additional 30 feet. - - • Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee -attack from within 5 feet of you or if it touches -you. - - • Whenever you roll fire damage on your turn, -the roll gains a bonus to equal to your Charisma modifier. - Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Unearthed Arcana: Sorcerer, p. 2 - - - - - - Sorcerous Origin: Sea Sorcery - The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power. - Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea. - - Source: Unearthed Arcana: Sorcerer, p. 2 - - - - - - Soul of the Sea (Sea Sorcery) - At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed. - - Source: Unearthed Arcana: Sorcerer, p. 3 - - - - - - Curse of the Sea (Sea Sorcery) - When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse. - When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature. - Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies): - - Cold Damage: If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater. - - Lightning Damage: If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier. - - Forced Movement; If the target is moved by your spell, increase the distance it is moved by 15 feet. - - Source: Unearthed Arcana: Sorcerer, p. 3 - - - Sorcerous Origin: Shadow Magic @@ -43816,54 +38031,6 @@ the roll gains a bonus to equal to your Charisma modifier. - - - Sorcerous Origin: Stone Sorcery - Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command. - Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes. - - Source: Unearthed Arcana: Sorcerer, p. 3 - - - - - - Bonus Proficiencies (Stone Sorcery) - At 1st level, you gain proficiency with shields, simple weapons, and martial weapons. - - Source: Unearthed Arcana: Sorcerer, p. 4 - - - - - - Metal Magic (Stone Sorcery) - Your affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. - - 1st — compelled duel - 1st — searing smite - 1st — thunderous smite - 1st — wrathful smite - 2nd — branding smite - 2nd — magic weapon - 3rd — blinding smite - 3rd — elemental weapon - 4th — staggering smite. - - Source: Unearthed Arcana: Sorcerer, p. 4 - - - - - - Stone’s Durability (Stone Sorcery) - At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. - As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. - - Source: Unearthed Arcana: Sorcerer, p. 4 - - - Sorcerous Origin: Storm Sorcery @@ -44261,29 +38428,6 @@ the roll gains a bonus to equal to your Charisma modifier. - - - Phoenix Spark (Phoenix Sorcery) - Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar. - If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier. - If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends. - Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Unearthed Arcana: Sorcerer, p. 2 - - - - - - Watery Defense (Sea Sorcery) - At 6th level, you gain resistance to fire damage. - You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from -it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest. - - Source: Unearthed Arcana: Sorcerer, p. 3 - - - Hound of Ill Omen (Shadow Magic) @@ -44303,18 +38447,6 @@ it, you can reduce that damage by an amount equal to your sorcerer level plus yo - - - Stone Aegis (Stone Sorcery) - Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies’ protection. - As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated. - In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see -within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level. - - Source: Unearthed Arcana: Sorcerer, p. 4 - - - Heart of the Storm (Storm Sorcery) @@ -44502,26 +38634,6 @@ within 5 feet of the attacker. You can teleport only if you and the attacker are - - - Nourishing Fire (Phoenix Sorcery) - Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier. - - Source: Unearthed Arcana: Sorcerer, p. 2 - - - - - - Shifting Form (Sea Sorcery) - Starting at 14th level, you gain the ability to enter a liquid state while moving. - When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there. - On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement. - - Source: Unearthed Arcana: Sorcerer, p. 3 - - - Shadow Walk (Shadow Magic) @@ -44531,15 +38643,6 @@ within 5 feet of the attacker. You can teleport only if you and the attacker are - - - Stone’s Edge (Stone Sorcery) - Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell. - - Source: Unearthed Arcana: Sorcerer, p. 4 - - - Storm's Fury (Storm Sorcery) @@ -44698,36 +38801,6 @@ within 5 feet of the attacker. You can teleport only if you and the attacker are - - - Form of the Phoenix (Phoenix Sorcery) - At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits: - - • You have a flying speed of 40 feet and can hover. - - • You have resistance to all damage. - - • If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature. - - Source: Unearthed Arcana: Sorcerer, p. 2 - - - - - - Water Soul (Sea Sorcery) - Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits: - - • You no longer need to eat, drink, or sleep. - - • A critical hit against you becomes a normal hit. - - • You have resistance to bludgeoning, piercing, and slashing damage. - - Source: Unearthed Arcana: Sorcerer, p. 3 - - - Umbral Form (Shadow Magic) @@ -44738,15 +38811,6 @@ within 5 feet of the attacker. You can teleport only if you and the attacker are - - - Earth Master’s Aegis (Stone Sorcery) - Beginning at 18th level, when you use your Stone’s Aegis to protect an ally, you can choose up to three creatures to gain its benefits. - - Source: Unearthed Arcana: Sorcerer, p. 4 - - - Wind Soul (Storm Sorcery) @@ -44793,7 +38857,6 @@ within 5 feet of the attacker. You can teleport only if you and the attacker are Source: Player's Handbook, p. 102 - @@ -44837,7 +38900,10 @@ within 5 feet of the attacker. You can teleport only if you and the attacker are Source: Player's Handbook, p. 163 -light armorsimple weaponsnone4d4x10 + light armor + simple weapons + none + 4d4x10 2, 1 @@ -45059,68 +39125,6 @@ within 5 feet of the attacker. You can teleport only if you and the attacker are - - - Otherworldly Patron: The Raven Queen - You patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature’s death and ensuring that it meets its end at the proscribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers. - The Raven Queen’s followers are expected to serve her will in the world. She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality. She hates intelligent undead and expects her followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in her eyes. - - Expanded Spell List: The Raven Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. - - 1st — false life, sanctuary - 2nd — silence, spiritual weapon - 3rd — feign death, speak with dead - 4th — ice storm, locate creature - 5th — commune, cone of cold. - - Source: Unearthed Arcana: Warlock & Wizard, p. 2 - - - - - - Sentinel Raven (The Raven Queen) - Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you. - While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated. - You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you. - In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours. - The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. - The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. - 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. - - Source: Unearthed Arcana: Warlock & Wizard, p. 2 - - - - - - Otherworldly Patron: The Seeker - Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron’s gifts, you wander the world seeking lore that you can share with the Seeker. - Your patron could be any deity or other powerful entity dedicated to knowledge or forgotten lore. Celestian is an ideal patron for a Greyhawk campaign, and was the inspiration for this concept. In the Forgotten Realms, your patron might be Azuth or Oghma. Aureon makes an excellent patron in Eberron, while in Krynn and the Dragonlance campaign setting, Gilean is a good match for the Seeker’s role. - - Expanded Spell List: - The Seeker lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. - - 1st — feather fall, jump - 2nd — levitate, locate object - 3rd — clairvoyance, sending - 4th — arcane eye, locate creature - 5th — legend lore, passwall - - Source: Unearthed Arcana: The Faithful, p. 1 - - - - - - Shielding Aurora (The Seeker) - Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. - Once you use this feature, you can’t use it again until you finish a short or long rest. - - Source: Unearthed Arcana: The Faithful, p. 1 - - - Otherworldly Patron: The Undying @@ -45201,19 +39205,6 @@ within 5 feet of the attacker. You can teleport only if you and the attacker are - - - Pact Boon: Pact of the Star Chain - At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. - The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain 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 the Seeker’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 Star Chain, you can perform a 1 hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. - The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian. - - Source: Unearthed Arcana: The Faithful, p. 1 - - - Pact Boon: Pact of the Tome @@ -45310,24 +39301,6 @@ within 5 feet of the attacker. You can teleport only if you and the attacker are - - - Soul of the Raven (The Raven Queen) - At 6th level, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven’s form. While merged, you become Tiny, you replace your speed with the raven’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal. - - Source: Unearthed Arcana: Warlock & Wizard, p. 2 - - - - - - Astral Refuge (The Seeker) - At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends. - - Source: Unearthed Arcana: The Faithful, p. 2 - - - Defy Death (The Undying) @@ -45432,24 +39405,6 @@ within 5 feet of the attacker. You can teleport only if you and the attacker are - - - Raven’s Shield (The Raven Queen) - At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage. - - Source: Unearthed Arcana: Warlock & Wizard, p. 3 - - - - - - Far Wanderer (The Seeker) - At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage. - - Source: Unearthed Arcana: The Faithful, p. 2 - - - Undying Nature (The Undying) @@ -45572,28 +39527,6 @@ within 5 feet of the attacker. You can teleport only if you and the attacker are - - - Queen’s Right Hand (The Raven Queen) - Starting at 14th level, you can channel the Raven Queen’s power to slay a creature. You can cast finger of death. After you cast the spell with this feature, you can’t do so again until you finish a long rest. - - Source: Unearthed Arcana: Warlock & Wizard, p. 3 - - - - - - Astral Sequestration (The Seeker) - Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. - By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. - During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. - Once you use this ability, you cannot use it again until you complete a long rest. - - - Source: Unearthed Arcana: The Faithful, p. 2 - - - Indestructible Life (The Undying) @@ -45648,17 +39581,6 @@ within 5 feet of the attacker. You can teleport only if you and the attacker are - - - Gift of the Depths - Prerequisite: The Archfey patron - The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed. - You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest. - - Source: Unearthed Arcana: Warlock & Wizard, p. 5 - - - 4, 0, 0, 0, 0, 4 @@ -45685,7 +39607,6 @@ within 5 feet of the attacker. You can teleport only if you and the attacker are Source: Player's Handbook, p. 108 - @@ -45729,7 +39650,10 @@ within 5 feet of the attacker. You can teleport only if you and the attacker are Source: Player's Handbook, p. 163 -nonedaggers, darts, slings, quarterstaffs, light crossbowsnone4d4x10 + none + daggers, darts, slings, quarterstaffs, light crossbows + none + 4d4x10 3, 2 @@ -45815,41 +39739,6 @@ within 5 feet of the attacker. You can teleport only if you and the attacker are - - - Arcane Tradition: Artificer - When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. - Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. - - Source: Unearthed Arcana: Eberron, p. 3 - - - - - - Infuse Potions (Artificer) - Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end. - The spell slot you expend determines the type of potion you can create. See chapter 7 of the Dungeon Master’s Guide for complete rules on potions. - - 1st — Climbing, growth, or healing - 2nd — Mind reading or greater healing - 3rd — Invisibility, superior healing, or water breathing - 4th — Resistance - - Source: Unearthed Arcana: Eberron, p. 3 - - - - - - Infuse Scrolls (Artificer) - At 2nd level, you can also tap into your reserves of magical energy to create spell scrolls. You can use your Arcane Recovery ability to create a scroll instead of regaining expended spell slots. - You must finish a short rest, then spend 10 minutes with parchment, quill, and ink to create a spell scroll containing one spell chosen from those you know. Subtract the spell’s level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your Arcane Recovery applies until you use the scroll and then finish a long rest. - - Source: Unearthed Arcana: Eberron, p. 4 - - - Arcane Tradition: Bladesinging @@ -45898,52 +39787,6 @@ within 5 feet of the attacker. You can teleport only if you and the attacker are - - - Arcane Tradition: Lore Mastery - Lore Mastery is an arcane tradition fixated on -understanding the underlying mechanics of -magic. It is the most academic of all arcane -traditions. The promise of uncovering new -knowledge or proving (or discrediting) a theory -of magic is usually required to rouse its -practitioners from their laboratories, academies, -and archives to pursue a life of adventure. - Known as savants, followers of this tradition -are a bookish lot who see beauty and mystery in -the application of magic. The results of a spell -are less interesting to them than the process that -creates it. Some savants take a haughty attitude -toward those who follow a tradition focused on a -single school of magic, seeing them as provincial -and lacking the sophistication needed to master -true magic. Other savants are generous teachers, knowledge and good humor. - - Source: Unearthed Arcana: Warlock & Wizard, p. 5 - - - - - - Lore Master (Lore Mastery) - Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill. - In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice). - - Source: Unearthed Arcana: Warlock & Wizard, p. 6 - - - - - - Spell Secrets (Lore Mastery) - At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies. - When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it. - When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest. - - Source: Unearthed Arcana: Warlock & Wizard, p. 6 - - - Arcane Tradition: School of Abjuration @@ -46127,126 +39970,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. - - - Arcane Tradition: School of Invention - The School of Invention claims credit for inventing the other schools of magic—a claim other wizards find absurd. Wizards of this school push magic to its limits. They stretch the known laws of arcane power and strive to reveal important truths about the nature of the multiverse. - Adherents of this school believe that innovation is best served through experimentation. They have a reputation for acting first, thinking second. Most wizards are scholars who have mastered their craft through careful study, rigorous practice, and endless hours of repetition. These wizards would rather throw spells together and see what happens. - Many wizards of this tradition are gnomes, alchemists, or both, and they take pride in the magic-infused armor they don. The armor not only provides protection, but it is also designed to help the wizard channel magic in unpredictable ways. - Wizards of this tradition are regarded as savants to their faces, but wizards of other traditions often think of them as lunatics. - - Source: Unearthed Arcana: Three Subclasses, p. 2 - - - - - - Tools of the Inventor (School of Invention) - At 2nd level, you gain proficiency with two tools of your choice. - - Source: Unearthed Arcana: Three Subclasses, p. 3 - - - - - - Arcanomechanical Armor (School of Invention) - Innovation is a dangerous practice, at least as far as members of this school practice it. As a shield against this risk, you have developed a suit of arcane armor. - Starting at 2nd level, you gain proficiency with light armor and gain a suit of arcanomechanical armor—a magic item that only you can attune to. While you are attuned to it and wearing it, it grants you resistance to force damage. - The armor is light armor and provides an AC of 12 + your Dexterity modifier. It weighs 8 pounds. - You can create a new suit of it at the end of a long rest by touching a nonmagical suit of studded leather armor, which magically transforms it. Doing so removes the magic from your previous arcanomechanical armor, turning it into nonmagical studded leather. - - Source: Unearthed Arcana: Three Subclasses, p. 3 - - - - - - Reckless Casting (School of Invention) - Starting at 2nd level, you can attempt to cast a spell you don’t have prepared. When you use this ability, you use your action and choose one of the following options: - - • Roll on the Reckless Casting table for cantrips and cast the resulting spell as part of this action. - - • Expend a spell slot and roll twice on the Reckless Casting table for its level, or the 5th- level table if the slot is 6th level or higher. Pick which of the two results you want to use and cast the resulting spell as part of this action. - - If the spell you cast isn’t a wizard spell, it is nonetheless a wizard spell for you when you cast it with this feature. - - d10 — Cantrip: - 1 — acid splash - 2 — chill touch - 3 — fire bolt - 4 — light - 5 — poison spray - 6 — ray of frost - 7 — shocking grasp - 8 — sacred flame - 9 — thorn whip - 10 — Roll twice and cast each cantrip, but if you roll another 10 on either die, you cast nothing, wasting your action. - - d10 — 1st-Level Spell: - 1 — burning hands - 2 — chromatic orb - 3 — color spray - 4 — faerie fire - 5 — false life - 6 — fog cloud - 7 — jump - 8 — magic missile - 9 — thunderwave - 10 — Roll twice and cast each Spell:, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. - - d10 — 2nd-Level Spell: - 1 — blur - 2 — darkness - 3 — enlarge/reduce - 4 — gust of wind - 5 — invisibility - 6 — levitate - 7 — Melf’s acid arrow - 8 — scorching ray - 9 — shatter - 10 — Roll twice and cast each Spell:, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. - - d10 — 3rd-Level Spell: - 1 — blink - 2 — fear - 3 — feign death - 4 — fireball - 5 — fly - 6 — gaseous form - 7 — lightning bolt - 8 — sleet storm - 9 — stinking cloud - 10 — Roll twice and cast each Spell:, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. - - d10 — 4th-Level Spell: - 1 — blight - 2 — confusion - 3 — Evard’s black tentacles - 4 — fire shield - 5 — greater invisibility - 6 — ice storm - 7 — phantasmal killer - 8 — stoneskin - 9 — wall of fire - 10 — Roll twice and cast each Spell:, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. - - d10 — 5th-Level Spell: - 1 — cloudkill - 2 — cone of cold - 3 — destructive wave - 4 — flame strike - 5 — hold monster - 6 — insect plague - 7 — mass cure wounds - 8 — wall of force - 9 — wall of stone - 10 — Roll twice and cast each Spell:, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. - - Source: Unearthed Arcana: Three Subclasses, p. 3 - - - Arcane Tradition: School of Necromancy @@ -46303,58 +40026,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. - - - Arcane Tradition: Theurgy - A number of deities claim arcane magic as their domain, for magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons. - Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. These religious magic-users follow the arcane tradition of Theurgy, and are commonly known as theurgists. Such spellcasters are as dedicated and scholarly as any other wizard, but they blend their arcane study with religious devotion. - - Source: Unearthed Arcana: Wizard Revisited, p. 1 - - - - - - Divine Inspiration (Theurgy) - When you choose this tradition at 2nd level, choose a domain from your chosen deity’s list of eligible domains (see appendix B, “Gods of the Multiverse,” in the Player’s Handbook for examples). The Knowledge and Light domains are especially appropriate choices for a theurgist. - - Source: Unearthed Arcana: Wizard Revisited, p. 1 - - - - - - Arcane Initiate (Theurgy) - Beginning when you select this tradition at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots. - If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots. - Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can’t copy cleric spells from your spellbook into their own spellbooks. - - Source: Unearthed Arcana: Wizard Revisited, p. 1 - - - - - - Channel Arcana (Theurgy) - At 2nd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability. - When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again. - Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC. - Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. - If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Arcana feature. - - Source: Unearthed Arcana: Wizard Revisited, p. 1 - - - - - - Channel Arcana: Divine Arcana (Theurgy) - As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate. - - Source: Unearthed Arcana: Wizard Revisited, p. 1 - - - Channel Arcana: Arcane Abjuration (Arcana Domain) (Theurgy) @@ -46453,38 +40124,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. - - - Channel Divinity: Artisan's Blessing (Forge Domain) (Theurgy) - Starting at 2nd level, you can use your Channel Divinity to create simple items. - You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools. or another metal object (see chapter 5, "Equipment," in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. - The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation. - The ritual can create an exact duplicate of a nonmagical item that contains metal, such as a copy of a key, if you possess the original during the ritual. - - Source: Unearthed Arcana: Cleric Divine Domains, p, 1 - - - - - - Channel Divinity: Path to the Grave (Grave Domain) (Theurgy) - Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination. - As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn.. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of the attack’s damage, and then the curse ends. - - Source: Unearthed Arcana: Cleric Divine Domains, p, 2 - - - - - - Channel Divinity: Radiant Defense (Protection Domain) (Theurgy) - Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. - As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level. - - Source: Unearthed Arcana: Cleric Divine Domains, p, 3 - - - Arcane Tradition: War Magic @@ -46541,22 +40180,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.3, 4, 3, 3 - - - Infuse Weapons and Armor (Artificer) - Beginning at 6th level, you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition). You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency. Once you have expended a spell slot to create such an item, you cannot regain that slot until the item becomes nonmagical. - The spell slot you expend determines the type of weapon, armor, or shield you can create. - - 2nd — +1 ammunition (20 pieces) - 3rd — +1 weapon or +1 shield - 4th — +1 armor - 5th — +2 weapon or +2 ammunition (20 pieces) - 6th — +2 armor - - Source: Unearthed Arcana: Eberron, p. 4 - - - Extra Attack (Bladesinging) @@ -46566,18 +40189,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. - - - Alchemical Casting (Lore Mastery) - At 6th level, you learn to augment spells in a variety of ways. When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend. - An additional 1st-level spell slot can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell. - An additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile. - An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2. - - Source: Unearthed Arcana: Warlock & Wizard, p. 6 - - - Projected Ward (School of Abjuration) @@ -46634,17 +40245,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. - - - Alchemical Casting (School of Invention) - At 6th level, you learn to channel magic through your arcanomechanical armor to augment spells in a variety of ways. When you cast a spell while wearing that armor and attuned to it, you can expend one additional spell slot of 1st or 2nd level to alter the spell. The effect depends on the spell slot you expend. - A 1st-level slot allows you to manipulate the spell’s energy. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type for another one from that list. - A 2nd-level slot increases the spell’s raw force. If you roll damage for the spell when you cast it, increase that damage by 2d10 force damage against one of the spell’s targets (your choice) this turn. - - Source: Unearthed Arcana: Three Subclasses, p. 3 - - - Undead Thralls (School of Necromancy) @@ -46679,15 +40279,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. - - - Arcane Acolyte (Theurgy) - At 6th level, you gain your chosen domain’s 1st-level benefits. However, you do not gain any weapon or armor proficiencies from the domain. - - Source: Unearthed Arcana: Wizard Revisited, p. 1 - - - Arcane Initiate (Arcana Domain) (Theurgy) @@ -46782,45 +40373,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. - - - Blessing of the Forge (Forge Domain) (Theurgy) - At 6th level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. - Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Unearthed Arcana: Cleric Divine Domains, p, 1 - - - - - - Circle of Mortality (Grave Domain) (Theurgy) - At 6th level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. - In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action. - - Source: Unearthed Arcana: Cleric Divine Domains, p, 2 - - - - - - Eyes of the Grave (Grave Domain) (Theurgy) - At 6th level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity. - You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. - - Source: Unearthed Arcana: Cleric Divine Domains, p, 2 - - - - - - Shield of the Faithful (Protection Domain) (Theurgy) - Starting at 6th level, you gain the ability to hinder attacks intended for others. When a creature 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. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target. - - Source: Unearthed Arcana: Cleric Divine Domains, p, 3 - - - Power Surge (War Magic) @@ -46858,16 +40410,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.5, 4, 3, 3, 3, 2 - - - Superior Artificer (Artificer) - Starting at 10th level, you can create a second magic weapon, suit of armor, shield, or bundle of ammunition using your Infuse Weapons and Armor ability. Attempting to infuse a third item causes the oldest one to immediately lose its potency. - You can also create one additional potion or scroll using Infuse Potions or Infuse Scrolls. - - Source: Unearthed Arcana: Eberron, p. 4 - - - Song of Defense (Bladesinging) @@ -46877,15 +40419,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. - - - Prodigious Memory (Lore Mastery) - At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a short or long rest. - - Source: Unearthed Arcana: Warlock & Wizard, p. 6 - - - Improved Abjuration (School of Abjuration) @@ -46953,15 +40486,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. - - - Prodigious Inspiration (School of Invention) - At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this ability again until you finish a short or long rest. - - Source: Unearthed Arcana: Three Subclasses, p. 3 - - - Inured to Undeath (School of Necromancy) @@ -46981,15 +40505,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. - - - Arcane Priest (Theurgy) - At 10th level, you gain your chosen domain’s 6th-level benefits. Your faith and your understanding of magic allow you to delve into your god’s secrets. - - Source: Unearthed Arcana: Wizard Revisited, p. 2 - - - Spell Breaker (Arcana Domain) (Theurgy) @@ -47075,36 +40590,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. - - - Soul of the Forge (Forge Domain) (Theurgy) - Starting at 10th level, your mastery of the forge grants you special abilities: - • You gain resistance to fire damage. - • While wearing heavy armor, you gain a +1 bonus to AC. - - Source: Unearthed Arcana: Cleric Divine Domains, p, 1 - - - - - - Sentinel at Death's Door (Grave Domain) (Theurgy) - At 10th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. - You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. - - Source: Unearthed Arcana: Cleric Divine Domains, p, 2 - - - - - - Blessed Healer (Protection Domain) (Theurgy) - Beginning at 10th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell’s level. - - Source: Unearthed Arcana: Cleric Divine Domains, p, 3 - - - Durable Magic (War Magic) @@ -47140,15 +40625,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.5, 4, 3, 3, 3, 2, 1, 1 - - - Master Artificer (Artificer) - On reaching 14th level, your mastery of arcane magic allows you to produce a variety of magic items. You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the Dungeon Master’s Guide. It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item. - - Source: Unearthed Arcana: Eberron, p. 4 - - - Song of Victory (Bladesinging) @@ -47158,16 +40634,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. - - - Master of Magic (Lore Mastery) - At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends. - You can’t use this feature again until you finish a long rest. - - Source: Unearthed Arcana: Warlock & Wizard, p. 6 - - - Spell Resistance (School of Abjuration) @@ -47226,15 +40692,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. - - - Controlled Chaos (School of Invention) - At 14th level, your ability to improvise magic grows stronger. Whenever you roll on a Reckless Casting table for a spell other than a cantrip, you can roll on the table that is one level higher than the expended spell slot. - - Source: Unearthed Arcana: Three Subclasses, p. 3 - - - Command Undead (School of Necromancy) @@ -47266,15 +40723,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. - - - Arcane High Priest (Theurgy) - At 14th level, you gain your chosen domain’s 17th-level benefits. Your academic nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain. - - Source: Unearthed Arcana: Wizard Revisited, p. 2 - - - Arcane Mastery (Arcana Domain) (Theurgy) @@ -47361,36 +40809,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. - - - Saint of Forge and Fire (Forge Domain) (Theurgy) - At 14th level, your blessed affinity with fire and metal becomes more powerful: - • You gain immunity to fire damage. - • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. - - Source: Unearthed Arcana: Cleric Divine Domains, p, 1 - - - - - - Keeper of Souls (Grave Domain) (Theurgy) - Starting at 14th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn. - - Source: Unearthed Arcana: Cleric Divine Domains, p, 2 - - - - - - Indomitable Defense (Protection Domain) (Theurgy) - At 14th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. - As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action. - - Source: Unearthed Arcana: Cleric Divine Domains, p, 3 - - - Deflecting Shroud (War Magic) @@ -47463,8 +40881,8 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 115 - + Aberrant Dragon Mark No existing dragonmark @@ -47479,36 +40897,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Wayfinder's Guide to Eberron, Chapter 4 constitution +1 - - Acrobat - - You become more nimble, gaining the following benefits: - - • Increase your Dexterity score by 1, to a maximum of 20. - - • You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn. - - Source: Unearthed Arcana: Feats for Skills, p. 1 - acrobatics - dexterity +1 - - - Acrobat (Proficient) - - You become more nimble, gaining the following benefits: - - • Increase your Dexterity score by 1, to a maximum of 20. - - • You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn. - - Source: Unearthed Arcana: Feats for Skills, p. 1 - dexterity +1 - Acrobatics+%0 - Actor @@ -47523,22 +40911,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 165 charisma +1 - - Alchemist - - You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits: - - • Increase your Intelligence score by 1, to a maximum of 20. - - • You gain proficiency with alchemist’s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. - - • As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work. - - • Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore. - - Source: Unearthed Arcana: Feats, p. 4 - intelligence +1 - Alert @@ -47553,66 +40925,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 165 initiative +5 - - Animal Handler - - You master the techniques needed to train and handle animals. You gain the following benefits. - - • Increase your Wisdom score by 1, to a maximum of 20. - - • You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area. - - Source: Unearthed Arcana: Feats for Skills, p. 1 - animal handling - wisdom +1 - - - Animal Handler (Proficient) - - You master the techniques needed to train and handle animals. You gain the following benefits. - - • Increase your Wisdom score by 1, to a maximum of 20. - - • You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area. - - Source: Unearthed Arcana: Feats for Skills, p. 1 - wisdom +1 - Animal Handling+%0 - - - Arcanist - - You study the arcane arts, gaining the following benefits: - - • Increase your Intelligence score by 1, to a maximum of 20. - - • You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest. - - Source: Unearthed Arcana: Feats for Skills, p. 1 - arcana - intelligence +1 - - - Arcanist (Proficient) - - You study the arcane arts, gaining the following benefits: - - • Increase your Intelligence score by 1, to a maximum of 20. - - • You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest. - - Source: Unearthed Arcana: Feats for Skills, p. 1 - intelligence +1 - Arcana+%0 - Athlete (Dexterity) @@ -47645,79 +40957,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 165 strength +1 - - Barbed Hide (Charisma) - Tiefling - One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits: - - • Increase your Constitution or Charisma score by 1, up to a maximum of 20. - - • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. - - • You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. - - Source: Unearthed Arcana: Feats for Races, p. 1 - intimidation - charisma +1 - - - Barbed Hide (Charisma) (Proficient) - Tiefling - One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits: - - • Increase your Constitution or Charisma score by 1, up to a maximum of 20. - - • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. - - • You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. - - Source: Unearthed Arcana: Feats for Races, p. 1 - charisma +1 - intimidation+%0 - - - Barbed Hide (Constitution) - Tiefling - One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits: - - • Increase your Constitution or Charisma score by 1, up to a maximum of 20. - - • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. - - • You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. - - Source: Unearthed Arcana: Feats for Races, p. 1 - intimidation - constitution +1 - - - Barbed Hide (Constitution) (Proficient) - Tiefling - One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits: - - • Increase your Constitution or Charisma score by 1, up to a maximum of 20. - - • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. - - • You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. - - Source: Unearthed Arcana: Feats for Races, p. 1 - constitution +1 - intimidation+%0 - - - Blade Mastery - - You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them: - - • You gain a +1 bonus to attack rolls you make with the weapon. - - • On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you’re not holding the weapon. - - • When you make an opportunity attack with the weapon, you have advantage on the attack roll. - - Source: Unearthed Arcana: Feats, p. 2 - Bountiful Luck Halfling @@ -47727,48 +40966,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Xanathar's Guide to Everything, p. 73 - - Brawny - - You become stronger, gaining the following benefits: - - • Increase your Strength score by 1, to a maximum of 20. - - • You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • You count as if you were one size larger for the purpose of determining your carrying capacity. - - Source: Unearthed Arcana: Feats for Skills, p. 1 - athletics - strength +1 - - - Brawny (Proficient) - - You become stronger, gaining the following benefits: - - • Increase your Strength score by 1, to a maximum of 20. - - • You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • You count as if you were one size larger for the purpose of determining your carrying capacity. - - Source: Unearthed Arcana: Feats for Skills, p. 1 - strength +1 - Athletics+%0 - - - Burglar - - You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits: - - • Increase your Dexterity score by 1, to a maximum of 20. - - • You gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. - - Source: Unearthed Arcana: Feats, p. 4 - dexterity +1 - Charger @@ -47777,30 +40974,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 165 - - Critter Friend - Gnome (forest) - Your friendship with animals mystically deepens. You gain the following benefits: - - • You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. - - • You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells. - - Source: Unearthed Arcana: Feats for Races, p. 1 - animal handling - - - Critter Friend (Proficient) - Gnome (forest) - Your friendship with animals mystically deepens. You gain the following benefits: - - • You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. - - • You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells. - - Source: Unearthed Arcana: Feats for Races, p. 1 - animal handling+%0 - Crossbow Expert @@ -47821,36 +40994,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 165 - - Diplomat - - You master the arts of diplomacy, gaining the following benefits: - - • Increase your Charisma score by 1, to a maximum of 20. - - • You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it. - - • If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter. - - Source: Unearthed Arcana: Feats for Skills, p. 2 - persuasion - charisma +1 - - - Diplomat (Proficient) - - You master the arts of diplomacy, gaining the following benefits: - - • Increase your Charisma score by 1, to a maximum of 20. - - • You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it. - - • If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter. - - Source: Unearthed Arcana: Feats for Skills, p. 2 - charisma +1 - Persuasion+%0 - Dragon Fear (Charisma) Dragonborn @@ -47929,217 +41072,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Xanathar's Guide to Everything, p. 74 strength +1 - - Dragon Wings - Dragonborn - You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren’t wearing heavy armor and aren’t exceeding your carrying capacity. - - Source: Unearthed Arcana: Feats for Races, p. 2 - - - Dragonmark of Detection - half-elf - Your have the magical mark of Detection, the dragonmark of House Medani, and are a member of that house. - You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. - - Least Dragonmark: - When you first take this feat, you gain the least dragonmark. You learn the following spells: detect magic, mage hand - - Lesser Dragonmark: - At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: detect thoughts - - Greater Dragonmark: - At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: clairvoyance - - Source: Unearthed Arcana - Eberron, p. 5 - - - Dragonmark of Finding - half-orc or human - Your have the magical mark of Finding, the dragonmark of House Tharashk, and are a member of that house. - You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. - - Least Dragonmark: - When you first take this feat, you gain the least dragonmark. You learn the following spells: identify, mage hand - - Lesser Dragonmark: - At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: locate object - - Greater Dragonmark: - At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: clairvoyance - - Source: Unearthed Arcana - Eberron, p. 5 - - - Dragonmark of Handling - human - Your have the magical mark of Handling, the dragonmark of House Vadalis, and are a member of that house. - You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. - - Least Dragonmark: - When you first take this feat, you gain the least dragonmark. You learn the following spells: druidcraft, speak with animals - - Lesser Dragonmark: - At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: beast sense - - Greater Dragonmark: - At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: conjure animals - - Source: Unearthed Arcana - Eberron, p. 5 - - - Dragonmark of Healing - halfling - Your have the magical mark of Healing, the dragonmark of House Jorasco, and are a member of that house. - You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. - - Least Dragonmark: - When you first take this feat, you gain the least dragonmark. You learn the following spells: cure wounds, spare the dying - - Lesser Dragonmark: - At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: lesser restoration - - Greater Dragonmark: - At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: revivify - - Source: Unearthed Arcana - Eberron, p. 5 - - - Dragonmark of Hospitality - halfling - Your have the magical mark of Hospitality, the dragonmark of House Ghallanda, and are a member of that house. - You gain the ability to innately cast spells and cantrips, using Charisma as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. - - Least Dragonmark: - When you first take this feat, you gain the least dragonmark. You learn the following spells: friends, unseen servant - - Lesser Dragonmark: - At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: rope trick - - Greater Dragonmark: - At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: Leomund's tiny hut - - Source: Unearthed Arcana - Eberron, p. 5 - - - Dragonmark of Making - human - Your have the magical mark of Making, the dragonmark of House Cannith, and are a member of that house. - You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. - - Least Dragonmark: - When you first take this feat, you gain the least dragonmark. You learn the following spells: identify, mending - - Lesser Dragonmark: - At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: magic weapon - - Greater Dragonmark: - At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: fabricate - - Source: Unearthed Arcana - Eberron, p. 5 - - - Dragonmark of Passage - human - Your have the magical mark of Passage, the dragonmark of House Orien, and are a member of that house. - You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. - - Least Dragonmark: - When you first take this feat, you gain the least dragonmark. You learn the following spells: expeditious retreat, light - - Lesser Dragonmark: - At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: misty step - - Greater Dragonmark: - At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: teleportation circle - - Source: Unearthed Arcana - Eberron, p. 5 - - - Dragonmark of Scribing - gnome - Your have the magical mark of Scribing, the dragonmark of House Sivis, and are a member of that house. - You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. - - Least Dragonmark: - When you first take this feat, you gain the least dragonmark. You learn the following spells: comprehend languages, message - - Lesser Dragonmark: - At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: sending - - Greater Dragonmark: - At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: tongues - - Source: Unearthed Arcana - Eberron, p. 5 - - - Dragonmark of Sentinel - human - Your have the magical mark of Sentinel, the dragonmark of House Deneith, and are a member of that house. - You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. - - Least Dragonmark: - When you first take this feat, you gain the least dragonmark. You learn the following spells: blade ward, compelled duel - - Lesser Dragonmark: - At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: blur - - Greater Dragonmark: - At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: protection from energy - - Source: Unearthed Arcana - Eberron, p. 5 - - - Dragonmark of Shadow - elf - Your have the magical mark of Shadow, the dragonmark of House Phiarlan and House Thuranni, and are a member of one of those houses. - You gain the ability to innately cast spells and cantrips, using Charisma as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. - - Least Dragonmark: - When you first take this feat, you gain the least dragonmark. You learn the following spells: dancing lights, disguise self - - Lesser Dragonmark: - At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: darkness - - Greater Dragonmark: - At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: nondetection - - Source: Unearthed Arcana - Eberron, p. 5 - - - Dragonmark of Storm - half-elf - Your have the magical mark of Storm, the dragonmark of House Lyrander, and are a member of that house. - You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. - - Least Dragonmark: - When you first take this feat, you gain the least dragonmark. You learn the following spells: fog cloud, shocking grasp - - Lesser Dragonmark: - At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: gust of wind - - Greater Dragonmark: - At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: sleet storm - - Source: Unearthed Arcana - Eberron, p. 5 - - - Dragonmark of Warding - dwarf - Your have the magical mark of Warding, the dragonmark of House Kundarak, and are a member of that house. - You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. - - Least Dragonmark: - When you first take this feat, you gain the least dragonmark. You learn the following spells: alarm, resistance - - Lesser Dragonmark: - At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: arcane lock - - Greater Dragonmark: - At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: magic circle - - Source: Unearthed Arcana - Eberron, p. 5 - Drow High Magic Elf (drow) @@ -48287,91 +41219,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Xanathar's Guide to Everything, p. 74 wisdom +1 - - Empathic - - You possess keen insight into how other people think and feel. You gain the following benefits: - - • Increase your Wisdom score by 1, to a maximum of 20. - - • You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn. - - Source: Unearthed Arcana: Feats for Skills, p. 2 - insight - wisdom +1 - - - Empathic (Proficient) - - You possess keen insight into how other people think and feel. You gain the following benefits: - - • Increase your Wisdom score by 1, to a maximum of 20. - - • You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn. - - Source: Unearthed Arcana: Feats for Skills, p. 2 - wisdom +1 - Insight+%0 - - - Everybody's Friend - Half-Elf - You develop your magnetic personality to ease your way through the world. You gain the following benefits: - - • Increase your Charisma score by 1, up to a maximum of 20. - - • You gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill. - - Source: Unearthed Arcana: Feats for Races, p. 2 - deception, persuasion - charisma +1 - - - Everybody's Friend (Proficient in Both) - Half-Elf - You develop your magnetic personality to ease your way through the world. You gain the following benefits: - - • Increase your Charisma score by 1, up to a maximum of 20. - - • You gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill. - - Source: Unearthed Arcana: Feats for Races, p. 2 - charisma +1 - Deception+%0 - Persuasion+%0 - - - Everybody's Friend (Proficient in Deception) - Half-Elf - You develop your magnetic personality to ease your way through the world. You gain the following benefits: - - • Increase your Charisma score by 1, up to a maximum of 20. - - • You gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill. - - Source: Unearthed Arcana: Feats for Races, p. 2 - persuasion - charisma +1 - Deception+%0 - - - Everybody's Friend (Proficient in Persuasion) - Half-Elf - You develop your magnetic personality to ease your way through the world. You gain the following benefits: - - • Increase your Charisma score by 1, up to a maximum of 20. - - • You gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill. - - Source: Unearthed Arcana: Feats for Races, p. 2 - persuasion - charisma +1 - Persuasion+%0 - Fade Away (Dexterity) Gnome @@ -48396,28 +41243,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Xanathar's Guide to Everything, p. 74 intelligence +1 - - Fell Handed - - You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them: - - • You gain a +1 bonus to attack rolls you make with the weapon. - - • Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target. - - • Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit. - - • If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - Source: Unearthed Arcana: Feats, p. 2 - Fey Teleportation (Charisma) Elf (high) @@ -48446,26 +41271,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Xanathar's Guide to Everything, p. 74 intelligence +1 - - Flail Mastery - - The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits. - - • You gain a +1 bonus to attack rolls you make with a flail. - - • As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets’ shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield. - - • When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - Source: Unearthed Arcana: Feats, p. 3 - Flames of Phlegethos (Charisma) Tiefling @@ -48494,22 +41299,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Xanathar's Guide to Everything, p. 74 intelligence +1 - - Gourmand - - You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits: - - • Increase your Constitution score by 1, to a maximum of 20. - - • You gain proficiency with cook’s utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. - - • As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it. - - • During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours. - - Source: Unearthed Arcana: Feats, p. 4 - constitution +1 - Grappler Strength 13 or higher @@ -48695,54 +41484,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Wayfinder's Guide to Eberron, Chapter 4 - - Grudge-Bearer (Constitution) - Dwarf - You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits: - - • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20. - - • During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage. - - • When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage. - - • Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you’re not normally proficient. - - Source: Unearthed Arcana: Feats for Races, p. 3 - constitution +1 - - - Grudge-Bearer (Strength) - Dwarf - You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits: - - • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20. - - • During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage. - - • When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage. - - • Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you’re not normally proficient. - - Source: Unearthed Arcana: Feats for Races, p. 3 - strength +1 - - - Grudge-Bearer (Wisdom) - Dwarf - You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits: - - • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20. - - • During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage. - - • When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage. - - • Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you’re not normally proficient. - - Source: Unearthed Arcana: Feats for Races, p. 3 - wisdom +1 - Healer @@ -48778,108 +41519,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 167 strength +1 - - Historian - - Your study of history rewards you with the following benefits: - - • Increase your Intelligence score by 1, to a maximum of 20. - - • You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • When you take the Help action to aid another creature’s ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying. - - Source: Unearthed Arcana: Feats for Skills, p. 2 - history - intelligence +1 - - - Historian (Proficient) - - Your study of history rewards you with the following benefits: - - • Increase your Intelligence score by 1, to a maximum of 20. - - • You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • When you take the Help action to aid another creature’s ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying. - - Source: Unearthed Arcana: Feats for Skills, p. 2 - intelligence +1 - History+%0 - - - Human Determination (Charisma) - Human - You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: - - • Increase one ability score of your choice by 1, to a maximum of 20. - - • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. - - Source: Unearthed Arcana: Feats for Races, p. 3 - charisma +1 - - - Human Determination (Constitution) - Human - You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: - - • Increase one ability score of your choice by 1, to a maximum of 20. - - • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. - - Source: Unearthed Arcana: Feats for Races, p. 3 - constitution +1 - - - Human Determination (Dexterity) - Human - You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: - - • Increase one ability score of your choice by 1, to a maximum of 20. - - • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. - - Source: Unearthed Arcana: Feats for Races, p. 3 - dexterity +1 - - - Human Determination (Intelligence) - Human - You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: - - • Increase one ability score of your choice by 1, to a maximum of 20. - - • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. - - Source: Unearthed Arcana: Feats for Races, p. 3 - intelligence +1 - - - Human Determination (Strength) - Human - You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: - - • Increase one ability score of your choice by 1, to a maximum of 20. - - • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. - - Source: Unearthed Arcana: Feats for Races, p. 3 - strength +1 - - - Human Determination (Wisdom) - Human - You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: - - • Increase one ability score of your choice by 1, to a maximum of 20. - - • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. - - Source: Unearthed Arcana: Feats for Races, p. 3 - wisdom +1 - Infernal Constitution Tiefling @@ -48901,36 +41540,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 167 - - Investigator - - You have an eye for detail and can pick out the smallest clues. You gain the following benefits: - - • Increase your Intelligence score by 1, to a maximum of 20. - - • You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • You can take the Search action as a bonus action. - - Source: Unearthed Arcana: Feats for Skills, p. 2 - investigation - intelligence +1 - - - Investigator (Proficient) - - You have an eye for detail and can pick out the smallest clues. You gain the following benefits: - - • Increase your Intelligence score by 1, to a maximum of 20. - - • You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • You can take the Search action as a bonus action. - - Source: Unearthed Arcana: Feats for Skills, p. 2 - intelligence +1 - Investigation+%0 - Keen Mind @@ -49073,50 +41682,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 168 - - Master of Disguise - - You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits: - - • Increase your Charisma score by 1, to a maximum of 20. - - • You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it. - - • If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action. - - Source: Unearthed Arcana: Feats, p. 4 - charisma +1 - - - Medic - - You master the physician’s arts, gaining the following benefits: - - • Increase your Wisdom score by 1, to a maximum of 20. - - • You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends. - - Source: Unearthed Arcana: Feats for Skills, p. 2 - medicine - wisdom +1 - - - Medic (Proficient) - - You master the physician’s arts, gaining the following benefits: - - • Increase your Wisdom score by 1, to a maximum of 20. - - • You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends. - - Source: Unearthed Arcana: Feats for Skills, p. 2 - wisdom +1 - Medicine+%0 - Medium Armor Master Proficiency with medium armor @@ -49128,36 +41693,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 168 - - Menacing - - You become fearsome to others, gaining the following benefits: - - • Increase your Charisma score by 1, to a maximum of 20. - - • You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour. - - Source: Unearthed Arcana: Feats for Skills, p. 2 - intimidation - charisma +1 - - - Menacing (Proficient) - - You become fearsome to others, gaining the following benefits: - - • Increase your Charisma score by 1, to a maximum of 20. - - • You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour. - - Source: Unearthed Arcana: Feats for Skills, p. 2 - charisma +1 - Intimidation+%0 - Mobile @@ -49209,36 +41744,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 168 - - Naturalist - - Your extensive study of nature rewards you with the following benefits: - - • Increase your Intelligence score by 1, to a maximum of 20. - - • You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest. - - Source: Unearthed Arcana: Feats for Skills, p. 3 - nature - intelligence +1 - - - Naturalist (Proficient) - - Your extensive study of nature rewards you with the following benefits: - - • Increase your Intelligence score by 1, to a maximum of 20. - - • You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest. - - Source: Unearthed Arcana: Feats for Skills, p. 3 - intelligence +1 - Nature+%0 - Observant (Intelligence) @@ -49269,13 +41774,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.passive wisdom +5 wisdom +1 - - Orcish Aggression - Half-Orc - As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. - - Source: Unearthed Arcana: Feats for Races, p. 3 - Orcish Fury (Constitution) Half-Orc @@ -49304,66 +41802,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Xanathar's Guide to Everything, p. 75 strength +1 - - Perceptive - - You hone your senses until they become razor sharp. You gain the following benefits: - - • Increase your Wisdom score by 1, to a maximum of 20. - - • You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear. - - Source: Unearthed Arcana: Feats for Skills, p. 3 - perception - wisdom +1 - - - Perceptive (Proficient) - - You hone your senses until they become razor sharp. You gain the following benefits: - - • Increase your Wisdom score by 1, to a maximum of 20. - - • You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear. - - Source: Unearthed Arcana: Feats for Skills, p. 3 - wisdom +1 - Perception+%0 - - - Performer - - You master performance so that you can command any stage. You gain the following benefits: - - • Increase your Charisma score by 1, to a maximum of 20. - - • You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing. - - Source: Unearthed Arcana: Feats for Skills, p. 3 - performance - charisma +1 - - - Performer (Proficient) - - You master performance so that you can command any stage. You gain the following benefits: - - • Increase your Charisma score by 1, to a maximum of 20. - - • You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing. - - Source: Unearthed Arcana: Feats for Skills, p. 3 - charisma +1 - Performance+%0 - Polearm Master @@ -49386,36 +41824,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Xanathar's Guide to Everything, p. 75 - - Quick-Fingered - - Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits: - - • Increase your Dexterity score by 1, to a maximum of 20. - - • You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket. - - Source: Unearthed Arcana: Feats for Skills, p. 3 - sleight of hand - dexterity +1 - - - Quick-Fingered (Proficient) - - Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits: - - • Increase your Dexterity score by 1, to a maximum of 20. - - • You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket. - - Source: Unearthed Arcana: Feats for Skills, p. 3 - dexterity +1 - Sleight of Hand+%0 - Resilient (Charisma) @@ -49643,48 +42051,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 170 - - Silver-Tongued - - You develop your conversational skill to better deceive others. You gain the following benefits: - - - - • Increase your Charisma score by 1, to a maximum of 20. - - - - • You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - - - • When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour. - - Source: Unearthed Arcana: Feats for Skills, p. 3 - deception - charisma +1 - - - Silver-Tongued (Proficient) - - You develop your conversational skill to better deceive others. You gain the following benefits: - - - - • Increase your Charisma score by 1, to a maximum of 20. - - - - • You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - - - • When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour. - - Source: Unearthed Arcana: Feats for Skills, p. 3 - charisma +1 - Deception+%0 - Skilled @@ -49705,21 +42071,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 170 - - Spear Mastery - - Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits. - - • You gain a +1 bonus to attack rolls you make with a spear. - - • When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.) - - • You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving. - - • As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn. - - Source: Unearthed Arcana: Feats, p. 3 - Spell Sniper The ability to cast at least one spell @@ -49767,66 +42118,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.strength +1 speed + 5 - - Stealthy - - You know how best to hide. You gain the following benefits: - - • Increase your Dexterity score by 1, to a maximum of 20. - - • You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible. - - Source: Unearthed Arcana: Feats for Skills, p. 4 - stealth - dexterity +1 - - - Stealthy (Proficient) - - You know how best to hide. You gain the following benefits: - - • Increase your Dexterity score by 1, to a maximum of 20. - - • You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible. - - Source: Unearthed Arcana: Feats for Skills, p. 4 - dexterity +1 - Stealth+%0 - - - Survivalist - - You master wilderness lore, gaining the following benefits: - - • Increase your Wisdom score by 1, to a maximum of 20. - - • You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest. - - Source: Unearthed Arcana: Feats for Skills, p. 4 - survival - wisdom +1 - - - Survivalist (Proficient) - - You master wilderness lore, gaining the following benefits: - - • Increase your Wisdom score by 1, to a maximum of 20. - - • You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest. - - Source: Unearthed Arcana: Feats for Skills, p. 4 - wisdom +1 - Survival+%0 - Svirfneblin Magic Gnome (deep gnome) @@ -49852,36 +42143,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 170 - - Theologian - - Your extensive study of religion rewards you with the following benefits: - - • Increase your Intelligence score by 1, to a maximum of 20. - - • You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest. - - Source: Unearthed Arcana: Feats for Skills, p. 4 - religion - intelligence +1 - - - Theologian (Proficient) - - Your extensive study of religion rewards you with the following benefits: - - • Increase your Intelligence score by 1, to a maximum of 20. - - • You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - - • You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest. - - Source: Unearthed Arcana: Feats for Skills, p. 4 - intelligence +1 - Religion+%0 - Tough @@ -49926,54 +42187,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 170 strength +1 - - Wonder Maker (Dexterity) - Gnome (rock) - You master the tinker techniques of your people. You gain the following benefits: - - • Increase your Dexterity or Intelligence score by 1, to a maximum of 20. - - • When you make a check using your proficiency with tinker’s tools, you add double your proficiency bonus to the check. - - • When you make a device with your Tinker trait, you have the following additional options for what you make: - - Alarm: This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away. - - Calculator: This device makes doing sums easy. - - Lifter: This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift. - - Timekeeper: This pocket watch keeps accurate time. - - Weather Sensor: When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour. - - Source: Unearthed Arcana: Feats for Races, p. 4 - dexterity +1 - - - Wonder Maker (Intelligence) - Gnome (rock) - You master the tinker techniques of your people. You gain the following benefits: - - • Increase your Dexterity or Intelligence score by 1, to a maximum of 20. - - • When you make a check using your proficiency with tinker’s tools, you add double your proficiency bonus to the check. - - • When you make a device with your Tinker trait, you have the following additional options for what you make: - - Alarm: This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away. - - Calculator: This device makes doing sums easy. - - Lifter: This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift. - - Timekeeper: This pocket watch keeps accurate time. - - Weather Sensor: When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour. - - Source: Unearthed Arcana: Feats for Races, p. 4 - intelligence +1 - Wood Elf Magic Elf (wood) @@ -57579,29 +49792,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 211 1d6 - - Adaptive Body - 1 - NO - - - None - - Mystic, Mystic (Immortal) - You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others. - - Psychic Focus: While focused on this discipline, you don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it. - - Environmental Adaptation: (2 psi) As an action, you or a creature you touch ignores the effects of extreme heat or cold: (but not cold or fire damage) for the next hour. - - Adaptive Shield: (3 psi) When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage— until the end of your next turn. - - Energy Adaptation: (5 psi; conc., 1 hr.) As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends. - - Energy Immunity: (7 psi; conc., 1 hr.) As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends. - - Source: Unearthed Arcana: The Mystic Class, p. 10 - Aganazzar’s Scorcher 2 @@ -58240,30 +50430,8 @@ true magic. Other savants are generous teachers, knowledge and good humor. * Oath, Domain, or Circle of the Land spell (always prepared) - 2d6 - - Aura Sight - 1 - NO - - - None - - Mystic, Mystic (Awakened) - You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature. - - Psychic Focus: While focused on this discipline, you have advantage on Wisdom (Insight) checks. - - Assess Foe: (2 psi) As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities. - - Read Moods: (2 psi) As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent. - - View Aura: (3 psi; conc., 1 hr.) As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it. - - Perceive the Unseen: (5 psi; conc., 1 min.) As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions. - - Source: Unearthed Arcana: The Mystic Class, p. 10 - + 2d6 + Awaken 5 @@ -58425,19 +50593,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. * Oath, Domain, or Circle of the Land spell (always prepared) - - Beacon - 0 - NO - - Self (20-foot radius) - None - up to 1 hour - Mystic - As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action. - - Source: Unearthed Arcana: The Mystic Class, p. 27 - Beacon of Hope 3 @@ -58529,39 +50684,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Xanathar's Guide to Everything, p. 29 - - Bestial Form - 1 - NO - - - None - - Mystic, Mystic (Immortal) - You transform your body, gaining traits of different beasts. - - Psychic Focus: While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks. - - Bestial Claws: (1–7 psi) You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d10 slashing damage per psi point spent. - - Bestial Transformation: As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action. - - Amphibious: (2 psi) You gain gills; you can breathe air and water. - - Climbing: (2 psi) You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed. - - Flight: (5 psi) Wings sprout from your back. You gain a flying speed equal to your walking speed. - - Keen Senses: (2 psi) Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks. - - Perfect Senses: (3 psi) You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded. - - Swimming: (2 psi) You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed. - - Tough Hide: (2 psi) Your skin becomes as tough as leather; you gain a +2 bonus to AC. - - Source: Unearthed Arcana: The Mystic Class, p. 11 - Bestow Curse 3 @@ -58646,19 +50768,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 218 6d10 - - Blade Meld - 0 - NO - - Self - None - 1 minute - Mystic - As a bonus action, a one-handed melee weapon you hold becomes one with your hand. For the next minute, you can’t let go of the weapon nor can it be forced from your grasp. - - Source: Unearthed Arcana: The Mystic Class, p. 27 - Blade Ward 0 @@ -58746,25 +50855,8 @@ true magic. Other savants are generous teachers, knowledge and good humor. * Oath, Domain, or Circle of the Land spell (always prepared) - 8d8 - - Blind Spot - 0 - NO - - 120 feet - None - 1 round - Mystic - As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn. - - Invisible: - • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. - - • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. - - Source: Unearthed Arcana: The Mystic Class, p. 27 - + 8d8 + Blinding Smite 3 @@ -58972,29 +51064,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 81 8d8 - - Brute Force - 1 - NO - - - None - - Mystic, Mystic (Immortal) - You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might. - - Psychic Focus: While focused on this discipline, you have advantage on Strength (Athletics) checks. - - Brute Strike: (1–7 psi) As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage. - - Knock Back: (1–7 psi) When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent. - - Mighty Leap: (1–7 psi) As part of your movement, you jump in any direction up to 20 feet per psi point spent. - - Feat of Strength: (2 psi) As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn. - - Source: Unearthed Arcana: The Mystic Class, p. 11 - Burning Hands 1 @@ -59173,31 +51242,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Xanathar's Guide to Everything, p. 151 - - Celerity - 1 - NO - - - None - - Mystic, Mystic (Immortal) - You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal. - - Psychic Focus: While focused on this discipline, your walking speed increases by 10 feet. - - Rapid Step: (1–7 psi) As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well. - - Agile Defense: (2 psi) As a bonus action, you take the Dodge action. - - Blur of Motion: (2 psi) As an action, you cause yourself to be invisible during any of your movement during the current turn. - - Surge of Speed: (2 psi) As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed. - - Surge of Action: (5 psi) As a bonus action, you can Dash or make one weapon attack. - - Source: Unearthed Arcana: The Mystic Class, p. 12 - Ceremony 1 @@ -59973,22 +52017,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 225 - - Conjure Barlgura - 4 - C - NO - - 60 feet - V, S - Up to 10 minutes - Sorcerer, Wizard - You summon a barlgura that appears in an unoccupied space you can see within range. The barlgura disappears when it drops to 0 hit points or when the spell ends. - The barlgura is hostile to all non-demons. Roll initiative for the barlgura, which has its own turns. At the start of its turn, it moves toward and attacks the nearest non-demon it can perceive. If two or more creatures are equally near, it picks one at random. If it cannot see any potential enemies, the barlgura moves in a random direction in search of foes. - As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned barlgura cannot cross the circle or target anyone in it while the spell lasts. - - Source: Unearthed Arcana: That Old Black Magic, p. 2 - Conjure Barrage 3 @@ -60077,41 +52105,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 226 - - Conjure Hezrou - 7 - C - NO - - 60 feet - V, S, M (food worth at least 100 gp, which the spell consumes) - Concentration, up to 1 hour - Sorcerer, Wizard - You summon a hezrou that appears in an unoccupied space you can see within range. The hezrou disappears when it drops to 0 hit points or when the spell ends. - The hezrou’s attitude depends on the value of the food used as a material component for this spell. Roll initiative for the hezrou, which has its own turns. At the start of the hezrou’s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the food’s value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the hezrou and have it obey you as long as you succeed on the Charisma check. - If the check fails, the spell no longer requires concentration and the demon is no longer under your control. The hezrou then focuses on devouring any corpses it can see. If there are no such meals at hand, it attacks the nearest creatures and eats anything it kills. If its hit points are reduced to below half its hit point maximum, it returns to the Abyss. - As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned hezrou cannot cross the circle or target anyone in it while the spell lasts. - - Source: Unearthed Arcana: That Old Black Magic, p. 2 - - - Conjure Lesser Demon - 3 - C - NO - - 60 feet - V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours) - Concentration, up to 1 hour - Sorcerer, Wizard - You summon up to a total of eight manes or dretches that appear in unoccupied spaces you can see within range. A manes or dretch disappears when it drops to 0 hit points or when the spell ends. - The demons are hostile to all creatures. Roll initiative for the summoned demons as a group, which has its own turns. The demons attack the nearest non-demons to the best of their ability. - As part of casting the spell, you can scribe a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. The summoned demons cannot cross the circle or target anyone in it while the spell lasts. Using the material component in this manner consumes it. - - At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th level, you summon thirty-two demons. - - Source: Unearthed Arcana: That Old Black Magic, p. 2 - Conjure Minor Elementals 4 @@ -60134,22 +52127,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 226 - - Conjure Shadow Demon - 4 - C - NO - - 60 feet - V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours) - Concentration, up to 1 hour - Sorcerer, Wizard - You summon a shadow demon that appears in an unoccupied space you can see within range. The shadow demon disappears when it drops to 0 hit points or when the spell ends. - Roll initiative for the shadow demon, which has its own turns. You can issue orders to the shadow demon, and it obeys you as long as it can attack a creature on each of its turns and does not start its turn in an area of bright light. If either of these conditions is not met, the shadow demon immediately makes a Charisma check contested by your Charisma check. If you fail the check, the spell no longer requires concentration and the demon is no longer under your control. The demon automatically succeeds on the check if it is more than 100 feet away from you. - As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned shadow demon cannot cross the circle or target anyone in it while the spell lasts. - - Source: Unearthed Arcana: That Old Black Magic, p. 3 - Conjure Volley 5 @@ -60165,23 +52142,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 226 8d8 - - Conjure Vrock - 5 - C - NO - - 60 feet - V, S, M (a gem worth at least 100 gp, which the spell consumes) - Concentration, up to 1 hour - Sorcerer, Wizard - You summon a vrock that appears in an unoccupied space you can see within range. The vrock disappears when it drops to 0 hit points or when the spell ends. - The vrock’s attitude depends on the value of the gem used as a material component for this spell. Roll initiative for the vrock, which has its own turns. At the start of the vrock’s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the gem’s value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the vrock and have it obey you as long as you succeed on the Charisma check. - If the check fails, the spell no longer requires concentration and the vrock is no longer under your control. The vrock takes no actions on its next turn and uses its telepathy to tell any creature it can see that it will fight in exchange for treasure. The creature that gives the vrock the most expensive gem can command it for the next 1d6 rounds. At the end of that time, it offers the bargain again. If no one offers the vrock treasure before its next turn begins, it attacks the nearest creatures for 1d6 rounds before returning to the Abyss. - As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned vrock cannot cross the circle or target anyone in it while the spell lasts. - - Source: Unearthed Arcana: That Old Black Magic, p. 3 - Conjure Woodland Beings 4 @@ -60480,34 +52440,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 228 1d6 - - Corrosive Metabolism - 1 - NO - - - None - - Mystic, Mystic (Immortal) - Your control over your body allows you to deliver acid or poison attacks. - - Psychic Focus: While focused on this discipline, you have resistance to acid and poison damage. - - Corrosive Touch: (1–7 psi) As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one. - - Venom Strike: (1–7 psi) As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d6 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned. - - Acid Spray: (2 psi) As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage. - - Breath of the Black Dragon: (5 psi) You exhale a wave of acid in a 60-foot line that is 5 feet wide. Each creature in the line must make a Constitution saving throw, taking 6d6 acid damage on a failed save, or half as much on a successful one. You can increase the damage by 1d6 per additional psi point spent on it. - - Breath of the Green Dragon: (7 psi) You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 10d6 poison damage on a failed save, or half as much damage on a successful one. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - - Source: Unearthed Arcana: The Mystic Class, p. 12 - Counterspell 3 @@ -60685,61 +52617,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. * Oath, Domain, or Circle of the Land spell (always prepared) - - Crown of Despair - 1 - NO - - - None - - Mystic, Mystic (Avatar) - You have learned to harvest seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction. - - Psychic Focus: While focused on this discipline, you have advantage on Charisma (Intimidation) checks. - - Crowned in Sorrow: (1–7 psi) As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage. - - Call to Inaction: (2 psi; conc., 10 min.) If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. - - Visions of Despair: (3 psi) As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on it. - - Dolorous Mind: (5 psi; conc., 1 min.) As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. - - Incapacitated: - • An incapacitated creature can't take actions or reactions. - - Source: Unearthed Arcana: The Mystic Class, p. 12 - - - Crown of Disgust - 1 - NO - - - None - - Mystic, Mystic (Avatar) - You cause a creature to be flooded with emotions of disgust. - - Psychic Focus: While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened. - - Eye of Horror: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage. - - Wall of Repulsion: (3 psi; conc., 10 min.) As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly. - - Visions of Disgust: (5 psi; conc., 1 min.) You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects. - - World of Horror: (7 psi; conc., 1 min.) As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d6 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. - While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - Source: Unearthed Arcana: The Mystic Class, p. 13 - Crown of Madness 2 @@ -60784,29 +52661,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. * Oath, Domain, or Circle of the Land spell (always prepared) - - Crown of Rage - 1 - NO - - - None - - Mystic, Mystic (Avatar) - You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to. - - Psychic Focus: While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage. - - Primal Fury: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed. - - Fighting Words: (2 psi; conc., 10 min.) If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. - - Mindless Courage: (2 psi) You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed. - - Punishing Fury: (5 psi; conc., 1 min.) You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed. - - Source: Unearthed Arcana: The Mystic Class, p. 13 - Crown of Stars 7 @@ -61083,21 +52937,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 230 12d6 - - Delusion - 0 - NO - - 60 feet - None - 1 minute - Mystic - As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. - If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute. - If you create an object, it must fit within a 5- foot cube and can’t move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it. - - Source: Unearthed Arcana: The Mystic Class, p. 27 - Demiplane 8 @@ -61306,36 +53145,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. * Oath, Domain, or Circle of the Land spell (always prepared) - - Diminution - 1 - NO - - - None - - Mystic, Mystic (Immortal) - You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might. - - Psychic Focus: While focused on this discipline, you have advantage on Dexterity (Stealth) checks. - - Miniature Form: (2 psi; conc., 10 min.) As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing. - - Toppling Shift: (2 psi) As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone. - - Sudden Shift: (5 psi) As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size. - - Microscopic Form: (7 psi; conc., 10 min.) As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, and you can’t make weapon attacks. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - Source: Unearthed Arcana: The Mystic Class, p. 14 - Disarming Attack 1 @@ -62069,21 +53878,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Xanathar's Guide to Everything, p. 155 - - Energy Beam - 0 - NO - - 90 feet - None - Instantaneous - Mystic - As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). - The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - - Source: Unearthed Arcana: The Mystic Class, p. 27 - 1d8 - Enervation 5 @@ -63456,25 +55250,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 245 - - Giant Growth - 1 - NO - - - None - - Mystic, Mystic (Immortal) - You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and durability. - - Psychic Focus: While focused on this discipline, your reach increases by 5 feet. - - Ogre Form: (2 psi; conc., 1 min.) As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration. - - Giant Form: (7 psi; conc., 1 min.) As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration. - - Source: Unearthed Arcana: The Mystic Class, p. 14 - Giant Insect 4 @@ -63857,42 +55632,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 248 4d6 - - Guiding Hand - 1 - D - YES - - 5 feet - V, S - Concentration, up to 8 hours - Bard, Cleric, Druid, Wizard - You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence. - When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. - Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you. - If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes. - - Source: Unearthed Arcana: Starter Spells, p. 3 - - - Guiding Hand (Ritual Only) - 1 - D - YES - - 5 feet - V, S - Concentration, up to 8 hours - Ritual Caster - You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence. - When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. - Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you. - If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes. - - On spell lists: - - Source: Unearthed Arcana: Starter Spells, p. 3 - Gust 0 @@ -64024,22 +55763,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. * Oath, Domain, or Circle of the Land spell (always prepared) - - Hand of Radiance - 0 - EV - NO - - Self (5-foot radius) - V, S - Instantaneous - Cleric - You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage. - The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d8). - - Source: Unearthed Arcana: Starter Spells, p. 3 - 1d6 - Harm 6 @@ -64103,22 +55826,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 250 - - Healing Elixir - 1 - C - NO - - Self - V, S, M (alchemist’s supplies) - 24 hours - Warlock, Wizard - You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes. - As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points. - - Source: Unearthed Arcana: Starter Spells, p. 3 - 2d4+2 - Healing Spirit 2 @@ -64897,28 +56604,8 @@ true magic. Other savants are generous teachers, knowledge and good humor. * Oath, Domain, or Circle of the Land spell (always prepared) - 4d10 - - Intellect Fortress - 1 - NO - - - None - - Mystic, Mystic (Awakened) - You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents. - - Psychic Focus: While focused on this discipline, you gain resistance to psychic damage. - - Psychic Backlash: (2 psi) As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage. - - Psychic Parry: (1–7 psi) As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before suffering the results. - - Psychic Redoubt: (5 psi; conc., 10 min.) As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws. - - Source: Unearthed Arcana: The Mystic Class, p. 14 - + 4d10 + Investiture of Flame 6 @@ -65085,27 +56772,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Xanathar's Guide to Everything, p. 160 - - Iron Durability - 1 - NO - - - None - - Mystic, Mystic (Immortal) - You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures. - - Psychic Focus: While focused on this discipline, you gain a +1 bonus to AC. - - Iron Hide: (1–7 psi) As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack. - - Steel Hide: (2 psi) As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. - - Iron Resistance: (7 psi; conc., 1 hr.) As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends. - - Source: Unearthed Arcana: The Mystic Class, p. 15 - Jump 1 @@ -65314,19 +56980,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 255 - - Light Step - 0 - NO - - Self - None - 1 turn - Mystic - As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0. - - Source: Unearthed Arcana: The Mystic Class, p. 27 - Lightning Arrow 3 @@ -65792,156 +57445,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 74 - - Mantle of Awe - 1 - NO - - - None - - Mystic, Mystic (Awakened) - You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm. - - Psychic Focus: While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1). - - Charming Presence: (1–7 psi) As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. - Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected. - - Center of Attention: (2 psi; conc., 1 min.) As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage. - - Invoke Awe: (7 psi; conc., 10 min.) As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. - - Charmed: - • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. - - • The charmer has advantage on any ability check to interact socially with the creature. - - Invisible: - • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. - - • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. - - Source: Unearthed Arcana: The Mystic Class, p. 15 - - - Mantle of Command - 1 - NO - - - None - - Mystic, Mystic (Avatar) - You exert an aura of trust and authority, enhancing the coordination among your allies. - - Psychic Focus: While focused on this discipline, when you end your turn and didn’t move during it, you can use your reaction to allow one ally you can see within 30 feet of you to move up to half their speed, following a path of your choice. To move in this way, the ally mustn’t be incapacitated. - - Coordinated Movement: (2 psi) As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice. - - Commander’s Sight: (2 psi; conc., 1 rnd.) As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target. - - Command to Strike: (3 psi) As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets. - - Strategic Mind: (5 psi; conc., 1 min.) As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn. - - Overwhelming Attack: (7 psi) As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks. - - Source: Unearthed Arcana: The Mystic Class, p. 15 - - - Mantle of Courage - 1 - NO - - - None - - Mystic, Mystic (Avatar) - You focus your mind on courage, radiating confidence and bravado to your allies. - - Psychic Focus: While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened. - - Incite Courage: (2 psi) As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature. - - Aura of Victory: (1–7 psi; conc., 10 min.) As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect. - - Pillar of Confidence: (6 psi; conc., 1 rnd.) As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action. - - Source: Unearthed Arcana: The Mystic Class, p. 16 - - - Mantle of Fear - 1 - NO - - - None - - Mystic, Mystic (Avatar) - You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies. - - Psychic Focus: While focused on this discipline, you have advantage on Charisma (Intimidation) checks. - - Incite Fear: (2 psi; conc., 1 min.) As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success. - - Unsettling Aura: (3 psi; conc., 1 hr.) As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened. - - Incite Panic: (5 psi; conc., 1 min.) As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. This effect ends on a target if it succeeds on three saving throws against it. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - Source: Unearthed Arcana: The Mystic Class, p. 16 - - - Mantle of Fury - 1 - NO - - - None - - Mystic, Mystic (Avatar) - You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst. - - Psychic Focus: While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn. - - Incite Fury: (2 psi; conc., 1 min.) As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll. - - Mindless Charge: (2 psi) As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy. - - Aura of Bloodletting: (3 psi; conc., 1 min.) As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls. - - Overwhelming Fury: (5 psi; conc., 1 min.) As an action, you flood rage into one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - Source: Unearthed Arcana: The Mystic Class, p. 16 - - - Mantle of Joy - 1 - NO - - - None - - Mystic, Mystic (Avatar) - You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you. - - Psychic Focus: While focused on this discipline, you have advantage on Charisma (Persuasion) checks. - - Soothing Presence: (1–7 psi) As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect. - - Comforting Aura: (2 psi; conc., 1 min.) As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total. - - Aura of Jubilation: (3 psi; conc., 1 min.) As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills. - - Beacon of Recovery: (5 psi) As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns. - - Source: Unearthed Arcana: The Mystic Class, p. 17 - Mass Cure Wounds 5 @@ -66069,279 +57572,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 258 - - Mastery of Air - 1 - NO - - - None - - Mystic, Mystic (Wu Jen) - You become one with the power of elemental air. - - Psychic Focus: While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking. - - Wind Step: (1–7 psi) As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft. - - Wind Stream: (1–7 psi) As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d8 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one. - - Cloak of Air: (3 psi; conc., 10 min.) As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself. - - Wind Form: (5 psi; conc., 10 min.) As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends. - - Misty Form: (6 psi; conc., 1 min.) As an action, your body becomes like a misty cloud until your concentration ends. In this form, you gain resistance to bludgeoning, piercing, and slashing damage, and you can’t take actions other than the Dash action. You can pass through openings that are no more than 1 inch wide without squeezing. - - Animate Air: (7 psi; conc., 1 hr.) As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - Source: Unearthed Arcana: The Mystic Class, p. 17 - - - Mastery of Fire - 1 - NO - - - None - - Mystic, Mystic (Wu Jen) - You align your mind with the energy of elemental fire. - - Psychic Focus: While focused on this discipline, you gain resistance to fire damage, and you gain a +2 bonus to rolls for fire damage. - - Combustion: (1–7 psi; conc., 1 min.) As an action, choose one creature or object you can see within 120 feet of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per psi point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire. - - Rolling Flame: (3 psi; conc., 1 min.) As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage. - - Detonation: (5 psi) As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 7d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one. - - Fire Form: (5 psi; conc., 1 min.) As a bonus action, you become wreathed in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage. - - Animate Fire: (7 psi; conc., 1 hr.) As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - Source: Unearthed Arcana: The Mystic Class, p. 17 - - - Mastery of Force - 1 - NO - - - None - - Mystic, Mystic (Wu Jen) - As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command. - - Psychic Focus: While focused on this discipline, you have advantage on Strength checks. - - Push: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage. - - Move: (2–7 psi) Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. - As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below. - - Psi — Weight — Damage - 2 — 25 lbs. — 2d6 - 3 — 50 lbs. — 4d6 - 5 — 250 lbs. — 6d6 - 6 — 500 lbs. — 7d6 - 7 — 1,000 lbs. — 8d6 - - Inertial Armor: (2 psi) As an action, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor. - - Telekinetic Barrier: (3 psi; conc., 10 min.) As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points. - - Grasp: (3 psi; conc., 1 min.) You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. - The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit. You gain a +1 bonus per psi point spent. - While a target is grappled in this manner, you create one of the following effects as an action: - - Crush: (1–7 psi) The target takes 1d6 bludgeoning damage per psi point spent. - - Move: (1–7 psi) You move the target up to 5 feet per psi point spent. You can move it in the air and hold it there. It falls if the grapple ends. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - - Source: Unearthed Arcana: The Mystic Class, p. 18 - - - Mastery of Ice - 1 - NO - - - None - - Mystic, Mystic (Wu Jen) - You master the power of ice, shaping it to meet you demands. - - Psychic Focus: While focused on this discipline, you have resistance to cold damage. - - Ice Spike: (1–7 psi) As an action, you hurl a mote of ice at one creature you can see within 120 feet of you. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage. - - Ice Sheet: (2 psi) As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes covered in ice for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope. - - Frozen Sanctuary: (3 psi) As a bonus action, you sheathe yourself with icy resilience. You gain 20 temporary hit points. - - Frozen Rain: (5 psi; conc., 1 min.) As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage. - As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC. - You can increase this effect’s damage by 1d6 per each additional psi point spent on it. - - Ice Barrier: (6 psi; conc., 10 min.) As an action, you create a wall of ice, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - Source: Unearthed Arcana: The Mystic Class, p. 19 - - - Mastery of Light and Darkness - 1 - NO - - - None - - Mystic, Mystic (Wu Jen) - You claim dominion over light and darkness with your mind. - - Psychic Focus: While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision. - - Darkness: (1–7 psi) As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area. - - Light: (2 psi; conc., 1 min.) As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage. - - Shadow Beasts: (3 psi; conc., 1 min.) As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block. - - Radiant Beam: (5 psi; conc., 1 min.) As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - You can increase this effect’s damage by 1d6 per each additional psi point spent on it. - - Blinded: - • A blinded creature can't see and automatically fails any ability check that requires sight. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - Source: Unearthed Arcana: The Mystic Class, p. 19 - - - Mastery of Water - 1 - NO - - - None - - Mystic, Mystic (Wu Jen) - Your mind becomes one with elemental water, attuning your thoughts to its ebb and flow. - - Psychic Focus: While focused on this discipline, you have a swimming speed equal to your walking speed, and you can breathe underwater. - - Desiccate: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make a Constitution saving throw, taking 1d10 necrotic damage per psi point spent on this ability, or half as much damage on a successful one. - - Watery Grasp: (2 psi) As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-20-foot square. At least some portion of the square’s border must be within 5 feet of you. Any creature in that square must make a Strength saving throw. On a failed save, a target takes 2d6 bludgeoning damage, is knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage. You can increase this ability’s damage by 1d6 per additional psi point spent on it. - - Water Whip: (3 psi) As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it. - - Water Breathing: (5 psi) As an action, you grant yourself and up to ten willing creatures you can see within 60 feet of you the ability to breathe underwater for the next 24 hours. - - Water Sphere: (6 psi; conc., 1 min.) As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one. - - Animate Water: (7 psi; conc., 1 hr.) As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - Source: Unearthed Arcana: The Mystic Class, p. 19 - - - Mastery of Weather - 1 - NO - - - None - - Mystic, Mystic (Wu Jen) - Your mind reaches into the sky, reshaping the stuff of storms to serve your needs. - - Psychic Focus: While focused on this discipline, you have resistance to lightning and thunder damage. - - Cloud Steps: (1–7 psi; conc., 10 min.) As an action, you conjure forth clouds to create a solid, translucent staircase that lasts until your concentration ends. The stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20 feet per psi point spent. - - Hungry Lightning: (1–7 psi) As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one. - - Wall of Clouds: (2 psi; conc., 10 min.) As an action, you create a wall of clouds, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Creatures can pass through it without hindrance, but the wall blocks vision. - - Whirlwind: (2 psi) As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds. - - Lightning Leap: (5 psi) As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line. - You can increase this ability’s damage by 1d6 per additional psi point spent on it. - - Wall of Thunder: (6 psi; conc., 10 min.) As an action, you create a wall of thunder, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone. - - Thunder Clap: (7 psi) As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much damage. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - Source: Unearthed Arcana: The Mystic Class, p. 20 - - - Mastery of Wood and Earth - 1 - NO - - - None - - Mystic, Mystic (Wu Jen) - You attune your mind to seize control of wood and earth. - - Psychic Focus: While focused on this discipline, you have a +1 bonus to AC. - - Animate Weapon: (1–7 psi) As an action, your mind seizes control of a one-handed melee weapon you’re holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one-handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks. - - Warp Weapon: (2 psi) As an action, choose one nonmagical weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can’t be used to attack until the end of your next turn. - - Warp Armor: (3 psi) As an action, choose a nonmagical suit of armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Constitution saving throw, or the creature’s AC becomes 10 + its Dexterity modifier until the end of your next turn. - - Wall of Wood: (3 psi; conc., 1 hr.) As an action, you create a wall of wood at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 5-foot wide section of the wall has AC 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact. - - Armored Form: (6 psi; conc., 1 min.) As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends. - - Animate Earth: (7 psi; conc., 1 hr.) As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block. - - Source: Unearthed Arcana: The Mystic Class, p. 21 - Maximilian’s Earthen Grasp 2 @@ -66638,42 +57868,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 259 - - Mind Meld - 0 - NO - - 120 feet - None - 1 round - Mystic - As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted. - This communication can occur until the end of the current turn. You don’t need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target’s choice, gaining perfect recall of one thing it saw or did. - - Source: Unearthed Arcana: The Mystic Class, p. 27 - - - Mind Slam - 0 - NO - - 60 feet - None - Instantaneous - Mystic - As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. - The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - Source: Unearthed Arcana: The Mystic Class, p. 28 - 1d6 - Mind Spike 2 @@ -66692,21 +57886,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Xanathar's Guide to Everything, p. 162 - - Mind Thrust - 0 - NO - - 120 feet - None - Instantaneous - Mystic - As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage. - The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). - - Source: Unearthed Arcana: The Mystic Class, p. 28 - 1d10 - Minor Illusion 0 @@ -67077,39 +58256,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 263 - - Mystic Charm - 0 - NO - - 120 feet - None - 1 round - Mystic - As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn. - - Charmed: - • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. - - • The charmer has advantage on any ability check to interact socially with the creature. - - Source: Unearthed Arcana: The Mystic Class, p. 28 - - - Mystic Hand - 0 - NO - - 30 feet - None - - Mystic - You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. - This talent allows you to open an unlocked door, pour out a beer stein, and so on. - The object falls to the ground at the end of your turn if you leave it suspended in midair. - - Source: Unearthed Arcana: The Mystic Class, p. 28 - Negative Energy Flood 5 @@ -67126,112 +58272,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Xanathar's Guide to Everything, p. 163 - - Nomadic Arrow - 1 - NO - - - None - - Mystic, Mystic (Nomad) - You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark. - - Psychic Focus: While you are focused on this discipline, any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can’t benefit from advantage. - - Speed Dart: (1–7 psi) As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent. - - Seeking Missile: (2 psi) As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target. - - Faithful Archer: (5 psi; conc., 1 min.) As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it. - - Source: Unearthed Arcana: The Mystic Class, p. 21 - - - Nomadic Chameleon - 1 - NO - - - None - - Mystic, Mystic (Nomad) - You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible. - - Psychic Focus: While focused on this discipline, you have advantage on Dexterity (Stealth) checks. - - Chameleon: (2 psi) As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding. - - Step from Sight: (3 psi; conc., 1 min.) As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you. - Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability. - - Enduring Invisibility: (7 psi; conc., 1 min.) As a bonus action, you turn invisible and remain so until your concentration ends. - - Invisible: - • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. - - • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. - - Source: Unearthed Arcana: The Mystic Class, p. 22 - - - Nomadic Mind - 1 - NO - - - None - - Mystic, Mystic (Nomad) - You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things. - - Psychic Focus: Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends. - - Wandering Mind: (2–6 psi; conc., 10 min.) You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent) Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required. - - Find Creature: (2 psi; conc., 1 hr.) You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane. - - Item Lore: (3 psi; conc., 1 hr.) You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item. - - Psychic Speech: (5 psi) As an action, you attune your mind to the psychic imprint of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use. - - Wandering Eye: (6 psi; conc., 1 hr.) As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter. - - Phasing Eye: (7 psi; conc., 1 hr.) As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends. - - Source: Unearthed Arcana: The Mystic Class, p. 22 - - - Nomadic Step - 1 - NO - - - None - - Mystic, Mystic (Nomad) - You exert your mind on the area around you, twisting the intraplanar pathways you perceive to allow instantaneous travel. - - Psychic Focus: After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your teleportation. You can receive this increase only once per turn. - - Step of a Dozen Paces: (1–7 psi) If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn. - - Nomadic Anchor: (1 psi) As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use this psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability. - - Defensive Step: (2 psi) When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see. - - There and Back Again: (2 psi) As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence. - - Transposition: (3 psi) If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space. - - Baleful Transposition: (5 psi) As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination space. - - Phantom Caravan: (6 psi) As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted. - - Nomad’s Gate: (7 psi; conc., 1 hr.) As an action, you create a 5-foot cube of dim, gray light within 5 feet of you. You create an identical cube at any point of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in. - - Source: Unearthed Arcana: The Mystic Class, p. 22 - Nondetection 3 @@ -67793,29 +58833,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 74 - - Precognition - 1 - NO - - - None - - Mystic, Mystic (Awakened) - By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights. - - Psychic Focus: While focused on this discipline, you have advantage on initiative rolls. - - Precognitive Hunch: (2 psi; conc., 1 min.) As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total. - - All-Around Sight: (3 psi) In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss. - - Danger Sense: (5 psi; conc., 8 hr.) As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative. - - Victory Before Battle: (7 psi) When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative. - - Source: Unearthed Arcana: The Mystic Class, p. 23 - Prestidigitation 0 @@ -68134,171 +59151,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. * Oath, Domain, or Circle of the Land spell (always prepared) - - Psionic Restoration - 1 - NO - - - None - - Mystic, Mystic (Immortal) - You wield psionic energy to cure wounds and restore health to yourself and others. - - Psychic Focus: While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it. - - Mend Wounds: (1–7 psi) As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d8 hit points per psi point spent. - - Restore Health: (3 psi) As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature. - - Restore Life: (5 psi) As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. - - Restore Vigor: (7 psi) As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one. - - Source: Unearthed Arcana: The Mystic Class, p. 23 - - - Psionic Weapon - 1 - NO - - - None - - Mystic, Mystic (Immortal) - You have learned how to channel psionic energy into your attacks, lending them devastating power. - - Psychic Focus: Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls. - - Ethereal Weapon: (1 psi) As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit. - - Lethal Strike: (1–7 psi) As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent. - - Augmented Weapon: (5 psi; conc., 10 min.) As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls. - - Source: Unearthed Arcana: The Mystic Class, p. 24 - - - Psychic Assault - 1 - NO - - - None - - Mystic, Mystic (Awakened) - You wield your mind like a weapon, unleashing salvos of psionic energy. - - Psychic Focus: While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage. - - Psionic Blast: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per psi point spent on this ability. - - Ego Whip: (3 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage. - - Id Insinuation: (5 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage. - - Psychic Blast: (6 psi) As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more psi point on this ability. - - Psychic Crush: (7 psi) As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage. - - Stunned: - • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - Source: Unearthed Arcana: The Mystic Class, p. 24 - - - Psychic Disruption - 1 - NO - - - None - - Mystic, Mystic (Awakened) - You create psychic static that disrupts other creatures’ ability to think clearly. - - Psychic Focus: While focused on this discipline, you have advantage on Charisma (Deception) checks. - - Distracting Haze: (1–7 psi; conc., 1 min.) As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and can’t see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage. - - Daze: (3 psi) As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage. - - Mind Storm: (5 psi) As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability. - - Incapacitated: - • An incapacitated creature can't take actions or reactions. - - Source: Unearthed Arcana: The Mystic Class, p. 24 - - - Psychic Hammer - 0 - NO - - 120 feet - None - Instantaneous - Mystic - As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater. - The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). - - Source: Unearthed Arcana: The Mystic Class, p. 28 - 1d6 - - - Psychic Inquisition - 1 - NO - - - None - - Mystic, Mystic (Awakened) - You reach into a creature’s mind to uncover information or plant ideas within it. - - Psychic Focus: While focused on this discipline, you know when a creature communicating with you via telepathy is lying. - - Hammer of Inquisition: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage. - - Forceful Query: (2 psi) As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed. - - Ransack Mind: (5 psi; conc., 1 hr.) While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails. - With one failed saving throw, you learn its key memories from the past 12 hours. - With two failed saving throws, you learn its key memories from the past 24 hours. - With three failed saving throws, you learn its key memories from the past 48 hours. - - Phantom Idea: (6 psi; conc., 1 hr.) While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). - With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours. - - Source: Unearthed Arcana: The Mystic Class, p. 25 - - - Psychic Phantoms - 1 - NO - - - None - - Mystic, Mystic (Awakened) - Your power reaches into a creature’s mind and causes it false perceptions. - - Psychic Focus: While focused on this discipline, you have advantage on Charisma (Deception) checks. - - Distracting Figment: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage. - - Phantom Foe: (3 psi; conc., 1 min.) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for each additional psi point spent on the ability. - - Phantom Betrayal: (5 psi; conc., 1 min.) As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed. - - Phantom Riches: (7 psi; conc., 1 min.) As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - Source: Unearthed Arcana: The Mystic Class, p. 25 - Psychic Scream 9 @@ -68317,20 +59169,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Xanathar's Guide to Everything, p. 163 - - Puppet - 1 - EN - NO - - 120 feet - S - Instantaneous - Bard, Warlock, Wizard - Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed. - - Source: Unearthed Arcana: Starter Spells, p. 3 - Purify Food and Drink 1 @@ -69053,20 +59891,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 274 - - Sense Emotion - 1 - D - NO - - Self - V, S - Concentration, up to 10 minutes - Bard, Warlock, Wizard - You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm. - - Source: Unearthed Arcana: Starter Spells, p. 4 - Sequester 7 @@ -70117,20 +60941,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.2d6 4d6 - - Sudden Awakening - 1 - EN - NO - - 10 feet - V - Instantaneous - Bard, Ranger, Sorcerer, Wizard - Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement. - - Source: Unearthed Arcana: Starter Spells, p. 4 - Suggestion 2 @@ -70438,40 +61248,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 280 - - Telepathic Contact - 1 - NO - - - None - - Mystic, Mystic (Awakened) - By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own. - - Psychic Focus: While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline. - - Exacting Query: (2 psi) As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. - - Occluded Mind: (2 psi) As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. - - Broken Will: (5 psi) As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. - - Psychic Grip: (6 psi; conc., 1 min.) As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed. - - Psychic Domination: (7 psi; conc., 1 min.) As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed. - - Paralyzed: - • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - - Source: Unearthed Arcana: The Mystic Class, p. 26 - Telepathy 8 @@ -70677,29 +61453,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 282 - - Third Eye - 1 - NO - - - None - - Mystic, Mystic (Nomad) - You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses. - - Psychic Focus: While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet. - - Tremorsense: (2 psi; conc., 1 min.) As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends. - - Unwavering Eye: (2 psi) As a bonus action, you gain advantage on Wisdom checks for 1 minute. - - Piercing Sight: (3 psi; conc., 1 min.) As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends - - Truesight: (5 psi; conc., 1 min.) As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends. - - Source: Unearthed Arcana: The Mystic Class, p. 26 - Thorn Whip 0 @@ -71095,21 +61848,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.2d10 1d10 - - Unearthly Chorus - 1 - I - NO - - Self (30-foot radius) - V - Concentration, up to 10 minutes - Bard - Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration. - Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage. - - Source: Unearthed Arcana: Starter Spells, p. 4 - Unseen Servant 1 @@ -71196,21 +61934,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 285 1d4 - - Virtue - 0 - A - NO - - Touch - V, S - 1 round - Cleric - You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends. - - Source: Unearthed Arcana: Starter Spells, p. 5 - 1d4+SPELL - Vitriolic Sphere 4 @@ -71788,26 +62511,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Princes of the Apocalypse, p. 242 10d6 - - Wild Cunning - 1 - T - NO - - 120 feet - V, S - Instantaneous - Druid, Ranger - You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects: - • If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again. - • If there is edible forage within range, you know it and where to find it. - • If there is clean drinking water within range, you know it and where to find it. - • If there is suitable shelter for you and your companions with range, you know it and where to find. - • Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption. - • Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish. - - Source: Unearthed Arcana: Starter Spells, p. 5 - Wind Walk 6 @@ -72024,7 +62727,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.* Oath, Domain, or Circle of the Land spell (always prepared) - Invocation: Agonizing Blast + Invocation: Agonizing Blast 0 NO @@ -72039,7 +62742,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 110 - Invocation: Armor of Shadows + Invocation: Armor of Shadows 0 NO @@ -72052,7 +62755,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 110 - Invocation: Ascendant Step + Invocation: Ascendant Step 0 NO @@ -72067,7 +62770,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 110 - Invocation: Aspect of the Moon + Invocation: Aspect of the Moon 0 NO @@ -72082,7 +62785,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Xanathar's Guide to Everything, p. 56 - Invocation: Beast Speech + Invocation: Beast Speech 0 NO @@ -72095,7 +62798,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 110 - Invocation: Beguiling Influence + Invocation: Beguiling Influence 0 NO @@ -72108,7 +62811,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 110 - Invocation: Bewitching Whispers + Invocation: Bewitching Whispers 0 NO @@ -72123,7 +62826,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 110 - Invocation: Book of Ancient Secrets + Invocation: Book of Ancient Secrets 0 NO @@ -72138,41 +62841,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 110 - Invocation: Burning Hex - 0 - NO - - - - - Eldritch Invocations - Prerequisite: The Hexblade patron - - As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1). - - (deprecated) - - Source: Unearthed Arcana: Warlock & Wizard, p. 3 - - - Invocation: Caiphon’s Beacon - 0 - NO - - - - - Eldritch Invocations - Prerequisite: The Great Old One patron - - The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures. - - (deprecated) - - Source: Unearthed Arcana: Warlock & Wizard, p. 3 - - - Invocation: Chains of Carceri + Invocation: Chains of Carceri 0 NO @@ -72187,58 +62856,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 110 - Invocation: Chilling Hex - 0 - NO - - - - - Eldritch Invocations - Prerequisite: The Hexblade patron - - As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1). - - (deprecated) - - Source: Unearthed Arcana: Warlock & Wizard, p. 3 - - - Invocation: Chronicle of the Raven Queen - 0 - NO - - - - - Eldritch Invocations - Prerequisite: Raven Queen patron, Pact of the Tome feature - - You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner. - - (deprecated) - - Source: Unearthed Arcana: Warlock & Wizard, p. 3 - - - Invocation: Claw of Acamar - 0 - NO - - - - - Eldritch Invocations - Prerequisite: The Great Old One patron, Pact of the Blade feature - - You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn. - - (deprecated) - - Source: Unearthed Arcana: Warlock & Wizard, p. 3 - - - Invocation: Cloak of Flies + Invocation: Cloak of Flies 0 NO @@ -72255,25 +62873,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Xanathar's Guide to Everything, p. 56 - Invocation: Curse Bringer - 0 - NO - - - - - Eldritch Invocations - Prerequisite: The Hexblade patron, Pact of the Blade feature - - You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration. - When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn. - - (deprecated) - - Source: Unearthed Arcana: Warlock & Wizard, p. 4 - - - Invocation: Devil's Sight + Invocation: Devil's Sight 0 NO @@ -72286,7 +62886,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 110 - Invocation: Dreadful Word + Invocation: Dreadful Word 0 NO @@ -72301,7 +62901,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 110 - Invocation: Eldritch Sight + Invocation: Eldritch Sight 0 NO @@ -72314,7 +62914,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 110 - Invocation: Eldritch Smite + Invocation: Eldritch Smite 0 NO @@ -72329,7 +62929,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Xanathar's Guide to Everything, p. 56 - Invocation: Eldritch Spear + Invocation: Eldritch Spear 0 NO @@ -72344,7 +62944,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 111 - Invocation: Eyes of the Rune Keeper + Invocation: Eyes of the Rune Keeper 0 NO @@ -72357,7 +62957,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 111 - Invocation: Fiendish Vigor + Invocation: Fiendish Vigor 0 NO @@ -72370,22 +62970,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 111 - Invocation: Frost Lance - 0 - NO - - - - - Eldritch Invocations - Prerequisite: eldritch blast cantrip - - Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn. - - Source: Unearthed Arcana: Revised Class Options, p. 6 - - - Invocation: Gaze of Two Minds + Invocation: Gaze of Two Minds 0 NO @@ -72406,7 +62991,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 111 - Invocation: Ghostly Gaze + Invocation: Ghostly Gaze 0 NO @@ -72422,7 +63007,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Xanathar's Guide to Everything, p. 56 - Invocation: Gift of the Depths + Invocation: Gift of the Depths 0 NO @@ -72438,7 +63023,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Xanathar's Guide to Everything, p. 57 - Invocation: Gift of the Ever-Living Ones + Invocation: Gift of the Ever-Living Ones 0 NO @@ -72453,7 +63038,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Xanathar's Guide to Everything, p. 57 - Invocation: Grasp of Hadar + Invocation: Grasp of Hadar 0 NO @@ -72468,24 +63053,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Xanathar's Guide to Everything, p. 57 - Invocation: Green Lord’s Gift - 0 - NO - - - - - Eldritch Invocations - Prerequisite: The Archfey patron - - The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value. - - (deprecated) - - Source: Unearthed Arcana: Warlock & Wizard, p. 4 - - - Invocation: Improved Pact Weapon + Invocation: Improved Pact Weapon 0 NO @@ -72502,22 +63070,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Xanathar's Guide to Everything, p. 57 - Invocation: Kiss of Mephistopheles - 0 - NO - - - - - Eldritch Invocations - Prerequisite: 5th level, eldritch blast cantrip - - When you hit a creature with your eldritch blast, you can cast fireball as a bonus action using a warlock spell slot. The spell must be centered on the creature you hit with eldritch blast. - - Source: Unearthed Arcana: Revised Class Options, p. 6 - - - Invocation: Lance of Lethargy + Invocation: Lance of Lethargy 0 NO @@ -72532,7 +63085,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Xanathar's Guide to Everything, p. 57 - Invocation: Lifedrinker + Invocation: Lifedrinker 0 NO @@ -72547,24 +63100,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 111 - Invocation: Mace of Dispater - 0 - NO - - - - - Eldritch Invocations - Prerequisite: The Fiend patron, Pact of the Blade feature - - When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller. - - (deprecated) - - Source: Unearthed Arcana: Warlock & Wizard, p. 4 - - - Invocation: Maddening Hex + Invocation: Maddening Hex 0 NO @@ -72579,7 +63115,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Xanathar's Guide to Everything, p. 57 - Invocation: Mask of Many Faces + Invocation: Mask of Many Faces 0 NO @@ -72592,7 +63128,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 111 - Invocation: Master of Myriad Forms + Invocation: Master of Myriad Forms 0 NO @@ -72607,7 +63143,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 111 - Invocation: Minions of Chaos + Invocation: Minions of Chaos 0 NO @@ -72622,7 +63158,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 111 - Invocation: Mire the Mind + Invocation: Mire the Mind 0 NO @@ -72637,7 +63173,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 111 - Invocation: Misty Visions + Invocation: Misty Visions 0 NO @@ -72650,24 +63186,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 111 - Invocation: Moon Bow - 0 - NO - - - - - Eldritch Invocations - Prerequisite: The Archfey patron, Pact of the Blade feature - - You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level. - - (deprecated) - - Source: Unearthed Arcana: Warlock & Wizard, p. 4 - - - Invocation: One With Shadows + Invocation: One With Shadows 0 NO @@ -72687,7 +63206,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 111 - Invocation: Otherworldly Leap + Invocation: Otherworldly Leap 0 NO @@ -72702,41 +63221,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 111 - Invocation: Path of the Seeker - 0 - NO - - - - - Eldritch Invocations - Prerequisite: The Seeker patron - - The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed. - - (deprecated) - - Source: Unearthed Arcana: Warlock & Wizard, p. 4 - - - Invocation: Raven Queen’s Blessing - 0 - NO - - - - - Eldritch Invocations - Prerequisite: Raven Queen patron, eldritch blast cantrip - - When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point). - - (deprecated) - - Source: Unearthed Arcana: Warlock & Wizard, p. 5 - - - Invocation: Relentless Hex + Invocation: Relentless Hex 0 NO @@ -72751,7 +63236,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Xanathar's Guide to Everything, p. 57 - Invocation: Repelling Blast + Invocation: Repelling Blast 0 NO @@ -72766,7 +63251,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 111 - Invocation: Sculptor of Flesh + Invocation: Sculptor of Flesh 0 NO @@ -72781,24 +63266,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 111 - Invocation: Seeker’s Speech - 0 - NO - - - - - Eldritch Invocations - Prerequisite: The Seeker patron - - Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest. - - (deprecated) - - Source: Unearthed Arcana: Warlock & Wizard, p. 5 - - - Invocation: Shroud of Shadow + Invocation: Shroud of Shadow 0 NO @@ -72813,24 +63281,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Xanathar's Guide to Everything, p. 57 - Invocation: Shroud of Ulban - 0 - NO - - - - - Eldritch Invocations - Prerequisite: 18th level, the Great Old One patron - - The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn. - - (deprecated) - - Source: Unearthed Arcana: Warlock & Wizard, p. 5 - - - Invocation: Sign of Ill Omen + Invocation: Sign of Ill Omen 0 NO @@ -72845,24 +63296,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 111 - Invocation: Superior Pact Weapon - 0 - NO - - - - - Eldritch Invocations - Prerequisite: 9th level, Pact of the Blade feature - - Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon. - - (deprecated) - - Source: Unearthed Arcana: Warlock & Wizard, p. 5 - - - Invocation: Thief of Five Fates + Invocation: Thief of Five Fates 0 NO @@ -72875,7 +63309,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 111 - Invocation: Thirsting Blade + Invocation: Thirsting Blade 0 NO @@ -72892,7 +63326,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 111 - Invocation: Tomb of Levistus + Invocation: Tomb of Levistus 0 NO @@ -72908,7 +63342,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Xanathar's Guide to Everything, p. 57 - Invocation: Trickster's Escape + Invocation: Trickster's Escape 0 NO @@ -72923,24 +63357,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Xanathar's Guide to Everything, p. 57 - Invocation: Ultimate Pact Weapon - 0 - NO - - - - - Eldritch Invocations - Prerequisite: 15th level, Pact of the Blade feature - - Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon. - - (deprecated) - - Source: Unearthed Arcana: Warlock & Wizard, p. 5 - - - Invocation: Visions of Distant Realms + Invocation: Visions of Distant Realms 0 NO @@ -72955,7 +63372,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 111 - Invocation: Voice of the Chain Master + Invocation: Voice of the Chain Master 0 NO @@ -72970,7 +63387,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 111 - Invocation: Whispers of the Grave + Invocation: Whispers of the Grave 0 NO @@ -72985,7 +63402,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Player's Handbook, p. 111 - Invocation: Witch Sight + Invocation: Witch Sight 0 NO @@ -72999,6 +63416,7 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Player's Handbook, p. 111 + Aarakocra M diff --git a/FightClub5eXML/Sources/UnearthedArcana.xml b/FightClub5eXML/Sources/UnearthedArcana.xml new file mode 100644 index 0000000..5ee2634 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana.xml @@ -0,0 +1,9619 @@ + + + + Thunder Cannon Bullets + A + + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + Alchemist's Satchel + G + 1 + + An Alchemist’s Satchel is a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options. After you use one of those options, the bag reclaims the materials. + If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + Arcane Magazine + G + + Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. + You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. + If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials + + Source: Unearthed Arcana: The Artificer, p. 6 + + + Thunder Cannon + R + + A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: thunder cannon + Source: Unearthed Arcana: The Artificer, p. 6 + 2d6 + + P + A,2H + 150/600 + + + Master Rune: Opal of the Ild Rune + W + 1 + rare (requires attunement) + + This triangular fire opal measures about three inches on each side and is half an inch thick. The ild rune - the rune of fire - shimmers within its core. Grasping this object causes a split second of searing, fiery pain to pass through you. That pain quickly fades, giving way to a warming glow. + Ignite: (Simple Property) As an action, you scribe the ild rune using ash onto a flammable object. That object immediately bursts into flame. While it burns, the fire extends 1 foot out from the rune you scribed. + Fire Tamer: (Simple Property) As an action, you touch an open flame and scribe the ild rune within it with a hand motion. This causes the flame to immediately extinguish. For a large blaze, the fire is extinguished in a 10_foot radius around you. You can extend this distance by expending a spell slot when using the ild rune in this manner. The radius extends by 20 feet per level of the expended spell slot. + Fire's Friend: (Simple Property) While you are attuned to this rune, you have resistance to cold damage. + Combustion: (Complex Property) As an action, you scribe this rune using ash onto a creature within your reach as you expend a spell slot. The creature automatically takes 1d10 fire damage plus 1d10 fire damage per level of the expended spell slot + Flame Brand: (Complex Property) Over the course of a short rest, you inscribe this rune using ash onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly aura of yellow flame and deals fire damage instead of piercing, slashing, or bludgeoning damage. + In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. + These effects last for 24 hours or until you use this property again. + Flame Stoker: (Complex Property) While you are attuned to this rune, your fire attacks are deadlier. Whenever you roll fire damage from an attack or a spell you cast, you can reroll that damage and use the higher result. + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 4 + + + Master Rune: Orb of the Stein Rune + W + 1 + rare (requires attunement) + + This spherical chunk of granite is about the size of a human fist. The stein rune — the rune of stone — appears on the orb as crystalline veins that play across its surface. When first grasped, the stone feels impossibly heavy, as if even a titan could not lift it. That feeling passes after a moment, allowing you to carry the stone with ease. + Indomitable Stand: (Simple Property) As an action, you scribe the stein rune onto the ground at your feet. Until you move, you have advantage on all ability checks and saving throws to resist effects that would force you to move. In addition, any creature that moves within 10 feet of you must succeed on a DC 12 Strength saving throw or have its movement immediately end. + Stone Soul: (Simple Property) While you are attuned to this rune, you cannot be petrified. + Stone's Secrets: (Simple Property) As an action, you scribe this rune onto a stone wall or floor. You learn the location and size of all creatures standing on or touching that surface within 30 feet of you, though only for the moment when the property is used. + Crushing Brand: (Complex Property) Over the course of a short rest, you inscribe this rune using dirt or crushed stone onto one weapon that deals bludgeoning damage. The weapon gains a ghostly brown aura, and bludgeoning damage dealt by the weapon ignores resistance and immunity. If you roll the maximum on the weapon's damage die or dice, the target of your attack is knocked prone if it is a creature. + In addition, you can expend a spell slot to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. + These effects last for 24 hours or until you use this property again. + Earthen Step: (Complex Property) While you are attuned to this rune, you can cast meld into stone as a bonus action. You regain this ability after a short or long rest. + Overwhelming Bolt: (Complex Property) As an action, you scribe this rune using dirt or crushed rock onto a creature within your reach as you expend a spell slot. The creature must succeed on a Strength saving throw (DC 12+the level of the expended spell slot). On a failure, the creature takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot and is knocked prone. On a successful saving throw, the creature takes half as much damage and is not knocked prone. + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 5 + + + Master Rune: Pennant of the Vind Rune + W + 1 + rare (requires attunement) + + This five-foot-long blue pennant is crafted from silk and whips about as if buffeted by a strong breeze. The vind rune — the rune of wind — flickers across its surface like a shimmering cloud. Grasping the pennant causes you to feel a powerful gust of wind wash over you, tearing at your clothes and gear. Anyone watching you sees nothing out of the ordinary, and the sensation passes after a moment. + Comforting Wind: (Simple Property) While you are attuned to this rune, you cannot suffocate or drown, and you gain advantage on saving throws against poisonous gases, inhaled poisons, and similar effects. + Wind Step: (Simple Property) As an action, you scribe the vind rune in the air around you and immediately fly 20 feet. If you do not land at the end of this flight, you fall. + Wind's Grasp: (Simple Property) As a reaction when you fall, you can scribe this rune in the air around you to take no damage from the fall. + Howling Brand: (Complex Property) Over the course of a short rest, you inscribe this rune in the air above one ranged weapon. The weapon gains a ghostly blue aura and has its normal and maximum range doubled. The weapon's attacks do not suffer disadvantage due to range. + In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. + These effects last for 24 hours or until you use this property again. + Shrieking Bolt: (Complex Property) As an action, you scribe this rune in the air between you and a creature you can see while you expend a spell slot. The creature must make a Strength saving throw (DC 12+the spell slot's level). On a failure, it takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot, and is pushed in a straight line directly away from you for 10 feet per level of the expended spell slot. On a successful saving throw, the creature takes half as much damage and is not pushed away from you. + Wind Walker: (Complex Property) While you are attuned to this rune, you can cast levitate as a bonus action. You regain this ability after a short or long rest. + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 5 + + + Master Rune: Shard of the Kalt Rune + W + 1 + rare (requires attunement) + + This long, slender shard of ice is roughly the size of a dagger. The kalt rune — the rune of ice — glows within the shard. When first grasped, the shard emits a painful cold that leaves your hand and arm numb. That feeling passes after a moment, allowing the shard to be handled normally. + Frigid Touch: (Simple Property) As an action, you scribe the kalt rune on the surface of any volume of water. The water freezes in a 10-foot radius around the spot where you scribed the rune. + Frost Friend: (Simple Property) While you are attuned to this rune, you have resistance to fire damage. + Icy Mantle: (Simple Property) As an action, you scribe the kalt rune using water onto yourself or another creature. The water instantly freezes into a mantle of protective ice that does not hinder movement or action. The next time the creature takes bludgeoning, slashing, or piercing damage, that damage is reduced to zero and the icy mantle is destroyed. + Freezing Bolt: (Complex Property) As an action, you scribe this rune using water onto a creature within your reach as you expend a spell slot. The rune freezes in place, and the creature must make a Constitution saving throw (DC 12+the level of the expended spell slot). On a failure, the creature takes 2d8 cold damage plus 1d8 cold damage per level of the expended spell slot, and its speed is reduced to 0 until the end of your next turn. On a successful saving throw, the creature takes half as much damage and its speed is not affected. + Ice Brand: (Complex Property) Over the course of a short rest, you inscribe this rune using water onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly white aura and deals cold damage instead of piercing, slashing, or bludgeoning damage. + In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. + These effects last for 24 hours or until you use this property again. + Winter's Howl: (Complex Property) While you are attuned to this rune, you can cast sleet storm as an action. You regain this ability after a short or long rest. + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 6 + + + + Abyssal Tiefling + M + 30 + Cha 2, Con 1 + + + + Darkvision + Thanks to your abyssal heritage, 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. + + Source: Unearthed Arcana: That Old Black Magic, p. 1 + + + Abyssal Arcana + Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd_level spell. + You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-_level slot. + At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result. + + d6 — 1st level — 3rd level — 5th level: + 1 — dancing lights — burning hands — alter self + 2 — true strike — charm person — darkness + 3 — light — magic missile — invisibility + 4 — message — cure wounds — levitate + 5 — spare the dying — Tasha's hideous laughter — mirror image + 6 — prestidigitation — thunderwave — spider climb + + Source: Unearthed Arcana: That Old Black Magic, p. 1 + + + Abyssal Fortitude + Your hit point maximum increases by half your level (minimum 1). + + Source: Unearthed Arcana: That Old Black Magic, p. 2 + + + Languages + You can speak, read, and write Common and Abyssal + + Source: Unearthed Arcana: That Old Black Magic, p. 2 + + + Variant: Appearance + Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eye; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + + Avariel + M + 30 + Dex 2 + + Perception + + Darkvision + Accustomed to twilit forests and the night sky, 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. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 23 + + + Flight + You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor. + + Source: Unearthed Arcana: Elf Subraces, p. 1 + + + + Centaur + M + 40 + Str 2, Wis 1 + + Survival + + Charge + If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon’s damage dice twice and add them together. Once you use this ability, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 1 + + + Hooves + Your hooves are natural melee weapons, with which you’re proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d6 + your Strength modifier. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Equine Build + You count as one size larger when determining your carrying capacity and the weight you can push or drag. + In addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. + Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + powerful build + + + Survivor + You have proficiency in the Survival skill. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Hybrid Nature + You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Languages + You can speak, read, and write Common and Sylvan. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + + Dragonborn Revenant (Black) + M + 30 + Str 1, Cha 1, Con 1 + + + + Draconic Ancestry + You have black dragon ancestry. + + Source: Player's Handbook p. 34 + + + Breath Weapon + You can use your action to exhale a 5 foot by 30 foot line of necrotic energy. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + Source: Player's Handbook p. 34 + + + Damage Resistance + You have resistance to necrotic damage. + + Source: Player's Handbook p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook p. 34 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Dragonborn Revenant (Blue) + M + 30 + Str 1, Cha 1, Con 1 + + + + Draconic Ancestry + You have blue dragon ancestry. + + Source: Player's Handbook p. 34 + + + Breath Weapon + You can use your action to exhale a 5 foot by 30 foot line of necrotic energy. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + Source: Player's Handbook p. 34 + + + Damage Resistance + You have resistance to necrotic damage. + + Source: Player's Handbook p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook p. 34 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Dragonborn Revenant (Brass) + M + 30 + Str 1, Cha 1, Con 1 + + + + Draconic Ancestry + You have brass dragon ancestry. + + Source: Player's Handbook p. 34 + + + Breath Weapon + You can use your action to exhale a 5 foot by 30 foot line of necrotic energy. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + Source: Player's Handbook p. 34 + + + Damage Resistance + You have resistance to necrotic damage. + + Source: Player's Handbook p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook p. 34 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Dragonborn Revenant (Bronze) + M + 30 + Str 1, Cha 1, Con 1 + + + + Draconic Ancestry + You have bronze dragon ancestry. + + Source: Player's Handbook p. 34 + + + Breath Weapon + You can use your action to exhale a 5 foot by 30 foot line of necrotic energy. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + Source: Player's Handbook p. 34 + + + Damage Resistance + You have resistance to necrotic damage. + + Source: Player's Handbook p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook p. 34 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Dragonborn Revenant (Copper) + M + 30 + Str 1, Cha 1, Con 1 + + + + Draconic Ancestry + You have copper dragon ancestry. + + Source: Player's Handbook p. 34 + + + Breath Weapon + You can use your action to exhale a 5 foot by 30 foot line of necrotic energy. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + Source: Player's Handbook p. 34 + + + Damage Resistance + You have resistance to necrotic damage. + + Source: Player's Handbook p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook p. 34 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Dragonborn Revenant (Gold) + M + 30 + Str 1, Cha 1, Con 1 + + + + Draconic Ancestry + You have gold dragon ancestry. + + Source: Player's Handbook p. 34 + + + Breath Weapon + You can use your action to exhale a 15 foot cone of necrotic energy. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + Source: Player's Handbook p. 34 + + + Damage Resistance + You have resistance to necrotic damage. + + Source: Player's Handbook p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook p. 34 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Dragonborn Revenant (Green) + M + 30 + Str 1, Cha 1, Con 1 + + + + Draconic Ancestry + You have green dragon ancestry. + + Source: Player's Handbook p. 34 + + + Breath Weapon + You can use your action to exhale a 15 foot cone of necrotic energy. + When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + Source: Player's Handbook p. 34 + + + Damage Resistance + You have resistance to necrotic damage. + + Source: Player's Handbook p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook p. 34 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Dragonborn Revenant (Red) + M + 30 + Str 1, Cha 1, Con 1 + + + + Draconic Ancestry + You have red dragon ancestry. + + Source: Player's Handbook p. 34 + + + Breath Weapon + You can use your action to exhale a 15 foot cone of necrotic energy. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + Source: Player's Handbook p. 34 + + + Damage Resistance + You have resistance to necrotic damage. + + Source: Player's Handbook p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook p. 34 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Dragonborn Revenant (Silver) + M + 30 + Str 1, Cha 1, Con 1 + + + + Draconic Ancestry + You have silver dragon ancestry. + + Source: Player's Handbook p. 34 + + + Breath Weapon + You can use your action to exhale a 15 foot cone of necrotic energy. + When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + Source: Player's Handbook p. 34 + + + Damage Resistance + You have resistance to necrotic damage. + + Source: Player's Handbook p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook p. 34 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Dragonborn Revenant (White) + M + 30 + Str 1, Cha 1, Con 1 + + + + Draconic Ancestry + You have white dragon ancestry. + + Source: Player's Handbook p. 34 + + + Breath Weapon + You can use your action to exhale a 15 foot cone of necrotic energy. + When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier+your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + Source: Player's Handbook p. 34 + + + Damage Resistance + You have resistance to necrotic damage. + + Source: Player's Handbook p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook p. 34 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Dwarf Revenant + M + 25 + Con 3 + + + + Darkvision + Accustomed to life underground, 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. + + Source: Player's Handbook, p. 20 + + + Dwarven Resilience + You have advantage on saving throws against poison, and you have resistance against poison damage. + + Source: Player's Handbook, p. 20 + + + Dwarven Combat Training + You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. + + Source: Player's Handbook, p. 20 + + + Tool Proficiency + You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. + + Source: Player's Handbook, p. 20 + + + Stonecunning + Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. + + Source: Player's Handbook, p. 20 + + + Languages + You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. + + Source: Player's Handbook, p. 20 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Elf Revenant + M + 30 + Dex 2, Con 1 + + Perception + + Darkvision + Accustomed to twilit forests and the night sky, 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. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 23 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Genasi Revenant + M + 30 + Con 3 + + + + Languages + You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. + + Source: Elemental Evil Player's Companion, p. 9 + Princes of the Apocalypse, p. 228 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Gnome Revenant + S + 25 + + + + + Darkvision + Accustomed to life underground, 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. + + Source: Player's Handbook, p. 37 + + + Gnome Cunning + You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + Source: Player's Handbook, p. 37 + + + Languages + You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. + + Source: Player's Handbook, p. 37 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Grugach + M + 30 + Dex 2, Str 1 + Wisdom + Perception + + Darkvision + Accustomed to twilit forests and the night sky, 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. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Sylvan and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 23 + + + Grugach Weapon Training + You have proficiency with the spear, shortbow, longbow, and net. + + Source: Unearthed Arcana: Elf Subraces, p. 1 + + + Cantrip + You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it. + + Source: Unearthed Arcana: Elf Subraces, p. 1 + + + + Halfling Revenant + S + 25 + Dex 2, Con 1 + + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + Source: Player's Handbook, p. 28 + + + Brave + You have advantage on saving throws against being frightened. + + Source: Player's Handbook, p. 28 + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + Source: Player's Handbook, p. 28 + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + Source: Player's Handbook, p. 28 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Human Revenant + M + 30 + Con 1 + + + + Ability Score Increase + Two different ability scores of your choice increase by 1. + + Source: Player's Handbook, p. 31 + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + Source: Player's Handbook, p. 31 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Infernal Tiefling + M + 30 + Cha 2, Int 1 + Charisma + + + Darkvision + Thanks to your infernal heritage, 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. + + Source: Unearthed Arcana: That Old Black Magic, p. 1 + + + Hellish Resistance + You have resistance to fire damage. + + Source: Unearthed Arcana: That Old Black Magic, p. 1 + + + Infernal Legacy + You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + Source: Unearthed Arcana: That Old Black Magic, p. 1 + + + Languages + You can speak, read, and write Common and Infernal. + + Source: Unearthed Arcana: That Old Black Magic, p. 1 + + + Variant: Appearance + Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eye; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + Variant: Devil's Tongue + You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + Variant: Hellfire + Once you reach 3rd level, you can cast the burning hands spell once as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + Variant: Winged + You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. This replaces the Infernal Legacy trait. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + + Minotaur + M + 30 + Str 2, Con 1 + + Intimidation + + Horns + Your horns are natural melee weapons, with which you’re proficient. When you hit with them, the target takes piercing damage equal to 1d6 + your Strength modifier. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Goring Rush + Immediately after you use the Dash action on your turn and move at least as far as your speed, you can make one melee attack with your horns as a bonus action. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Hammering Horns + Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can attempt to shove that creature with your horns using your reaction. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 5 feet away from you. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Menacing + You have proficiency in the Intimidation skill. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Hybrid Nature + You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Languages + You can speak, read, and write Common and Minotaur. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + + Tiefling Revenant + M + 30 + Cha 2, Con 1 + + + + Darkvision + Thanks to your heritage, 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. + + Source: Unearthed Arcana: That Old Black Magic, p. 1 + + + Languages + You can speak, read, and write Common. + + Source: Unearthed Arcana: That Old Black Magic, p. 1 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + + Artificer + 8 + Constitution, Intelligence, Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand + Intelligence + 3 + + + Starting Artificer + As a 1st-level Artificer, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light and medium armors + • Weapons: simple weapons + • Tools: thieves' tools, two other tools of your choice + • Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a handaxe and a light hammer or (b) any two simple weapons + • a light crossbow and 20 bolts + • (a) scale mail or (b) studded leather armor + • thieves’ tools and a dungeoneer’s pack + + Source: Unearthed Arcana: The Artificer, p. 1 + + + + + + Multiclass Artificer + To multiclass as a Artificer, you must meet the following prerequisites: + • Intelligence 13 + + You gain the following proficiencies: + • light armor, simple weapons, two tools + + Source: Mike Mearls on Twitter + + +light and medium armorssimple weaponsthieves' tools, two other tools of your choice + + + + Magic Item Analysis + Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature. + + Source: Unearthed Arcana: The Artificer, p. 2 + + + + + + Artificer Specialist + At 1st level, you choose the type of Artificer Specialist you are: Alchemist or Gunsmith, both of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th level. + + Source: Unearthed Arcana: The Artificer, p. 2 + + + + + + Artificer Specialist: Alchemist + An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemist's Satchel (Alchemist) + At 1st level, you craft an Alchemist’s Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials. + If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula (3) (Alchemist) + At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels. + To use any of these options, your Alchemist’s Satchel must be within reach. + If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Alchemical Fire + As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. + This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6). + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Alchemical Acid + As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. + This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6). + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Healing Draught + As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. + This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Smoke Stick + As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Swift Step Draught + As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Tanglefoot Bag + As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Alchemical Formula: Thunderstone + As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Artificer Specialist: Gunsmith + A master of engineering, you forge a firearm powered by a combination of science and magic. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Master Smith (Gunsmith) + When you choose this specialization at 1st level, you gain proficiency with smith’s tools, and you learn the mending cantrip. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Thunder Cannon (Gunsmith) + At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease. You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as a bonus action. + If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Arcane Magazine (Gunsmith) + At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. + You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. + If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Tool Expertise + Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class. + + Source: Unearthed Arcana: The Artificer, p. 3 + + + + + + Wondrous Invention + At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below. + Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up. + You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. + These magic items are detailed in the Dungeon Master’s Guide. + + 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones + + Source: Unearthed Arcana: The Artificer, p. 3 + + + + + 0,2 + + + + + Spellcasting + As part of your study of magic, you gain the ability to cast spells at 3rd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items. + + Spell Slots: + The Artificer 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. + + Spells Known of 1st Level and Higher: + You know three 1st-level spells of your choice from the artificer spell list (which appears at the end of this document). + The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table. + You learn an additional spell at 4th, 7th, 8th, 10th, 11th, 13th, 14th, 16th, 19th, and 20th level. + Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on the Artificer table. + + Spellcasting Ability: + Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. + + Spell save DC = 8 + your proficiency bonus + your Intelligence modifier + + Spell attack modifier = your proficiency bonus + your Intelligence modifier + + Spellcasting Focus: + You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, “Equipment,” in the Player’s Handbook for various arcane focus options. + + Source: Unearthed Arcana: The Artificer, p. 3 + + + + + + Alchemical Formula (4) (Alchemist) + You learn an additional alchemical formula. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Healing Draught + As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. + This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Smoke Stick + As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Swift Step Draught + As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Tanglefoot Bag + As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Alchemical Formula: Thunderstone + As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Thunder Monger (Gunsmith) + At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit. + This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6). + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + 0,3 + + + + + Ability Score Improvement + When you reach 4th, 8th, 12th, 16th, and 18th 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. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + + Infuse Magic + Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature. + Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item. + When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. + You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,3 + + + + + Wondrous Invention (2nd) + You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. + These magic items are detailed in the Dungeon Master’s Guide. + + 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones + + 5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets + + Source: Unearthed Arcana: The Artificer, p. 3 + + + + + + Superior Attunement (Four Items) + At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,3 + + + + + Mechanical Servant + At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level. + Select a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications: + + • It is a construct instead of a beast. + + • It can’t be charmed. + + • It is immune to poison damage and the poisoned condition. + + • It gains darkvision with a range of 60 feet if it doesn’t have it already. + + • It understands the languages you can speak when you create it, but it can’t speak. + + • If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker. + The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. + If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,4,2 + + + + 0,4,2 + + + + + Ability Score Improvement (2nd) + When you reach 4th, 8th, 12th, 16th, and 18th 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. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,4,2 + + + + + Alchemical Formula (5) (Alchemist) + You learn an additional alchemical formula. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Healing Draught + As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. + This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Smoke Stick + As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Swift Step Draught + As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Tanglefoot Bag + As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Alchemical Formula: Thunderstone + As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Blast Wave (Gunsmith) + Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you. + This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6). + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + 0,4,3 + + + + + Wondrous Invention (3rd) + You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. + These magic items are detailed in the Dungeon Master’s Guide. + + 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones + + 5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets + + 10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack + + Source: Unearthed Arcana: The Artificer, p. 3 + + + + + 0,4,3 + + + + 0,4,3 + + + + + Ability Score Improvement (3rd) + When you reach 4th, 8th, 12th, 16th, and 18th 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. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,4,3,2 + + + + 0,4,3,2 + + + + + Alchemical Formula (6) (Alchemist) + You learn an additional alchemical formula. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Healing Draught + As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. + This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Smoke Stick + As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Swift Step Draught + As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Tanglefoot Bag + As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Alchemical Formula: Thunderstone + As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Piercing Round (Gunsmith) + Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + 0,4,3,2 + + + + + Wondrous Invention (4th) + You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. + These magic items are detailed in the Dungeon Master’s Guide. + + 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones + + 5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets + + 10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack + + 15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing + + Source: Unearthed Arcana: The Artificer, p. 3 + + + + + + Superior Attunement (Five Items) + At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,4,3,3 + + + + + Ability Score Improvement (4th) + When you reach 4th, 8th, 12th, 16th, and 18th 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. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,4,3,3 + + + + + Alchemical Formula (7) (Alchemist) + You learn an additional alchemical formula. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Healing Draught + As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. + This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Smoke Stick + As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Swift Step Draught + As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Tanglefoot Bag + As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Alchemical Formula: Thunderstone + As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Explosive Round (Gunsmith) + Starting at 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage. + + Source: Unearthed Arcana: The Artificer, p. 7 + + + + + 0,4,3,3 + + + + + Ability Score Improvement (5th) + When you reach 4th, 8th, 12th, 16th, and 18th 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. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,4,3,3,1 + + + + 0,4,3,3,1 + + + + + Wondrous Invention (5th) + You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. + These magic items are detailed in the Dungeon Master’s Guide. + + 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones + + 5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets + + 10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack + + 15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing + + 20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying + + Source: Unearthed Arcana: The Artificer, p. 3 + + + + + + Soul of Artifice + At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + + Barbarian + + + + Ancestral Protectors (Path of the Ancestral Guardian) + Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends. + + Source: Unearthed Arcana: Revised Subclasses, p. 1 + + + + + + Spirit Shield (Path of the Ancestral Guardian) + Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. + When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level. + + Source: Unearthed Arcana: Revised Subclasses, p. 1 + + + + + + Consult the Spirits (Path of the Ancestral Guardian) + At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast theaugury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. + After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest. + + Source: Unearthed Arcana: Revised Subclasses, p. 1 + + + + + + Vengeful Ancestors (Path of the Ancestral Guardian) + At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents. + + Source: Unearthed Arcana: Revised Subclasses, p. 1 + + + + + Bard + + + + Bard College: College of Satire + Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king’s royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds. Whether telling the ribald tale of a brawny stable hand’s affair with an aged duchess or a mocking satire of a paladin of Helm’s cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh. + While jesters are masters of puns, jokes, and verbal barbs, they are much more than just comic relief. They are expected to mock and provoke, taking advantage of how even the most powerful folk are expected by tradition to endure a jester’s barbs with good humor. This expectation allows a jester to serve as a critic or a voice of reason when others are too intimidated to speak the truth. + For the duchess with a taste for strapping young laborers, such tales might serve to warn the targets of her affections and force her to change her ways for lack of willing partners. Striking back at the jester only ruins her already damaged reputation, and might provide the best evidence that the jester’s satires have hit their mark. But if she is kind and generous to her conquests, the jokes and stories cast her as a kind of folk hero, while drawing even more potential partners to her. + Jesters are loyal to only one cause: the pursuit and propagation of the truth. They use their comedy and innocuous appearance to break down social barriers and expose corruption, incompetence, and stupidity among the rich and powerful. Whether revealing a con artist’s treachery or exposing a baron’s plans for war as driven by greed and bloodlust, a jester serves as the conscience of a realm. + Jesters adventure to safeguard the common folk and to undermine the plans of the rich, powerful, and arrogant. Their magic bolsters allies’ spirits while casting doubt into foes’ minds. Among bards, jesters are unmatched acrobats, and their ability to tumble, dodge, leap, and climb makes them slippery opponents in battle. + + Source: Unearthed Arcana: Kits of Old, p. 2 + + + + + + Bonus Proficiencies (College of Satire) + When you join the College of Satire at 3rd level, you gain proficiency with thieves’ tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves’ tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have. + + Source: Unearthed Arcana: Kits of Old, p. 2 + + + + + + Tumbling Fool (College of Satire) + At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn: + + • You gain the benefits of taking the Dash and Disengage actions. + + • You gain a climbing speed equal to your current speed. + + • You take half damage from falling. + + Source: Unearthed Arcana: Kits of Old, p. 2 + + + + + + Fool's Insight (College of Satire) + At 6th level, your ability to gather stories and lore gains a supernatural edge. You can cast detect thoughts up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest. + If a creature resists your attempt to probe deeper and succeeds at its saving throw against your detect thoughts, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke. + + Source: Unearthed Arcana: Kits of Old, p. 2 + + + + + + Fool's Luck (College of Satire) + Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success. + At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one. + If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll. + + Source: Unearthed Arcana: Kits of Old, p. 3 + + + + + Cleric + + + + Divine Domain: Order Domain + The Order domain represents discipline, as well as service to a society or an institution, whether that service is rendered in obedience to or enforcement of the law—civil, religious, or both. Gods on many worlds grant access to this domain, including Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus. + The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action’s results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their deities. + More importantly, law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse. + + Domain Spells You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature for how domain spells work. + + Cleric Level — Spells: + 1st — command, heroism + 3rd — enhance ability, hold person + 5th — mass healing word, slow + 7th — compulsion, locate creature + 9th — commune, dominate person. + + Source: Unearthed Arcana: Order Domain, p.1 + + + + + + Bonus Proficiency (Order Domain) + When you choose this domain at 1st level, you gain proficiency with heavy armor. + + Source: Unearthed Arcana: Order Domain, p.1 + + + + + + Voice of Authority (Order Domain) + Starting at 1st level, you can invoke the power of law to drive an ally to attack. Immediately after you cast a spell on an ally using a spell slot of 1st level or higher, that ally can use their reaction to make one weapon attack against a target of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. + + Source: Unearthed Arcana: Order Domain, p.1 + + + + + + Divine Domain: Protection Domain + The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin. + Protection Domain Spells + 1st — compelled duel, protection from evil and good + 3rd — aid, protection from poison + 5th — protection from energy, slow + 7th — guardian of faith, Otiluke’s resilient sphere + 9th — antilife shell, wall of force + + Source: Unearthed Arcana: Cleric Divine Domains, p. 3 + + + + + + Bonus Proficiency (Protection Domain) + When you choose this domain at 1st level, you gain proficiency with heavy armor. + + Source: Unearthed Arcana: Cleric Divine Domains, p. 3 + + + + + + Shield of the Faithful (Protection Domain) + Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature 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. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target. + + Source: Unearthed Arcana: Cleric Divine Domains, p. 3 + + + + + + Channel Divinity: Order’s Demand (Order Domain) + Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others. + As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to fall prone when they fail the saving throw. + + Source: Unearthed Arcana: Order Domain, p.1 + + + + + + Channel Divinity: Radiant Defense (Protection Domain) + Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. + As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level. + + Source: Unearthed Arcana: Cleric Divine Domains, p. 3 + + + + + + Order’s Dominion (Order Domain) + At 6th level, you become extraordinarily adept at channeling magical energy to compel others. + When you cast a spell of the enchantment school using a spell slot of 2nd level or higher, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level. + + Source: Unearthed Arcana: Order Domain, p.2 + + + + + + Blessed Healer (Protection Domain) + Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell’s level. + + Source: Unearthed Arcana: Cleric Divine Domains, p. 3 + + + + + + Divine Strike (Order Domain) + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Unearthed Arcana: Order Domain, p.2 + + + + + + Divine Strike (Protection Domain) + 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Unearthed Arcana: Cleric Divine Domains, p. 3 + + + + + + Order’s Wrath (Order Domain) + Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature, that creature takes an extra 2d8 force damage the first time each turn that any ally of yours hits it with a weapon attack. This benefit lasts until the start of your next turn. + + Source: Unearthed Arcana: Order Domain, p.2 + + + + + + Indomitable Defense (Protection Domain) + At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. + As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action. + + Source: Unearthed Arcana: Cleric Divine Domains, p. 3 + + + + + Druid + + + + Optional Rule: Wild Shape Forms + Known Beast Shapes: + When you gain the Wild Shape feature at 2nd level, you are deeply familiar with three beasts of your choice and can transform into them. + To choose the three beast shapes, you first need to determine whether your druid grew up in a temperate or a tropical region, consulting with your DM. Then refer to the Common Beast Shapes table that corresponds to the region you selected. That table lists the beasts you can choose from, based on your druid level. The table presents the animals that a druid is most likely to have seen as a novice, to have learned about through mystic research, or to have a special affinity with. + Each time you gain a druid level later, you can choose one more beast shape from the same table you used at 2nd level. + + Gaining Beast Shapes: + In addition to the beast shapes you gain for free when you level up, you can acquire new shapes on your adventures. Do you see a dinosaur, a saber-toothed tiger, a giant eagle, or some other exotic critter that you want to turn into? This rule gives you a method for learning how to do so. It requires you to abide by the limitations in the Wild Shape feature (see the Beast Shapes table in the Player’s Handbook, page 66). + When you see a beast whose shape you’d like to learn, you have two options: + + Observation: + You learn the beast’s shape after observing its behavior for at least 1 hour and succeeding on an Intelligence (Nature) check with a DC equal to 10 + the beast’s challenge rating. For this observation period, your vantage point—whether physical or magical— must be within 150 feet of the beast. If you previously spent at least 1 hour reading a scholarly work about the creature, you have advantage on the check. + + Interaction: + You learn the beast’s shape after interacting with it peacefully for 10 minutes and succeeding on a Wisdom (Animal Handling) check with a DC equal to 10 + the beast’s challenge rating. For this interaction period, you must be within 15 feet of the beast, and if you spend at least a minute petting it, you have advantage on the check. + + Either of these options can be assisted by magic. For example, divination magic can be used to provide safe observation of a dangerous animal, and a spell like animal friendship can lay the groundwork for peaceful interaction. + + Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 3 + + + + + + Druid Circle: Circle of Spores + Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. + These druids believe that life and death are portions of a grand cycle, with one leading to the other and then back again. Death is not the end of life, but instead a change of state that sees life shift into a new form. + Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. However, these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or avoid passing to a final rest, violate the cycle and must be thwarted. + + Source: Unearthed Arcana: Three Subclasses, p. 1 + + + + + + Circle Spells (Circle of Spores) + Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 1st level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. + Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. + + 3rd — gentle repose, ray of enfeeblement + 5th — animate dead, gaseous form + 7th — blight, confusion + 9th — cloudkill, contagion Halo of Spores Starting at 2nd level, you can launch toxic spores at other creatures. To do so, you use your reaction on your turn to deal 3 poison damage to one creature you can see within 10 feet of you. This damage increases to 6 at 6th level, 9 at 10th level, and 12 at 14th. + + Source: Unearthed Arcana: Three Subclasses, p. 1 + + + + + + Symbiotic Entity (Circle of Spores) + At 2nd level, you gain the ability to channel magic into the spores that infuse you. + When you use your Wild Shape feature, you can awaken those spores, rather than transforming. When you do so, you gain 3 temporary hit points per level you have in this class, the damage of your Halo of Spores feature doubles, and your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. These benefits last for 10 minutes or until you use your Wild Shape again. + + Source: Unearthed Arcana: Three Subclasses, p. 1 + + + + + + Druid Circle: Circle of Twilight + The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate. + These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life. + + Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 2 + + + + + + Harvest's Scythe (Circle of Twilight) + Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level. + When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell’s damage, or 5 hit points per die if at least one of the slain creatures was undead. + You regain the expended dice when you finish a long rest. + + Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 3 + + + + + + Fungal Infestation (Circle of Spores) + At 6th level, your spores gain the ability to infest a humanoid corpse and animate it. + If you slay a humanoid with your Halo of Spores damage, the creature rises as a zombie at the end of your turn. It has 1 hit point. In combat, its turn is immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. It remains animate for 1 hour, after which time it collapses and dies. + + Source: Unearthed Arcana: Three Subclasses, p. 1 + + + + + + Speech Beyond the Grave (Circle of Twilight) + At 6th level, you gain the ability to reach beyond death’s veil in search of knowledge. Using this feature, you can cast speak with dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don’t share a language or it is not intelligent enough to speak. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 3 + + + + + + Spreading Spores (Circle of Spores) + At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action, you hurl fungal spores up to 30 feet away, where they swirl around in a 10-foot cube for 1 minute. While the cube of spores persists, you can’t use your Halo of Spores feature, but any creature that starts its turn in the cube takes your Halo of Spores damage. The cube of spores vanishes early if you use this feature again. + + Source: Unearthed Arcana: Three Subclasses, p. 2 + + + + + + Watcher at the Threshold (Circle of Twilight) + At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren’t incapacitated, any ally within 30 feet of you has advantage on death saving throws. + + Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 3 + + + + + + Fungal Body (Circle of Spores) + At 14th level, the fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and if an attack is a critical hit against you, it doesn’t deal its extra damage to you. + + Source: Unearthed Arcana: Three Subclasses, p. 2 + + + + + + Paths of the Dead (Circle of Twilight) + At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast etherealness. Once the spell ends, you can’t cast it with this feature again until you finish a short or long rest. + + Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 3 + + + + + Fighter + + + + Fighting Style: Close Quarters Shooter + You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + ranged attacks +1 + + + + + + Fighting Style: Mariner + As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Waterborne Adventures, p. 3 + + + + + + Fighting Style: Tunnel Fighter + You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + + + + + + Martial Archetype: Brute + Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back. + + Source: Unearthed Arcana: Three Subclasses, p. 2 + + + + + + Brute Force (Brute) + Starting at 3rd level, you’re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class: by 1d4 at 3rd level, 1d6 at 10th level, 1d8 at 16th level, and 1d10 at 20th level. + + Source: Unearthed Arcana: Three Subclasses, p. 2 + + + + + + Martial Archetype: Knight + The Knight is a colossus on the battlefield who can shrug off attacks and protect allies from harm. Knights fight from the saddle when they can, and in combat they are expected to seek out and lock down the mightiest of the enemy’s forces. On adventures, they are the armored bulwark that strives to keep the rest of the party safe. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 2 + + + + + + Born to the Saddle (Knight) + Starting at 3rd level, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren’t incapacitated and you fall less than 10 feet. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 2 + + + + + + Implacable Mark (Knight) + At 3rd level, you excel at foiling attacks and protecting your allies by menacing your foes. When you hit a creature with a melee weapon attack, the target is marked by you until the end of your next turn. A creature ignores this effect if the creature can’t be frightened. + The marked target has disadvantage on any attack roll against a creature other than you or someone else who marked it. + If a target marked by you is within 5 feet of you on its turn and it moves at least 1 foot or makes an attack that suffers disadvantage from this feature, you can make one melee weapon attack against it using your reaction. This attack roll has advantage, and if it hits, the attack’s weapon deals extra damage to the target equal to your fighter level. + You can make this special attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. You can make this attack three times, and you regain all expended uses of it when you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 2 + + + + + + Martial Archetype: Monster Hunter + As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror. + + Source: Unearthed Arcana: Gothic Heroes, p. 2 + + + + + + Bonus Proficiencies (Monster Hunter) + When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can gain proficiency with a tool of your choice in place of one skill choice. + + Source: Unearthed Arcana: Gothic Heroes, p. 2 + + + + + + Combat Superiority (Monster Hunter) + When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. + + Superiority Dice: + You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. + You gain another superiority die at 7th level and one more at 15th level. + + Using Superiority Dice: + You can expend superiority dice to gain a number of different benefits: + + • When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied. + + • When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save. + + • When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed. + + • When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed. + + Source: Unearthed Arcana: Gothic Heroes, p. 2 + + + + + + Hunter's Mysticism (Monster Hunter + At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells. + In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal. + + Source: Unearthed Arcana: Gothic Heroes, p. 2 + + + + + + Martial Archetype: Scout + The archetypal Scout excels at finding safe passage through dangerous regions. Scouts usually favor light armor and ranged weapons, but they are comfortable using heavier gear when faced with intense fighting. + + Source: Unearthed Arcana: Kits of Old, p. 4 + + + + + + Bonus Proficiencies (Scout) + When you choose this archetype at 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves’ tools in place of one skill choice. + + Source: Unearthed Arcana: Kits of Old, p. 4 + + + + + + Combat Superiority (Scout) + At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. + + Superiority Dice: + You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest. You gain another superiority die at 7th level and one more at 15th level. + + Using Superiority Dice: + You can expend superiority dice to gain a number of different benefits. + + • When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful. + + • When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied. + + • If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it. + + Source: Unearthed Arcana: Kits of Old, p. 4 + + + + + + Natural Explorer (Scout) + You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. + While traveling for an hour or more in your favored terrain, you gain the following benefits. + + • Difficult terrain doesn’t slow your group’s travel. + + • Your group can’t become lost except by magical means. + + • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. + + • If you are traveling alone, you can move stealthily at a normal pace. + + • When you forage, you find twice as much food as you normally would. + + • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. + + You choose additional favored terrain types at 7th and 15th level. + + Source: Unearthed Arcana: Kits of Old, p. 4 + + + + + + Martial Archetype: Sharpshooter + The Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are kept at range. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 3 + + + + + + Steady Aim (Sharpshooter) + Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you’re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target: + + • The attacks ignore half and three-quarters cover. + + • On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level. + You can use this feature three times. You regain all expended uses of it when you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 3 + + + + + + Arcane Shot Option (3rd) + You gain an additional Arcane Shot option. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 1 + + + + + + Brutish Durability (Brute) + Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others. + Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. + + Source: Unearthed Arcana: Three Subclasses, p. 2 + + + + + + Noble Cavalry (Knight) + At 7th level, you gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Persuasion, or Religion. Alternatively, you learn one language of your choice. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 2 + + + + + + Monster Slayer (Monster Hunter) + At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them. + + Source: Unearthed Arcana: Gothic Heroes, p. 2 + + + + + + Careful Eyes (Sharpshooter) + Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action. + You also gain proficiency in the Perception, Investigation, or Survival skill (choose one). + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 4 + + + + + + Additional Fighting Style (Brute) + At 10th level, you can choose a second option from the Fighting Style feature. + + Source: Unearthed Arcana: Three Subclasses, p. 2 + + + + + + Fighting Style: Close Quarters Shooter + You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + + + + + + Fighting Style: Mariner + As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Waterborne Adventures, p. 3 + + + + + + Fighting Style: Tunnel Fighter + You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + + + + + + Fighting Style: Close Quarters Shooter + You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + ranged attacks +1 + + + + + + Fighting Style: Mariner + As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Waterborne Adventures, p. 3 + + + + + + Fighting Style: Tunnel Fighter + You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + + + + + + Hold the Line (Knight) + At 10th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack’s weapon deals extra damage to the target equal to half your fighter level, and the target’s speed is reduced to 0 until the end of this turn. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 2 + + + + + + Improved Combat Superiority (Monster Hunter) + At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. + + Source: Unearthed Arcana: Gothic Heroes, p. 2 + + + + + + Improved Combat Superiority (Scout) + At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. + + Source: Unearthed Arcana: Kits of Old, p. 4 + + + + + + Close-Quarters Shooting (Sharpshooter) + At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll. + In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the end of this turn. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 4 + + + + + + Devastating Critical (Brute) + Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class. + + Source: Unearthed Arcana: Three Subclasses, p. 2 + + + + + + Rapid Strike (Knight) + Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 3 + + + + + + Relentless (Monster Hunter) + Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die. + + Source: Unearthed Arcana: Gothic Heroes, p. 2 + + + + + + Relentless (Scout) + Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. + + Source: Unearthed Arcana: Kits of Old, p. 4 + + + + + + Rapid Strike (Sharpshooter) + Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 4 + + + + + + Survivor (Brute) + At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left. + + Source: Unearthed Arcana: Three Subclasses, p. 2 + + + + + + Defender's Blade (Knight) + At 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. + In addition, you gain a +1 bonus to AC while wearing heavy armor. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 3 + + + + + + Snap Shot (Sharpshooter) + Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 4 + + + + + Monk + + + + Monastic Tradition: Way of Tranquility + Monks of the Way of Tranquility see violence as a last resort. They use diplomacy, mercy, and understanding to resolve conflicts. If pushed, though, they are capable warriors who can bring an end to the unjust or cruel folk who refuse to listen to reason. When adventuring, these monks make excellent diplomats. They are also skilled in the healing arts, and can preserve their allies in the face of daunting foes. + + Source: Unearthed Arcana: Monk Monastic Traditions, p. 1 + + + + + + Path of Tranquility (Way of Tranquility) + When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast the sanctuary spell on yourself, no material component required, and it lasts up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour. + Once you cast the spell in this way, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: Monk Monastic Traditions, p. 2 + + + + + + Healing Hands (Way of Tranquility) + Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level _ 10. + As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool. + Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one. + When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature. + This feature has no effect on undead and constructs. + + Source: Unearthed Arcana: Monk Monastic Traditions, p. 2 + + + + + + Emissary of Peace (Way of Tranquility) + At 6th level, you gain the ability to diffuse violent situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn’t apply if proficiency in the Deception or Intimidation skill applies to your check. + You also gain proficiency in the Performance or Persuasion skill (choose one). + + Source: Unearthed Arcana: Monk Monastic Traditions, p. 2 + + + + + + Douse the Flames of War (Way of Tranquility) + At 11th level, you gain the ability to temporarily extinguish a creature’s violent impulses. As an action, you can touch a creature, and it must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The target automatically succeeds if it’s missing any of its hit points. If the target fails the save, it can’t attack for 1 minute. During that time, it also can’t cast spells that deal damage or that force someone to make a saving throw. + This effect ends if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies. + + Source: Unearthed Arcana: Monk Monastic Traditions, p. 2 + + + + + + Anger of a Gentle Soul (Way of Tranquility) + At 17th level, you gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your monk level. + Once you use this ability, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Monk Monastic Traditions, p. 2 + + + + + Mystic + 8 + Intelligence, Wisdom, Arcana, History, Insight, Medicine, Nature, Perception, Religion + Intelligence + 2 + + + Starting Mystic + As a 1st-level Mystic, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor + • Weapons: simple weapons + • Tools: none + • Skills: Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a spear or (b) a mace + • (a) leather armor or (b) studded leather armor + • (a) a light crossbow and 20 bolts or (b) any simple weapon + • (a) a scholar’s pack or (b) an explorer’s pack + + Alternatively, you may start with 5d4x10 gp and choose your own equipment. + + Source: Unearthed Arcana: The Mystic Class, p. 1 + + +light armorsimple weaponsnone5d4x10 + + + + Psionics + As a student of psionics, you can master and use psionic talents and disciplines. Psionics is a special form of magic use, distinct from spellcasting. + + Psionic Talents: + A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. You learn an additional talent at 3rd, 10th, and 17th level. + + Psionic Disciplines: + A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time. + At 1st level, you know one psionic discipline of your choice. You learn an additional discipline of your choice at 3rd, 5th, 7th, 9th, 12th, 15th, and 18th level. + In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice. + + Psi Points: + You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. + The number of psi points you have is based on your mystic level: 4 points at 1st level, 6 at 2nd, 14 at 3rd, 17 at 4th, 27 at 5th, 32 at 6th, 38 at 7th, 44 at 8th, 57 at 9th, 64 at 10th, and 71 at 18th.. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum. + + Psi Limit: + Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level; at 1st level, your psi limit is 2, and it increases to 3 at 3rd, 5 at 5th, 6 at 7th, and 7 at 9th. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have. + + Psychic Focus: + You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. + You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines. + + Psionic Ability: + Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one. + + Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier + + Discipline attack modifier = your proficiency bonus + your Intelligence modifier + + Source: Unearthed Arcana: The Mystic Class, p. 3 + + + + + + Mystic Order + At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. + Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level. + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Mystic Order: Order of the Avatar + Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers. + Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie. + + Source: Unearthed Arcana: The Mystic Class, p. 5 + + + + + + Bonus Disciplines (Order of the Avatar) + At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Avatar disciplines. + + Source: Unearthed Arcana: The Mystic Class, p. 5 + + + + + + Armor Training (Order of the Avatar) + At 1st level, you gain proficiency with medium armor and shields. + + Source: Unearthed Arcana: The Mystic Class, p. 5 + + + + + + Mystic Order: Order of the Awakened + Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy. + The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Bonus Disciplines (Order of the Awakened) + At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Awakened disciplines. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Awakened Talent (Order of the Awakened) + At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Mystic Order: Order of the Immortal + The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. + Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Bonus Disciplines (Order of the Immortal) + At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Immortal disciplines. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Immortal Durability (Order of the Immortal) + Starting at 1st level, your hit point maximum increases by 1 per mystic level. + In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier+your Constitution modifier. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + unarmored defense constitution + + + + + + Mystic Order: Order of the Nomad + Mystics of the Order of the Nomad keep their minds in a strange, rarefied state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere. + Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Bonus Disciplines (Order of the Nomad) + At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Nomad disciplines. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Breadth of Knowledge (Order of the Nomad) + At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Mystic Order: Order of the Soul Knife + The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes. + Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Martial Training (Order of the Soul Knife) + At 1st level, you gain proficiency with medium armor and martial weapons. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Soul Knife (Order of the Soul Knife) + Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. + For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals 1d8 psychic damage on a hit. + As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Mystic Order: Order of the Wu Jen + The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it. + In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Bonus Disciplines (Order of the Wu Jen) + At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Wu Jen disciplines. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Hermit’s Study (Order of the Wu Jen) + At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Mystical Recovery + Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. + Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent. + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Telepathy + At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Avatar of Battle (Order of the Avatar) + Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls. + + Source: Unearthed Arcana: The Mystic Class, p. 5 + + + + + + Psionic Investigation (Order of the Awakened) + Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. + You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. + Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Psionic Resilience (Order of the Immortal) + Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Memory of One Thousand Steps (Order of the Nomad) + At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Hone the Blade (Order of the Soul Knife) + Starting at 3rd level, you can spend psi points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent: 2 psi points for +1, 5 for +2, and 7 for +4. This bonus lasts for 10 minutes. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Elemental Attunement (Order of the Wu Jen) + Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + 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. + + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Strength of Mind + Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. + Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest. + + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Avatar of Healing (Order of the Avatar) + Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Psionic Surge (Order of the Awakened) + Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. + You can’t use this feature if you can’t use your psychic focus. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Surge of Health (Order of the Immortal) + Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. + You can’t use this feature if you can’t use your psychic focus. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Superior Teleportation (Order of the Nomad) + At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Consumptive Knife (Order of the Soul Knife) + Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 2 psi points. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Arcane Dabbler (Order of the Wu Jen) + At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level. + As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. A 1st-level slot cost 2 psi points, a 2nd costs 3, a 3rd costs 5, a 4th costs 6, and a 5th costs 7. The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot. + Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Ability Score Improvement (2nd) + 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. + + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Potent Psionics + At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8. + In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent. + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Consumptive Power + At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. + Once you use this feature, you can’t use it again until you finish a long rest. + + + Source: Unearthed Arcana: The Mystic Class, p. 5 + + + + + + Psionic Mastery + Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can’t also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent. + If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn’t use these special points, the disciplines end that you’re concentrating on. + At 15th level, the pool of psi points you gain from this feature increases to 11. + You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level. + + Source: Unearthed Arcana: The Mystic Class, p. 5 + + + + + + Ability Score Improvement (3rd) + 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. + + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Avatar of Speed (Order of the Avatar) + Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you can take the Dash action as a bonus action. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Spectral Form (Order of the Awakened) + At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Immortal Will (Order of the Immortal) + Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Effortless Journey (Order of the Nomad) + Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Phantom Knife (Order of the Soul Knife) + Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Elemental Mastery (Order of the Wu Jen) + Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Ability Score Improvement (4th) + 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. + + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Ability Score Improvement (5th) + 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. + + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Psionic Body + At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits: + + • You gain resistance to bludgeoning, piercing, and slashing damage. + • You no longer age. + • You are immune to disease, poison damage, and the poisoned condition. + • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest. + + Source: Unearthed Arcana: The Mystic Class, p. 5 + + + + + + Paladin + + + + Fighting Style: Close Quarters Shooter + You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + ranged attacks +1 + + + + + + Fighting Style: Mariner + As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Waterborne Adventures, p. 3 + + + + + + Fighting Style: Tunnel Fighter + You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + + + + + + Sacred Oath: Oath of Treachery + The Oath of Treachery is the path followed by paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure. + Many of these paladins pay homage to demon lords, especially Grazz’t and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard’s penchant for double dealing and treachery. + + Fallen Paladins: + The Oath of Treachery is an option for the paladin who has strayed from another Sacred Oath or who has rejected the traditional paladin life. This option exists alongside the Oathbreaker in the Dungeon Master’s Guide. DMs are free to use either option to model villainous or fallen paladins. + If you switch to this oath from another one, replace all of the previous oath’s features with the features of this one, and if you renounce this oath, replace its features with the features of the new one. + + Tenets of Treachery: + A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard’s overwhelming concern is power and safety, especially if both can be obtained at the expense of others. + + Oath Spells: + You gain oath spells at the paladin levels listed. + 3rd — charm person, expeditious retreat + 5th — invisibility, mirror image + 9th — gaseous form, haste + 13th — confusion, greater invisibility + 17th — dominate person, passwall + + Source: Unearthed Arcana: Paladin Sacred Oaths, p. 2 + + + + + + Channel Divinity: Conjure Duplicate (Oath of Treachery) + As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you. + For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is. + + Source: Unearthed Arcana: Paladin Sacred Oaths, p. 2 + + + + + + Channel Divinity: Poison Strike (Oath of Treachery) + You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll. + + Source: Unearthed Arcana: Paladin Sacred Oaths, p. 2 + + + + + + Aura of Treachery (Oath of Treachery) + Starting at 7th level, you emanate an aura of discord, which gives you the following benefits. + + Cull the Herd: + You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. + + Treacherous Strike: + If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. + You can use this ability three times. You regain expended uses of it when you finish a short or long rest. + + Source: Unearthed Arcana: Paladin Sacred Oaths, p. 2 + + + + + + Blackguard's Escape (Oath of Treachery) + At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again. + + Source: Unearthed Arcana: Paladin Sacred Oaths, p. 3 + + + + + + Icon of Deceit (Oath of Treachery) + At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute: + + • You are invisible. + + • If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren’t incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed. + + • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level. + + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Unearthed Arcana: Paladin Sacred Oaths, p. 3 + + + + + Ranger + + + + Fighting Style: Close Quarters Shooter + You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + ranged attacks +1 + + + + + + Fighting Style: Mariner + As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Waterborne Adventures, p. 3 + + + + + + Fighting Style: Tunnel Fighter + You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + + + + + + Ranger Archetype: Primeval Guardian + Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. + These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + + Guardian Magic (Primeval Guardian) + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. + + 3rd — entangle + 5th — enhance ability + 9th — conjure animals + 13th — giant insect + 17th — insect plague + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + + Guardian Soul (Primeval Guardian) + Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. + You undergo the following changes while in your guardian form: + + • Your size becomes Large, unless you were larger. + + • Any speed you have becomes 5 feet, unless the speed was lower. + + • Your reach increases by 5 feet. + + • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + + Piercing Thorns (Primeval Guardian) + At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + + Ancient Fortitude (Primeval Guardian) + At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + + Rooted Defense (Primeval Guardian) + At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + + Guardian Aura (Primeval Guardian) + Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + Ranger (Alternate) + 12 + Dexterity, Wisdom, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival + + 3 + + + Starting Ranger (Alternate) + As a 1st-level Ranger (Alternate), you begin play with 12+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor, shields + • Weapons: simple weapons, martial weapons + • Tools: herbalism kit + • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival + + + You begin play with the following equipment, in addition to any equipment provided by your background. + • Leather armor + • (a) two shortswords or (b) two martial melee weapons or (c) a martial weapon and a shield + • (a) a dungeoneer’s pack or (b) an explorer’s pack + • (a) a longbow and a quiver of 20 arrows or (b) a martial weapon + + Alternatively, you may start with 5d4x10 gp and choose your own equipment. + + Source: Unearthed Arcana: Ranger Options, p. 1 + + + + + + Multiclass Ranger (Alternate) + To multiclass as a Ranger (Alternate), you must meet the following prerequisites: + • Dexterity 13 and Wisdom 13 + + You gain the following proficiencies: + • light armor, medium armor, shields, simple weapons, martial weapons; choose one skill from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival + + Source: Unearthed Arcana: Ranger Options, p. 1 + + +light armor, shieldssimple weapons, martial weaponsherbalism kit5d4x10 + + + + Ambuscade + Rangers strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action. + If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. + If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn. + + Source: Unearthed Arcana: Ranger Options, p. 2 + + + + + + Natural Explorer + You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. + While traveling for an hour or more in your favored terrain, you gain the following benefits. + + • Difficult terrain doesn’t slow your group’s travel. + + • Your group can’t become lost except by magical means. + + • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. + + • If you are traveling alone, you can move stealthily at a normal pace. + + • When you forage, you find twice as much food as you normally would. + + • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. + + You choose additional favored terrain types at 6th and 10th level. + + Source: Unearthed Arcana: Ranger Options, p. 2 + + + + + + Skirmisher's Stealth + Beginning at 2nd level, you combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence. + At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make a Dexterity (Stealth) check to hide again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn. + + Source: Unearthed Arcana: Ranger Options, p. 3 + + + + + + Fighting Style + At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Mariner, or Two-Weapon Fighting. You can’t take a Fighting Style option more than once, even if you later get to choose again. + + Source: Unearthed Arcana: Ranger Options, p. 3 + + + + + + Fighting Style: Archery + You gain a +2 bonus to attack rolls you make with ranged weapons. + + Source: Unearthed Arcana: Ranger Options, p. 3 + fighting style archery + + + + + + Fighting Style: Close Quarters Shooter + You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + ranged attacks +1 + + + + + + Fighting Style: Defense + While you are wearing armor, you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Ranger Options, p. 3 + fighting style defense + + + + + + Fighting Style: 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. + + Source: Unearthed Arcana: Ranger Options, p. 3 + fighting style dueling + + + + + + Fighting Style: Mariner + As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Waterborne Adventures, p. 3 + + + + + + Fighting Style: Two-Weapon Fighting + When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + Source: Unearthed Arcana: Ranger Options, p. 3 + + + + + + Fighting Style: Tunnel Fighter + You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + + + + + + Primeval Awareness + Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 5 minutes, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. + Once you use this feature, you must finish a short or long rest before you can use it again. + + Source: Unearthed Arcana: Ranger Options, p. 3 + + + + + + Spirit Path + At 3rd level, you form a bond with a nature spirit—a companion forged by your link to the wild. This spirit companion protects you as you travel and watches your back in battle. You choose a ranger path that shapes your spirit companion and its magic: the Guardian, the Seeker, or the Stalker. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. + + Spirit Companion: + All rangers gain a spirit companion and the ability to invoke its magical power. (Your spirit companion grants you one benefit you can call on in this playtest version of the revised ranger, with more benefits gained at higher levels.) You regain your ability to call on your spirit companion in this way when you finish a short or long rest. + Once per day as a bonus action, you can command your spirit companion to materialize as a living creature, determined by the ranger path you choose. Your spirit companion manifests as an animal for 1 minute or until your concentration is broken (as if you are concentrating on a spell). You can also dismiss it as a bonus action. + The manifested creature gains a bonus to attack rolls and saving throws equal to your Wisdom modifier. It uses the hit points in the animal’s stat block or half your hit point maximum, whichever is higher. + The manifested creature takes its turn on your initiative and acts immediately after you. You control its actions, even if you are unconscious or otherwise unable to act. + + Source: Unearthed Arcana: Ranger Options, p. 3 + + + + + + Spirit Path: Guardian + By following the path of the Guardian, you protect the natural world from creatures that would despoil it, even as you engage with the common folk who rely upon nature’s bounty to survive. You patrol the pathways through the wilds, keeping them clear of bandits and rampaging monsters, even as you keep careful watch on how civilized realms interact with the wilderness. Those who take more than their fair share—clear-___cutting forests or hunting for sport rather than survival—risk your wrath. + When your spirit companion manifests, it takes the form of a brown bear. + + Source: Unearthed Arcana: Ranger Options, p. 3 + + + + + + Guardian's Shroud (Guardian) + Your companion spirit helps to protect you and the creatures closest to you. As a bonus action, you invoke your spirit companion and choose yourself or an ally you can see. The chosen creature gains temporary hit points equal to 2d6+your Wisdom modifier. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + Spirit Path: Seeker + By taking up the Seeker path, you are drawn into the unknown wilds far from civilization in search of lost treasures, forgotten evil, and sites of primal magic. You understand that the trackless wilderness can harbor many secrets. Some of those secrets—such as a lonely oasis providing water to a desert realm—must be protected. Others—such as an ancient idol infused with the foul magic of the demon worshippers who crafted it—must be destroyed before their evil awakens once more. + When your spirit companion manifests, it takes the form of a giant eagle. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + Seeker's Eye (Seeker) + Your companion spirit lends its sharp combat senses to you and your companions. As a bonus action, you invoke your spirit companion and choose a creature you can see. Until the end of your next turn, all attacks made against the chosen creature have advantage. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + Spirit Path: Stalker + As a ranger of the Stalker path, you prowl the wilderness in search of aberrations, fiends, and other monsters that must be slain before they wreak havoc on the natural world. You are the power of nature’s vengeance made manifest, and anything that poses a threat to nature is your target. When a powerful creature such as a dragon threatens a region, a ranger of the Stalker path leads the hunt that will take it down. Like others of your kind, you do not rest until your quarry is dead and the natural world is safe. + When your spirit companion manifests, it takes the form of a dire wolf. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + Stalker's Fangs (Stalker) + Your companion spirit lends the strength of its deadly bite to you or one of your companions. As a bonus action, you invoke your spirit companion and choose yourself or a creature you can see. The next time the chosen creature hits with a weapon attack, the target of the attack takes extra slashing damage equal to 2d6+your Wisdom modifier. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + 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. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + Ability Score Improvement (2nd) + 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. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + Ability Score Improvement (3rd) + 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. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + Ability Score Improvement (4th) + 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. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + Ability Score Improvement (5th) + 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. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + Ranger (No Spells) + 10 + Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival + Dexterity + 3 + + + Starting Ranger (No Spells) + As a 1st-level Ranger (No Spells), you begin play with 10+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor, medium armor, shields + • Weapons: simple weapons, martial weapons + • Tools: none + • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) scale mail or (b) leather armor + • (a) two shortswords or (b) two simple melee weapons + • (a) a dungeoneer's pack or (b) an explorer's pack + • A longbow and a quiver of 20 arrows + + Alternatively, you may start with 5d4x10 gp and choose your own equipment. + + Source: Unearthed Arcana: Modifying Classes, p. 5 + + + + + + Multiclass Ranger (No Spells) + To multiclass as a Ranger (No Spells), you must meet the following prerequisites: + • Dexterity 13 and Wisdom 13 + + You gain the following proficiencies: + • light armor, medium armor, shields, simple weapons, martial weapons; choose one skill from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival + + Source: Unearthed Arcana: Modifying Classes, p. 5 + + +light armor, medium armor, shieldssimple weapons, martial weaponsnone5d4x10 + + + 0,4 + + + + + Favored Enemy + Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. + Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. + You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. + When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. + You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Natural Explorer + You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. + While traveling for an hour or more in your favored terrain, you gain the following benefits. + + • Difficult terrain doesn’t slow your group’s travel. + + • Your group can’t become lost except by magical means. + + • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. + + • If you are traveling alone, you can move stealthily at a normal pace. + + • When you forage, you find twice as much food as you normally would. + + • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. + + You choose additional favored terrain types at 6th and 10th level. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0,4 + + + + + Fighting Style + At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Mariner, or Two-Weapon Fighting. You can’t take a Fighting Style option more than once, even if you later get to choose again. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Fighting Style: Archery + You gain a +2 bonus to attack rolls you make with ranged weapons. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + fighting style archery + + + + + + Fighting Style: Close Quarters Shooter + You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + ranged attacks +1 + + + + + + Fighting Style: Defense + While you are wearing armor, you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + fighting style defense + + + + + + Fighting Style: 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. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + fighting style dueling + + + + + + Fighting Style: Mariner + As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Waterborne Adventures, p. 3 + + + + + + Fighting Style: Two-Weapon Fighting + When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Fighting Style: Tunnel Fighter + You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + + + + + + Combat Superiority + At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice. + + Maneuvers: You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one. + + Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 9th level and one more at 17th level. + + Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: + Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0,4 + + + + + Primeval Awareness + Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 1 minute, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. + Once you use this feature, you must finish a short or long rest before you can use it again. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Poultices + At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency. + + If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up). + + Source: Unearthed Arcana: Modifying Classes, p. 7 + + + + + + Ranger Archetype + At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Ranger Archetype: Beast Master + The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Ranger's Companion (Beast Master) + At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium 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 to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. + 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 where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. + If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. + While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. + If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Ranger Archetype: Hunter + Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Hunter's Prey (Hunter) + At 3rd level, you gain one of the following features of your choice: Colossus Slayer, Giant Killer, or Horde Breaker. Add your selected Hunter’s Prey option as a feat. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Hunter's Prey: Colossus Slayer + Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Hunter's Prey: Giant Killer + When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Hunter's Prey: Horde Breaker + Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0,4 + + + + + 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. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0,4 + + + + + Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Additional Maneuver + At 5th level, you learn one additional Combat Superiority maneuver of your choice. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0,4 + + + + 0,4 + + + + + Exceptional Training (Beast Master) + Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Defensive Tactics (Hunter) + At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will. Add your selected Defensive Tactic as a feat. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Defensive Tactics: Escape the Horde + Opportunity attacks against you are made with disadvantage. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Defensive Tactics: Multiattack Defense + When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Defensive Tactics: Steel Will + You have advantage on saving throws against being frightened. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0,4 + + + + + Ability Score Improvement (2nd) + 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. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Land's Stride + Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. + In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 5 + + + + + Natural Antivenom + Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points. + + Source: Unearthed Arcana: Modifying Classes, p. 7 + + + + + + Additional Maneuver + At 9th level, you learn one additional Combat Superiority maneuver of your choice. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 5 + + + + + Hide in Plain Sight + Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. + Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 5 + + + + + Bestial Fury (Beast Master) + Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Multiattack (Hunter) + At 11th level, you gain one of the following features of your choice: Volley or Whirlwind Attack. Add your selected Multiattack option as a feat. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Multiattack: Volley + You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Multiattack: Whirlwind Attack + You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 5 + + + + + Ability Score Improvement (3rd) + 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. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 5 + + + + + Call Natural Allies + Starting at 13th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups. + + • One beast of challenge rating 2 or lower + + • Two beasts of challenge rating 1 or lower + + • Four beasts of challenge rating 1/2 or lower + + • Eight beasts of challenge rating 1/4 or lower + + These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics. + After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call. + + Source: Unearthed Arcana: Modifying Classes, p. 7 + + + + + + Additional Maneuver + At 13th level, you learn one additional Combat Superiority maneuver of your choice. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 5 + + + + + Vanish + Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 5 + + + + + Beastly Coordination (Beast Master) + Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack’s damage against it. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Superior Hunter's Defense (Hunter) + At 15th level, you gain one of the following features of your choice: Evasion, Stand Against the Tide, or Uncanny Dodge. Add your selected Superior Hunter’s Defense as a feat. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Superior Hunter's Defense: Evasion + You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Superior Hunter's Defense: Stand Against the Tide + When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Superior Hunter's Defense: Uncanny Dodge + When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 6 + + + + + Ability Score Improvement (4th) + 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. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 6 + + + + + Relentless + Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Additional Maneuver + At 17th level, you learn one additional Combat Superiority maneuver of your choice. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 6 + + + + + Feral Senses + At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. + You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 6 + + + + + Ability Score Improvement (5th) + 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. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 6 + + + + + Foe Slayer + At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Ranger (Revised) + 10 + Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival + Wisdom + 3 + + + Starting Ranger (Revised) + As a 1st-level Ranger (Revised), you begin play with 10+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor, medium armor, shields + • Weapons: simple weapons, martial weapons + • Tools: none + • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) scale mail or (b) leather armor + • (a) two shortswords or (b) two simple melee weapons + • (a) a dungeoneer’s pack or (b) an explorer’s pack + • A longbow and a quiver of 20 arrows + + Alternatively, you may start with 5d4x10 gp and choose your own equipment. + + Source: Unearthed Arcana: The Ranger, Revised, p. 1 + + + + + + Multiclass Ranger (Revised) + To multiclass as a Ranger (Revised), you must meet the following prerequisites: + • Dexterity 13 and Wisdom 13 + + You gain the following proficiencies: + • light armor, medium armor, shields, simple weapons, martial weapons; choose one skill from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival + + Source: Player's Handbook, p. 163 + + +light armor, medium armor, shieldssimple weapons, martial weaponsnone5d4x10 + + + + Favored Enemy + Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. + When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. + + Source: Unearthed Arcana: The Ranger, Revised, p. 2 + + + + + + Natural Explorer + You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: + + • You ignore difficult terrain. + + • You have advantage on initiative rolls. + + • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. + + In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: + + • Difficult terrain doesn’t slow your group’s travel. + + • Your group can’t become lost except by magical means. + + • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. + + • If you are traveling alone, you can move stealthily at a normal pace. + + • When you forage, you find twice as much food as you normally would. + + • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. + + Source: Unearthed Arcana: The Ranger, Revised, p. 3 + + + + + 0,2 + + + + + Fighting Style + At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. + + Source: Unearthed Arcana: The Ranger, Revised, p. 3 + + + + + + Fighting Style: Archery + You gain a +2 bonus to attack rolls you make with ranged weapons. + + Source: Unearthed Arcana: The Ranger, Revised, p. 3 + fighting style archery + + + + + + Fighting Style: Close Quarters Shooter + You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + ranged attacks +1 + + + + + + Fighting Style: Defense + While you are wearing armor, you gain a +1 bonus to AC. + + Source: Unearthed Arcana: The Ranger, Revised, p. 3 + fighting style defense + + + + + + Fighting Style: 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. + + Source: Unearthed Arcana: The Ranger, Revised, p. 3 + fighting style dueling + + + + + + Fighting Style: Mariner + As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Waterborne Adventures, p. 3 + + + + + + Fighting Style: Two-Weapon Fighting + When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + Source: Unearthed Arcana: The Ranger, Revised, p. 3 + + + + + + Fighting Style: Tunnel Fighter + You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + + + + + + Spellcasting + By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. + + Spell Slots: + The Ranger 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 animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. + + Spells Known of 1st Level and Higher: + You know two 1st-level spells of your choice from the ranger spell list. + At each odd level, you learn an additional ranger spell 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 ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. + + Spellcasting Ability: + Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. + + Spell save DC = 8 + your proficiency bonus + your Wisdom modifier + + Spell attack modifier = your proficiency bonus + your Wisdom modifier + + Source: Unearthed Arcana: The Ranger, Revised, p. 3 + + + + + 0,3 + + + + + Primeval Awareness + Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. + You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. + You cannot use this ability against a creature that you have attacked within the past 10 minutes. + Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. + If there are multiple groups of your favored enemies within range, you learn this information for each group. + + Source: Unearthed Arcana: The Ranger, Revised, p. 4 + + + + + + Ranger Conclave + At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level. + + Source: Unearthed Arcana: The Ranger, Revised, p. 4 + + + + + + Ranger Conclave: Beast Conclave + Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic. + + Source: Unearthed Arcana: The Ranger, Revised, p. 5 + + + + + + Animal Companion (Beast Conclave) + At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world. + With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. + At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time. + If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. + If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion. + + Source: Unearthed Arcana: The Ranger, Revised, p. 5 + + + + + + Companion's Bond (Beast Conclave) + Your animal companion gains a variety of benefits while it is linked to you. + The animal companion loses its Multiattack action, if it has one. + The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. + When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace. + Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. + Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. + For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. + Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. + Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.” + Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features. + + Trait: + 1. I’m dauntless in the face of adversity. + 2. Threaten my friends, threaten me. + 3. I stay on alert so others can rest. + 4. People see an animal and underestimate me. I use that to my advantage. + 5. I have a knack for showing up in the nick of time. + 6. I put my friends’ needs before my own in all things. + + Flaw: + 1. If there’s food left unattended, I’ll eat it. + 2. I growl at strangers, and all people except my ranger are strangers to me. + 3. Any time is a good time for a belly rub. + 4. I’m deathly afraid of water. + 5. My idea of hello is a flurry of licks to the face. + 6. I jump on creatures to tell them how much I love them. + + Source: Unearthed Arcana: The Ranger, Revised, p. 5 + + + + + + Ranger Conclave: Gloom Stalker Conclave + Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. + + Source: Xanathar's Guide to Everything, p. 41 + + + + + + Gloom Stalker Magic (Gloom Stalker Conclave) + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. + + 3rd—disguise self + 5th—rope trick + 9th—fear + 13th—greater invisibility + 17th—seeming + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Dread Ambusher (Gloom Stalker Conclave) + At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. + At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Umbral Sight (Gloom Stalker Conclave) + At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. + You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Ranger Conclave: Horizon Walker + Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Horizon Walker Magic (Horizon Walker Conclave) + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. + + 3rd — protection from evil and good + 5th — alter self + 9th — protection from energy + 13th — banishment + 17th — teleportation circle + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Detect Portal (Horizon Walker Conclave) + At 3rd level, you gain the ability to magically sense the presence of planar portals. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. + Once you use this feature, you can’t use it again until you finish a short or long rest. + See the "Planar Travel" section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Planar Warrior (Horizon Walker Conclave) + At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Ranger Conclave: Hunter Conclave + Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Hunter's Prey (Hunter Conclave) + At 3rd level, you gain one of the following features of your choice: Colossus Slayer, Giant Killer, or Horde Breaker. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Hunter's Prey: Colossus Slayer + Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Hunter's Prey: Giant Killer + When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Hunter's Prey: Horde Breaker + Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Ranger Conclave: Monster Slayer + You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Monster Slayer Magic (Monster Slayer Conclave) + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you but doesn’t count against the number of ranger spells you know. + + 3rd — protection from evil and good + 5th — zone of truth + 9th — magic circle + 13th — banishment + 17th — hold monster + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Hunter's Sense (Monster Slayer Conclave) + At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Slayer's Prey (Monster Slayer Conclave) + Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. + This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Ranger Conclave: Nightstalker + The Nightstalker archetype emulates a unique form of shadow magic, used to create shadowy familiars to accompany you in battle. By walking this path, you learn to use your shadow familiar like an extension of yourself, using them like a weapon as you stalk through the dim forests and vast plains of the world, searching for your prey. Your choice of familiar defines your style of fighting, with each familiar playing a different role on the hunt and on the battlefield. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + Shadow Familiar (Nightstalker Conclave) + At 3rd level, you gain the ability to summon a creature made from shadow magic to serve you. As a bonus action on your turn, you conjure or dismiss your shadow familiar, which takes the form of a spectral creature. You choose the form you can create when you first select this subclass. + When you conjure your shadow familiar, it appears in an unoccupied space within 30 feet of you. As long as it is conjured, you can forgo one or more of your attacks when you use the Attack action to have your shadow familiar move and make attacks of its own, which use your Ranger spell attack modifier for their attack rolls. Your shadow familiar cannot move farther than 120 feet away from you. + The three forms you can choose from are listed below: + + Cat: Whenever you forgo an attack, you can have the cat move up to 30 feet and attack a creature. On a hit, the attack deals 1d4 + your Wisdom modifier slashing damage, and the next attack made against that creature has advantage on the attack roll. + As an action, you can expend a ranger spell slot to infuse the cat’s claws with poison and have it leap onto a target within 30 feet of it. That creature must succeed on a Constitution saving throw against your Ranger spell save DC or be poisoned until the end of your next turn and take 2d8 poison damage for a 1st level spell slot, plus 1d8 for each spell level higher than 1st. + + Raven: Whenever you forgo an attack, you can have the raven fly up to 45 feet and attack a creature. On a hit, the attack deals 1d10 + your Wisdom modifier piercing damage. + As an action, you can expend a ranger spell slot to infuse the raven with lightning and have it travel along a line 5 feet wide and 20 feet long. Each creature in that line must succeed on a Dexterity saving throw or take 2d6 lightning damage for a 1st level spell slot, plus 1d6 for each spell level higher than 1st. + + Wolf: Whenever you forgo an attack, you can have the wolf move up to 30 feet and attack a creature. On a hit, the attack deals 1d6 + your Wisdom modifier piercing damage, and the target has disadvantage on its next attack roll. + As an action, you can expend a ranger spell slot to infuse the wolf with primal ferocity and have it release a piercing howl. Each creature of your choice within 30 feet of the wolf gains 1d6 temporary hit points for a 1st level spell slot, plus 1d6 for each spell level higher than 1st. These temporary hit points last for 1 minute. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + Ranger Conclave: Primeval Guardian + Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. + These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + + Guardian Magic (Primeval Guardian) + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. + + 3rd — entangle + 5th — enhance ability + 9th — conjure animals + 13th — giant insect + 17th — insect plague + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + + Guardian Soul (Primeval Guardian) + Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. + You undergo the following changes while in your guardian form: + + • Your size becomes Large, unless you were larger. + + • Any speed you have becomes 5 feet, unless the speed was lower. + + • Your reach increases by 5 feet. + + • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + + Piercing Thorns (Primeval Guardian) + At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + 0,3 + + + + + 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. + + Source: Unearthed Arcana: The Ranger, Revised, p. 4 + + + + + 0,4,2 + + + + + Coordinated Attack (Beast Conclave) + Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Extra Attack (Gloom Stalker Conclave) + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Extra Attack (Horizon Walker Conclave) + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Extra Attack (Hunter Conclave) + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Extra Attack (Monster Slayer Conclave) + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Extra Attack (Nightstalker Conclave) + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + Extra Attack (Primeval Guardian) + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + 0,4,2 + + + + + Greater Favored Enemy + At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. + Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy. + + Source: Unearthed Arcana: The Ranger, Revised, p. 4 + + + + + 0,4,3 + + + + + Beast's Defense (Beast Conclave) + At 7th level, while your companion can see you, it has advantage on all saving throws. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Iron Mind (Gloom Stalker Conclave) + By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). + + Source: Xanathar's Guide to Everything, p. 42 + Wisdom + + + + + + Ethereal Step (Horizon Walker Conclave) + At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Defensive Tactics (Hunter Conclave) + At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Defensive Tactics: Escape the Horde + Opportunity attacks against you are made with disadvantage. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Defensive Tactics: Multiattack Defense + When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Defensive Tactics: Steel Will + You have advantage on saving throws against being frightened. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Supernatural Defense (Monster Slayer Conclave) + At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Eye forces you to make a saving throw, add 1d6 to your roll. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Shadowy Transposition (Nightstalker Conclave) + Starting at 7th level, whenever you activate the action of your shadow familiar that requires you to expend a spell slot, you can choose to swap positions with them before activating the ability. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + Ancient Fortitude (Primeval Guardian) + At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + 0,4,3 + + + + + Ability Score Improvement (2nd) + 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. + + Source: Unearthed Arcana: The Ranger, Revised, p. 4 + + + + + + Fleet of Foot + Beginning at 8th level, you can use the Dash action as a bonus action on your turn. + + Source: Unearthed Arcana: The Ranger, Revised, p. 4 + + + + + 0,4,3,2 + + + + 0,4,3,2 + + + + + Hide in Plain Sight + Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. + When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a _10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. + If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected. + + Source: Unearthed Arcana: The Ranger, Revised, p. 4 + + + + + 0,4,3,3 + + + + + Storm of Claws and Fangs (Beast Conclave) + At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Stalker's Flurry (Gloom Stalker Conclave) + At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Distant Strike (Horizon Walker Conclave) + At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Multiattack (Hunter Conclave) + At 11th level, you gain one of the following features of your choice: Volley or Whirlwind Attack + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Multiattack: Volley + You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Multiattack: Whirlwind Attack + You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Magic-User's Nemesis (Monster Slayer Conclave) + At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against you spell save DC, or its spell or teleport fails and is wasted. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Master of the Dark (Nightstalker Conclave) + At 11th level, you can choose another form of shadow familiar that you can create, choosing from the same three forms described in the shadow familiar feature. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + Rooted Defense (Primeval Guardian) + At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + 0,4,3,3 + + + + + Ability Score Improvement (3rd) + 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. + + Source: Unearthed Arcana: The Ranger, Revised, p. 4 + + + + + 0,4,3,3,1 + + + + 0,4,3,3,1 + + + + + Vanish + Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. + + Source: Unearthed Arcana: The Ranger, Revised, p. 5 + + + + + 0,4,3,3,2 + + + + + Superior Beast's Defense (Beast Conclave) + At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Shadowy Dodge (Gloom Stalker Conclave) + Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Spectral Defense (Horizon Walker Conclave) + At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Superior Hunter's Defense (Hunter Conclave) + At 15th level, you gain one of the following features of your choice: Evasion, Stand Against the Tide, and Uncanny Dodge. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Superior Hunter's Defense: Evasion + When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Superior Hunter's Defense: Stand Against the Tide + When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Superior Hunter's Defense: Uncanny Dodge + When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Slayer’s Counter (Monster Slayer Conclave) + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Lord of the Night (Nightstalker Conclave) + When you reach 15th level, you have gained much greater power over your shadow familiar. When you activate the action of your shadow familiar that requires you to expend a spell slot, you can activate it as bonus action rather than an action. + Additionally, once per long rest you can activate that action without expending a spell slot. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + Guardian Aura (Primeval Guardian) + Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + 0,4,3,3,2 + + + + + Ability Score Improvement (4th) + 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. + + Source: Unearthed Arcana: The Ranger, Revised, p. 4 + + + + + 0,4,3,3,3,1 + + + + 0,4,3,3,3,1 + + + + + Feral Senses + At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. + You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. + + Source: Unearthed Arcana: The Ranger, Revised, p. 5 + + + + + 0,4,3,3,3,2 + + + + + Ability Score Improvement (5th) + 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. + + Source: Unearthed Arcana: The Ranger, Revised, p. 4 + + + + + 0,4,3,3,3,2 + + + + + Foe Slayer + At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. + + Source: Unearthed Arcana: The Ranger, Revised, p. 5 + + + + + + Rune Scribe + 8 + + + + + + Starting Rune Scribe + As a 1st-level Rune Scribe, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: + • Weapons: + • Tools: + • Skills: + + You begin play with the following equipment, in addition to any equipment provided by your background. + + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 2 + + + + + + Multiclass Rune Scribe + To multiclass as a Rune Scribe, you must meet the following prerequisites: + • Dexterity 13: Rune scribes need agile fingers to master the intricate patterns of a rune. + • Intelligence 13: Rune lore requires intense study and knowledge. + • Proficiency in the Arcana skill: Rune mastery requires an understanding of arcane lore. + • Character level 5th: Rune magic awakens only for powerful souls, and you must be a 5th-level character before you can gain levels in the rune scribe prestige class. + • Complete a special task. You must find a rune and present it to an NPC rune scribe who accepts it in return for tutoring you in the ways of rune magic. You cannot gain more levels in this prestige class than your tutor has. You might need to seek out additional runes and present them to more skilled rune scribes in order to reach 5th level in this prestige class. + + You gain the following proficiencies: + • Calligrapher’s supplies, mason’s tools, woodcarver’s tools + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 2 + + + + + + + + + Rune Lore + At 1st level, you learn the basics of scribing runes, and are able to activate a master rune’s full range of properties when you are properly attuned to it. + The first rune you master is the rune you found and presented to your tutor to qualify for this prestige class. Your entrance to the class includes the process of mastering that rune’s secrets. + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 3 + + + + + + Runic Magic + Runes can make use of your own magical power to augment some of their effects. You gain a number of spell slots as specified on the Rune Scribe table, but this prestige class does not grant spells known. Instead, as a rune scribe, you can expend your spell slots to empower runes. + For the purpose of multiclassing, to determine your total spell slots, add your levels in rune scribe to your levels in classes that grant you the Spellcasting feature. For example, if you are a rune scribe 4/wizard 6, you would have the spell slots of a 10th-level character, in addition to having the cantrips and spellbook of a 6th-level wizard. + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 3 + + + + + + + + + Runic Discovery + Your continuing study of runic magic allows you to recreate the secrets of new runes without first needing to uncover them. At 2nd, 3rd, and 5th level, choose a rare rune. You can attune to that rune even if you do not possess the master rune for it. + In order to attune to a rune in this manner, you must spend a short rest doing nothing but meditating on the rune. At the end of the short rest, you are attuned to the rune. You are considered to always have the rune on your person for the purpose of determining whether you can use its features. + You can spend another short rest doing nothing but meditating on the rune to end your attunement to it. + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 3 + + + + + + + + + + + + Living Rune + Runes are a part of the living world, and your studies allow you to connect to their magic in increasingly powerful ways. At 4th level, you learn to incorporate rune magic into your identity, allowing you to augment your body and mind. + At the end of a long rest, you can choose to increase one ability score of your choice by 2 or increase two ability scores of your choice by 1. At the end of each subsequent long rest, you can alter this choice, reducing the scores you previously increased and improving different scores. (If you chose to increase two abilities, you can opt to alter only one of those choices.) + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 3 + + + + + + + + + Rune Mastery + At 5th level, you attain the ability to master an ever-greater range of runic magic. When you attune to a rune, you can choose to have it not count toward your limit of attuned magic items. You can be attuned to only one such rune in this manner at a time. You can use this ability again after you end your attunement to a rune. + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 3 + + + + + + Sorcerer + + + + Sorcerous Origin: Phoenix Sorcery + Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix’s power dwells within you. + That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can’t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire. + More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place. + Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them. + + Phoenix Soul Quirks + + 1 — You absentmindedly ignite small fires that quickly sputter out. + + 2 — You cackle like a fiend when you unleash your fire spells. + + 3 — You admire fire, even if it burns your friends. + + 4 — You are covered in burns that mark the first time your power manifested. + + 5 — You like your food charred. + + 6 — You are brave to the point of recklessness. + + Source: Unearthed Arcana: Sorcerer, p. 1 + + + + + + Ignite (Phoenix Sorcery) + At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes. + + Source: Unearthed Arcana: Sorcerer, p. 2 + + + + + + Mantle of Flame (Phoenix Sorcery) + Starting at 1st level, you can unleash the phoenix fire that blazes within you. + As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits: + + • You shed bright light in a 30-foot radius and dim light for an additional 30 feet. + + • Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee +attack from within 5 feet of you or if it touches +you. + + • Whenever you roll fire damage on your turn, +the roll gains a bonus to equal to your Charisma modifier. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Unearthed Arcana: Sorcerer, p. 2 + + + + + + Sorcerous Origin: Sea Sorcery + The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power. + Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea. + + Source: Unearthed Arcana: Sorcerer, p. 2 + + + + + + Soul of the Sea (Sea Sorcery) + At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed. + + Source: Unearthed Arcana: Sorcerer, p. 3 + + + + + + Curse of the Sea (Sea Sorcery) + When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse. + When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature. + Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies): + + Cold Damage: If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater. + + Lightning Damage: If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier. + + Forced Movement; If the target is moved by your spell, increase the distance it is moved by 15 feet. + + Source: Unearthed Arcana: Sorcerer, p. 3 + + + + + + Sorcerous Origin: Stone Sorcery + Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command. + Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes. + + Source: Unearthed Arcana: Sorcerer, p. 3 + + + + + + Bonus Proficiencies (Stone Sorcery) + At 1st level, you gain proficiency with shields, simple weapons, and martial weapons. + + Source: Unearthed Arcana: Sorcerer, p. 4 + + + + + + Metal Magic (Stone Sorcery) + Your affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. + + 1st — compelled duel + 1st — searing smite + 1st — thunderous smite + 1st — wrathful smite + 2nd — branding smite + 2nd — magic weapon + 3rd — blinding smite + 3rd — elemental weapon + 4th — staggering smite. + + Source: Unearthed Arcana: Sorcerer, p. 4 + + + + + + Stone’s Durability (Stone Sorcery) + At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. + As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. + + Source: Unearthed Arcana: Sorcerer, p. 4 + + + + + + Phoenix Spark (Phoenix Sorcery) + Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar. + If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier. + If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Unearthed Arcana: Sorcerer, p. 2 + + + + + + Watery Defense (Sea Sorcery) + At 6th level, you gain resistance to fire damage. + You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from +it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Sorcerer, p. 3 + + + + + + Stone Aegis (Stone Sorcery) + Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies’ protection. + As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated. + In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see +within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level. + + Source: Unearthed Arcana: Sorcerer, p. 4 + + + + + + Nourishing Fire (Phoenix Sorcery) + Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier. + + Source: Unearthed Arcana: Sorcerer, p. 2 + + + + + + Shifting Form (Sea Sorcery) + Starting at 14th level, you gain the ability to enter a liquid state while moving. + When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there. + On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement. + + Source: Unearthed Arcana: Sorcerer, p. 3 + + + + + + Stone’s Edge (Stone Sorcery) + Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell. + + Source: Unearthed Arcana: Sorcerer, p. 4 + + + + + + Form of the Phoenix (Phoenix Sorcery) + At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits: + + • You have a flying speed of 40 feet and can hover. + + • You have resistance to all damage. + + • If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature. + + Source: Unearthed Arcana: Sorcerer, p. 2 + + + + + + Water Soul (Sea Sorcery) + Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits: + + • You no longer need to eat, drink, or sleep. + + • A critical hit against you becomes a normal hit. + + • You have resistance to bludgeoning, piercing, and slashing damage. + + Source: Unearthed Arcana: Sorcerer, p. 3 + + + + + + Earth Master’s Aegis (Stone Sorcery) + Beginning at 18th level, when you use your Stone’s Aegis to protect an ally, you can choose up to three creatures to gain its benefits. + + Source: Unearthed Arcana: Sorcerer, p. 4 + + + + + Warlock + + + + Otherworldly Patron: The Raven Queen + You patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature’s death and ensuring that it meets its end at the proscribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers. + The Raven Queen’s followers are expected to serve her will in the world. She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality. She hates intelligent undead and expects her followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in her eyes. + + Expanded Spell List: The Raven Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + 1st — false life, sanctuary + 2nd — silence, spiritual weapon + 3rd — feign death, speak with dead + 4th — ice storm, locate creature + 5th — commune, cone of cold. + + Source: Unearthed Arcana: Warlock & Wizard, p. 2 + + + + + + Sentinel Raven (The Raven Queen) + Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you. + While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated. + You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you. + In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours. + The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. + The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. + 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. + + Source: Unearthed Arcana: Warlock & Wizard, p. 2 + + + + + + Otherworldly Patron: The Seeker + Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron’s gifts, you wander the world seeking lore that you can share with the Seeker. + Your patron could be any deity or other powerful entity dedicated to knowledge or forgotten lore. Celestian is an ideal patron for a Greyhawk campaign, and was the inspiration for this concept. In the Forgotten Realms, your patron might be Azuth or Oghma. Aureon makes an excellent patron in Eberron, while in Krynn and the Dragonlance campaign setting, Gilean is a good match for the Seeker’s role. + + Expanded Spell List: + The Seeker lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + 1st — feather fall, jump + 2nd — levitate, locate object + 3rd — clairvoyance, sending + 4th — arcane eye, locate creature + 5th — legend lore, passwall + + Source: Unearthed Arcana: The Faithful, p. 1 + + + + + + Shielding Aurora (The Seeker) + Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: The Faithful, p. 1 + + + + + + Pact Boon: Pact of the Star Chain + At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. + The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain 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 the Seeker’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 Star Chain, you can perform a 1 hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. + The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian. + + Source: Unearthed Arcana: The Faithful, p. 1 + + + + + + Soul of the Raven (The Raven Queen) + At 6th level, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven’s form. While merged, you become Tiny, you replace your speed with the raven’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal. + + Source: Unearthed Arcana: Warlock & Wizard, p. 2 + + + + + + Astral Refuge (The Seeker) + At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends. + + Source: Unearthed Arcana: The Faithful, p. 2 + + + + + + Raven’s Shield (The Raven Queen) + At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage. + + Source: Unearthed Arcana: Warlock & Wizard, p. 3 + + + + + + Far Wanderer (The Seeker) + At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage. + + Source: Unearthed Arcana: The Faithful, p. 2 + + + + + + Queen’s Right Hand (The Raven Queen) + Starting at 14th level, you can channel the Raven Queen’s power to slay a creature. You can cast finger of death. After you cast the spell with this feature, you can’t do so again until you finish a long rest. + + Source: Unearthed Arcana: Warlock & Wizard, p. 3 + + + + + + Astral Sequestration (The Seeker) + Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. + By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. + During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. + Once you use this ability, you cannot use it again until you complete a long rest. + + + Source: Unearthed Arcana: The Faithful, p. 2 + + + + + + Gift of the Depths + Prerequisite: The Archfey patron + The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed. + You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest. + + Source: Unearthed Arcana: Warlock & Wizard, p. 5 + + + + + Wizard + + + + Arcane Tradition: Artificer + When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. + Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. + + Source: Unearthed Arcana: Eberron, p. 3 + + + + + + Infuse Potions (Artificer) + Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end. + The spell slot you expend determines the type of potion you can create. See chapter 7 of the Dungeon Master’s Guide for complete rules on potions. + + 1st — Climbing, growth, or healing + 2nd — Mind reading or greater healing + 3rd — Invisibility, superior healing, or water breathing + 4th — Resistance + + Source: Unearthed Arcana: Eberron, p. 3 + + + + + + Infuse Scrolls (Artificer) + At 2nd level, you can also tap into your reserves of magical energy to create spell scrolls. You can use your Arcane Recovery ability to create a scroll instead of regaining expended spell slots. + You must finish a short rest, then spend 10 minutes with parchment, quill, and ink to create a spell scroll containing one spell chosen from those you know. Subtract the spell’s level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your Arcane Recovery applies until you use the scroll and then finish a long rest. + + Source: Unearthed Arcana: Eberron, p. 4 + + + + + + Arcane Tradition: Lore Mastery + Lore Mastery is an arcane tradition fixated on +understanding the underlying mechanics of +magic. It is the most academic of all arcane +traditions. The promise of uncovering new +knowledge or proving (or discrediting) a theory +of magic is usually required to rouse its +practitioners from their laboratories, academies, +and archives to pursue a life of adventure. + Known as savants, followers of this tradition +are a bookish lot who see beauty and mystery in +the application of magic. The results of a spell +are less interesting to them than the process that +creates it. Some savants take a haughty attitude +toward those who follow a tradition focused on a +single school of magic, seeing them as provincial +and lacking the sophistication needed to master +true magic. Other savants are generous teachers, knowledge and good humor. + + Source: Unearthed Arcana: Warlock & Wizard, p. 5 + + + + + + Lore Master (Lore Mastery) + Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill. + In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice). + + Source: Unearthed Arcana: Warlock & Wizard, p. 6 + + + + + + Spell Secrets (Lore Mastery) + At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies. + When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it. + When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Warlock & Wizard, p. 6 + + + + + + Arcane Tradition: School of Invention + The School of Invention claims credit for inventing the other schools of magic—a claim other wizards find absurd. Wizards of this school push magic to its limits. They stretch the known laws of arcane power and strive to reveal important truths about the nature of the multiverse. + Adherents of this school believe that innovation is best served through experimentation. They have a reputation for acting first, thinking second. Most wizards are scholars who have mastered their craft through careful study, rigorous practice, and endless hours of repetition. These wizards would rather throw spells together and see what happens. + Many wizards of this tradition are gnomes, alchemists, or both, and they take pride in the magic-infused armor they don. The armor not only provides protection, but it is also designed to help the wizard channel magic in unpredictable ways. + Wizards of this tradition are regarded as savants to their faces, but wizards of other traditions often think of them as lunatics. + + Source: Unearthed Arcana: Three Subclasses, p. 2 + + + + + + Tools of the Inventor (School of Invention) + At 2nd level, you gain proficiency with two tools of your choice. + + Source: Unearthed Arcana: Three Subclasses, p. 3 + + + + + + Arcanomechanical Armor (School of Invention) + Innovation is a dangerous practice, at least as far as members of this school practice it. As a shield against this risk, you have developed a suit of arcane armor. + Starting at 2nd level, you gain proficiency with light armor and gain a suit of arcanomechanical armor—a magic item that only you can attune to. While you are attuned to it and wearing it, it grants you resistance to force damage. + The armor is light armor and provides an AC of 12 + your Dexterity modifier. It weighs 8 pounds. + You can create a new suit of it at the end of a long rest by touching a nonmagical suit of studded leather armor, which magically transforms it. Doing so removes the magic from your previous arcanomechanical armor, turning it into nonmagical studded leather. + + Source: Unearthed Arcana: Three Subclasses, p. 3 + + + + + + Reckless Casting (School of Invention) + Starting at 2nd level, you can attempt to cast a spell you don’t have prepared. When you use this ability, you use your action and choose one of the following options: + + • Roll on the Reckless Casting table for cantrips and cast the resulting spell as part of this action. + + • Expend a spell slot and roll twice on the Reckless Casting table for its level, or the 5th- level table if the slot is 6th level or higher. Pick which of the two results you want to use and cast the resulting spell as part of this action. + + If the spell you cast isn’t a wizard spell, it is nonetheless a wizard spell for you when you cast it with this feature. + + d10 — Cantrip: + 1 — acid splash + 2 — chill touch + 3 — fire bolt + 4 — light + 5 — poison spray + 6 — ray of frost + 7 — shocking grasp + 8 — sacred flame + 9 — thorn whip + 10 — Roll twice and cast each cantrip, but if you roll another 10 on either die, you cast nothing, wasting your action. + + d10 — 1st-Level Spell: + 1 — burning hands + 2 — chromatic orb + 3 — color spray + 4 — faerie fire + 5 — false life + 6 — fog cloud + 7 — jump + 8 — magic missile + 9 — thunderwave + 10 — Roll twice and cast each Spell:, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. + + d10 — 2nd-Level Spell: + 1 — blur + 2 — darkness + 3 — enlarge/reduce + 4 — gust of wind + 5 — invisibility + 6 — levitate + 7 — Melf’s acid arrow + 8 — scorching ray + 9 — shatter + 10 — Roll twice and cast each Spell:, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. + + d10 — 3rd-Level Spell: + 1 — blink + 2 — fear + 3 — feign death + 4 — fireball + 5 — fly + 6 — gaseous form + 7 — lightning bolt + 8 — sleet storm + 9 — stinking cloud + 10 — Roll twice and cast each Spell:, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. + + d10 — 4th-Level Spell: + 1 — blight + 2 — confusion + 3 — Evard’s black tentacles + 4 — fire shield + 5 — greater invisibility + 6 — ice storm + 7 — phantasmal killer + 8 — stoneskin + 9 — wall of fire + 10 — Roll twice and cast each Spell:, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. + + d10 — 5th-Level Spell: + 1 — cloudkill + 2 — cone of cold + 3 — destructive wave + 4 — flame strike + 5 — hold monster + 6 — insect plague + 7 — mass cure wounds + 8 — wall of force + 9 — wall of stone + 10 — Roll twice and cast each Spell:, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. + + Source: Unearthed Arcana: Three Subclasses, p. 3 + + + + + + Arcane Tradition: Theurgy + A number of deities claim arcane magic as their domain, for magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons. + Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. These religious magic-users follow the arcane tradition of Theurgy, and are commonly known as theurgists. Such spellcasters are as dedicated and scholarly as any other wizard, but they blend their arcane study with religious devotion. + + Source: Unearthed Arcana: Wizard Revisited, p. 1 + + + + + + Divine Inspiration (Theurgy) + When you choose this tradition at 2nd level, choose a domain from your chosen deity’s list of eligible domains (see appendix B, “Gods of the Multiverse,” in the Player’s Handbook for examples). The Knowledge and Light domains are especially appropriate choices for a theurgist. + + Source: Unearthed Arcana: Wizard Revisited, p. 1 + + + + + + Arcane Initiate (Theurgy) + Beginning when you select this tradition at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots. + If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots. + Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can’t copy cleric spells from your spellbook into their own spellbooks. + + Source: Unearthed Arcana: Wizard Revisited, p. 1 + + + + + + Channel Arcana (Theurgy) + At 2nd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability. + When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again. + Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC. + Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. + If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Arcana feature. + + Source: Unearthed Arcana: Wizard Revisited, p. 1 + + + + + + Channel Arcana: Divine Arcana (Theurgy) + As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate. + + Source: Unearthed Arcana: Wizard Revisited, p. 1 + + + + + + Channel Divinity: Artisan's Blessing (Forge Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Divinity to create simple items. + You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools. or another metal object (see chapter 5, "Equipment," in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. + The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation. + The ritual can create an exact duplicate of a nonmagical item that contains metal, such as a copy of a key, if you possess the original during the ritual. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 1 + + + + + + Channel Divinity: Path to the Grave (Grave Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination. + As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn.. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of the attack’s damage, and then the curse ends. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 2 + + + + + + Channel Divinity: Radiant Defense (Protection Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. + As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 3 + + + + + + Infuse Weapons and Armor (Artificer) + Beginning at 6th level, you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition). You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency. Once you have expended a spell slot to create such an item, you cannot regain that slot until the item becomes nonmagical. + The spell slot you expend determines the type of weapon, armor, or shield you can create. + + 2nd — +1 ammunition (20 pieces) + 3rd — +1 weapon or +1 shield + 4th — +1 armor + 5th — +2 weapon or +2 ammunition (20 pieces) + 6th — +2 armor + + Source: Unearthed Arcana: Eberron, p. 4 + + + + + + Alchemical Casting (Lore Mastery) + At 6th level, you learn to augment spells in a variety of ways. When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend. + An additional 1st-level spell slot can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell. + An additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile. + An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2. + + Source: Unearthed Arcana: Warlock & Wizard, p. 6 + + + + + + Alchemical Casting (School of Invention) + At 6th level, you learn to channel magic through your arcanomechanical armor to augment spells in a variety of ways. When you cast a spell while wearing that armor and attuned to it, you can expend one additional spell slot of 1st or 2nd level to alter the spell. The effect depends on the spell slot you expend. + A 1st-level slot allows you to manipulate the spell’s energy. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type for another one from that list. + A 2nd-level slot increases the spell’s raw force. If you roll damage for the spell when you cast it, increase that damage by 2d10 force damage against one of the spell’s targets (your choice) this turn. + + Source: Unearthed Arcana: Three Subclasses, p. 3 + + + + + + Arcane Acolyte (Theurgy) + At 6th level, you gain your chosen domain’s 1st-level benefits. However, you do not gain any weapon or armor proficiencies from the domain. + + Source: Unearthed Arcana: Wizard Revisited, p. 1 + + + + + + Blessing of the Forge (Forge Domain) (Theurgy) + At 6th level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 1 + + + + + + Circle of Mortality (Grave Domain) (Theurgy) + At 6th level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. + In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 2 + + + + + + Eyes of the Grave (Grave Domain) (Theurgy) + At 6th level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 2 + + + + + + Shield of the Faithful (Protection Domain) (Theurgy) + Starting at 6th level, you gain the ability to hinder attacks intended for others. When a creature 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. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 3 + + + + + + Superior Artificer (Artificer) + Starting at 10th level, you can create a second magic weapon, suit of armor, shield, or bundle of ammunition using your Infuse Weapons and Armor ability. Attempting to infuse a third item causes the oldest one to immediately lose its potency. + You can also create one additional potion or scroll using Infuse Potions or Infuse Scrolls. + + Source: Unearthed Arcana: Eberron, p. 4 + + + + + + Prodigious Memory (Lore Mastery) + At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a short or long rest. + + Source: Unearthed Arcana: Warlock & Wizard, p. 6 + + + + + + Prodigious Inspiration (School of Invention) + At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this ability again until you finish a short or long rest. + + Source: Unearthed Arcana: Three Subclasses, p. 3 + + + + + + Arcane Priest (Theurgy) + At 10th level, you gain your chosen domain’s 6th-level benefits. Your faith and your understanding of magic allow you to delve into your god’s secrets. + + Source: Unearthed Arcana: Wizard Revisited, p. 2 + + + + + + Soul of the Forge (Forge Domain) (Theurgy) + Starting at 10th level, your mastery of the forge grants you special abilities: + • You gain resistance to fire damage. + • While wearing heavy armor, you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 1 + + + + + + Sentinel at Death's Door (Grave Domain) (Theurgy) + At 10th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 2 + + + + + + Blessed Healer (Protection Domain) (Theurgy) + Beginning at 10th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell’s level. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 3 + + + + + + Master Artificer (Artificer) + On reaching 14th level, your mastery of arcane magic allows you to produce a variety of magic items. You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the Dungeon Master’s Guide. It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item. + + Source: Unearthed Arcana: Eberron, p. 4 + + + + + + Master of Magic (Lore Mastery) + At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends. + You can’t use this feature again until you finish a long rest. + + Source: Unearthed Arcana: Warlock & Wizard, p. 6 + + + + + + Controlled Chaos (School of Invention) + At 14th level, your ability to improvise magic grows stronger. Whenever you roll on a Reckless Casting table for a spell other than a cantrip, you can roll on the table that is one level higher than the expended spell slot. + + Source: Unearthed Arcana: Three Subclasses, p. 3 + + + + + + Arcane High Priest (Theurgy) + At 14th level, you gain your chosen domain’s 17th-level benefits. Your academic nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain. + + Source: Unearthed Arcana: Wizard Revisited, p. 2 + + + + + + Saint of Forge and Fire (Forge Domain) (Theurgy) + At 14th level, your blessed affinity with fire and metal becomes more powerful: + • You gain immunity to fire damage. + • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 1 + + + + + + Keeper of Souls (Grave Domain) (Theurgy) + Starting at 14th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 2 + + + + + + Indomitable Defense (Protection Domain) (Theurgy) + At 14th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. + As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 3 + + + + + + Acrobat + + You become more nimble, gaining the following benefits: + + • Increase your Dexterity score by 1, to a maximum of 20. + + • You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn. + + Source: Unearthed Arcana: Feats for Skills, p. 1 + acrobatics + dexterity +1 + + + Acrobat (Proficient) + + You become more nimble, gaining the following benefits: + + • Increase your Dexterity score by 1, to a maximum of 20. + + • You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn. + + Source: Unearthed Arcana: Feats for Skills, p. 1 + dexterity +1 + Acrobatics+%0 + + + Alchemist + + You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency with alchemist’s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. + + • As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work. + + • Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore. + + Source: Unearthed Arcana: Feats, p. 4 + intelligence +1 + + + Animal Handler + + You master the techniques needed to train and handle animals. You gain the following benefits. + + • Increase your Wisdom score by 1, to a maximum of 20. + + • You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area. + + Source: Unearthed Arcana: Feats for Skills, p. 1 + animal handling + wisdom +1 + + + Animal Handler (Proficient) + + You master the techniques needed to train and handle animals. You gain the following benefits. + + • Increase your Wisdom score by 1, to a maximum of 20. + + • You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area. + + Source: Unearthed Arcana: Feats for Skills, p. 1 + wisdom +1 + Animal Handling+%0 + + + Arcanist + + You study the arcane arts, gaining the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest. + + Source: Unearthed Arcana: Feats for Skills, p. 1 + arcana + intelligence +1 + + + Arcanist (Proficient) + + You study the arcane arts, gaining the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest. + + Source: Unearthed Arcana: Feats for Skills, p. 1 + intelligence +1 + Arcana+%0 + + + Barbed Hide (Charisma) + Tiefling + One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits: + + • Increase your Constitution or Charisma score by 1, up to a maximum of 20. + + • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. + + • You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. + + Source: Unearthed Arcana: Feats for Races, p. 1 + intimidation + charisma +1 + + + Barbed Hide (Charisma) (Proficient) + Tiefling + One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits: + + • Increase your Constitution or Charisma score by 1, up to a maximum of 20. + + • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. + + • You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. + + Source: Unearthed Arcana: Feats for Races, p. 1 + charisma +1 + intimidation+%0 + + + Barbed Hide (Constitution) + Tiefling + One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits: + + • Increase your Constitution or Charisma score by 1, up to a maximum of 20. + + • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. + + • You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. + + Source: Unearthed Arcana: Feats for Races, p. 1 + intimidation + constitution +1 + + + Barbed Hide (Constitution) (Proficient) + Tiefling + One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits: + + • Increase your Constitution or Charisma score by 1, up to a maximum of 20. + + • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. + + • You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. + + Source: Unearthed Arcana: Feats for Races, p. 1 + constitution +1 + intimidation+%0 + + + Blade Mastery + + You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them: + + • You gain a +1 bonus to attack rolls you make with the weapon. + + • On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you’re not holding the weapon. + + • When you make an opportunity attack with the weapon, you have advantage on the attack roll. + + Source: Unearthed Arcana: Feats, p. 2 + + + Brawny + + You become stronger, gaining the following benefits: + + • Increase your Strength score by 1, to a maximum of 20. + + • You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You count as if you were one size larger for the purpose of determining your carrying capacity. + + Source: Unearthed Arcana: Feats for Skills, p. 1 + athletics + strength +1 + + + Brawny (Proficient) + + You become stronger, gaining the following benefits: + + • Increase your Strength score by 1, to a maximum of 20. + + • You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You count as if you were one size larger for the purpose of determining your carrying capacity. + + Source: Unearthed Arcana: Feats for Skills, p. 1 + strength +1 + Athletics+%0 + + + Burglar + + You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits: + + • Increase your Dexterity score by 1, to a maximum of 20. + + • You gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. + + Source: Unearthed Arcana: Feats, p. 4 + dexterity +1 + + + Critter Friend + Gnome (forest) + Your friendship with animals mystically deepens. You gain the following benefits: + + • You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. + + • You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells. + + Source: Unearthed Arcana: Feats for Races, p. 1 + animal handling + + + Critter Friend (Proficient) + Gnome (forest) + Your friendship with animals mystically deepens. You gain the following benefits: + + • You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. + + • You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells. + + Source: Unearthed Arcana: Feats for Races, p. 1 + animal handling+%0 + + + Diplomat + + You master the arts of diplomacy, gaining the following benefits: + + • Increase your Charisma score by 1, to a maximum of 20. + + • You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it. + + • If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + persuasion + charisma +1 + + + Diplomat (Proficient) + + You master the arts of diplomacy, gaining the following benefits: + + • Increase your Charisma score by 1, to a maximum of 20. + + • You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it. + + • If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + charisma +1 + Persuasion+%0 + + + Dragon Wings + Dragonborn + You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren’t wearing heavy armor and aren’t exceeding your carrying capacity. + + Source: Unearthed Arcana: Feats for Races, p. 2 + + + Dragonmark of Detection + half-elf + Your have the magical mark of Detection, the dragonmark of House Medani, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: detect magic, mage hand + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: detect thoughts + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: clairvoyance + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Finding + half-orc or human + Your have the magical mark of Finding, the dragonmark of House Tharashk, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: identify, mage hand + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: locate object + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: clairvoyance + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Handling + human + Your have the magical mark of Handling, the dragonmark of House Vadalis, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: druidcraft, speak with animals + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: beast sense + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: conjure animals + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Healing + halfling + Your have the magical mark of Healing, the dragonmark of House Jorasco, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: cure wounds, spare the dying + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: lesser restoration + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: revivify + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Hospitality + halfling + Your have the magical mark of Hospitality, the dragonmark of House Ghallanda, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Charisma as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: friends, unseen servant + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: rope trick + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: Leomund's tiny hut + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Making + human + Your have the magical mark of Making, the dragonmark of House Cannith, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: identify, mending + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: magic weapon + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: fabricate + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Passage + human + Your have the magical mark of Passage, the dragonmark of House Orien, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: expeditious retreat, light + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: misty step + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: teleportation circle + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Scribing + gnome + Your have the magical mark of Scribing, the dragonmark of House Sivis, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: comprehend languages, message + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: sending + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: tongues + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Sentinel + human + Your have the magical mark of Sentinel, the dragonmark of House Deneith, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: blade ward, compelled duel + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: blur + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: protection from energy + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Shadow + elf + Your have the magical mark of Shadow, the dragonmark of House Phiarlan and House Thuranni, and are a member of one of those houses. + You gain the ability to innately cast spells and cantrips, using Charisma as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: dancing lights, disguise self + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: darkness + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: nondetection + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Storm + half-elf + Your have the magical mark of Storm, the dragonmark of House Lyrander, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: fog cloud, shocking grasp + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: gust of wind + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: sleet storm + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Warding + dwarf + Your have the magical mark of Warding, the dragonmark of House Kundarak, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: alarm, resistance + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: arcane lock + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: magic circle + + Source: Unearthed Arcana - Eberron, p. 5 + + + Empathic + + You possess keen insight into how other people think and feel. You gain the following benefits: + + • Increase your Wisdom score by 1, to a maximum of 20. + + • You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + insight + wisdom +1 + + + Empathic (Proficient) + + You possess keen insight into how other people think and feel. You gain the following benefits: + + • Increase your Wisdom score by 1, to a maximum of 20. + + • You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + wisdom +1 + Insight+%0 + + + Everybody's Friend + Half-Elf + You develop your magnetic personality to ease your way through the world. You gain the following benefits: + + • Increase your Charisma score by 1, up to a maximum of 20. + + • You gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill. + + Source: Unearthed Arcana: Feats for Races, p. 2 + deception, persuasion + charisma +1 + + + Everybody's Friend (Proficient in Both) + Half-Elf + You develop your magnetic personality to ease your way through the world. You gain the following benefits: + + • Increase your Charisma score by 1, up to a maximum of 20. + + • You gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill. + + Source: Unearthed Arcana: Feats for Races, p. 2 + charisma +1 + Deception+%0 + Persuasion+%0 + + + Everybody's Friend (Proficient in Deception) + Half-Elf + You develop your magnetic personality to ease your way through the world. You gain the following benefits: + + • Increase your Charisma score by 1, up to a maximum of 20. + + • You gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill. + + Source: Unearthed Arcana: Feats for Races, p. 2 + persuasion + charisma +1 + Deception+%0 + + + Everybody's Friend (Proficient in Persuasion) + Half-Elf + You develop your magnetic personality to ease your way through the world. You gain the following benefits: + + • Increase your Charisma score by 1, up to a maximum of 20. + + • You gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill. + + Source: Unearthed Arcana: Feats for Races, p. 2 + persuasion + charisma +1 + Persuasion+%0 + + + Fell Handed + + You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them: + + • You gain a +1 bonus to attack rolls you make with the weapon. + + • Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target. + + • Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit. + + • If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Unearthed Arcana: Feats, p. 2 + + + Flail Mastery + + The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits. + + • You gain a +1 bonus to attack rolls you make with a flail. + + • As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets’ shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield. + + • When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Unearthed Arcana: Feats, p. 3 + + + Gourmand + + You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits: + + • Increase your Constitution score by 1, to a maximum of 20. + + • You gain proficiency with cook’s utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. + + • As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it. + + • During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours. + + Source: Unearthed Arcana: Feats, p. 4 + constitution +1 + + + Grudge-Bearer (Constitution) + Dwarf + You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits: + + • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20. + + • During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage. + + • When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage. + + • Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you’re not normally proficient. + + Source: Unearthed Arcana: Feats for Races, p. 3 + constitution +1 + + + Grudge-Bearer (Strength) + Dwarf + You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits: + + • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20. + + • During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage. + + • When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage. + + • Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you’re not normally proficient. + + Source: Unearthed Arcana: Feats for Races, p. 3 + strength +1 + + + Grudge-Bearer (Wisdom) + Dwarf + You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits: + + • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20. + + • During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage. + + • When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage. + + • Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you’re not normally proficient. + + Source: Unearthed Arcana: Feats for Races, p. 3 + wisdom +1 + + + Historian + + Your study of history rewards you with the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • When you take the Help action to aid another creature’s ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + history + intelligence +1 + + + Historian (Proficient) + + Your study of history rewards you with the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • When you take the Help action to aid another creature’s ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + intelligence +1 + History+%0 + + + Human Determination (Charisma) + Human + You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: + + • Increase one ability score of your choice by 1, to a maximum of 20. + + • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Feats for Races, p. 3 + charisma +1 + + + Human Determination (Constitution) + Human + You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: + + • Increase one ability score of your choice by 1, to a maximum of 20. + + • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Feats for Races, p. 3 + constitution +1 + + + Human Determination (Dexterity) + Human + You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: + + • Increase one ability score of your choice by 1, to a maximum of 20. + + • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Feats for Races, p. 3 + dexterity +1 + + + Human Determination (Intelligence) + Human + You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: + + • Increase one ability score of your choice by 1, to a maximum of 20. + + • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Feats for Races, p. 3 + intelligence +1 + + + Human Determination (Strength) + Human + You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: + + • Increase one ability score of your choice by 1, to a maximum of 20. + + • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Feats for Races, p. 3 + strength +1 + + + Human Determination (Wisdom) + Human + You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: + + • Increase one ability score of your choice by 1, to a maximum of 20. + + • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Feats for Races, p. 3 + wisdom +1 + + + Investigator + + You have an eye for detail and can pick out the smallest clues. You gain the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You can take the Search action as a bonus action. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + investigation + intelligence +1 + + + Investigator (Proficient) + + You have an eye for detail and can pick out the smallest clues. You gain the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You can take the Search action as a bonus action. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + intelligence +1 + Investigation+%0 + + + Master of Disguise + + You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits: + + • Increase your Charisma score by 1, to a maximum of 20. + + • You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it. + + • If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action. + + Source: Unearthed Arcana: Feats, p. 4 + charisma +1 + + + Medic + + You master the physician’s arts, gaining the following benefits: + + • Increase your Wisdom score by 1, to a maximum of 20. + + • You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + medicine + wisdom +1 + + + Medic (Proficient) + + You master the physician’s arts, gaining the following benefits: + + • Increase your Wisdom score by 1, to a maximum of 20. + + • You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + wisdom +1 + Medicine+%0 + + + Menacing + + You become fearsome to others, gaining the following benefits: + + • Increase your Charisma score by 1, to a maximum of 20. + + • You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + intimidation + charisma +1 + + + Menacing (Proficient) + + You become fearsome to others, gaining the following benefits: + + • Increase your Charisma score by 1, to a maximum of 20. + + • You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + charisma +1 + Intimidation+%0 + + + Naturalist + + Your extensive study of nature rewards you with the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest. + + Source: Unearthed Arcana: Feats for Skills, p. 3 + nature + intelligence +1 + + + Naturalist (Proficient) + + Your extensive study of nature rewards you with the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest. + + Source: Unearthed Arcana: Feats for Skills, p. 3 + intelligence +1 + Nature+%0 + + + Orcish Aggression + Half-Orc + As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. + + Source: Unearthed Arcana: Feats for Races, p. 3 + + + Perceptive + + You hone your senses until they become razor sharp. You gain the following benefits: + + • Increase your Wisdom score by 1, to a maximum of 20. + + • You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear. + + Source: Unearthed Arcana: Feats for Skills, p. 3 + perception + wisdom +1 + + + Perceptive (Proficient) + + You hone your senses until they become razor sharp. You gain the following benefits: + + • Increase your Wisdom score by 1, to a maximum of 20. + + • You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear. + + Source: Unearthed Arcana: Feats for Skills, p. 3 + wisdom +1 + Perception+%0 + + + Performer + + You master performance so that you can command any stage. You gain the following benefits: + + • Increase your Charisma score by 1, to a maximum of 20. + + • You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing. + + Source: Unearthed Arcana: Feats for Skills, p. 3 + performance + charisma +1 + + + Performer (Proficient) + + You master performance so that you can command any stage. You gain the following benefits: + + • Increase your Charisma score by 1, to a maximum of 20. + + • You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing. + + Source: Unearthed Arcana: Feats for Skills, p. 3 + charisma +1 + Performance+%0 + + + Quick-Fingered + + Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits: + + • Increase your Dexterity score by 1, to a maximum of 20. + + • You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket. + + Source: Unearthed Arcana: Feats for Skills, p. 3 + sleight of hand + dexterity +1 + + + Quick-Fingered (Proficient) + + Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits: + + • Increase your Dexterity score by 1, to a maximum of 20. + + • You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket. + + Source: Unearthed Arcana: Feats for Skills, p. 3 + dexterity +1 + Sleight of Hand+%0 + + + Silver-Tongued + + You develop your conversational skill to better deceive others. You gain the following benefits: + + + + • Increase your Charisma score by 1, to a maximum of 20. + + + + • You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + + + • When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour. + + Source: Unearthed Arcana: Feats for Skills, p. 3 + deception + charisma +1 + + + Silver-Tongued (Proficient) + + You develop your conversational skill to better deceive others. You gain the following benefits: + + + + • Increase your Charisma score by 1, to a maximum of 20. + + + + • You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + + + • When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour. + + Source: Unearthed Arcana: Feats for Skills, p. 3 + charisma +1 + Deception+%0 + + + Spear Mastery + + Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits. + + • You gain a +1 bonus to attack rolls you make with a spear. + + • When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.) + + • You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving. + + • As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn. + + Source: Unearthed Arcana: Feats, p. 3 + + + Stealthy + + You know how best to hide. You gain the following benefits: + + • Increase your Dexterity score by 1, to a maximum of 20. + + • You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible. + + Source: Unearthed Arcana: Feats for Skills, p. 4 + stealth + dexterity +1 + + + Stealthy (Proficient) + + You know how best to hide. You gain the following benefits: + + • Increase your Dexterity score by 1, to a maximum of 20. + + • You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible. + + Source: Unearthed Arcana: Feats for Skills, p. 4 + dexterity +1 + Stealth+%0 + + + Survivalist + + You master wilderness lore, gaining the following benefits: + + • Increase your Wisdom score by 1, to a maximum of 20. + + • You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest. + + Source: Unearthed Arcana: Feats for Skills, p. 4 + survival + wisdom +1 + + + Survivalist (Proficient) + + You master wilderness lore, gaining the following benefits: + + • Increase your Wisdom score by 1, to a maximum of 20. + + • You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest. + + Source: Unearthed Arcana: Feats for Skills, p. 4 + wisdom +1 + Survival+%0 + + + Theologian + + Your extensive study of religion rewards you with the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest. + + Source: Unearthed Arcana: Feats for Skills, p. 4 + religion + intelligence +1 + + + Theologian (Proficient) + + Your extensive study of religion rewards you with the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest. + + Source: Unearthed Arcana: Feats for Skills, p. 4 + intelligence +1 + Religion+%0 + + + Wonder Maker (Dexterity) + Gnome (rock) + You master the tinker techniques of your people. You gain the following benefits: + + • Increase your Dexterity or Intelligence score by 1, to a maximum of 20. + + • When you make a check using your proficiency with tinker’s tools, you add double your proficiency bonus to the check. + + • When you make a device with your Tinker trait, you have the following additional options for what you make: + + Alarm: This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away. + + Calculator: This device makes doing sums easy. + + Lifter: This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift. + + Timekeeper: This pocket watch keeps accurate time. + + Weather Sensor: When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour. + + Source: Unearthed Arcana: Feats for Races, p. 4 + dexterity +1 + + + Wonder Maker (Intelligence) + Gnome (rock) + You master the tinker techniques of your people. You gain the following benefits: + + • Increase your Dexterity or Intelligence score by 1, to a maximum of 20. + + • When you make a check using your proficiency with tinker’s tools, you add double your proficiency bonus to the check. + + • When you make a device with your Tinker trait, you have the following additional options for what you make: + + Alarm: This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away. + + Calculator: This device makes doing sums easy. + + Lifter: This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift. + + Timekeeper: This pocket watch keeps accurate time. + + Weather Sensor: When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour. + + Source: Unearthed Arcana: Feats for Races, p. 4 + intelligence +1 + + + + Adaptive Body + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others. + + Psychic Focus: While focused on this discipline, you don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it. + + Environmental Adaptation: (2 psi) As an action, you or a creature you touch ignores the effects of extreme heat or cold: (but not cold or fire damage) for the next hour. + + Adaptive Shield: (3 psi) When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage— until the end of your next turn. + + Energy Adaptation: (5 psi; conc., 1 hr.) As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends. + + Energy Immunity: (7 psi; conc., 1 hr.) As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends. + + Source: Unearthed Arcana: The Mystic Class, p. 10 + + + Aura Sight + 1 + NO + + + None + + Mystic, Mystic (Awakened) + You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature. + + Psychic Focus: While focused on this discipline, you have advantage on Wisdom (Insight) checks. + + Assess Foe: (2 psi) As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities. + + Read Moods: (2 psi) As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent. + + View Aura: (3 psi; conc., 1 hr.) As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it. + + Perceive the Unseen: (5 psi; conc., 1 min.) As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions. + + Source: Unearthed Arcana: The Mystic Class, p. 10 + + + Beacon + 0 + NO + + Self (20-foot radius) + None + up to 1 hour + Mystic + As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action. + + Source: Unearthed Arcana: The Mystic Class, p. 27 + + + Bestial Form + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You transform your body, gaining traits of different beasts. + + Psychic Focus: While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks. + + Bestial Claws: (1–7 psi) You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d10 slashing damage per psi point spent. + + Bestial Transformation: As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action. + + Amphibious: (2 psi) You gain gills; you can breathe air and water. + + Climbing: (2 psi) You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed. + + Flight: (5 psi) Wings sprout from your back. You gain a flying speed equal to your walking speed. + + Keen Senses: (2 psi) Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks. + + Perfect Senses: (3 psi) You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded. + + Swimming: (2 psi) You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed. + + Tough Hide: (2 psi) Your skin becomes as tough as leather; you gain a +2 bonus to AC. + + Source: Unearthed Arcana: The Mystic Class, p. 11 + + + Blade Meld + 0 + NO + + Self + None + 1 minute + Mystic + As a bonus action, a one-handed melee weapon you hold becomes one with your hand. For the next minute, you can’t let go of the weapon nor can it be forced from your grasp. + + Source: Unearthed Arcana: The Mystic Class, p. 27 + + + Blind Spot + 0 + NO + + 120 feet + None + 1 round + Mystic + As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Unearthed Arcana: The Mystic Class, p. 27 + + + Brute Force + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might. + + Psychic Focus: While focused on this discipline, you have advantage on Strength (Athletics) checks. + + Brute Strike: (1–7 psi) As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage. + + Knock Back: (1–7 psi) When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent. + + Mighty Leap: (1–7 psi) As part of your movement, you jump in any direction up to 20 feet per psi point spent. + + Feat of Strength: (2 psi) As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn. + + Source: Unearthed Arcana: The Mystic Class, p. 11 + + + Celerity + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal. + + Psychic Focus: While focused on this discipline, your walking speed increases by 10 feet. + + Rapid Step: (1–7 psi) As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well. + + Agile Defense: (2 psi) As a bonus action, you take the Dodge action. + + Blur of Motion: (2 psi) As an action, you cause yourself to be invisible during any of your movement during the current turn. + + Surge of Speed: (2 psi) As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed. + + Surge of Action: (5 psi) As a bonus action, you can Dash or make one weapon attack. + + Source: Unearthed Arcana: The Mystic Class, p. 12 + + + Conjure Barlgura + 4 + C + NO + + 60 feet + V, S + Up to 10 minutes + Sorcerer, Wizard + You summon a barlgura that appears in an unoccupied space you can see within range. The barlgura disappears when it drops to 0 hit points or when the spell ends. + The barlgura is hostile to all non-demons. Roll initiative for the barlgura, which has its own turns. At the start of its turn, it moves toward and attacks the nearest non-demon it can perceive. If two or more creatures are equally near, it picks one at random. If it cannot see any potential enemies, the barlgura moves in a random direction in search of foes. + As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned barlgura cannot cross the circle or target anyone in it while the spell lasts. + + Source: Unearthed Arcana: That Old Black Magic, p. 2 + + + Conjure Hezrou + 7 + C + NO + + 60 feet + V, S, M (food worth at least 100 gp, which the spell consumes) + Concentration, up to 1 hour + Sorcerer, Wizard + You summon a hezrou that appears in an unoccupied space you can see within range. The hezrou disappears when it drops to 0 hit points or when the spell ends. + The hezrou’s attitude depends on the value of the food used as a material component for this spell. Roll initiative for the hezrou, which has its own turns. At the start of the hezrou’s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the food’s value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the hezrou and have it obey you as long as you succeed on the Charisma check. + If the check fails, the spell no longer requires concentration and the demon is no longer under your control. The hezrou then focuses on devouring any corpses it can see. If there are no such meals at hand, it attacks the nearest creatures and eats anything it kills. If its hit points are reduced to below half its hit point maximum, it returns to the Abyss. + As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned hezrou cannot cross the circle or target anyone in it while the spell lasts. + + Source: Unearthed Arcana: That Old Black Magic, p. 2 + + + Conjure Lesser Demon + 3 + C + NO + + 60 feet + V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours) + Concentration, up to 1 hour + Sorcerer, Wizard + You summon up to a total of eight manes or dretches that appear in unoccupied spaces you can see within range. A manes or dretch disappears when it drops to 0 hit points or when the spell ends. + The demons are hostile to all creatures. Roll initiative for the summoned demons as a group, which has its own turns. The demons attack the nearest non-demons to the best of their ability. + As part of casting the spell, you can scribe a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. The summoned demons cannot cross the circle or target anyone in it while the spell lasts. Using the material component in this manner consumes it. + + At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th level, you summon thirty-two demons. + + Source: Unearthed Arcana: That Old Black Magic, p. 2 + + + Conjure Shadow Demon + 4 + C + NO + + 60 feet + V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours) + Concentration, up to 1 hour + Sorcerer, Wizard + You summon a shadow demon that appears in an unoccupied space you can see within range. The shadow demon disappears when it drops to 0 hit points or when the spell ends. + Roll initiative for the shadow demon, which has its own turns. You can issue orders to the shadow demon, and it obeys you as long as it can attack a creature on each of its turns and does not start its turn in an area of bright light. If either of these conditions is not met, the shadow demon immediately makes a Charisma check contested by your Charisma check. If you fail the check, the spell no longer requires concentration and the demon is no longer under your control. The demon automatically succeeds on the check if it is more than 100 feet away from you. + As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned shadow demon cannot cross the circle or target anyone in it while the spell lasts. + + Source: Unearthed Arcana: That Old Black Magic, p. 3 + + + Conjure Vrock + 5 + C + NO + + 60 feet + V, S, M (a gem worth at least 100 gp, which the spell consumes) + Concentration, up to 1 hour + Sorcerer, Wizard + You summon a vrock that appears in an unoccupied space you can see within range. The vrock disappears when it drops to 0 hit points or when the spell ends. + The vrock’s attitude depends on the value of the gem used as a material component for this spell. Roll initiative for the vrock, which has its own turns. At the start of the vrock’s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the gem’s value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the vrock and have it obey you as long as you succeed on the Charisma check. + If the check fails, the spell no longer requires concentration and the vrock is no longer under your control. The vrock takes no actions on its next turn and uses its telepathy to tell any creature it can see that it will fight in exchange for treasure. The creature that gives the vrock the most expensive gem can command it for the next 1d6 rounds. At the end of that time, it offers the bargain again. If no one offers the vrock treasure before its next turn begins, it attacks the nearest creatures for 1d6 rounds before returning to the Abyss. + As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned vrock cannot cross the circle or target anyone in it while the spell lasts. + + Source: Unearthed Arcana: That Old Black Magic, p. 3 + + + Corrosive Metabolism + 1 + NO + + + None + + Mystic, Mystic (Immortal) + Your control over your body allows you to deliver acid or poison attacks. + + Psychic Focus: While focused on this discipline, you have resistance to acid and poison damage. + + Corrosive Touch: (1–7 psi) As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one. + + Venom Strike: (1–7 psi) As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d6 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned. + + Acid Spray: (2 psi) As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage. + + Breath of the Black Dragon: (5 psi) You exhale a wave of acid in a 60-foot line that is 5 feet wide. Each creature in the line must make a Constitution saving throw, taking 6d6 acid damage on a failed save, or half as much on a successful one. You can increase the damage by 1d6 per additional psi point spent on it. + + Breath of the Green Dragon: (7 psi) You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 10d6 poison damage on a failed save, or half as much damage on a successful one. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + Source: Unearthed Arcana: The Mystic Class, p. 12 + + + Crown of Despair + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You have learned to harvest seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction. + + Psychic Focus: While focused on this discipline, you have advantage on Charisma (Intimidation) checks. + + Crowned in Sorrow: (1–7 psi) As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage. + + Call to Inaction: (2 psi; conc., 10 min.) If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. + + Visions of Despair: (3 psi) As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on it. + + Dolorous Mind: (5 psi; conc., 1 min.) As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Source: Unearthed Arcana: The Mystic Class, p. 12 + + + Crown of Disgust + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You cause a creature to be flooded with emotions of disgust. + + Psychic Focus: While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened. + + Eye of Horror: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage. + + Wall of Repulsion: (3 psi; conc., 10 min.) As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly. + + Visions of Disgust: (5 psi; conc., 1 min.) You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects. + + World of Horror: (7 psi; conc., 1 min.) As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d6 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. + While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Unearthed Arcana: The Mystic Class, p. 13 + + + Crown of Rage + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to. + + Psychic Focus: While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage. + + Primal Fury: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed. + + Fighting Words: (2 psi; conc., 10 min.) If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. + + Mindless Courage: (2 psi) You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed. + + Punishing Fury: (5 psi; conc., 1 min.) You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed. + + Source: Unearthed Arcana: The Mystic Class, p. 13 + + + Delusion + 0 + NO + + 60 feet + None + 1 minute + Mystic + As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. + If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute. + If you create an object, it must fit within a 5- foot cube and can’t move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it. + + Source: Unearthed Arcana: The Mystic Class, p. 27 + + + Diminution + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might. + + Psychic Focus: While focused on this discipline, you have advantage on Dexterity (Stealth) checks. + + Miniature Form: (2 psi; conc., 10 min.) As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing. + + Toppling Shift: (2 psi) As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone. + + Sudden Shift: (5 psi) As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size. + + Microscopic Form: (7 psi; conc., 10 min.) As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, and you can’t make weapon attacks. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Unearthed Arcana: The Mystic Class, p. 14 + + + Energy Beam + 0 + NO + + 90 feet + None + Instantaneous + Mystic + As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). + The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). + + Source: Unearthed Arcana: The Mystic Class, p. 27 + 1d8 + + + Giant Growth + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and durability. + + Psychic Focus: While focused on this discipline, your reach increases by 5 feet. + + Ogre Form: (2 psi; conc., 1 min.) As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration. + + Giant Form: (7 psi; conc., 1 min.) As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration. + + Source: Unearthed Arcana: The Mystic Class, p. 14 + + + Guiding Hand + 1 + D + YES + + 5 feet + V, S + Concentration, up to 8 hours + Bard, Cleric, Druid, Wizard + You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence. + When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. + Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you. + If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes. + + Source: Unearthed Arcana: Starter Spells, p. 3 + + + Guiding Hand (Ritual Only) + 1 + D + YES + + 5 feet + V, S + Concentration, up to 8 hours + Ritual Caster + You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence. + When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. + Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you. + If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes. + + On spell lists: + + Source: Unearthed Arcana: Starter Spells, p. 3 + + + Hand of Radiance + 0 + EV + NO + + Self (5-foot radius) + V, S + Instantaneous + Cleric + You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage. + The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d8). + + Source: Unearthed Arcana: Starter Spells, p. 3 + 1d6 + + + Healing Elixir + 1 + C + NO + + Self + V, S, M (alchemist’s supplies) + 24 hours + Warlock, Wizard + You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes. + As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points. + + Source: Unearthed Arcana: Starter Spells, p. 3 + 2d4+2 + + + Intellect Fortress + 1 + NO + + + None + + Mystic, Mystic (Awakened) + You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents. + + Psychic Focus: While focused on this discipline, you gain resistance to psychic damage. + + Psychic Backlash: (2 psi) As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage. + + Psychic Parry: (1–7 psi) As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before suffering the results. + + Psychic Redoubt: (5 psi; conc., 10 min.) As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws. + + Source: Unearthed Arcana: The Mystic Class, p. 14 + + + Iron Durability + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures. + + Psychic Focus: While focused on this discipline, you gain a +1 bonus to AC. + + Iron Hide: (1–7 psi) As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack. + + Steel Hide: (2 psi) As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. + + Iron Resistance: (7 psi; conc., 1 hr.) As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends. + + Source: Unearthed Arcana: The Mystic Class, p. 15 + + + Light Step + 0 + NO + + Self + None + 1 turn + Mystic + As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0. + + Source: Unearthed Arcana: The Mystic Class, p. 27 + + + Mantle of Awe + 1 + NO + + + None + + Mystic, Mystic (Awakened) + You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm. + + Psychic Focus: While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1). + + Charming Presence: (1–7 psi) As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. + Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected. + + Center of Attention: (2 psi; conc., 1 min.) As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage. + + Invoke Awe: (7 psi; conc., 10 min.) As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Unearthed Arcana: The Mystic Class, p. 15 + + + Mantle of Command + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You exert an aura of trust and authority, enhancing the coordination among your allies. + + Psychic Focus: While focused on this discipline, when you end your turn and didn’t move during it, you can use your reaction to allow one ally you can see within 30 feet of you to move up to half their speed, following a path of your choice. To move in this way, the ally mustn’t be incapacitated. + + Coordinated Movement: (2 psi) As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice. + + Commander’s Sight: (2 psi; conc., 1 rnd.) As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target. + + Command to Strike: (3 psi) As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets. + + Strategic Mind: (5 psi; conc., 1 min.) As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn. + + Overwhelming Attack: (7 psi) As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks. + + Source: Unearthed Arcana: The Mystic Class, p. 15 + + + Mantle of Courage + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You focus your mind on courage, radiating confidence and bravado to your allies. + + Psychic Focus: While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened. + + Incite Courage: (2 psi) As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature. + + Aura of Victory: (1–7 psi; conc., 10 min.) As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect. + + Pillar of Confidence: (6 psi; conc., 1 rnd.) As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action. + + Source: Unearthed Arcana: The Mystic Class, p. 16 + + + Mantle of Fear + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies. + + Psychic Focus: While focused on this discipline, you have advantage on Charisma (Intimidation) checks. + + Incite Fear: (2 psi; conc., 1 min.) As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success. + + Unsettling Aura: (3 psi; conc., 1 hr.) As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened. + + Incite Panic: (5 psi; conc., 1 min.) As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. This effect ends on a target if it succeeds on three saving throws against it. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Unearthed Arcana: The Mystic Class, p. 16 + + + Mantle of Fury + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst. + + Psychic Focus: While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn. + + Incite Fury: (2 psi; conc., 1 min.) As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll. + + Mindless Charge: (2 psi) As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy. + + Aura of Bloodletting: (3 psi; conc., 1 min.) As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls. + + Overwhelming Fury: (5 psi; conc., 1 min.) As an action, you flood rage into one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Source: Unearthed Arcana: The Mystic Class, p. 16 + + + Mantle of Joy + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you. + + Psychic Focus: While focused on this discipline, you have advantage on Charisma (Persuasion) checks. + + Soothing Presence: (1–7 psi) As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect. + + Comforting Aura: (2 psi; conc., 1 min.) As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total. + + Aura of Jubilation: (3 psi; conc., 1 min.) As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills. + + Beacon of Recovery: (5 psi) As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns. + + Source: Unearthed Arcana: The Mystic Class, p. 17 + + + Mastery of Air + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + You become one with the power of elemental air. + + Psychic Focus: While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking. + + Wind Step: (1–7 psi) As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft. + + Wind Stream: (1–7 psi) As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d8 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one. + + Cloak of Air: (3 psi; conc., 10 min.) As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself. + + Wind Form: (5 psi; conc., 10 min.) As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends. + + Misty Form: (6 psi; conc., 1 min.) As an action, your body becomes like a misty cloud until your concentration ends. In this form, you gain resistance to bludgeoning, piercing, and slashing damage, and you can’t take actions other than the Dash action. You can pass through openings that are no more than 1 inch wide without squeezing. + + Animate Air: (7 psi; conc., 1 hr.) As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Unearthed Arcana: The Mystic Class, p. 17 + + + Mastery of Fire + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + You align your mind with the energy of elemental fire. + + Psychic Focus: While focused on this discipline, you gain resistance to fire damage, and you gain a +2 bonus to rolls for fire damage. + + Combustion: (1–7 psi; conc., 1 min.) As an action, choose one creature or object you can see within 120 feet of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per psi point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire. + + Rolling Flame: (3 psi; conc., 1 min.) As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage. + + Detonation: (5 psi) As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 7d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one. + + Fire Form: (5 psi; conc., 1 min.) As a bonus action, you become wreathed in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage. + + Animate Fire: (7 psi; conc., 1 hr.) As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Unearthed Arcana: The Mystic Class, p. 17 + + + Mastery of Force + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command. + + Psychic Focus: While focused on this discipline, you have advantage on Strength checks. + + Push: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage. + + Move: (2–7 psi) Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. + As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below. + + Psi — Weight — Damage + 2 — 25 lbs. — 2d6 + 3 — 50 lbs. — 4d6 + 5 — 250 lbs. — 6d6 + 6 — 500 lbs. — 7d6 + 7 — 1,000 lbs. — 8d6 + + Inertial Armor: (2 psi) As an action, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor. + + Telekinetic Barrier: (3 psi; conc., 10 min.) As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points. + + Grasp: (3 psi; conc., 1 min.) You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. + The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit. You gain a +1 bonus per psi point spent. + While a target is grappled in this manner, you create one of the following effects as an action: + + Crush: (1–7 psi) The target takes 1d6 bludgeoning damage per psi point spent. + + Move: (1–7 psi) You move the target up to 5 feet per psi point spent. You can move it in the air and hold it there. It falls if the grapple ends. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Source: Unearthed Arcana: The Mystic Class, p. 18 + + + Mastery of Ice + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + You master the power of ice, shaping it to meet you demands. + + Psychic Focus: While focused on this discipline, you have resistance to cold damage. + + Ice Spike: (1–7 psi) As an action, you hurl a mote of ice at one creature you can see within 120 feet of you. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage. + + Ice Sheet: (2 psi) As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes covered in ice for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope. + + Frozen Sanctuary: (3 psi) As a bonus action, you sheathe yourself with icy resilience. You gain 20 temporary hit points. + + Frozen Rain: (5 psi; conc., 1 min.) As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage. + As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC. + You can increase this effect’s damage by 1d6 per each additional psi point spent on it. + + Ice Barrier: (6 psi; conc., 10 min.) As an action, you create a wall of ice, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Unearthed Arcana: The Mystic Class, p. 19 + + + Mastery of Light and Darkness + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + You claim dominion over light and darkness with your mind. + + Psychic Focus: While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision. + + Darkness: (1–7 psi) As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area. + + Light: (2 psi; conc., 1 min.) As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage. + + Shadow Beasts: (3 psi; conc., 1 min.) As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block. + + Radiant Beam: (5 psi; conc., 1 min.) As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + You can increase this effect’s damage by 1d6 per each additional psi point spent on it. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Source: Unearthed Arcana: The Mystic Class, p. 19 + + + Mastery of Water + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + Your mind becomes one with elemental water, attuning your thoughts to its ebb and flow. + + Psychic Focus: While focused on this discipline, you have a swimming speed equal to your walking speed, and you can breathe underwater. + + Desiccate: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make a Constitution saving throw, taking 1d10 necrotic damage per psi point spent on this ability, or half as much damage on a successful one. + + Watery Grasp: (2 psi) As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-20-foot square. At least some portion of the square’s border must be within 5 feet of you. Any creature in that square must make a Strength saving throw. On a failed save, a target takes 2d6 bludgeoning damage, is knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage. You can increase this ability’s damage by 1d6 per additional psi point spent on it. + + Water Whip: (3 psi) As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it. + + Water Breathing: (5 psi) As an action, you grant yourself and up to ten willing creatures you can see within 60 feet of you the ability to breathe underwater for the next 24 hours. + + Water Sphere: (6 psi; conc., 1 min.) As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one. + + Animate Water: (7 psi; conc., 1 hr.) As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Unearthed Arcana: The Mystic Class, p. 19 + + + Mastery of Weather + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + Your mind reaches into the sky, reshaping the stuff of storms to serve your needs. + + Psychic Focus: While focused on this discipline, you have resistance to lightning and thunder damage. + + Cloud Steps: (1–7 psi; conc., 10 min.) As an action, you conjure forth clouds to create a solid, translucent staircase that lasts until your concentration ends. The stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20 feet per psi point spent. + + Hungry Lightning: (1–7 psi) As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one. + + Wall of Clouds: (2 psi; conc., 10 min.) As an action, you create a wall of clouds, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Creatures can pass through it without hindrance, but the wall blocks vision. + + Whirlwind: (2 psi) As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds. + + Lightning Leap: (5 psi) As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line. + You can increase this ability’s damage by 1d6 per additional psi point spent on it. + + Wall of Thunder: (6 psi; conc., 10 min.) As an action, you create a wall of thunder, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone. + + Thunder Clap: (7 psi) As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much damage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Unearthed Arcana: The Mystic Class, p. 20 + + + Mastery of Wood and Earth + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + You attune your mind to seize control of wood and earth. + + Psychic Focus: While focused on this discipline, you have a +1 bonus to AC. + + Animate Weapon: (1–7 psi) As an action, your mind seizes control of a one-handed melee weapon you’re holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one-handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks. + + Warp Weapon: (2 psi) As an action, choose one nonmagical weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can’t be used to attack until the end of your next turn. + + Warp Armor: (3 psi) As an action, choose a nonmagical suit of armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Constitution saving throw, or the creature’s AC becomes 10 + its Dexterity modifier until the end of your next turn. + + Wall of Wood: (3 psi; conc., 1 hr.) As an action, you create a wall of wood at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 5-foot wide section of the wall has AC 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact. + + Armored Form: (6 psi; conc., 1 min.) As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends. + + Animate Earth: (7 psi; conc., 1 hr.) As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block. + + Source: Unearthed Arcana: The Mystic Class, p. 21 + + + Mind Meld + 0 + NO + + 120 feet + None + 1 round + Mystic + As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted. + This communication can occur until the end of the current turn. You don’t need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target’s choice, gaining perfect recall of one thing it saw or did. + + Source: Unearthed Arcana: The Mystic Class, p. 27 + + + Mind Slam + 0 + NO + + 60 feet + None + Instantaneous + Mystic + As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. + The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Unearthed Arcana: The Mystic Class, p. 28 + 1d6 + + + Mind Thrust + 0 + NO + + 120 feet + None + Instantaneous + Mystic + As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage. + The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). + + Source: Unearthed Arcana: The Mystic Class, p. 28 + 1d10 + + + Mystic Charm + 0 + NO + + 120 feet + None + 1 round + Mystic + As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Unearthed Arcana: The Mystic Class, p. 28 + + + Mystic Hand + 0 + NO + + 30 feet + None + + Mystic + You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. + This talent allows you to open an unlocked door, pour out a beer stein, and so on. + The object falls to the ground at the end of your turn if you leave it suspended in midair. + + Source: Unearthed Arcana: The Mystic Class, p. 28 + + + Nomadic Arrow + 1 + NO + + + None + + Mystic, Mystic (Nomad) + You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark. + + Psychic Focus: While you are focused on this discipline, any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can’t benefit from advantage. + + Speed Dart: (1–7 psi) As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent. + + Seeking Missile: (2 psi) As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target. + + Faithful Archer: (5 psi; conc., 1 min.) As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it. + + Source: Unearthed Arcana: The Mystic Class, p. 21 + + + Nomadic Chameleon + 1 + NO + + + None + + Mystic, Mystic (Nomad) + You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible. + + Psychic Focus: While focused on this discipline, you have advantage on Dexterity (Stealth) checks. + + Chameleon: (2 psi) As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding. + + Step from Sight: (3 psi; conc., 1 min.) As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you. + Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability. + + Enduring Invisibility: (7 psi; conc., 1 min.) As a bonus action, you turn invisible and remain so until your concentration ends. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Unearthed Arcana: The Mystic Class, p. 22 + + + Nomadic Mind + 1 + NO + + + None + + Mystic, Mystic (Nomad) + You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things. + + Psychic Focus: Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends. + + Wandering Mind: (2–6 psi; conc., 10 min.) You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent) Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required. + + Find Creature: (2 psi; conc., 1 hr.) You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane. + + Item Lore: (3 psi; conc., 1 hr.) You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item. + + Psychic Speech: (5 psi) As an action, you attune your mind to the psychic imprint of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use. + + Wandering Eye: (6 psi; conc., 1 hr.) As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter. + + Phasing Eye: (7 psi; conc., 1 hr.) As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends. + + Source: Unearthed Arcana: The Mystic Class, p. 22 + + + Nomadic Step + 1 + NO + + + None + + Mystic, Mystic (Nomad) + You exert your mind on the area around you, twisting the intraplanar pathways you perceive to allow instantaneous travel. + + Psychic Focus: After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your teleportation. You can receive this increase only once per turn. + + Step of a Dozen Paces: (1–7 psi) If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn. + + Nomadic Anchor: (1 psi) As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use this psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability. + + Defensive Step: (2 psi) When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see. + + There and Back Again: (2 psi) As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence. + + Transposition: (3 psi) If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space. + + Baleful Transposition: (5 psi) As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination space. + + Phantom Caravan: (6 psi) As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted. + + Nomad’s Gate: (7 psi; conc., 1 hr.) As an action, you create a 5-foot cube of dim, gray light within 5 feet of you. You create an identical cube at any point of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in. + + Source: Unearthed Arcana: The Mystic Class, p. 22 + + + Precognition + 1 + NO + + + None + + Mystic, Mystic (Awakened) + By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights. + + Psychic Focus: While focused on this discipline, you have advantage on initiative rolls. + + Precognitive Hunch: (2 psi; conc., 1 min.) As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total. + + All-Around Sight: (3 psi) In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss. + + Danger Sense: (5 psi; conc., 8 hr.) As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative. + + Victory Before Battle: (7 psi) When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative. + + Source: Unearthed Arcana: The Mystic Class, p. 23 + + + Psionic Restoration + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You wield psionic energy to cure wounds and restore health to yourself and others. + + Psychic Focus: While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it. + + Mend Wounds: (1–7 psi) As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d8 hit points per psi point spent. + + Restore Health: (3 psi) As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature. + + Restore Life: (5 psi) As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. + + Restore Vigor: (7 psi) As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one. + + Source: Unearthed Arcana: The Mystic Class, p. 23 + + + Psionic Weapon + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You have learned how to channel psionic energy into your attacks, lending them devastating power. + + Psychic Focus: Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls. + + Ethereal Weapon: (1 psi) As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit. + + Lethal Strike: (1–7 psi) As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent. + + Augmented Weapon: (5 psi; conc., 10 min.) As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls. + + Source: Unearthed Arcana: The Mystic Class, p. 24 + + + Psychic Assault + 1 + NO + + + None + + Mystic, Mystic (Awakened) + You wield your mind like a weapon, unleashing salvos of psionic energy. + + Psychic Focus: While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage. + + Psionic Blast: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per psi point spent on this ability. + + Ego Whip: (3 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage. + + Id Insinuation: (5 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage. + + Psychic Blast: (6 psi) As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more psi point on this ability. + + Psychic Crush: (7 psi) As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + Source: Unearthed Arcana: The Mystic Class, p. 24 + + + Psychic Disruption + 1 + NO + + + None + + Mystic, Mystic (Awakened) + You create psychic static that disrupts other creatures’ ability to think clearly. + + Psychic Focus: While focused on this discipline, you have advantage on Charisma (Deception) checks. + + Distracting Haze: (1–7 psi; conc., 1 min.) As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and can’t see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage. + + Daze: (3 psi) As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage. + + Mind Storm: (5 psi) As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Source: Unearthed Arcana: The Mystic Class, p. 24 + + + Psychic Hammer + 0 + NO + + 120 feet + None + Instantaneous + Mystic + As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater. + The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). + + Source: Unearthed Arcana: The Mystic Class, p. 28 + 1d6 + + + Psychic Inquisition + 1 + NO + + + None + + Mystic, Mystic (Awakened) + You reach into a creature’s mind to uncover information or plant ideas within it. + + Psychic Focus: While focused on this discipline, you know when a creature communicating with you via telepathy is lying. + + Hammer of Inquisition: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage. + + Forceful Query: (2 psi) As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed. + + Ransack Mind: (5 psi; conc., 1 hr.) While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails. + With one failed saving throw, you learn its key memories from the past 12 hours. + With two failed saving throws, you learn its key memories from the past 24 hours. + With three failed saving throws, you learn its key memories from the past 48 hours. + + Phantom Idea: (6 psi; conc., 1 hr.) While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). + With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours. + + Source: Unearthed Arcana: The Mystic Class, p. 25 + + + Psychic Phantoms + 1 + NO + + + None + + Mystic, Mystic (Awakened) + Your power reaches into a creature’s mind and causes it false perceptions. + + Psychic Focus: While focused on this discipline, you have advantage on Charisma (Deception) checks. + + Distracting Figment: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage. + + Phantom Foe: (3 psi; conc., 1 min.) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for each additional psi point spent on the ability. + + Phantom Betrayal: (5 psi; conc., 1 min.) As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed. + + Phantom Riches: (7 psi; conc., 1 min.) As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Source: Unearthed Arcana: The Mystic Class, p. 25 + + + Puppet + 1 + EN + NO + + 120 feet + S + Instantaneous + Bard, Warlock, Wizard + Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed. + + Source: Unearthed Arcana: Starter Spells, p. 3 + + + Sense Emotion + 1 + D + NO + + Self + V, S + Concentration, up to 10 minutes + Bard, Warlock, Wizard + You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm. + + Source: Unearthed Arcana: Starter Spells, p. 4 + + + Sudden Awakening + 1 + EN + NO + + 10 feet + V + Instantaneous + Bard, Ranger, Sorcerer, Wizard + Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement. + + Source: Unearthed Arcana: Starter Spells, p. 4 + + + Telepathic Contact + 1 + NO + + + None + + Mystic, Mystic (Awakened) + By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own. + + Psychic Focus: While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline. + + Exacting Query: (2 psi) As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. + + Occluded Mind: (2 psi) As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. + + Broken Will: (5 psi) As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. + + Psychic Grip: (6 psi; conc., 1 min.) As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed. + + Psychic Domination: (7 psi; conc., 1 min.) As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Source: Unearthed Arcana: The Mystic Class, p. 26 + + + Third Eye + 1 + NO + + + None + + Mystic, Mystic (Nomad) + You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses. + + Psychic Focus: While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet. + + Tremorsense: (2 psi; conc., 1 min.) As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends. + + Unwavering Eye: (2 psi) As a bonus action, you gain advantage on Wisdom checks for 1 minute. + + Piercing Sight: (3 psi; conc., 1 min.) As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends + + Truesight: (5 psi; conc., 1 min.) As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends. + + Source: Unearthed Arcana: The Mystic Class, p. 26 + + + Unearthly Chorus + 1 + I + NO + + Self (30-foot radius) + V + Concentration, up to 10 minutes + Bard + Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration. + Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage. + + Source: Unearthed Arcana: Starter Spells, p. 4 + + + Virtue + 0 + A + NO + + Touch + V, S + 1 round + Cleric + You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends. + + Source: Unearthed Arcana: Starter Spells, p. 5 + 1d4+SPELL + + + Wild Cunning + 1 + T + NO + + 120 feet + V, S + Instantaneous + Druid, Ranger + You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects: + • If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again. + • If there is edible forage within range, you know it and where to find it. + • If there is clean drinking water within range, you know it and where to find it. + • If there is suitable shelter for you and your companions with range, you know it and where to find. + • Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption. + • Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish. + + Source: Unearthed Arcana: Starter Spells, p. 5 + + + Invocation: Burning Hex + 0 + NO + + + + + Eldritch Invocations + Prerequisite: The Hexblade patron + + As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1). + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 3 + + + Invocation: Caiphon’s Beacon + 0 + NO + + + + + Eldritch Invocations + Prerequisite: The Great Old One patron + + The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 3 + + + Invocation: Chilling Hex + 0 + NO + + + + + Eldritch Invocations + Prerequisite: The Hexblade patron + + As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1). + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 3 + + + Invocation: Chronicle of the Raven Queen + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Raven Queen patron, Pact of the Tome feature + + You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 3 + + + Invocation: Claw of Acamar + 0 + NO + + + + + Eldritch Invocations + Prerequisite: The Great Old One patron, Pact of the Blade feature + + You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 3 + + + Invocation: Curse Bringer + 0 + NO + + + + + Eldritch Invocations + Prerequisite: The Hexblade patron, Pact of the Blade feature + + You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration. + When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 4 + + + Invocation: Frost Lance + 0 + NO + + + + + Eldritch Invocations + Prerequisite: eldritch blast cantrip + + Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn. + + Source: Unearthed Arcana: Revised Class Options, p. 6 + + + Invocation: Green Lord’s Gift + 0 + NO + + + + + Eldritch Invocations + Prerequisite: The Archfey patron + + The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 4 + + + Invocation: Kiss of Mephistopheles + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 5th level, eldritch blast cantrip + + When you hit a creature with your eldritch blast, you can cast fireball as a bonus action using a warlock spell slot. The spell must be centered on the creature you hit with eldritch blast. + + Source: Unearthed Arcana: Revised Class Options, p. 6 + + + Invocation: Mace of Dispater + 0 + NO + + + + + Eldritch Invocations + Prerequisite: The Fiend patron, Pact of the Blade feature + + When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 4 + + + Invocation: Moon Bow + 0 + NO + + + + + Eldritch Invocations + Prerequisite: The Archfey patron, Pact of the Blade feature + + You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 4 + + + Invocation: Path of the Seeker + 0 + NO + + + + + Eldritch Invocations + Prerequisite: The Seeker patron + + The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 4 + + + Invocation: Raven Queen’s Blessing + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Raven Queen patron, eldritch blast cantrip + + When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point). + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 5 + + + Invocation: Seeker’s Speech + 0 + NO + + + + + Eldritch Invocations + Prerequisite: The Seeker patron + + Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 5 + + + Invocation: Shroud of Ulban + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 18th level, the Great Old One patron + + The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 5 + + + Invocation: Superior Pact Weapon + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 9th level, Pact of the Blade feature + + Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 5 + + + Invocation: Ultimate Pact Weapon + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 15th level, Pact of the Blade feature + + Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 5 + +