New Archetypes for 5e Classes

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1 New Archetypes for 5e Classes by Witch s Brew Barbarian: Path of the Raider Bard: College of Dance Cleric: Clarity Domain Druid: Circle of Seas Fighter: Warlord Archetype Monk: Way of the Drunken Master Paladin: Oath of the Heavens Ranger: Seeker Archetype Rogue: Terror Archetype Sorcerer: Mistborn Origin Warlock: Legend Pact Wizard: School of Blood Magic The Path of the Raider turns a barbarian into a living wrecking ball an expert at tearing apart the front lines in combat or breaking sieges. The College of Dance lets the bard access the mysterious, even magical properties of dance. The Circle of Seas turns the druid s connection with nature towards bodies of water. The Warlord Archetype lets the fighter serve as a battlefield commander, coordinating allies and ensuring they operate at their maximum potential. The Way of the Drunken Master lets the monk turn weaknesses into strengths. They can make a fool of enemies, and don t particularly care if they look like a fool in the process. The Oath of the Skies paladin is a dedicated and humble protector of the common people who makes use of the power of winds. The Seeker Archetype lets the ranger tap into the primal spirits of nature and lend their power to his or her ranged weapon attacks. The Terror Archetype fills the rogue with the powers of darkness and fear. The rogue becomes a master of breaking the bravest foes into sniveling children.

2 The Mistborn Origin for sorcerers gives them an elusive quality they seem untethered to the material plane. Maestros of illusion and teleportation, such a sorcerer embodies the mystery of deep, unending mists. The Legend Pact makes the warlock a devoted follower of a mythic folk hero. The hero may or may not have actually existed, but the strength of the stories still told about him is channeled by the warlock in the form of relics and knowledge. The School of Blood Magic lets the wizard manipulate the inherent magic of his or her own life force, turning it into a potent spellcasting resource. Additional Fighting Styles When your class allows you to choose a Fighting Style, you may choose one of the following in addition to the choices offered in that class s entry. Some Fighting Styles may only be available to certain classes. Brawling. When you successfully shove or grapple a creature, you also deal damage to the target equal to your Strength modifier. (Fighter only) Reckless. While you are not wearing heavy armor or carrying a shield, when a creature hits you with an attack and deals damage, you have advantage on the next melee weapon attack you make against that creature. (Fighter or Paladin) Sniper. You gain a +2 bonus to damage rolls on ranged weapon attacks against any creature that is at least 10 feet away from any other creature. (Fighter, Paladin, or Ranger) Barbarian: Path of the Raider 3 Break Ranks, Siege Breaker 6 Predator s Eye 10 Captain s Training 14 Ruthless Pursuer Break Ranks Starting at 3rd level, when you shove a creature, you can choose to both push the target 5 feet and knock the target prone. When a prone creature you can see stands up, you can use your reaction to make a single melee weapon attack against the creature if it is within reach. Siege Breaker Beginning at 3rd level, you may add double your proficiency bonus to Strength checks to break objects, doors, walls, and other structures. While raging, your melee weapon attacks deal double damage to objects, structures, and constructs.

3 Predator s Eye Starting at 6th level, when you take the Disengage action on your turn, ranged weapon attacks have disadvantage against you as long as you can see the attacker. Captain s Training You gain proficiency with vehicles (water) and with navigator s tools. Your proficiency bonus is doubled for ability checks you make using those tools. Ruthless Pursuer Starting at 14th level, when you make an opportunity attack against a creature, whether the attack hits or misses, you gain advantage on attack rolls against the creature until the end of your next turn. The first time you hit the creature with a weapon attack during this time, maximize the damage dealt by the attack. Bard: College of Dance 3 Enchanted Movement, Intricate Steps 6 Graceful Flourish 14 Infectious Spirit Enchanted Movement At 3rd level, you have learned to fully exploit the inherent music of dance as an aid to your spellcasting. You do not need to provide material components for any bard spell you cast as long as you are able to provide somatic components. In addition, when you are forced to make a Dexterity (Acrobatics) check in combat (such as when a creature attempts to grapple or shove you), you may instead make a Charisma (Performance) check. Intricate Footwork When you grant a creature a Bardic Inspiration die, you may also grant them one of the following benefits. This benefit lasts for ten minutes or until the creature spends the die. Choose two of these features at 3rd level. You gain one more at 6th level and two more at 14th level. Couru. The creature s speed for all forms of movement increase by 10 feet. At 11th level, this bonus increases to 15 feet. In addition, moving through nonmagical difficult terrain does not require extra movement. Glissade. When the creature takes the Disengage action on its turn, it also gains the benefit of the Dodge action, and vice-versa. Ballon. Each time the creature makes a Dexterity (Acrobatics) check, it can roll your Bardic Inspiration die and add the result to the check, without spending the die. If the creature wishes to spend your Bardic Inspiration die on a Dexterity (Acrobatics) check, it rolls the die twice and adds both results to the check.

4 Pirouette. When the creature would be knocked prone or moved against its will, it can spend its reaction to avoid being knocked prone or moved. Effacé. If the creature moves at least half its speed, it is lightly obscured from all creatures which are at least 10 feet away from it. Graceful Flourish Starting at 6th level, your movement becomes infused with the grace and beauty of dance. When you take the Disengage or Dodge action on your turn, you can make one weapon attack as a bonus action. Infectious Spirit Starting at 14th level, when you grant a creature a Bardic Inspiration die, all creatures you choose within 30 feet of that creature gain the benefit of the Intricate Footwork feature you chose to grant, if any, until the creature spends the die. Cleric: Clarity Domain 1 Bonus Proficiencies, Improved Message 2 Channel Divinity: Second Sight 6 One Mind 8 Divine Jinx 17 Perfect Insight Domain Spells 1st comprehend languages, dissonant whispers 3rd calm emotions, detect thoughts 5th clairvoyance, fear 7th locate creature, phantasmal killer 9th modify memory, Rary s telepathic bond Bonus Proficiencies You gain proficiency with martial weapons with the thrown or ammunition property. Improved Message You learn the message cantrip if you don t already know it. When you use this cantrip, you can send the same message to all friendly creatures you choose within range. Channel Divinity: Second Sight Starting at 2nd level, you can use your Channel Divinity to access the senses of another being. As a bonus action on your turn, you can choose a creature you can see. Until the end of your next turn, you can see, hear, and otherwise perceive the world through the senses of the creature you chose, as well as through your own. An unwilling creature can make an

5 Intelligence saving throw to resist this effect. Each turn, you can use a bonus action to extend this effect until the end of your next turn and make a Wisdom (Perception) check using the other creature s ability modifiers and proficiencies; you can maintain this effect for up to one minute. When you perceive through the senses of a creature, your perception includes the creature s special senses and you can understand any language they know. One Mind At 6th level, you gain telepathy out to a range of 60 feet. In addition, when a creature with whom you are telepathically bonded fails an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to let the creature roll the saving throw one additional time, using their own save bonus or the save bonus of any other creature with whom you are telepathically linked, including yourself. You must complete a short rest or a long rest before you can do so again. Divine Jinx Starting at 8th level, after you hit a creature with a weapon attack, the first time an ally hits that creature with an attack, the target takes an additional 1d12 psychic damage. If you attack more than one creature during a turn, this effect applies only to the last creature you hit. When you reach 14th level, the extra damage increases to 2d12. Perfect Insight At 17th level, you can spend one hour performing a ritual with up to eight willing creatures of your choice, who must remain within 30 feet of you for the duration of the ritual. You and the creatures you choose can permanently maintain the effects of the Rary s telepathic bond spell without using a spell slot or material components for as long as you are alive. This effect even extends to other planes of existence. A creature can voluntarily end this effect at any time as an action. You can also choose to dismiss this bond on any number of affected creatures as an action, and can form the bond with different creatures by spending another hour to perform the ritual. If you cast the spell Rary s telepathic bond, it behaves as normal, and you can choose different creatures than the ones you bonded with by this feature. Druid: Circle of Seas 2 Ocean Wanderer, Aquatic Wild Shape 6 Water Stride 10 Water Sense 14 Sway of Tide Ocean Wanderer

6 Starting at 2nd level, you can breathe underwater, and being underwater does not impose disadvantage on attack rolls or ability checks. You can walk, run, and otherwise move along the bottom of any body of water at your normal land speed. Aquatic Wild Shape You can ignore the no swim speed requirement of your Wild Shape feature, but must abide by the other restrictions. At 4th level, you can transform into a beast with a CR of 1 or less while you are in or under water. The beast form you adopt must have a swim speed and at least one of the following traits: Amphibious, Hold Breath, or Water Breathing. At 6th level, you can transform into a beast with a CR as high as your druid level divided by 4, rounded down. The beast form you adopt must have a swim speed and at least one of the following traits: Amphibious, Hold Breath, or Water Breathing. Water Stride At 6th level, you gain a swim speed equal to your normal speed. While swimming, you can take the Dash action as a bonus action. Ocean Sense Starting at 10th level, you are always aware of any Large or larger bodies of water within 500 of your location, including underwater sources. While you are in water, you gain blindsight out to 30 feet, as you detect the slightest movement in the waters around you. Sway of the Tides Starting at 14th level, you always have control water prepared, and it does not count against the number of spells you can prepare each day. Four times per day, you may cast control water without spending a spell slot or material components; each time you do so, you must choose a different use of the spell, as listed in its description. You regain these spent uses when you complete a long rest. Fighter: Warlord Archetype 3 Leadership Presence, Form Up 7 Drive to Succeed 10 Combat Order 15 Leader s Will, Master of War 18 Expert Leadership Leadership Ability

7 At 3rd level, you gain a leadership ability. When you complete a long rest, you may choose one of the following features, which is in effect as long as you are conscious and which applies to all creatures friendly to you whom you can see and who can hear you. Tactical Leader. A tactical leader relies on his or her intelligence and insight. In combat, tactical leaders focus on offense, making the most of any edge they can gain. Out of combat, he or she may be a scholar or a historian. When a friendly creature makes an attack roll with advantage and hits, add your Intelligence modifier to the damage roll of that attack. In addition, as a bonus action, you can choose to grant one ally a bonus to attack rolls equal to your Intelligence modifier or to allow one ally to use your Intelligence score as the save DC of a single spell or effect they cause, if your Intelligence score is higher. This benefit lasts until the end of the creature s next turn. Once you use this feature, you must complete a short rest or a long rest before you can use it again. Instinctive Leader. The instinctive leader relies on his or her instincts and gut feelings. In combat, instinctive leaders focus on enabling mobility. Out of combat, he or she may be a medic, a watchman, or a trusted advisor. Once per turn, a creature can gain a bonus to its speed in feet equal to your Wisdom score for a single movement. In addition, when a creature you can see would provoke an opportunity attack, you can use your reaction to force the attack to miss. You can use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain all uses when you complete a short rest or a long rest. Inspiring Leader. An inspiring leader motivates others to succeed with their passion and zeal. In combat, inspiring leaders focus on defense and healing. Out of combat, he or she may be a diplomat, an evangelist, or a performer. When a friendly creature with half its hit points or fewer remaining starts its turn within 10 feet of you, they gain temporary hit points equal to your Charisma modifier + your proficiency bonus. In addition, as an action, you can grant all friendly creatures a bonus to their AC and saving throws equal to your Charisma modifier until the end of your next turn. Once you use this feature, you must complete a short rest or a long rest before you can use it again. Form Up Starting at 3rd level, you and creatures friendly to you who can see and hear you add your proficiency bonus to initiative checks. Drive to Succeed Starting at 7th level, you gain valuable insight into your comrade s methods, allowing you to be a more effective leader. When you use the Help action to aid an ally, you may also add your Intelligence modifier (if you have the Tactical Leader presence active), your Wisdom modifier (if you have the Instinctive Leader presence active), or your Charisma modifier (if you have the Inspiring Leader presence active) to the result of their check.

8 Combat Order Starting at 10th level, you learn to lend your combat expertise to your allies. You can make a combat order which allows a friendly creature to gain the benefit of one of your Fighter class features, listed below. Action Order. You allow a friendly creature you can see to take an additional action during their turn. You can either grant this benefit as a bonus action on your turn or as a reaction. If you grant it as a bonus action, the creature to whom you grant the additional action can take it during their next turn. If they do not use it before the end of their next turn, the action is lost. You can also grant it as a reaction during a friendly creature s turn, in which case they make their additional action immediately. Using Action Order costs a single use of your Action Surge class feature. However, unlike Action Surge, if you are a Fighter of 17th level or higher, you can use Action Order twice in the same turn by using both your action and bonus action to do so, but you must grant each additional action to a different creature. If you use this feature and have the Tactical Leader presence active, the creature who gains this benefit can also use a bonus action to make a single weapon attack or cast a cantrip during the same turn they take the additional action. Healing Order. As a bonus action, you grant an ally temporary hit points equal to your Second Wind value. This costs a use of your Second Wind class feature. If you use this feature and have the Instinctive Leader presence active, the creature who gains this benefit can then move up to half its speed. This movement does not provoke opportunity attacks. Indomitable Order. When a friendly creature must make a saving throw, you can use your reaction to allow them to succeed on the save automatically. This costs a use of your Indomitable class feature. If you use this feature and have the Inspiring Leader presence active, the creature who gains this benefit also gains resistance to all damage until the start of their next turn. Master of War Starting at 15th level, you begin spreading your commanding influence. During a long rest or during downtime, you can create banners bearing a symbol of your choice which represents fealty to your command. A creature friendly to you who carries this banner in battle gains the ability to grant the bonuses of one Leadership Presence. You choose whether the banner grants the benefits of Tactical Leader, Instinctive Leader, or Inspiring Leader when you create it, using your ability scores to determine their benefit. It can only grant one. If two banners are close enough to each other for their effects to overlap, only one applies its effect; if both you and a banner are close enough to each other for their effects to overlap, only your Leadership Presence applies. Carrying the banner requires the use of both hands, so a creature carrying it cannot wield weapons, carry a shield, or cast spells with somatic component. In addition, carrying the banner makes you a particularly appealing target, and enemies are most likely to attack the banner carrier first unless there are other, even more appealing targets nearby.

9 Leader s Will Starting at 15th level, you become more adept in the qualities that make you a good leader. When you choose your Leadership Presence after a long rest, you may add half your proficiency bonus to saving throws which use your Leadership Ability. In addition, you gain training in two of the following skills of your choice: History, Insight, Investigation, Medicine, Persuasion, or Performance. Expert Leadership At 18th level, when an ally within 30 feet of you whom you can see and who can hear you has advantage on an attack roll, ability check, or saving throw, you can use your reaction to allow them to roll one additional d20 and take the highest of the three results. When an enemy within 30 feet whom you can see and who can hear you has disadvantage on an attack roll, ability check, or saving throw, you can use your reaction to force them to roll one additional d20 and take the lowest of the three results. In addition, you may switch your Leadership Presence any time you complete a short rest. Monk: Way of the Drunken Master 3 Prat Fall 6 Improvise 11 Trip Up 17 Sway the Odds Prat Fall Starting at 3rd level, when you take damage, you may use your reaction to fall prone and reduce the damage you take by twice your Monk level. You may also spend 2 ki points to instead take no damage. Improvise Starting at 6th level, improvised weapons count as monk weapons for you, and you can add your proficiency bonus to attack rolls made with them. In addition, when you take an object from the environment to be used as an improvised weapon, the damage die for that weapon is 1d8 until the end of your next turn, at which point this benefit is lost for that object forever. You may only regain the use of this feature with a different object. If the object is light enough to be thrown, its normal range is 30 feet and its long range is 90 feet. This damage die increases to 1d10 at 11th level and to 1d12 at 17th level. Trip Up Starting at 11th level, when you use your Flurry of Blows, Patient Defense, or Step of the Wind features, you gain additional benefits.

10 Flurry of Blows. If you hit with an attack granted by your Flurry of Blows, you may choose to halve the damage you deal. If you do so, the target cannot take reactions until the end of your next turn. Patient Defense. If a creature misses you with a melee attack during the round after you have used Patient Defense, you can use your reaction to force the creature to repeat the attack roll against any other creature in range (other than itself). Step of the Wind. After using Step of the Wind, until the end of the turn, you may move through other creatures space regardless of size; this space does not count as difficult terrain to you. Leaving a creature s space provokes opportunity attacks as normal. Sway the Odds Starting at 17th level, you gain a cumulative +1 bonus to melee damage rolls (maximum 8) for each hostile creature within 10 feet of you. If you are not wearing armor, the same bonus also applies to your AC against all attacks from creatures within 10 feet of you. You do not gain this bonus if more than one friendly creature is also within 10 feet of you. Paladin: Oath of the Heavens 3 Channel Divinity 7 Aura of Bounty 15 Guardian Flight 20 Winds of Faith Oath Spells You gain oath spells at the paladin levels listed. 3rd 5th 9th 13th 17th feather fall, gust of wind calm emotions, skywrite* holy vigor, wind wall fabricate, Mordenkainen s private sanctum control winds*, mass cure wounds Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Gale. As an action, you produce a powerful burst of wind which you can aim at an enemy or an ally. When you target an ally, you can move them up to 20 feet in any direction. When you target an enemy, they must make a Strength saving throw; on a failed save, you can move them 20 feet in any direction. On a successful save, you can push them up to 10 feet straight away from you.. If both an ally and an enemy are within 5 feet of each other, you can target both of them with a single use of this feature. Guardian of the Defenseless. As an action, you produce a protective field around you. Each creature within 30 feet who is not hostile to you and who is not wearing armor

11 gains a bonus to AC equal to your Charisma modifier. This field lasts for one minute or until you dismiss it. Cantrip When you take this oath at 3rd level, you learn the mending and gust of wind* cantrips. Aura of Bounty You and creatures within 10 feet of you are blessed with supernatural luck. When a creature in this aura regains hit points or gains temporary hit points, they regain additional hit points or gain additional temporary hit points, respectively, equal to one-half your Charisma score. At 18th level, the range of this aura increases to 30 feet. In addition, when you spend at least a week in an inhabited area continuously, the area experiences relative prosperity. Port cities have favorable winds; farming settlements have healthy harvests; mining towns have economic growth, and so on, at your DM s discretion. This aura cannot counteract magical curses. Guardian Flight At 15th level, you fortify yourself as a protector of the defenseless. When a creature you can see takes damage from a spell or an attack made by another creature you can see, you may use your reaction to move up to twice your speed to a point within 5 feet of either creature. You ignore difficult terrain during this movement and can move over liquid surfaces as though they were solid ground. As part of the same reaction, you may make a single weapon attack if you chose to move to the attacking creature, or use your Lay on Hands feature if you chose to move to the damaged creature, as long as the damaged creature meets one or more of the following requirements: The creature is not wearing armor (and does not have the Unarmored Defense feature), and is not carrying a shield, weapon, or spellcasting implement. The creature is blinded, paralyzed, stunned, or unconscious. The creature has 0 hit points or fewer. Winds of Faith At 20th level, as an action, you can emanate an aura of protective winds which extends 30 feet in all directions and grants the following benefits for up to one minute or until you dismiss it. Within this field, each foot of movement away from you costs 1 additional foot of movement, or 2 additional feet if the target is flying. You may reverse the direction of this penalty (so that it instead applies to movement towards you) as a bonus action on your turn.

12 Ranged attacks made by enemies which originate from outside the field but which pass through it, as well as the magic missile spell, fail. Ranged attacks made by enemies within the field have disadvantage. You gain a fly speed of 50 feet, and you can hover. Once you have used this feature, you must complete a long rest before you can use it again. Ranger: Seeker Archetype 3 Elemental Spirits 7 Inevitable Shot 11 Feyjump Shot 15 Assault Spirits Elemental Spirits Starting at 3rd level, you gain the ability to imbue your ammunition with elemental wrath. Choose two of the following damage types: acid, bludgeoning, cold, fire, lightning, poison, or thunder. Once per turn when you make a ranged weapon attack, you may cause the projectile to create an eruption of either of those damage types. An eruption deals damage of the chosen type equal to your Wisdom modifier to the target and to all enemies within a 15-foot radius sphere of the projectile s point of impact. At 7th level, 11th level, and 15th level, choose one additional damage type from the list. Inevitable Shot At 7th level, the spirits you invoke gain some degree of control over the weapons and ammunition you loose. When you miss with a ranged weapon attack, the shot finds its way to another target. Repeat the attack roll against another creature, as though you were standing in the space of the attack s initial target. You may invoke your Elemental Spirits feature on the secondary target, even if you have already used it during the same turn. You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum 2). You regain all uses after completing a long rest. In addition, any time you attack with a thrown weapon, it instantly returns to your hand after the attack unless you do not want it to. If you are unable to grab it when it returns to you, it instead falls at your feet. Feyjump Shot Starting at 11th level, when you hit two different creatures with ranged attacks during the same action, you can spend a spell slot of 1st level or higher to teleport the creatures to swap their positions. After they are teleported, both creatures are stunned and surprised until the end of your next turn. When you use this feature, you cannot use it again until you complete a short rest or a long rest. Assault Spirits

13 Starting at 15th level, the spirits under your command exert greater control over your targets, depending on the element you choose to invoke. When you make a ranged attack, you can voluntarily impose disadvantage on the attack roll; if the attack hits, you may apply one of the effects below. If the effect calls for a saving throw, the DC of the saving throw equals your spell save DC. Acid. The target and all creatures that take acid damage suffer a penalty to AC equal to your Wisdom modifier until the start of your next turn, and the first time they take damage of a type to which they are vulnerable before the penalty ends, the damage is tripled rather than doubled. In addition, the target must make a Wisdom saving throw; on a failed save, the penalty to AC also applies to Constitution saving throws. Bludgeoning. Your projectile explodes into a battery of small rocks that turn the ground in a 15-foot radius circle around the point of impact into difficult terrain. Cold. The target s speed is halved and they cannot take the Disengage or Dodge actions until the start of your next turn. All other creatures affected by the cold damage must succeed on a Dexterity saving throw or suffer the same effect. Fire. The target suffers fire damage equal to your Wisdom modifier at the start of each of its turns until it is extinguished. The target can extinguish the fire by spending its action to make a DC 10 Dexterity saving throw. It can also be put out by other means such as jumping into a lake, being buried in dirt, or being aided by an ally. Each time you hit the target with this effect before the fire is put out, the damage they take each turn increases by 1d6. Lightning. The target must make an Intelligence saving throw. On a failed save, the target takes 1d10 + your Wisdom modifier lightning damage each time it makes an attack roll or attempts to cast a spell before the start of your next turn. Poison. The eruption creates a swarm of vicious spirit insects which harries the creatures in a 15-foot radius, 15-foot tall cylinder around the impact point. Until the start of your next turn, each enemy affected by the eruption and any creature not friendly to you which enters this space has disadvantage on attack rolls and cannot maintain concentration on spells. Thunder. The target and all creatures hit by eruption must make a Strength saving throw. On a failed save, they are pushed up to 15 feet from the point of impact and are knocked prone; on a successful save, they are pushed 5 feet and do not fall prone. Rogue: Terror Archetype 3 Menace Attacker, Black Magic 9 Black Spot, Persistent Fear 13 Nightmare Assault 17 Crippling Fear Menace Attacker

14 Starting at 3rd level, when you hit a frightened creature with an attack, you can apply your Sneak Attack damage, even if you do not otherwise meet the normal requirements to do so. Black Magic When you choose this archetype at 3rd level, you learn to manipulate the magic of dark spirits in much the way a warlock channels the power of his or her patron. You learn 2 cantrips and 1 spell of your choice from the warlock s spell list, and have two spell slots which you regain when you complete a short rest or a long rest. Your spells slots increase in level and you learn new spells as you gain levels in the rogue class, as noted on the table below. Charisma is your spellcasting ability. Level Cantrips Known Spells Known Slot Level st st st st nd nd nd nd nd nd rd rd rd rd rd rd th

15 th Black Spot At 7th level, when you are hit or missed by an attack, you can use your reaction to create a black spot against the creature who attacked you. If you hit the creature with a weapon attack before the start of its next turn, the creature is frightened of you until the end of your next turn. Persistent Fear Starting at 7th level, you ignore a creature s immunity to being frightened or to fear-based effects. If a creature is ordinarily immune to fear, they have advantage on saving throws against fear but are otherwise affected as though they were not immune. If a creature ordinarily has advantage on saving throws against fear, you ignore their advantage. Nightmare Assault Starting at 13th level your mastery of fear allows you to penetrate the realm of dreams. While within 5 feet of a sleeping creature, you can spend 5 minutes to accomplish one of the following. Force the creature to remain in restless sleep for up to 8 hours. No non-magical means can wake the creature before this time is up. Upon waking from this sleep, the creature gains the benefits of completing a short rest, but not a long rest. If you spend an hour with the creature, you can instead make this sleep permanent; only a remove curse spell can allow the creature to wake. Obtain a single piece of sensitive information by asking the DM a yes-or-no question. The DM must answer truthfully to the best of the creature s knowledge. You may only do this once per sleeping creature. Make a dream attack against the creature. The attack roll is resolved as a melee spell attack; on a hit, deal psychic damage to the target equal to your Sneak Attack damage value. This does not wake the creature, but you must spent five minutes for each attack. Crippling Fear Starting at 17th level, when you frighten a creature, you may also choose to make them either incapacitated by fear or restrained by fear. A creature that is immune to being incapacitated or restrained can still be affected in this way if it can be frightened. Sorcerer: Mistborn Origin 1 Clear Vision, Mistborn Spells 6 Mirage Cloak 14 Instinctive Spell

16 18 Fade Away Clear Vision Starting when you choose this origin at 1st level, your vision is not impaired by mist, smoke, dust, rain, or other similar forms of light concealment. Mistborn Spells All sorcerers have magic in their veins, but a Mistborn sorcerer has a particular attachment to certain spells which enable them to deceive and elude others. At 1st level, choose one spell from the following list. The spell must be of a level you can cast. You know that spell, and it does not count against the number of spells you know as listed on the Sorcerer class table. At 3rd level, 5th level, 7th level, and 9th level, you gain another spell of your choice from this list. These spells also do not count against the number of spells you know. If a spell on this list is not a sorcerer class spell, it is nevertheless a sorcerer spell for you if gained through this feature. Starting at 2nd level, you can cast any spell you know which is included on this list without using a spell slot by spending a number of sorcery points equal to the spell s level. 1st 2nd 3rd 4th 5th fog cloud, silent image blur, misty step gaseous form, major image dimension door, greater invisibility mislead, something else Mirage Cloak Starting at 6th level, when you are lightly obscured or heavily obscured, you also gain the benefits of having half cover. Instinctive Spell At 14th level, you learn the instinctive spell Metamagic, which does not count against the number of Metamagic options you know. When you are targeted by an attack, you may spend 3 sorcery points to cast a spell with a casting time of 1 action or 1 bonus action as a reaction. The spell must target only yourself, creatures friendly to you, or the creature which attacked you. If you choose a spell listed within the Mistborn Spells feature, this Metamagic instead costs only 1 sorcery point. Fade Away At 18th level, you can selectively enter the Ethereal Plane at will. As a bonus action on your turn, you may spend a spell slot to enter the Ethereal Plane for a maximum period of

17 time determined by the slot s level. You may also spend ten minutes to do so, as though casting a spell as a ritual. 1st/2nd 1 round 3rd/4th 1 minute 5th/6th 1 hour 7th/8th 8 hours 9th 24 hours Ritual 1 hour While you are in the Ethereal Plane, you cannot cast spells other than cantrips, and must maintain concentration, as though concentrating on a spell. If you are targeted by an effect (such as an antimagic field ) which dispels magical effects, you revert to your material form. If the dispelling effect requires an ability check (such as dispel magic ), you may make a Charisma check as a contest against it, resisting the effect on a success. Warlock: Legend Pact 1 Ancestral Armor, Ancestral Weapon 6 Ancient Counsel 9 Mythic Warrior 14 Lingering Presence Expanded Spell List 1st identify, magic weapon 2nd augury, spiritual weapon 3rd aura of invisibility, water walk 4th air walk, divine power 5th circle of power, legend lore Ancestral Armor When you choose this pact at 1st level, your patron endows you with some of the equipment he or she used in his or her lifetime. Shimmering translucent golden armor grants you an AC equal to 10 + your Charisma modifier + your Dexterity modifier (max 2). This is medium armor, and you are proficient with it while you are wearing it. You may conjure or dismiss this armor as an action. If you are hit by an effect which dispels or disrupts magic, the armor may be dispelled. The DC to dispel the armor is equal to your spell save DC. If the armor is dispelled, you must complete a long rest before you can conjure it again. Ancestral Weapon

18 At 1st level, you can channel some of the mythic powers of a weapon once wielded by your patron. Any weapon with which you are proficient is magical while you wield it. In addition, choose a damage type from the following list: acid, cold, fire, lightning, necrotic, radiant, or thunder. When you score a critical hit with a weapon with which you are proficient, you can choose for the extra damage dice you roll to deal damage of the chosen type. Ancient Counsel At 6th level, your patron imparts upon you a taste of the skills and knowledge they gained in their lifetime. You gain proficiency in your choice of two of the following skills: Animal Handling, Arcana, History, Nature, or Religion. Any time you would make an Intelligence or Wisdom ability check using one of these skills, you may instead make the check using your Charisma modifier, as you invoke the experiences of your patron to provide the information for you. Mythic Warrior Your patron has slain many great beasts in his or her time, and lends you some of his or her expertise. At 9th level, you gain your choice of one of the following features. Godslayer. When a creature you can see attempts to use its Legendary Resistance feature, you can use your reaction to force it to use the initial result of its saving throw. The creature still spends its use of Legendary Resistance. Once you have used this feature, you must complete a long rest before you can use it again. Godbinder. When you hit a creature with a weapon attack, you may incant a curse which prevents the creature from gaining any Legendary Actions at the end of its next turn. Once you have used this feature, you must complete a long rest before you can use it again. Lingering Presence You commune with your patron, channeling their power through your own body briefly. Starting at 14th level, when you make an ability check to which you do not already add your proficiency bonus, you may add your Charisma modifier to the check result. Alternatively, when you make a weapon attack with a weapon with which you re proficient, you may add your Charisma modifier to the attack roll and damage roll of the attack. When you use this feature, you also gain temporary hit points equal to your warlock level. You may use this feature twice. After you do so, you must complete a short rest or a long rest to regain your spent uses. Wizard: School of Blood Magic 2 Blood Magic 6 Know Bloodlines, Bonus Proficiency 10 Material Harvest, Endless Vigor 14 Desperate Surge

19 Blood Magic Starting at 2nd level when you choose this tradition, when you cast a wizard spell which requires an attack roll, you can choose to spend a Hit Die, roll it, and add the result to your attack roll. You may choose to do so after you have seen the result of the roll, but before any effects take place. Alternatively, when you roll damage for a wizard spell you cast, you can spend a Hit Die to roll damage as though you had cast the spell with a slot one level higher than you used. Know Bloodlines Beginning at 6th level, as an action, you can touch a creature and become aware of its family lines and history. If you have met or heard of any of that creature s relatives or ancestors, you are aware of the nature of the creature s relationship to them. The creature must be living, or have died no more than one week prior to using this feature. You can use this feature a number of times equal to your Constitution modifier. You regain spent uses when you complete a long rest. Bonus Proficiency At 6th level, you gain proficiency in the Medicine skill. Endless Vigor Starting at 10th level, when you complete a long rest, you can choose to gain the benefits of this feature. When you do so, and subsequently after each time you complete a short rest, you gain temporary hit points equal to your wizard level + your Constitution score. If you choose to use this feature, you cannot also use your Arcane Recovery until you complete a long rest and choose not to use this feature. Material Harvest From 10th level, for any feature granted by this archetype which requires you to spend Hit Dice, you may instead pay hit points equal to half your total character level if you have no Hit Dice remaining. Desperate Surge At 14th level, when you miss every target with a spell attack roll for a wizard spell, or when every hostile creature targeted by a wizard spell you cast succeeds on its saving throw, you can spend a Hit Die; you take psychic damage equal to the result + your Constitution modifier + the spell s level. You then regain the spent spell slot. Once you have used this feature, you must complete a short rest or a long rest before you can use it again.

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