Here you’ll find features that replace or enhance the normal features of your character’s class. The class feature variants each specify which feature they replace or enhance. If a feature is replaced, you gain no benefit from it and don’t qualify for anything in the game that requires it. If a feature is enhanced, you continue to enjoy its benefits but now with new capabilities.
These options are available to characters in a campaign on a playtest basis.
The following variant is available to every class in the game.
4th-level and higher feature (enhances Ability Score Improvement)
Whenever you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn’t be from the class).
This change represents one of your skills atrophying as you focus on a different skill, as opposed to developing a new skill through Downtime.
If you know any maneuvers from the fighter’s Battle Master archetype, you have access to options in the fighter section of this document. See the “Maneuver Versatility” and “Maneuver Options” subsections there.
A barbarian has access to the following features.
2nd-level barbarian feature (replaces Danger Sense)
You become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
5th-level barbarian feature (replaces Fast Movement)
When a creature ends its turn within 15 feet of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn’t provoke opportunity attacks.
A bard has access to the following features.
1st-level bard feature (enhances Spellcasting)
The following spells expand the bard spell list.
Cause fear (Xanathar’s Guide)
Color spray
Command
Aid
Enlarge/reduce
Mind spike (Xanathar’s Guide)
Mirror image
Mass healing word
Slow
Tiny servant (Xanathar’s Guide)
Phantasmal killer
Intellect fortress
Contact other plane (ritual)
Rary’s telepathic bond (ritual)
Heroes’ feast
Mental prison (Xanathar’s Guide)
Scatter (Xanathar’s Guide)
Tenser’s transformation (Xanathar’s Guide)
Power word pain (Xanathar’s Guide)
Prismatic spray
Antipathy/sympathy
Maze
Prismatic wall
1st-level bard feature (enhances Bardic Inspiration)
If a creature has a Bardic Inspiration die from you and casts a spell, the creature can roll that die and add the number rolled to one damage or healing roll of the spell. The Bardic Inspiration die is then lost.
1st-level bard feature (enhances Spellcasting)
Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the bard spell list. The new spell must be the same level as the spell you replace.
Cantrips are 0-level spells, which don’t use spell slots. When a feature applies to spells, that feature applies to cantrips, unless the feature specifies that the spells must be of 1st level or higher or must expend a spell slot.
A cleric has access to the following features.
1st-level cleric feature (enhances Spellcasting) Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the cleric spell list.
1st-level cleric feature (enhances Spellcasting)
The following spells expand the cleric spell list.
Cause fear (Xanathar’s Guide)
Wrathful smite
Branding smite
Aura of vitality
Aura of life
Aura of purity
Skill empowerment (Xanathar’s Guide)
Wall of light (Xanathar’s Guide)
Power word heal
2nd-level cleric feature (enhances Channel Divinity)
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot.
8th-level cleric Divine Domain feature (replaces Divine Strike or Potent Spellcasting)
In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.
A druid has access to the following features.
1st-level druid feature (enhances Spellcasting)
Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the druid spell list.
1st-level druid feature (enhances Spellcasting)
The following spells expand the druid spell list.
Acid splash
Ceremony (ritual, Xanathar’s Guide)
Protection from evil and good
Augury (ritual)
Continual flame
Enlarge/reduce
Aura of vitality
Elemental weapon
Revivify
Thunder step (Xanathar’s Guide)
Wall of sand (Xanathar’s Guide)
Divination (ritual)
Fire shield
Cone of cold
Dawn (Xanathar’s Guide)
Immolation (Xanathar’s Guide)
Flesh to stone
Symbol
Incendiary cloud
Mass polymorph (Xanathar’s Guide)
Power word heal
2nd-level druid feature (enhances Wild Shape)
You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
A fighter has access to the following features.
1st-level fighter feature (enhances Fighting Style)
When you gain the Fighting Style feature, you get access to the variants in the “Fighting Styles” section.
The Superior Technique style is also added to the list of style options available to you.
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
1st-level feature (enhances Maneuvers)
If you know any maneuvers from the fighter’s Battle Master archetype, you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.
1st-level feature (enhances Maneuvers)
If you have access to maneuvers, the following maneuvers are added to the list of options available to you. Maneuvers are available to Battle Masters and to characters who have the Superior Technique fighting style or the Martial Adept feat.
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.
When you’re within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn’t provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.
When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack’s damage roll.
Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target. Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way.
When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check.
As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack’s damage roll.
When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.
A monk has access to the following features.
1st-level monk feature (enhances Martial Arts)
You can use this feature to define your monk weapons, rather than using the definition in Martial Arts.
You practice your martial arts with specially chosen weapons, which become monk weapons for you. You can choose a number of weapons to be your monk weapons equal to 5 + your Wisdom modifier (minimum of five weapons).
The chosen weapons must each meet the following criteria:
• The weapon must be a simple or martial weapon.
• You must be proficient with the weapon.
• The weapon must lack these properties: heavy, special, or two-handed.
2nd-level monk feature (enhances Ki)
If you spend 1 ki or more as part of your action on your turn, you can then immediately make one unarmed strike as a bonus action.
2nd-level monk feature (enhances Ki)
When you gain the Ki feature at 2nd level, you get access to the following features.
When you make a ranged weapon attack, you can spend 1 ki point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of the current turn.
As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled.
A paladin has access to the following features.
2nd-level paladin feature (enhances Fighting Style)
When you gain the Fighting Style feature, you get access to the variants in the “Fighting Styles” section above.
The Blessed Warrior style is also added to the list of style options available to you.
You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
2nd-level paladin feature (enhances Spellcasting)
The following spells expand the paladin spell list.
Gentle repose
Prayer of healing
Warding bond
Life transference (Xanathar’s Guide)
Spirit guardians
Dawn (Xanathar’s Guide)
Flame strike
3rd-level paladin feature (enhances Channel Divinity)
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot.
A ranger has access to the following features.
1st-level ranger feature (replaces Natural Explorer)
You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level.
Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don’t already have it, and you can add double your proficiency bonus to ability checks using that skill.
In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep.
1st-level ranger feature (replaces Favored Enemy)
You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter’s mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration— a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
When you gain the Spellcasting feature at 2nd level, hunter’s mark doesn’t count against the number of ranger spells you know.
2nd-level ranger feature (enhances Fighting Style)
When you gain the Fighting Style feature, you get access to the variants in the “Fighting Styles” section (see above).
The Druidic Warrior style is also added to the list of style options available to you.
You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
2nd-level ranger feature (enhances Spellcasting)
The following spells expand the ranger spell list.
Entangle
Searing smite
Aid
Gust of wind
Magic weapon
Enhance ability
Warding bond
Blinding smite
Meld into stone
Revivify
Tongues
Death ward Dominate beast
Awaken
Greater restoration
2nd-level ranger feature (enhances Spellcasting)
Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.
2nd-level ranger feature (enhances Spellcasting)
You can use a druidic focus as a spellcasting focus for your ranger spells. See chapter 5, “Equipment,” of the Player’s Handbook for a list of things that count as druidic focuses.
3rd-level ranger feature (replaces Primeval Awareness)
You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.
Ranger Level | Spell |
---|---|
3rd | detect magic, speak with animals |
5th | beast sense, locate animals or plants |
9th | speak with plants |
13th | locate creature |
17th | commune with nature |
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.
10th-level ranger feature (replaces Hide in Plain Sight)
You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, 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.
3rd-level Beast Master feature (enhances Ranger’s Companion)
While wandering the wilds, a ranger encounters many sorts of animals, some of which the ranger might befriend. This friendship can arise from successful use of the Animal Handling skill or the animal friendship spell. If the resulting bond is strong enough, the animal might join the ranger on adventures.
A ranger who has the Beast Master archetype can form an even stronger bond, feeling almost like a sibling to an animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world.
The primal beast is a special creature that a Beast Master can choose for the Ranger’s Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion.
When a primal beast is met apart from a Beast Master, the creature takes the form a regular beast of challenge rating 1/4 or lower, as determined by the DM.
Small beast, neutral Armor Class 13
Hit Points equal the beast’s Constitution modifier + your Wisdom modifier + five times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 6 (−2) 16 (+3) 13 (+1) 8 (−1) 14 (+2) 11 (+0) Saving Throws Dex +5, Con +3, Wis +4 Skills Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14 Languages understands the languages you speak Flyby. The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Primal Rebirth. If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.
Ready Companion. As a bonus action, you can command the beast to make its shred attack or to Hide.
Actions
Shred. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 slashing damage.
Medium beast, neutral Armor Class 12 Hit Points equal the beast’s Constitution modifier + your Wisdom modifier + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level) Speed 40 ft., climb or swim 40 ft. (your choice when you bond with the beast) STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0) Saving Throws Dex +4, Con +4, Wis +4 Skills Perception +4, Stealth +4 Senses darkvision 60 ft., passive Perception 14 Languages understands the languages you speak Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. The DC equals your spell save DC. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Rebirth. If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. Ready Companion. As a bonus action, you can command the beast to make its maul attack or to Hide. Actions Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 slashing damage.
A rogue has access to the following feature.
2nd-level rogue feature (enhances Cunning Action)
You gain an additional way to use your Cunning Action: carefully aiming your next attack. As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
A sorcerer has access to the following features.
1st-level sorcerer feature (enhances Spellcasting)
The following spells expand the sorcerer spell list.
Primal savagery (Xanathar’s Guide)
Mind sliver
Grease
Protection from evil and good
Flame blade
Flaming sphere
Vampiric touch
Fire shield
Mind thrust
Intellect fortress
Flesh to stone
Demiplane
Foresight
1st-level sorcerer feature (enhances Spellcasting)
Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be the same level as the spell you replace.
2nd-level sorcerer feature (enhances Font of Magic)
When you gain the Font of Magic feature, you get access to the following ways to spend your sorcery points.
When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check.
As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled.
3rd-level sorcerer feature (enhances Metamagic)
When you choose Metamagic options, you have access to the following additional options.
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder.
When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll.
You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell.
A warlock has access to the following features.
1st-level warlock feature (enhances Pact Magic)
Whenever you finish a long rest, you can replace one spell you learned from this Pact Magic feature with another spell from the warlock spell list. The new spell must be the same level as the spell you replace.
1st-level warlock feature (enhances Pact Magic)
The following spells expand the warlock spell list.
Mind sliver
Thunderwave
Knock
Animate dead
Life transference (Xanathar’s Guide)
Mislead
Modify memory
Planar binding
Teleportation circle
Create homunculus (Xanathar’s Guide)
Magic jar
Project image
Abi-Dalzim’s horrid wilting (Xanathar’s Guide)
Gate
Shapechange
Weird
2nd-level warlock feature (enhances Eldritch Invocations)
When you choose eldritch invocations, you have access to the following options.
Prerequisite: 12th level, Pact of the Talisman feature
While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you.
Prerequisite: 9th level, Pact of the Chain feature
As a bonus action, you can command your familiar to make one attack.
Prerequisite: Pact of the Blade feature
As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it’s removed.
Prerequisite: Pact of the Tome feature
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Prerequisite: 5th level, Pact of the Tome feature A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1).
You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
As an action, you can magically erase a name on the page by touching the name on it.
Prerequisite: 9th level, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1).
When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.
As an action, you can magically erase a name on the page by touching the name on it.
Prerequisite: Pact of the Chain feature
When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
• The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
• The familiar no longer needs to breathe.
• The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
• If the familiar forces a creature to make a saving throw, it uses your spell save DC.
Prerequisite: 9th level, Pact of the Talisman feature
When the wearer of your talisman makes a saving throw in which they lack proficiency, they can add a d4 to the roll.
Prerequisite: Pact of the Talisman feature
When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your Charisma modifier (minimum of 1 damage) and push it up to 10 feet away from the talisman’s wearer.
3rd-level warlock feature (enhances Pact Boon) When you choose your Pact Boon feature, the following options are available to you.
Your patron gives you a special amulet; a talisman that can aid you, or anyone else who wears it, when the need is great. When the wearer makes an ability check with a skill in which they lack proficiency, they can add a d4 to the roll.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet.
The talisman turns to ash when you die.
You can use your action to create a number of pieces of firearm ammunition equal to 10 + your Charisma modifier in your empty hand. When loaded into your firearm, these bullets count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. These pact bullets disappear if they are 5 or more feet away from you for at least 1 round, or 1 hour after you create them. You may use this feature once, and regain the ability to use it after a long rest.
A wizard has access to the following features.
1st-level wizard feature (enhances Spellcasting)
Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the wizard spell list.
1st-level wizard feature (enhances Spellcasting)
The following spells expand the wizard spell list.
Mind sliver
Augury (divination, ritual)
Enhance ability (transmutation)
Mind thrust
Speak with dead (necromancy)
Divination (divination, ritual)
Intellect fortress
Here are new ways to use the Fighting Style feature of the fighter, paladin, and ranger.
Fighter, paladin, and ranger feature (enhances Fighting Style)
Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.
Fighter, paladin, and ranger feature (enhances Fighting Style)
When you choose a fighting style, the following styles are added to the list of options.
Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Cadged from DnD Beyond's shadowdancer to fit the role of the Shadows in Arcydea, an organization of noble rogues who work on behalf of the common order and who have received the blessing of the god of shadows and thieves in order to do so.
You have grown so close to the shadows that you have developed a mysterious connection with them. Rogues who follow this archetype, often called shadowdancers, have acquired an instinctive grasp of how to embrace the darkness and bend it to their will. Shadowdancers learn to develop these powers and perfect their roguish talents of stealth and misdirection.
When you choose this archetype at 3rd level, you gain a limited ability to manipulate the surrounding darkness. You can duplicate the effects of certain spells without providing material components.
You can extinguish small sources of nonmagical light as if using the prestidigitation cantrip. Your range for this cantrip is equal to your proficiency bonus multiplied by 10 ft. You also gain the minor illusion cantrip if you don't already know it.
Additionally, you can cast silent image a number of times equal to your Charisma modifier (a minimum of once) per short rest.
Your spellcasting ability for these spells is Charisma. Your spell save DC is equal to 8 + your proficiency bonus + your Charisma modifier.
At 3rd level, you have learned how to step effortlessly from one shadow to the next. When you are in an area of dim light or darkness, as a bonus action you can teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness.
At 6th level, the range increases to 60 ft. At 9th level, teleporting in this way grants you advantage on the first attack roll you make before the end of your turn.
At 9th level, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
By 13th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
When you reach 17th level, your control of the shadows is at its peak. As an action, you can create a perfect duplicate of yourself made of pure shadow that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The duplicate appears in an unoccupied space that you can see within 30 feet of you. You can do this once per long rest.
As a bonus action on your turn, you can move the duplicate up to 30 feet to a space you can see or make the duplicate make an attack, but it must remain within 120 feet of you. The duplicate uses your DEX modifier to make the attack, on a hit it deals 2d6 cold damage. This attack also benefits from your sneak attack dice when appropriate. You may also choose to switch places with the duplicate as part of the same bonus action, provided you are both in an area of dim light or darkness.
Cadged from https://media.wizards.com/2020/dnd/downloads/UA2020_PsionicOptions.pdf, meant to be one representative of the psionic options available to psis in Arcydea and elsewhere.
Awake to the psionic power within, a Psi Knight is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such knights, as do some of the most disciplined high elves. In the world of Athas, renowned gladiators in the arenas of the Sorcerer-Kings are often Psi Knights, and in Eberron, the psionic kalashtar view membership in this knighthood as a special honor.
As a Psi Knight, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield.
Psionic Talent
3rd-level Psi Knight feature
You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.
Psionic Talent Options. You can use your Psionic Talent die in the following ways:
Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to roll your Psionic Talent die and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.
Psi-Powered Leap. When you make a high or long jump, you can roll your Psionic Talent die and extend the distance of the jump, up to a number of feet equal to twice the number rolled plus twice your Intelligence modifier (minimum of 1 extra foot). This extra distance costs you only 1 foot of movement.
Telekinetic Strike. You can propel your attacks with telekinetic force. Once on each of your turns, immediately after you deal damage to a target within 30 feet of you with a weapon attack, you can roll your Psionic Talent die and also deal force damage to the target equal to the number rolled.
Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest. Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.
Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12). Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.
Telekinetic Adept
7th-level Psi Knight feature
You have mastered new ways to use your telekinesis:
Psionic Thrust. When you deal damage to a target with the Telekinetic Strike of your Psionic Talent, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Unless the save succeeds, you can knock the target prone or move it up to 10 feet in any direction horizontally.
Telekinetic Movement. If your Psionic Talent die is available, you can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. When you take this action, your Psionic Talent die decreases by one die size.
Psi-Enhanced Metabolism
10th-level Psi Knight feature
The psionic energy flowing through you has bolstered your mind and body. You have resistance to poison and psychic damage, and you are immune to the poisoned condition.
Bulwark of Force
15th-level Psi Knight feature
You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you’re incapacitated. Once you use this feature, you can’t do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.
Telekinetic Master
18th-level Psi Knight feature
Your ability to move creatures and objects with your mind is matched by few. If your Psionic Talent die is available, you can cast the telekinesis spell, requiring no components. Your spellcasting ability for the spell is Intelligence. When you cast this spell, your Psionic Talent die decreases by one die size.
Cadged from https://media.wizards.com/2020/dnd/downloads/UA2020_PsionicOptions.pdf, meant to be one representative of the psionic options available to psis in Arcydea and elsewhere.
Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations, whereas a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business, and most governments would be happy to employ a Soulknife as a spy.
Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe, and in the world of Athas, a Sorcerer-King often turns to a Soulknife to eliminate an enemy, just as an insurgent Soulknife seeks to undermine that Sorcerer-King’s rule.
As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psionic adepts and spent years learning how to manifest your power.
Psionic Talent
3rd-level Soulknife feature
You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.
Psionic Talent Options. You can use your Psionic Talent die in the following ways:
Psi-Bolstered Knack. When your non-psionic training fails you, you can tap into your psionic power to help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll your Psionic Talent die and add the number rolled to the check, potentially turning failure into success.
Psychic Whispers. You can use your psychic abilities to establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, you give yourself and at least one other creature the ability to speak telepathically with each other. When you do so, roll your Psionic Talent die, and choose creatures you can see, up to a number of creatures equal to the number rolled. For 1 hour, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other.
Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest. Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.
Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12). Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.
Psychic Blades
3rd-level Soulknife feature
You can manifest your psionic power as shimmering blades of psychic energy. When you are about to make a melee or ranged weapon attack against a creature, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
Soul Blades
9th-level Soulknife feature
Your Psychic Blades are now an expression of your psi-suffused soul, giving you finer control over them in the following ways: Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll your Psionic Talent die and add the number rolled to the attack roll. If this causes the attack to hit, your Psionic Talent die decreases by one die size, regardless of the number rolled. Psychic Teleportation. If your Psionic Talent die is available, you can hurl your Psychic Blades to magically transport yourself to another location. As a bonus action, you manifest one of your Psychic Blades and throw it at an unoccupied space you can see, up to a number of feet away equal to 5 times the highest number on your Psionic Talent die. You then teleport to that space, the blade vanishes, and your Psionic Talent die decreases by one die size. Psionic Veil 13th-level Soulknife feature You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 10 minutes or until you dismiss this effect (no action required). This invisibility ends if you deal damage to a creature or if you force a creature to make a saving throw. Once you use this feature, you can’t do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again. Rend Mind 17th-level Soulknife feature You can sweep your Psychic Blades directly through a creature’s mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). Unless the save succeeds, the target is stunned until the end of your next turn. Once you use this feature, you can’t do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.
Cadged from https://media.wizards.com/2020/dnd/downloads/UA2020_PsionicOptions.pdf, meant to be one representative of the psionic options available to psis in Arcydea and elsewhere.
At 1st level, a sorcerer gains the Sorcerous Origin feature. Here is a playtest option for that feature: the Psionic Soul.
Psionic Soul
One day a light blazed forth within you—the illumination of psionic power. Your mind now simmers with this power, the full extent of which you won’t fully grasp for years to come. You can touch other minds with it and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?
Among githyanki and githzerai, the powers of Psionic Soul sorcerers are revered and marshaled on both sides of the gith war. In Eberron, many kalashtar dream of discovering this origin’s abilities within themselves, and in Athas, more sorcerers are born with a Psionic Soul than with any other source of power. In the glades of primeval woods touched by the Feywild, children sometimes awaken to the wonders of psionic power. And in communities that survive Far Realm incursions, some folk are mutated into horrific aberrations, while a lucky few not only remain themselves, but also discover that psionic energy now suffuses their minds.
As a Psionic Soul sorcerer, you decide how you acquired your powers. Were you born with them, and did they manifest throughout childhood? Or did an extraordinary event later in life leave you shining with psionic awareness?
Consult the Psionic Origins table for a possible origin of your power.
Psionic Origins d10 Origin
1 You were exposed to the Far Realm’s warping influence. You can now use your mind in ways you never thought possible, and you’re also convinced that a tendril is growing upon you.
2 A psychic wind from the Astral Plane carried psionic energy into your being. When you use your powers now, faint motes of light sparkle around you.
3 You or your ancestor were trained by a githzerai monk to unlock the psionic potential within yourself.
4 A spirit haunts your mind, lending incredible power to your thoughts. When you sleep, the spirit’s memories invade your dreams.
5 Deep in a forest touched by the Feywild, you drank from a glimmering stream, and now your mind shines with power. Beasts and fey creatures are often now friendly to you, as if they can sense the light within you.
6 Upon recovering from a near-fatal injury, you found yourself with psionic powers. Whenever you use them, your old wound tingles.
7 You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now the psionic power is yours. When you use it, your flesh shines with a strange mucus.
8 As a child, you had an imaginary friend that looked like a flumph or a strange platypuslike creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary.
9 Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your vestigial twin!
10 You grew up near the lair of a sapphire dragon, and now your eyes glow with sapphire light when you use your newfound powers.
Psionic Talent
1st-level Psionic Soul feature
You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.
Psionic Talent Options. You can use your Psionic Talent die in the following ways:
Psionic Discovery. You can unlock the ability to cast a mind-oriented sorcerer spell you don’t already know. After meditating for 10 minutes (which can be done during a rest), roll your Psionic Talent die, and choose a sorcerer spell of a level for which you have spell slots and that is in the school of divination or enchantment. You know the chosen spell for a number of hours equal to the number you rolled.
Psychic Sorcery. When you cast a spell, you can use your mind to form it, rather than relying on words, gestures, and materials. To do so, roll your Psionic Talent die. The spell then requires no verbal component, and if you rolled the level of the spell or higher, the spell doesn’t require somatic or material components either.
Telepathic Speech. You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see, and roll your Psionic Talent die. For a number of hours equal to the number you rolled, you and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to the number you rolled. To understand each other, you each must speak mentally in a language the other knows. The telepathic connection ends early if you use this ability to form a connection with a different creature.
Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest. Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.
Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12). Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.
Psychic Strike
6th-level Psionic Soul feature
You have learned to channel additional psychic energy into your spells. Immediately after you deal damage to a creature with a sorcerer spell for which you expend a spell slot, you can roll your Psionic Talent die and also deal psychic damage to that creature equal to the number rolled. You can deal this extra damage only once per turn.
Mind Over Body
14th-level Psionic Soul feature
You can now use the psi that flows through you to give your body extraordinary abilities. As a bonus action, you can roll your Psionic Talent die and spend 1 or more sorcery points to magically transform yourself for a number of hours equal to the number rolled. Until the transformation ends, you gain one of the following benefits of your choice for each sorcery point you spent, choosing a different benefit for each point:
• You can see any invisible creature within 60 feet of you, provided it isn’t behind total cover.
• You gain a flying speed equal to your walking speed, and you can hover.
• You gain a swimming speed equal to twice your walking speed, and you can breathe underwater.
• Your body, along with any equipment you are wearing or carrying, becomes pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Psychic Aura
18th-level Psionic Soul feature
If your Psionic Talent die is available, you can unleash your psionic power in a crackling aura of psychic energy; as a bonus action, you can magically radiate this transparent, 30-foot radius aura for 1 minute or until you’re incapacitated or lose the use of your Psionic Talent die.
Whenever a creature starts its turn in the aura or moves into it for the first time on a turn, you can roll your Psionic Talent die and deal psychic damage to the creature, equaling the number rolled plus your Charisma modifier. If the creature takes any of this damage, its speed is halved until the start of its next turn.
Although some barbarians are baffled by the technology of firearms, others see these new weapons as tools to enhance their abilities to a new level. Specialists with big two-handed guns, these barbarians are called gunragers, and for good reason. They charge through the battlefield with abandon, unleashing lead on all who stand in their way and sowing fear in their wake.
Proficiency
Starting when you choose this primal path at 3rd level, you gain proficiency with advanced firearms.
Gunsmith
Upon choosing this primal path at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely intricate and experimental firearms are only available through crafting.
Gunner’s Rage
Starting when you choose this path at 3rd level, you can channel your anger to deadly effect when fighting with a twohanded firearm by entering a gunner’s rage. If you do so, for the duration of your rage you can use the butt of your firearm make a single melee weapon attack as a bonus action on each of your turns after this one. A successful attack with the butt of a two-handed firearm deals 1d8 bludgeoning damage plus your Strength modifier. Additionally, you don’t make attack rolls at disadvantage when discharging your firearm at pointblank range (5 feet or less).
Stalwart Defense
Beginning at 6th level, you may use your reaction to turn a critical hit against you into a normal hit while raging. You may use this feature once, and regain expended uses after a short rest. At Level 10, you gain a second use of Stalwart Defense, and at Level 14 you gain a third use.
Startling Kill
At 10th level, you are adept at using your firearm to instill fear in others. Whenever you reduce a creature to 0 hit points, you may attempt a Charisma (Intimidate) check with advantage as a free action.
Steelskinned
Gunragers are notoriously hard to take down. Starting at 14th level, you may use your reaction to add your Constitution modifier (minimum +1) as a bonus to your AC until the end of your next turn. You may use this ability twice, and regain all expended uses when you finish a long rest.
Domino Shot
Starting at 14th level, you may use your attack action to attempt a domino shot. You discharge your firearm, using only a single bullet, but you may make attack rolls against every creature in range in a 60 ft. line. Disadvantage from your weapon’s range categories do not apply to this ability, but the maximum range of your weapon still applies. Make attack rolls in order, from the nearest to the furthest target. Should any attack roll miss, the progress of your domino shot is halted. You may use this ability twice. You regain expended uses of it when you finish a long rest.
Although most bards tell tales of heroes wielding more traditional swords, some prefer to sing ballads about dashing gunslingers, and some even take the time to master the art themselves. These bards are known as pistoleros, simultaneous masters of the arcane, song, and one-handed firearms. Stylish and skillful, these bards are eager to display their fancy moves.
Starting when you choose this bardic college at 3rd level, you gain proficiency with all one-handed firearms.
Upon choosing this bardic college at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely intricate and experimental firearms are only available through crafting.
At 3rd level, you supremely deft in handling your guns. When you use the Attack action on your turn and attack with a onehanded firearm, you may attempt one of the following tricks.
Dodger’s Panache. Your experience as a traveling pistolero has made you more adept at staying out of harm’s way. As a bonus action, spend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your next Strength, Dexterity, or Constitution saving throw.
Gun Flourish. You spin your firearm around in a brilliant display of dexterity. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to one Charisma ability check made within the next minute. If you do not make a Charisma ability check within a minute, the inspiration is wasted.
Trigger Panache. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a one-handed firearm this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Graze
Beginning at 14th level, you have mastered marksmanship with one-handed firearms. When you miss an attack using a one-handed firearm, you graze your target and still deal a small amount of damage equal to your Dexterity modifier. A critical failure or misfire still results in a complete miss, and no damage is done. You may use this feature only once per turn.
The Dust domain is most often espoused by clerics that are surrounded by it, who have lived most of their lives in deserts, badlands, plains, prairies, or similar areas. In addition to their command of the earth, they expand their definition of dust to include gunpowder, and make formidable foes. Many different gods can claim influence over this domain, but it finds particular favor with Chauntea, Ilmater, Silvanus, Fharlanghn, Incabulos, Obad-Hai, Ulaa, The Devourer, Moradin, and Semuanya.
Dust Domain Spells Cleric Level Spells 1st earth tremor, thunderwave 3rd bullet scry1 , dust devil2 5th erupting earth, dust storm1 7th hallucinatory terrain, stone shape 9th immolation2 , wall of stone 1 New spell; see page 24. 2 From the Elemental Evil Player’s Companion
Proficiency
Starting when you choose this domain at 1st level, you gain proficiency with advanced firearms.
Gunsmith
Upon choosing this domain at 1st level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely intricate and experimental firearms are only available through crafting.
Spellcasting Focus
At 1st level, you gain the ability to bond with one firearm and thereafter use it as a spellcasting focus. This process takes an hour. If your bonded firearm is destroyed or lost, you may bond to a new firearm by spending another hour to repeat the ritual.
Gust of Dust
At 1st level, you can cause dust to rise up and distract your foes. When a creature within 30 feet that you can see makes an attack against you or an ally, you can use your reaction to impose disadvantage on the attack roll, causing gusts of wind to throw dust at the attacker’s eyes before it hits or misses. An attacker that can’t be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Gunhand
At 2nd level, you can use your Channel Divinity on your turn to instantly reload your firearm and make one additional attack with it, on top of your regular action and any possible bonus action. You still require sufficient ammunition, as normal.
Channel Divinity: Fire Seeds
At 6th level, you can use your Channel Divinity to transform dust or dirt in an area into gunpowder.
As an action, choose a point you can see within 60 feet of you. There must be dirt or dust in the area, and it must be relatively dry. You transmute particles of the dirt or dust within a 20-foot-radius of the point you choose into gunpowder. This powder is thoroughly intermingled with the soil and impossible to extract.
If the area is covered in grass, underbrush, or is otherwise obscured, the change is unnoticeable and is only revealed by a DC 20 Intelligence (Investigate) check. If the area is exposed, the change in soil color is noticeable with a DC 12 Wisdom (Perception) check.
Any time after seeding an area with gunpowder, it may be ignited as normal by fire, an explosion, or additionally by any spell or effect that touches it with radiant damage. When ignited, the gunpowder explodes, dealing fire damage equal to 7d6 + your cleric level to any creature within the area. A successful DC 15 Dexterity saving throw halves the damage. It’s possible that this explosion might set flammable things in the area on fire, but the gunpowder itself is instantly consumed by the explosion.
If the seeded area is dampened by rain or another source of water, the powder is inert until it dries (which takes two days). If only part of the area is doused, the dampened areas are safe from any explosion, but creatures in the non-dampened sections are damaged as normal.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant, necrotic, or thunder damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Dustborn
At 17th level, you have a burrow speed equal to your current walking speed. You can burrow through sand, earth, mud, or ice, but not through solid rock.
The Circle of Thunder is a relatively recent cabal of druids, founded a mere century ago, but is steadily increasing in numbers. As technology progresses and firearms become more common, some druids have felt keenly left behind. Some, fearing obsolescence, have turned to the Circle of Thunder to remain relevant on the battlefield. Others, less concerned with their place in the outside world, nonetheless acknowledge that integrating some aspects of firearm technology into their natural magic can aid them in defending the places most important to them.
Bonus Cantrip
When you choose this circle at 2nd level, you learn the forest thunder cantrip (described in New Spells).
Woodland Stride
Your affinity for the wooded places of the world makes you particularly adept at moving through wooded terrain. Starting at 2nd level, if you are in wooded terrain, you may take a bonus action on each of your turns in combat to use either the Dash or Hide actions.
Circle Spells
Your magical connection with the forest and careful study of firearms gives you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells related to the discipline of Thunder.
Once you gain access to a circle spell, 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, it is nonetheless a druid spell for you.
Circle Spells Druid Level Spells 3rd arboreal blast1 , dust devil2 5th sequoia six-shooter1 , plant growth 7th carven rifle1 , grasping vine 9th branching shot1 , commune with nature 1 New spell; see page 24. 2 From the Elemental Evil Player’s Companion
Forest Affinity
Upon reaching 6th level, your growing attunement to the ways of the forest allows you to cast speak with plants twice, even if it is not among your prepared spells for the day. You regain expended uses of this ability when you finish a long rest.
Arboreal Aegis
When you reach 10th level, you gain resistance to thunder and non-magical piercing damage.
Nature’s Shield
At 14th level, when you use a spell or cantrip to create a wooden firearm, a latticed cage of bracken briefly grows from the ground and surrounds you protectively. You gain half cover in all directions until the beginning of your next turn, and the cage does not interfere with attacks or spellcasting. You can easily break out of the cage if you choose, but you lose its protective bonus if you do so or leave the space where it formed. You must be within five feet of solid ground for this cage to form (normally, this means standing on the ground, but at the DM’s discretion it could activate if you were flying within 5 feet of a cliff face, or swimming in very shallow water).
Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.
However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.
This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.
Firearm Proficiency Starting when you choose this archetype at 3rd level, you gain proficiency with advanced firearms.
Gunsmith Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase in some places. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost.
Adept Marksman
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Rapid Repair
Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action.
Vicious Intent
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Trick Shots
These trick shots are presented in alphabetical order.
Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.
Dazing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Forceful Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Piercing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
Violent Shot
When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Winging Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
While many who use firearms do so merely for power, to make an impression, or for tactical reasons, monks known as firedancers have turned the use of small guns into an art form. Gracefully dancing between opponents, firing at close range and deflecting enemy attacks, firedancers are whirlwinds on the battlefield.
Proficiencies
Starting when you choose this monastic tradition at 3rd level, you gain proficiency with all one-handed firearms. Additionally, one-handed firearms count as monk weapons for you. You also gain proficiency in the Acrobatics skill, if you are not already proficient in it.
Gunsmith
Upon choosing this monastic tradition at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely intricate and experimental firearms are only available through crafting.
Two-Weapon Fighting
Also at 3rd level, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Point Blank
Beginning at 3rd level, making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll. Additionally, if you make an attack with a one-handed firearm and no creature other than your target is within 5 feet of you, you may spend a ki point to gain advantage on the attack roll. You may use this ability only once per round.
One with the Gun
At 6th level, you extend your ki into your one-handed firearms, granting you the following benefits.
Magic Guns. Your attacks with your one-handed firearms count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Precise Strike. When you hit a target with a one-handed firearm, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Firedancer’s Parry
Beginning at 11th level, you have learned to anticipate the movements of enemies who use ranged weapons and disrupt their aim. Whenever an enemy that you can see within 15 feet of you makes a ranged weapon attack against you or an ally, you may use your reaction and spend 1 ki point to make a flying leap. You may move up to 15 feet in this leap, and when landing you impact your target enough to impose disadvantage on their ranged attack roll.
Firedancer’s Reload
At 17th level, you can reload your guns with preternatural grace and speed. By spending 1 ki point as a free action on your turn, you can make a DC 10 Dexterity (Acrobatics) check to reload one piece of ammunition into any one-handed firearm you are holding. You may load one additional piece of ammunition into each gun for every 5 that you exceed the DC (2 bullets at 15, 3 at 20, et cetera).
Often hailing from lawless lands, paladins who take the Oath of Resolve know better than anyone that righteousness is hard to attain. These paladins know that life is rough, and that is impossible to truly live without getting dust on your boots. They hold that righteousness is not a state of being, but rather a choice that must be made and a struggle that must be won every day. Paladins who take the Oath of Resolve do not idealize perfect, heroic figures. Instead, they hold up as examples ordinary people struggling to improve their lives, and strike down any who would prey on such folk.
Tenets of Resolve
Though the exact words and strictures of Oath of Resolve vary, paladins of this Oath share these tenets.
Strive Always. Character shows up best when tested. The greater the struggle, the greater value there is to find in the result. No cause is truly lost so long as someone strives after it. Only You Can Save Yourself. No matter your lot in life, you determine your own actions. If you find yourself in a hole, first thing to do is stop digging. The second thing to do is start climbing. Always be willing to throw the climbers some rope.
Charity to the Weak. Not everyone has the stones to strive for righteousness. Lead by example, and those that can will follow. Be kind to those that cannot strive, and care for them when possible.
Examples Must be Made. There are those who take advantage of life’s adversity and strive against righteousness. The people must be shown that such villains will always be overcome in the end.
Oath of Resolve Spells
Paladin Level Spells
3rd guiding bolt, ensnaring strike 5th knock, enhance ability 9th conjure barrage, protection from energy 13th freedom of movement, stoneskin 17th conjure volley, swift quiver
Proficiencies
Starting when you choose this oath at 3rd level, you gain proficiency with advanced firearms.
Gunsmith
Upon choosing this oath at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely intricate and experimental firearms are only available through crafting.
Sacred Piece
At 3rd level, you gain the ability to bond your oath with a firearm to create a sacred piece. Any time you hit a creature with an attack using your sacred piece, you may apply your divine smite feature. After you reach 11th level, you may also apply your improved divine smite feature to attacks made with your sacred piece. Additionally, any paladin spell you cast that applies to melee weapon attacks also applies to attacks with your sacred piece.
Creating a sacred piece is a holy ritual requiring one hour of uninterrupted concentration. If your bonded firearm is destroyed or lost, you may bond to a new firearm by spending another hour and paladin spell slot to repeat the ritual. When you take this Oath at 3rd level, you gain the following two Channel Divinity options.
Channel Divinity: Empower the Weak
You can use your Channel Divinity to strengthen your allies. As an action, you may select one ally within 30 feet of you. The selected ally gains temporary hit points equal to double your paladin level, and advantage on its next attack roll or ability check.
Channel Divinity: Gunhand
At 3rd level, you can use your Channel Divinity on your turn after you have used the attack action to instantly reload your firearm and make one additional attack with it, on top of your regular action and any possible bonus action. You still require sufficient ammunition, as normal.
Aura of Perseverance
At 7th level, you and friendly creatures within ten feet of you can’t be stunned while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Unstoppable
At 15th level, your stubbornness makes you an implacable force. Your speed may not be reduced by magic, and difficult terrain does not cost you extra movement. If you are grappled by a creature, your speed is halved instead of reduced to 0. All creatures in grapple are pulled along with you when you move.
Enduring Champion
At 20th level, you gain the ability to harness your resolve. Using your action, you may draw upon your stubbornness as a form of magical protection. For one minute, you gain the following benefits:
• Ranged attacks have disadvantage against you.
• If you are reduced to 0 hit points, you may continue to take the Attack, Help, or Use an Object action, but you may not move and you continue to make death saving throws. Taking damage still causes you to fail death saving throws automatically, and if you would die from failing three death saving throws, you die as normal.
• When you make an attack with a firearm, you may add your charisma modifier (minimum of +1) to your attack and damage rolls.
At the unusual crossroads between horsemanship, marksmanship, and wilderness expertise stand dragoons, rangers that are trained in firearms and move quickly across wide stretches of land. Most begin their careers in armies or large mercenary companies, but most welcome their skills no matter their source. In militaries, they often act as scouts or form flanking forces in combat; in smaller adventuring parties they are well-suited to hit and run tactics and exploration.
Proficiencies Starting when you choose this archetype at 3rd level, you gain proficiency with advanced firearms.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely intricate and experimental firearms are only available through crafting.
Dragoon Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dragoon Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.
Dragoon Spells Ranger Level Spells 3rd longstrider 5th find steed 9th lightning arrow 13th carven rifle1 17th tree stride 1 New spell; see page 24.
Reconnaissance
At 3rd level, you gain the ability to grant allies an edge in combat by studying the battlefield beforehand and giving a report to your companions. Choose an area with a 50-foot radius you can see within 500 feet; if you are in an elevated position or otherwise have a better view, this range may be extended at the DM’s discretion.
By studying this area for at least 1 minute, you are able to glean some basic tactical information about it, such as where roots or rubble make footing tricky, or where hanging vines might obstruct movement. If your allies are with you, you may point these things out as you see them; otherwise you must spend 1 additional minute relaying this information to them in person later.
You and any allies who hear this information gain the following benefits the first time you enter combat in the chosen area within the next hour:
• You have advantage on initiative checks within the chosen area.
• You may ignore difficult terrain within the chosen area for the duration of the encounter. Difficult terrain created by spells or other magical effects still affects you.
• When attacking, you treat all cover within the area as reduced by one step: total cover is treated as three-quarters cover, three-quarters cover is treated as half cover, and half cover is ignored.
Ride-By Attack
By 7th level, your cavalry training enables you to make hit-and-run attacks on the battlefield. During your turn, if you are mounted and make a weapon attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
Terrain Awareness
At 11th level, you have become increasingly aware of all the nuances of terrain and environment in the chosen area of your Reconnaissance ability, and can use this knowledge to help your companions. While within that area, you may use your reaction to grant one ally within 15 feet of you (who is also within the chosen area) advantage on one attack roll, saving throw, or ability check. You may use this ability once, and regain spent uses after a short or long rest.
At 18th level, the range of this ability increases to 30 feet, and it may be used twice between rests.
Earthen Assault
At 15th level, you gain a magical connection to the land within the chosen area of your Reconnaissance ability. Both time requirements for Reconnaissance are reduced to two rounds (12 seconds) each to complete as the ground willingly reveals its secrets to you.
Additionally, once per turn you may use your bonus action to command the environment to attack one creature within the chosen area, as long as you are also within the area. The form this attack takes depends on the environment, and is up to the DM. A thorny vine might strike out, pebbles or a boulder may fling themselves at an enemy, or water may rise up and freeze itself onto the target. Although the DM decides the type of damage based on the attack, this attack uses your spell attack modifier for its attack roll and deals damage equal to 2d8 + your Wisdom modifier.
Not everyone who wields a gun prefers to do openly. Some prefer to attack from a distance and stay hidden whenever possible, maximizing the power of a single shot. These rogues are snipers, superb marksmen able to put a bullet in their target from hundreds of feet away and get away with it.
Proficiencies
Starting when you choose this archetype at 3rd level, you gain proficiency with advanced firearms. In addition, you gain proficiency in the Perception skill. If you are already proficient in it, you instead double your proficiency bonus when making Perception checks.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely intricate and experimental firearms are only available through crafting.
Combat Superiority
At 3rd level, you gain a set of combat abilities, referred to as maneuvers, which 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 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.
Maneuvers. You spend your superiority dice on your maneuvers. You can use more than one maneuver per turn, but no more than one maneuver per attack.
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 Dexterity modifier
You know the following maneuvers:
Disarming Attack. When you hit a creature with a firearm attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Marksman Shot. When you make an attack with a twohanded firearm against a creature, you can expend one superiority die. This grants you advantage on your attack roll. If you hit, you may roll your superiority die and add the result to the damage of the attack.
Knockdown. When you hit a creature with a firearm attack, you can expend one superiority die to attempt to knock the target down. Roll the die, and add it to the attack’s damage roll. If the target is Large or smaller, it must also succeed on a Strength saving throw or be knocked prone.
Improved Combat Superiority At 9th level, your superiority dice turn into d10s. At 17th level, they turn into d12s.
Hidden Shooter
At 9th level, you have become expert at staying hidden even after firing. If you were hidden before attacking, any enemy that is 60 feet or further from you has disadvantage on any Perception checks made to spot you until the beginning of your next turn.
Sniper’s Mark
At 13th level, you are adept in targeting your enemies. You can innately cast the spell hunter’s mark at 3rd level, the spell’s range for you is 300 feet. You may use this feature once per short or long rest.
Killshot
By 17th level, you have become a master marksman and can put a bullet straight into a killzone. You can spend 1 superiority die before making an attack roll to attempt a kill shot. On a hit, any target with 100 hit points or fewer must make a Constitution save. The DC is equal to your rogue level. On a failed save, the target dies immediately; on a successful save, the attack deals normal damage plus the result of your superiority die. Once you use this ability, you cannot use it again until you finish a short or long rest.
Any creature that is immune to critical hits is unaffected by this ability.
Relentless
Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.
While many sorcerers draw their power from some ancient, revered, or mystical source, Powderbloods draw theirs from an unfortunate accident that occurred at some point in their lives. All at some time experienced a disastrous miscalculation when working with black powder, and the resulting explosion blended with latent magical forces to imbue them with innate magic and understanding of gunpowder. Rare and often eccentric, powderbloods are nonetheless a formidable force on the battlefield.
Proficiency
Starting when you choose this origin at 1st level, you gain proficiency with advanced firearms.
Gunsmith
Upon choosing this origin at 1st level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely intricate and experimental firearms are only available through crafting.
Powder Magic
Your affinity for gunpowder gives you the option to learn some non-sorcerer spells. 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.
Spell Level Spell 1st faerie fire, hail of thorns, hellish rebuke 2nd continual flame, flaming sphere, bullet scry1 3rd elemental weapon, conjure barrage 4th elemental bane2 1 New spell; see page 24. 2 From the Elemental Evil Player’s Companion
Explosive Blood
At 1st level, you have learned to tap into the powder within your blood to create a powerful explosion around you. As an action, you may cause flames to burst from you, damaging anyone within 10 feet of you. All creatures and objects within that area, except for those in your space, take 2d8 fire damage, or half as much on a successful Dexterity saving throw. This ability’s damage increases by 2d8 when you reach 5th level (4d8), 11th level (6d8), and 17th level (8d8). You may use this ability a number of times equal to half your Charisma modifier (minimum of once), and you regain all expended uses after a long rest.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Metablood
At 6th level, you gain new options for spending sorcery points, as follows:
• You may spend 1 sorcery point when you use your Explosive Blood ability to increase its damage by 2d8. You may do this only once per use of the ability.
• You may spend sorcery points to increase the radius of your Explosive Blood ability by 5 feet per point spent, to a maximum radius of 30 feet.
• If an attack roll you make with a firearm would cause it to misfire, you may spend 1 sorcery point to ignore the misfire. The attack still misses, but your weapon is unaffected.
• When making an attack roll with a firearm, you may spend 1 sorcery point to ignore disadvantage imposed by long range.
Gunmage
At 14th level, the black powder coursing through your veins enables you to blend the arcane arts with flint and steel to deadly effect. If you use an action to cast a spell on your turn, you may use your bonus action to make a single firearm attack.
Black Powder Apotheosis
By 18th level, your innate skill with firearms has reached its apex. Whenever you score a critical hit with a firearm, you regain 1 sorcery point.
You have made a pact with the Eldritch Marksman, the spirit of the first man to craft and wield a gun, whose ability to blend arcane power with deadly iron and gunpowder has never been equalled. While most adventurers believe this figure to be little more than myth, your relationship with the Eldritch Marksman grants you new insight into the use of firearms.
Expanded Spell List
The Eldritch Marksman 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.
Eldritch Marksman Expanded Spells Spell Level Spells
1st hunter’s mark, thunderwave 2nd darkvision, silence 3rd fireball, nondetection 4th stoneskin, locate creature 5th hold monster, telekinesis
Proficiency
Starting at 1st level, your the Eldritch Marksman grants you proficiency with advanced firearms.
Gunsmith
Upon choosing this patron at 1st level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely intricate and experimental firearms are only available through crafting.
Marksman’s Shroud
Starting at 1st level, the spirit of the Eldritch Marksman to protects you in battle. As a bonus action, you can summon a spectral aspect of the Marksman which surrounds you and shares your space, granting you half cover in all directions. The Marksman’s aspect remains with you for one minute or until you move, whichever comes sooner.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Marksman’s Blessing
Starting at 6th level, you can call on your patron to guide your aim and steady your trigger finger. When you make an attack with a firearm, you can use this feature to add a d10 to your roll. You can do so after seeing the initial die roll but before the DM declares its success or failure.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Eldritch Ammunition
Starting at 10th level, you may imbue your firearm ammunition with eldritch magic. Over the course of one minute, you may prepare a number of pieces of ammunition equal to half your warlock level + 1. If you hit a creature with one of these bullets, the ammunition deals its normal damage in addition to delivering the effects of an eldritch blast. You can use this ability even if you do not know the eldritch blast cantrip. Any invocations that would apply to your eldritch blast also apply to a hit made with eldritch ammunition.
Ammunition prepared in this way retains its potency for 1 hour, and you can only imbue one set of eldritch ammunition. You can use this ability again after a long rest.
Banishing Shot
Starting at 14th level, when you hit a creature with a firearm attack, instead of dealing damage, you may instantly cast banishment at 4th level, using your spell save DC. Your patron’s power fulfills the material component of this spell and maintains concentration for the duration. If the creature succeeds on its Charisma saving throw, it is unaffected and your attack deals damage as normal.
Once you use this feature, you can’t use it again until you finish a long rest.
Spellgunners are a unique breed of wizard that divide their skills between traditional magic and its fusion with firearms. They infuse their gun of choice with the arcane, both increasing its effectiveness in battle and using it as a conduit for their spells. Most spellgunners begin as wizards who wish to improve their power in battle, but other paths exist. Whatever their inspiration or background, spellgunners are a rare sight in most lands.
Proficiency
Starting when you choose this arcane tradition at 2nd level, you gain proficiency with advanced firearms.
Gunsmith
Upon choosing this arcane tradition at 2nd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely intricate and experimental firearms are only available through crafting.
Spellgunner’s Firearm
Wizards who choose this arcane tradition at 2nd level gain the ability to bond with one particular firearm. Over the course of one hour, you attune your firearm to your arcane powers, imbuing it with a portion of your magical essence. You can use this firearm as a spellcasting focus for your wizard spells. The weapon ceases being your spellcasting focus if you die, if you perform the 1-hour ritual on a different firearm, or if you use a one-hour ritual to break your bond to it.
Spellgunner’s Litany
Starting at 2nd level, you can invoke a secret arcane mantra called the Spellgunner’s Litany, provided you aren’t wearing medium or heavy armor or using a shield. A blend of elemental magic, focusing power, and tiny telekinetic tweaks that help a firearm function smoothly, the Litany is the foundation of a Spellgunner’s power. Some practitioners may recite it quietly to themselves even when not using it to channel magic.
You can use a bonus action to start the Spellgunner’s Litany, which lasts for one minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you make an attack with a weapon other than a firearm. You can dismiss the Litany at any time you choose (no action required).
While your Spellgunner’s Litany is active, you gain the following benefits:
• You have advantage on Wisdom (Perception) checks.
• Bullets fired from your weapon are considered magical.
• You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
• The Misfire score of your Spellgunner’s Firearm is reduced by 1, to a minimum of 1.
You can use this feature twice, and regain all expended uses of it when you finish a short or long rest.
Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Arcane Rounds
Beginning at 10th level, you can imbue your weapon’s ammunition with elemental magic. As a bonus action, you can expend a spell slot to choose one of the following types of damage: acid, cold, fire, lightning, or thunder. The first attack made with your Spellgunner’s Firearm before the end of your next turn is enhanced with this elemental energy. On a hit, the attack deals 2d4 additional damage per level of the spell slot expended.
If the attack misses, or if you do not make a firearm attack before the end of your next turn, the energy dissipates and is wasted.
Gunner’s Insight
Starting at 14th level, you add your Intelligence modifier to the damage of your firearm attacks while your Spellgunner’s Litany is active (minimum of 1).
Spell Descriptions The spells are presented in alphabetical order.
Intellect Fortress
4th-level abjuration Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 hour For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Mind Sliver
Enchantment cantrip Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save. ©2020 Wizards of the Coast LLC 8 This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Mind Thrust
2nd-level enchantment Casting Time: 1 action Range: 90 feet Components: V Duration: 1 round You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Arboreal Blast
2nd-level conjuration Casting Time: 1 action Range: 30 foot cone Components: S, M (a twig and 1 buckshot, which the spell consumes) Duration: Instantaneous A leaf-covered, wooden shotgun manifests itself in your hands. You may discharge the firearm by making a ranged spell attack against each target within range; firing the shot disintegrates the wooden weapon. On a hit, the targets take 4d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Branching Shot
5th-level conjuration Casting Time: 1 action Range: Self (Weapon range is 80/240) Components: S, M (a twig and as many cartridges as there are targets, to a maximum of 4, which the spell consumes) Duration: Instantaneous When you cast this spell, a wooden rifle appears in your hands, but grows up to four branching barrels that you can direct at any target you can see within range. This conjured firearm has a range of 80/240 feet (long range imposes disadvantage as normal). Make a separate ranged spell attack against each target; firing these shots disintegrates the weapon. On a hit, the target takes 8d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Bullet Scry
2nd-level divination
Casting Time: 1 minute Range: Touch Components: V, S, M (a focus worth at least 50gp, such as a firearm) Duration: Concentration, special You place an invisible sensor on one cartridge or musketball that you touch. When that piece of ammunition is fired, you gain a memory of what the sensor saw along the path of the bullet, to a maximum distance of 400 feet. You can see anything along the path of the bullet clearly within 60 feet; anything beyond that is blurry blobs of color and light. What you see is frozen in time at the instant the bullet passed by, but you can examine any part of the image as if you were where the bullet was. The spell does not grant you any special form of sight or vision. You can study this image for up to 10 minutes as long as you can maintain concentration, and then it fades; you still remember what you saw, but you can no longer see or study any new part of it. If the piece of ammunition isn’t fired within 8 hours, the magic dissipates and the spell is wasted.
Carven Rifle
4th-level conjuration Casting Time: 1 action Range: Self (Weapon range is 100/400) Components: S, M (a twig and 1 cartridge, which the spell consumes) Duration: Instantaneous When you cast this spell, a smoothly-carved wooden rifle appears in your hand. This conjured firearm has a range of 100/400 feet (long range imposes disadvantage as normal). Make a ranged spell attack against a target within range; firing the shot disintegrates the weapon. On a hit, the target takes 7d8 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th.
Dust Storm
3rd-level evocation Casting Time: 1 action Range: 300 feet Components: V, S, M (a pinch of dust) Duration: Concentration, up to 1 minute A howling wind carrying thick dust covers an area in a 20-footradius, 40-foot-high cylinder centered on a point within range. The area is heavily obscured, and exposed flames in the area are doused. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, and half as much on a successful save. The winds in the area are so strong that making headway is difficult. The storm’s area of effect is difficult terrain until the end of your next turn.
Forest Thunder
Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: S, M (1 cartridge, which the spell consumes) Duration: Instantaneous A wooden, vine- and leaf-covered appendage grows suddenly on your arm, taking the form of a firearm. Its appearance and size are chosen by you, but its effects remain the same. Make a ranged spell attack against a target within range; firing the shot disintegrates the wooden weapon. On a hit, the target takes 1d10 piercing damage. This spell deals additional damage at higher levels: 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.
Sequoia Six-Shooter
3rd-level conjuration Casting Time: 1 action Range: Self (Weapon range is 40/120) Components: S, M (a twig and 6 cartridges, which the spell consumes) Duration: Concentration, up to 1 minute When you cast this spell, a gnarled wooden revolver appears in your hand. This conjured firearm has the same basic statistics as a mundane revolver, with a range of 40/120 feet (long range imposes disadvantage as normal). Make a ranged spell attack against a target within range. On a hit, the target takes 4d10 piercing damage. As long as you maintain concentration on this spell, you may use your action on subsequent turns to continue firing the gun; as soon as the weapon has been discharged six times, it immediately disintegrates. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
New feats are presented here for groups that use the feat option in the Player’s Handbook.
Prerequisite: Psionic Talent feature or Wild Talent feat
You have refined psionic control over your body’s functions. You gain the following benefits:
Constitution score by 1, to a maximum of 20.
take an action to channel your psionic power to nourish yourself for the next 24 hours, as if you consumed sufficient food and water for a day. When you take this action, your Psionic Talent die decreases by one die size.
meditate for 1 minute, at the end of which you gain the benefits of finishing a short rest, and your Psionic Talent die decreases by one die size. You can’t meditate in this way again until you finish a long rest.
Prerequisite: Psionic Talent feature or Wild Talent feat You learn to move things with your mind. You gain the following benefits: • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. • You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat. • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, roll your Psionic Talent die, and the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved toward you or away from you a number of feet equal to 5 times the number you rolled. A creature can willingly fail this save.
Prerequisite: Psionic Talent feature or Wild Talent feat You awaken the ability to mentally connect with others. You gain the following benefits: • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. • You can speak telepathically to any creature you can see within 30 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically. • If your Psionic Talent die is available, you can cast the detect thoughts spell, requiring no components. When you start casting the spell, your Psionic Talent die decreases by one die size. Your spellcasting ability for the spell is the ability increased by this feat.
Prerequisite: Psionic Talent feature or Wild Talent feat
Your mind’s defenses are formidable. After you or another creature you can see within 30 feet of you fails a saving throw, you can use your reaction to roll your Psionic Talent die and add the number rolled to the saving throw, potentially causing it to succeed.
You awaken to your psionic potential, which enhances your mind or body. Increase one ability score of your choice by 1, to a maximum of 20, to represent this enhancement. You also harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6. Psionic Talent Options. You can use your Psionic Talent die in the following ways: Psi-Boosted Ability. When you make an ability check with the ability increased by this feat, you can roll your Psionic Talent die and add the number rolled to the check. You can choose to do so before or after rolling the d20, but before you know whether the check succeeded or failed.
Psi-Guided Strike. Once on each of your turns when you hit with an attack roll that uses the ability increased by this feat, you can roll your Psionic Talent die after you make the damage roll and then replace one of the damage dice with the number rolled on the Psionic Talent die.
Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest. Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.
Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12). If you have a Psionic Talent die from another source, such as a class feature, you don’t get more than one die; use only the one with the largest starting size.
Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.
You have trained to master the use of advanced firearms, gaining the following benefits: • Increase your Dexterity score by 1, to a maximum of 20. • You gain proficiency with advanced firearms.
You’ve learned some of an artificer’s inventiveness, granting you the following benefits: • You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of the same level from the artificer spell list. • You can cast this feat’s 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. • You gain proficiency with one type of artisan’s tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.
Time and effort spent mastering the culinary arts has paid off. You gain the following benefits: • Increase your Constitution or Wisdom score by 1, to a maximum of 20. • You gain proficiency with cook’s utensils if you don’t already have it. • As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points. • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
You are practiced in the art of crushing your enemies, granting you the following benefits: • Increase your Strength or Dexterity by 1, to a maximum of 20. • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. • When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the end of your next turn.
Prerequisite: Spellcasting or Pact Magic feature Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you’re a warlock and only if you meet the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class.
Your exposure to the Feywild or one of its denizens has left a magical mark on you. You gain the following benefits: • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. • You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Prerequisite: Proficiency with a martial weapon Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you gain a level, you can replace this feat’s fighting style with another one from the fighter class that you don’t have.
You have a quick hand and keen eye when employing firearms, granting you the following benefits: • Increase your Dexterity score by 1, to a maximum of 20. • You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide). • You ignore the loading property of firearms. • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Prerequisite: Spellcasting or Pact Magic feature You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits: • You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class. • You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
You have achieved a penetrating precision in combat, granting you the following benefits: • Increase your Strength or Dexterity by 1, to a maximum of 20. • Once per turn, when you hit a creature with an attack that deals piercing damage against a creature, you can reroll one of the attack’s damage dice, and you must use the new roll. • When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
You can prepare and deliver deadly poisons, gaining the following benefits: • When you make a damage roll, you ignore resistance to poison damage. • You can coat a weapon in poison as a bonus action, instead of an action. • You gain proficiency with the poisoner’s kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied, the poison retains potency for 1 minute, or until you hit with the weapon. When a weapon coated in this poison deals damage to a creature, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 damage and become poisoned until the end of your next turn.
You have honed your proficiency with particular skills or tools, gaining the following benefits: • Increase one ability score of your choice by 1, to a maximum of 20. • You gain proficiency with one skill or tool of your choice. • Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
You learn how to bend shadows from your experience with the Shadowfell. You gain the following benefits: • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. • You learn the darkness spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
You’ve trained in the effective use of shields. You gain the following benefits: • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20. • You gain proficiency with shields. • In combat, you can don or doff a shield as the free object interaction on your turn. • If you have the Spellcasting or Pact Magic feature, you can use a shield as a spellcasting focus.
You’ve learned where to cut to have the greatest results, granting you the following benefits: • Increase your Strength or Dexterity by 1, to a maximum of 20. • Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn. • When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Your presence in a scrap tends to elevate your comrades. You gain the following benefits: • You can use the Help action as a bonus action. • When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help two allies targeting the same creature within range when you use the Help action this way.
You have spent time hunting creatures and honed your skills, gaining the following benefits: • Increase your Wisdom score by 1, to a maximum of 20. • You learn the hunter’s mark spell. You can cast it once without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Wisdom is your spellcasting ability for this spell. • You have advantage on Wisdom (Survival) checks to track creatures.
As noted, you can surpass character level 20 if you spend enough time working on it – and in fact, can aspire to truly epic heights if you last long enough. Those who have passed level 20 are essentially considered immortals, in name if not necessarily in fact; they have earned a measure of respect from even the gods themselves. Here are some important bits of food for thought: