Archetypes of Eberron 104

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CREDITS

Welcome to Archetypes of Eberron! The subclass Lead Designer: Will Brolley


options collected in this volume represent a Designers: Imogen Gingell, Laura Hirsbrunner
combination of original ideas tailor-made for the Editor: Laura Hirsbrunner
world, along with conversions of third edition Art Director & Graphic Designer: Laura Hirsbrunner,
classes and prestige classes. Each archetype has Affinity Publisher template by Nathanael Roux
been designed by long-time Eberron fans to Playtesters: Andrew Bishkinskyi, Sebastian Carr,
highlight some of our favorite parts of the campaign Steve Fidler, Jess LeTarte, Joseph Meehan, Mark
setting, and we hope you have as much fun with Navarre-Jones, Anthony J. Turco, Colin Marriott,
them in your games as we had creating them!
ShareDVI, Jarrod Taylor
P.S. Check out our Fantasy Grounds conversion here! Special Thanks: To the Living Eberron DMs and
players for inspiring us with your enthusiasm.
P.P.S. Spells marked with XGE are from Xanathar’s
And, as always, to Keith.
Guide to Everything.

COVER ART INTERIOR ART


The cover art of this supplement, depicting a bard The featured character art for the other subclasses in
from the College of Revelation, was created by Juno this supplement was created by Olie Boldador
Viinikka. Used with permission. Visit Juno’s (modifications by Laura Hirsbrunner). Used with
portfolio here: ArtStation permission. Visit Olie’s portfolio here: ArtStation

Additional Art: Other spot art is used with permission/under license from: Wizards of the Coast (pages 5, 15, 32, 35, 42, 45, 52,
53), Martinus Schouman (page 7), Laura Hirsbrunner (page 9, 23, 40, 51, using assets by Jolien Wiertz, Ivan Shiskin, Tony Lam
Hoang, and Prawny), PublicDomainPictures (page 10), and Storn Cook (page 13, 29, 49 modified by Laura Hirsbrunner).
The creators of this book accept no liability in the event of the release of any extraplanar or prophetic entity. Do not read page 18
backwards. You have been warned.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of
the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community
Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2020 by Will Brolley, Imogen Gingell, and Laura Hirsbrunner, and published under the Community
Content Agreement for Dungeon Masters Guild.

1
TABLE OF CONTENTS
Artificer Paladin
Crystal Shaper ...................................................................3 Oath of the Bone Knight................................................31
Augments spells with powerful emotions in a psicrystal. Commands undead legions with necromantic power.
Disruptor ...........................................................................6 Oath of the Kell Knight..................................................33
Controls the battlefield with volatile arcane explosives. Unflinchingly serves the Daughters of Sora Kell.
War Weaver......................................................................8
Supports allies in a tapestry woven of potent magic. Ranger
Artificer Infusions...........................................................10 Extreme Explorer............................................................34
Comes out on top, no matter the odds.
Barbarian Guerilla ............................................................................36
Path of the Feral Heart ...................................................11 Stalks in the shadows while wielding deadly poisons.
Shifts into a savage warrior embracing the beast within.
Path of the Rage Mage ...................................................12 Rogue
Channels raw magical energy even in the midst of rage. Divine Sniper ..................................................................37
Drives away the darkness with arrows of brilliant light.
Bard Soulknife..........................................................................38
College of Revelation .....................................................14 Manifests a mindblade humming with psionic power.
Glimpses truths beyond the grasp of mortal understanding.
College of Spies ...............................................................16 Sorcerer
Fights a war of wit, intrigue, and deception. Blood Magus....................................................................39
Fuels magic with the power of blood itself.
Cleric Cataclysm Mage ..............................................................41
Change Domain ..............................................................17 Draws power from ancient cataclysms and the Prophecy.
Embraces change and chaos as the only true constants. Wilder..............................................................................43
Exorcism Domain ...........................................................18 Summons intense emotions that empower... and overpower.
Relentlessly fights all manner of supernatural evil.
Hearth Domain ...............................................................19 Warlock
Bolsters spirits with community and the embrace of friends. The Elemental .................................................................44
Binds an elemental and channels its essence.
Druid The Hidden One .............................................................46
Circle of Civilization ......................................................20 Serves as the eyes of One who watches from the shadows.
Walks comfortably in the hives of humanoids. The Soulborn ..................................................................47
Circle of Eberron ............................................................22 Guided and inspired by the soul of a champion.
Recognizes every breath as a gift from Eberron herself.
Circle of Storms ..............................................................24 Wizard
Answers the call of the storm that sings in their ears. Cult of the Alienist..........................................................48
Touches the power of Xoriat and emerges changed.
Fighter School of Living Spells ...................................................50
Combat Medic.................................................................25 Masters living spells that wander the twisted Mournland.
Wields healing magic as comfortably as the sword.
Marshal ............................................................................27
Combines tactical expertise with charismatic leadership.

Monk
Way of the Conduit........................................................28
Seeks spirits to channel with no fear of possession.
Way of the Tashalatora..................................................30
Controls time with the power of the mind. Version 1.04

2
ARTIFICER
he dull thunder of stampeding hooves approached,
and Alisha swore under her breath. “This would be Artificer Specialists
easy, he said. Not dangerous at all, he said.” She At 3rd level, an artificer gains the Artificer Specialist feature.
muttered a charm as she quickly completed one The following specialist options are available to an artificer, in
last engraving with her chisel and hammer, then addition to those offered in Eberron: Rising from the Last War:
the stone disk in her hand glowed an eerie red for a moment as her the Crystal Shaper, the Disruptor, and the War Weaver.
dragonmark warmed. As the magic settled into the prepared disk,
the light faded. Setting the disk in the doorway to the hall, the Crystal Shaper
Disruptor hurried to an interior doorway and braced herself, As a crystal shaper, you have closely studied the mystical
drawing a highly polished wooden rod of Kythrian manchineel. She properties of quartz, ruby, and sapphire. Within the precise
breathed deeply and waited, counting to herself. layers and cleaved edges of each crystal lattice is the potential
to awaken vast psionic magics. Far beyond the careful
Less than a minute later, the door shuddered under the blows of a
meditations of psions or the explosive power of wilders, you
creature from outside. Alisha's breathing quickened, and her have learned how to use crystal structures to construct a
knuckles whitened as she gripped the rod. A sword cut through the reservoir for your own psyche. After all, your mind is a tool to
stout wooden door, and a skeletal arm reached through and turned be harnessed just like any other in your supply.
the handle. A Karrnathi skeleton, bedecked in patriotic armor, The crystal shaping tradition first appeared among the
stepped through the door, cold dead eyes searching for any sign of Inspired, the quori-possessed leaders of the Unity of Riedra.
life. It took another step, then the blast disk released a burst of Most Chosen psions have little sentimental attachment to their
blinding light. own minds, after all—their will is destined to be subservient to
Hearing the blast, Alisha rolled out of the doorway, wand leveled il altas, the spirits that guide their people. Despite the best
at the undead intruder. But further attack was unnecessary; the efforts by the Inspired to restrict the knowledge of crystal
shaping, teaching it only to trusted Chosen artisans, the
breath of life radiated from her blast disk already finished the job.
kalashtar of Adar developed similar practices with a healthier
respect for the artificer’s own mind. Adaran refugees
In Eberron, technology is magic. While magewrights aplenty eventually introduced the practice to Khorvaire, though it
specialize in the small magics and rituals that keep the remains little more than an academic curiosity outside
economy moving, a true artificer is a master of the craft, able kalashtar communities such as Overlook in Sharn.
to create makeshift magical items in a matter of hours, not
days, and with the potential to branch out and exceed their
wildest dreams.

3
Tool Proficiency Psicrystal Affinity
When you adopt this specialization at 3rd level, you gain Beginning at 3rd level, whenever you finish a long rest, you
proficiency with jeweler’s tools. If you already have this can pour your psionic essence into a crystal you touch, storing
proficiency, you gain proficiency with one other type of your emotions safely out of harm’s reach. Select two emotions
artisan's tools of your choice. from the Psicrystal Affinities table, storing them in your
psicrystal; the crystal can’t hold the same emotion twice. While
Crystal Shaper Spells you have an emotion stored in your psicrystal, you gain the
Starting at 3rd level, you always have certain spells prepared stored benefit of that emotion as listed on the table. The range
after you reach particular levels in this class, as shown in the of emotions you can choose from expands after you reach
Crystal Shaper Spells table. These spells count as artificer particular levels in this class, as shown in the table.
spells for you, but they don't count against the number of Creating a psicrystal requires you to have jeweler’s tools on
artificer spells you prepare. your person, and any psicrystal you create with this feature
retains all stored emotions until the end of your next long rest.
When you reach certain levels in this class, you can imbue
your psicrystal with additional emotions at the end of a long
rest: you can store three emotions at 5th level, four at 9th level,
and five at 15th level.
You can store additional emotions in your psicrystal by
expending a spell slot of 1st level or higher for each one.
When you do so, you use your action to touch your psicrystal
and store the emotion in it.

4
Psionic Augmentation
Also at 3rd level, you know how to draw on the emotions Astral Construct
stored in your psicrystal to augment your spells. When you Medium construct, unaligned
cast an artificer spell, you can release one emotion stored in
your psicrystal to apply an augmentation effect to one target Armor Class 13 (natural armor)
of that spell. The augmentation effects for each emotion are Hit Points equal to the astral construct's Cons�tu�on modifier
given in the Psicrystal Affinities table. If an effect causes a + your Intelligence modifier + twice your level in this class
saving throw, the DC equals your artificer spell save DC. Speed 30 �.
When you use this feature to release an emotion and STR DEX CON INT WIS CHA
augment a spell, you no longer gain the benefit of that
11 (+0) 15 (+2) 17 (+3) 2 (-5) 13 (+1) 5 (-3)
emotion until you store it again.
Damage Immuni�es poison
Exceptional Augmentation Condi�on Immuni�es charmed, exhaus�on, poisoned
At 5th level, when you target a creature with your Psionic Senses passive Percep�on 10
Augmentation feature, you can choose to either deal 1d6 Languages understands the languages you know but can't speak
psychic damage to the target or to cause it to regain 1d6 hit
points. This effect is in addition to the augmentation effects in Crystallized Ego. The astral construct gains a bonus to its a�ack
the Psicrystal Affinities table. For example, when you release rolls and saving throws equal to your proficiency bonus. The
tranquility from your psicrystal, you can choose for a target to damage of its Astral Slam a�ack also increases by the same
regain hit points equal to 2d6 plus your Intelligence modifier. amount.

ACTIONS
Astral Construct
At 9th level, you learn to unleash your psicrystal’s deeper Astral Slam. Melee Weapon A�ack: +2 to hit, reach 5 �., one
potential. Whenever you use your Psionic Augmentation target. Hit: 3 (1d6) force damage.
feature, you can coalesce the released emotion into a Release Emo�on (1/Augmenta�on). One creature within 5 feet of
crystalline construct. In addition to targeting a creature with the astral construct is affected as if you had targeted it with a
an augmentation effect, you create an astral construct Psionic Augmenta�on effect. The Psionic Augmenta�on effect
imbued with that emotion in a space within 30 feet of you, must match the one you used when crea�ng the construct or
which lasts for one minute or until it is reduced to 0 hit when recharging this ability. Once an emo�on is released from
points. If you already have an astral construct shaped when the construct, it cannot be used again unless recharged by your
Psionic Augmenta�on.
you use your Psionic Augmentation, you instead fully heal
your current construct, extend its duration by another Simulacrum Cas�ng (15th level). The astral construct casts one
minute, and imbue it with an additional use of its Release ar�ficer spell that you have prepared, using your Crystal
Emotion action. Simulacrum feature.
In combat, the astral construct shares your initiative count,
but it takes its turn immediately after yours. It can move on its
own, but the only action it takes on its turn is the Dodge
action, unless you take bonus action on your turn to
command it to take one of the actions in its stat block or the
Dash, Disengage, or Help action.

Crystal Simulacrum
At 15th level, the emotions embedded in your astral construct
become so potent that it can even cast your spells. As a bonus
action, you can command your astral construct to use the
Simulacrum Casting action. When it uses this action, the
astral construct expends one of your spell slots, casting one of
your prepared artificer spells of that level that has a casting
time of 1 action or 1 bonus action and that does not require
costly material components. When it casts a spell in this
manner, it can do so without material components. It uses
your spellcasting ability as if you had cast the spell.
Once you command an astral construct to use the
Simulacrum Casting action, you can't do so again until you
finish a short or long rest.

5
Disruptor Disruptor Spells
Starting at 3rd level, you always have certain spells prepared
The Disruptor excels at controlling the battlefield, then when after you reach particular levels in this class, as shown in the
the moment is right, blowing it all to Khyber. The blast disks Disruptor Spells table. These spells count as artificer spells for
they use to spread mayhem were developed at the start of the you, but they don’t count against the number of artificer spells
Last War in a collaboration between Brelish artificers and the you prepare.
gnomes of Zilargo, but the practice quickly spread to the other
nations, and within a generation, all nations employed their
own Disruptors as valued combat specialists. Now that the
Last War is ended, Disruptors gravitate toward pursuits
where they feel valued and useful, especially adventuring and
mercenary companies.
Scholars at Morgrave University also report finding
evidence of ancient Dhakaani stone disks that suggest a
similar tradition of arcane explosives. Explorers to the
Tashana Tundra of Sarlona bear tales of dwarves there with
similarly advanced explosive techniques. Battle Savvy
When you reach 3rd level, your dedicated training provides
Tool Proficiency you with the following benefits:
When you adopt this specialization at 3rd level, you gain
proficiency with mason's tools. If you already have this • When you are wearing light armor or no armor, you can
proficiency, you gain proficiency with one other type of use your Intelligence modifier, instead of your Dexterity
artisan's tools of your choice. modifier, to determine your AC. You can use a shield and
still gain this benefit.
• You gain a bonus to your initiative rolls equal to your
Intelligence modifier.

6
Blast Disks
Beginning at 3rd level, whenever you finish a long rest, you
can magically imbue effects to create a blast disk from a flat
stone you touch.
You can create one blast disk at the end of a long rest,
imbuing it with one effect from the Blast Disks table, which
you can later trigger by detonating the disk.
Creating a blast disk requires that you have mason’s tools on
your person, and any disk that you imbue with this feature
lasts until it detonates or the end of your next long rest, when
the magic dissipates.
When you reach certain levels in this class, you can imbue
additional disks at the end of a long rest: two at 5th level,
three at 9th level, and four at 15th level. Each disk requires its
own flat stone.
You can imbue additional blast disks by expending a spell
slot of 1st level or higher for each one. When you do so, you
use your action to touch a stone disk and create a blast disk
imbued with one effect from the Blast Disks table.
When a blast disk detonates, every creature within a 5-foot
radius must make a saving throw as indicated on the Blast
Disks table. On a failed save, a creature takes damage and is
subject to the blast disk's effects. On a successful save, the
creature takes half damage and suffers no other effect. The
saving throw DC to avoid a blast disk's effects is equal to your
artificer spell save DC.
Detonating a Blast Disk. As an action, you can touch an
imbued blast disk to activate it, choosing whether to detonate
it on impact or by proximity when you do so. Once activated,
the blast disk can be detonated any time before the end of
your next long rest using the detonation type you chose when
you activated it:
• Impact Detonation. You can use your action to throw an
activated blast disk up to 15 feet, where it detonates on
contact with a creature or object, triggering its effect.
• Proximity Detonation. You place an activated blast disk Arcane Ignition
on the ground, then when any creature other than you Starting at 5th level, you can amplify the destructive effects of
approaches within 5 feet of the activated blast disk, it magical energies. Whenever a creature you can see within 30
immediately detonates, automatically triggering its effect. feet of you takes damage from a magical attack or effect, you
can use your reaction to deal an additional 1d10 damage.

Enhanced Maker
By 9th level, you're an experienced demolitionist, and you've
discovered a few shortcuts to quickly imbuing blast disks. You
can now create blast disks when you complete a short or long
rest, instead of just after a long rest.

Collateral Damage
At 15th level, you're an uncontested master of explosives, and
your blast disks are unusually potent. You now roll twice as as
many dice when dealing damage with blast disks. For
example, a corrosive blast disk now deals 6d6 points of acid
damage on a failed saving throw.

7
War Weaver WAR WEAVER SPELLS
Ar�ficer Level Spells
The survival of a military unit largely depends on the unity of
3rd bless, protec�on from good and evil
its members, and the War Weaver excels at ensuring this
cooperation and cohesiveness. Creating a magical tapestry to 5th phantasmal force, spiritual weapon
blanket their close allies, the War Weaver can support from 9th counterspell, slow
afar, pick others up if they fall, and punish those who dare 13th banishment, confusion
attack their unit. 17th circle of power, holy weapon XGE
This art finds its recent origins in Aundairian spellcraft
before the Last War. It was incorporated into Cyre's elite Eldritch Tapestry
legions and Breland's Dark Lanterns, then spread over all of Beginning at 3rd level, you can thread together unseen
the Five Nations before the war began. Cyran and Aundairian strands of arcane force to connect allies in a magically
artificers have the greatest natural inclination for the craft. resonant network know as an eldritch tapestry. At the end of
Though Aundair proudly claims the War Weaver tradition a long rest, you can choose a number of willing creatures
as their own creation, it predates even the arrival of humanity equal to your Intelligence modifier that you can see within 30
on the shores of Khorvaire. The oral traditions of Talenta feet of you. These creatures are woven into your tapestry
halflings recount rare and powerful War Weavers through the until the end of your next long rest, even if they move more
ages, though their druidic traditions are far stronger. And than 30 feet from you. You are always considered part of your
earlier still, tens of thousands of years ago, elven War Weavers own tapestry, but you do not count against the total number
perfected the art during their exodus from Xen'drik. of creatures allowed.
Additionally, when casting a spell with a range of touch on
Tool Proficiency one of the creatures in your eldritch tapestry, the range of the
When you adopt this specialization at 3rd level, you gain spell increases to 10 feet. As you gain more levels in this class,
proficiency with weaver's tools. If you already have this the range at which you can cast touch spells increases to 20
proficiency, you gain proficiency with one other type of feet at 5th level, 30 feet at 9th level, and 60 feet at 15th level.
artisan's tools of your choice. You can also use the Help action on any of your tapestry allies
if they are within this range.
War Weaver Spells As a reaction to seeing one of the creatures in your tapestry
Starting at 3rd level, you always have certain spells prepared drop to 0 hit points, you can unmake your eldritch tapestry to
after you reach particular levels in this class, as shown in the heal that creature a number of hit points equal to your
War Weaver Spells table. These spells count as artificer spells artificer level. When you do so, your entire tapestry is
for you, but they don’t count against the number of artificer unmade, removing all creatures from it.
spells you prepare. You can expend a spell slot of 1st level or higher to spend
1 minute reweaving the tapestry as if you had just finished a
long rest. If you weave a second tapestry while the first still
exists, the creatures previously in your tapestry are replaced
by the new creatures you select.

8
Avenging Strike Contingent Weaving
Starting at 5th level, anyone who damages one of your allies is By 15th level, you've mastered the art of storing powerful
a special target of your ire. Once per turn, when you deal spell effects in your tapestry where they wait for your signal,
damage with a weapon attack or cantrip to a creature who has the bound magic warding your allies. You gain the following
dealt damage to an ally that is part of your tapestry since the benefits:
end of your last turn, you can add an additional 1d10 force • All of the creatures in your tapestry have advantage on
damage to one damage roll. saves against spells and magical effects while within 60 feet
At 15th level, this increases to 2d10 points of additional of you. You must be conscious to grant this bonus.
force damage. • Once per long rest, you can cast contingency with this feature
without expending a spell slot, without preparing the spell,
Improved Tapestry and without a material component, provided you use
Starting at 9th level, you can blanket your allies in a weave of weaver's tools as the spellcasting focus. When you do so,
bolstering spellwork. When you cast a prepared spell that you can choose for any creature in your eldritch tapestry to
targets only one creature, doesn’t have a range of self, and is of count as you for purposes of determining the target of the
a level no higher than your artificer level divided by four, you contingent spell; you do not have to specify which creature
can choose for that spell to affect every creature within 60 feet it is when you cast it. For example, you could cast feather fall
of you that is part of your tapestry. In addition, they all gain a as your contingent spell, and set it to take effect on the first
number of temporary hit points equal to your artificer level. creature in your tapestry that falls more than 20 feet in one
Once you use this feature, you can't use it again until you round. If more than one creature simultaneously meets the
finish a short or long rest. criteria to trigger the circumstance you described, you
choose at the time the spell would go into effect which one
creature it affects.
• When you cast the contingency spell multiple times, you can
have several contingencies active at a time, up to a number
equal to your Intelligence modifier (minimum of 1).

9
Artificer Infusions
At 2nd level, an artificer gains the Infuse Item feature,
allowing them to imbue mundane items with certain
magical infusions. The following infusion options are
available to an artificer, in addition to those offered in
Eberron: Rising from the Last War:

Artificer Goggles
Item: A pair of goggles (requires attunement)
While wearing these goggles, a creature has darkvision up Rings of Force Armor
to a range of 60 feet. In addition, while wearing these Item: A pair of rings
goggles, a creature has advantage on ability checks using
While wearing these two rings, a creature can cast mage armor on
one of the following skills, which you choose when you
itself. If one or both of the rings are removed, the spell ends
infuse the item: Investigation, Medicine, or Perception.
instantly.
The pair of rings have 4 charges, and regain 1d4 expended
Cantrip Focus charges daily at dawn.
Item: A rod, staff, or wand (requires attunement)
When you infuse this item, choose a cantrip from the Third Arm
artificer spell list that requires 1 action to cast (you Prerequisite: 6th level artificer
needn't know it). You imbue this cantrip into the rod, Item: An artificial arm worth 150 gp (requires attunement)
staff, or wand.
This arm is attached to a belt that a creature can strap around
While holding this item, a creature can take an action
itself, then use the third arm to perform simple tasks. The third
to produce the cantrip's effect from it, using your
arm has a reach of 5 feet, and it can lift a number of pounds equal
spellcasting ability modifier and your character level to
to five times your Intelligence score. A creature can use it to do
determine any damage dealt. If the cantrip requires
the following simple tasks: lift, drop, hold, push, or pull an object
concentration, the creature must concentrate. The cantrip
or a creature; open or close a door or a container; grapple a
stays in the item until this infusion ends.
creature; or make an unarmed strike. Your DM might allow other
simple tasks to be added to that list of options.
Ring of Arming The third arm can't wield weapons or shields, or perform any
Item: A ring (requires attunement) tasks requiring manual precision, such as using tools or magic
As an action, you can magically remove from your body items or performing the somatic components of a spell.
an outfit of one of the following kinds: one set of armor
and a shield, one or more articles of clothing, or a Skill Shard
previously prepared disguise (including makeup, clothing, Item: A gem worth at least 25 gp or a dragonshard
and accessories). When you do so, the objects are stored
When you infuse this shard, choose one skill proficiency (you
in this ring’s extradimensional space.
needn't be proficient in it).
Once an outfit is stored in the extradimensional space,
While holding this shard, a creature can use a bonus action to
you may use an action to resummon it to your body in the
add their proficiency modifier to the next ability check they make
same state it was when you stored it. When you do so, the
using the skill you chose before the end of their turn. If the
outfit you are currently wearing is stored in the ring's
creature is already proficient in that skill, the shard has no effect.
extradimensional space, and replaced with the one stored
The shard has 4 charges, and regains 1d4 expended charges
inside the ring.
daily at dawn.
Placing a ring of arming inside an extradimensional
space created by a bag of holding, portable hole, or similar
item instantly destroys both items and opens a gate to the
Spool of Endless Rope
Astral Plane. The gate originates where the one item was Item: A spool of rope
placed inside the other. Any creature within 10 feet of the This spool of rope is seemingly endless. As an action, a creature
gate is sucked through it to a random location on the can unwind up to 50 feet of rope from the spool. Any portion of
Astral Plane. The gate then closes. The gate is one-way rope cut away from the spool disappears instantly.
only and can't be reopened.

10
lycanthropes, their bodies twisted by unnatural powers.
Rarely, one born in a Lamannian manifest zone might find
this path, and rumor tells of a rare breed of symbiont in the
dwarven Realm Below that can transform its host, granting
increased power in exchange for a terrifying appearance.
Rarest of all are the kalashtar and Inspired who take up this
path; projecting an image of their tsoreva spirit, the damage
their mindblades deal is very real.

Embrace the Beast


When you choose this path at 3rd level, you can take on
monstrous physical traits, rendering you unrecognizable to
common folk. While you rage, you grow vicious claws, which
are natural weapons that you can use to make unarmed
strikes. On a hit, they deal slashing damage equal to 1d8 +
your Strength modifier, instead of the bludgeoning damage
normal for an unarmed strike. Additionally, at the start of
each of your turns while raging, you gain a number of
temporary hit points equal to your Constitution modifier.

Bloody Roar
At 3rd level, your satisfaction at ending an foe strikes fear

BARBARIAN
into the hearts of others. If your unarmed strike reduces a
creature to 0 hit points or scores a critical hit, you can use a
bonus action to unleash a terrifying roar. Every creature of
your choice within 30 feet of you that can hear or see you
must make a Wisdom saving throw (DC equal to 8 + your
proficiency bonus + your Strength modifier). On a failed save,
a creature is frightened of you until the end of your next turn.
he moons shone brightly as Voskar’s tribe approached
the village. A band of gnolls fleeing from Droaam
had taken over, and the smell of burnt meat in the
Animistic Claws
Beginning at 6th level, your natural weapons are empowered
air told of the townsfolk’s dark end. As the elder by the beast within. While you are raging, your unarmed
druid asked the moons to help in their fight, Voskar strikes count as magical for the purpose of overcoming
felt vitality surge through him, quickening his steps. With a howl, the resistance and immunity to nonmagical attacks and damage.
shifters rushed forward, Voskar’s senses sharpening with the spirit of
Grandmother Wolf. Keen Senses
The gnolls were celebrating in the village square when the shifter Starting at 6th level, your senses sharpen even when not
tribe hit them like a falling tree. Howling war cries echoed, and the raging. You gain advantage on all Wisdom (Perception)
forms of the Risen Moon tribes rippled fearsomely as they shifted. checks that rely on sight, smell, or hearing.
Voskar’s ears grew, his face extended into a snout, and he sprouted
razor-sharp claws as he seized a gnoll by the throat and slammed it to
Brutal Charge
At 10th level, your fury and the beast within meld into one,
the ground, growling at the soon-to-be-dead raider. and you can lash out at your foes as you charge. While raging,
Though advanced civilizations stretch across Eberron, tribes of you can use an action to move up to your speed without
barbarians are scattered throughout the continent of Khorvaire provoking opportunity attacks, then make one melee attack.
and other lands, living in small clans. However, it’s rare that a As you move, you can make one claw attack against each
creature finds the ferocity needed to channel a powerful rage, creature you pass. You can use this ability only once per rage.
transcending to become a hero—or villain—of legend.
Avatar of the Beast
Primal Paths Starting at 14th level, you tap into a beastly power that
transforms you. As a bonus action, you can enter a rage and
gain the following additional benefits until your rage ends:
At 3rd level, a barbarian gains the Primal Path feature. The
following options are available to a barbarian, in addition to • Your Strength score becomes 24. When you reach 20th
those offered in the Player's Handbook: the Path of the Feral level, your Strength score becomes 30.
Heart and the Path of the Rage Mage. • Your size increases to Large.
• Your reach with your claws increases to 10 feet.
Path of the Feral Heart • At the start of each turn, you receive temporary hit points
equal to half of your barbarian level + your Constitution
A wild animal lies deep within your soul, but long practice and modifier.
meditation allow you to harness its power and control the beast, • Using Reckless Attack does not grant other creatures
not the other way around. This path is most commonly followed advantage on their attacks against you.
by shifters honing their natural abilities, but its adherents are
also found among the tribes of the Demon Wastes and among Once you use this feature, you can't use it again until you
finish a long rest.

11
Path of the Rage Mage
Some barbarians are overcome by a fury powered not entirely
by their own will, crackling with arcane power. Known as
Rage Mages, these barbarians can cast a limited number of
spells even while raging, and slowly develop the ability to
have magic bleeding out of them into their melee attacks.
In Khorvaire, Rage Mages are most often found among
Mournborn warped by the Day of Mourning, creatures
touched by Kythri, and bearers of aberrant dragonmarks. The
reality storms that wrack Sarlona might also produce Rage
Mages, and sailors of the Thunder Sea claim they've seen
sahuagin who've demonstrated similar abilities. Few others
have the necessary connection to the raw eldritch power
needed to follow this path.

Pact Magic
Starting when you choose this path at 3rd level, you tap into
a source of raw and chaotic magic that gifts you with arcane
abilities. You gain the ability to cast spells; see chapter 10 of
the Player's Handbook for the general rules of spellcasting and
chapter 11 for the warlock spell list.
Cantrips. You know two cantrips of your choice from the
warlock spell list. You learn an additional warlock cantrip at
10th level. These are considered Rage Mage spells for you.
Spell Slots. The Rage Mage Spellcasting table shows how
many spell slots you have to cast your Rage Mage spells. The
table also shows what the level of those slots is; all of your
spell slots are the same level. To cast one of your Rage Mage
spells of 1st level or higher, you must expend a spell slot. You
regain all expended spell slots when you finish a short or long
rest. For example, when you are 7th level, you have two 2nd-
level spell slots. To cast the 1st-level spell witch bolt, you
must spend one of those slots, and you cast it as a 2nd-level
spell.
Spells Known of 1st Level and Higher. At 1st level, you know
three 1st-level spells of your choice from the warlock spell
list. Any spell you learn through this class feature is
considered a Rage Mage spell for you.
The Spells Known column of the Rage Mage table shows
when you learn more spells of your choice of 1st level or
higher from the warlock spell list. A spell you choose must be
of a level no higher than what's shown in the table's Slot
Level column for your level. When you reach 7th level, for
example, you learn a new spell from the warlock spell list,
which can be 1st or 2nd level.
Additionally, when you gain a level in this class, you can
choose one of the Rage Mage spells you know and replace it
with another spell from the warlock spell list, which also
must be of a level for which you have spell slots.
Spellcasting Focus. You can use a martial weapon as a
spellcasting focus for your Rage Mage spells.
Spellcasting Ability. Constitution is your spellcasting ability
for your Rage Mage spells, so you use your Constitution
whenever a spell refers to your spellcasting ability. In
addition, you use your Constitution modifier when setting
the saving throw DC for a Rage Mage spell you cast and
when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus +
your Cons�tu�on modifier

Spell a�ack modifier = your proficiency bonus +


your Cons�tu�on modifier
Caustic Arcana
Starting at 10th level, your attacks embroil their targets in a
raging wisp of pure magic. If you hit a creature with a melee
weapon attack while raging, you can use a bonus action on
that turn to assail it with raw magic, dealing an additional 2d6
points of force damage. In addition, it has disadvantage on all
saving throws against spells until the end of your next turn.

Spellscarred Skin
Beginning at 14th level, your body has been scarred and
toughened by your exposure to raw magic. You gain
resistance to damage from spells.

MULTICLASS RAGE MAGES AND SPELLCASTING


Unlike most spellcasters, Rage Mages have the Pact Magic
feature. If you have levels in a spellcas�ng class other than
Rage Mage, you can freely use those slots to cast your Rage
Mage spells and vice versa. However, you cannot use your
Spell Rage feature to cast any spells while raging other than
those Rage Mage spells learned from the Pact Magic feature.
If you have the Pact Magic class feature from the warlock
class, add a third of your barbarian levels (rounded down) to
your warlock level to determine the level of spell slot that the
Pact Magic class feature grants you from the warlock class
Destructive Potential table. You determine what spells you know and can prepare
for each class individually, as if you were a single-classed
Starting at 3rd level, you can shape your raw arcane power member of that class.
into defined effects. You learn an additional spell when you In addi�on, if you have enough levels in the warlock class
reach certain levels in this class, as shown in the Rage Mage to have the Mys�c Arcanum class feature, you can add a third
of your barbarian level (rounded down) to your warlock level
Spells table. The spell counts as a Rage Mage spell for you, for the purposes of determining when you gain access to
but it doesn't count against the number of Rage Mage spells further Mys�c Arcanum class features.
you know.
RAGE MAGE SPELLS
Rage Mage Level Spells
3rd thunderwave
7th scorching ray
13th erup�ng earth XGE
19th vitriolic sphere XGE

Spell Rage
Beginning at 3rd level, scars from the raw arcane energies
suffusing you mark your skin with potent symbols of power,
subtly changing and empowering your rage. When you rage
while not wearing armor, you gain all of the benefits normally
granted by rage, along with the following benefits:
• You can cast Rage Mage spells while you are raging.
• Casting a spell that deals damage, requires an attack roll, or
causes a creature to make a saving throw counts as attacking
a hostile creature for the purpose of keeping your rage
active.

Fueled by Magic
Beginning at 6th level, your spell-enhanced rage bleeds over
to your melee weapons. While you are raging, your melee
weapon attacks are considered magical for the purpose of
overcoming immunity and resistance to nonmagical attacks
and damage.

13
Eberron's bards aren't wandering minstrels, moving from
town to town; those are mere performers, likely licensed
by House Phiarlan or Thuranni. No, a true bard uses their
magical abilities to unearth forgotten lore, or to slip easily
into high society, thrilling nobles and commoners alike
with their magic-infused tales of glory and intrigue.

Bard Colleges
At 3rd level, a bard gains the Bard College feature. The
following options are available to a bard, in addition to
those offered in the Player's Handbook: the College of
Revelation and the College of Spies.

College of Revelation
When a mortal mind is touched by a power and an
understanding far beyond what they can comprehend,
one of two things happen. The unlucky ones inevitably
lose their sanity, muttering incomprehensible passages
that others dismiss as imaginary tales. The lucky ones?
They survive, but not as they once were, changed by the
revelations that they experienced. While these creatures
can have incredible insight, they pay a price that separates
them from the rest of the world.
Most people call Xoriat the Plane of Madness. But to
those that have touched it and truly known it, Xoriat is
the Plane of Revelations, and it has birthed great bards of
this college. Some learn the truth due to direct exposure

BARD
to the plane, others through attempting to translate texts
written by those that Knew before; either way, they learn
that which is hidden to all but a few.
Though extraplanar influence is the most common,
other paths also lead to the College of Revelation.
Perhaps the Shadow of the Dark Six gifted a determined
seeker with dangerous arcane secrets that were shunned
ell. This was unfortunate. Tyria Thuranni’s hand by conventional schools of arcane magic, or perhaps an
hovered over her rapier as a dozen Diresharks innocent stumbled on them unwittingly with the help of
surrounded her. Not exactly how she wanted this to go. a Keeper of Secrets such as Sul Khatesh.
As a member of the Shadow Network, it was her job to
get in, do the thing, and get out, with no one the wiser. Enhanced Repertoire
How was she to know that Prince Kolberkon had also wanted to take this When you join the College of Revelation at 3rd level,
same war criminal—alive? She had her job, and Thuranni hadn’t let the your unique outlook allows you to learn one cantrip from
High Prince down yet. any spell list. This cantrip counts as a bard cantrip for
you, but it doesn't count against your number of cantrips
“Now, now, folks, we all know that this chap wasn’t leaving this island known.
alive anyways. What’s the harm in it happening sooner rather than
later?” As she spoke, she let a spark of magic touch her words, calming all Truth in Madness
of the guards. Their weapons drooped slightly, then they raised their At 3rd level, you know how to push your mind and soul
spears, bladed tips pointing at the sky. As they grumbled about how their beyond limits that mortals were not meant to cross. Any
Prince wanted to interrogate the now-dead man, she laughed them off in time you make an ability check, you can choose to make
a peal of bright laughter, then slipped out of the ring of soldiers. Darting the roll with advantage. However, for every time you do
around a corner, Tyria whispered a quick charm under her breath, so, you take a cumulative 1d4 penalty to all future
changing her appearance to match an unmarked Lyrandar as the Intelligence, Wisdom, and Charisma checks. This penalty
Khoravar whistled a bawdy tune and strolled off toward the docks. lasts until you take a short or long rest.

14
Revelatory Moment Truth Reveals All
At 3rd level, you learn to share the truths of your knowledge At 6th level, you gain the ability to open the minds of others
with others, whether they will it or not. When you cast a spell against their will and show them the beauty of true
of 1st level or higher, you can use one of the following understanding. As a bonus action, you can force open the
Revelatory Moment options of your choice. mind of a creature within 30 feet, causing them to make a
Moment of Clarity. You can expend one use of your Bardic Wisdom saving throw against your bard spell save DC. On a
Inspiration to bestow insight on an ally. One ally within 30 failed save, it is frightened of you for 1 minute or until your
feet of you that is charmed, frightened, or stunned can concentration ends (as if you were concentrating on a spell).
immediately make another saving throw against the effect While the effect is active, on each of your turns, you can use a
that imposed the condition, even if it would not otherwise get bonus action to attempt to frighten an additional creature in
to make another save to end the effect early. The ally gets a the same way; the effect ends on any additional creatures at
bonus on its saving throw equal to the number you roll on the the same time as it does on the first creature you frightened.
Bardic Inspiration die. On a successful save, the effect ends. Once you use this feature, you can't use it again until you
Moment of Madness. You can expend one use of your Bardic finish a long rest.
Inspiration to cloud the mind of another creature. Choose one
creature that you hit with a spell attack or that failed a saving Reality Causation
throw against the spell you cast. That creature takes a penalty Starting at 14th level, whenever you use a Revelatory
on its next ability check, attack roll, or saving throw made Moment option, you can roll a d6 and use it instead of
before the end of your next turn. The penalty equals the expending a Bardic Inspiration die.
number you roll on the Bardic Inspiration die.
Moment of Passion. You can expend one use of your Bardic
Inspiration to reinvigorate the soul. Choose one creature
within 30 feet of you that can hear you. It heals hit points
equal to the number you roll on the Bardic Inspiration die +
your Charisma modifier.
Moment of Potency. You can expend one use of your Bardic
Inspiration to imbue the spell you are casting with the ferocity
of your will. The spell's attack modifier or save DC increases
by 1, and one target of your choice who you hit with the spell
attack or that fails its saving throw against the spell takes
psychic damage equal to the number you roll on the Bardic
Inspiration die.

15
College of Spies Dastardly Deceiver
At 6th level, you add the spell alter self to your spells known,
Eberron is a world ravaged by recent conflict, and an uneasy but it does not count against your normal number of bard
peace holds over the land in a cold war. No one knows who or spells known. If you already know this spell, you can instead
what caused the Mourning, so no country is willing to risk add another spell from the bard spell list to your spells known,
making the first move... at least not overtly. Thus, bards of the which must be of a level for which you have spell slots.
College of Spies have honed the art of diplomacy and cunning, In addition, when you cast alter self using a spell slot of 3rd
and were invaluable during the Last War as secret agents and level, you can maintain your concentration on the spell for up
information gatherers. to 8 hours. When you use a spell slot of 4th level or higher,
The Dark Lanterns of Galifar were the first to hone the the spell's duration becomes 24 hours and it no longer
bard's social graces to a keen dagger. By the time the Last War requires concentration.
broke out, espionage was a widespread tradition across the
Five Nations. The Dark Lanterns of Breland have traditionally
maintained the highest numbers of this college, but the Royal
Persuasive Push
At 14th level, you've learned the secrets to how minds work
Eyes of Aundair and the remains of the Fifth Crown of Cyre
and, more importantly, how to manipulate them. As an
are just as proactive in recruitment as their Brelish
action, you can cast the suggestion spell with no components
counterparts. Houses Phiarlan and Thuranni also have strong
other than speaking aloud the suggested course of activity.
traditions of Spy bards.
When you cast the spell using this feature, it does not require
Unknown to Khorvaire, the Thousand Eyes of Riedra have
concentration.
also perfected a variant of this college that uses psionic, not
You can use this feature a number of times equal to your
arcane magic. These agents have likely infiltrated the
Charisma modifier (a minimum of once). You regain all
governments of the Five Nations and beyond.
expended uses when you finish a long rest.
Suave Spellcasting
When you join the College of Spies at 3rd level, you gain the
ability to cloak your spellcasting in charming conversation.
You can expend one use of your Bardic Inspiration when
you cast a spell to cast it without somatic components. In
addition, any vocal component is audible but
indistinguishable from casual conversation.

Devious Disguise
Starting at 3rd level, your ruse is indiscernible to all but the
most astute observers. You gain the following benefits:
• You have advantage on all ability checks made to maintain
your disguise as another person.
• You gain proficiency with a disguise kit. If you already have
this proficiency, you gain proficiency with one tool of your
choice.
• You add the spell disguise self to your spells known, but it
does not count against your normal number of bard spells
known. If you already know this spell, you can instead add
another spell from the bard spell list to your spells known,
which must be of a level for which you have spell slots. In
addition, when you cast disguise self using a spell slot of 2nd
level, the duration increases to 8 hours. When you use a
spell slot of 3rd level or higher, the duration increases to
24 hours.

Compelling Conspirator
Beginning at 6th level, your honeyed words are irresistible to
receptive ears. Any time that you expend a Bardic Inspiration
using your Suave Spellcasting feature to cast an enchantment
spell, you can choose one creature that can hear you to have
disadvantage on its saving throw against that spell.

16
Change Domain
What is life but a series of changes, one after another? Clerics of
change believe that the current moment could be the thing to
change everything, the first step on the journey of a lifetime, the
single spark that starts a revolution. Most serve gods of chaos,
skilled trades, and travel, especially the Traveler. However,
anyone seeking inspiration or pursuing change could find value
in it, whether an adept of Onatar pursuing magical innovation
or a skilled con artist with utter confidence in their skills.

Domain Spells
You gain domain spells at the cleric levels listed in the Change
Domain Spells table. See the Divine Domain class feature in the
Player's Handbook for how domain spells work.
CHANGE DOMAIN SPELLS
Cleric Level Spells
1st chaos bolt, Tasha's hideous laughter
3rd misty step, Nystul's magic aura
5th bestow curse, hypno�c pa�ern
7th confusion, vitriolic sphere XGE
9th animate objects, passwall

Hearts and Minds

CLERIC emplar Ossul Tarravan sighed, his Thranish


At 1st level, you embrace that society is fluid and ever-changing;
you've not only learned how to compensate, but to exult in the
flux. you gain one cantrip of your choice from the bard spell list.
For you, this cantrip count as a cleric cantrip.
You also become proficient in your choice of two of the
following skills: Deception, Insight, Intimidation, or Persuasion.
Choose one of these skills; your proficiency bonus is doubled for
flametouched iron weighing heavily in his any ability check you make that uses that skill.
hands as he summoned a spark of silver fire to
light the graveyard. He’d just finished Channel Divinity: Chaos of Battle
Starting at 2nd level, you can use your Channel Divinity to force
exorcizing the spirit of a raging Brelish patriot
foes to redirect their attacks. When a creature you can see
who’d died attacking this small border town during the Last War, within 30 feet of you makes an attack roll against you or casts a
and now he must be sure that there were no other supernatural spell that targets only you, you can use your reaction to brandish
evils in this place. The fact that a wraith could hide here for so your holy symbol and cause the creature to make a Wisdom
many years without anyone noticing was a worrying thought. saving throw against your cleric spell save DC. On a failed save,
He felt a chill behind him, then the light he was summoning the creature must instead target another creature of your choice
flared with searing heat. He spun in place, swinging his that is within range of the attack or spell. If there is not another
greatsword toward the incorporeal spirit as he relished its stunned creature within range, this ability fails. You must choose to use
expression. Not only had he resisted its possession attempt, but this feature before you make a saving throw or know whether
the attack against you hits or misses.
rebuffed it entirely. Silvery fire lit his blade as he sliced through
the ghost, a hymn of valor and rest on his lips. The work of an Anarchic Grace
Exorcist of the Silver Flame was never done. At 6th level, you can draw upon chaotic energy to shield you
with but a thought. As a reaction when are attacked or you make
True clerics wielding divine power are a rarity in Eberron. a saving throw, you can impose disadvantage to all attacks rolls
Most priests merely spiritual guidance and comfort in times against you, and you have advantage on all saving throws. This
of need. One cannot walk into a church and expect that a effect lasts until the end of your next turn.
donation will earn them magical healing—if they are You can use this feature a number of times equal to your
injured, House Jorasco is a far more reliable source of Wisdom modifier (a minimum of once). You regain all
healing. A cleric is a powerful champion of their faith, if expended uses when you finish a long rest.
they serve an organized religion at all, not a book-bound
acolyte. They spread their beliefs in both words and deeds. Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the

Divine Domains damage you deal with any cleric cantrip.

At 1st level, a cleric gains the Divine Domain feature. The Unbridled Chaos
following domain options are available to a cleric, in At 17th level, you add the following to your list of domain spells:
addition to those offered in the Player's Handbook: Change, maze, prismatic spray, scatter, and true polymorph. As domain
Exorcism, and Hearth. spells, they are always prepared and count as cleric spells for you.

17
Exorcism Domain DC. If the creature fails its saving throw, it is turned for 1
minute or until it takes any damage.
Clerics of the Exorcism domain dedicate themselves to A turned creature must spend its turns trying to move as far
protecting the innocent from supernatural evils. These valiant away from you as it can, and it can't willingly move to a space
souls fight to drive out and exterminate fiends and undead, within 30 feet of you. It also can't take reactions. For its
and to die in service of this duty is a great honor. action, it can use only the Dash action or try to escape from
Exorcists of the Silver Flame are common, as the Church of an effect that prevents it from moving. If there's nowhere to
the Silver Flame holds the front lines against supernatural move, the creature can use the Dodge action.
forces of evil across Khorvaire. Kalashtar following the Path of After you reach 5th level you can censure fiends with divine
Light might choose the path of an Exorcism cleric as they seek affliction. When a creature fails its saving throw against your
to expel the nightmarish spirits of the Dreaming Dark from Censure Fiends feature, it is blinded and deafened for 1 minute
human and Chosen vessels alike. Rarely, a Gatekeeper might or until it takes damage, if its challenge rating is at or below a
follow a different path than the traditional druid, instead certain threshold, as shown on the Fiendish Affliction table.
choosing to specialize in finding and stamping out corruption.
FIENDISH AFFLICTION
Domain Spells Cleric Level Affects Fiends of CR ...
You gain domain spells at the cleric levels listed in the 5th 1/2 or lower
Exorcism Domain Spells table. See the Divine Domain class 8th 1 or lower
feature in the Player's Handbook for how domain spells work. 11th 2 or lower
EXORCISM DOMAIN SPELLS 14th 3 or lower
17th 4 or lower
Cleric Level Spells
1st bless, protec�on from good and evil
3rd detect thoughts, mind spike XGE Sacred Might
5th dispel magic, magic circle At 6th level, your spells are anathema to supernatural evil. You
7th aura of purity, banishment add your Wisdom modifier to damage dealt by any cleric spell
9th dispel good and evil, planar binding of 1st level or higher to any target that is a fiend or undead.
Additionally, when you use your Turn Undead or Censure
Bonus Proficiencies Fiends feature, each creature that you cause to make a saving
At 1st level, you gain proficiency with martial weapons and throw with that feature takes radiant damage equal to your
heavy armor. cleric level immediately before it makes its saving throw.

Defy Possession Divine Strike


From 1st level, any time a creature attempts to possess you, At 8th level, you gain the ability to infuse your weapon strikes
such as the magic jar spell or the Possession ability of a ghost, with divine energy. Once on each of your turns when you hit
you automatically succeed on the saving throw against it. a creature with a weapon attack, you can cause the attack to
deal an extra 1d8 radiant damage to the target. When you
Spiritual Cleansing reach 14th level, the extra damage increases to 2d8.
From 1st level, your faith empowers you to break
charms and force out possessing entities. As
an action, you touch a creature that is Warding Shroud
possessed or charmed and cause them to At 17th level, you can use your action to
immediately make another saving throw create a corona of purifying light that
to resist the effect imposing that protects you, often appearing as a cloak of
condition. On a successful save, the silver flame, powerful glowing eyes, or a
effect ends, and if it was possessed, it golden radiance. You gain the following
automatically succeeds on saving throws benefits for 1 minute:
against possession from the creature that • +2 bonus to AC.
possessed it for the next 10 days. If a • Advantage on all saving throws.
creature is both possessed and charmed, • Resistance to damage from spells and
it makes a save against each effect. magical abilities of fiends and undead.
You can use this feature a number of • Any fiend or undead that attacks you
times equal to your Wisdom modifier must make a Constitution saving throw
(a minimum of once). You regain all against your cleric spell save DC. On a
expended uses when you finish a long failed save, the creature becomes
rest. blinded for the remaining duration of
this feature. The blinded creature can
Censure Fiends repeat this saving throw at the end of
Starting at 2nd level, you can use your each of its turns, ending the effect on
Channel Divinity to repel fiends. As an itself on a success.
action, you present your holy symbol, and
Once you use this feature, you can't use it
each fiend that can see or hear you within
again until you finish a long rest.
30 feet of you must make a Wisdom
saving throw against your cleric spell save

18
Hearth Domain Channel Divinity: Bring Them Home
Starting at 2nd level, you can use your Channel Divinity to
The Hearth domain is not just about safety, security, and the save a worthy ally from the brunt of an attack. When a
gentle glow of a fire when the day is done. It's about finding willing creature within 60 feet of you takes damage, you can
warmth in the love of friends and family, supporting each use your reaction to grant them resistance to all damage from
other through thick and thin, and building a community that the triggering attack, then teleport the creature to an
feels like home. unoccupied space of your choice within 5 feet of you.
Clerics to Boldrei of the Sovereign Host often choose this
domain, as well as devotees of the Path of Light, believing the
best way to combat darkness is to seek goodness in community.
Restful Hearth
Starting at 6th level, when friends rest near your fire, they feel
A Cyran seeking a new home for their loved ones might
robust and ready to take on anything. When you finish a
gravitate toward such a calling, driven not by religion, but
short or long rest, select a number of creatures equal to your
their own love for their people. Or a halfling bearing the Mark
Wisdom modifier that just finished a short or long rest taken
of Hospitality could dedicate themselves to furthering their
within 30 feet of a fire lit by your create bonfire cantrip. Each
community, drawing on the mark's powers of hearth and
creature gains resistance to one damage type of your choice:
home.
force, radiant, necrotic, or psychic. The effect lasts until the
creature finishes its next short or long rest.
Domain Spells In addition, when you finish a long rest, every creature of
You gain domain spells at the cleric levels listed in the Hearth your choice that just finished a long rest taken within 30 feet
Domain Spells table. See the Divine Domain class feature in of a fire lit by your create bonfire cantrip reduces its
the Player's Handbook for how domain spells work. exhaustion level by 1.
HEARTH DOMAIN SPELLS
Cleric Level Spells
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the
1st bless, sleep
damage you deal with any cleric cantrip.
3rd calm emo�ons, prayer of healing
5th
7th
catnap XGE, Leomund's �ny hut
aura of purity, Mordenkainen's private sanctum
Legendary Feast
At 17th level, you add heroes' feast to your list of domain spells.
9th circle of power, dream In addition, you can cast heroes' feast with this feature
without expending a spell slot or requiring material
Community Spirit components. Once you use this feature, you can't use it again
When you choose this domain at 1st level, you gain the create until after you finish a long rest.
bonfire XGE cantrip, which counts as a cleric cantrip for you.
In addition, you can share your health and fortune with your
allies. For every Hit Die you spend to regain hit points at the
end of a short rest, you can touch one other creature that just
finished a short rest taken within 30 feet of a fire lit by your
create bonfire cantrip, restoring 1d8 hit points to them. You
can spend Hit Dice to restore hit points to other creatures in
this way even if you have reached your own hit point
maximum, but any hit points you regain in excess of this
maximum are lost.
Additionally, when you finish a long rest, all creatures of
your choice that just finished a long rest taken within 30 feet
of a fire lit by your create bonfire cantrip regain one extra
spent Hit Die. The number of extra spent Hit Dice creatures
regain from this feature increases when you reach certain
levels in this class, increasing to two extra Hit Dice at 5th level,
three extra Hit Dice at 11th level, and four extra Hit Dice at
17th level.

19
DRUID nka’s short, heavy blade cut through the dense Druid Circles
vines easily as she traversed the deep forests of the At 2nd level, a druid gains the Druid Circle feature. The
Eldeen Reaches. The druid was completing her following options are available to a druid, in addition to those
journey through this stretch of the woods as part offered in the Player's Handbook: the Circle of Civilization, the
of her initiation into the Gatekeepers sect. She Circle of Eberron, and the Circle of Storms.
finally cut through the last clump of vines to arrive at a small
clearing dominated by a large flat stone disk in the middle. Circle of Civilization
Cautiously approaching the disk, Anka sensed no threat nearby, and The origins of the Circle of Civilization are a mystery. No one
laid her hand on it. Emerald green runes flared into visibility for a can pinpoint the very first adept, but their power is undeniable.
heartbeat, the ancient words somewhat resembling the Orcish script After all, humanoids are a part of nature as much as the bird or
that she’d been taught, but with an indefinable weight to them. the fish, and they share much in common with insects.
Satisfied, she turned to begin the trek back to her camp, but froze Changing their environment to suit their needs, swarming in
at a rustling in the woods. The dimensional seal’s subtle magics droves to settle new lands, and grouping together in large
should have kept normal beasts away... First she saw a long colonies that they call 'cities.'
While rare, these druids are found all over Khorvaire,
purplish-pink tentacle, then the dolgaunt came into view, its
joined together in a loose sect known as the Community.
horrible sunken eyepits and squirming cilia on full display as it Druids of the Circle of Civilization rarely appear in Aerenal
hissed at her. Laying a hand on the fresh, green grass, Anka took a and Sarlona, mostly due to the persecution that they face in
deep breath and entreated the Dragon Between for aid. Her call was Riedra and the elves' affinity for necromancy.
quickly answered as a massive creature with a vaguely ursine shape The only continent that they do not appear on is Xen'drik;
rose from the ground beside her, two Eberron dragonshards despite the growing city of Stormreach, no native of that
gleaming in place of its eyes. With a snarl, the two figures darted continent has ever been recorded as hearing this calling.
forth, intent on ending the foul aberration that dared befoul this
sacred site. Circle Spells
You comfortably bridge the gap between nature and urban life,
Druidism has a long and storied history in Khorvaire, dating granting you access to certain spells. At 2nd level, you learn
back to long before humanity reached its shores. Not every the find familiar spell, and can only cast it as a ritual. At 3rd,
spellcasting hermit living in the woods is a druid, however. 5th, 7th, and 9th level you gain access to the spells listed for
Only a select few have the potential to become a druid; the that level in the Circle of Civilization Spells table.
rest become gleaners, minor spellcasters who serve limited, Once you gain access to one of these spells, you always have
but vital, functions. Most druids follow ancient traditions it prepared, and it doesn't count against the number of spells
birthed when the dragon Vvaraak first taught druidic magics you can prepare each day. If you gain access to a spell that
to orcs of the Shadow Marches, which evolved over millennia doesn't appear on the druid spell list, the spell is nonetheless a
into the diverse druidic sects of the present day. druid spell for you.

20
CIRCLE OF CIVILIZATION SPELLS the spell slot you expend, you can transport one additional
creature of your choice that you can see within 10 feet of you.
Druid Level Circle Spells
Every creature teleported in this manner appears in the
3rd calm emo�ons, heat metal
nearest unoccupied square to you.
5th dispel magic, tongues
Once you use this feature, you can't use it again until you
7th fabricate, locate creature finish a long rest.
9th animate objects, seeming

Soul of the City Animate Edifice


Beginning at 2nd level, you can embody the essence of At 14th level, you can animate a massive statue or building to
civilization, expending a use of your Wild Shape feature to fight for you. As an action, choose a Huge nonmagical
gain other benefits rather than transforming into a beast form. building, object, or other collection of inorganic material
As an action, you can expend a use of your Wild Shape feature (such as metal rubbish or a rock formation) within 100 feet of
to cast the disguise self spell. you. It animates, becoming an animated edifice under your
Starting at 4th level, as an action, you can expend a use of control for the next 10 minutes or until it is reduced to 0 hit
your Wild Shape feature to touch another creature and grant it points. Any contents of the structure, including creatures and
advantage on all ability checks made in the next minute with objects within and on it, are unharmed by its animation, and
one ability that you choose when you use this feature. creatures can follow normal rules of movement to navigate
At 8th level, as a bonus action, you can expend a use of your the structure while it is animated. If the edifice moves or
Wild Shape feature to grant yourself and all the equipment you takes any action other than the Dodge action on its turn,
carry the ability to effortlessly move through nonmagical earth every foot of movement costs an extra foot for any creatures
and stone. While doing so, you don't disturb the material you within or on it until the start of the edifice's next turn.
move through and you leave no traces of your passage. This On your turn, you can mentally command the edifice
effect lasts until the beginning of your next turn. where to move (no action required by you). The only action
it takes on its turn is the Dodge action, unless you take a
Urban Navigator bonus action on your turn to command it to take one of the
actions in its stat block or the Dash or Disengage action.
At 6th level, you can move easily through the press of people
that populate the streets of cities and towns. You gain the After 10 minutes or when the edifice is reduced to 0 hit
following benefits: points, the animated edifice reverts to its original unanimated
state, regardless of its current location. The structure's
• The space of nonhostile creatures does not count as difficult condition is the same as from before it was animated;
terrain for you. however, if it reverted as a result of dropping to 0 hit points,
• You can move through a hostile creature's space regardless any excess damage carries over to its original form.
of its size, counting it as difficult terrain. Once you use this feature, you can't use it again until you
• You gain proficiency in your choice of one of the following finish a long rest.
skills: Deception, Intimidation, or Persuasion. Your
proficiency bonus is doubled for any ability check you make
that uses that skill.
• You can use the Disengage action as a bonus action.
Animated Edifice
Huge construct, unaligned

City Stride Armor Class 14 (natural armor)


Starting at 10th level, your bond with the hives of humanoids Hit Points ten �mes your druid level
increases. Once on your turn, you can step magically into Speed 40 �.
worked stone or earth within your reach as a bonus action and
emerge from a second piece of worked stone or worked earth STR DEX CON INT WIS CHA
within 60 feet of the first object that you can see, appearing in 20 (+5) 8 (-1) 20 (+5) 5 (-3) 5 (-3) 5 (-3)
an unoccupied space within 5 feet of the second object. Both
objects must be Large or bigger. Skills Athle�cs +8
You can use this feature a number of times equal to your Damage Immuni�es poison
Wisdom modifier (a minimum of once), and you regain all Condi�on Immuni�es charmed, deafened, exhaus�on,
expended uses of it when you finish a long rest. frightened, paralyzed, petrified, poisoned, stunned
Senses passive Percep�on 7
Civic Transit Languages understands the languages you know but can't speak
Beginning at 10th level, if you live in a city for at least a month,
An�magic Suscep�bility. The edifice is incapacitated while in the
you can claim it as part of your territory, up to a number of
area of an an�magic field. If targeted by dispel magic, the edifice
cities equal to your proficiency bonus. You can designate a new must succeed on a Cons�tu�on saving throw against the
claimed city if you stay within its borders for at least a month, caster's spell save DC or fall unconscious for 1 minute.
and you can choose which city to remove from your territory if
claiming a new one would exceed your maximum. Siege Monster. The edifice deals double damage to objects and
When you finish a long rest in a claimed city, you can spend structures.
10 minutes concentrating on thoughts of another city you have ACTIONS
claimed on the same plane of existence as you, then teleport
yourself to a public location of your choice in that city. When Mul�a�ack. The edifice makes two slam a�acks.
you do so, you can expend one spell slot to simultaneously Slam. Melee Weapon A�ack: +8 to hit, reach 10 �., one target.
transport other willing creatures with you; for every level of Hit: 16 (2d10 + 5) bludgeoning damage.

21
Circle of Eberron
Druids of the Circle of Eberron communicate with the
progenitor Eberron herself. They can hear her words in the
passage of the winds, and read her messages in leaves of the
forest and shifting sands of the desert. These druids believe in
the sacredness of all life, and can entreat the world to provide
them with an ally formed out of Eberron's body in times of
need. They are staunch opponents of extraplanar creatures
that seek to impose their will on their world, such as creatures
from Khyber and Xoriat.
Many Gatekeepers find themselves drawn to this circle, as
well as hermits who spend decades listening to the heartbeat
of the Dragon Between. Adepts of this tradition can also be
found among iredar kobolds and Talentan mask weavers. And
to the surprise of many, warforged that seek deep connections
to the earth might follow this circle, including the warforged
Followers of the Broken Path and the Landforged Walkers.

Circle Spells
Your link to the Dragon Between grants you access to certain
spells. At 2nd level, you learn the spare the dying cantrip. At
3rd, 5th, 7th, and 9th level you gain access to the spells listed
for that level in the Circle of Eberron Spells table.
Once you gain access to one of these spells, you always have
it prepared, and it doesn't count against the number of spells
you can prepare each day. If you gain access to a spell that
doesn't appear on the druid spell list, the spell is nonetheless a
druid spell for you.

CIRCLE OF EBERRON SPELLS


Druid Level Circle Spells
3rd
5th
aid, Maximillian's earthen grasp XGE
aura of vitality, plant growth
Deeper Link
At 6th level, you can expend additional uses of your Wild
7th banishment, hallucinatory terrain Shape feature to summon a stronger summoned ally. If you
9th commune with nature, dawn XGE expend two uses of Wild Shape when you summon your ally,
you can use the statistics for a beast with a challenge rating as
Summon Nature's Ally high as your druid level divided by three, rounded down.
Beginning at 2nd level, you can expend one use of your Wild
Shape feature to summon an ally from the world around you, Worldly Focus
rather than assuming a beast form. As an action, you cause Also starting at 6th level, Eberron herself provides the breath
local flora to combine with sand, dirt, and rock to take the and life of your spells. While on the Material Plane, you
form of any beast of your choice that your Wild Shape feature require no material components to cast your druid spells,
would allow you to transform into, as shown in the Beast except those consumed when you cast a spell (as indicated in a
Shapes table of that feature. This summoned ally has the spell's description).
statistics of the chosen form, though it is an elemental instead
of a beast. It appears within an unoccupied space within 60 Child of Eberron
feet of you, and disappears after 10 minutes or when it drops Starting at 10th level, your ability to move and fight with your
to 0 hit points. summoned ally is enhanced by your connection to the Dragon
Your summoned ally can move and use its reaction on its Between. When you use your Summon Nature's Ally feature,
own, but the only action it takes on its turn is the Dodge you gain the following benefits until your summoned ally
action, unless you take a bonus action on your turn to disappears:
command it to take one of the actions in its stat block or the • Your summoned ally automatically succeeds on its saving
Dash, Disengage, Help, Hide, or Search action. throws against your druid spells, and it is immune to all
You can only have one summoned ally at a time. If you damage dealt by druid spells you cast.
summon an additional one, the first one that you summoned • Your summoned ally's attacks count as magical weapons.
crumbles into its component parts, inert. • While your summoned ally is within 30 feet of you, you
In addition, any spells that you cast that can affect beasts can both have advantage on saves against being charmed or
affect your summoned ally as well, as if it were a beast. frightened.

22
Twilight Guardian
At 14th level, you feel the pulse of Eberron's heartbeat in your Twilight Guardian
own veins, and in moments of oneness, can transform into a Large plant, unaligned
dragonlike form of greenery and flora. As an action while
touching unworked earth, unworked stone, or a body of Armor Class 18
water, you transform into a twilight guardian. Hit Points 152 (16d10 + 64)
You can stay in this form for a number of hours equal to Speed 40 �., fly 40 �.
half your druid level (rounded down), then revert to your
normal form. You can revert to your normal form earlier by STR DEX CON INT WIS CHA
using a bonus action on your turn. You automatically revert if 20 (+5) 14 (+2) 19 (+4) 8 (-1) 12 (+1) 8 (-1)
you fall unconscious, drop to 0 hit points, or die. While you
Skills Nature +2, Percep�on +4, Survival +4
are transformed into your twilight guardian form, you follow
Condi�on Immuni�es blinded, charmed, deafened, exhaus�on
the same rules as if you were in your Wild Shape. Senses darkvision 120 ft., blindsight 60 ft., passive Perception 14
Once you use this feature, you can't use it again until you Languages —
finish a long rest. Challenge 7 (2,900 XP)

Immutable Form. You are immune to any spell or effect that


would alter your form.
Magic Weapons. Your weapon a�acks are magical.
Naturalizing S�ng. When you hit with a tail s�ng a�ack, you can
immediately expend a spell slot of 3rd level or higher to cast
dispel magic on the target.

ACTIONS
Mul�a�ack. The twilight guardian makes two claw a�acks and
one tail s�ng a�ack.
Claw. Melee Weapon A�ack: +8 to hit, reach 5 �., one target. Hit:
14 (2d8 + 5) slashing damage.
Tail S�ng. Melee Weapon A�ack: +8 to hit, reach 10 �., one
target. Hit: 16 (2d10 + 5) piercing damage.

23
Circle of Storms CIRCLE OF STORMS SPELLS
Druid Level Circle Spells
Weather is a primal source of power, and no weather is more
3rd gust of wind, sha�er
iconic than that of the howling winds of a tornado, the
5th lightning bolt, thunder step XGE
thunderous rebuke of a thunderstorm, or the torrential
rainfall of a hurricane. While some sorcerers claim to harness 7th ice storm, storm sphere XGE
the power of the storm, you know this to be a lie. The storm 9th destruc�ve wave, maelstrom XGE
cannot be tamed—it is merely ridden and guided by a wise
hand. You know the lullabies that can call and soothe the Skald of the Sea and Sky
storms, and the anthems that summon a mighty tempest to Starting at 2nd level, you are the voice of the wind and rain,
take away the breath of those who deny its power. the scream wrenched forth from the heart of a hurricane. You
Adepts of the Devourer are by far the most common gain proficiency in Performance and martial weapons.
practitioners of this circle, especially sahuagin and privateers.
House Lyrandar's dragonmarked heirs often can manifest Aspect of the Storm
these powers, as do some humans of the Seren Islands. At 2nd level, you channel the fury of the storm, wind
However, any sailor who lives on the seas and has sufficient whipping your hair and clothes while lightning crackles
respect for the Storm might learn to channel these abilities. around you. As an action, you can expend one use of your
Though the nomads of the Tashana Tundra have little Wild Shape feature to awaken the storm's power, rather than
familiarity with the sea, their unique relationship with planar assuming a beast form. While this feature is active, you gain
powers means that druids of the Storm are not unknown the following benefits:
there. • You deal an extra 1d8 lightning damage the first time you
hit with a melee weapon attack on your turn.
Circle Spells • You have advantage on saving throws against being blinded
Your respect for nature's fury grants you access to certain or deafened.
spells. At 2nd level, you learn the shocking grasp cantrip. At
3rd, 5th, 7th, and 9th level you gain access to the spells listed Starting at 8th level, when you use your Aspect of the Storm
for that level in the Circle of Storms Spells table. feature, you can expend one additional use of your Wild
Once you gain access to one of these spells, you always have Shape (for a total of two) to deepen your connection to the
it prepared, and it doesn't count against the number of spells storm. When you do so, you gain a magical flying speed of 60
you can prepare each day. If you gain access to a spell that feet, in addition to the benefits listed above.
doesn't appear on the druid spell list, the spell is nonetheless a These benefits last for 10 minutes or until you use your
druid spell for you. Wild Shape again.

Extra Attack
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.

Shield of the Winds


Starting at 10th level, the wind shields you from harm. You
can cast the warding wind spell with this feature without
expending a spell slot. When you cast the spell in this manner,
it does not require you to maintain concentration on the spell.
Once you use this feature, you can't use it again until you
finish a short or long rest.

Lord of the Storm


At 14th level, you have truly mastered the power of the storm.
You gain immunity to lightning damage, resistance to thunder
damage, and you are immune to being moved against your
will or being knocked prone.
In addition, whenever you are subjected to lightning
damage, you take no damage and instead gain a number of
temporary hit points equal to the lightning damage that
would have been dealt.

24
FIGHTER
nough! I am the commander of this
force, and if I say that we do not attack
civilians, we do not attack civilians. Am I
understood, Granth?” Andar slammed a fist onto
the rough wooden table before him. Tokens on the
map representing troops and refugee groups jumped and clattered,
though none fell. He raised himself to his full height, towering over
Martial Archetypes
At 3rd level, a fighter gains the Martial Archetype feature.
the human in plate mail across the table. The target of his ire, a The following options are available to a fighter, in addition
disgraced former Brelish soldier, stiffly saluted the minotaur, then to those offered in the Player's Handbook: the Combat Medic
spun and walked out, barely reigning in his temper. and the Marshal.
“Angering him like that will grant you no friends, Andar,” the
willowy medusa beside the minotaur hissed, though her eyes bowed Combat Medic
in respect. Andar snorted, air blasting from his long face. “I am not In the trenches of the front lines, injury is inevitable. Where
here to be his friend, Treska. By command of the Daughters, I am the bodies are thickest and the scent of blood lies heaviest,
here to lead this sorry bunch of recruits in holding their position at the Combat Medic finds their place. Where many fighters
the base of the Graywall Mountains, and not a step further. I will not assert that the best defense is a good offense, the medic places
risk Breland trying to attack us, not when our position is so tenuous.” a higher priority on caring for their allies. Their ability to
He huffed again as he turned to look out the fortress window, seeing keep forces in the fight makes them an extremely valuable
addition to any force.
the camp of mixed humanoids in the courtyard. The Kingdom of
Although they cast cleric spells, Combat Medics need not
Galifar might have driven the more ‘monstrous’ races out to the edges hold to any official religion. Many channel their power not
of the continent, but now…. Now they would claim a home. through traditional religious faith, but through their belief in
their nation, their commitment to patriotism, and their faith
Everyday guards and soldiers in the Five Nations are not in their comrades.
fighters. Those are mere commoners, trained to wear some Combat Medics found a place in all of the armies of the
armor and hold a pointy stick. Real fighters have an intuitive Last War, though the Five Nations had the heaviest
battle sense, unimpeachable command of themselves, and concentrations in their ranks. House Jorasco has also trained
awareness of the battlefield rivaled by few others. a small number of these martial healers for the most
dangerous of tasks.

25
Spellcasting First Aid
Beginning when you choose this archetype at 3rd level, you At 3rd level, you can quickly rush to the aid of those in need.
augment your martial prowess with the ability to cast spells. You gain proficiency with the Medicine skill. If you were
Cantrips. You learn the spare the dying cantrip and can cast it already proficient in Medicine, your proficiency bonus is
as a bonus action. You also learn two other cantrips of your doubled for any ability check you make using this skill.
choice from the cleric spell list. You learn another cleric Additionally, your speed increases by 5 feet while you are
cantrip of your choice at 10th level. wearing light armor or no armor.
Spell Slots. The Combat Medic Spellcasting table shows how
many spell slots you have to cast your cleric spells of 1st level Healing High
and higher. To cast one of these spells, you must expend a slot Starting at 3rd level, you become exhilarated after healing
of the spell's level or higher. You regain all expended spell slots your allies. After you cast a spell that restores hit points to
when you finish a long rest. For example, if you know the 1st- another creature, the next time you hit a creature with a
level spell bless and have a 1st-level and a 2nd-level spell slot melee attack within the next minute, your attack deals extra
available, you can cast bless using either slot. damage equal to half your fighter level.
Spells Known of 1st-Level and Higher. You know three 1st-
level cleric spells of your choice. The Spells Known column of Combat Nimbleness
the Combat Medic Spellcasting table shows when you learn Starting at 7th level, your long training with light armor has
more cleric spells of 1st level or higher. Each of these spells paid off, and you hardly feel the weight of your armor at all.
must be of a level for which you have spell slots. For instance, When you are wearing light armor or no armor, you can take
when you reach 7th level in this class, you can learn one new the Dash or Dodge action as a bonus action.
spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one Healing Kicker
of the cleric spells you know with another spell of your choice At 10th level, you deepen your knowledge of healing
from the cleric spell list. The new spell must be of a level for techniques. When you cast a spell that restores hit points to
which you have spell slots. another creature, every target of that spell gains one of the
Spellcasting Ability. Wisdom is your spellcasting ability for following benefits of your choice:
your cleric spells. You use your Wisdom whenever a spell Great Fortitude. The target gains advantage on the next
refers to your spellcasting ability. In addition, you use your Strength, Constitution, or Dexterity saving throw that it
Wisdom modifier when setting the saving throw DC for a makes within the next minute.
cleric spell you cast and when making an attack roll with one. Iron Will. The target gains advantage on the next
Intelligence, Wisdom or Charisma saving throw that it makes
Spell Save DC = 8 + your proficiency bonus + within the next minute.
your Wisdom modifier Lightning Reflexes. The next time the target is subjected to
Spell a�ack modifier = your proficiency bonus +
an effect that does damage within the next minute, it can use
your Wisdom modifier
its reaction to halve the damage from that effect.
Power Attack. The target has advantage on all attack rolls
until the end of its next turn.
If multiple creatures are healed by the same spell, the
chosen effect applies to all of them.

Medical Evacuation
Starting at 15th level, you've learned how to harness residual
healing energies to teleport allies to safety. When you cast a
spell that restore hit points to another creature, you can
teleport one willing target of that spell up to 60 feet to an
unoccupied space that you can see.
Once you use this feature, you can't use it again until you
finish a short or long rest.

Heroes Never Die


At 18th level, your allies have no fear of death in your
presence. As a reaction, if another creature within 60 feet of
you that you can see would drop to 0 hit points as a result of
taking damage, you can cause it to drop to 1 hit point instead.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once), and you regain all
expended uses of it when you finish a long rest.

26
Marshal Battlefield Awareness
Starting at 7th level, your guard never falls, and you cannot be
Order. Discipline. Steadfastness. These cornerstones of surprised while you are conscious.
your education served you well on the battlefield. Most In addition, your increased awareness grants you proficiency
Marshals are graduates of the famous Rekkenmark with Dexterity saving throws. If you already have this
Academy in Karrnath, and though the war closed its doors proficiency, you instead gain proficiency in Intelligence or
to non-Karrns, graduates of previous generations passed on Charisma saving throws (your choice).
their traditions to talented students in their own nations.
Rarely, a folk hero might rise from the masses, an icon to Steel Your Hearts
rally the common people despite having no formal Starting at 10th level, your words and actions inspire your
instruction in the art of war. These uniquely talented companions to new heights. Friendly creatures within 60 feet of
individuals can change the face of a battle, with the grit to you that can hear you have advantage on saving throws against
remain standing and commanding their allies in face of being charmed or frightened while you are conscious.
overwhelming odds. In addition, when you use your Second Wind feature, choose a
number of creatures up to your Charisma modifier (minimum of
Force of Personality one) within 60 feet of you that can hear you. They gain
When you choose this archetype at 3rd level, your presence temporary hit points equal to the hit points you regain with your
motivates your companions to greater discipline and Second Wind feature. These temporary hit points last until they
alertness. Any friendly creature within 60 feet of you who take a short or long rest.
can see and hear you gains advantage on initiative rolls.

Rejuvenate Spirits Clashing of Blades


Starting at 15th level, you can bolster your allies to strike out at
At 3rd level, you rally your allies to fight longer than they their foes with renewed vigor. When a creature within 60 feet of
thought possible. If you take the Attack action on your you that can hear you takes the Attack action, you can use your
turn, you can use a bonus action to choose one willing ally reaction to grant it one additional attack as part of that action. At
within 60 feet of you that can hear you. That creature can 20th level, you grant creatures two additional attacks, instead of
immediately use its reaction to spend one Hit Die and heal one, when you use this feature.
itself by rolling the die, adding its Constitution modifier You can use this feature a number of times equal to your
and your Charisma modifier, and regaining a number of hit Charisma modifier (a minimum of once), and you regain all
points equal to the total (minimum of 1). expended uses of it when you finish a long rest.
Starting at 7th level, when you target a creature with this
feature, it can also move up to half of its speed without Rally the Troops
provoking opportunity attacks. At 18th level, you are the bastion that holds the line. When you
When you reach certain levels in this class, the maximum use your Action Surge feature, select a number of creatures equal
number of Hit Dice creatures can spend when targeted with to half of your Charisma modifier (rounded down) within 60 feet
this feature increases by 1, increasing at 7th level (2 Hit of you that can see and hear you. They can use their reaction to
Dice), 10th level (3 Hit Dice), 15th level (4 Hit Dice), and immediately take an additional action as if it were their turn. As
18th level (5 Hit Dice). part of that action, they can't make more than 2 weapon attacks,
and any spells cast must be of 5th level or lower.
Monastic Traditions
At 3rd level, a monk gains the Monastic Tradition feature.
The following options are available to a monk, in addition to
those offered in the Player's Handbook: the Way of the
Conduit and the Way of the Tashalatora.

Way of the Conduit


Monks of the Way of the Conduit learn to listen to spirits
and ghosts in the world around them, giving each a voice in
exchange for augmenting the monk's own abilities. Followers
of this path teach that true enlightenment cannot be found by
one's self, but rather, wisdom must come from the spirits of
those around you. After all, those who fail to learn from
history are doomed to repeat it.
The most common practitioners of this Way are kalashtar
mystics channeling the former hosts of their line, as well as
Karrnathi monks who bind heroic spirits to help them in
battle. A more unusual tradition exists among the orcs and
shifters of the Eldeen Reaches and Shadow Marches, who
communicate with spirits of nature and bargain with them
for aid. Certain halfling adepts of the Talenta Plains also
communicate with nature spirits as well.

Spiritual Channel

MONK
When you choose this tradition at 3rd level, you gain the
ability to call forth a spirit and borrow its power. After you
finish a long rest during which you spent at least 30 minutes
meditating, you can call one of the following spirit types to
inhabit you, gaining its benefits until you next use this feature
to call a different spirit. You can only have one spirit
inhabiting you at a time; if you call another spirit to inhabit
you, you lose the benefits of the spirit that previously
araak smiled, punching his hand forward as a inhabited you. Any time you use this feature to cause a target
blast of raw arcane force flowed through him and to make a saving throw, use your ki save DC.
struck a painting on the far wall of the room. He’d Eldritch Spirit. When you call this spirit, you can throw
never thought that he’d be glad about getting stuck bolts of raw arcane force. As an action, make a ranged spell
in the Dolurrhan manifest zone with that Cyran attack with a range of 60 feet. On a hit, you throw a single
ghost. Turns out that getting a wizard’s spirit stuck in you wasn’t blast of force that deals force damage equal to your Martial
quite as bad as you’d think. Waving off the shouts of the angry half- Arts die + your Wisdom modifier. When you reach certain
orc brandishing an axe at him from behind the bar, the golin’dar left levels in this class, you learn to throw additional blasts as part
of the same action, increasing to two blasts at 5th level, three
a few sovereigns on the table as he slipped out of the tavern.
at 11th level, and four at 17th level.
He took a deep breath of the night air as he left. Rhukaan Draal Spirit of Conflict. When you call this spirit, you gain a +1
wasn’t like one of those frail Cyran cities. Pitch-black shadows bonus to all melee damage rolls made with a monk weapon or
revealed their secrets as he passed, his eyes easily cutting through unarmed strike. This bonus increases when you reach certain
darkness that would have left the nightblind helpless. Behind him, a levels in this class, increasing to +2 at 5th level, +3 at 11th
faint noise caught his ear, and he whirled around in time to catch a level, and +4 at 17th level. Additionally, when you see a hostile
crossbow bolt in his bare hand that otherwise would have taken him creature within 15 feet of you reduced to 0 hit points, you can
in the back of the neck. A human woman, eyes hidden by brass use your reaction to move up to half your speed without
goggles with pitch-black lenses, easily slid down from a nearby roof provoking opportunity attacks and make one melee attack.
Spirit of Eloquence. When you call this spirit, you gain
and drew a short blade, the crown of Cyre visible on her shoulder.
proficiency with Insight and Persuasion; if you already have
Baraak grinned as he took his stance, feeling his body thrum with proficiency in one or both of these skills, your proficiency
stolen energy. Six, he loved it here. bonus is doubled for that skill. In addition, you can charm a
creature with a touch. As an action, you cause a creature
A monk can often be a surprising blend of contemplative within 5 feet of you to make a Wisdom saving throw, rolled
scholar and skilled martial artist. In the wake of the Last War, with advantage if you or your companions are fighting it. If it
few survivors have the knack for such disciplined study, and fails the saving throw, it is charmed by you for one hour or
these monks are generally rarer in Khorvaire than in more until you or your companions do anything harmful to it. The
stable regions like Sarlona. On the other hand, a monk could charmed creature regards you as a friendly acquaintance.
simply be a streetwise brawler, reflexes honed in the school of When the effect ends, the creature knows it was charmed by
hard knocks. you. If the creature succeeds on its saving throw, it is immune
to being charmed by this feature for 24 hours.

28
Spirit of Subtlety. When you call this spirit, you gain
proficiency with Deception and Stealth; if you already have
Enhanced Channeling
At 11th level, your bond with the spirits strengthen, and you
proficiency in one or both of these skills, your proficiency can channel more of your inhabiting spirit's abilities. When
bonus is doubled for that skill. In addition, once per turn, you you use your Spirit Channel feature to select a spirit type, you
can deal an extra 1d4 points of damage when you hit with an also gain the following benefits for that type:
unarmed attack or a monk weapon if you did not suffer Eldritch Spirit. You learn deeper secrets of arcana from your
disadvantage on the attack roll. This extra damage increases spirit, enabling you to fight spellcasters on their own turf.
when you reach certain levels in this class, increasing to 2d4 at You gain the ability to cast dispel magic and counterspell if
5th level, 3d4 at 11th level, and 4d4 at 17th level. you expend 3 ki points. In addition, the target of the spells
Stalwart Spirit. When you call this spirit, you can minimize takes an amount of force damage equal to twice the level of
damage dealt by melee attacks. As a reaction to being hit with the spell countered or dispelled.
a melee attack, you can reduce the damage you take from the Spirit of Conflict. After you hit a creature with a melee
attack by 1d10 + your Wisdom modifier + your monk level. attack, you can immediately spend 2 ki points to invigorate
Additionally, when you use your reaction with this feature or yourself as you prove yourself over the inferiority of your foe.
with your Deflect Missiles feature, you gain a bonus to your You get a bonus 1d4 to attack rolls, damage rolls, and saving
AC equal to +1 until the end of your next turn. This bonus throws. Your opponent must succeed on a Charisma save or
increases when you reach certain levels in this class, increasing take a 1d4 penalty to attack rolls and saving throws. Both of
to +2 at 5th level, +3 at 11th level, and +4 at 17th level. these effects last for 1 minute.
Spirit of Eloquence. You can cast dominate person on a
Vessel of the Spirits humanoid within 5 feet if you expend 5 ki points. It has
Starting at 3rd level, you are skilled in maintaining control of disadvantage on this save if it is charmed by you.
yourself while allowing spiritual entities to inhabit you. You Spirit of Subtlety. You can cast nondetection on yourself
are immune to unwanted possession. without expending a spell slot or expensive material
Additionally, if a creature attempts to possess you against components at will. In addition, you can spend 5 ki points to
your will, you can use your reaction to cause it to make a cast modify memory, though the only modification that you
Wisdom saving throw against your ki save DC. On a failed can make is to remove an event in which you were involved.
save, it becomes trapped inside you, is incapacitated, and Stalwart Spirit. When you use your reaction to reduce
cannot control you or escape on its own. When you use this damage using your Deflect Missiles or Spiritual Channel, you
feature, you lose the benefits of the spirit that previously can immediately spend 3 ki points to grant yourself a number
inhabited you through your Spiritual Channel feature, and of temporary hit points equal to your Wisdom modifier +
instead gain the benefits of the invading spirit's type. The DM your monk level. Any damage that would have reduced your
will choose a spirit type from your Spiritual Channel ability hit points instead is applied as a reduction of your temporary
that best matches the spirit you have trapped. hit points. These temporary hit points last until you take a
When you trap a creature in this way, it cannot escape until short or long rest.
you choose to release it as an action or you use your Spiritual
Channel ability to call a different spirit type to inhabit you.
When you do so, it is banished to its home plane. If the
Vision Quest
Also at 11th level, you can reach out to all the spirits in the
creature is native to the plane of existence you're on, you world to seek the answers to your questions. Once per long
banish it to a harmless demiplane for 1 hour; while there, the rest, you can cast commune using this feature, requiring no
creature is incapacitated, and after 1 hour, it reappears in the components.
space it left or in the nearest unoccupied space if that space is
occupied. Double Synthesis
At 17th level, your duality of body and spirit reaches its apex.
Equivalent Exchange When you use your Spirit Channel ability, you can select two
At 6th level, you have increased focus when calling to spirits. different spirits to inhabit you simultaneously instead of one,
After you finish a short rest during which you spent at least 30 gaining the benefits of each. If you attempt to channel a third
minutes meditating, you can use your Spirit Channel feature. spirit, you must select one of the previous two to release,
In addition, you can cast speak with dead using this feature losing its benefits.
once per short or long rest, requiring no components.

29
Way of the Tashalatora Psionic Assault
Beginning at 3rd level, your mind and body function as one,
The Way of the Tashalatora teaches that mind and body must allowing you to channel the power of your mind through your
be aligned and honed as one to truly ascend. Paragons of unarmed strikes to devastating effect. When you hit a creature
psionic power, they have learned not only to touch the minds with an unarmed strike, you can spend 1 ki point to deal extra
of others, but to alter the flow of time itself. psychic damage to the target equal to 1d6 + your Wisdom
The vast majority of adherents of this Way come from the modifier.
Adaran mountain-fortresses that guard the passages into Adar
from Riedra. In Khorvaire, the kalashtar and Adarans might
rarely teach a chosen outsider this art; those first-generation
Time Hop
At 6th level, your mind is evolving, and you not only view
students have started to teach as well, and are rather less
time as an artificial construct, but you know how to bend it.
selective with who they accept as students.
As an action, you can touch a creature within 5 feet of you,
Certain undead and aberrant creatures also have a loose
causing it to make a Wisdom saving throw against your ki
association with time and space, and although they can serve
save DC; a creature can choose to fail this save if it wishes. On
as an alternative source of the powers of a Tashalatora, it's
a failed save, it disappears in a shimmer of energy and is
rare to find a dolgaunt that's willing to take on a non-aberrant
transported forwards in time 3 rounds. Other creatures
student, let alone to allow them survive the encounter.
cannot perceive, interact with, or affect it in any way during
that time, and the target is incapacitated, can't move or speak,
Telepathic Anchor and is unaware of its surroundings. The target must repeat the
When you choose this tradition at 3rd level, you can speak Wisdom saving throw at the end of each of your turns, ending
telepathically to any creature you can see within 30 feet of the effect early on a success. Regardless of whether it succeeds
you. You don't need to share a language with the creature for or fails, after rolling 3 saving throws at the end of each of your
it to understand your telepathic utterances, but the creature turns, the effect ends and the target returns to the present
must be able to understand at least one language. time in the space it previously occupied. If it would arrive
When you're using this trait to speak telepathically to a back into a place already occupied by another creature or
creature, you can use your action to give that creature the object, both take 1d6 points of force damage, and the target
ability to speak telepathically with you for 1 hour or until you appears in an unoccupied space nearest to it. On its return,
end this effect as an action. To use this ability, the creature from the target’s point of view, no time has passed at all.
must be able to see you and must be within 30 feet of you. Alternatively, as an action, you can touch a nonmagical
You can give this ability to only one creature at a time; giving object that isn't worn or carried and weighs no more than
it to a creature takes it away from another creature who has it. 300 pounds. It disappears in a shimmer of energy and is
If you can already communicate telepathically, this feature transported forwards in time 3 rounds. Creatures cannot
extends the range of your telepathy by 30 feet, in addition to perceive, interact with, or affect it in any way during that
the above benefits. time. 3 rounds later, at the end of your turn, the object returns
to the present time in the space it previously occupied, in
exactly the same orientation and condition as before. If it
would arrive back into a place already occupied by another
object or a creature, both take 1d6 points of force damage, and
the object appears in an unoccupied space nearest to it.
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.

Time Stands Still


At 11th level, you can bend your will to increase your
perception of time, making the rest of the world look like it's
in slow motion. On your turn, you can spend 3 ki points to
take an additional action, during which you can either make
two unarmed strikes, or take the Dash, Disengage, or Dodge
action. You can use this feature up to twice per turn.

Temporal Backslip
At 17th level, time is a mere matter of perspective for you. As
a reaction to failing a saving throw or taking damage, you can
expend 5 ki points to step a split second back in time. Until
the end of your next turn, you become immune to all damage
(including any triggering damage), you automatically succeed
on all saving throws, and if this reaction was triggered by a
failed saving throw, you change it to a success.

30
PALADIN
aptain Falko Hellekanus was brooding. In the decade
since the Order of the Emerald Claw had been
Oath of the Bone Knight
disbanded, Seekers loyal to the crown had suffered Bone Knights are Karrn patriots, living protectors who
fight alongside the undead legions of their land. During the
greatly. It mattered not that he had spent the brightest
Last War, they provided tactical expertise and controlled
years of his life fighting for the country that he the legions of undead that the Blood of Vol priesthood
loved. Here he served, tossed into Fort Bones on the outskirts of his raised to defend the Karrnathi people.
country, having earned none of the glory that a veteran who served on Although the founders of the order of Bone Knights
the front lines of the Last War deserved. were powerful members of the Emerald Claw, they
Suddenly the warhorns blared. They were under attack? Falko recruited freely from amongst the populace, seeking those
rushed to the battlements, bonecraft armor rattling around him as he with the ability and willpower to control the dead, rather
moved. A squad of Karrnathi skeletons stood at attention, and his than prioritizing matters of faith. In post-war Karrnath, the
extended hand and mental push were all that was needed to call them surviving Bone Knights are elite emissaries who travel
abroad to complete missions that serve the greater glory of
to leave their station and follow him. Cresting the walls, he saw a
Karrnath and King Kaius III. The only recognized Bone
warband of Valenar on their prized horses racing across the plains Knight training facilities are located in Karrnath, and most
toward the fortress. Securing his blade to his waist, Falko smiled. come from that grim land. However, the Order of the
“Swords up, mates. Let’s go.” Emerald Claw pioneered the order, so a new trainee could
crop up anywhere their reach extends.
While a cleric is empowered by their faith, a paladin owes their Though unknown to most of Khorvaire, similar
power to their conviction in their oaths. They hold themselves traditions exist amongst the elves of the Bloodsail
to high standards, and in doing so, become a hero to their Principality and in Aerenal itself. Rumors of an ancient and
people, serving as a beacon when times grow dark. powerful group of elven necromancers in the Xen'drik
jungles could also lead to this path.
Sacred Oaths
At 3rd level, a paladin gains the Sacred Oath feature. The
following options are available to a paladin, in addition to those
offered in the Player's Handbook: the Oath of the Bone Knight
and the Oath of the Kell Knight.

31
Tenets of the Bone Knight Bone March
Sworn to the service of Karrnath, these knights follow a Starting at 3rd level, when you cast the find steed or find
simple code. greater steed spell, the summoned creature's type will always
Never Bow Down. You are the elite. Do not kneel to one who be undead, rather than celestial, fey or fiend. This steed is
has not proven your superior unless ordered by the Crown. immune to turning while it is within 15 feet of you, and its
Hold Firm. Commanding legions of undead requires an iron hit point maximum is calculated using the highest number
will and confidence. Resist temptations and do not make possible for each Hit Die.
excuses for poor behavior. Learn from your mistakes so that Additionally, you learn to incorporate necromantically
you do not repeat them. enhanced bone into your armor and weapons. At the end of a
Bound by Loyalty. Your word is your life. Once you have long rest, you can transform one suit of armor, one shield,
sworn your service to another, you will serve to death and and two weapons into bonecraft that is no longer considered
beyond, if necessary. However, if they prove unworthy of your to be made of metal. These items cannot be corroded by rust
service, dispense the necessary judgment and find another who or affected by the heat metal spell, but are not magical unless
is worthy. the original items were, and have no other unique properties.
If you already have bonecraft from this feature and create a
Oath Spells second set, the first set immediately loses its necromantic
You gain oath spells at the paladin levels listed in the Oath of charge and is considered metal again.
the Bone Knight Spells table. See the Sacred Oath class feature
for how oath spells work. Aura of Fortitude
Starting at 7th level, you constantly emanate an aura of
OATH OF THE BONE KNIGHT SPELLS necromantic power while you're not incapacitated. You and
Paladin Level Spells friendly creatures within 10 feet of you have resistance to
3rd bane, inflict wounds necrotic damage and can't have your hit point maximum
5th blindness/deafness, gentle repose reduced.
9th animate dead, bestow curse At 18th level, the range of this aura increases to 30 feet.
13th blight, shadow of moil XGE
17th danse macabre XGE, hallow Undead Resilience
At 15th level, your long service with the undead has
Channel Divinity bestowed you with some of their fortitude. You become
When you take this oath at 3rd level, you gain the following immune to poison damage and the poisoned condition.
two Channel Divinity options. See the Sacred Oath class
feature for how Channel Divinity works. Master of the White Banner
Death Strike. You can use your Channel Divinity to imbue At 20th level, you can infuse yourself with the martial pride
your weapon with necromantic energy. As a bonus action, and necromantic might of Karrnath. As an action, you gain
select one weapon that you are holding. For 1 hour, your the following benefits for 1 hour:
attacks made with this weapon deal extra necrotic damage • You have immunity to cold and necrotic damage.
equal to your Charisma modifier. If the weapon is not already • When you take the Attack action on your turn, you and
magical, it becomes magical for the duration. any undead creatures under your control within 30 feet of
You can end this effect on your turn as part of any other you can make one additional attack as part of that action.
action. If you are no longer holding or carrying this weapon, • You have resistance to bludgeoning, piercing, and slashing
or if you fall unconscious, this effect ends. damage from nonmagical weapons.
Seize Control. As an action, you can choose a number of
undead creatures up to your Charisma modifier (minimum of Once you use this feature, you can't use it again until you
one) that you can see within 30 feet. Each chosen creature finish a long rest.
must make a Wisdom saving throw against your paladin spell
save DC. On a failed save, a creature must obey your commands
for the next 24 hours, or until you use this Channel Divinity
option again. You can only seize control of an undead whose
CR is equal to or lower than the CR indicated on the Undead
Control table.
UNDEAD CONTROL
Paladin Level Controls Undead of CR ...
3rd 1/4 or lower
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

32
Oath of the Kell Knight Channel Divinity
When you take this oath at 3rd level, you gain the following
The legendary Daughters of Sora Kell occasionally choose two Channel Divinity options. See the Sacred Oath class
champions, marked by a specific brand. Though their influence feature for how Channel Divinity works.
nearly equals that of the Droaamish warlords, more often than Katra's Voice. You can use your Channel Divinity to
not, the Knights of Kell are bound only to the service of these augment your presence with fey power. As a bonus action,
enigmatic hag queens. Natives of Droaam recognize the brand of a you grant yourself a +5 bonus to Charisma (Deception)
Kell Knight, but elsewhere in the world, the Mark of Kell draws checks for the next 10 minutes.
indifference or passing curiosity. As knights continue in service, Maenya's Fist. You can use your Channel Divinity to change
the rewards gifted by their patrons increase exponentially, but few a near-miss into a devastating strike. When you roll a melee
survive long enough to see the pinnacle of their knighthood due to weapon attack that misses, you can use your reaction to treat
their bizarre and dangerous missions. the roll as if it had hit instead, adding your Charisma modifier
Although most Kell Knights are in Droaam, they can be found to the damage roll (minimum of +1).
across the Five Nations, serving the interests of the Daughters.
Sora Teraza has been known to recruit servitors via their dreams,
and these dream-bound knights can be found anywhere.
Mark of Kell
At 3rd level, you are magically branded with a symbol of the
Tenets of the Kell Knight Daughter's authority: a rough, craggy mountain with a field
of stars above, and a river and blade beneath. You gain the
Emissaries of the enigmatic Queens of Droaam adhere to the Rule
following benefits:
of Three. This oath places importance on power, whether it be
physical or mental. The tenets are said to be ideals held by the • When dealing with any native of Droaam or creature that
Night Mother herself. recognizes and acknowledge the power of the Daughters of
By Hook. Your actions should import your mission’s weight. Sora Kell, whenever you make a Charisma (Intimidate or
Callous cruelty is unnecessary, but everyone must know their Persuasion) check to convince the creature of your
place. Respect the chain of command and assert your authority. authority, treat a roll of 7 or lower on the d20 as an 8.
By Crook. A fool is friend to many, but used by all. Guile and • You serve no whims of divine entities. Your Divine Smite
deception are at your disposal to complete your objectives. A and Improved Divine Smite class features deal force
competent knight always has a plan. damage instead of radiant.
By Book. Knowledge is a universal commodity. Whether it be • You learn to speak, read, and write Giant.
advantage over your foes or long-kept secrets, you always strive to
learn and to share that information—for a price. Witchward
Starting at 7th level, your hag-granted power protects you
Oath Spells and your allies from the spells of your foes. You and friendly
You gain oath spells at the paladin levels listed in the Oath of the creatures within 10 feet of you have advantage on Intelligence,
Kell Knight Spells table. See the Sacred Oath class feature for how Wisdom, and Charisma saving throws against magic.
oath spells work. At 18th level, the range of this aura increases to 30 feet.
OATH OF THE KELL KNIGHT SPELLS Hagskin
Paladin Level Spells At 15th level, your years of long service have strengthened
3rd cause fear XGE, hex your skin, making you resistant to physical blows.
5th enlarge/reduce, sugges�on Bludgeoning, piercing, and slashing damage that you take
9th enemies abound XGE, nondetec�on from weapons is reduced by a number of points equal to your
13th arcane eye, greater invisibility Charisma modifier (minimum of 1).
17th hold monster, steel wind strike XGE
Teraza's Insight
At 20th level, you gain the ability to temporarily channel Sora
Tereza's precognition. As an action, you tap into the visions
that she grants you, gaining the following benefits for 1 hour:
• You can't be surprised, and add your Charisma modifier to
initiative checks.
• You gain advantage on all ability checks, attack rolls, and
saving throws.
• Your melee attacks deal an extra 1d8 force damage, and any
creature that you damage with a melee attack becomes
cursed. While cursed, any time the creature would regain
hit points, it regains half that number instead. The curse
lasts until removed by the remove curse spell or similar
magic.
Once you use this feature, you can't use it again until you
finish a long rest.

33
RANGER
right sunshine dappled the ground and boughs
of the trees around Agate as she moved through
Ranger Archetypes
the Xen’drik jungle. Her map, of course, was At 3rd level, a ranger gains the Ranger Archetype feature. The
following options are available to a ranger, in addition to those
proving fruitless. Though she was an
offered in the Player's Handbook: the Extreme Explorer and the
experienced traveler and trailblazer, the allure Guerilla.
of a previously undiscovered giant site had overruled her common
sense, and she had greedily bought the map from the Rushemé
giant. She wasn’t lost—no, she was merely…. Taking the scenic
Extreme Explorer
route. That’s it. Yeah. Tales of dangerous traps and terrifying monsters fill most hearts
with fear, but the Extreme Explorer relishes the challenge. Fear
A low rumbling of Giant speech gave scant warning, just is nothing more than a four-letter word; it's the thrill of life or
enough to duck behind a nearby tree. Seconds later, a pair of death that keeps the heart of an Extreme Explorer beating, the
giants nearly three times her not-inconsiderable height trudged unyielding longing to see what's over the horizon or around the
by, long clubs dragging on the ground. She cursed and drew her next corner.
weapon, dearly hoping that these giants were natives going about Extreme Explorers often serve as guides or adventurers that
their business, and not mercenaries that the other giant hired to specialize in plumbing the depths of the jungles of Xen'drik or
‘take care of her.’ the utter blackness of Khyber. Stormreachers and explorers from
the fringes of society most commonly choose this daring path.
Rangers aren’t just common hunters who raise a bow and
interpret trail signs. Rangers are trailblazers, warriors, Extreme Explorer Magic
casting charms passed down to them from mentors, and Starting at 3rd level, you learn an additional spell when you reach
possessing a surety of purpose. Some of the most elite certain levels in this class, as shown in the Extreme Explorer
scouts in the armies of the Five Nations and beyond were Spells table. The spell counts as a ranger spell for you, but it
rangers, but few survived the war, despite being a cut above doesn't count against the number of ranger spells you know.
the rest.

34
EXTREME EXPLORER SPELLS Fortune Favors the Bold
Ranger Level Spells At 7th level, you have uncanny luck in difficult situations. You
3rd comprehend languages gain a pool of three fortune points that you can use to
5th locate object influence events in your favor. A fortune point is expended
9th fly when you use it, and you regain all of your expended fortune
13th freedom of movement points when you finish a short or long rest. At 15th level, you
17th far step XGE gain two additional fortune points.
You can expend a fortune point at any time to gain one of
the following benefits:
Wanderlust • All opportunity attacks against you are made at
Beginning at 3rd level, the world is your oyster, and you
disadvantage until the end of your turn.
intend to take full advantage of it. You gain proficiency in the
• You gain advantage on one ability check.
History and Survival skills; if you are already proficient in one
• The last creature that you hit with a weapon attack on this
or both of these skills, select another skill to gain proficiency
turn focuses all its attention on you. It has disadvantage on
in. Your proficiency bonus is doubled for any ability check you
all attack rolls against other creatures until the start of your
make that uses either History or Survival.
next turn.
Additionally, when you finish a long rest, you can choose to
• You can fall from great heights and land without a scratch.
replace one of your favored terrains from your Natural
When you take falling damage, you reduce the damage dice
Explorer class feature with the type of terrain that you just
rolled by up to 5d6.
finished resting in.

Flashy Fighting Better Lucky than Good


At 11th level, you find that more often than not, your blows
Also at 3rd level, you fight with cocky flair, but aren't afraid to
inflict more damage than you'd expect. When you roll a 1 on
gain the upper hand by kicking sand in your foe's face,
any damage die, you can instead use the highest number
taunting them, or yelling "Behind you!" to distract them.
possible for that die. Additionally, when you roll a 1 on an
As a bonus action, choose one creature you can see within
attack roll or ability check, you can reroll the die and must use
30 feet of you and select one of the following effects. The next
the new roll.
time you hit that creature on this turn with a weapon attack,
it takes 1d6 extra damage from the attack and suffers the
chosen effect:
Utterly Unflappable
At 15th level, you are a daring hero of legend. As a reaction to
• The creature's speed is reduced to 0 until the start of your failing a saving throw, you can choose to succeed instead.
next turn. Once you have used this feature, you can't use it again until
• Cause the creature to make a Strength (Athletics) or you finish a short or long rest.
Dexterity (Acrobatics) check contested by your attack roll. If
your attack roll is higher, it is disarmed and drops one
weapon it is holding.
• Grant yourself advantage on the next weapon attack you
make against the creature in the next minute.
When you reach 11th level in this class, the extra damage
increases to 2d6.

35
Guerilla Hardy
At 7th level, your body has toughened with long exposure to
Slipping through the darkness, the Guerilla is a master of poisons. You have resistance to poison damage and are
silent movement, poisons, and hit-and-run tactics. As their immune to the poisoned condition. Additionally, you gain
knowledge grows, their poisons become more and more proficiency in Constitution saves.
potent, until even the most resistant of beasts cannot help but
fall prey. The Guerilla's ability to slip into shadows is
legendary, as even the most junior of their order are
Pernicious Toxins
At 11th level, your poisons are so deadly that not even the
exceedingly difficult to track.
stoutest of creatures can resist them. When you deal poison
Guerillas are commonly found among the scorpion-
damage to a living creature, it ignores resistance and
worshiping Vulkoori drow in the jungles of Xen'drik, as well
immunity. In addition, any creature that you deal poison
as with lizardfolk in the hot swampy waters of the Q'barra
damage to cannot regain hit points until the start of your next
swamps.
turn.
Although less common, intelligence agencies and assassin
guilds also train their members in these arts, finding their
tactics are just as effective on the city streets as beneath the
Fade from Sight
At 15th level, you've mastered the art of disappearing from
cover of greenery.
sight when wounded. As a reaction to taking damage, you
become invisible, along with anything you are wearing or
Guerilla Magic carrying, until the end of your next turn, then you move up to
Starting at 3rd level, you learn an additional spell when you
your speed without provoking opportunity attacks.
reach certain levels in this class, as shown in the Guerilla
Spells table. The spell counts as a ranger spell for you, but it
doesn't count against the number of ranger spells you know.
GUERILLA SPELLS
Ranger Level Spells
3rd entangle
5th invisibility
9th gaseous form
13th Evard's black tentacles
17th cloudkill

Walk Unseen
At 3rd level, the shadows cloak and conceal you. You gain
proficiency in the Stealth skill, and your proficiency bonus is
doubled for any ability check you make that uses this skill.
Additionally, when you are alone, you cannot be tracked by
nonmagical means unless you choose to leave a trail.
Beginning at 14th level, you cannot be tracked, even by
magical means, unless you wish to be.

Master of Poisons
At 3rd level, you know the secrets of toxic plants and animals
and use them to envenom your blows. You gain proficiency
with the poisoner's kit and the herbalist's kit.
In addition, as a bonus action, you can envenom your
weapons. The next time you hit a creature on this turn with a
weapon attack, it takes an additional 1d10 points of poison
damage from the attack. When you reach 11th level in this
class, the extra damage increases to 2d10.

36
This tradition is common in Thrane and other fortresses of
the Silver Flame, as its lay worshippers are encouraged to
practice archery. The Argentum actively recruits Divine Snipers,
both for their potent archery skills and their roguish abilities.
The shulassakar of the Talenta Plains also share deep ties to
the Silver Flame, and Divine Snipers are counted among their
number. The Deathguard of Aerenal holds both deathless and
mortal Divine Snipers, empowered by the light of Irian.
Kalashtar and Adarans of the Path of Light refer to Divine
Snipers as Soulbows, according them great respect.

Inner Light
Starting at 3rd level, your inner light shines brightly in the
darkness. You gain proficiency with the longbow, and you learn
the light cantrip, which you can cast as a bonus action with a
casting range of 60 feet instead of touch only. Your spellcasting
ability modifier for this spell is Charisma.
You also gain an additional way to use your Sneak Attack; you
don't need advantage on the attack roll to use your Sneak
Attack against a creature if it is in bright light shed by a spell

ROGUE
you cast, as long as you don't have disadvantage on the attack
roll. All the other rules for Sneak Attack still apply to you.

Luminous Arrow
At 3rd level, you manifest arrows of brilliant light when you
draw back your bowstring. You no longer need physical
ammunition for a longbow or shortbow. When you attack
t was dark in Khyber. It always was. Even though using this feature, your luminous arrow deals radiant damage
the darkness could be lit through fire or spell, the and vanishes immediately after it hits or misses its target.
black miasma that pressed upon Halazerai’s
psychic senses was heavy and pervasive. Light of Faith
According to Prince Oargev, this Cyran garrison At 9th level, your connection to your inner light deepens. If you
in the Mournland held something in the sub-basements that could cast the light cantrip multiple times, it does not end the spell
be of use to New Cyre, and so he had sent one of his most reliable effect on the previous object. Instead, you can affect a number
of objects at a time equal to your Charisma modifier. You can
agents, capable of slipping in and out with nobody the wiser.
dismiss such an effect as an action or when you cast this spell.
Then, scales scraped against stone as something moved behind In addition, for the purpose of dispelling magical darkness,
her. With focused will, she summoned a pair of glowing blades your light cantrip counts as a spell of the level equal to one third
made of pure psionic energy, fueled with all her pain over Cyre’s of your rogue level (rounded down).
loss. In the space of a heartbeat, she had already downed the first
demon, though the dim light cast by her mindblades revealed many Doubleshot
more. As the demons taunted her with laughter and jeers, Starting at 13th level, when you take the Attack action on your
Halazerai took a deep, meditative breath, drawing strength from turn to make a ranged weapon attack, you can make an
her bond with the tsoreva Zerai, then charged into the melee. additional attack as a bonus action.

Thieves are found in every city and town, simple cutpurses Daybreak
and brigands. However, a rogue need not limit themselves to Beginning at 13th level, you can choose for the light shed by
shady business; many become skilled diplomats, brilliant your light cantrip to be considered sunlight.
inquisitives, or daring tomb raiders braving the dangers of Once you use this feature, you can't use it again until you
ancient ruins in search of that sweet, sweet payday. finish a short or long rest.

Brilliant Beam
Roguish Archetypes Starting at 17th level, when you draw back your luminous
At 3rd level, a rogue gains the Roguish Archetype feature. arrow on its bowstring, you can choose to project it as a
The following options are available to a rogue, in addition to dazzling ray of sun. As an action, you create a beam of sunlight
those offered in the Player's Handbook: the Divine Sniper and that is 120 feet long and 5 feet wide, extending from you in a
the Soulknife. direction you choose. Each creature in the line must make a
Dexterity saving throw . On a failed save, a creature takes 10d6
Divine Sniper radiant damage, and is blinded until the end of your next turn.
On a successful save, the creature takes half as much damage,
Armed with arrows made of pure faith and light, the Divine and is not blinded. The DC for this saving throw is equal to 8 +
Sniper specializes in getting in, eliminating their target, and your proficiency bonus + your Charisma modifier.
getting out. Empowered by light that shines forth from their Once you use this feature, you can't use it again until you
very soul, their arrows can light the blackest night. finish a short or long rest.

37
Soulknife Psychic Strike
At 9th level, your mindblade’s blows can leave your opponent
Most rogues perfect the art of deadly combat with easily dazed. As a bonus action, you invest your mind blade with
concealed physical weapons. The Soulknife, however, needs stunning power. The next time you use your Sneak Attack
no physical weapon at all, instead manifesting their deadly within the next minute, the target must make a Wisdom
weapons with the power of their mind. They are excellent saving throw. On a failed save, it is incapacitated until the end
assassins and undercover agents, summoning a weapon in a of its next turn. The DC for this saving throw is equal to 8 +
heartbeat where an opponent expects an unarmed foe. your proficiency bonus + your Intelligence modifier.
Psionic power is the easiest route to learning the basic You can use this feature a number of times equal to your
tenets of this path—manifesting a mindblade. As a result, most Intelligence modifier (a minimum of once), and you regain all
Soulknives are either kalashtar or denizens of Sarlona, though expended uses of it when you finish a long rest.
the spark of psionic power might be found in any of the
common races.
Two other traditions have evolved among elves, neither of
Bladewind
Starting at 13th level, you can shatter your mindblade into a
them psionic. Rarely, elves with the Mark of Shadow have
whirling tornado of psychic energy, striking all nearby foes.
learned to manipulate the darkness to form solid blades.
As an action, you can use your mindblade to make weapon
Meanwhile, the Umbragen of Xen'drik have discovered how
attacks against every opponent within 15 feet of you.
to manifest blades of pure darkness through the pact of their
You can use this feature a number of times equal to your
people with the Umbra.
Intelligence modifier (a minimum of once), and you regain all
expended uses of it when you finish a long rest.
Mindblade
When you choose this archetype at 3rd level, you can form
mindblades, blades forged out of psionic energy, with thought
Knife to the Soul
Starting at 17th level, you can overwhelm a creature's higher
alone. As a bonus action, you can manifest a mindblade in one
brain functions with a strike. As a reaction to using your
or both of your hands. The mindblade is a simple melee
Sneak Attack, you can cast feeblemind on the target of that
weapon with the light, finesse, and thrown properties, it has a
attack. The DC for this saving throw is equal to 8 + your
range of 30/60 feet, and deals 1d6 points of psychic damage
proficiency bonus + your Intelligence modifier.
on a hit. If a mindblade leaves your hand or if you are
Once you use this feature, you can't use it again until you
incapacitated, it dissipates at the end of your turn.
finish a long rest.
When you reach 13th level in this class, you can
instantaneously manifest your mindblades whenever you take
the Attack action on your turn.

Speed of Thought
Starting at 3rd level, your focus grants you sureness of step.
Your speed increases by 10 feet, and when you use the Dash
action, moving through difficult terrain costs you no extra
movement until the start of your next turn.
Additionally, while you are touching a creature, you can
speak telepathically to each other. You don't need to share a
language with the creature to understand each other's
telepathic utterances, but the creature must be able to
understand at least one language.

38
Sorcerous Origins
At 1st level, a sorcerer gains the Sorcerous Origin feature. The
following options are available to a sorcerer, in addition to
those offered in the Player's Handbook: Blood Magus, Cataclysm
Mage, and Wilder.

Blood Magus
All Blood Magi have one thing in common. You died. It might
have been at birth, and no one bothered to tell you. Or
perhaps you died later in life, then were subsequently called
back from the misty embrace of Dolurrh. Whatever the cause,
you were dead, briefly—and it will not happen again. You seek
to first master the power of your own blood so you will never
be defenseless, then as you increase in power, you hear the
siren call of the blood of others.
Due to the cost of this power, it's rare to encounter another
Blood Magus in the world, as most practitioners of this art are
scattered. The most common place to find a Blood Magus is in
Karrnath and anywhere the Blood of Vol faith is strong, as
adherents of this faith understand the intricate link of blood
and power. The Bloodsail Principality in Lhazaar holds Blood

SORCERER
Magi both living and undead; as vampires possess the most
neceesary of components—blood—they too can learn this art.
Rumors also tell of Blood Magi hiding deep in the Shadow
Marches and the Demon Wastes.

Deathgrip on Life
Your unexpected return to life gives new understanding of
blood’s power. At 1st level, your hit point maximum increases
lood is power. Those were the last words that by 1 and increases by 1 again whenever you gain a level in this
Ambryl remembered from her mentor before he class. You also stabilize whenever you are dying at the start of
drowned her. She died. He had killed her. It was your turn.
hours later that she regained consciousness, as he Additionally, you are never left without your source of
looked on with a pleased smile. “Can you feel it, power. As a bonus action, you can allow your blood to seep
my child? It pulses inside, running through your veins like rivers out of your hands, dealing 1 point of damage to yourself. For
of magic.” And feel it she could, a slight tingling, familiar from the next minute, your blood itself can act as a spellcasting
when she’d handled raw magic from her mentor. Her eyes, now focus for your sorcerer spells.
Damage done to yourself with this feature can't be prevented
tinged red, narrowed as she snarled at this man who killed her. or reduced in any way, and doesn't cause a Constitution save
Her mentor laughed, his deep, booming laughter shaking the to maintain concentration on a spell.
trees of their grove. “Patience, Ambryl. You are new to the power,
and now you are ready to begin your training. Now come, I will Bloodseeking Spell
show you how to wield power beyond your dreams.” His tail At 1st level, your blood powers spells more potent than those
flicked behind him as he stood and moved to the clearing, his red of other spellcasters. When you cast a sorcerer spell of 1st or
eyes sparkling. Though bony plates covered his body, the half- 2nd level, you can choose to deal 1d6 points of damage to
dragon’s claws dug deep, and his arm began to seep a slow trickle yourself to either gain advantage on all attack rolls of that spell
of his own blood. With wide, sweeping motions, he collected it in a or impose disadvantage on saving throws for on all targets of
the spell.
luminous ball of scarlet, then blasted a crimson lightning bolt at a
Damage done to yourself with this feature can't be prevented
nearby tree, cracking it in half. or reduced in any way, and doesn't cause a Constitution save
to maintain concentration on a spell.
Sorcerers in Eberron do not claim descent from mortal When you reach certain levels in this class, you can increase
dragons—if anything, they believe they are blessed by the the damage that you deal to yourself in order to intensify
Progenitor Wyrms. Magic flows from them naturally, higher level spells. If you take 2d6 points of damage, you can
without the need for the intense study of wizards or affect spells of 3rd, 4th, or 5th level. If you take 3d6 points of
interference of a patron like the warlock, and it shows in damage, you can affect spells of 6th or 7th level. If you take
their unparalleled ability to twist magic to their will. 4d6 points of damage, you can affect spells of 8th or 9th level.

39
Blood Draught
At 6th level, you learn how to store pure life energy in your Blood Elemental
blood and access it in times of need. As an action, you regain a Large elemental, unaligned
number of hit points equal to your sorcerer level.
You can use this feature a number of times equal to your Armor Class 14 (natural armor)
Constitution modifier (a minimum of once). You regain all Hit Points 114 (12d10 + 48)
expended uses when you finish a long rest. Speed 40 �., swim 90 �.

Blood Magics STR DEX CON INT WIS CHA


Starting at 6th level, you blur the lines between life energy 18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1)
and magical power. You can use your bonus action to deal
damage to yourself and store it up as temporary sorcery points Damage Resistances acid; bludgeoning, piercing, and slashing
that must be spent on a Metamagic option before the end of from nonmagical a�acks
your turn. For every 1d6 damage you deal to yourself in this Damage Immuni�es poison
Condi�on Immuni�es exhaus�on, grappled, paralyzed,
way, you gain 1 temporary sorcery point.
petrified, poisoned, prone, restrained, unconscious
Damage done to yourself with this feature can't be
Senses darkvision 60 ft., passive Perception 10
prevented or reduced in any way, and doesn't cause a Languages —
Constitution save to maintain concentration on a spell. Challenge 5 (1,800 XP)

Awaken Blood Freeze. If the elemental takes cold damage, it par�ally freezes;
At 14th level, you can bestow momentary consciousness on a its speed is reduced by 20 �. un�l the end of its next turn.
foe's blood, turning it into a weapon against them. As an Blood Form. The elemental can enter a hos�le creature's space
action, make a melee spell attack against a creature you can and stop there. It can move through a space as narrow as 1 inch
reach. On a hit, the creature's speed drops to 0 until the end of wide without squeezing.
its next turn and you deal 8d10 points of necrotic damage to
it. This feature has no effect on constructs, elementals, plants, ACTIONS
and undead. Mul�a�ack. The elemental makes two slam a�acks.
If you reduce a creature to 0 hit points with this feature, it
Slam. Melee Weapon A�ack: +7 to hit, reach 5 �., one target. Hit:
dies instantly and its blood pools into a blood elemental that
13 (2d8 + 4) bludgeoning damage.
is under your mental control for 1 minute or until your
concentration ends (as if concentrating on a spell), after Whelm (Recharge 4–6). Each creature in the elemental's space
which it collapses into a puddle, inert. If you were already must make a DC 15 Strength saving throw. On a failure, a target
concentrating on a spell, you can choose for the blood to takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller,
remain unanimated after the creature dies, rather than lose it is also grappled (escape DC 14). Un�l this grapple ends, the
target is restrained and unable to breathe. If the saving throw is
concentration on the previous spell.
successful, the target is pushed out of the elemental's space.
The elemental is friendly to you and your companions for The elemental can grapple one Large creature or up to two
the duration. Roll initiative for the elemental, which has its Medium or smaller creatures at one �me. At the start of each of
own turns. It obeys any verbal commands that you issue to it the elemental's turns, each target grappled by it takes 13 (2d8 +
(no action required by you). If you don't issue any commands 4) bludgeoning damage. A creature within 5 feet of the
to the elemental, it defends itself from hostile creatures but elemental can pull a creature or object out of it by taking an
otherwise takes no actions. ac�on to make a DC 14 Strength check and succeeding.
Once you use this feature, you can't use it again until you
finish a long rest.

Bloodwalk
Beginning at 18th level, you can step into the blood of others,
using them as pathways to burst forth from the blood of
others nearby. Once per turn, you can use 10 feet of your
movement to teleport into a living creature within 5 feet of
you and emerge from a second living creature within 100 feet
of the first creature, appearing in an unoccupied space within
5 feet of the second creature. You do not need to be able to see
the second creature to exit, as you instinctively sense the
presence of blood near your destination.
When you use this feature, you can choose to deal damage
to one or both creatures you teleport through, causing the
target to make a Constitution saving throw against your
sorcerer spell save DC. On a failed save, it takes 4d6 points of
necrotic damage.
This feature has no effect on constructs, elementals, plants,
and undead.

40
Cataclysm Mage PLAYING A CATACLYSM MAGE
As a Cataclysm Mage, your innate power is born of the The four great cataclysms are each revealed in a dream or
mysteries that ended four ages of the world. This rare power vision upon fulfillment of a personal prophecy. Each is a key
to deciphering the secrets of the Draconic Prophecy as a
might blossom following intense meditation, or its whole. Your DM may determine your personal prophecies
manifestation may be written into the Draconic Prophecy itself. for you, or you may wish to come up with suitable ideas
Your destiny drives your obsession with the past and haunts together. A good prophecy should be a�ainable, but
you with visions of the great cataclysms yet to come. While this esoteric. Consider a short poe�c verse or an ironic
development tailored to your sorcerer's past and present.
origin might come to a devoted researcher of ancient history or
a descendant of those affected by the great cataclysms of the
past, a Cataclysm Mage can spring from anywhere, a sign of the
Prophecy unfolding. Cataclysm of Dreams
At 6th level, you understand the forces which drove the
Cataclysm of Flesh quori to Eberron and the magic that the giants wielded
against them. You may access their combined power to
At 1st level, you draw power from the destruction of the
Dhakaani Empire at the hands of the aberrant horrors of augment your spells, but bridging the gap between worlds
Xoriat, the Realm of Madness. Your spells tear tiny holes in the damages Eberron itself. You shatter the earth, tear the skies,
fabric of reality, through which the magics of that far realm and invoke the nightmares of the quori.
work to corrupt Eberron. When you cast a spell of 1st level or higher, you can use a
When you cast a spell of 1st level or higher, you can use a bonus action to augment the spell with the Cataclysm of
bonus action to corrupt creatures of your choice within 5 feet Dreams. All targets of the spell must succeed on a Dexterity
of one target of that spell. Each creature you choose has its saving throw against your sorcerer spell save DC or fall
speed halved until the end of its next turn, and must succeed on prone. If the spell deals damage, you can choose for it to deal
a Constitution saving throw against your sorcerer spell save psychic damage instead of its usual damage type.
DC or take necrotic damage equal to your sorcerer level. You can use this feature a number of times equal to your
Once you use this feature, you can't use it again until you Charisma modifier (a minimum of once). You regain all
finish a short or long rest. expended uses when you finish a long rest.

Secrets of the Fallen


Your awakening to the cataclysms that have shaped the world
grants you an innate understanding of the descendants of long-
lost civilizations. Through these aspects of the Prophecy, you
gain instant knowledge of histories it takes scholars years to
uncover.
Starting at 1st level, you gain proficiency in the History skill.
Additionally, after you reach certain levels in this class, you
learn to speak, read, and write a language, you gain advantage
on Wisdom (Insight) checks against one creature type, and you
gain advantage on Intelligence (History) checks relating to one
topic, as shown on the Cataclysm Secrets table.
CATACLYSM SECRETS
Level Language Insight against ... History rela�ng to ...
1st Goblin goblinoids the ancient goblinoid
Dhakaani Empire
6th Giant giants the ancient giant
civiliza�ons of Xen'drik
14th Abyssal & fiends the Age of Demons
Infernal
18th Draconic dragons the Age of Dragons

41
Cataclysm of Silver Cataclysm of Creation
At 14th level, your metaphysical journey through the ages At 18th level, you unlock the secrets of destruction which
brings you to the downfall of the demonic rajahs at the hands shattered the Dragon Above and gave birth to the world as we
of the couatl. The ultimate sacrifice of the feathered serpents know it. The Prophecy is written in the shards of Siberys, and
cleansed the surface world with silver flames, and you have you understand the ultimate story of creation and destruction
learned to echo that divine power’s birth in a righteous blaze. which began with Khyber's cruel betrayal.
When you cast a spell of 1st level or higher, you can use a Your awakening to the Prophecy allows you to manifest an
bonus action to draw on the ancient Silver Flame. While this ever-shifting dragonmark. When you finish a long rest,
power is active, you gain the following benefits: choose a dragonmark type from the Dragonmark Cataclysm
• As a reaction to being hit by a melee attack, you can deal Spells table. Until the end of your next long rest, you know
radiant damage to the attacker equal to your sorcerer level the cataclysm spell associated with that dragonmark, and you
plus your Charisma modifier (minimum 1). can cast it at its lowest level without expending a spell slot and
• You gain a flight speed of 40 feet. without material components.
• You have advantage on saving throws made to resist the These spells count as sorcerer spells for you, but they don't
spells and abilities of fiends. count against your number of spells known. You can augment
these spells with Metamagic or other class features as normal.
This silver fire lasts for 1 minute or until you dismiss it as a
bonus action. Once you use this feature, you can't use it again DRAGONMARK CATACLYSM SPELLS
until you finish a long rest. Dragonmark Cataclysm Spell
Detec�on clairvoyance
Finding locate creature
Handling dominate beast
Healing beacon of hope
Hospitality Leomund's �ny hut
Making fabricate
Passage dimension door
Scribing sending
Sen�nel protec�on from energy
Shadow nondetec�on
Storm control water
Warding glyph of warding

42
Wilder
Sometimes psionic potential manifests in an individual as a
massive, volatile outpouring of extreme emotion. Such
Wilders can summon intense emotions within themselves to
increase the power of their spells. These wild surges can be
tremendously powerful, but carry with them their own risks.
Unlike the more regulated and controlled psions, Wilders
can appear anywhere, with no formal training beyond mere
survival. Wilders are often linked to Xoriat in some way, be it
through circumstance of birth or chance encounters with
planar forces. Devotees of the Fury are also known to become
Wilders, their passionate nature spilling over into their
powers. Kythrian influences can also lead to the manifestation
of these signature abilities.
Wilders are most commonly encountered along the fringes
of society and in areas with strong ties to Xoriat, such as in the
Shadow Marches or near old Dhakaani sites. They might also
be found anywhere in the wilds of the world.

Bonus Proficiencies
At 1st level, you gain proficiency with light armor and shields.

Wild Surge
Beginning at 1st level, you learn to spark a wild surge of
emotion that can enhance your powers—or overwhelm them.
Once on your turn, you can roll a d6, your Wild Surge die,
when you cast a sorcerer spell of 1st level or higher. On a roll
of 2 or higher, you can cast the spell as if from a spell slot one
level greater than the slot you expended. If you roll a 1, you fail
and are overcome by the rising tide of emotion; your spell is
not cast, the spell slot is unexpended, and you are incapacitated
Volatile Mind
Starting at 6th level, chaotic psionic energies protect your
until the start of your next turn. Your Wild Surge cannot
mind from the telepathic probing of others. Unless you allow
increase the effective level of a spell beyond 9th level.
it, your thoughts can't be read by telepathy or other means
Your Wild Surge die changes when you reach certain levels
and creatures can't telepathically communicate with you. If a
in this class. The die becomes a d8 at 11th level, and a d10 at
creature attempts to read your thoughts, it must make a
17th level.
Wisdom save against your sorcerer spell save DC or take a
You can use this feature a number of times equal to your
number of points of psychic damage equal to your sorcerer
Charisma modifier (a minimum of once). You regain any
level.
expended uses when you finish a long rest.

Overwhelming Surges Inconstant Location


At 14th level, you gain the ability to step into the space
Beginning when you reach 6th level, you regain all of your
between worlds, shifting instantaneously from one point to
expended uses of Wild Surges when you finish a short or long
another. As a bonus action you can magically teleport up to
rest.
60 feet to an unoccupied space you can see.
Additionally, you learn to push yourself beyond your limits.
You can Wild Surge even after you have expended all uses, but
every time your Wild Surge die roll fails, you must step down Surging Euphoria
to the next smaller Wild Surge die size (reducing the At 18th level, when you successfully use your Wild Surge,
maximum number you can roll by 2) until you have completed you can pull on the euphoria of success, gaining the following
a long rest, to a minimum die of a d2. For example, if you are benefits for 1 minute:
6th level and have failed two or more Wild Surges after • You have a +2 bonus on your spell attack rolls, and your
expending your uses, your Wild Surge die is a d2. spell save DC increases by 2.
• You gain temporary hit points equal to your sorcerer level,
which disappear after a short or long rest.
• If you successfully Wild Surge again during this time, you
cast the spell as if the spell slot was 2 levels higher.
Once you have used this feature, you can't use it again until
you finish a short or long rest.

43
WARLOCK
ady Vilina ir’Valeau was a woman of many
talents. She was charming, knew the latest
Otherworldly Patrons
fashions and gossip, and was a highly desirable At 1st level, a warlock gains the Otherworldly Patron feature.
The following options are available to a warlock, in addition to
marriage prospect, what with her noble title and
those offered in the Player's Handbook: the Elemental, the Hidden
extensive family wineries. All of this, however, One, and the Soulborn.
served as a guise to hide her greatest asset. Eyes sharp as steel
flickered over the pages in front of her, the latest compiled
sightings from her familiar, Bastian, who’d been observing a
The Elemental
handful of wizards in the Arcane Congress for weeks now. Unlike most warlocks, you didn’t make a deal with a powerful
mysterious patron. Rather, you found an elemental; perhaps it
Kranimatraxius had chosen her to be her eyes in Arcanix, with
was already bound, perhaps you bound it yourself, or perhaps
the mission of proving the existence of the Mosaic Committee. found the spark deep within your own spirit. Regardless of your
She stood and prowled to the divan, pouring herself a glass of methodology, you are the master of this relationship, and you
Bluevine as she lazily flicked her hand to summon a silver-bound take what you need from it without being at its beck and call.
leather spellbook from thin air. Moving to the armchair, she sat The Sulatar drow of the Xen'drik jungles are true masters of
contemplating her next move. Bastian slunk over, his raven- the art of elemental binding, able to control bound fire
feathered wings folded over pitch-black fur. Vilina absentmindedly elementals without need for a dragonmark. Binding a fire
scratched the top of the tressym’s head as she mused, “Is it truly elemental to their soul is merely an extension of that ability.
possible that a cabal of wizards are stupid enough to pit themselves Gnomes of Zilargo are also known to follow this path as a
result of their own elemental binding skills, and though they
against the Chamber? I expected better from my kinsmen.”
lack the same fundamental connection as the Sulatar, they are
Few creatures are deemed worthy of a powerful patron’s far more varied in their elemental types.
attention and the gift of magical powers. Those that are tend Far more rarely, planetouched folks might have a deep,
to be exceptional people, either in potential or in deed. intrinsic connection to an outer plane that exemplifies an
Meanwhile, their patrons tend to have a flexible relationship elemental as part of their very nature. Such creatures as genasi
with mortality, and many of them study the Draconic or tieflings of Fernia have a connection to the elements that's
Prophecy in great detail, using warlocks as keys to their deeper even than the Sulatar, and their bond can reach depths
desired outcome. that the drow of Xen'drik can only dream of.

44
Expanded Spell List Elemental Step
The Elemental lets you choose from an expanded list of spells Starting at 6th level, you can attune yourself and flow through
when you learn a warlock spell. The following spells are the elements that permeate the planes. As a bonus action, you
added to the warlock spell list for you. can teleport up to 30 feet. Immediately before and after you
teleport, every creature in a 5-foot radius of you must make a
ELEMENTAL EXPANDED SPELLS
Dexterity saving throw against your warlock spell save DC.
Spell Level Spells On a failed save, a creature takes a number of points of
1st absorb elements XGE, burning hands damage of your elemental affinity type equal to half of your
2nd acid arrow, scorching ray warlock level.
3rd elemental weapon, fireball You can use this feature a number of times equal to your
4th O�luke's resilient sphere, storm sphere XGE Charisma modifier (a minimum of once). You regain any
5th cone of cold, immola�on XGE expended uses when you finish a long rest.

Touch of the Planes Planar Admixture


At 1st level, your soul is bound to the powers of an element. At 6th level, you can channel more power from the elemental
Choose an elemental damage type: acid, cold, fire, or lightning. you have mastered. Warlock spells that you cast ignore
This type is your elemental affinity, and once selected, it resistance to damage of your elemental affinity type.
cannot be changed. When you cast a spell that deals acid, cold, At 14th level, warlock spells you cast treat immunity to
fire, or lighting damage, you can choose for it to deal your your elemental affinity type as resistance.
elemental affinity type instead.
Additionally, the elemental affinity you choose grants you Elemental Mingling
benefits as listed on the Elemental Affinity table. You learn a Starting at 10th level, your long exposure has gifted you with
cantrip, which counts as a warlock cantrip for you but does traits normally associated with elementals. You gain resistance
not count against your number of warlock cantrips known. In to poison damage and to your elemental affinity type. If you
addition, you gain proficiency in a skill, and you have were already resistant to your affinity type as a racial feature,
advantage on all ability checks you make with that skill. you instead gain immunity to your elemental affinity type.
In addition, you have advantage on saves against being
ELEMENTAL AFFINITY
paralyzed, petrified, poisoned, and stunned, and magic can't
Elemental Affinity Cantrip Skill Proficiency put you to sleep.
Acid move earth Insight
Cold shape water Persuasion Overload
Fire control flames In�mida�on Beginning at 14th level, your elemental power overflows from
Lightning gust Decep�on your very being. When you cast a spell that deals damage of
your elemental affinity type, you create a number of elemental
motes equal to your Charisma modifier that circle your body
for 1 minute or until you cause them to explode. You can use a
bonus action to move a mote up 40 feet and cause it to
explode, dealing 4d6 points of damage of your elemental
affinity type to all creatures within 5 feet of the mote.
Once you use this feature, you can't use it again until you
finish a short or long rest.

45
The Hidden One
Your patron has a vested interest in the affairs of mortal life.
Be it a powerful dragon of the Chamber, a Lord of Dust, or
another immortal creature dedicated to manipulating the
Draconic Prophecy, you are their hands and eyes in the cities
of Khorvaire and beyond.
Anyone could be an agent of one of the Hidden Ones—the
baker down the street, the savvy Cannith tinker who comes to
your village every month or two, or the noble lord's daughter,
eyes burning with curiosity. Warlocks of the Hidden One
might be chosen due to their important positions, with
influence to change nations through seemingly insignificant
actions. However, the innocuous figure of a servant or simple
guard is easily ignored, and their ranks might include a
warlock of the Hidden One, with eyes ever-open.

Expanded Spell List


The Hidden One 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.
HIDDEN ONE EXPANDED SPELLS
Spell Level Spells
1st command, sanctuary
2nd blindness/deafness, enhance ability
3rd clairvoyance, haste
4th greater invisibility, Mordenkainen's private sanctum
5th modify memory, wall of force

Unseen Agent
Starting at 1st level, you acknowledge that your patron chose
you for your cunning mind, not your social skills. Intelligence
Fear No Mortals
Beginning at 10th level, your patron shows you the true
becomes your warlock spellcasting ability, instead of Charisma.
meaning of fear, but you have learned how to accept it, then
Any warlock class feature that usually uses your Charisma
turn it back on its maker. You are immune to being frightened.
modifier now uses your Intelligence modifier instead.
Additionally, as a reaction to a creature attempting to
Additionally, instead of gaining proficiency in Charisma
frighten you, you can turn the fear on it instead, causing the
saving throws as a warlock class feature, you instead gain
creature to make a Wisdom saving throw against your
proficiency in Intelligence saving throws.
warlock spell save DC. On a failed save, it is frightened of you
for 1 minute or until it takes any damage.
Discover Weakness
At 1st level, you have keen insight into the targets of your
spells. Whenever a creature fails a saving throw against a
Knowledge Overwhelming
Starting at 14th level, you can unleash a magical wave of pure
warlock spell you cast of 1st level or higher, you learn your
knowledge to overwhelm the minds of lesser beings. As an
choice of the creature's highest or lowest saving throw and its
action, you can cause up to five creatures within 30 feet of you
value. As a reaction, you can more closely read the threads of
to make an Intelligence saving throw. On a failed save, a
Prophecy woven into it, choosing to either learn all of the
creature takes psychic damage equal to 4d8 + your Intelligence
creature's condition immunities, or to learn all of its damage
modifier, and it is stunned until the end of its next turn. On a
resistances, immunities, and vulnerabilities.
successful save, it takes half damage and is not stunned.
Once you use this feature, you can't use it again until you
Hidden Magics finish a short or long rest.
Starting at 6th level, your benefactor imbues you with an
ability to know the unknowable and to tap power far beyond
your limits. You gain a pool of hidden magic points that you HIDDEN ONE MULTICLASSING
can use to cast a spell from the Hidden One Expanded Spells If your group uses the op�onal rule on mul�classing in the
table at its lowest level, even if you do not know it. Player's Handbook, here’s what you need to know if you
You can expend 1 hidden magic point per level of the choose warlock with the Hidden One patron as one of your
classes. As a mul�class character, you do not need a Charisma
Hidden One spell you are casting. When you do so, you cast score of 13 or higher for the purpose of mul�classing into or
the spell at its lowest level without expending a spell slot and out of the warlock class with the Hidden One patron. Instead,
without any components. you must have an Intelligence score of 13 or higher to take a
Your number of hidden magic points is equal to your level in this subclass, or to take a level in another class if you
are already a warlock of the Hidden One.
Intelligence modifier. A hidden magic point is expended when
you use it, and you regain all of your expended hidden magic
points when you finish a long rest.

46
The Soulborn Dance of Death
Starting at 6th level, your magic shields you even as it speeds
You share a far closer bond with your patron that most your weapon. While you are concentrating on a spell of 1st
warlocks dream of. You have either bound yourself to a single level or higher, your movement doesn't provoke opportunity
mighty spirit of a long-dead warrior, or to a gestalt force of attacks and you can use a bonus action to make a melee
mighty warriors. You are guided by your patron and instructed weapon attack.
in the ways of war and combat, especially single combat.
The Tairnadal of Aerenal and Valenar are by far the most
common source of Soulborn warlocks, their patron ancestor
guiding and acting through them. Karrnathi patriots, Deneith
Turn the Tides
At 10th level, you can deflect the worst of attacks with the
wardens, and Dhakaani dar have also been known to practice
momentum of your own weapon. If you make a weapon
this form of binding, though reports are scattered and
attack on your turn, you have resistance to bludgeoning,
sometimes unreliable.
piercing, and slashing damage until the start of your next
turn.
Expanded Spell List
The Soulborn lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are added
Incarnate Hero
At 14th level, you can summon forth the martial spirit of a
to the warlock spell list for you.
mighty hero in time of need, sweeping lesser warriors aside
SOULBORN EXPANDED SPELLS as you move through the battlefield. As an action, you gain
Spell Level Spells the following benefits for 10 minutes:
1st shield of faith, wrathful smite • You gain a number of temporary hit points equal to three
2nd magic weapon, warding wind times your warlock level.
3rd blinding smite, blink • You gain advantage on attack rolls that you make with
4th death ward, fire shield simple and martial weapons.
5th Bigby's hand, steel wind strike XGE • You gain advantage on all Strength and Dexterity saving
throws and ability checks.
Awesome Blow Once you use this feature, you can't use it again until you
Starting at 1st level, spiritual power from your patron lends finish a short or long rest.
you the ability to land decisive hits. Once per turn, when you
hit a creature with a weapon attack, it must succeed on a
Constitution saving throw against your warlock spell save DC
or suffer your choice of one of the following effects:
• Its speed is reduced to 0 and it can't take reactions until the
start of its next turn.
• It becomes frightened of you until the end of its next turn.
• It becomes deafened until the end of its next turn and has
disadvantage on the next saving throw that it makes before
the end of its next turn.
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain any
expended uses when you finish a short or long rest.
Starting at 10th level, you can use this feature once per turn,
with no other limitations on how many times you can use it
per short or long rest.

Warrior of Destiny
At 1st level, the spirit of a mighty warrior fights alongside you.
You gain proficiency in martial weapons and shields. While
you are wearing no armor, your AC equals 10 + your Dexterity
modifier + your Charisma modifier. You can use a shield and
still gain this benefit.
In addition, you can use any weapon that you hold as a
spellcasting focus for your warlock spells.

47
WIZARD
rolin tapped the Khyber dragonshard with a claw,
satisfied. He’d been working on it for days, and was
Arcane Traditions
finally ready to test his experiment. “Remember At 2nd level, a wizard gains the Arcane Tradition feature.
The following options are available to a wizard, in addition
what Lucina taught you. Create the spell, contain
to the options offered in the Player's Handbook: the Cult of the
the spell, seal the spell.” Murmuring to himself, the Alienist and the School of Living Spells.
dragonborn placed the valuable dragonshard in the middle of his
desk, suspending it in a copper wire frame above the wooden surface.
Taking a deep breath, he began moving his rod of amber through
Cult of the Alienist
They told you to put down the Codex Anathema. They feared
the arcane sequences needed to summon a lightning bolt. His other
that you would plumb its depths too greedily, too deep. They
hand methodically rubbed a square of tiger pelt, sending electric were right to fear you.
sparks coursing along the rod. For the final pass, instead of The infamous Codex Anathema is the single greatest source
extending the rod and letting loose a blast of electricity as he usually of Alienists in Eberron. Originally written as a book of lore
would to cast a spell, he lightly tapped the rod on the tip of the by a mad Dhakaani scholar, its dangerous pages have been
dragonshard. It gave off a faint spark, then a tremendous flash of replicated and passed down for millennia. At one point, there
light nearly blinded him. For a brief second before he blinked it away, were twelve complete copies of the Codex Anathema, but the
he could see the afterimage of a massive, writhing, living bolt of books were lost, destroyed, or broken apart in the
lightning. Inside the dragonshard, Urolin saw lightning furiously intervening timeframe. The last scholar to find a complete
striking the inside of the shard, a raging storm bound within it. copy of the book was Mordain d'Phiarlan, who mastered its
secrets. Any formal arcane institution might hold a secret
Wizards are at the forefront of magical study and theory. Cult of the Alienist, its adepts of the Codex hiding in the
Though commoners sometimes imagine them as sitting in a wings, seeking to recruit young minds that are easy to
dusty old library, the wizards of Khorvaire would rather be corrupt and mold into the next generation of Alienists.
innovating, creating spells, and collaborating with peers to A dwarf of the Mror Holds might also have sought—and
accomplish tasks where none of them could succeed alone. found—the twisted knowledge of Dyrrn the Conqueror in
Some skilled wizards may have helped train wandslingers the Realm Below. Beyond that, an Alienist wizard might be
during the Last War, but their passion lies in arcane any scholar that delved too far into the secrets of Xoriat or
advancement, whether in the laboratory or in the ruins of a had a chance encounter with the fleshwarping daelkyr.
tower in Xen’drik.

48
Personal Symbiont Alien Anatomy
Starting at 2nd level, your long contact with daelkyr and other Starting at 6th level, your body begins to excrete a thin,
powerful denizens of Xoriat has altered you in mind and body. nearly transparent layer of mucus. You have advantage on
You grow one of the following symbionts of your choice, checks and saving throws against being grappled or
gaining its benefits. This symbiont is part of your body; if you restrained. In addition, this slime is psionically active, and
wish to remove your symbiont (for example, to hide your true any creature who attempts to grapple or restrain you must
nature from those who would not understand the Truth you make a Wisdom save or be charmed or frightened of you
have found), you can do so over the course of 1 hour, which (your choice) for 1 minute, or until it takes damage.
can be done during a short rest. You can regrow a removed
symbiont or mutate your personal symbiont into a new form Symbiotic Bond
when you finish a long rest, losing the benefits of the old Beginning at 10th level, your body becomes more reliant on
symbiont and gaining the benefits of the new one. its symbiotic companion. As long as your personal symbiont
Eye Stalk. A long, flexible tentacle with a single eyeball on the is attached to you, you have advantage on all saving throws
end grows out of your neck. While your eye stalk is extended against magic.
and uncovered, you gain the following benefits:
• You gain darkvision out to a range of 90 feet. If you already Otherworldly Summons
have darkvision from your race, its range increases by 60 feet. At 14th level, you can summon a creature from beyond
• You have advantage on all Wisdom (Perception) checks. common understanding. You add the conjure aberrations spell
• You can't be surprised while you are awake. to your spellbook. This is a wizard spell for you. Only
• As a bonus action on your turn, you can expend a spell slot to Alienists are capable of understanding the mad scrawlings
gain truesight. Your truesight lasts for 1 round if you expend that make up this spell, and a wizard from any other school
a spell slot of 1st or 2nd level, 1 minute if you expend a spell would be unable to decipher and copy it into their spellbook.
slot of 3rd, 4th, or 5th level, and 1 hour if you expend a spell
slot of 6th level or higher. The radius of your truesight is a CONJURE ABERRATIONS
number of feet equal to ten times the level of the spell slot
7th-level conjura�on
expended.
Cas�ng Time: 1 minute
Living Breastplate. You grow armor made out of slick chitin Range: 90 feet
and pulsing organic material that merges seamlessly with your Components: V, S, M (a personal symbiont)
body. You gain the following benefits: Dura�on: Concentra�on, up to 1 hour
• Your Armor Class becomes 14 + your Dexterity modifier You summon an aberra�on of challenge ra�ng 5 or lower,
(maximum +2). which appears in an unoccupied space that you can see
within range. The aberra�on disappears when it drops to 0
• You have advantage on death saving throws. hit points or when the spell ends.
• As a reaction when you take damage, you can expend a spell The aberra�on is friendly to you and your companions for
slot to reduce the damage by three times the level of the spell the dura�on. Roll ini�a�ve for the aberra�on, which has its
slot expended. own turns. It obeys any verbal commands that you issue to
it (no ac�on required by you). If you don't issue any
• When you use your Arcane Recovery class feature, your commands to the aberra�on, it defends itself from hos�le
wizard level is counted as 2 levels higher than the number of creatures but otherwise takes no ac�ons.
levels you have in this class. The DM has the aberra�on's sta�s�cs.
At Higher Levels. When you cast this spell using an 8th-
Spellgrubs. Dozens of tiny grubs continually burrow in and level spell slot, you summon an aberra�on of challenge
out of your arm and hold secrets of arcane power. When you ra�ng 6 or lower. When you cast this spell using a 9th-level
spell slot, you summon an aberra�on of challenge ra�ng 7
grow this symbiont, choose a 1st-level spell from the warlock or lower.
spell list. The spellgrubs know this spell, it counts as a wizard
spell for you, and you can add it to your list of spells prepared,
though it does not count toward your limit. When you finish a
long rest, you can replace this spell with a different spell from
the warlock spell list.
The spellgrubs learn more powerful spells when you reach
certain levels in this class, adding a 2nd-level spell when you
reach 5th level, and a 3rd-level spell when you reach 9th level.
When you finish a long rest, you can replace one or more of
these in the same manner as the 1st-level spell.
Scything Limb. You grow a chitinous spine on an aberrant
third limb, reminiscent of a praying mantis. This limb can be
controlled as easily as your own, effectively giving you a third
hand. In addition, if your scything limb is not holding anything
when you cast a spell, you can use a bonus action to make a
melee weapon attack with its spine. You can use your choice of
Strength or Dexterity for the attack roll, and on a hit, you deal
slashing damage equal to 1d4 + your Strength or Dexterity
modifier + psychic damage equal to twice the level of the spell
you cast that turn.

49
School of Living Spells Living Cantrip Familiar
The Mourning horrifies and fascinates the people of Khorvaire. Tiny construct, unaligned
Numerous studies have been attempted in the short years since
the Mourning in hopes of studying its effects, discovering its Armor Class 10 + your Intelligence modifier
cause, and determining if it's reversible... or possible to tame. Hit Points equal to five �mes your level in this class + your
The School of Living Spells makes a special study of how Intelligence modifier
magic has gone awry in the Mournland. These wizards' Speed 25 �., fly 25 �. (hover)
expertise is on how the Day of Mourning affected magic cast
on that day, turning spells into constructs of trapped magical STR DEX CON INT WIS CHA
energy. These wizards have discovered how to create a living 4 (-3) 15 (+2) 11 (+0) 3 (-4) 6 (-2) 3 (-4)
spell of their own, small enough to tame, yet holding enormous
potential within. Condi�on Immuni�es blinded, charmed, deafened, exhaus�on,
Lucia ir'Brenith, a Cyran refugee living in New Cyre, is the frightened, poisoned, prone
mother of this movement, and her lab has become a haven for Senses darkvision 60 ft., passive Perception 8
anyone wishing to study the Mournland and living spells in Languages understands the languages you speak
particular. Her research stays well-financed by Prince Oargev,
Amorphous. The living spell can move through a space as narrow
who holds out hope that her work can lead to something that as 1 inch wide without squeezing.
would explain the Mourning.
Magic Resistance. The living spell has advantage on saving
Living Spell Familiar throws against spells and other magical effects.
When you dedicate yourself to this school at 2nd level, you add ACTIONS
the find familiar spell to your spellbook and have the option to
create a living cantrip as a variant familiar. This familiar is a Pseudopod. Melee Spell A�ack: +4 to hit, reach 5 �., one target.
Hit: 4 (1d4 + 2) bludgeoning damage.
semi-sentient spell formed from your own arcane power.
When you cast the find familiar spell to create a living cantrip,
you can do so without material components.
When you cast any spell, regardless of its range, your living When you reach certain levels in this class, you learn to
cantrip familiar can deliver the spell as if it had cast the spell. imbue more powerful spells into your living cantrip familiar.
Your familiar must be within 100 feet of you, you must be able Starting at 5th level, when you finish a short or long rest, you
to see it, and it must use its reaction to deliver the spell when can expend a spell slot of a level indicated on the Imbued
you cast it. If the spell requires an attack roll, you use your Living Spell Familiar table to imbue your living cantrip
attack modifier for the roll. For example, while your familiar is familiar with a damage dealing spell of that level that has a
60 feet away from you, you could cast thunderwave, which has a casting time of 1 action and requires no costly material
range of self, but count your familiar as the origin point of the component. When you do so, your familiar transforms into a
spell's blast wave. more powerful living spell with full hit points, as indicated
on the Imbued Living Spell Familiar table. While in this
form, it gains the ability to take the Attack action on its turn,
unlike other familiars. You can use your reaction on the
familiar's turn to command it to cast the spell you imbued in
it at its lowest level, using your wizard spell save DC and
attack bonus instead of its own. (Instructions for customizing
stat blocks for each type of familiar are provided in the
section on “Customizing Living Spell Familiars”. Unlike
living spells found in the wild, your living spell familiar does
not have the recharging Spell Mimicry feature, and can only
cast the spell it is created from one time before it reverts to
its living cantrip form.)
When imbued with a spell, your familiar keeps this form
until it casts the spell imbued in it, takes a long rest, or drops
to 0 hit points, then it reverts to its normal living cantrip
form, returning to the number of hit points it had before it
transformed. However, if it reverts as a result of dropping to
0 hit points, any excess damage carries over to its normal
form. If the spell it cast with Unleash Spell requires
concentration, your familiar must maintain concentration on
the spell once in living cantrip form.
IMBUED LIVING SPELL FAMILIAR
Wizard Level Spell Level Familiar Type
5th 1-2 Least living spell
9th 3-4 Lesser living spell
13th 5-6 Greater living spell

50
Devour Magic Imprison Living Spell
Also at 2nd level, your living cantrip familiar develops a taste At 14th level, you learn the secrets of creating an unstable
for your spells. As a bonus action, you can expend a spell slot living spell and capturing it in a Khyber dragonshard,
while you are within 30 feet of your living cantrip familiar to preserving its magical energy and allowing you to cast the
restore a number of hit points to it equal to 1d10 per level of spell that it's composed from.
the spell slot expended + your Intelligence modifier. If the When you complete a long rest, you can touch a Khyber
familiar is currently imbued with a spell, these hit points are dragonshard worth at least 250 gp that does not already have
restored to the familiar's current form, not to its living cantrip another creature bound inside it, choosing one spell of up to
form. 5th level from your spellbook that has a casting time of 1
action and that requires no costly material components.
Awaken Living Spell When you do so, you capture that spell in the form of a living
Starting at 6th level, your living cantrip familiar begins to spell in the dragonshard without expending a spell slot or
show signs of sentience. Its Intelligence, Wisdom and requiring material components.
Charisma scores all increase by an amount equal to your When you are holding the dragonshard, you can use an
Intelligence modifier (minimum of 1). This increase carries action to expend a charge from it and cast the spell at its
over to its living spell familiar forms. If your Intelligence lowest level, requiring no verbal or material components.
modifier changes in the future, the living cantrip's Intelligence, The spell level of the living spell you capture determines
Wisdom, and Charisma scores change as well. the number of charges the dragonshard has, as shown on the
In addition, your living cantrip familiar acquires the Captured Living Spell table. These charges last until expended
following trait in all of its forms: or until you finish a long rest, after which time the magic of
Limited Telepathy. Your familiar can magically communicate the living spell dissipates.
simple ideas, emotions, and images telepathically to any Additionally, if you encounter a living spell in the wild that
creature within 100 feet of it that can understand a language. is within 30 feet of you, and you have a Khyber dragonshard
worth at least 250 gp that does not already have another
Absorb Magic creature bound inside it, you can use an action to cause the
Beginning at 6th level, you learn how to harness your wild living spell to make a Charisma saving throw against
familiar's hunger for magic. When you or your familiar would your wizard spell save DC. On a failed save, the wild living
be targeted by a spell cast by a creature within 60 feet of you, spell is imprisoned within the dragonshard, and the
you can use your reaction to intercept the spell and try to dragonshard gains a number of charges as shown on the
break it down into raw magic. Make a spellcasting ability Captured Living Spell table. Once you have imprisoned a wild
check with a DC equaling 10 + the spell's level. If your familiar living spell, you can expend charges to cast the spell that it is
is currently imbued with a spell, you gain a +1d4 bonus on this made of, following the same rules for a living spell you
check. On a success, the spell fails and has no effect, and both captured in a dragonshard using this feature.
you and your familiar receive temporary hit points equal to
three times the level of the spell absorbed. On a failure, the CAPTURED LIVING SPELL
spell succeeds. Spell Level Charges
Once you use this feature, you can't use it again until you 1 5
finish a short or long rest. 2 4
3 3
Remarkable Living Spell 4 2
At 10th level, you've learned to manipulate the raw arcane 5 1
forces that constitute your living cantrip familiar. You can
now imbue your familiar with a spell that does not deal
damage. When you do so, the resulting living spell familiar is
immune to force damage and its Magical Pseudopod action
deals force damage.
Additionally, when you imbue your familiar with a spell, it
can cast the spell twice, instead of once, before the spell is lost
and it returns to its normal base form.

51
Customizing Living Spell Familiars Living Burning Hands Familiar
In the Living Spell Familiar feature for the School of Living Medium construct, unaligned
Spells, you gain access to three more powerful forms of your
living cantrip familiar: the least living spell, lesser living Armor Class 10 + your Intelligence modifier
spell, and greater living spell familiar. Instructions for Hit Points 15 (2d8 + 6)
customizing the stat blocks for these living spell familiars are Speed 25 �., fly 25 �. (hover)
provided here.
When you imbue your living cantrip familiar with a spell, STR DEX CON INT WIS CHA
consult the Living Spell Familiar Customization table to see 10 (+0) 12 (+1) 16 (+3) 3 (-4) 6 (-2) 6 (-2)
which example stat block to customize, based on the chosen
spell’s level. Damage Resistances bludgeoning, piercing, and slashing from
nonmagical a�acks
LIVING SPELL FAMILIAR CUSTOMIZATION Damage Immuni�es fire
Spell Level Familiar Type Stat Block to Customize Condi�on Immuni�es blinded, charmed, deafened, exhaus�on,
1-2 Least living spell Living burning hands familiar frightened, poisoned, prone
familiar Senses darkvision 60 ft., passive Perception 8
3-4 Lesser living spell Living lightning bolt familiar Languages understands the languages you speak
familiar
5-6 Greater living spell Living cloudkill familiar Amorphous. The living spell can move through a space as narrow
familiar as 1 inch wide without squeezing.

Now make the following changes to that stat block: Magic Resistance. The living spell has advantage on saving
throws against spells and other magical effects.
Damage Immunity. Replace the living spell familiar’s
damage immunity with immunity to the type (or types) of ACTIONS
damage dealt by the chosen spell. Magical Pseudopod. Melee Spell A�ack: +5 to hit, reach 5 �., one
Magical Pseudopod. Replace the damage that Magical target. Hit: 6 (1d6 + 3) fire damage.
Pseudopod deals with one type of damage dealt by the Unleash Spell (causes familiar to revert to cantrip form). The living
chosen spell. spell unleashes a thin sheet of flames in a 15-foot cone. Each
Unleash Spell. Replace the effect of Unleash Spell with the creature in that area must make a DC 13 Dexterity saving
effect of the chosen spell. If that spell requires a saving throw, taking 10 (3d6) fire damage on a failed save, or half as
throw or attack roll, use your wizard spell save DC and much damage on a successful one.
attack bonus instead of the familiar's own. After the living
spell familiar uses its Unleash Spell ability, it ceases to be a
living spell familiar and reverts to its living cantrip familiar
form, as described in your Living Spell Familiar feature.
For example, if you turn fireball (a 3rd-level spell) into a
living spell familiar, you are creating a lesser living spell and
should customize the living lightning bolt familiar. The
resulting living fireball familiar has immunity to fire damage
instead of lightning damage; deals fire damage with its
Magical Pseudopod; and can replicate fireball once with
Unleash Spell, after which it reverts to a living cantrip
familiar.

52
Living Lightning Bolt Familiar Living Cloudkill Familiar
Large construct, unaligned Large construct, unaligned

Armor Class 10 + your Intelligence modifier Armor Class 10 + your Intelligence modifier
Hit Points 57 (6d10 + 24) Hit Points 73 (7d10 + 35)
Speed 25 �., fly 25 �. (hover) Speed 25 �., fly 25 �. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 18 (+4) 3 (-4) 10 (+0) 6 (-2) 10 (+0) 15 (+2) 20 (+5) 3 (-4) 11 (+0) 6 (-2)

Damage Resistances bludgeoning, piercing, and slashing from Damage Resistances bludgeoning, piercing, and slashing from
nonmagical a�acks nonmagical a�acks
Damage Immuni�es lightning Damage Immuni�es poison
Condi�on Immuni�es blinded, charmed, deafened, exhaus�on, Condi�on Immuni�es blinded, charmed, deafened, exhaus�on,
frightened, poisoned, prone frightened, poisoned, prone
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak Languages understands the languages you speak

Amorphous. The living spell can move through a space as Amorphous. The living spell can move through a space as narrow
narrow as 1 inch wide without squeezing. as 1 inch wide without squeezing.
Magic Resistance. The living spell has advantage on saving Magic Resistance. The living spell has advantage on saving throws
throws against spells and other magical effects. against spells and other magical effects.

ACTIONS ACTIONS
Mul�a�ack. The living spell makes two Magical Pseudopod Mul�a�ack. The living spell makes two Magical Pseudopod
a�acks. a�acks.
Magical Pseudopod. Melee Spell A�ack: +7 to hit, reach 10 �., Magical Pseudopod. Melee Spell A�ack: +8 to hit, reach 10 �., one
one target. Hit: 21 (5d6 + 4) lightning damage. target. Hit: 22 (5d6 + 5) poison damage.
Unleash Spell (causes familiar to revert to cantrip form). The Unleash Spell (causes familiar to revert to cantrip form). The living
living spell unleashes a stroke of lightning in a line 100 feet spell creates a 40-foot-diameter sphere of fog within 60 feet of it
long and 5 feet wide. Each creature in the line must make a DC (the fog spreads around corners). When a creature enters the fog
15 Dexterity saving throw, taking 28 (8d6) lightning damage for the first �me on a turn or starts its turn there, it must make a
on a failed save, or half as much damage on a successful one. DC 16 Cons�tu�on saving throw, taking 22 (5d8) poison damage
on a failed save, or half as much damage on a successful one.
The fog moves 10 feet away from the living spell at the start of
each of its turns, rolling along the ground and through openings.
The fog lasts for 10 minutes or un�l the living spell’s
concentra�on ends (as if concentra�ng on a spell).

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