Mordenkainens Codex of Allies (30 Subclasses)
Mordenkainens Codex of Allies (30 Subclasses)
Mordenkainens Codex of Allies (30 Subclasses)
CRIPPLING BLOW
At 6th level, whenever you spend a Bloodrage die
or hit die to increase an attack’s damage, you can
choose to forego gaining temporary hit points to
channel your fury into a crippling blow. The
target must succeed on a Constitution saving
throw (DC equals 8 + your Proficiency bonus +
your Strength modifier) or have its movement
speed reduced by half until it succeeds on the
saving throw. The creature can repeat this
saving throw at the start of each of its turns.
IMMORTAL RESILIENCE
Starting at 3rd level, you gain proficiency in
heavy armor. You can use your Rage feature and
gain the benefits of Fast Movement while
wearing heavy armor.
In addition, at the start of each of your turns
while you are raging, you gain a number of
temporary hit points equal to half your barbarian
level + your Constitution modifier if you have at
least 1 hit point. The hit points disappear when
you stop raging.
TITANIC GROWTH
Starting at 6th level, while you are raging you may
use your bonus action to grow, gaining the "enlarge"
effect of the enlarge/reduce spell (no concentration)
until the end of your next turn. You can use this
ability a number of times equal to your Proficiency
Bonus and you regain all expended uses when you
finish a short or long rest.
In addition, the extra 1d4 weapon damage
from the “enlarge” effect becomes 1d6 at 10th
level and 1d8 at 14th level.
MIGHTY LEAP
Starting at 10th level, you may use your bonus
action to jump a number of feet horizontally
equal to or less than half your walking speed
with Fast Movement. If you are enlarged by your
Titanic Growth when you jump in this way, each
creature within 5 feet of the spaces you land
must succeed on a Strength saving throw (DC
equals 8 + your Proficiency bonus + your
Strength modifier) or be knocked prone.
Jumping in this manner does not expend any feet
of movement.
UNYIELDING FORCE
Starting at 14th level, whenever you hit a huge
or smaller creature with a melee attack while
you are raging, you can use your reaction to
force the target to succeed on a Strength saving
throw (DC equals 8 + your Proficiency bonus +
your Strength modifier) or be knocked up to 15
feet away from you in a straight line. While you
are enlarged by your Titanic Growth, you can
knock a target up to 25 feet away from you. If the
target hits an object, this movement immediately
ends and the target takes 1d6 bludgeoning
damage for each 5 feet of movement remaining.
COLLEGE OF
Satire INSULT TO INJURY
Bards of the College of Satire are called jesters. At 6th level, your wit has become as sharp as a
While jesters are masters of puns, jokes, and rapier, and twice as quick. You learn the vicious
verbal barbs, they are much more than just mockery cantrip. If you already know it, you
comic relief. Among bards, jesters are learn one other bard cantrip of your choice.
unmatched acrobats, and their ability to tumble, When you use your action to make an attack
dodge, leap, and climb makes them slippery on your turn, you can use the vicious mockery
opponents in battle. cantrip as a bonus action.
If a creature fails the saving throw against
BONUS PROFICIENCIES your vicious mockery, you can expend one of
When you join the College of Satire at 3rd level, your uses of Bardic Inspiration, rolling a Bardic
you gain proficiency with playing cards and Inspiration die and subtracting the number
thieves tools. You also gain proficiency in Sleight rolled from the target’s Charisma, Intelligence,
of Hand and one additional skill of your choice. and Wisdom rolls until the end of its next turn.
If you are already proficient with thieves tools or The creature also immediately suffers an
in Sleight of Hand, choose another skill embarrassing social gaffe. It might loudly pass
proficiency for each proficiency you already have. gas, unleash a thunderous burp, trip and fall, or
be compelled to tell a tasteless joke.
TUMBLING FOOL
At 3rd level, you master an acrobatic technique ONE FOR THE CROWD
known as tumbling that allows you to evade At 14th level you learn tasha’s hideous laughter
danger. When you tumble you move a number of as a bard spell. If you already know it, you learn
feet up to half your walking speed without one other 1st level bard spell of your choice.
provoking opportunity attacks. You can tumble When you fail a saving throw or miss an attack
as a bonus action. Starting at 6th level you can roll, you may use your reaction to cast tasha’s
also tumble as a reaction when you are attacked, hideous laughter on a creature you can see
imposing disadvantage on the triggering attack. without expending a spell slot or requiring
In addition, after tumbling until the start of material components. You may cast it this way a
your next turn you gain a climbing speed equal number of times equal to your Charisma modifier,
to half your walking speed and you take half and you regain all expended uses when you finish
damage from falling. Tumbling does not cost you a short or long rest.
any feet of movement.
WORDS OF BRUTALITY
Starting at 6th level, if you spend 1 minute
conversing with a creature, you can attempt to
leave a simmering violence in its mind. At the
end of the minute, you can use an action to
force the creature to make a Wisdom saving
throw against your spell save DC to resist
feeling violent urges against one
creature you describe to it
DIVINE DOMAIN
Madness
Clerics who worship the old gods, or gods of
madness like Cyric, Ghaunadaur, and Tharizdun CHANNEL DIVINITY: READ THOUGHTS
are known widely as cultists. These gods At 6th level, you can use your Channel Divinity to
possess ancient knowledge that mortals dare not read a creature’s thoughts. You can then use your
learn, or fall to madness. Followers of these gods access to the creature’s mind to command it.
babble wildly in lost tongues and use these As an action, choose one creature that you
words to drive creatures to the brink of insanity. can see within 60 feet of you. That creature must
MADNESS DOMAIN SPELLS make a Wisdom saving throw against your spell
save DC. If the creature succeeds on the saving
Cleric
Level Spells throw, you can’t use this feature on it again until
1st cause fear XGE, dissonant whispers you finish a long rest.
3rd crown of madness, phantasmal force If the creature fails its save, you can read its
5th enemies abound XGE, fear surface thoughts (those foremost in its mind,
7th confusion, hallucinatory terrain reflecting its current emotions and what it is
dream, modify memory actively thinking about) when it is within 60 feet
9th
of you. This effect lasts for 1 minute.
BABBLING LUNATIC During that time, you can use your action to
At 1st level, you can babble in the tongue of the end this effect and cast the suggestion spell on
gods to unsettle the minds of your foes. You the creature without expending a spell slot. The
learn the vicious mockery cantrip. target automatically fails its saving throw against
In addition, whenever you use the vicious the spell.
mockery cantrip, you can target one additional
creature within range that can hear you. That
POTENT SPELLCASTING
creature must make a Wisdom save against the Starting at 8th level, you add your Wisdom modifier
cantrip or have disadvantage on the next attack to the damage you deal with any cleric cantrip.
roll it makes before the end of its next turn. The
additional target does not take any damage.
IRREVERSIBLE INSANITY
At 17th level, your mind is lost to the endless
CHANNEL DIVINITY: CULTIST’S CHANT madness of the gods. You become immune to
At 2nd level, as an action you can use your Channel psychic damage and to the charmed and
Divinity to chant in an ancient tongue to put your frightened conditions.
listener into a stupefied trance. Each creature of Whenever a creature tries to read your
your choice that can hear you within 30 feet of thoughts, that creature takes 3d8 psychic
you must succeed on a Wisdom saving throw damage as it hears the maddening tongues
against your spell save DC or be charmed by you. within your head.
This effect ends on a target after 1 minute, if it In addition, roll once on the Indefinite
takes any damage, if you attack it, or if it witnesses Madness table (DMG p. 260). You are afflicted
you attacking or damaging any of its allies. with that madness and it cannot be cured.
DIVINE DOMAIN
Protection an attack while any of these hit points remain,
The protection domain is the purview of deities the attacker takes radiant damage equal to the
who charge their followers to shield the weak damage dealt to the temporary hit points gained
from the strong. The gods’ faithful dwell in by using this feature.
villages and towns on the borderlands, where
they help bolster defenses and seek out evils to REBUKING SHIELD
defeat. These gods believe that a strong shield Beginning at 6th level, whenever you use your
and a suit of armor is the best defense against Resolute Shield feature to impose disadvantage
evil, second only to a stout mace on hand to on an attack, and the attack misses, you can deal
respond to any attacks in kind. Deities who grant radiant damage to the attacker equal to half your
this domain include Helm, Ilmater, Torm, Tyr, cleric level as part of that reaction.
Heironeous, St. Cuthbert, Paladine, Dol Dorn,
the Silver Flame, Bahamut, Yondalla, Athena, DIVINE STRIKE
and Odin.
At 8th level, you gain the ability to infuse your
PROTECTION DOMAIN SPELLS weapon strikes with divine energy. Once on each
Cleric of your turns when you hit a creature with
Level Spells weapon attack, you can cause the attack to deal
1st compelled duel, shield of faith an extra 1d8 radiant damage to the target. When
3rd aid, warding bond you reach 14th level, the extra damage increases
5th magic circle, protection from energy to 2d8.
7th guardian of faith, Otiluke’s resilient sphere
9th antilife shell, wall of force BULWARK OF FAITH
At 17th level, your faith allows you to protect
BONUS PROFICIENCY your allies with powerful divine magic. As a
When you choose this domain at 1st level, you bonus action, you can choose one ally within 30
gain proficiency with heavy armor. feet of you to protect with a holy shield. As long
as you are not incapacitated, that ally’s AC
RESOLUTE SHIELD becomes the same as your AC, unless it was
Starting at 1st level, you gain the ability to hinder already higher. The effect ends early if you and
attacks intended for others. When a creature the ally are separated by more than 30 feet, or if
attacks a target other than you that is within 5 you use this feature again.
feet of you, you can use your reaction to impose
disadvantage on the attack roll. To do so, you
must be able to see both the attacker and the
target. You interpose a shield of divine energy to
throw the attack off target. If your reaction
causes the attack to miss, the attacker cannot
attack the target you protected until the start of
your next turn.
You can use this feature a number of times
equal to your Wisdom modifier (minimum 1),
and you regain any expended uses when you
finish a short or long rest.
I think I may need to
CHANNEL DIVINITY: RADIANT ARMOR keep one of these shield
Starting at 2nd level, you can use your Channel guardians near me at all
Divinity to cloak your allies in radiant armor. As times. The dangers of being
an action, you channel blessed energy into an protector of the multiverse
ally that you can see within 30 feet of you. The are as varied as they are
target gains a number of temporary hit points deadly.
equal to 2d6 + your cleric level. These hit points
last for 1 minute. Whenever the ally is hit with
CIRCLE OF
Conflagration FIRE FROM WITHIN
When a druid’s forest burns down, there are an Starting at 2nd level, you can use your bonus
occasional few who find a newfound power action and expend a spell slot to allow the fire
awakened by the inferno. These druids find burning within you to emerge as a glowing flame
within themselves an inner fire that fills them that surrounds your body for 1 minute, or until
with burning passion and allows them to you are incapacitated. The flame casts bright
become frightening wielders of magical fire. Like light for 15 feet and dim light for an additional
the wildfire, they burn away the old and dead so 15 feet. You can choose the color of the flame
that new life can spring up from the ashes. and the color of the light that it casts.
While this flame burns, whenever a creature
CIRCLE OF CONFLAGRATION SPELLS within 15 feet of you that you can see casts a
Your connection to the destructive power of spell or makes an attack against you or an ally,
nature grants you access to certain spells. At 2nd you can use your reaction to force that creature
level, you learn the control flames cantrip. At to make a Constitution saving throw against your
3rd, 5th, 7th, and 9th level you gain access to the spell save DC or take 1d6 fire damage per level
spells listed for that level in the Circle of of the spell slot expended and be ignited. An
Conflagration Spells table. ignited creature takes 1d6 fire damage at the
Once you gain access to one of these spells, start of each of its turns until they or another
you always have it prepared, and it doesn’t count creature douses the fire as an action, or they
against the number of spells you can prepare move more than 15 feet away from you.
each day. If you gain access to a spell that doesn’t
appear on the druid spell list, the spell is EYE OF THE INFERNO
nonetheless a druid spell for you. Starting at 6th level, the fire that burns deep
Druid within your eyes allows you to see through fire
Level Spells and smoke. You can see through an area heavily
3rd flaming sphere, pyrotechnics obscured by smoke or fire as though it were only
5th fireball, gaseous form lightly obscured, provided that the smoke or fire
7th freedom of movement, wall of fire is natural or originates from a spell you are
9th flame strike, immolation casting.
BEAST OF DISASTER
Starting at 10th level, whenever you transform
using your Wild Shape feature, your beast shape
gains the following benefits.
. While you are transformed your beast shape
has twice its normal maximum hit points and
you gain immunity to fire damage.
. Once per turn, when you roll damage for an
attack while in beast shape you can add an
additional 3d6 fire damage to the damage roll.
ASHES OF LIFE
Starting at 14th level, whenever a fire you have
lit is extinguished, new plant life begins to grow.
If the extinguished fire was on the ground or
an object, grasses and flowers begin sprouting
after 8 hours. If an ignited creature is
extinguished, plants immediately begin to grow
around them, reducing their movement speed by
15 feet until they or another creature removes
the plants as an action.
In addition, as a bonus action you can
extinguish a 15-foot-wide cube of fire that
you can see within 60 feet of you.
CIRCLE OF THE
Primeval Guardian RESILIENT FORM
Druids who join the circle of the Primeval At 6th level, you gain the following benefits.
Guardian are avowed protectors of the natural You gain a number of temporary hit points at
world. The druids of this circle can enlarge the start of each of your turns while in your
themselves, their allies, and the natural world to guardian form. The number equals half your
terrifying effect. These Druids’ guardian form druid level. When the form ends, you lose any
grants them the ability to transform into a giant temporary hit points you have from it.
tree-like creature that slowly lumbers through Your hit point maximum and current hit
the battlefield striking foes with long branches. points increase by 2 per druid level when you
assume your guardian form. This increase lasts
PRIMEVAL GUARDIAN SPELLS until you leave the form; your hit point maximum
You channel ancient spirits, granting you access
then returns to normal, but your current hit
to certain spells. At 2nd level, you learn the thorn
points remain the same, unless they must
whip cantrip. At 3rd, 5th, 7th, and 9th level you
decrease to abide by your hit point maximum.
gain access to the spells listed for that level in
the Primeval Guardian Spells table.
Once you gain access to one of these spells, ROOTED DEFENSE
you always have it prepared, and it doesn’t count Starting at 10th level, while you are in your
against the number of spells you can prepare guardian form, the ground within 30 feet of you
each day. If you gain access to a spell that doesn’t is difficult terrain for your enemies.
appear on the druid spell list, the spell is In addition, you can cast the spike growth
nonetheless a druid spell for you. spell targeting yourself to turn the difficult
terrain around you into spiked ground for the
Druid
Level Spells duration of the spell. Your allies can pass
3rd enlarge/reduce, spike growth through the spiked terrain without being
5th plant growth, speak with plants harmed.
7th giant insect, grasping vine
9th commune with nature, wrath of nature XGE GUARDIAN AURA
Starting at 14th level, when any ally starts their
GUARDIAN FORM turn within 30 feet of your guardian form, that
Starting at 3rd level, when you use your Wild ally regains a number of hit points equal to half
Shape feature, instead of transforming, you can your druid level. This aura has no effect on a
attune to a guardian spirit for a number of hours creature that has half or more of its hit points,
equal to half your druid level (rounded down). and it has no effect on undead and constructs.
While you are attuned in this manner, as a
bonus action, you can assume a tree-like guardian
form, which lasts until you end it as a bonus
action, until you are incapacitated, or until you
use your Wild Shape again. You undergo the
following changes while in your guardian form:
. Your size becomes Large, unless you were
larger.
. Any speed you have becomes 5 feet, unless
the speed was lower.
. Your reach increases by 5 feet unless your
reach was already increased in another way.
. You are constantly under the effects of the
barkskin spell.
. Once during each of your turns, you can deal
an additional 1d8 bludgeoning damage to
one creature you hit with a melee weapon
attack or a melee spell attack. This damage
increases to 2d8 at 10th level.
CIRCLE OF THE
Spirit Shaman EMPOWER SPIRIT
Shamans are druids of an ancient circle who ally Starting at 6th level, when you use your Wild
themselves with spirits of nature they call forth Shape feature while you are within 100 feet of a
for assistance. While shamans may appear to familiar you have summoned using your Spirit
control these spirits, the spirits are intelligent, Companion feature, you can empower your
and serve their shamanic masters willingly. familiar rather than transforming, gaining the
Some spirits even express a distinct personality. following benefits. The beast form is still a
familiar and retains any applicable benefits.
SPIRIT COMPANION . Your familiar undergoes a transformation into
Starting at 2nd level, your spirit is bonded to an a beast with a maximum CR of 1/4. Starting
animal spirit who joins you as a companion. As a at 9th level the maximum CR increases to
ritual you can cast the find familiar spell using this 1/2, and at 14th level the maximum CR
feature. A familiar summoned in this way draws increases to 1. Unlike the druid, the familiar’s
power from your spirit, and can fight by your side. wild shape does not have a limitation on flying
It gains a maximum number of hit points equal to or swimming speed and it can transform into
5 + half your druid level. As a bonus action, you can swarms. If your familiar is reduced to 0 hit
command your familiar to take the Attack action. points while in this form, its transformation
ends and it returns to being a tiny familiar.
SHAMANIC BOON
. The beast form loses its Multiattack action, if
Starting at 2nd level, while you are within 100 feet
it has one.
of your familiar you have summoned using your
Spirit Companion feature, as an action you can . Your familiar uses your proficiency bonus
perform a shamanic chant that empowers your rather than its own while transformed. In
spirit companion. Choose one of the following addition to the areas where it normally uses
effects. The chosen effect lasts for 1 minute or its proficiency bonus, a transformed familiar
until you end it as a bonus action. These benefits also adds its proficiency bonus to its AC and
persist even if your familiar assumes a different to its damage rolls.
form through your Empower Spirit feature. Once
. Your familiar can stay in a beast shape for a
you use this feature, you cannot do so again until
you finish a short or long rest. number of hours equal to half your druid level
(rounded down). It then reverts to its normal
Ancient Sage. A swirling green aura form unless you expend another use of this
surrounds your familiar and it gains the ability to feature, or until you use your Wild Shape again.
move through solid surfaces made of trees or
plants, but it cannot willingly end its turn there. SPIRIT LINK
In addition, whenever an ally within 5 feet of
Starting at 10th level, you can use your link with
your spirit companion makes a saving throw
your spirit companion to sacrifice your energy
against a spell, you can use your reaction to
and transfer it to your companion.
grant that ally advantage on the saving throw.
Whenever your familiar takes damage you can
Death Stalker. A red light glows deep within magically take that damage, instead of the
your familiar’s eyes as it gains a number of familiar taking it. This feature doesn't transfer
temporary hit points equal to your druid level. any other effects that accompany the damage,
In addition, whenever your familiar or an ally and this damage can't be reduced in any way.
within 5 feet of your spirit companion deals In addition, if your familiar is dead, you can use
damage with an attack, you can use your your action and reduce your maximum hit points
reaction to add a bonus to the damage roll equal by 8 to instantly cast find familiar as though you
to your druid level. had used your Spirit Companion feature to do so.
World Speaker. A shimmering blue haze This reduction lasts until you finish a long rest.
covers your familiar as any movement speed it
has naturally is increased by 15 feet. BONDED WILD SHAPE
In addition, whenever an ally within 5 feet of Starting at 14th level, when you use your Wild
your spirit companion takes damage from a Shape feature to empower your familiar, you can
weapon attack, you can use your reaction to expend an additional use of Wild Shape to also
reduce that damage by a number equal to half transform yourself into the same beast as your
your druid level. familiar.
CIRCLE OF
Twilight SCYTHE OF HARVEST
The Circle of Twilight seeks to exterminate Your attacks hold the power of life and death.
undead creatures and preserve the natural cycle Starting at 2nd level, you have a pool of energy
of life and death that rules over the cosmos. represented by a number of d8s equal to your
Their magic allows them to manipulate the druid level.
boundary between life and death, sending their When you roll damage for a druid spell, a
foes to their final rest while keeping their allies weapon attack, or an attack while in your wild
from that fate. They walk upon the border of day shape, you can increase that damage by
and night, of light and darkness, of life and death. spending dice from the pool. You can spend a
number of dice equal to half your druid level or
CIRCLE OF TWILIGHT SPELLS less. Roll the spent dice and add them to the
Your magical link with the cycle of life and death damage as necrotic or radiant damage. If you kill
grants you access to certain spells. At 2nd level, one or more hostile creatures with a spell or
you learn the spare the dying cantrip. At 3rd, 5th, attack augmented in this way, you or an ally of
7th, and 9th level you gain access to the spells your choice that you can see within 30 feet of
listed for that level in the Circle of Twilight you regains 2 hit points per die spent to increase
Spells table. the damage, or 4 hit points per die if at least one
Once you gain access to one of these spells, of the slain creatures was undead.
you always have it prepared, and it doesn’t count You regain the expended dice when you finish
against the number of spells you can prepare a long rest.
each day. If you gain access to a spell that doesn’t
appear on the druid spell list, the spell is SPEECH FROM BEYOND
nonetheless a druid spell for you. At 6th level, you can cast speak with dead without
Druid material components, and you understand what
Level Spells
the target of this casting says. It can understand
3rd moonbeam, see invisibility your questions, even if you don't share a language
5th daylight, life transference XGE or it is not intelligent enough to speak.
7th aura of life, death ward Once you use this feature, you can't use it again
9th destructive wave, reincarnate until you finish a short or long rest.
SILVERED WEAPONS
Starting at 7th level, any weapon you hold is
surrounded by a silvery mist allowing you to
strike at ghosts and monsters with ease. Your
attacks with your weapons count as magical
for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
You can use your bonus action to briefly
sharpen these mists until the end of your turn,
gaining extra damage on your next damage roll
made with a weapon attack. The bonus damage
equals half your fighter level. If the target is an
Overcoming the twelve trials of the monks
was not easy, but in this way,
I sought out a master of the floating
temple. I asked the master- aren’t these
monks merely practicing a form of
psionicism? .
LIGHTNING’S STRIKE
Starting when you choose this tradition at 3rd
level, you learn the shocking grasp cantrip.
Whenever you make an unarmed strike, you
can you use your reaction and spend 1 ki point to
empower your fist with lightning. An unarmed
strike made in this way has advantage on the
attack roll if the target is wearing armor made of
metal. The attack deals its normal damage and
you can cast shocking grasp as part of that attack,
using the attack roll of your unarmed strike for
the melee spell attack of your shocking grasp.
RISING WIND
Starting at 6th level, whenever you use Step of
the Wind you can briefly manifest clouds under
your feet, gaining a flying speed equal to your
walking speed until the end of your turn. If you
end this flight in the air, you fall unless
something else holds you aloft.
THUNDEROUS ASSAULT
Starting at 11th level, whenever you perform a
Stunning Strike with an unarmed strike, you can
empower your fist with a tremendous clap of
thunder that blasts back your foe. If the target
fails their saving throw against your Stunning
Strike, you can also push that creature up to 20
feet away from you in a straight line.
STORM DEFLECTION
Starting at 11th level, whenever you take lightning
or thunder damage, you can use your reaction to
halve the damage taken. In addition, you can
deflect the energy at a creature you can see
within 30 feet of you. The target must succeed
on a Dexterity saving throw against your Ki save
DC or take the same amount of damage you
reduced with your reaction.
UNCLOUDED VISION
Starting at 7th level, your eyes can see beyond
the fog that would mar other's sight. You can see
through an area covered in fog or mist as though
it were only lightly obscured, provided that the
fog is natural or originates from a spell you are
casting.
CLOUDCALLER
Starting at 7th level, you can cast fog cloud as a
1st-level spell twice without expending a spell
slot, and you regain any expended uses when
you finish a long rest.
In addition, you can cast the skywrite spell an
unlimited number of times without expending a
spell slot or requiring material components.
SHADOWFELL VISION
Starting at 3rd level, you can see in dim light
within 120 feet of you as if it were bright light,
and in Darkness as if it were dim light. In
addition, unlike most Darkvision, you can
discern color in darkness.
SHADOWDANCE
Starting at 3rd level, you learn to shadowdance,
weaving through the Shadowfell to momentarily
sneak through it. When you take the hide action,
you can attempt to hide even if you fail to meet
the requirements needed to do so. At the end of
the current turn, you remain hidden only if you
then meet the normal requirements for hiding.
WEAVE SHADOWS
Starting at 9th level, your connection to the
Shadowfell gives you the power to use shadow
magic. You gain the following benefits.
. You can cast the silent image spell at will,
without requiring material components.
. As a bonus action, you can extinguish a
small source of nonmagical light within 60
feet as if using the prestidigitation cantrip.
. You can command the shadows to bend and
shape to your will. As an action you can cast
one of the following spells without requiring
SHADOW ALLIES
material components, darkness, invisibility Starting at 17th level, you can reach into the
or shadow blade. You can cast a spell in this Shadowfell and use your action to cause two
way up to three times, and you regain all shadows to appear in unoccupied spaces you
expended uses when you finish a long rest. can see within 60 feet of you. The shadows last
for one minute, and they obey your verbal
commands. In combat, they take their turn
CLOAK OF SHADOWS immediately after yours, and you choose their
Starting at 13th level, you learn to veil yourself in behavior during their turns. In addition, once
darkness. When you are in an area of dim light during your turn you can use your bonus action
or darkness, you can use your action to become to switch places with one of the shadows. See
invisible. You remain invisible until you make an the Monster Manual for the shadow’s stat block.
attack, cast a spell, or are in an area of bright Once you use this feature you cannot use it
light. again until you finish a long rest.
SORCEROUS ORIGIN
Ancestral Weapon
Your innate magic remained dormant until the ritual over the course of 1 hour, which can be
first time you picked up the legendary weapon of done during a short rest. After the ritual, the
your bloodline. Ancestral weapons derive their weapon assumes the form of your ancestral
power from many sources. Some weapons are weapon. The magic weapon ceases being your
blessed by a god or powerful being. Others are ancestral weapon and reverts to its prior form if
forged with magic within them and bound to the you die, or if you perform the 1-hour ritual on a
family’s blood. Some are even said to hold different weapon.
fragments of the previous wielders’ souls within
them. Ancestral weapons are sometimes WEAPON CHANNELING
sentient, or able to communicate with the At 6th level, you learn to cast spells through the
wielder, but this is not always so. When an strike of your ancestral weapon.
ancestral weapon is held by one with the blood Whenever you take the Attack action during
of lineage, they are granted both martial prowess your turn, as a bonus action you can cast a
and the magical ability of their ancestors. sorcerer cantrip or spend 1 sorcery point to cast
a sorcerer spell. The spell or cantrip must
BONUS PROFICIENCIES require a spell attack roll as part of its effect.
At 1st level, you gain proficiency with light If you do so, its casting time becomes one
armor, shields, and one type of martial melee bonus action, its range becomes equal to your
weapon of your choice. reach and you must target the same creature you
targeted with the melee attack. Ranged spell
ANCIENT’S AEGIS attacks made in this manner do not have
Starting at 1st level, as a bonus action, you can disadvantage if you are within 5 feet of a hostile
grant an aegis to one allied creature you can see creature. You follow other rules normally for
within 60 feet of you. The aegis takes the form of casting it, including expending a spell slot.
a spectral shield-bearer that protects the target.
The aegis can absorb a number of points of ANCIENT’S ASSISTANCE
bludgeoning, piercing, or slashing damage equal Starting at 14th level, when a creature you can
to 4 + half your sorcerer level. This effect lasts see within 60 feet of you hits a target protected
for 1 minute, until the aegis is depleted, until you by your Ancient’s Aegis with a melee attack, you
use it again, or until you are incapacitated. can use your reaction to teleport to an
unoccupied space you can see within 5 feet of
ANCESTRAL WEAPON the attacker. You can then make one melee
At 1st level, you gain an ancestral weapon that weapon attack against the attacker. If that attack
endows you with magical power. hits, it deals an extra 2d10 force damage. This
Your ancestral weapon is any martial melee extra damage increases to 3d10 at 17th level.
weapon of your choice. You can use your You can teleport in this manner a number of
ancestral weapon as a spellcasting focus for your times equal to your Charisma modifier, and you
sorcerer spells. regain any expended uses when you finish a
Additionally, if you are separated from your short or long rest.
ancestral weapon, you can use your bonus action
to magically bring it to your hand, regardless of CHANNELING ADEPT
its distance or location. Starting at 14th level, whenever you spend a
You can transform a magic melee weapon into sorcery point to cast a spell with your Weapon
your ancestral weapon by performing a special Channeling, you can make an additional melee
weapon attack against the target.
ELEMENTAL SEQUESTRATION
Starting at 6th level, whenever a creature within
30 feet of you takes acid, cold, fire, lightning, or
thunder damage you can use your reaction to
give that creature resistance to the triggering
damage type until the start of your next turn.
Also, you capture some of the incoming
energy, storing it for your next melee or spell
attack. The first time you hit with a melee attack
or deal damage with a spell attack on your next
turn, the target takes an extra 1d8 damage of the
triggering type.
You can use this feature three times, and you
regain any expended uses when you finish a
While they may be unstable and erratic,
short rest. none of my chance encounters with
these sorcerers were nearly as
disastrous as my (thankfully) brief
adventure with the wild mage Adoy.
RECKLESS CASTING TABLES
d10 Cantrip d10 3rd-Level Spell
1 acid splash 1 blink
2 fire bolt 2 fear
3 gust EE 3 fireball
4 light 4 fly
5 poison spray 5 gaseous form
6 ray of frost 6 haste
7 lightning lure SCAG 7 lightning bolt
8 sacred flame 8 sleet storm
9 thunderclap EE 9 wall of water EE
10 Roll twice and cast each cantrip, but if you 10 Roll twice and cast each spell, but if you roll
roll another 10 on either die, you cast another 10 on either die, you cast nothing,
nothing, wasting your action. wasting your action but not the spell slot.
INKY ESCAPE
At 6th level, you gain the ability to call upon your
patron to escape from your foes. As a reaction
when you take damage, you can cast Darkness
centered on a point within 5 feet of you. The
OTHERWORLDLY PATRON
Lord of Slime ACID BLOOD
You have made a pact with the demon lord Starting at 6th level, your patron’s corrosive slime
Jubilex or another powerful slime that resides in runs through your veins. You have resistance to
the Underdark. Followers of this pact have their acid damage.
skin and blood become corrosive, and as the In addition, as a reaction when you take
pact grows stronger, can shift into a gelatinous piercing or slashing damage, you cause acid to
form. spray from your wound; each creature within 5
feet of you takes acid damage equal to half your
PACT OF SLIME SPELLS warlock level.
Spell
Level Spells GELATINOUS FORM
1st grease, absorb elements Starting at 10th level, your patron grants you the
2nd melf’s acid arrow, spider climb ability to enter a liquid state while moving. When
3rd gaseous form, stinking cloud you move on your turn, you take only half damage
4th freedom of movement, vitriolic sphere from opportunity attacks, and you can move
5th antilife shell, cloudkill through any enemy’s space but can’t willingly end
your move there.
CORROSIVE TOUCH On your turn, you can move through any space
Starting when you devote yourself to the Lord that is at least 3 inches in diameter and do so
of Slimes at 1st level, you can deliver a touch of without squeezing. When you stop moving, the
acid to one creature within your reach, forcing regular squeezing rules apply if you’re in a space
the target to make a Dexterity saving throw one size smaller than you. You can’t willingly stop
against your spell save DC. On a failed save the in a space smaller than that, and if you’re forced
creature takes acid damage equal to 1d10 + your to do so, you immediately flow to the nearest
warlock level and is poisoned until the end of the space that can fit you, back along the path of your
its next turn. On a successful save the creature movement.
takes half damage and is not poisoned.
In addition, when a creature touches you for
SLIME LORD’S LAIR
the first time on a turn or starts its turn while Starting at 14th level, as an action you can cover
touching or grappling you, it takes 1d6 acid a 20 foot square on the ground centered within
damage. If you aren’t incapacitated, you can 60 feet of you with ooze. The ooze lasts for 1
prevent this damage when a creature touches you. minute and has the following effects.
Any nonmagical weapon or armor made of The covered area is difficult terrain. When the
metal or wood that you touch starts corroding. If ooze appears, each creature standing in its area
you are continuously touching a wood or metal must succeed on a Dexterity saving throw or its
item for 1 minute, the item takes a permanent movement speed is reduced to 0 and it takes 3d6
and cumulative -1 to attack and damage rolls, or acid damage. A creature that enters the area or
AC. If its penalty drops to -5, the item is ends its turn there must also succeed on a
destroyed. Your corrosive touch can eat through Dexterity saving throw or take 3d6 acid damage
1-inch- thick, nonmagical wood or metal in 10 and its movement speed is reduced to 0.
minutes. Once you use this feature, you cannot do so
again until you finish a short or long rest.
ALCHEMICAL DUALISM
At 2nd level, you master the first in a series of
arcane secrets uncovered by your extensive
studies. When you cast a spell with a spell slot
and the spell deals acid, cold, fire, lightning,
necrotic, poison, radiant, or thunder damage,
you can substitute that damage type with its
alchemically paired damage type (you can
change only one damage type per casting of a
spell). You replace one energy type for another
by altering the spell’s formula as you cast it. The
paired damage types are as follows.
Acid Poison
Cold Fire
Lightning Thunder
Necrotic Radiant
STRUCTURAL SHIFT
Starting at 6th level, when you cast a spell with a
spell slot and the spell requires a saving throw,
you can change the saving throw from one ability
score to another of your choice. If the spell
requires multiple saving throws, only the first is
changed. Once you change a saving throw in this
way, you can’t do so again until you finish a short
or long rest.