Class options (5e)
Bard: College of pacts
As a member of the bard college of pacts, you have a powerful patron who inspires your art. This patron can be an Archfey angel, a powerful succubus spellcaster, or even a mighty chromatic dragon from a faraway land. Perhaps your patron became enamored with your songs and offered you power, or maybe you were the one who reached out to them first. Either way, you patron demands to be praised in ballads and for their word to be spread throughout the lands thanks to your art in exchange for magical power.
The pact made by a bard of this college is very different than the ones made by warlocks. Your patron did not grant you magic — they inspire and support your artistic endeavors in a much more tangible way. For example, if your patron is an angel, you may be employed and financially sustained by your local temple, though you are not a cleric in the strict sense of the word. If your patron is a fiend or a dragon, you can have the same relationship to their cult. And if your patron is a fey creature living in the wilderness, you may live among hermits or druids devoted to them. Many traditional elven bards belong to this college, weaving poems and hymns to the Archfey, their angels, or the universe itself.
College of pacts features
Level | Features |
---|---|
3rd | Otherworldly speech, Pact points |
6th | Hurt and heal |
14th | Wish fulfillment |
Otherworldly speech
When you join the college of pacts at 3rd level, you learn to speak, read and write a language that your patron can speak. Additionally, you have advantage on Charisma (Persuasion) checks targeting creatures of the same type as your patron.
Pact points
Beginning at 3rd level, you gain the ability to gain pact points when you please your patron. You gain 1 pact point whenever you reduce a hostile creature of a CR above 0 to 0 hit points and whenever you use a spell slot of the highest level available to you. You can expend 3 pact points to use bardic inspiration without expending any of your bardic inspiration dice. Your pact points reset to 0 upon completing a long rest.
Hurt and heal
Starting at 6th level, as a free action, you can expend any number of pact points you have and either add it to the next damage roll you make or regain hit points equal to the number of pact points used. Additionally, every time you expend one of your bardic inspiration dice, you gain 1 pact point.
Wish fulfillment
Beginning at 14th level, you use your action to grant a willing creature that you can see within 30 ft. of you the ability to cast any spell you know of up to 6th level one time. Once they do, their soul is bound to you, causing you to gain 1 pact point whenever they reduce a creature to 0 hit points and 3 pact points whenever they are reduced to 0 hit points. You can use this action once per day, but the creature remains bound to you forever.
Cleric: Metallic domain
Clerics who worship She Who Sees, the Archfey creator of the elves also known as Nebet, "the Lady", in Sylvan, say that she knows the past, present and the future. Her favored angel, Ireshau, known to humans as Lehani, sends visions into the dreams of the White-Eyed Lady's faithful to offer them guidance. While the Archfey herself has never communicated with mortals, it is said that her entire body is made of gleaming gold and silver and that if she were to travel to the material plane, her gargantuan form would tower over the tallest mountains of the west. Her alignment and long-term goals are a matter of debate among scholars, as so little is known about her.
The elven holy symbols of She Who Sees are often silver moons, golden suns or the two combined. An eye symbol features prominently in the art of modern humans.
Metallic domain features
Level | Features |
---|---|
1st | Domain spells, The Lady's acolyte, Blessing of the Sightbringer |
2nd | Channel Divinity: See all |
6th | Night and day |
8th | Grant me sight |
17th | Metallic soul |
Domain spells
You gain domain spells at the cleric levels listed in the table below. See the Divine Domain class feature for how domain spells work.
Cleric level | Spells |
---|---|
1st | faerie fire, sleep |
3rd | detect thoughts, moonbeam |
5th | hypnotic pattern, sending |
7th | confusion, phantasmal killer |
9th | dream, modify memory |
The Lady's acolyte
When you choose this domain at 1st level, you gain the ability to speak Sylvan, the language of the Archfey. Additionally, you have advantage on saving throws against the effects of illusion magic.
Blessing of the Sightbringer
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it darkvision out to a range of 60 ft. If the creature you touch already has darkvision, you instead increase the range of their darkvision to 120 ft. This blessing lasts for 1 hour or until you use this feature again.
Channel Divinity: See all
Starting at 2nd level, you can use your Channel Divinity to reveal any illusions that are trying to deceive you and your allies. An aura of dim light appears in a 30 ft. radius circle around you until the start of your next turn. Any illusion magic affecting items or creatures of CR or level 1 or less in that area is dispelled.
Additionally, any invisible or magically disguised creature of CR or level above 1 must make a Constitution saving throw against your spell DC or have their illusion magic be dispelled. If the creatures succeed on their save, you still know whether they are disguised or not and where the invisible creatures are. While the aura persists, all creatures allied with you automatically succeed on saving throws and ability checks made against illusion magic.
Night and day
Beginning at 6th level, you gain a degree of control over the power of the sun and moon. You can use your action to cast the daylight spell if you are in dim light or darkness or the darkness spell if you are in bright or dim light without using a spell slot.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Grant me sight
Starting at 8th level, once per long rest, you can cast a divination spell from the wizard's spell list of any level up to your highest-level spell slot without expending a spell slot. If you don't use this feature for a whole day, you gain an additional spell slot once you finish your next long rest that disappears at the start of your next long rest.
Metallic soul.
At 17th level, you are empowered with the soul of a metallic dragon. You gain resistance to acid, cold, fire, lightning and radiant damage. Additionally, whenever you cast a spell of the school of divination, you gain immunity to one of the above damage types of your choice for 10 minutes. Whenever you use your Channel Divinity, up to 5 allied creatures in the aura, you included, gain that immunity until the start of your next turn.
Ranger: Bonded archetype
Some rangers encounter exotic, extraplanar monsters on their adventures. Most would kill such a creaure on sight, but these hunters felt a magical connection to the creature. They tamed it, or, in the case of sentient creatures, befriended them. Now, they are inseperable - and surely, a sight to behold.
Bonded rangers are the most common in the vast wilderness, where fey creatures and monsters are abundant. Elves of the Forest of Eyes in Getari or Scaenid often pursue this path if they encounter a magical creature willing to fight at their side. As for fiends and celestials, they might be summoned or come to the Material Plane themselves to aid a worshiper of a deity or archfiend respectively.
Bonded archetype features
Level | Features |
---|---|
3rd | Summon planar creature |
7th | Planar empowerment |
11th | Legendary empowerment |
15th | Epic empowerment |
Summon planar creature
At 3rd level, choose a creature that fills the following requirements:
- Its CR is between 1/8 and 2.
- Its size is between Tiny and Large.
- Its creature type is Celestial, Fey, Fiend or Monstrosity.
- Its Intelligence score is above 2.
As an action, you summon the creature of your choice from another plane of existence. Alternatively, you can tame it after encountering it in the wild. This is your companion, who will fight and train with you - you cannot summon another one later. If it is reduced to 0 hit points, it makes death saving throws like a player character would.
You can raise the CR limit of your companion to 3, but you must work with your GM to appropriately scale down the creature - for example, by removing some of its traits. Always work with your GM to ensure that your character is not too powerful and fits into the story.
The following changes are made to your companion's statblock once it becomes bonded with you:
- It has a number of hit dice equal to your ranger level, regardless of how many attack the base statblock of the creature has, your companion has one attack.
- It gains multiattack as it trains. The amount of attacks depends on your ranger level, as shown in the table below.
Ranger level | Companion attacks |
---|---|
3rd | 1 |
8th | 2 |
12th | 3 |
16th | 4 |
20th | 5 |
- Its proficiency bonus equals +2,
- It understands any languages you can speak, and if it can speak any languages, it learns to speak Common, if it has abilities or actions that cause creatures to make a saving throw, it starts without these actions and gains them at 7th level,
- If it has a flying speed while sized Medium or Large, it starts without it and gains it back at 7th level. if it can cast spells of above first level, it starts without them and gains them back at 11th level.
Your GM may ask you to alter the creature in other ways to make it more appropriate to your level. The creature acts on its own initiative in combat. You command it in combat as you do your own player character. If your companion is sentient, the DM is more likely to control it outside of combat. There may come a time where your sentient companion disagrees with something you've done - in those cases, it may even leave you, ending your bond.
Whenever you are within 10 ft. of your companion and neither you nor your companion are incapacitated, you are considered empowered. Being empowered is a requirement for benefitng from certain features, detailed later.
Planar empowerment
At 7th level, you gain one planar empowerment feature, choosing from the list below. You can select the same feature twice for different benefits, unless stated otherwise.
- Extraplanar language. You learn to read, speak and write a language that your companion either understands or speaks.
- Innate magic. If your companion can innately cast spells at will, you learn one of them and can now innately cast it at will as well, using Wisdom as your spellcasting ability for it.
- Inseparable. If your companion has a climbing, swimming or burrowing speed, you choose one of them and gain it yourself.
- Planar resistance. If your companion has a resistance or immunity to acid, cold, fire, lightning or thunder, you choose one of them and gain resistance to it.
- Sneak attack. Once per turn, if you are empowered, you can deal an extra 1d6 damage to one creature you hit with an attack.
- Synchronized movement. If your companion's walking speed is higher than yours, your walking speed and jump distance increase by 5 ft. You can only gain this feature once.
- Team effort. Whenever your companion reduces a hostile creature to 0 hit points and you are empowered, you can use your reaction to make a weapon attack.
While your companion is incapacitated, you cannot benefit from any planar empowerment features.
Legendary empowerment
At 11th level, you gain two more planar empowerment features. The following new features become available.
- Blink. If your companion has a means of teleportation, like a blink dog's teleport action or a dryad's tree stride, as a reaction to seeing it teleport while you are empowered, you can teleport along with it to an unoccupied space within 10 ft. of it.
- Monstrous might. If your companion is a Monstrosity, you learn the fire bolt cantrip and can cast shatter once per day as a 2nd-level spell using this feature. Your spellcasting ability for these is Wisdom.
- Celestial grace. If your companion is a Celestial, you learn the guidance cantrip and can cast aid as a 2nd level spell once per day using this feature. Your spellcasting ability for these is Wisdom.
- Elemental infusion. If your companion deals acid, cold, fire, lightning, poison or thunder damage, choose one of those damage types. Your weapon attacks deal an extra 1d6 of that damage type while you are empowered.
- Fey trickery. If your companion is a Fey, you learn the minor illusion cantrip and can cast disguise self once per day using this feature. Your spellcasting ability for these is Wisdom.
- Fiendish power. If your companion is a Fiend, you learn the thaumaturgy cantrip and can cast hellish rebuke once per day as a 2nd-level spell using this feature. Your spellcasting ability for these is Wisdom.
- Frightening. While you are empowered, any hostile creature that starts its turn within 15 ft. of your companion must make a Wisdom saving throw against a DC equal to 8 + your proficiency modifier and become frightened by your companion. The creature can repeat the save
- High alert. If either you or your companion would be surprised in a combat encounter, but the other one is not, then neither of you is surprised while you are empowered. Additionally, if your companion has darkvision with a radius greater than you do, you gain darkvision in that radius.
- Improved charm. If you or your companion have means to charm creatures, but damage would break the effect or cause the target to make another saving throw to avoid it, damage from either of you can no longer break the effect.
- Regeneration. If your companion has regeneration or passive healing, you regain hit points equal to your proficiency modifier at the start of each of your turns while you are empowered.
- Shared magic resistance. If your companion has magic resistance, you gain that trait while empowered.
Epic empowerment.
At 15th level, you gain another planar empowerment feature, choosing from the previous two lists as well as this one.
- Always first. Your companion is always first in initiative order.
- Flight. If your companion does not have a flying speed, it gains one equal to its walking speed.
- Improved defenses. If your companion has resistance or immunity to bludgeoning, piercing and slashing damage from non-magical weapon attacks, you gain resistance to it as well while you are empowered.
- Sworn enemy. You gain a creature type as your sworn enemy, depending on the creature type of your companion, as shown in the table below.
Companion | Sworn enemy |
---|---|
Celestial | Fiend |
Fey | Monstrosity |
Fiend | Celestial |
Monstrosity | Fey |
While you are empowered, you and your companion have advantage on saving throws against any of their abilities (unless they are a legendary creature) and your (and your companion's) weapon attacks against them count as magical.
Sorcerer: Archfey champion
The cryptic Archfey have been known to sometimes decide to bestow magical power upon a mortal — such a mortal was often destined to achieve great things in the name of the Ladies, their destiny foreseen by the powers above, much like the destiny of the first metallic dragons. However, not all champions of the Archfey have chosen to follow their call to a holy quest — some carve out their own path, even becoming enemies of the ones who granted them their magic.
Archfey champion features
Level | Features |
---|---|
1st | Fey magic, The faithful |
6th | The Ladies' blessing |
14th | Under Her eye |
18th | Magical trickery |
Fey magic
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Fey Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Sorcerer level | Spells |
---|---|
1st | faerie fire, goodberry |
3rd | moonbeam, spike growth |
5th | protection from energy, hallucinatory terrain |
7th | conjure woodland beings, stone shape |
9th | greater restoration, reincarnate |
The faithful.
Also at 1st level, you have advantage on saving throws against spells and magical effects used by good and neutral-aligned creatures. Additionally, fey creatures cannot target you with harmful magic, but can still include you in its area and target you with non-magical effects like attacks.
The Ladies' blessing.
At 6th level, you are immune to the charmed and frightened conditions. As a reaction to an allied creature within 30 ft. that you can see failing a saving throw against a spell that causes charm or fear, you can use a number of your sorcery points equal to the level of the spell that caused the effect to negate it. If it was caused by a different magical effect, you must use a number of sorcery points equal to your level to negate it. You can only negate it for one creature at a time.
Under Her eye.
Beginning at 14th level, the shining wings of a platinum dragon sprout from your back, granting you a flight speed equal to your walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. If you are wearing metal armor, it has no effect on the wings' usefulness, as, being made of metal, they merge with the armor.
Magical trickery.
At 18th level, the Archfey bestow their ultimate magical blessing upon you and allow you to learn one spell of any level, from any class' spell list. That spell does not count against your number of spells known. As a bonus action after you cast that spell, you can use a number of sorcery points equal to its level to switch it out for a different spell from the sorcerer spell list of the same level until the end of your next long rest and regain the spell slot you cast the spell with.
Warlock: Spider Queen patron
Fiendish powers and elusive Archfey alike might grant their worshipers strange, spider-like abilities. The most common spider queen patron is Bethem, the fallen angel and now fiendish leader of the dark elves, and, less commonly, her old aspect from before her fall, Enkhebet.
Spider Queen patron features
Level | Features |
---|---|
1st | Expanded spell list, Spiderlike |
6th | Venomous |
10th | Spider climb |
14th | Weaver |
Expanded spell list
The Spider Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell level | Spells |
---|---|
1st | feather fall, sleep |
2nd | locate object, web |
3rd | animate dead, phantom steed (giant spider) |
4th | fabricate, polymorph (spider or giant spider) |
5th | modify memory, wall of stone |
Spiderlike
Starting at 1st level, you gain blindsight out to a range of 30 ft. You can also cast the animal friendship spell at-will, but only when it targets spiders. It counts as a warlock spell for you but doesn't count against the number of your spells known. Your spellcasting ability for this spell is Charisma.
Venomous.
Beginning at 6th level, you learn to produce venom inside your teeth. You are immune to this venom. As an action, you can coat a weapon in it, granting it additional 2d6 poison damage on a hit for the next hour. You can do this a number of times equal to your proficiency bonus and regain all expended uses after completing a long rest. Additionally, if you slay a humanoid with a weapon coated in your own venom, they rise as a zombie that obeys your telepathic commands and is destroyed at the start of your next long rest.
Spider climb
At 10th level, you gain a climbing speed equal to your walking speed. In addition, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Weaver
As a 14th-level warlock, you can channel your patron's power to create an otherworldly web. As an action while under a ceiling, trees, or other environmental features that can be latched onto, choose a point within 120 ft. of you that you can see. Each creature that you choose in a 15 ft. radius sphere originating from that point becomes restrained by webbing and must make a Strength saving throw to avoid being pulled up by the web up to 20 ft. into an unoccupied space. Whether or not they succeeded on their saving throw, the affected creatures are restrained for an amount of turns equal to your charisma modifier before the web disappears. Once you use this feature, you can't use it again until you finish a long rest.