Class options (5e)

Select the class option you wish to view. Then select the ruleset you wish to use for your features below the description.

Bard:
College of pacts
Cleric:
Metallic domain
Ranger:
Bonded archetype
Sorcerer:
Archfey champion
Warlock:
Spider Queen patron

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

LevelFeatures
3rdOtherworldly speech, Pact points
6thHurt and heal
14thWish 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

LevelFeatures
1stDomain spells, The Lady's acolyte, Blessing of the Sightbringer
2ndChannel Divinity: See all
6thNight and day
8thGrant me sight
17thMetallic 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 levelSpells
1stfaerie fire, sleep
3rddetect thoughts, moonbeam
5thhypnotic pattern, sending
7thconfusion, phantasmal killer
9thdream, 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

LevelFeatures
3rdSummon planar creature
7thPlanar empowerment
11thLegendary empowerment
15thEpic empowerment

Summon planar creature

At 3rd level, choose a creature that fills the following requirements:

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:

Ranger levelCompanion attacks
3rd1
8th2
12th3
16th4
20th5

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.

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.

Epic empowerment.

At 15th level, you gain another planar empowerment feature, choosing from the previous two lists as well as this one.

CompanionSworn enemy
CelestialFiend
FeyMonstrosity
FiendCelestial
MonstrosityFey

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

LevelFeatures
1stFey magic, The faithful
6thThe Ladies' blessing
14thUnder Her eye
18thMagical 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 levelSpells
1stfaerie fire, goodberry
3rdmoonbeam, spike growth
5thprotection from energy, hallucinatory terrain
7thconjure woodland beings, stone shape
9thgreater 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

LevelFeatures
1stExpanded spell list, Spiderlike
6thVenomous
10thSpider climb
14thWeaver

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 levelSpells
1stfeather fall, sleep
2ndlocate object, web
3rdanimate dead, phantom steed (giant spider)
4thfabricate, polymorph (spider or giant spider)
5thmodify 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.






Legal notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.