Book of Extinction - Subclasses
Book of Extinction - Subclasses
Those who follow the adventuring lifestyle choose how to specialize their skills as they increase
in power. By third level, each class offers a character-defining choice called a subclass that
defines the character’s playstyle and grounds their abilities in a particular mechanical theme and
storytelling element. This section contains a new subclass option inspired by the natural world for
each of the game’s classes.
While druids and rangers draw their magic and skills directly from nature, all player classes
reflect viable approaches to staying alive in a dangerous world either shared or inspired by plants
and animals.
Subclasses 15
When you take the Attack action on your
turn while raging, you can forgo one of your
attacks to call vines and weeds from the ground
to entangle a creature you can see within
the area of difficult terrain. The target must
succeed on a Strength saving throw (DC equals
8 + your proficiency bonus + your Strength
modifier) or be restrained for the duration of
your rage. You can only restrain one creature at
a time using this ability. A restrained creature
can use its action to make a contested Strength
check against you, freeing itself on a success.
If a creature’s saving throw is successful or the
effect ends for it, the creature is immune to this
ability for the next 24 hours.
Bogborne
Also at 3rd level, you gain a swimming speed
equal to your walking speed, and you can
breathe underwater. Additionally, nonmagical
difficult terrain costs you no extra movement.
Vine Snare
By 6th level, your roots and vines writhe with a life
Path of the Swamp of their own. You can use your bonus action while
Barbarian Subclass raging to pull a Large or smaller creature you can
see within 15 feet of you to an unoccupied space
There’s a cold, dark world where the river meets the within 5 feet of you.
land and every step could put you on solid turf or
plunge you into black water. This is the world of the Lay Down Roots
alligator and the Venus flytrap, a long-suffering world Beginning at 10th level, you can magically extend
that lies in wait to swallow the unwary. But when fire roots from your body to draw restorative nutrients
or axe or arcane poison threatens to turn the land to from the earth over the course of 1 minute. When
dry bones, the ancient magic of that twilight world you do so, you can spend one Hit Die to regain hit
can rise up in sudden vengeance against the threat. points as if you finished a short rest and you can cast
Barbarians who follow the Path of the Swamp the spell speak with plants to communicate with
are those whose rage awakens the patient magic of nearby flora.
the swamp. These warriors transform themselves Once you cast speak with plants with this
into arboreal monsters who command the very earth feature, you can’t cast that spell with it again until
beneath their feet. you finish a long rest.
16 Subclasses
College of Birdsong Unexpended feathers vanish after 1 minute.
Bard Subclass Once you use this feature to conjure feathers, you
can’t do so again until you finish a long rest, unless
As the legend goes, the first bards learned to you expend a spell slot of 3rd level or higher to use
sing from a nightingale, or perhaps a thrush. this feature again.
Each morning, the bird sang a splendid song that
beckoned the sun to rise and flowers to bloom, and in Chorus of the Sky
turn every other bird joined the chorus. Bards which At 14th level, when you use your Birdsong feature,
continue this tradition join the College of Birdsong you can bestow flight to a number of willing
and learn to sing as the nightingale once did. creatures you choose within 30 feet of you up to your
Charisma modifier.
Whistle in the Wind Additionally, a creature that has a Bardic
Starting when you choose this college at 3rd level, Inspiration die from you can expend that die as a
you gain the ability to magically communicate bonus action to take the Attack (one weapon attack
through music with any Beast and Monstrosity that only), Dash, Disengage, Dodge, or Hide action.
has a flying speed. The knowledge and awareness
of such creatures is limited by their intelligence, but
at minimum, they can give you information about Evolution Domain
nearby locations and monsters, including whatever Cleric Subclass
they can perceive or have perceived within the
past day. Additionally, you have advantage on all There are few gods of the Evolution Domain; indeed,
Charisma checks you make to influence them. many gods oppose it outright. But the march of
nature and the pressure of survival never ebbs, and so
Birdsong evolution continues with or without the gods’ blessing.
By 3rd level, you can bestow flight with your singing Whether or not the first beasts were divinely
voice. When you give a creature a Bardic Inspiration constructed, those that live in the world today adapt
die as a bonus action, you and that creature each to their environment over generations; those that
gain a flying speed equal to your respective walking fail to do so go extinct. In this way, evolution is an
speeds. This benefit lasts until the end of your next arbiter of living things, and an unspoken ethic of the
turn. When the effect ends, a flying target floats multiverse: adapt or die. Clerics that understand
gently to the ground if it is still aloft. the profundity of this system revere the Evolution
Domain and carry its teachings far and wide.
Feather Charms
Beginning at 6th level, you can use your action to Evolution Domain Spells
conjure a number of magical feathers equal to your
Cleric Level Spells
Charisma modifier. When you conjure them, you can
choose to bestow a feather on any willing creature 1st jump, longstrider
within 60 feet of you. The feathers orbit you and the
creatures which you bestowed them upon, granting 3rd darkvision, enlarge/reduce
the following benefits: 5th conjure animals, plant growth
» The creature gains a +2 bonus to its Armor 7th giant insect, polymorph
Class and Dexterity saving throws. 9th contagion, legend lore
» The creature’s walking or flying speed increases
by 10 feet. Bonus Proficiencies
» Opportunity attacks against the creature have At 1st level, you gain proficiency in your choice of
disadvantage. two of the following skills: Arcana, History, Nature,
or Survival.
As a part of the action used to conjure the feathers
or as an action on a later turn, you can expend a
feather orbiting you and launch it at a target within
120 feet. Make a ranged spell attack. On a hit, the
target takes 1d8 force damage for each point of your
proficiency bonus + your Charisma modifier.
College of Birdsong 17
Evolutionary Natural Armor. The target develops tough,
Starting at 1st level, you have a pool of Evolution scaly skin. When the target isn’t wearing armor,
Dice, which are d4s, equal to your proficiency bonus its base AC is 14 + Dexterity modifier. The target
that you can use to raise yourself and your allies to can use its natural armor to determine its AC if the
greater power. As a bonus action, you can choose a armor it wears would leave it with a lower AC. A
willing creature you can see within 60 feet, choose shield’s benefits apply as normal while it uses its
an ability score, and expend and roll 1 Evolution Die. natural armor.
The creature’s chosen ability score increases by the Natural Weapon. The target grows prominent
number rolled, as does its maximum for that score, horns, teeth, or claws (target’s choice), which it
up to a maximum of 24. This increase lasts for 1 can use to make unarmed strikes. When the target
minute. A creature can have only one ability score hits with them, the strike deals 1d8 + its Strength
increased by this ability at a time. modifier, instead of the bludgeoning damage normal
If a creature gains a bonus to its Constitution for an unarmed strike. The attack deals bludgeoning,
score using this feature, it gains temporary hit points piercing, or slashing damage, as appropriate for the
instead of increasing its hit point maximum or natural weapon chosen.
current hit points. For +1 increase to the creature’s
Constitution modifier, it gains temporary hit Transient Awakening
points equal to its level. For a +2 increase, it gains Beginning at 6th level, you can use your action to
temporary hit points equal to twice its level. These touch a Beast or Plant and bestow sentience upon
temporary hit points last for the duration of the it for a short time. The creature must have either no
ability score increase. Intelligence score or an Intelligence of 3 or less. The
You regain all expended Evolution Dice when creature gains an Intelligence of 10 and the ability to
you finish a long rest. speak one language you know. If the target is a plant,
it gains the ability to move its limbs, roots, vines,
Channel Divinity: Adaptation creepers, and so forth, and it gains senses similar to
Starting at 2nd level, you can use your Channel a human’s. Your GM chooses statistics appropriate
Divinity as a bonus action to grant a willing creature for the awakened plant, such as the statistics for the
within 60 feet of you a transformative natural awakened shrub or the awakened tree.
adaptation. The target chooses one of the following The awakened creature chooses whether to
adaptations, which lasts for 1 hour: be friendly to you, based on how you treated it and
Aquatic Adaptation. The target sprouts gills creatures like it before it was granted sentience.
and grows webbing between its fingers. It can After 1 hour, the creature reverts to its normal
breathe underwater and gains a swimming speed intelligence and loses its ability to speak, as well as
equal to its walking speed. any other special movement or statistics granted to
Arboreal Adaptation. The target gains a it by this feature. Once you use this feature, you can’t
climb speed equal to its walking speed and grows a use it again until you finish a long rest.
prehensile tail. You can hold and manipulate objects
and weapons with your hands, feet, and tail, but Potent Spellcasting
you can’t make attack rolls with weapons held by Starting at 8th level, you add your Wisdom modifier
your tail, wield a shield with it, or lift more than 10 to the damage you deal with any cleric cantrip.
pounds with it.
Elemental Resistance. The target gains High Evolutionary
resistance to one of the following damage types of By 17th level, you have reached the pinnacle of your
its choice: acid, cold, fire, lightning, poison, or form. Each of your ability scores increases by 2, as
thunder damage. does the maximum for each of those scores.
Additionally, your Evolution Dice become d6s. You
can increase an ability score maximum up to 26
using Evolution Dice.
18 Subclasses
Primal Companion
Medium Beast, Unaligned
Primal Circle 19
Magic Fang. Your companion’s attacks count
as magical for the purpose of overcoming resistance
and immunity to nonmagical attacks and damage.
Keen Strike (Saber-Tooth Only). The saber-
tooth’s Maul attack scores a critical hit on a roll of
19 or 20.
Massive Bite (Tyrannosaurus Only). The
damage die of the tyrannosaurus’s Bite attack
increases to 1d10.
Trample (Mammoth Only). When the
mammoth knocks a creature prone, the target takes
1d6 bludgeoning damage.
Neolithic Bond
Beginning at 10th level, the
connection between you and your
companion deepens until you
fight in perfect synchronicity.
Your primal companion gains the
following benefits:
Multiattack. When you use
your bonus action to command
your companion to attack, it makes
two attacks instead of one.
Shared Spell. While you
are within 60 feet of your primal
companion, you can make any
spell you cast that targets only you
also target your companion.
Apex Predator
At 14th level, your companion reaches adulthood,
as signified by its earth-shattering footfalls and
fearsome silhouette. Your primal companion gains
the following benefits:
Size. If your companion is a Mammoth
or Tyrannosaurus, it grows to Huge size. Your
companion’s Strength score increases by 2 to 20
and its bonus to damage rolls increases accordingly.
Primal Roar. When you command your
companion to attack, you can cause it to bellow
a roar before attacking. Until the end of its turn,
the companion has advantage on attacks it
makes against hostile creatures within 10
feet of it, and creatures within 10 feet of
your companion have disadvantage on
attacks against it.
Your companion can roar twice
and regains all expended uses when it
is summoned again.
Rampage. When the companion reduces a
creature to 0 hit points with a melee attack, it can
move up to half its speed and make an attack.
20 Subclasses
Bestiarius Escape Master
Fighter Subclass Beginning at 7th level, you can break loose of certain
conditions, such as a giant constrictor snake’s
Bestiarii are gladiators who specialize in fighting the Constrict attack or an entangle spell. When you are
fiercest beasts the arena has to offer. With instincts subjected to an effect that grapples or restrains you
honed against apex predators, Bestiarii are tactical and allows you to use an action to attempt an ability
savants with a flair for the dramatic who ensure not check or saving throw to escape, you can instead
just a victorious fight, but an entertaining one. A attempt to escape as a bonus action. You also have
Bestiarius might fight for glory, for honor, in service advantage on ability checks and saving throws you
of a powerful master, or even for the freedom of the make to escape.
very beasts they once opposed in the arena.
Battle Surge
Battle Tactics Starting at 10th level, you regain one expended
When you choose this archetype at 3rd level, you battle die when you use your Action Surge.
learn maneuvers that are fueled by special dice
called battle dice. Predatory Edge
Battle Dice. You have two battle dice, which By 15th level, your combatants stir an animalistic
are d8s. A battle die is expended when you use it. instinct within you. Whenever you expend a battle
You regain all of your expended battle dice die on your turn, record the number rolled. The next
when you finish a short or long rest, or when you roll time you hit a creature with a weapon attack on the
initiative. Your battle die changes and more battle same turn, you can add the number rolled to the
dice become available when you reach certain levels damage roll.
in this class, as shown on the table below.
Bloody Renown
Fighter Level Battle Dice At 18th level, whenever you reduce a creature to
0 hit points, you regain an expended use of your
3rd 2d8 Second Wind, your Action Surge, and Indomitable
features. The creature must have a challenge rating
7th 3d8 of half your fighter level or higher.
13th 3d10 Once you use this ability, you can’t use it again
until you finish a short or long rest.
19th 4d10
Maneuvers
Using Battle Dice. Once per turn, you can The maneuvers are presented in alphabetical order.
expend a battle die to perform a maneuver of your Bear Hug. Immediately after you hit a creature
choice. Your maneuver options are detailed at the with a melee attack on your turn, you can expend
end of the subclass description. one battle die as a bonus action to attempt to
Saving Throws. Some of your maneuvers grapple the target. Add the battle die to the Strength
require your target to make a saving throw to resist (Athletics) check. If you successfully grapple the
the maneuver’s effects. The saving throw DC is target, it takes bludgeoning damage equal to the
calculated as follows: battle die’s roll + your Strength modifier.
Bull Rush. When you move at least 10 feet in a
Maneuver save DC = 8 + your proficiency straight line and immediately make a melee weapon
bonus + your Strength or Dexterity modifier attack against a creature, you can use a bonus
(your choice) action and expend one battle die to shove the target
after the attack. Add the battle die to the Strength
(Athletics) check you make to shove the target. On a
Gladiatorial Flair success, you can choose to either knock the target
Also at 3rd level, you gain proficiency in the prone or push it up to 10 feet away from you.
Performance skill. Eagle Shot. When you make a ranged weapon
Additionally, if you use your Second Wind attack roll against a creature, you can use your
feature while there is a non-combative audience bonus action and expend one battle die to add it
watching you fight, you gain temporary hit points to the roll. You can use this ability before or after
equal to the number of hit points you regained. making the attack roll, but before the GM says
whether the attack hits or misses.
Bestiarius 21
Way of the Dodo
Monk Subclass
Eccentric Insight
Starting when you choose this tradition at 3rd
level, whenever you make an ability check that
doesn’t include your proficiency bonus, your
unique insight allows you to make connections
which may or may not exist. If the d20 roll
for the ability check is even, you add your
proficiency bonus to the check.
Psychedelic Strike
Also at 3rd level, when you hit a creature
with one of the attacks granted by your
Flurry of Blows, you can force the creature
to make a Wisdom saving throw. On a
failed save, a creature is plagued by wild
hallucinations until the end of its next turn
and must a d20 on the following table:
Lightning Reflexes. After you regain battle dice
when rolling initiative, you can immediately expend d20 Effect
one battle die and add it to your initiative roll.
Additionally, you can take the Dash action as a 1 The creature doesn't move or take actions this
bonus action during the first round of combat. turn.
Lion’s Challenge. When you hit a creature with 2–5 The creature uses all its movement to move in
a weapon attack on your turn, you can expend one a random direction. To determine the direction,
battle die as a bonus action to challenge the target to roll a d8 and assign a direction to each die
a duel. Until the end of your next turn, that target has face.
disadvantage on any attack roll that isn’t against you.
Viper Strike. When you make a weapon attack 6–9 The creature loses the ability to distinguish
on your turn, you can expend one battle die as a between friend and foe, regarding all creatures
bonus action to extend the strike’s distance. If it is a it can see as enemies. The creature chooses
melee attack, increase your reach by 5 feet for that the targets for its attacks, spells, and abilities
attack. If it is a ranged attack, increase the attack’s randomly from among the creatures it can see
range by 30 feet for that attack. within range, and it must make an opportunity
Additionally, if the attack hits, it enfeebles the attack if any creature provokes one.
target. The first time the target makes an attack roll 10–19 The creature has disadvantage on the first
before the end of its next turn, roll the battle die and attack roll it makes on its turn.
subtract it from the roll.
20 The creature can act and move normally.
22 Subclasses
Trance Oath of Preservation
Starting at 6th level, once per day when you finish a Paladin Subclass
short or long rest you can enter a mind-expanding
trance for 10 minutes. During this trance, you visit There have always been orders of knights who take
a surreal landscape and choose one of the following up swords and shields to fight for the beautiful and
paths to wander for the duration of the trance, life-giving things of the world, but the nature of that
granting the following benefits: fight changes with the inevitable march of time. The
Path of Realities. Your trance grants you a Oath of Preservation binds its knights to protect the
glimpse of a higher reality. You can ask the GM a natural world not just for the sake of the past, but
single question concerning a specific goal, event, or for the future. Paladins who swear this oath do so in
activity to occur within 7 days. The GM answers this defiance of nostalgia for a fiercer, wilder world now
query truthfully in the form of a metaphorical vision, lost, and stare unblinking into the blinding light of a
an omen, or an overpowering emotional state. smaller, more interconnected world yet to come.
Path of Serenity. Your trance places your mind
in a placid sea. Until you take a short or long rest, Tenets of Preservation
your ki point maximum increases by 2. When your Paladins who swear the Oath of Preservation follow
trance ends, you regain your ki points. four brutally optimistic tenets.
Path of Turmoil. Your trance evolves into Audacious Hope. We bear witness to tragedy
a chaotic, agitated vision, bolstering your mental and extinction, and yet we choose hope. We
defenses. Until you finish a long rest, you have choose this not in spite of the pain and fury and
resistance to psychic damage and you have overwhelming odds, but because of them.
advantage on the next Intelligence, Wisdom, or Future Selves. We do not inherit the earth
Charisma saving throw you make. from our ancestors, we borrow it from our children.
We secure the greatest good for the highest number
Chaotic Delirium for the longest run.
At 11th level, when you force a creature to make a Interconnected World. No creature exists
saving throw against your Psychedelic Strike, you without its habitat, and no habitat without its
can spend 1 ki point to deal extra psychic damage creatures. We protect each as fiercely as the other.
equal to one roll of your Martial Arts die + your Strength in Diversity. Every lost species
Wisdom modifier to the target. You can use this makes the world less vocal, colorful, and vital, and
feature only once per turn. every member of a species is as valuable as the
whole. We will not allow the world to be silenced by
Third Eye Opening a thousand whispers, dulled by a thousand hues, or
Beginning at 17th level, you can spend 4 ki points killed by a thousand cuts.
as a bonus action to open your third eye, gaining the
following benefits for 10 minutes: Oath Spells
You gain oath spells at the paladin levels listed.
» You have truesight out to a range of 120 feet.
» You can’t be surprised. Oath of Preservation Spells
» You gain a +2 bonus to your Armor Class and
Dexterity saving throws. Paladin Level Spells
» Once on each of your turns when you make an 3rd entangle, sanctuary
unarmed strike and miss, you can cause that
attack to hit instead. 5th animal messenger, pass without trace
9th protection from energy, plant growth
13th death ward, polymorph
17th awaken, commune with nature
Oath of Preservation 23
Channel Divinity
When you take this oath at 3rd level, you gain the » Spectral vines emerge from the ground in an
following two Channel Divinity options. 30-foot radius centered on a point you can see
Rebuke the Despoilers. You can use your within 120 feet of you. Each creature you choose
Channel Divinity to rebuke those who recklessly within the area must succeed on a Strength
destroy the environment. Immediately after a saving throw against your spell save DC or be
creature within 30 feet of you deals damage with a restrained. A restrained creature can repeat
spell or effect that affects an area, you can use your this saving throw at the end of each of its turns,
reaction to force the creature to make a Wisdom ending the effect on itself on a success.
saving throw. On a failed save, the creature takes » A flash of radiant sunlight fills a 30-foot-radius
radiant damage equal to the damage it just dealt, sphere centered on a point you can see within
or the highest single instance of damage, if it dealt 120 feet. Each creature you choose within that
damage to more than one target. On a successful area regains 4d8 hit points, and every other
save, it takes half as much damage. creature must make a Constitution saving throw
Ward the Vulnerable. You can use your against your spell save DC or take 4d8 radiant
Channel Divinity as a bonus action to place a damage.
protective ward on a number of creatures up to your » A stampede of spectral Beasts emerges from
Charisma modifier for 1 minute. Each creature must you and tramples in a 10-foot-wide, 120 foot-
have no more than half its hit points left. The first long line. Each creature in the line must make
time a creature under your ward would drop to 0 hit a Dexterity saving throw. On a failed save, a
points as a result of taking damage, it instead drops creature takes 8d6 force damage and is knocked
to 1 hit point, and the ward ends for it. prone. On a success, it takes half as much
damage and isn’t knocked prone.
Aura of Exploration
Beginning at 7th level, you emanate an aura that
grants your allies fleet feet on any terrain. Spiritbound
You have a climbing and swimming speed equal Ranger Subclass
to your walking speed, and difficult terrain costs you
no extra movement. Any ally that starts their turn Spiritbound rangers forge a pact with invisible
within 10 feet of you also gains these benefits. nature spirits that embody the power of mountains,
When you reach 18th level in this class, the rivers, and forests. Often, these spirits claw at the
range of this aura increases to 30 feet. material world and seek vengeance upon those that
despoil their domains. Spiritbound rangers are an
Touch of Preservation implement for their fury.
At 15th level, you can grant boons of protection Rangers of this archetype strive to achieve
to any in need. Whenever you use your Lay on balance with the natural world and preserve its
Hands feature as an action, you can grant the target majesty. Doing so is a constant struggle, in which
temporary hit points up to your paladin level instead the spiritbound can find wisdom and companionship
of restoring hit points to it. within their spirit ally.
24 Subclasses
Spiritbound Spells Spirit Fang
At 3rd level, you can command the nature spirit to
Paladin Level Spells appear next to a creature within 60 feet of you that
3rd entangle, sanctuary you can see and make an attack. Make a spell attack
roll against the target. On a hit, the target takes 1d8
5th animal messenger, pass without trace force damage.
9th protection from energy, plant growth When you reach 11th level, you can add your
Wisdom modifier to the damage roll.
13th death ward, polymorph
Animal Aspect
17th awaken, commune with nature Starting at 7th level, when your spirit takes on an
animal form, you gain a bonus to one of your ability
Nature Spirit scores. This bonus is +4 if the ability score is 14 or
Also at 3rd level, you are bonded to a nature spirit, lower, or +2, up to a maximum of 20, otherwise. The
a manifestation of nature’s wrath. In its natural ability score that gains a bonus depends upon the
state, the spirit is a Tiny wisp that hovers around spirit’s animal form, as shown on the Animal Ability
you. However, you can cause the spirit to take on an Score table.
animal form by attuning to an icon when you finish a If you gain a bonus to your Constitution score
long rest. You can also change its form as an action using this feature, you gain temporary hit points
by expending a spell slot of 1st level or higher. instead of increasing your hit point maximum
No matter what form the spirit takes, it is intangible or current hit points. For a +2 bonus, you gain
and invulnerable. temporary hit points equal to your level. For a +4
Your icons can be animal parts, such as bones, bonus, you gain temporary hit points equal to twice
fur, and feathers, a set of elaborate masks, or simple your level. These temporary hit points last until you
wooden carvings of animals. The spirit grants the increase a different ability score using this feature.
following benefits based on its form:
Bear. You have advantage on Strength Animal Ability Score
(Athletics) checks you make to grapple.
Bull. You can take the Dash action as a bonus Animal Form Ability Score
action. When you do so, your movement until the Bear Constitution
end of your turn must be in a straight line in the
same direction. Bull Strength
Cat. When you fall and aren’t incapacitated, Cat Dexterity
you can subtract up to 60 feet from the fall when
calculating falling damage. Eagle Charisma
Eagle. As an action, you can command the
spirit to fly up to 60 feet while you can see through Fox Intelligence
its eyes until the start of your next turn. During this Owl Wisdom
time, you are blind with regard to your own senses.
At the end of your next turn, your spirit returns to
your side unless you take this action again. Your Spirit Cyclone
spirit also returns to your side if it is ever more than Beginning at 11th level, you can use your action
120 feet away from you. to evoke all of your nature spirit’s aspects at once.
Fox. The first 5 feet you move on each of your Your nature spirit manifests itself at a point you can
turns doesn’t provoke opportunity attacks. see within 30 feet of you as a whirlwind of spectral
Owl. You gain darkvision out to a range of 60 animals occupying an 15-foot-radius, 30-foot high
feet. If you already have darkvision from another cylinder. As a part of the action used to manifest
source, its range increases by 30 feet. this whirlwind and as a bonus action on subsequent
turns, you can move the whirlwind 30 feet to a
location you choose. When a creature other than
yourself enters the area for the first time on a turn or
starts its turn there, it must make a Wisdom saving
throw against your spell save DC, taking 6d8 force
damage on a failed save, or half as much damage on
a successful one.
Spiritbound 25
While your spirit is manifested in this way, you Primeval Initiate
lose the benefit of your Nature Spirit feature and Starting when you choose this archetype at 3rd level,
can’t use your Spirit Fang feature, though you still you gain proficiency in two of the following skills:
retain the ability score bonus of your Animal Aspect. Animal Handling, Medicine, Nature, Survival. Your
The whirlwind lasts for 1 minute or until proficiency bonus is doubled for any ability check
you lose your concentration on it (as if you were you make that uses either of those proficiencies.
concentrating on a spell). Once you use this feature,
you can’t use it again until you finish a long rest, Camouflage
unless you expend a 3rd-level spell slot to use it again. Also at 3rd level, you can change the color and
texture of your skin to match your surroundings.
Ward of the Wilds Whenever you take the Hide action, you can attempt
Starting at 15th level, when an attacker that you to hide from a creature even when it could see you
can see hits you with an attack, you can use your as long as you are at least 15 feet away from the
reaction to cause the spirit to intercede. Subtract 1d8 creature or you are lightly obscured by dim light or
+ your Wisdom modifier from the damage roll. If this natural phenomena.
reduction exceeds the damage dealt by the attack, the
attacker takes force damage equal to the difference. Arboreal Stalker
Starting at 9th level, you have the ability to move up,
down, and across vertical surfaces and upside down
Chameleon along ceilings, while leaving your hands free. You also
Rogue Subclass gain a climbing speed equal to your walking speed.
Additionally, nonmagical difficult terrain and
Wind through the leaves, a broken twig, and the moving through the treetops—by leaping between
distant thrum of a bowstring are the only signs that trees, swinging on vines, or vaulting between tree
a chameleon has struck. The archetypal chameleon limbs—costs you no extra movement.
becomes one with nature through elven meditation,
druidic rituals, or trials in the Feywild. Once the hard One with the Wilds
lessons of nature are learned, however, they are not By 13th level, you strike silently and cause your foes
easily forgotten. to vanish into the forest. When you are hidden in
A chameleon is a ghost of the forest, able to foliage, missing with a ranged weapon attack doesn’t
change its skin to match their background. With reveal your position.
practice, a chameleon rogue can dash through the Additionally, when you kill a creature, the
treetops, slink through the grass, and strike from the moment of the strike is magically silenced, preventing
shadows, leaving no trace they were ever there. the creature from making any sounds. If you reduce a
creature to 0 hit points a creature with a melee attack,
you can hide the body in foliage within 10 feet of the
creature as a part of the same action.
26 Subclasses
Mutagenic Bloodline
Sorcerer Subclass
s h e re!
mutagenic curse that has untethered your biology
and unlocked your potential for change. Much like
lycanthropes, your mutagenic blood allows you
to transform into an amalgamation of animals—a A r t g o e
fearsome thing of teeth, pincers, claws, or talons.
Mastering your mutagens places the full force of the
animal kingdom at your call, resulting in a chimera
of magical wrath.
Your mutagenic curse might originate from
exposure to the Elemental Planes, the bite of a
transforming lycanthrope, or the gift of an animal-
loving archfey. With sophisticated alchemy or magic,
it might be possible to reverse your mutagenic curse,
but would you abandon the power that comes with it?
As a mutagenic sorcerer, symptoms of your
transformative power linger long after you revert to
your natural form. You can pick from or roll on the Whenever you gain a sorcerer level, you can
Mutagenic Sorcerer Traits table to create a trait for replace one spell you gained from this feature with
your sorcerer: another spell of the same level. The new spell must
be an abjuration or a transmutation spell from the
Mutagenic Sorcerer Traits sorcerer, warlock, or wizard spell list. New spells are
marked with an asterisk.
d6 Trait
1 Your teeth are sharpened to razor points and Mutagenic Spells
your voice rumbles to a growl whenever you Sorcerer Level Spells
whisper.
2 Resplendent feathers grow among your hair. 1st longstrider, shield
3 Your spine hunches forward, placing your posture 3rd alter self, enlarge/reduce
somewhere between standing upright and 5th gaseous form, haste
running on all fours.
4 You can't control the impulse to bark or snarl at 7th death ward, stoneskin
unfamiliar animals. 9th antilife shell, passwall
5 You're always awake when the moon is out.
When possible, you're also running barefoot Mutagenic Form
through the woods. Starting at 1st level, you can use your bonus action
6 Your hair is long, coarse, and warm, bearing to activate the mutagen in your blood, causing you to
distinctive stripes or dots. transform. Your transformation lasts for one hour or
until you end it on your turn as a bonus action.
While transformed, you gain the following
Mutagenic Magic benefits:
You learn additional spells when you reach certain Natural Armor. Your Armor Class equals 10 +
levels in this class, as shown on the Mutagenic your Dexterity modifier + your Charisma modifier.
Spells table. Each of these spells counts as a Temporary Hit Points. You gain temporary hit
sorcerer spell for you but doesn’t count against the points equal to your sorcerer level + your Charisma
number of sorcerer spells you know. modifier, which last until your transformation ends.
Natural Weapon. You gain a natural weapon
which you can use to make unarmed strikes. You can
use your Charisma modifier, instead of Strength, for
the attack and damage rolls of your natural weapon.
Mutagenic Bloodline 27
When you hit with it, the weapon deals damage Aberrate. While transformed, you gain the
equal to 1d8 + your Charisma modifier, instead benefits of the spell aberrate.
of the damage normal for an unarmed strike. The Extra Attack. While transformed, you can
form and damage type of your natural weapon is attack twice, instead of once, whenever you take the
determined by your mutagen below. Attack action on your turn.
Mutagen. Roll on the Mutagen table to Magic Fang. Your unarmed strikes count as
determine the form of your natural weapon and gain magical for the purpose of overcoming resistance
an additional benefit. and immunity to nonmagical attacks and damage.
Once you use this feature to transform,
you can’t use it again until you finish a long rest. Greater Mutation
Beginning at 2nd level, you can spend 2 sorcery Starting at 14th level, whenever you use your
points to regain a use of this feature. Mutagenic form, you can also roll on the Greater
Mutagen table, gaining the benefit rolled while
Mutagen transformed.
d6 Mutagen Greater Mutagen
1 Aquatic. Your natural weapon is a muscular tail d6 Greater Mutagen
that deals bludgeoning damage. You also grow
gills and are able to breathe air and water. 1-2 Aerial. You sprout a pair of wings from your
2 Caprine. Your natural weapon is a pair of back and gain a flying speed equal to your
curved ram’s horns which deal bludgeoning walking speed. You can’t manifest your wings
damage. Once on each of your turns, when while wearing armor unless the armor is made
you hit a creature with the horns attack, you can to accommodate them, and clothing not made
force the target to make a Strength saving throw to accommodate your wings might be destroyed
against your spell save DC. On a failed save, when you manifest them.
the creature is pushed 10 feet away from you or 3-4 Arcanoform. You have advantage on saving
knocked prone (your choice). throws against spells and other magical effects
3 Carnivorous. Your natural weapon is a 5-6 Echolocation. You gain blindsight with a range
bite with razor-sharp teeth that deals piercing of 60 feet. Within that range, you can effectively
damage. Once on each of your turns, when you see anything that isn’t behind total cover, even if
hit a creature with the bite attack, you can regain you’re blinded or in darkness. Moreover, you can
hit points equal to half of the piercing damage see an invisible creature within that range, unless
dealt by the bite. the creature successfully hides from you. You can’t
4 Fossorial. Your natural weapon is a set of thick, use your blindsight while deafened.
powerful claws that deal slashing damage. You
gain a burrow speed equal to your walking Chimeric Mastery
By 18th level, when you use your Mutagenic Form,
speed.
you can spend 6 sorcery points to transform into an
5 Spiny. Your natural weapon is a set of spines amalgamation of various beasts, a powerful chimera.
which deal piercing damage on a hit. You can You gain all the benefits of your Mutagen and Greater
use your reaction when a creature you can see Mutagen, and can choose bludgeoning, piercing, or
within 5 feet of you hits you with a melee weapon slashing damage for your natural weapons whenever
attack to deal piercing damage equal to 1d4 + you deal damage. Additionally, you gain the following
your Charisma modifier. benefits while you are transformed:
6 Taloned. Your natural weapon is a set of
hooked talons which deal slashing damage. You » Your size increases by one category—from
gain a climb speed equal to your walking speed. Medium to Large.
» Your natural weapons deal 2d8 damage on a hit.
» You have resistance to nonmagical bludgeoning,
Continuous Adaptation piercing, and slashing damage.
At 6th level, when you use your Mutagenic Form,
you can spend 1 sorcery point to roll twice on the
Mutagen table and use either number. Additionally,
your Mutagenic Form improves in the following ways:
28 Subclasses
Writhing Escape
The Swarm Starting at 6th level, when you take damage, you
Warlock Subclass can use your reaction to disincorporate into a
swarm of drones. You gain resistance to the damage
Malevolent forces like mummies, vampires, and taken, and can move up to your walking speed to an
hags can unite the will of individual beasts and turn unoccupied space you can see without provoking
them to a single dark purpose, creating a swarm. opportunity attacks. During this movement, you
Some swarms form naturally, as in the presence of have a climb speed equal to your walking speed and
a rat king of a plague of locusts. All swarms are faint you can move through any space large enough for a
echoes, cheap imitators of the first Swarm. This Tiny insect, though you can’t end your movement in
inscrutable hivemind of insect-like creatures has a space that isn’t large enough for you. You coalesce
infested the Ethereal Plane since time immemorial back into your original form after moving.
and is constantly chewing at the walls of reality, Once you use this feature, you can’t use it again
searching for a way in. No one knows how old this until you finish a short or long rest.
Swarm is or where it came from, but its purpose is
clear: to assimilate all life into the will of the Swarm. Drone Spy
Warlocks who follow this patron share in its psionic By 10th level, your connection to the Swarm allows
power and can unleash its drones to devastating you to perceive through your drones’ senses. As an
effect. action, you can produce an ethereal Tiny drone,
which vanishes after 1 hour, when drops to 0 hit
Expanded Spell List points, when you dismiss it as an action on your
The Swarm lets you choose from an expanded list of turn, or when you use this feature to create a
spells when you learn a warlock spell. The following new drone. The drone has AC 10, 1 hit point, and
spells are added to the warlock spell list for you. immunity to all conditions. It automatically fails all
saving throws.
Spell Level Spells The drone is nearly invisible and requires a
successful Intelligence (Investigation) check against
1st jump, speak with animals your spell save DC to be found.
You can mentally command the drone to fly up
2nd see invisibility, web to 30 feet on each of your turns (no action required).
3rd blink, wind wall There is no limit to how far away from you the
drone can move, but it can’t enter another plane of
4th contagion, insect plague existence.
5th contagion, insect plague As an action, you can see through the drone’s
eyes and hear what it hears until the start of
Infest Foe your next turn. The drone has normal vision and
Beginning when you choose this otherworldly darkvision out to 30 feet. During this time, you are
patron at 1st level, the ethereal, intangible drones blind and deaf with regard to your own senses.
of the Swarm heed your command. When you hit
a creature with an attack, you can call upon your Eldritch Hive
drones to infest it and claw at its eyes and skin. Beginning at 14th level, when a creature infested
Whenever the target makes an attack roll, ability by your Infest Foe feature dies, you can use your
check, or saving throw, it must roll a d4 and subtract reaction to infest its body with your drones,
the number rolled from the result. This effect lasts transforming it into a corpse hive under your control.
for 1 minute or until you die or you use this ability The creature doesn’t fall prone when it dies.
again. The corpse hive is an object with AC 10, 50
Starting at 10th level, the target subtracts a d6 HP, and immunity to poison and psychic damage.
instead of a d4 from its attack rolls, ability checks, As a bonus action on your turn, you can
and saving throw. mentally command the corpse hive to move up to
You can use this feature a number of times the creature’s walking speed or 30 feet, whichever is
equal to your proficiency bonus, and you regain all higher, to an unoccupied location you can see.
expended uses when you finish a long rest.
The Swarm 29
If a creature you choose begins its turn within Amnesia Surge
5 feet of the hive, it is temporarily infested with Also at 2nd level, you have mastered the ancient
your ethereal drones. Until the start of its next turn, practice of burning memories to fuel spellcasting.
whenever the creature makes an attack roll, ability When you cast a wizard spell, you can also choose
check, or saving throw, it must roll a d6 and subtract to forget a wizard spell that you have prepared that
the number rolled from the result. doesn’t have the protospell tag. When you do so, you
The hive explodes in a wave of eldritch energy gain one of the following benefits of your choice:
after 1 minute, or when it drops to 0 HP or you
command it to as an action on your turn. Each » You have advantage on spell attack rolls.
creature within 20 feet of the hive must make a » One target of the spell has disadvantage on the
Dexterity saving throw against your spell save DC, first saving throw it makes against the spell.
taking 10d8 force damage on a failed save, or half as » You have advantage on saving throws against
much damage on a successful one. spells and other magical effects until the start of
Once you use this feature, you can’t use it again your next turn.
until you finish a long rest.
Upcaster
By 6th level, you have learned to merge your spell
School of Protomancy slots to suit your needs. You can expend two spell
Wizard Subclass slots of the same level to create a spell slot that is
one level higher and immediately use this spell slot
Magic predates the written word, the founding to cast a spell that you know or have prepared.
of wizard colleges, and even the invention of
spells. Long before magic was formalized, mages Mnemonic Concentration
funneled the bare threads of magic into protospells, Starting at 10th level, you can erase spells you
fundamental expressions of what would later have prepared to sustain your concentration. When
become the schools of magic. These spells predated you fail a Constitution saving throw to maintain
the invention of material components and even concentration on a spell, you can use your reaction
the spellbook; as such, the first wizards etched to forget a wizard spell that you have prepared that
protospells into their minds, consuming their doesn’t have the protospell tag. You succeed on the
memories as an important component of their spells. saving throw instead.
The contemporary School of Protomancy Once you use this feature to maintain
seeks to rediscover the art of proto-magic through concentration on a spell, you can’t use it again until
research and experimentation. Its protomages have your concentration on that spell ends.
no guidance for this forgotten art, but hope to learn
from clues left in the structure of schools of magic. Master of Antiquity
Beginning at 14th level, your mastery of proto-magic
Proto-Magic is second nature. You can cast a protospell you have
Beginning when you choose this school at 2nd level, prepared once at 3rd level without expending a spell
you learn the primordial ancestors of all magic: slot.
protospells. You learn two 1st-level spells with the Once you cast a spell using this feature, you
protospell tag, and learn two more spells of any level can’t cast that spell again using it until you finish a
with the protospell tag at 6th level (4 total), 10th long rest.
level (6 total), and 14th level (8 total). Whenever
you gain a level in this class, you can replace one
protospell you learned from this feature with
another protospell you could learn.
You always have the protospells you learned
from this feature prepared, but they don’t count
against the number of wizard spells you can prepare.
30 Subclasses
Protospells
The following new spells are available to wizards Proto-Conjuration
who practice the School of Protomancy. 1st-level conjuration [protospell]
Casting Time: 1 action
Proto-Abjuration Range: 60 feet
1st-level abjuration [protospell]
Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: Touch
You create an impediment, such as dense
Components: V, S
undergrowth or craggy rocks, to cover the ground in
Duration: 1 minute
a 10-foot-radius sphere centered on a point within
Weaving raw magic into a bulwark, you grant range. The area becomes difficult terrain and you
temporary hit points equal to 1d10 + your choose whether it is hazardous or obscured.
spellcasting modifier to a willing creature you touch Hazardous. The area contains a roving mass
for the duration. of thorny brambles, stone spikes, or icicles. When
At Higher Levels. When you cast this a creature enters the affected area for the first time
spell using a spell slot of 2nd level or higher, the on a turn or starts its turn there, it must make a
temporary hit points increase by 1d10 for each slot Dexterity saving throw. On a failed save, the creature
level above 1st. takes 1d6 piercing damage, or half as much damage
If you use a spell slot of 3rd level or higher, you on a successful one.
can choose to grant the target the benefits of another Obscured. The area is heavily obscured by
effect while it has these temporary hit points. If you your choice of fog, foliage, or heavy rain.
use a spell slot of 3rd level or higher, you can choose At Higher Levels. When you cast the spell
the Armored Ward or Damage Resistances effect. using a spell slot of 2nd level or higher, the damage
If you use a spell slot of 5th level or higher, you can caused by the Hazardous effect increases by 1d6 for
choose the Arcane Thorns effect. each slot level above 1st.
Armored Ward. The target has a +2 bonus to When you use a spell slot of 3rd level or higher,
its Armor Class and saving throws. the spell’s area increases to a 15-foot radius sphere.
Damage Resistances. The target has resistance Additionally, you can choose for the area to be
to acid, cold, fire, lightning, poison, or thunder. grasping instead of hazardous or obscured.
Arcane Thorns. If a creature hits the target When you use a spell slot of 6th level or
with a melee weapon attack while the target has its higher, the spell’s area increases to a 20-foot radius
temporary hit points, the creature takes force damage sphere. Additionally, you can choose for the area
equal to the number of temporary hit points lost. to be stunning instead of hazardous, obscured, or
grasping.
Grasping. The area contains living vines,
tentacles, or webs that size creatures within it. When
a creature enters the affected area for the first time
on a turn or starts its turn there, it must succeed on
a Strength saving throw or be restrained until the
spell ends. A restrained creature can use its action
to make a Strength check against your spell save
DC. On a success, it frees itself.
Stunning. The area contains an insidious gas
that shocks the mind and locks the muscles in place.
When a creature enters the affected area for the first
time on a turn or ends its turn there, it must succeed
on a Constitution saving throw or be stunned until
the spell ends. A stunned creature can repeat its
saving throw at the end of each of its turns, ending
the effect on itself on a success.
Protospells 31
Proto-Divination The vision doesn’t take into account any
2nd-level divination [protospell] possible circumstances that might affect future
events, such as the casting of additional spells or the
Casting Time: 1 minute
loss or gain of a companion.
Range: Self
Once you use the Prophecy effect of this spell,
Components: V, S
you can’t do so again for 24 hours.
Duration: Instantaneous
By focusing your mind on a past event, present Proto-Enchantment
circumstance, or a planned course of action, you 1st-level enchantment [protospell]
call upon an otherworldly entity for guidance. The
Casting Time: 1 action
GM delivers an omen and secretly chooses for it
Range: 30 feet
to be hopeful, baleful, or neutral. A hopeful omen
Components: V, S
might be the sudden flight of a white bird or the
Duration: Concentration, up to 1 minute
sun appearing from behind the clouds, whereas a
baleful omen could be a candle blowing out or a Tendrils of mind-altering magic worm their way into
crow shrieking in the distance. Moreover, the GM the mind of a creature you can see within range.
can provide larger omens for more momentous Choose whether you attempt to charm or frighten
occasions, such as a meteor shower or a red-colored the target, which must make a Wisdom saving throw.
rain. No matter the omen, the GM should not signify Charm. The target has advantage on its saving
directly if it is hopeful, baleful, or neutral. throw if you or your companions are fighting it. On a
The spell doesn’t take into account any possible failed save, it is charmed for the duration. The effect
circumstances that might change the outcome of ends early for it if you or any of your companions do
future events, such as the casting of additional spells anything harmful to it.
or the loss or gain of a companion. Frighten. On a failed save, the target is
If you cast this spell again before finishing a frightened of you until the spell ends. The frightened
long rest, there is a 50 percent chance that you get a target can repeat the saving throw at the end of each
random omen. The GM makes this roll in secret. of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell At Higher Levels. If you cast this spell using
using a spell slot of 3rd level or higher, you can use a spell slot of 3rd level or higher, you can use the
the spell to receive a Premonition as your omen. If spell to attempt to frenzy the target. If you cast the
you cast the spell using a spell slot of 5th level or spell using a spell slot of 9th level or higher, you can
higher, you can use the spell to receive a Prophecy choose to attempt to dominate the target.
as your omen. Frenzy. On a failed save, the target is frenzied
Premonition. When you next sleep during for the duration. When a creature is frenzied, it
a long rest, you have a dream that foretells the draws a melee weapon, if it has one.
future. The GM describes the contents of the dream A frenzied creature must use its action at the
to create a non-literal or symbolic representation beginning of its turn to attack a creature within its
of a possible future. For example, to imply an reach. It uses a melee weapon, if it has one, or an
imminent betrayal, the GM could present a dagger improvised weapon or unarmed strike if it doesn’t.
stabbed into the back of a scarecrow or one of your If multiple targets are within the creature’s reach,
possessions splattered with blood. it chooses its target randomly. If there is no target
Once you use the Premonition effect of this within the creature’s reach, it attacks itself, against
spell, you can’t do so again until you receive a dream its own AC, dealing damage as normal on a hit.
foretelling the future. At the end of its turn, a frenzied creature can
Prophecy. The GM offers you a vision of an repeat its saving throw, ending the effect on itself
event that will occur within the next 24 hours. This early on a success.
vision contains discrete, concrete facts about the Dominate. On a failed save, the target is
future, but offers no context that might clarify them. charmed by you for the duration. While the target
For example, a vision might entail you battling a is charmed, you can use a bonus action to mentally
close ally, but withhold the knowledge that the ally issue a command to the creature. You can specify
in question is influenced by a spell or is a foe in a simple and general course of action, such as
disguise. “Attack that creature,” “Run over there,” or “Fetch
that object.” If the creature completes the order and
doesn’t receive further direction from you, it defends
and preserves itself to the best of its ability.
32 Subclasses
You can use your action to take total and Proto-Illusion
precise control of the target. Until the end of your 2nd-level illusion [protospell]
next turn, the creature takes only the actions you
Casting Time: 1 action
choose, and doesn’t do anything that you don’t allow
Range: 60 feet
it to do. During this time, you can also cause the
Components: V, S
creature to use a reaction, but this requires you to
Duration: Concentration, up to 10 minutes
use your own reaction as well.
Each time the target takes damage, it makes Drawing motes of shadow material from the
a new Wisdom saving throw against the spell. If the Shadowfell, you create the image of an object, a
saving throw succeeds, the spell ends. creature, or some other visible phenomenon that is
no larger than a 15-foot cube. The image appears at
Proto-Evocation a spot within range and lasts for the duration. The
1st-level evocation [protospell] image is purely visual; it isn’t accompanied by sound,
smell, or other sensory effects.
Casting Time: 1 action
You can use your action to cause the image to move
Range: 60 feet
to any spot within range. As the image changes
Components: V, S
location, you can alter its appearance so that its
Duration: Instantaneous
movements appear natural for the image. For
A blast of pure elemental energy erupts from your example, if you create an image of a creature and
hand toward a creature that you can see within move it, you can alter the image so that it appears to
range. That target must make a Dexterity saving be walking.
throw. On a failed save, the target takes 4d6 damage. Because the image is composed of
The damage type is your choice of acid, cold, fire, shadowstuff, it is tangible and has AC 10 + the
lightning, poison, or thunder damage. spell’s level. The image vanishes and the spell ends
At Higher Levels. When you cast this spell if the image takes any damage or is forced to make
using a spell slot of 2nd level or higher, the damage an ability check or saving throw. A creature that
increases by 2d6 for each slot level above 1st, up to a uses its action to examine the image can determine
maximum of 14d6. that it is an illusion with a successful Intelligence
If you use a spell slot of 3rd level or higher, you (Investigation) check against your spell save DC. If
can shape the spell’s area. Choose a 30-foot cone, a creature discerns the illusion for what it is, the
a 5-foot-wide, 60-foot-long line, or a 15-foot-radius creature can see through the image.
sphere. Each creature in the chosen area makes a At Higher Levels. When you cast this spell
saving throw against the spell’s effects. using a spell slot of 4th level or higher, the image
If you use a spell slot of 6th level or higher, you also gains appropriate sounds, smells, and other
can shape the spell into an even larger area. Choose sensory effects. These effects can’t blind, deafen,
a 60-foot cone, a 10-foot-wide, 120-foot-long line, or sicken, or damage a creature. You can also use your
a 30-foot-radius sphere. Each creature in the chosen action to deactivate the illusion, causing it to become
area makes a saving throw against the spell’s effects. imperceptible, or activate it again, causing it to
appear at a location you choose within range.
When you cast this spell using a spell slot of 6th
level or higher and the image is a creature, when you
use your action to cause the image to move, you can
also cause it to attack. It makes a melee or ranged
spell attack roll, as appropriate to its form, using
your spell attack bonus. On a hit, the target takes
8d6 psychic damage.
Protospells 33
Animal Skeleton
Small Undead, Typically Lawful Evil
Armor Class 12
Proto-Necromancy Hit Points 9 (2d6 + 2)
1st-level necromancy [protospell] Speed 40 ft.
34 Subclasses