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Credits Table of Contents

Lead Designer/Producer: Jonoman3000


References: 2e Warriors of Heaven (Guardinal Lore)
Chapter 1: Races………………………………………....3
Cover Illustrator: Ryan Yee Astran…………………………………………………………….3
Interior Illustrators: Chase Stone (Astran 1), Ryan Alexander Guardrin………………………………………………………….5
Lee (Astran 2), James Ryman (Guardrin 1), John Stanko Volcanus………………………………………………………….7
(Guardrin 2), Cynthia Sheppard (Volcanus), Johan Grenier (Fiery
Familiar) Victor Adame (Blazing Sun), Will Murai (Celestial
Chapter 2: Subclasses………………………………...9
Avatar), James Paick (College of Benevolence), Anna Steinbauer Barbarian: Path of the Blazing Sun……………………………...9
(Artistry Domain), Lius Lasahido (Courage Domain), Zezhou Barbarian: Path of the Celestial Avatar………………………...10
Chen (Elemental Domain), Chris Rahn (Hunt Domain), Magali Bard: College of Benevolence………………………………….11
Villeneuve (Justice Domain), Tyler Jacobson (Circle of Flames), Cleric: Artistry Domain………………………………………...12
Slawomir Maniak (Circle of the Sun) Cleric: Courage Domain………………………………………..13
Proofreading/Editing: /u/cometdance Cleric: Elemental Domain……………………………………...14
Cleric: Hunt Domain…………………………………………....15
Cleric: Justice Domain………………………………………….16
Druid: Circle of Flames………………………………………...17
Druid: Circle of the Sun………………………………………...18

ON THE COVER
Ryan Yee illustrates a display of divine power. Preface
Light, fire, and divinity are some of the most well-established
magical motifs in the worlds of D&D. This supplement aims to
expand these options, adding new races, subclasses, and spells,
among other things. If your dungeon master allows, these options
Created August 2019
can be used in any of your campaigns.

The Blazing Dawn Player’s Companion is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by
Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Chapter 1: Races Life from Fallen Stars
HIS CHAPTER PRESENTS THREE NEW Astrans are not born like other races. The rare, tiny embryos that
Races to supplement those in the Player’s eventually grow up into astrans can be found encased within
Handbook: Astran, Guardrin, and Volcanus. meteorites. The origins of these meteorites is unknown—some
The Astran are a race born from the stars, alien in believe that they are created by some celestial deity that casts
both appearance and mannerisms. The Guardrin down shooting stars from the heavens. Others believe that these
are a race of bestial half-celestials, sired by the meteorites are the destroyed remains of an ancient planet, still
noble guardinals and destined for greatness. The harboring sparks of life within its countless fragments.
volcanus are a race made from primordial flames After an astran meteorite lands, it behaves much like an egg.
and filled with determination that never wanes throughout their The astran embryo grows inside the meteorite, until it emerges a
short lifespans. These new options are available when you make a few weeks later as a tiny creature, only 1-2 feet tall. Astrans are
character, provided that your DM allows them in your campaign. capable of fending for themselves as soon as they emerge. They
can protect themselves with their innate magical capabilities, and
Astran they know the astran language and basic survival skills from their
inception. They grow quickly, reaching their full size in
Hailing from the stars, as their name suggests, astrans are approximately 1-2 years.
reclusive beings seldom seen by other races. They live on remote Even if young astrans are better equipped to survive alone than
mountaintops or deserted islands, eking out a meager existence most humanoid young, the world is still an exceptionally
far from civilization. Few folk can claim to have met an astran, dangerous place for a young astran. Some older astrans watch the
but those that do seldom forget the encounter. Their strange, night sky for shooting stars, and trek great distances to find where
mystifying appearance causes most other races to initially fear meteorites have landed. Through these treks they seek to find a
them, but their peaceful nature and penchant for wisdom meteorite that holds an astran embryo, so that the young astran
makes them good friends of those that can get past the might have a better chance of surviving to adulthood, and so that
first impression. they might have a companion to ease their loneliness.
Mystical Outsiders Alone Through the Ages
Those that look upon an astran’s peculiar features can tell that Astrans often live for close to a millenia, and during their long
these creatures are not of this world. Although humanoid in lives little changes about them from a physical standpoint. The
form, an astran’s appearance is off-putting. Their bodies are changes made by aging are subtle—typically their skin changes
long and wiry, and their skin is the color of ash, accented color, becoming darker and losing some of its luster, and the
by deep crimson hues. But their most unique feature light of their eyes becomes slightly dimmer. These changes
is the shape of their head, which is characterized by happen so slowly that they are nearly unnoticeable,
a set of three tentacle-like protrusions from the however, and only similarly long lived races, like elves,
back of their skull, as well as pairs of smaller would have a chance of noticing an astran’s aging.
protrusions set into their slender face. The vast majority of astrans spend their long lives
They are approximately 7 feet tall on average, carefully avoiding long-lasting friendships, fearing the
though some can stand up to 8 and half feet tall. sadness that comes with watching their friends grow old
Despite their staggering height, astrans usually as they, in turn, remain unchanged by the years. This
only weigh between 130 and 170 pounds. They fear often fades over time, and they might make
have no hair on any part of their bodies. To the friends with other long-lived races, particularly
other races all astrans look quite similar. While elves, once they have a few centuries behind them.
other astrans can easily tell their kind apart, While they tend to make their homes in places
most others need to study their features for untraveled by other folk, they don’t actively
at least a few moments before coming to a avoid other races when those folk
conclusion. If in doubt, all astrans can be happen upon their humble abodes,
set apart by their uniquely colored eyes, and in fact they often welcome their
which can take on nearly any color visitors inside and are eager to
and often contain complex patterns share their wisdom with individuals
that are as unique as fingerprints. that would appreciate it. Born with
Astrans are also completely genderless, innate knowledge, an astran’s
and therefore have no concept of ‘male’ or wisdom can sometimes be
‘female.’ Their bodies look male to prophetic. Those that know of
most other races, however, and this trait may search far and
they are usually fine with being wide for an astran that
referred to as ‘he.’ could act as an oracle.
One of the few relationships that an astran is willing to take on Natural Survivor. You have proficiency in the Survival skill.
with another race is that of a mentor-student relationship, where Starlight Navigator. Your memory is exceptionally good when
the astran imparts its knowledge and skill upon a worthy student. it comes to the locations of all the stars that dot the night sky. As
Even these associations are often short-lived, however, as they long as you can see the night sky, you know which way is north,
seek to not become too attached to their pupils. and you have advantage on Wisdom (Survival) checks made to
avoid becoming lost.
Exploring the World Wielder of Light and Flame. As a child of the stars, you can
call upon innate magic granted to you by your astral heritage.
While most astrans tend to stay put when they can help it, there
You know the light and control flames cantrips. When you reach
are many points in their lives where they might take up
3rd level, you can cast faerie fire with this trait, and starting at 5th
adventuring. Some astrans are compelled to adventure when they
level, you can also cast flaming sphere with it as a 2nd level spell.
take up students, as they seek to train them in real-life situations.
Once you cast a spell with this trait, you can’t cast it again until
Others might become unintentionally involved in worldly
you finish a long rest. Wisdom is your spellcasting ability for
conflicts, if those conflicts reach their homesteads. Their typical
these spells.
kindness might make them protectors of refugees or escorts of
Languages. You can speak, read, and write Common and
travelers, where their involvement can easily rope them into
Astran. Astran is a language different from all other worldly
greater adventures. Adventuring astrans tend to be the exception,
languages, and many of its words and common sounds are
rather than the rule, and may learn to make lasting friendships
difficult for other races to pronounce. The different intonations
with their comrades.
used by this language often spill into the other languages an
Astran Names astran knows, causing them to often emphasize the
wrong part of a word, or even order their
An astran chooses their own name shortly after they emerge from sentences in a non-standard manner.
their meteorite. Since astrans are genderless, there are no ‘male’
or ‘female’ names for them. Their lack of true parents also means
they lack a family name. An astran’s real name, taken from the
astran language, is often difficult for other races to pronounce.
Therefore, astrans tend to translate these names into common
when dealing with other races. A few of the common translations
are listed below.
Astran Names: Antlia, Aquila, Aries, Caelum, Cepheus,
Circinus, Crux, Dorado, Equuleus, Fornax, Horologium,
Hydrus, Leo, Libra, Monoceros, Orion, Pavo, Sculptor,
Serpens, Tucana, Virgo, Volans.

Astran Traits
Your otherworldly heritage manifests as a variety of traits that
you have in common with all other astrans.
Ability Score Increase. Your Wisdom score increases by 2, and
your Dexterity score increases by 1.
Age. Astrans emerge from their meteoritic egg with intellectual
capabilities similar to that of a 12-year-old human child, and they
grow to full size in less than 2 years. From this point on their
aging virtually stops, and they can live on, unchanging, for nearly
a thousand years.
Alignment. Most astrans are kind hearted, though occasionally
distant. Though they often live in solitude, they are welcoming of
visitors and eager to lend their aid to others. The typical astran
tends towards neither law nor chaos, instead opting for a more
neutral path. While this is their most common disposition, it isn’t
uncommon for an astran to be of any good or neutral alignment,
and even evil alignments aren’t completely out of the question.
Size. Astrans average about 7-8 feet tall, though they have
exceptionally wiry builds, and often weigh only about 150
pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Astral Resistance. You have resistance to radiant damage.
Mystical Mentor. With your touch, you can temporarily
transfer some of your skill and knowledge to another creature.
As an action, you can touch a willing creature, and select a skill
that you are proficient in. If the target isn’t already proficient in
that skill, it becomes proficient in it for the next 8 hours.
Once you use this trait, you can’t use it again until you finish a
long rest.

<< Art by Chase Stone


Art by Ryan Alexander Lee >>
Guardrin when they are clearly outmatched. When it comes to their friends,
guardrins are selfless and willing to sacrifice their lives for them.
Strong and proud, guardrins are the descendants of guardinal and
human parents. They are touched by the divine power of elysium,
a beautiful plane of rolling hills and flowering meadows that the Wandering Warriors
mighty guardinals call home. Guardrins are not often born in this When they come of age, guardrins typically leave home and
plane, however. They are usually born on the material plane, as wander the world, searching for those that would need their help
the result of a guardinal traveling there during their missions to and companionship, and rooting out evil wherever they find it.
ward off evil. Once they come of age, guardrins are expected to Guardrins have a natural inclination towards adventuring, and are
take up the mantle of their celestial parent, and do their part in usually quite good at it. Their strong sense of justice oftens leads
smiting evil and protecting those weaker than them. They are a them to become heroes, celebrated far and wide for their great
noble race, as strong and graceful as the animals they resemble. deeds. They fight against oppression, dethrone tyrants, and

Animalistic Champions
become champions of moral causes.

A guardrin’s appearance takes after its guardinal parent, granting Guardrin Names
it an animalistic form similar to that of a true guardinal. Like their Guardrins typically grow up with their non-celestial parent, and
celestial parents, the degree of animalism in their appearance therefore use human naming conventions. They often have more
varies greatly. Some guardrins look like humans, but with a light atypical names, however, and might be given names themed
covering of fur over parts of their bodies, and a few distin- around the beast they share features with.
guishing features like horns, claws, or fangs. Other guardrins
more closely resemble animals, and look just like beasts that have Guardrin Traits
learned to walk on two legs and wear clothing.
Guardrins are typically tall and muscular, though their exact As a guardrin, you have a multitude of traits inherited through
height varies among their different varieties. More human-like your celestial lineage.
guardrins are usually beautiful to behold, and even the more Ability Score Increase. Your Strength score and Charisma
animalistic ones resemble only the most magnificent members score each increase by 1.
their corresponding species. Even the most beastial members Age. Guardrins mature at a rate slightly slower than humans,
typically hold some resemblance to their human parent, such as a and reach adulthood around the age of 30. They live far longer
shared eye color, hair color, or other identifying feature. than ordinary humans, with many living for over three centuries.
Many die in battle before reaching old age, however.
Gentle Allies, Ruthless Enemies Alignment. Most guardrins are neutral good, though any good
alignment is common. They are kind and loyal almost as a rule,
Though guardrins are compassionate and gentle to their friends, and have no tolerance for evil acts. While it is possible for a
they are merciless to all that commit evil. Their disposition can guardrin to turn to evil, it is exceptionally improbable and is
change quickly as the situation commands it, with calm practically unheard of.
tranquility quickly transitioning to blind anger when evil rears its Size. Guardrins vary in size, though most are at least 6 feet tall,
ugly head. They have no qualms with killing those that have with some standing up to 8 feet tall. They usually weigh more
commited evil, especially those that have killed innocents. than a human of the same height, thanks to their muscular build.
When it comes to close friends and family, guardrins are fierce Your size is Medium.
protectors and loving companions. They value these close Speed. Your base walking speed is 30 feet.
connections above all else, and will fight to protect them even Animal Kinship. You have the ability to communicate in a
limited manner with beasts, and most beasts are naturally friendly
towards you. Beasts can understand the meaning of your words,
though you have no special ability to understand them in return.
You have advantage on all checks made to influence them, and
they are unlikely to attack you unless provoked.
Darkvision. Your bestial eyesight allows you to see in dim light
within 60 feet of you as if it were bright light, and in darkness as
if it were dim light. You can’t discern color in darkness, only
shades of grey.
Root Out All Evil. You can cast detect evil and good with this
trait, using Charisma as your spellcasting ability for it. Once you
do so, you can’t do so again until you finish a short or long rest.
Languages. You can speak, read, and write Common and
Celestial.
Subraces. Six subraces of guardrin exist, one for each of the
guardinal varieties. Choose one of them for your character, based
on the variety of guardinal you chose for your celestial parent.
Avoral Guardrin
Avoral guardrins resemble the cross between a majestic, golden
eagle and a human. Their faces are usually more human than
avian, but their hair resembles a feathery cowl, and their eyes are
bright and golden. They have feathered, wing-like arms, and their
legs end in wickedly sharp talons. They are proud creatures,
though more solitary than most other guardrins.

<< Art by James Ryman


Ability Score Increase. Your Dexterity score increases by 1. Ability Score Increase. Your Strength score increases by 1.
Far-sighted. Your normal eyesight remains effective for twice Brave. You have advantage on saving throws against being
the range of normal humanoids, allowing you to discern fine frightened.
details as though you were looking at something half as far away. Claws. Your claws are natural weapons, which you can use to
Talons. The long, sharp talons on your feet make for an make unarmed strikes. Your unarmed strikes with your claws use
effective natural weapon, which you can use to make unarmed a d4 as their damage die, and deal slashing damage rather than the
strikes. Your unarmed strikes with your talons use a d4 as their bludgeoning damage normal for an unarmed attack.
damage die, and deal slashing damage rather than the Roar. As a bonus action, you can release a magical roar. Each
bludgeoning damage normal for an unarmed attack. creature of your choice within 15 feet of you must succeed on
Underdeveloped Wings. While you don’t have true wings, your Wisdom saving throw with a DC of 8 + your proficiency bonus +
feathered, winglike arms can help you glide and buffer your falls. your Charisma modifier or become deafened and have their speed
You take half as much damage from falling, and you take no halved until the end of your next turn. Once you use this trait, you
damage from falls less than 30 feet. For every 2 feet you fall can’t use it again until you finish a long rest.
vertically, you can also move 1 foot horizontally.
Wind Magic. You know the gust cantrip. Charisma is your Lupinal Guardrin
spellcasting ability for it. Lupinal guardrins are half-man and half-wolf with lean, rangy
physiques and pronounced muzzles filled with canine teeth. Their
Cervidal Guardrin legs are bent like a wolf’s, and they are covered in silver-grey fur.
Cervidal guardrins are the most peaceful of their kind, and resort They are often mistaken for werewolves, but their well-groomed
to violence far more rarely than their kin. They bear a striking visage and strict loyalty set them apart from most lycanthropes.
resemblance to satyrs, with goat-like horns and hooves for feet. Most of them are highly driven in their fight against evil, and
They are slim yet strong, and their thick skin is often at least become quickly bored by mundane tasks.
partly covered by short fur in shades of red or brown. Ability Score Increase. Your Wisdom score increases by 1.
Ability Score Increase. Your Charisma score increases by 1. Perceptive. You have proficiency in the Perception skill.
Sure-footed. You have advantage on saving throws made to Survivor. You have proficiency in the Survival skill.
avoid falling prone. Tracker. If you know a creature’s scent, such as through having
Cervidal Resilience. You have advantage on saving throws one of their belongings or interacting with them, you can use your
against poison, and you have resistance against poison damage. action to sniff them out. If they are within 1000 feet of you, you
Revealer of Truth. If you touch your horns to an illusion, the know the distance and general direction to the position they were
illusion is instantly dispelled. Illusions caused by spells of a level in when you took this action.
greater than a third of your level (rounded up) are not dispelled.
Ursinal Guardrin
Equinal Guardrin Ursinal guardrins are hulking men and women with bearlike
Equinal guardrins combine the features of a human and a stocky attributes. They stand approximately 8 feet tall and are covered
draft horse. They have broad chests and shoulders and their arms with golden, red, or brown fur. Their faces have pronounced
end in thick fingers that are as hard as a hoof. Their legs are even muzzles and high ear tufts—and, usually, a kindly expression.
more equine in form, with true horse-hooves for feet. A flowing Despite their intimidating looks, they are scholarly creatures that
mane runs from their neck to their back, and their faces are long often seek to avoid physical confrontations, though they are
and narrow. Their personalities are often boisterous, and many of capable combatants when push comes to shove.
them are fond of athletic contests and games of skill Ability Score Increase. Your Intelligence score increases by 1.
Ability Score Increase. Your Constitution score increases by 1. Powerful Build. You count as one size larger when determining
Fleet of Foot. Your base walking speed increases by 10 feet. your carrying capacity and the weight you can push, drag, or lift.
Powerful Build. You count as one size larger when determining Scholarly. You gain proficiency in two skills and one tool of
your carrying capacity and the weight you your choice.
can push, drag, or lift.
Leonal Guardrin
Leonal guardrins resemble proud, humanoid lions, with
impressive manes and golden fur. Their powerful arms
end in claws that are as strong and sharp as swords,
and perhaps more deadly. Their leonine visages are
both regal and terrifying, and they have a presence
that commands respect
and exudes bravery.

Art by John Stanko >>

CHAPTER 1 | RACES 6
Volcanus Unbounded Determination
Volcani are a rare, ancient people, first born of primordial fire in
Kossuth made the volcani for a purpose. They were designed as
an age long past. They live in places seldom traveled to by other
his servants, driven to build to his specifications, fight for his
races—volcanic mountain ranges and island chains, too hot for
causes, and exist as an extension of his will. And to this end they
most other creatures to stand. But within these lands volcanus
served him well, for a time. Kossuth’s dealings on the material
society thrives, as they build impressive structures and fortresses
plane were short lived, however, and he eventually found himself
from igneous rock, with streams of lava flowing between and
without need of his volcani servants. So he left them to their own
around their settlements like rivers. Volcani are highly driven, and
devices, abandoned upon the material plane while he returned to
many can accomplish great feats during their short lives that
the Plane of Fire.
many of the longer lived races wouldn’t even consider.
Though their god had left them, the volcani lived on without
Molded from Flame him, transforming their drive to work for his purposes into a
desire to better themselves. While their physical appearance has
The primordial god of fire, Kossuth, forged the first volcani from mellowed over the centuries, the same cannot be said about their
the white-hot magma that flows within the outer edges of the determination. All volcani believe they were born for a reason,
Plane of Fire, which he molded and cooled into a humanoid shape and they are always searching for the purpose they believe they
that resembled his own divine image. Over many generations, the must fulfill. When a volcanus finds their purpose, they either
physical appearance of volcani has mellowed somewhat, and they complete it or die trying. For a volcanus, there is no such thing as
have become less elemental and more humanoid. They typically procrastination or giving up.
stand between 5 and 6 feet tall, though they are heavier than
humans of equivalent height. Their skin color ranges from a deep Vanishing Embers
black to a lighter red, but the most common shades are lighter
A volcanus’ soul is like a flickering flame—bright and full of life,
browns and greys, occasionally accented by streaks of red. Their
up until the moment it’s snuffed out. Moreso than any other race,
eyes are often brown or grey, though shades of red, orange, and
a volcanus’ lifespan is uncertain. After reaching adulthood, a
yellow are also common. Their hair, usually kept of medium
volcanus shows no more signs of aging, and can die a natural
length, tends to be of a similar shade to their skin color.
death at any point thereafter. Some might die as early as 20 years
A volcanus has a more elemental form that they can
old, while others might live to the age of 80. The volcani believe
temporarily manifest, however. For short periods of time, a
that their lifespan is tied to their innate purpose—when they
volcanus can unleash their inner elemental power, causing their
complete that purpose, death is surely just around the corner.
eyes to become motes of elemental fire, as their skin darkens
But for a volcanus, death isn’t truly the end. Death merely
and takes on a metallic sheen. According to legend, this
signals the beginning of the next generation. When a volcanus
form was the natural form of the first volcani, and it only
dies, their body burns to ash—colored a deep black for males and
became temporary after many generations.
a vibrant red for females. It is from this ash that a volcanus’
children are born. By taking some of the ash of an adult male
volcanus, combining it with some of the ash of an adult female
volcanus, and using fresh lava to set that mixture ablaze, a new
volcanus is born after the flames subside. A pair of two volcani
has enough ash to sire four children, but most couples only
sire two or three. The memories of a volcanus are in
part passed down to their children, who often see
the memories of their parents in vivid
dreams. These memories can also
give a volcanus a natural
aptitude in the skills
their parents knew.

<< Art by
Cynthia
Sheppard
Art by Johan Grenier >>
The unique reproductive system of volcani, combined with
their uncertain lifespans, makes it common for a volcanus to plan
for their death early in life. It is almost considered a coming of
age ceremony for a young adult volcanus to write their first will.
A volcanus’ will generally specifies what is to be done with their
material possessions, like the wills of other races, but more
importantly it specifies what should be done with their ashes.
Married volcani will typically create joint wills, stating potential
names for their future children, and how many children they wish
to have. Unmarried volcani are expected to donate their ashes
their community, so that they might be used for adoption
purposes. Another oddity of volcanus culture is the creation of a
personal urn, which a volcanus either commissions or forges
themself. These urns are heavily decorated with symbols telling
the life story the volcanus they were made for, and are used to
Optional Feat
hold and transport a volcanus’ ashes upon their death. If your DM allows the use of feats from chapter 6 of the
Player’s Handbook, your volcanus character has access to the
Tight-knit Societies following special feat. Adventuring volcani often use
familiars to notify their community of their death. When a
Volcani live in small communities on the outskirts of active volcanus dies in the field, their familiar is tasked with
volcanoes, where they construct impressive stone buildings and returning to their community and notifying their companions,
complex roadways. The members of a volcanus community are so that the volcanus’ will can be upheld.
expected to help the other members of their community,
particularly in fulfilling their wills. Many volcani have jobs as Fiery Familiar
caretakers, where they are tasked with raising the children of past Prerequisite: Volcanus
community members. Some volcani are “seekers,” a job where You have trained to better harness your innate magical
they are tasked with finding and recovering the ashes of those that capabilities, gaining the following benefits:
died in the field, so that those ashes can be brought back to the
community and used as that volcanus’ will specified. There are • Increase your Charisma score by 1, to a maximum of 20.
also many adventurers among the volcani, as the desire to find • You learn the find familiar spell and can cast it only as a
their purpose leads many volcani to travel and perform great ritual. When you cast this spell to create a beast familiar,
deeds, such as hunting down a deadly monster, fighting against you can can choose for that creature to be an elemental
oppressive regimes, or otherwise helping those in need. rather than a celestial, fey, or fiend. When you do so, the
familiar gains the following additional traits:
Volcanus Names Fire Immunity. Your familiar is immune to fire damage.
Fiery Body. When a creature within 5 feet of your
As volcani couples are forced to choose their child’s names familiar hits it with a melee attack, the attacking creature
before they can know their gender, volcani names are typically takes 1d4 fire damage.
gender-neutral. They also lack true family names—a volcanus’ Also, the familiar gains the following additional action:
last name is traditionally their father’s first name, followed by Ignite. The familiar touches an object that isn’t being
their mother’s first name, separated by a dash. worn or carried, and ignites it.
Volcanus Names: Aldebrand, Azar, Cinaed, Fiamett, Fintan,
Flann, Hurik, Ignati, Phoenix, Pyrrhus, Shula, Uriah, Uriel two skills, one that your mother was proficient in and one that
Volcanus Traits your father was proficient in.
When you complete a long rest, you can choose one of these
Your volcanus character has a number of traits in common with skills, and gain proficiency in it until you use this trait again.
all other volcani. Ashen Resistance. You have resistance to fire damage.
Ability Score Increase. Your Charisma score increases by 2, Eruption of Power. You can use your action to unleash the true
and another ability score of your choice increases by 1. power imbued to you by Kossuth, the Lord of Flames. When you
Age. Volcani mature quickly, often reaching adulthood by the do so, you gain temporary hit points equal to 1d4 + your level.
age of 10. After reaching adulthood, their remaining lifespan is These temporary hit points last for up to 10 minutes, and as long
highly variable, and completely unpredictable, as they show no as they last, you have immunity to fire damage.
more signs of aging. A volcanus can die a natural death at the age Once you unleash this power, you can’t do so again until you
of 20, though some can live to the age of 80. On average, they complete a long rest.
live less than 50 years. Lineal Visions. You can call upon your ancestral visions to
Alignment. Volcani are most often good, though many are of help you recall lore that your parents might have known about.
neutral alignment. They seek to do good deeds, and generally After you fail an Intelligence check made to recall lore, you can
work well together. Their somewhat regimented society and choose to immediately spend 1 minute searching for a vision,
adherence to tradition gives them a lawful bent. They are reliable allowing you to remake the Intelligence check. At the the DM’s
allies, and ease into both leader and follower roles. discretion, you might be able to discover lore that you had no
Size. Volcani have similar builds to humans, and are generally chance of knowing, but your parents could have known.
between 5½ and 6½ feet tall. Their dense, stone-like bodies cause Once you call upon a vision, you can’t do so again until you
them to weigh more than a human of similar height. A volcanus complete a long rest.
typically weighs over 200 pounds. Your size is Medium. Primordial Flames. You know the produce flame cantrip.
Speed. Your base walking speed is 30 feet. Charisma is your spellcasting ability for it.
Ancestral Aptitude. When you rest, your dreams of the past can Languages. You can speak, read, and write Common, Ignan,
imbue you with skills inherited from your parents. Choose and Primordial.

CHAPTER 1 | RACES 8
Chapter 2: Subclasses Barbarians who draw on the power of the sun are versatile
fighters, capable of clearing groups of enemies with ease. In a
display of their reverence, these barbarians typically adorn
HIS CHAPTER PRESENTS [a few] NEW themselves with tattoos and markings that represent the sun, and
subclasses to supplement those in the Player’s often adorn their clothing with these symbols as well.
Handbook: one or more for each class. These new
options are available when you make a character, Sunlit Fury
provided that your DM allows them in your Starting when you choose this path at 3rd level, the burning rage
Campaign. in your heart manifests as white-hot fire and dazzling radiance.
While you rage, you can charge the first attack you make each
For subclasses that use the spells featured in this turn with either fire or radiance. The weapon’s damage type for
companion, those spells are denoted by a °. the attack becomes fire or radiant, respectively, and it gains a

Primal Paths
secondary effect, outlined below:
Fire. In addition to your primary target, you can choose up to
two secondary targets that are also within your weapon’s reach. If
At 3rd level, a barbarian gains the Primal Path feature. The
the attack hits its primary target, flames arc onto the secondary
following additional options are available to a barbarian: the Path
targets. If the attack roll that was made against the primary target
of the Blazing Sun and the Path of the Celestial Avatar.
would also hit a secondary target, that secondary target takes fire
Path of the Blazing Sun damage equal to 1d4 + half your Barbarian level.
Radiance. Your reach for this attack is increased by 15 feet.
There are many cultures, particularly in the harsh outlands that Immediately after you declare your attack’s target, you disappear
many barbarians call home, that revere the power of the sun. in a flash of light. You then reappear at an unoccupied location
Barbarians who follow the Path of the Blazing Sun take this within 5 feet of the target, and complete the attack. If there is no
reverence a step further, and learn to how to transform and space available within 5 feet of the target, you remain at your
harness this power. These barbarians transform their rage into a original location and the attack fails. In order to select this option,
dazzling display of magic, where powerful flames leap from their your speed can’t be 0.
weapons and their movement becomes impossible to track as they
disappear in a flash of light only to reappear moments later, ready Aspect of the Sun
to strike down their foes with radiant energy. Beginning at 6th level, the warm touch of the sun can invigorate
you. When you take a short rest and spend the entire rest in
sunlight, you regain an additional 1d6 hit points if you spend at
least one hit die during the rest, and you are provided with enough
nourishment to sustain yourself for one day.
Also, you gain both the control flames cantrip and the light
cantrip if you don’t already have them. Your spellcasting ability
for these spells is Constitution.

<< Art by Victor Adame


Radiant Steed At 14th level, you cast all the spells you gain with this feature
At 10th level, you learn to form the radiance and fire of your soul at 3rd level, and you gain access to the following additional
into a separate entity—a mighty steed. You can cast the phantom spells: beacon of hope, daylight, and protection from energy.
steed spell, but only as a ritual. For you, this spell summons a Celestial Blessing
semi-transparent steed made from light and fire. The steed sheds
At 6th level, you gain resistance to radiant and necrotic damage.
bright light in a 10-foot radius, and dim light 10 feet beyond that.
Additionally, once per rage you can use your bonus action to
Blazing Retribution become momentarily incorporeal, as your body and all of your
At 14th level, when a creature within your weapon’s reach hits equipment appears to transform into brilliant starlight. For the
you with an attack while you’re raging, you can use your reaction next 10 feet of movement you make on your turn, you can move
to cause magical energy to streak towards your attacker. Choose through other creatures and objects as if they weren’t there, and
fire or radiance. The creature must make a Constitution saving your movement doesn’t provoke opportunity attacks. If this
throw with a DC of 8 + your proficiency bonus + your movement ends and you’re still inside an object or creature, you
Constitution modifier. It then suffers one of the following effects: are transported to the nearest unoccupied space outside of it, and
Fire. The creature takes 3d8 fire damage on a failed save, or take 2d6 force damage.
half as much damage on a successful one. Divine Guidance
Radiance. On a failed save, the creature is blinded until the
At 10th level, you can cast the divination spell, but only as a
start of its next turn.
ritual. The entity you are put in contact with for this spell is the
Path of the Celestial Avatar celestial guide you chose when you selected this subclass.

Some barbarians revere the celestial spirits that roam the lands Avatar of Light
and skies, and seek them out to be their guides and personal Starting at 14th level, your rage gives off divine light. For the
connection to the divine. A few barbarian clans duration of your rage, bright light extends 15 feet from you in
have pre-established connections to celestial every direction, and dim light extends 15 feet beyond that.
spirits, and for those clans taking this path Creatures of your choice within the bright light gain resistance to
is merely proving yourself worthy of that radiant damage, necrotic damage, and one other damage type of
creature’s power. For many barbarians, your choice that isn’t bludgeoning, piercing, or slashing damage.
however, taking this path requires them You choose the damage type whenever you activate your rage.
to search far and wide for a celestial
willing to let them become an avatar.
Most any celestial creature is capable
of granting a barbarian this path. The most
common among these are unicorns, couatls,
and low-ranking angels, who accept righteous
barbarians as their avatars—extensions of their
power that help them carry out their divine will.
For some barbarians that take this path, their rage
becomes reminiscent of divine possession—In rage,
their personality can take on some of the attributes of
their celestial guide’s personality.
Avatar of Might
When you adopt this path at 3rd level, you gain a celestial
guide that you will serve as an avatar of its power. In return
for your service, the guide bestows upon you the ability to
channel divine magic through your rage. You gain access to the
following spells: detect evil and good, heroism, and protection
from evil and good. Wisdom is your spellcasting ability for all the
spells granted by this feature.
On the turn you start your rage, you can use your action to cast
one of the spells you gained with this feature at 1st level without
expending a spell slot or using material components. For you, this
spell doesn’t require concentration if it normally does, and it lasts
for the duration of your rage rather than the duration the spell
specifies. Also, as you cast this spell you release a burst of radiant
energy, causing each creature of your choice within 5 feet of you
to take radiant damage equal to your Wisdom modifier + the
spell’s level (minimum 1). If this burst deals damage to at least
one creature, your rage won’t end when this turn ends.
Once you use this feature, you can’t use it again until you
finish a long rest. You can use this feature twice per long rest
starting at 6th level, and three times per long rest at 14th level.
At 10th level, you cast all the spells you gain with this feature
at 2nd level, and you gain access to the following additional
spells: protection from poison, silence, and warding bond.

Art by Will Murai >>


Bard Colleges Additionally, you can use a healer’s kit to treat disease. By
spending a use of a healer’s kit and taking 10 minutes carefully
At 3rd level, a bard gains the Bard College feature. When a bard treating a creature’s illness, you can grant that creature a bonus to
gains this feature, the following additional option is available to their next Constitution saving throw made to recover from that
them: the College of Benevolence. disease. This bonus equals the bonus that you apply to your
Wisdom (Medicine) checks.
College of Benevolence Pact of Forgiveness
Bards of the College of Benevolence honed their craft in the Beginning at 6th level, you can cut a deal with a hostile creature
upper planes, or at least through the tutelage of a creature native as they fall—sparing their life, in return for their cooperation.
to the upper planes. These bards often learn their magic from When a hostile creature within 60 feet of you that is capable of
celestial creatures, such as lesser angels, couatls, ki-rin, and speaking a language is reduced to 0 hit points, you can use your
unicorns. Others might be tutored by humanoids that have visited reaction to speak with them telepathically in the moments before
or taken residence in the upper planes, and gained enough they pass on. The message you give them must be 25 words or
knowledge of the celestial workings of the world to pass on that less, and it must include some kind of deal that they can agree or
knowledge to others. disagree with, in exchange for their life. For example, if you were
Regardless of their tutor, these bards learn to be master to use this feature on a mysterious assassin, you could state “Tell
physicians and therapists, adept at healing both magically and me who hired you, and I will spare your life.” If they disagree
nonmagically, and capable of putting others at ease with just a with your terms or are unable to fulfill them, their death
few choice words or a calming melody. Their teachers also completes as normal. If they agree with them, however, they are
emphasize the importance of redemption, mercy, and forgiveness, left unconscious at 0 hit points, yet stable. When they awake, they
and teach that no life should be snuffed out needlessly. While are forced to comply with whatever they agreed to. This forced
bards of this college aren’t usually true pacifists, they typically compliance ends after 30 days, when you choose to end it, or if
seek out non-violent solutions whenever they can. They often wish is cast on the target.
attempt to persuade or reason with their foes, and can also use a For the next 45 days, you are also expected to hold up your end
variety of powerful magics to end conflicts before they start. of the deal. If during this duration you or your companions
Bards of this college often travel through the lands and planes damage or cast a harmful spell upon the creature without first
of the world, acting as both traveling doctors and traveling being attacked by them, you become unable to use this feature
musicians. They heal the sick and injured, resolve conflicts, and again for the next 30 days, and the forced compliance ends.
bring joy and merriment to all settlements they pass through. As soon as the creature receives the message, they are granted
Bonus Proficiency all the information on this feature they would need to make an
informed decision. Most importantly, they know that they will be
When you join the College of Benevolence at 3rd level, you gain forced to comply if they accept, and they know that you will be
proficiency with the Medicine skill. negatively impacted if you don’t hold up your end of the deal.
Merciful Inspiration Once you use this feature, you can’t use it again until you
finish a short or long rest. You also can’t use the feature if you
At 3rd level, the magic laced into your voice can bring your
already have another creature under forced compliance.
comrades back from the brink of death.
When a creature within 60 feet of you is Calming Presence
reduced to 0 hit points but not killed outright, Starting at 14th level, your magical presence can cause hostilities
you can use your reaction to expend one use to cease before they even begin.
of Bardic Inspiration, rolling the Bardic When you roll initiative, you can use your reaction to
Inspiration die and causing the creature’s immediately cast calm emotions, without expending a spell slot.
hit point value to equal the number rolled, When you cast calm emotions in this way, you can choose to
rather than 0. target any number of creatures that you can see within 120 feet of
Once you use this feature on a creature, you, rather than a just targeting a 20-foot sphere, and the creatures
that creature can’t benefit from this feature you target don’t need to be humanoid. Additionally, creatures
again until it finishes a short or long rest. make their save against this spell with disadvantage.
Trained Physician Once you use this feature, you can’t use it again until you
finish a long rest.
Also at 3rd level, your extensive training
in medicine has made you especially
well-versed in the use of healer’s kits.
When you spend a use of a healer’s
<< Art by James Paick
kit, you can choose to make a DC 10
Wisdom (Medicine) check. On a
successful check, the use isn’t
expended, as you are able to
make do with limited aid
from the kit. If the target
is at 0 hit points and you
roll a 20 on the d20 used
for this check, the target
regains 1 hit point.

11 CHAPTER 2 | SUBCLASSES
Cleric Domains Channel Divinity: Bring to Life
At 1st level, a cleric gains the Divine Domain feature. When a Beginning at 2nd level, you can use your Channel Divinity to
cleric gains this feature, the following additional options are create real creatures and objects from artwork.
available to them: the Artistry Domain, Courage Domain, During a minute-long ritual, you touch a piece of artwork and
Elemental Domain, Hunt Domain, and Justice Domain. cause a single object or creature depicted within that piece to be
conjured at an unoccupied location within 30 feet of you, in a
Artistry Domain perfectly realistic form. To be an eligible target, the real version
of a selected creature or object must fit within a 10-foot cube,
Gods of artistry—such as Denier, Milil, Branchala, and Apollo— and, if its a creature, must be of CR 0. A conjured creature can be
promote creativity and imagination above all. These gods value of any creature type, is friendly to you, and obeys your
all of the arts, including music, painting, sculpting, and other commands. Anything conjured with this Channel Divinity lasts
skilled crafts, though they often specialize in one craft above the for up to 1 hour. You can dismiss the conjured creature or object
others. Clerics of a god of artistry are creative souls infused with by using a bonus action on your turn.
the desire to create and share their emotions with others, whether
through song, artwork, or other means. Many of their compo- Channel Divinity: Illusory Theatre
sitions are created or improved through magic, and are often a At 6th level, you can use your Channel Divinity to make complex
glorious sight to behold or listen to. illusions that include a variety of images, sounds, and music.
As an action, you can create this illusory production, which
Artistry Domain Spells must fit entirely within a 20-foot cube centered on a point you can
Cleric Level Spells see within 60 feet of you. For up to an hour, or until you lose your
1st color spray, silent image . concentration (as if you were concentrating on a spell), any
3rd magic mouth, skywrite number of images, sounds, smells, and even non-harmful
5th major image, tongues . temperature changes can originate within the area, and move
7th fabricate, stone shape around in it. There are no limitations on what can appear, and
9th creation, dream . there can be scene changes, speaking characters, sound effects,
background music, and other such things. The entirety of the
production must be planned out before you use this Channel
Bonus Proficiencies Divinity, however, and no changes can be made during its
When you choose this domain at 1st level, you gain proficiency in duration. A production made on the spot might last for a very
the Performance skill, and one of the following artisan’s tools: short duration or have few moving parts, as you would lack the
calligrapher’s supplies, glassblower’s tools, jeweler’s tools, time to create anything more elaborate.
painter’s supplies, potter’s tools, or woodcarver’s tools. Also, you Physical interaction with any of the images reveal them to be
gain proficiency in a musical instrument of your choice. illusions, as things can pass through them. A creature that uses its
action to examine the production can determine that it is an
Artistic Compositions illusion with a successful Intelligence (Investigation) check
Also at 1st level, you can conjure magical pieces of artwork that against your cleric spell save DC. lf a creature discerns the
you design in your mind. Over a long rest, you can create musical illusion for what it is, the creature can see through it, and its other
compositions, paintings, and sculptures. You can create a number sensory qualities become faint to the creature.
of these objects equal to your Wisdom modifier (a minimum of
1), and they can last until you complete your next long rest. You Potent Spellcasting
can create a single option multiple times, or create a variety of Starting at 8th level, you add your Wisdom modifier to the
different options. The options are described below: damage you deal with any cleric cantrip.
Musical Composition. You write a musical composition upon a
few conjured pages. As an action, you can cause the music to Improved Artisanship
magically play within the mind of a creature you can see within At 17th level, both of the Channel
15 feet of you. That creature must succeed on a Wisdom saving Divinities granted by this domain
throw or be charmed by you until the start of your next turn. A are improved. You can use Bring
creature charmed this way can’t willingly move away from you. to Life as an action, rather than a
As you use this action, the pages disintegrate into nothingness. minute-long ritual, and you can
Painting. You conjure a painting of your design that fits within use it to create beasts of up to CR 2.
a rectangular area no larger than 3 feet on a side, and no smaller Also, the maximum area of Illusory
than half a foot on a side. As an action, you can enter into the Theatre is increased to a 50-foot
painting if you are within 5 feet of it. You, along with anything cube, and concentration is no longer
you’re wearing or carrying, disappears before appearing at a required to maintain it.
location of your choice within the painting. You can remain
within the painting for up to 10 minutes, though you are also
forced out if the painting takes any damage. While within the
painting, you can see, hear, and smell as normal.
Once you leave the painting, it disintegrates into nothingness.
Sculpture. You conjure a tiny sculpture of yourself. While you
are within 30 feet of the sculpture, you can use your bonus
action to teleport to its location. If there is insufficient
room at the sculpture’s location, you teleport to the location
nearest to the sculpture that has sufficient room for you.
Once you teleport, the sculpture disintegrates into nothingness.

Art by Anna Steinbauer >>


Courage Domain Channel Divinity: Rally Spirits
The Courage domain focuses on personal heroics, and acts of Starting at 2nd level, you can use your Channel Divinity to rally
valor and self-sacrifice. While the Courage domain bears many your allies, imbuing them with courage and valor.
similarities to the War domain, it is more individualistic and isn’t As a action, you present your holy symbol, and select up to two
directly connected to war. Clerics of this domain often take part in allied creatures that you can see within 60 feet of you. For each
smaller conflicts, and focus on personal battles over grandois creature selected, you can choose to either grant it temporary hit
wars. Many war-like deities can claim influence over this domain, points equal to your Wisdom modifier + your cleric level, or, if it
however, including Torm, Heironeous, Kiri-Jolith, Dol Arrah. is afflicted by the charmed or frightened condition, end one of
Gods of endurance and loss, such as Ilmater and Shar, can claim those conditions for it.
some influence over this domain as well, as they promote courage
in the face of hardship. Regardless of their patron deity, clerics of Paragon of Valor
this domain make for heroic warriors, eager to face their fears and At 6th level, you become immune to the frightened condition.
fight against the odds to achieve their goals. Additionally, if you aren’t incapacitated and start your turn with
two or more hostile creatures within 5 feet of you, you gain
temporary hit points equal to half your cleric level. A swarm
Courage Domain Spells
counts as a single creature.
Cleric Level Spells
1st compelled duel, heroism . Divine Strike
3rd find steed, spiritual weapon At 8th level, you gain the ability to infuse your weapon strikes
5th beacon of hope, crusader’s mantle . with divine energy. Once on each of your turns when you hit a
7th aura of purity, staggering smite creature with a weapon attack, you can cause the attack to deal an
9th circle of power, holy weapon . extra 1d8 radiant damage to the target. When you reach 14th
level, the extra damage increases to 2d8.
Bonus Proficiencies Undaunted
When you choose this domain at 1st level, you gain proficiency Beginning at 17th level, your courage doubles down when you’re
with martial weapons and heavy armor. fighting against the odds. If you start your turn below half your
Force of Will hit point maximum or with two or more hostile creatures within 5
feet of you, you become undaunted until the start of your next
Also at 1st level, you can unleash your divine will in a burst of turn. While undaunted, you gain resistance to bludgeoning,
radiant energy. Once per turn when you hit a creature with a piercing, and slashing damage from nonmagical attacks, and you
melee weapon attack, you can cause the attack to deal 1d6 bonus can use Force of Will without expending a use, even if you have
radiant damage. When you do so, you also force each creature of already expended all of your uses of that feature.
your choice within 5 feet of the target (not including the target) to
make a Constitution saving throw. A creature takes 1d4 radiant
damage on a failed save.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of
once). You regain all expended
uses when you finish a long rest.

<< Art by Lius Lasahido


Elemental Domain
Clerics of the Elemental domain are
unique among their peers, as they
often worship a group of deities,
rather than focusing their prayers
in the worship of only one god.
This domain includes gods of fire,
such as Kossuth or Sirrion, gods of water
and oceans, such as Umberlee or Poseidon,
gods of the earth, including Ulaa and Skadi,
gods of air and storms, including Talos and
Zeus, and other such deities. These clerics
might devote themselves to any number of
these gods, but they typically focus their worship on one or
two of these deities, and specialize their magic accordingly. While
some might train themselves in all them elemental
magics equally, most clerics of this domain tend to value
some elements above others. They might become
masters of fire, devote themselves to learning the
ins-and-outs of earth magic, or otherwise specialize
Themselves. Gods of this domain tend to be less
involved with their clerics than those of other
domains, but when they give out a decree their
followers are usually quick to respond.

Elemental Domain Spells


Cleric Level Spells
1st absorb elements, chromatic orb .
3rd dragon’s breath, maximilian's earthen grasp
5th elemental weapon, protection from energy .
7th conjure minor elementals, elemental bane
9th conjure elemental, control winds .

This Channel Divinity ends early if you << Art by


Bonus Cantrips are incapacitated, or if you use a different Zezhou Chen
When you choose this domain at 1st level, you gain two cantrips Channel Divinity option.
of your choice from the following list: control flames, gust, mold
earth, and shape water. Nature’s Energies
At 6th level, you can choose to infuse elemental power into
Disciple of the Elements yourself when you deal certain damage types: bludgeoning, cold,
Also at 1st level, you can imbue elemental power into your spells. fire, or lightning. After you receive one of these infusions, the
When you cast a spell of 1st level or higher that affects one or infusion lasts until you receive a different one.
more creatures, you can choose one of the creatures affected and Bludgeoning. You are infused with the power of earth, granting
select one of the following effects: air, fire, earth, or water. A you a +1 bonus to your AC while you wear armor.
creature that succeeds on their save or is missed by the triggering Cold. You are infused with the power of water, granting you
spell cannot be targeted, even if they would still suffer an effect. resistance to cold damage and a swimming speed equal to your
Air. A gust pushes the target 5 feet in a direction of your walking speed.
choice. If the target is willing, they can be pushed up to 10 feet. Fire. You are infused with the power of fire, granting you
Fire. The target takes fire damage equal to 1 + the spell’s level. resistance to fire damage and a special form of darkvision that lets
Earth. The target is covered in rocky armor, granting them you see darkness in shades of red, out to a range of 30 feet.
temporary hit points equal to 1 + the spell’s level. Lightning. You are infused with the power of air, granting you
Water. Ice envelopes the target, reducing their speed by 10 feet a 15-foot bonus to your speed.
until the start of your next turn.
Potent Spellcasting
Channel Divinity: Elemental Avatar Starting at 8th level, you add your Wisdom modifier to the
Starting at 2nd level, you can use your Channel Divinity to damage you deal with any cleric cantrip.
summon the four elements to your command.
As an action, you present your holy symbol, causing elemental Improved Avatar
energies to begin swirling around you. For the next minute, you At 17th level, you can make two ranged spell attacks, rather than
can use a bonus action on each of your turns to make a ranged one, when you use the bonus action attack granted by Elemental
spell attack against a creature you can see within 60 feet of you. Avatar. Additionally, you can activate Elemental Avatar as a
That creature takes 1d6 + your Wisdom modifier bludgeoning, bonus action, and make the two ranged spell attacks as part of the
cold, fire, or lightning damage (your choice) on a hit. bonus action used to activate it.

CHAPTER 2 | SUBCLASSES 14
Hunt Domain Melee Weapon Attack. Your speed is increased by 15 feet until
the end of your turn, and for that duration your movement doesn’t
The gods of the hunt value skill above all else—whether it be provoke opportunity attacks from the target of your attack.
skill as a tracker of cunning prey, a slayer of mighty beasts, or a You can use this feature a number of times equal to your
marksman of unparalleled accuracy—it does not matter. Deities Wisdom modifier (a minimum of once). You regain all expended
of this domain include Malar, Balinor, Sekolah, Artemis, and uses when you finish a long rest.
Uller. While rangers are often the most common servants of these
deities, most of gods of the hunt employ clerics as well. The Channel Divinity: Prized Quarry
clerics of a hunting god often take a more active role in advancing Beginning at 2nd level, you can magically reward a creature for
their god’s interests, compared to rangers. Followers of this their successful kill. When a creature within 120 feet of you is
domain might defend sacred groves and shrines to their god from reduced to 0 hit points, you can use your reaction and expend a
the assault of evil monstrosities or hunt down the enemies of use of your Channel Divinity to reward the creature that reduced
whatever deity they follow. it to 0 hit points. That creature regains a number of hit points
equal to your Wisdom modifier + your Cleric level, and can
immediately use its reaction to move up to its speed without
Hunt Domain Spells
provoking opportunity attacks. An undead or construct cannot be
Cleric Level Spells healed by this feature.
1st hunter’s mark, snare .
3rd cordon of arrows, locate animals or plants Precise Attacker
5th conjure barrage, lightning arrow . Starting at 6th level, your weapon attacks begin to hit unerringly,
7th freedom of movement, locate creature aided by the divine magic flowing through you. If you miss with a
9th conjure volley, scrying . weapon attack roll on your turn, you can use your bonus action to
reroll the attack and take the new roll. Alternatively, if you hit
Bonus Proficiencies with a weapon attack on your turn, you can use your bonus action
to deal additional damage to the target. This damage equals 2 +
When you choose this domain at 1st level, you gain proficiency half your Cleric level, and it shares its damage type with the
with martial weapons and either the Survival skill or the Stealth attack that triggered it.
skill (your choice).
Divine Strike
Hunter’s Guidance At 8th level, you gain the ability to infuse your weapon strikes
Also at 1st level, you can channel the divine power of the hunt with the divine energy of the hunt. Once on each of your turns
into your weapon attacks. Once per turn when you hit a creature when you hit a creature with a weapon attack, you can cause the
with a weapon attack, you can use this feature to apply a attack to deal an extra 1d8 damage of the same type dealt by the
secondary effect to your attack. The secondary effect depends on weapon to the target. When you reach 14th level, the extra
whether the triggering attack was a melee or ranged attack. damage increases to 2d8.
Ranged Weapon Attack. The target of your
attack has their speed halved until the Master of the Hunt
start of your next turn. At 17th level, your divine skill with weaponry has reached its
peak. You gain advantage on the first weapon attack roll you
make each turn. Additionally, whenever you make a weapon
attack with advantage and hit, if the lower of the two rolls would
also hit then the attack deals an additional 1d8 damage and pushes
its target up to 10 feet away from you.

<< Art by Chris Rahn


Justice Domain Channel Divinity: Chains of Reckoning
Gods of justice and law—including Tyr, Pholtus, Trithereon, At 6th level, you can use your Channel Divinity to restrain a
Aureon, Anubis, and Forseti—exemplify order and lawfulness, creature with divine chains.
and the pursuit of just reparations and retributions. Some of these As an action, you present your holy symbol, causing chains of
gods are ruthless in their pursuit of justice, and are quick to enact light to emerge from the ground and attempt to restrain a creature
retribution when crimes are committed, while others are more you can see within 60 feet of you. That creature must make a
forgiving and open to punishments other than death. Clerics of Strength saving throw. On a failed save, they take radiant damage
this domain often act as judges, lawyers, and investigators, and equal to 2d6 + your cleric level, and are restrained until the end of
are well respected by their compatriots and hated by their your next turn. On a successful save, they take half as much
opponents and detractors. They use their divine powers to find damage and their speed is halved until the end of your next turn.
truth, root out evil, and bring justice to criminals. If you target a creature that has failed the check imposed by
your Reveal Injustice feature, that creature makes this save at
disadvantage, and they are paralysed until the end of your next
Justice Domain Spells
turn on a failed save, rather than restrained. Once you use this
Cleric Level Spells bonus effect on a creature, you can’t use it on that creature again
1st detect evil and good, detect poison and disease. until you succeed on another check imposed by your Reveal
3rd branding smite, zone of truth Injustice feature against that creature.
5th clairvoyance, speak with dead .
7th arcane eye, locate creature Divine Strike
9th commune, dispel evil and good . At 8th level, you gain the ability to infuse your weapon strikes
with divine energy. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to deal an
Bonus Proficiencies extra 1d8 radiant damage to the target. When you reach 14th
When you choose this domain at 1st level, you gain proficiency level, the extra damage increases to 2d8.
with martial weapons, heavy armor, and the Investigation skill.
Divine Truth
Divine Retribution At 17th level, your senses can see through lies. You know when
Also at 1st level, you can use your divine power to defend your you hear a lie, and you gain truesight with a range of 60 feet.
allies and rebuke your enemies. When a creature you can see Your ability to detect lies allows you to know when something
within 30 feet of you takes damage, you can use your reaction to explicitly untruthful is said; it does not detect misleading yet
reduce that damage by 1d6, and force the creature that damaged literally true statements.
the initial target to make a Dexterity saving throw. That creature
takes damage equal to 2 + the damage mitigated on a failed
save, or half as much damage on a successful one. This
damage shares a type with the damage dealt to the initial target.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
Channel Divinity: Reveal Injustice
Starting at 2nd level, you can use your Channel Divinity to assist
you in investigating deaths.
By performing a minute-long ritual on the remains of a
creature that has been dead for no more than 7 days and hasn’t
been targeted by this feature before, you can learn its cause of
death. If the creature was killed by another creature, you can also
learn details about the creature’s killer by making a Wisdom
(Insight) check with a DC equal to the killer’s passive Charisma
(Deception) score. You automatically fail this check if the killer is
protected from divination magic, such as through the
nondetection spell. On a success, you learn the killer’s creature
type, and the distance and direction to their location as of the
completion of the ritual. On a failed check, the killer knows
that divination magic was attempted on it, but it doesn’t
know its source.
The DM might allow you to use this feature to
investigate events other than deaths. For
example, scenes of a recent robbery or
evidence of an assault might be viable
targets for this Channel Divinity, at
your DM’s discretion. In these cases,
you would discover information about
the main perpetrator of that event, rather
than a “killer.”

Art by Magali Villeneuve >> CHAPTER 2 | SUBCLASSES 16


Druid Circles Circle of Flames Spells
Druid Level Spells
At 2nd level, a druid gains the Druid Circle feature. When a druid
gains this feature, the following additional options are available to 3rd aganazzar’s scorcher, flaming sphere .
them: the Circle of Flames and the Circle of the Sun. 5th melf’s minute meteors, protection from energy
7th fire shield, wall of fire .
Circle of Flames 9th flame strike, immolation

Druids of the Circle of Flames recognize fire’s integral role in the Wildfire
natural world—they see it not only as a force of destruction, but At 6th level, you can quickly cast your circle spells as you shift
as a force of rebirth, and ultimately of life. Throughout many into a bestial form. When you use your action to transform into
environments, wildfires are merely a tool of nature that allow your Wild Shape and use your Primordial Shift feature, you can
plants and animals to thrive. These druids seek to control and use your bonus action to cast one of your circle spells that
manipulate wildfires, allowing them to run their course without normally has a casting time of 1 action.
encroaching on civilization. Their order gathers in the burnt out
remnants of forest fires, where they discuss their dealings and Life from Ash
sow the first seeds of new growth within the charred soils. Starting at 10th level, when you cast a spell of 1st level or higher
These druids also devout much of their time to studying the that deals fire damage, for the next minute magical ashes swirl
most ancient forms of fire magic, created by creatures of around you in a 10-foot radius area centered on you. The area
primordial fire and those connected to the Elemental Plane of travels with you, and it is difficult terrain for hostile creatures. As a
Fire. Through their study, they learn an array of fire-based bonus action, you can expend a spell slot to have the ashes
magics, and gain the ability to infuse their wild shapes with the dissipate into healing energy, causing the area to return to normal.
destructive power of fire. One creature within the area regains 1d10 hit points per level of
Members of this circle become adventurers in their search the spell slot expended, plus your Wisdom modifier.
knowledge, as they travel far and wide in search of ancient tomes Master of Primordial Flame
and primordial beings, so that they might gain a deeper
At 14th level, you gain the benefits of your Primordial Shift
understanding of fire magic and the beings that created it. They
whenever you use your Wild Shape, meaning you no longer need
also might seek to punish those that abuse and misuse fire—
to expend two uses of your Wild Shape to use that feature.
pyromaniacs are not welcome among their kin, and cannot be
Also, you gain the following additional bonuses while you are
allowed to bring unbalance to the natural world.
using your Wild Shape:
Bonus Cantrip • The number of temporary hit points you gain is increased to
When you choose this circle at 2nd level, you learn either the double the hit point maximum of your Wild Shape form.
create bonfire cantrip or the fire bolt cantrip (your choice). The • When you roll damage for the circle spells or bonus cantrips
spell you choose is a druid spell for you. gained from this subclass, you can reroll up to four of the
Primordial Shift damage dice. You must use the new rolls.
Also at 2nd level, you learn how to speak, read, and write Ignan
and Primordial.
Additionally, you learn to infuse your wild shape with
primordial fire. When you use your Wild Shape, you can choose << Art by Tyler
to expend two uses of the feature, rather than one. When you do Jacobson
so, your Wild Shape becomes empowered in the following ways:
• You gain resistance to fire damage.
• You can speak Ignan and Primordial, regardless of your
form’s speaking limitations.
• You gain temporary hit points equal to the hit point
maximum of your Wild Shape form. These temporary
hit points last for the duration of your Wild Shape.
• You can cast certain spells during this Wild Shape:
the bonus cantrip you gained from this subclass,
and the circle spells you gain from subsequent
levels in this class.
Circle Spells
Your connection to fire infuses you with the ability
to cast certain spells. At 3rd, 5th, 7th, and 9th
level you gain access to your circle spells.
Once you gain access to a circle spell,
you’ll always have it prepared, and it
doesn't count against the number of
spells you can prepare each day. If
you gain access to a spell that
doesn't appear on the druid spell
list, the spell is nonetheless a
druid spell for you.

17 CHAPTER 2 | SUBCLASSES
Circle of the Sun
Druids connected with the Circle of the Sun
hail from regions that have strong ties to the
celestial planes, like Mount Celestia or
Elysium. These druids form connections
with celestial spirits and the radiant
energy of the upper planes, granting them
exceptional magical capabilities, and the
ability to summon celestial spirits to aid them.
Their order gathers yearly, when the sun reaches
its highest point in the sky on the summer solstice.
Their meetings often take place upon the highest
mountains, where they can feel closer to the
heavens, and they are usually attended by a number
of low-ranking celestials in addition to their ranks
of druids. In their meetings these druids share news
about the forces of evil, and coordinate with their
celestial comrades in their plans to root out and
destroy these evils.
Members of this circle often consider
themselves the opposite of the circle of the
moon. Rather than secluding themselves in
darkness and secrecy, sun druids do their work in
the open, and often come in direct contact with other
humanoids—whether to hunt them down or protect
them from the forces of evil. Aided by their celestial
spirits, these druids watch over the lands and protect the
good in the world from encroaching darkness. Art by Slawomir >>
Spiritcaller Maniak
When you choose this circle at 2nd level, you gain the ability to
channel radiant energy to form tiny creatures that follow your
commands. As a bonus action on your turn, you can expend a use
Sunlit Passing
of your Wild Shape feature to awaken the radiant energy within Also at 2nd level, you can cause a creature's
you, rather than transforming into a beast form, and you gain 3 soul to flare in a burst of light as it falls. When a
temporary hit points for each level you have in this class. creature within 120 feet of you is reduced to 0 hit points,
This feature lasts for 10 minutes, until you lose all these you can use your reaction to release this light. Each creature of
temporary hit points, or until you use your Wild Shape again. As your choice within 5 feet of the fallen creature must succeed on a
part of the bonus action used to enter this form, and as a bonus Constitution saving throw against your spell save DC or take 1d6
action on each turn thereafter for as long as this feature lasts, you radiant damage.
can summon a spirit. The spirit appears in an unoccupied location You can use this feature a number of times equal to your
that you can see within 10 feet of you, and takes the form of a Wisdom modifier (a minimum of once). You regain all
Tiny CR 0 beast without a flying or swimming speed. The spirit expended uses when you finish a long rest.
lasts for the duration of this feature and has the same statistics as Twinned Spirits
the beast it resembles, but its type is celestial, it cannot take Starting at 6th level, whenever you would summon a spirit with
actions other than the Dodge, Dash, Disengage, and Hide actions, your Spiritcaller feature, you instead summon two spirits at two
it’s visibly magical, and it gives off dim light to a range of 5 feet. different unoccupied locations you can see within 10 feet of you.
If you summon a spirit when you already have three spirits under Also, the maximum number of spirits you can summon at once
your control, you must first choose a spirit to dismiss. before you need to dismiss them increases from three to six.
The spirits act on your turn, and move and take actions as you Additionally, you can use a bonus action on each of your turns
telepathically command them (no action required). This telepathy to allow one of your spirits to take the Help action.
has a maximum range of 120 feet. Additionally, as an action, you
can see through a spirit’s eyes and hear what it hears until the start Radiant Body
of your next turn, gaining the benefits of any special senses that At 10th level, your body becomes imbued with radiant magic.
the spirit has. During this time, you are deaf and blind with regard You become immune to radiant damage, and you can use your
to your own senses. Lastly, whenever you cast a spell, you can action to transform your body further, becoming a mote of
cause a spirit that you can see within 120 feet of you to deliver sunlight until the end of the turn. While you’re in this form, you
the spell in your place. The spell’s effects are the same as if you gain a flying speed equal to twice your walking speed, and your
had cast the spell, but its point of origin is at the location of the movement doesn’t provoke opportunity attacks.
spirit you chose, and you are considered to be at that location for
any spells that refer to “you” in their text. Solar Flares
Beginning at 4th level, your spirits can take forms with Beginning at 14th level, your Sunlit Passing feature is improved.
swimming speeds, and at 8th level, they can take forms with That feature no longer has limited uses, and its damage is
flying speeds. increased to 2d6 on a failed save.

CHAPTER 2 | SUBCLASSES 18

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