Sub Classes
| Class | Name | Description | Level Requirement | Spell Ability | Caster Type | Know Spells? | Prep Spells? | Edit |
|---|---|---|---|---|---|---|---|---|
| Barbarian | Path of the Berserker | 3 | No | No | ||||
| Barbarian | Path of the Totem Warrior | 3 | No | No | ||||
| Bard | College of Lore | 3 | No | No | ||||
| Bard | College of Valor | 3 | No | No | ||||
| Cleric | Knowledge Domain | 1 | No | No | ||||
| Cleric | Life Domain | 1 | No | No | ||||
| Cleric | Light Domain | 1 | No | No | ||||
| Cleric | Nature Domain | 1 | No | No | ||||
| Cleric | Tempest Domain | 1 | No | No | ||||
| Cleric | Trickery Domain | 1 | No | No | ||||
| Cleric | War Domain | 1 | No | No | ||||
| Druid | Circle of the Moon | 2 | No | No | ||||
| Druid | Circle of the Land: Arctic | 2 | No | No | ||||
| Druid | Circle of the Land: Coast | 2 | No | No | ||||
| Druid | Circle of the Land: Desert | 2 | No | No | ||||
| Druid | Circle of the Land: Forest | 2 | No | No | ||||
| Druid | Circle of the Land: Grassland | 2 | No | No | ||||
| Druid | Circle of the Land: Mountain | 2 | No | No | ||||
| Druid | Circle of the Land: Swamp | 2 | No | No | ||||
| Druid | Circle of the Land: Underdark | 2 | No | No | ||||
| Fighter | Champion | 3 | No | No | ||||
| Fighter | Battle Master | 3 | No | No | ||||
| Fighter | Eldritch Knight | 3 | Intelligence | Third Caster | Yes | No | ||
| Monk | Way of the Open Hand | 3 | No | No | ||||
| Monk | Way of Shadow | 3 | No | No | ||||
| Monk | Way of the Four Elements | 3 | No | No | ||||
| Paladin | Oath of Devotion | 3 | No | No | ||||
| Paladin | Oath of the Ancients | 3 | No | No | ||||
| Paladin | Oath of Vengeance | 3 | No | No | ||||
| Ranger | Hunter | 3 | No | No | ||||
| Ranger | Beast Master | 3 | No | No | ||||
| Rogue | Thief | 3 | No | No | ||||
| Rogue | Assassin | 3 | No | No | ||||
| Rogue | Arcane Trickster | 3 | Intelligence | Third Caster | Yes | No | ||
| Sorcerer | Draconic Bloodline | 1 | No | No | ||||
| Sorcerer | Wild Magic | 1 | No | No | ||||
| Warlock | The Archfey Patron | 1 | No | No | ||||
| Warlock | The Fiend Patron | 1 | No | No | ||||
| Warlock | The Great Old One | 1 | No | No | ||||
| Wizard | School of Abjuration | 2 | No | No | ||||
| Wizard | School of Conjuration | 2 | No | No | ||||
| Wizard | School of Divination | 2 | No | No | ||||
| Wizard | School of Enchantment | 2 | No | No | ||||
| Wizard | School of Evocation | 2 | No | No | ||||
| Wizard | School of Illusion | 2 | No | No | ||||
| Wizard | School of Necromancy | 2 | No | No | ||||
| Wizard | School of Transmutation | 2 | No | No | ||||
| Fighter | Arcane Archer | An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery. | 3 | No | No | |||
| Artificer (UEA) | Archivist | What are the best ways to store vast amounts of information? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time, but the first Archivists imagined something greater: storing information in a real or an artificial mind. What library could match a mental archive capable of accessing information in seconds? As they work towards this goal, Archivists have become masters of storing knowledge and creating artificial intelligences fueled by magic. These techniques have yet to be perfected and institutionalized, and of all artificers, archivists are on the cutting edge of arcane science. | No | No | ||||
| Rogue | Inquisitive | As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils. | 3 | No | No | |||
| Rogue | Mastermind | Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures. | 3 | No | No | |||
| Rogue | Scout | You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter – these are just a few of the roles that Scouts assume as they range the world. | 3 | No | No | |||
| Rogue | Swashbuckler | You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. |
3 | No | No | |||
| Barbarian | Path of the Ancestral Guardian | Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid. Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals. |
3 | No | No | |||
| Barbarian | Path of the Storm Herald | All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to trans form that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts. |
3 | No | No | |||
| Barbarian | Path of the Zealot | Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots-warriors who channel their rage into powerful displays of divine power. A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil , but few are good. |
3 | No | No | |||
| Bard | College of Glamour | The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, abusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors. |
3 | No | No | |||
| Bard | College of Swords | Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right. Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks. Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers. |
3 | No | No | |||
| Bard | College of Whispers | Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards’ reputation to acquire wealth and power. For this reason, these bards rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better infiltrate and exploit royal courts and other settings of power. |
3 | No | No | |||
| Cleric | Forge Domain | The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu. | 1 | No | No | |||
| Cleric | Grave Domain | Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse’s workings. To resist death, or to desecrate the dead’s rest, is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. These deities teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. Their magic also allows them to stave off a creature’s death, though they refuse to use such magic to extend a creature’s lifespan beyond its mortal limits. | 1 | No | No | |||
| Warlock | The Hexblade | No | No | |||||
| Cleric | Twilight Domain | The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night. Clerics who serve these deities bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror. Source: Tasha's Cauldron of Everything |
No | No | ||||
| Sorcerer | Chaos Caster | 1 | No | No | ||||
| Barbarian | Path Of The Beast | Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table. Source: Tasha's Cauldron of Everything |
No | No | ||||
| Barbarian | Path of Wild Magic | Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors. Source: Tasha's Cauldron of Everything |
3 | No | No | |||
| Bard | College of Creation | Bards believe the cosmos is a work of art - the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson: "Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance." Dwarves and gnomes often encourage their bards to become students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat-the greatest of dragons -as two of the song's first singers. Source: Tasha's Cauldron of Everything |
3 | No | No | |||
| Bard | College of Eloquence | Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than objective truth. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences. Source: Tasha's Cauldron of Everything |
3 | No | No | |||
| Cleric | Order Domain | The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table. Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse. Source: Tasha's Cauldron of Everything |
1 | No | No | |||
| Cleric | Peace Domain | The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain. Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace. Source: Tasha's Cauldron of Everything |
1 | No | No | |||
| Druid | Circle of Spores | Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form. Druids of this circle have a complex relationship with the undead. They see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted. Source: Tasha's Cauldron of Everything |
2 | No | No | |||
| Druid | Circle of Stars | The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos. Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples; any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm. Source: Tasha's Cauldron of Everything |
2 | No | No | |||
| Druid | Circle of Wildfire | Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another. Source: Tasha's Cauldron of Everything |
2 | No | No | |||
| Fighter | Psi Warrior | Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors. As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield. Source: Tasha's Cauldron of Everything |
3 | No | No | |||
| Fighter | Rune Knight | Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment. Source: Tasha's Cauldron of Everything |
3 | No | No | |||
| Monk | Way of Mercy | Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy. Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle -voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies. The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the face less bringers of life and death. Source: Tasha's Cauldron of Everything |
3 | No | No | |||
| Monk | Way of the Astral Self | A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty. Source: Tasha's Cauldron of Everything |
3 | No | No | |||
| Paladin | Oath of Glory | Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls. TENETS OF GLORY The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend. Actions over Words. Strive to be known by glorious deeds, not words. Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you. Hone the Body. Like raw stone, your body must be worked so its potential can be realized. Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends. Source: Tasha's Cauldron of Everything |
3 | No | No | |||
| Paladin | Oath of Watchers | The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats. Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. Toa Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle. TENETS OF THE WATCHERS A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats. Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption. Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty. Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond. Source: Tasha's Cauldron of Everything |
3 | No | No | |||
| Ranger | Fey Wanderer | A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. Source: Tasha's Cauldron of Everything |
3 | No | No | |||
| Ranger | Swarmkeeper | Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. Source: Tasha's Cauldron of Everything |
3 | No | No | |||
| Rogue | Phantom | Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies. Many shadar-kai of the Shadowf ell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave. How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death? Source: Tasha's Cauldron of Everything |
3 | No | No | |||
| Rogue | Soulknife | Most assassins strike with physical weapons ,and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soul knife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy. Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe. As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power. Source: Tasha's Cauldron of Everything |
3 | No | No | |||
| Sorcerer | Aberrant Mind | An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might? As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power. ABERRANT ORIGINS d6 | Origin 1 | You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it. 2 | A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you. 3 | You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind. 4 | You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus. 5 | As a child, you had a, imaginary friend that looked like a flumph or a strange platypus like creature. One day, It gifted you with psionic powers, which have ended up being not so imaginary. 6 | Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin! Source: Tasha's Cauldron of Everything |
1 | No | No | |||
| Sorcerer | Clockwork Soul | The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system. Source: Tasha's Cauldron of Everything |
1 | No | No | |||
| Warlock | The Fathomless | You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world? Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you. Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens. Source: Tasha's Cauldron of Everything |
1 | No | No | |||
| Warlock | The Genie | You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach. You choose your patron's kind or determine it randomly, using the Genie Kind table. GENIE KIND d4 | Kind Element 1 | Dao Earth 2 | Djinni Air 3 | Efreeti Fire 4 | Marid Water Source: Tasha's Cauldron of Everything |
1 | No | No | |||
| Wizard | Bladesinging | Blade singers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the blade singer to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade. Source: Tasha's Cauldron of Everything |
2 | No | No | |||
| Wizard | Order of Scribes | Magic of the book- that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge. Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs! Source: Tasha's Cauldron of Everything |
2 | No | No |