Expansions

Sword Coast Expansion


Races

Duegar

Also known as "deep dwarves" or "grey dwarves" the Duegar dwell in the underdark and have none of the lawful nature of normal dwarf-folk. Little is known about their culture beyond what is learned from the few mercenaries and adventurers who operate above the surface.

Use the Dwarf template with the following subrace traits:

  • Ability Score Increase: +1 Strength.
  • Darkvision [120ft].
  • Speak 'Undercommon'.
  • Duegar Resistance: Advantage on saving throws against illusions, being charmed and paralyzed.
  • Duergar Magic: When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.
  • Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Deep Gnomes

The Deep Gnomes or "Svirfneblin" dwell in the underdark and are a stark contrast to their surface kin. Dour and serious they have an obsession with privacy and their homes beneath the earth are well hidden and well protected.

Use the Gnome template with the following subrace traits:

  • Ability Score Increase: +1 Dex.
  • Darkvision [120ft].
  • Speak 'Undercommon'.
  • Stoney Camoflage: Advantage on Stealth (Dex) tests when hiding in rocky environments.

Classes

Barbarian: Battlerager

Dwarven battlerager's are as legendary as they are fierce. Clad in spiked armour they literally throw themselves into battle, using ever part of their body as a deadly weapon.

[Dwarf Only]

  • Spiked Armour:Spiked armour is a rare type of medium armour made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
    • Cost: 75 gp
    • AC: 14 + Dexterity modifier (max 2)
    • Stealth: Disadvantage
    • Weight: 45 lb.

Battlerager Armour

  • When you choose this path at 3rd level, you gain the ability to use spiked armour as a weapon. While you are wearing spiked armour and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal ld4 piercing damage. You use your Strength modifier for the attack and damage rolls. Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.

Reckless Abandon:

  • Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends .

Battlerager Charge:

  • Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.

Spiked Retribution:

  • Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armour.

Barbarian: New Totem Animals

Elk:

  • Level 3: While you're raging and aren't wearing heavy armour your walking speed increases by 15ft.
  • Level 6: Whether mounted or on foot your travel pace is doubled, as is the travel pace of up to 10 others within 60ft of you.
  • Level 14: While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to ld12 +your Strength modifier.

Tiger:

  • Level 1: While raging you can add 10ft to your long jump distance and 3ft to your high jump distance.
  • Level 6: You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, Survival.
  • Level 14: While you're raging, if you move at least 20ft in a straight line towards a large or smaller target right before making a melee weapon attack against it you can use a bonus action to make an additional melee weapon attack.

Cleric: Arcane Domain

Although magic is a new thing to many, there are those who already worship the god's of magic. These clerics focus their divine powers to achieve the wonders of magic.

[Minimum Stats- Int 12]

Domain Spells:
1st: Detect Magic, Magic Missile
3rd: Magic Weapon, Nystul's Magic Aura
5th: Dispel Magic, Magic Circle
7th: Arcane Eye, Leomund's Secret Chest
9th: Planar Binding, Teleportation Circle

Arcane Initiate:

  • When you choose this domain at 1st level you gain the Arcana skill as well as two cantrips from the wizard spell list. These count for you as clerical cantrips.

Channel Divinity: Arcane Abjuration

  • As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
  • After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.
  • Arcane Banishment: Cleric Level Banishes Creatures of CR …
    • 5th 1/2 or lower
    • 8th 1 or lower
    • 11th 2 or lower
    • 14th 3 or lower
    • 17th 4 or lower

Spell Breaker:

  • Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

Potent Spellcasting:

  • Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Arcane Mastery:

  • At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

Fighter: Dragon Knight

Hailing from the Capital, these knights represent the personal elite force of Duke's across the lands as well as the King himself. The Order of the Dragon Knight is one of the highest honours a knight can be afforded in the Kingdom.

['Knight of the Order' Background only]
[Minimum Stats- Cha 12]

Rallying Cry:

  • When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

Royal Envoy:

  • A Dragon knight serves as an envoy. Knights of high standing are expected to conduct themselves with grace.
  • At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
  • Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

Inspiring Surge:

  • Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
  • Starting at 17th level, you can choose two allies within 60 feet of you, rather than one.

Bulwark:

  • Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

Monk: Way of Long Death

Some monks use their Ki to try to master death itself, both to prolong their own life and learn to manipulate the life energy of others.

Touch of Death:

  • Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

Hour of Reaping:

  • At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Mastery of Death:

  • Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

Touch of the Long Death:

  • Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1to10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.

Monk: Way of the Sunlord

Worship of the Lord of Light goes back before the Church of Light was ever formed and these monks channel those primordial powers.

Radiant Sun bolts:

  • Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a ranged spell attack that you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action.

Searing Arc Strike:

  • At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the 1st-level spell burning hands as a bonus action. You can spend additional ki points to cast burning hands as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level (round down).

Searing Sunburst:

  • At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque. You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.

Sun Shield:

  • At 17th level, you become wreathed in a luminous aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.

Paladin: Oath of the Crown

For these paladins nothing is more important than the law and the crown. Sworn to serve the king over any god or other ideal, they are unflinching and stalwart.

[Lawful Alignment only]

Tenets of the Crown:

  • Law- The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
  • Loyalty- Your word is your bond. Without loyalty, oaths and laws are meaningless.
  • Courage- You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
  • Responsibility- You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

Oath Spells
3rd: Command, Compelled Duel
5th: Warding Bond, Zone of Truth.
9th: Aura of Vitality, Spirit Guardians.
13th: Banishment, Guardian of Faith.
17th: Circle of Power, Geas.

Channel Divinity:

  • Champion Challenge: You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you.
  • Turn the Tide: As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to ld6 +your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

Divine Allegiance:

  • Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

Unyielding Spirit:

  • Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Exalted Champion:

  • At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:
    • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
    • Your allies have advantage on death saving throws while within 30 feet of you.
    • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
  • This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

Rogue: Mastermind

Your focus is on people and the secrets and influence you have. Your methods are subtle, but deadlier than any blade.

[Minimum Stats- Int 12]

Master of Intrigue:

  • When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the fo rgery kit, and one gaming set of your choice. You also learn two languages of your choice.
  • Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Master of Tactics:

  • Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Insightful Manipulator:

  • Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
    • Intelligence score
    • Wisdom score
    • Charisma score
    • Class levels (if any)
  • At the DM's option, you might also realise you know a piece of the creature's his tory or one of its personality traits, if it has any.

Misdirection:

  • Beginning at 13th level, you can sometimes cause another creature to s uffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

Soul of Deceit:

  • Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Ins ight) check.
  • Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can't be compelled to tell the truth by magic.

Warlock: Undying Patron

Death holds no fear for your patron, for perhaps she is a death itself.

Undying Spells:
1st- false life, ray of sickness
2nd- blindness/deafness, silence
3rd- feign death, speak with dead
4th- aura of life, death ward
5th- contagion, legend lore

Among the Dead:

  • Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You a lso have advantage on saving throws against any disease. Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

Defy Death:

  • Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to ld8 +your Constitution modifier (minimum of 1 hit point) when you succeed

on a death saving throw or when you stabilize a creature with spare the dying. Once you use this feature, you can't use it again until you finish a long rest.

Undying Nature:

  • Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Indestructible Life:

  • When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to ld8 +your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. Once you use this feature, you can't use it again until you finish a short or long rest.

Wizard: Bladesinger

A master of swords and arcane magic, these warriors defend their people with blades made of pure energy.

[Elves Only]
[Minimum Stats- Dex 12]

Training in War and Song:

  • When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don't already have it.

Bladesong:

  • Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armour or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required).
    • You gain a bonus to your AC equal to your Intelligence modifier (minimum of+ 1).
    • Your walking speed increases by 10 feet.
    • You have advantage on Dexterity (Acrobatics) checks .
    • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +l).
  • You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Extra Attack:

  • Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Song of Defense:

  • Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

Song of Victory:

  • Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.

Backgrounds

Found in the 'Sword Coast Adventurers Guide' expansion.

  • City Watch
  • Clan Crafter
  • Cloistered Scholar
  • Courtier
  • Faction Agent
  • Far Traveller
  • Inheritor
  • Knight of the Order
  • Mercenary Veteran
  • Urban Bounty Hunter
  • Uthgardt Tribesman

Unearthed Arcana


New Fighting Styles

Close Quarters Shooter

You are trained to make your shots count in close quarters.

  • You do not suffer disadvantage when shooting within 5ft of an enemy. Your ranged attacks ignore cover within 30ft of you. +1 Bonus to hit on ranged attacks.

Tunnel Fighter

You excel at defending narrow passages, doorways, and other tight spaces.

  • As a Bonus Action you can enter a defensive stance that lasts until you next turn. While in this stance you can make attacks of opportunity without using your reaction. You can use your reaction to make an attack against anyone within 5ft of you that moves in combat.

Mariner

You are an expert in shipboard and aquatic combat.

  • As long as you are not wearing heavy armour or using a shield your swimming speed is equal to your movement speed and you gain +1 to AC.

Classes

New Subclasses

http://media.wizards.com/2017/dnd/downloads/UAThreeSubclasses.pdf

Artificer: New Class

  • Dwarves and Tinkerer Gnomes only.

http://media.wizards.com/2016/dnd/downloads/1_UA_Artificer_20170109.pdf

Druid: New Druidic Circles

http://media.wizards.com/2016/dnd/downloads/UA_Druid11272016_CAWS.pdf

Fighter: New Fighter Archetypes

http://media.wizards.com/2016/dnd/downloads/2016_Fighter_UA_1205_1.pdf

Ranger: Deep Stalker

Adventurers descending into the depths on desperate quests or in response to the promise of vast riches quickly come face to face with the evil that lurks there. Some rangers make a career of roaming the Underdark.

  • Underdark Scout: At 3rd level you master the art of the ambush. On the first turn of combat you gain +10 to your speed. If you make an attack in the first turn you can make a second attack for free. You can also attempt a Hide action as a Bonus Action on all turns after the first.
  • Deep Stalker Magic: At 3rd level you gain dark vision out to 90ft. You also gain access to additional spells.

Deep Stalker Spells
3rd: Disguise Self.
5th: Rope Trick.
9th: Glyph of Warding.
13th: Greater Invisibility.
17th: Seeming.

  • Iron Mind: At 7th Level you gain Proficiency in Wisdom Saving Throws.
  • Stalker's Flurry: At 11th Level if you miss with an attack during your turn you may automatically make an additional attack. You may use this ability once per turn.
  • Stalker's Dodge: At 15th Level if a creature attacks you with a Reaction you may grant it disadvantage. You must use this ability before the roll.

Monk: New Monastic Traditions

http://media.wizards.com/2016/dnd/downloads/M_2016_UAMonk1_12_12WKWT.pdf

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 armour, your method of fighting looks almost like a performance

[Minimum Stats- Cha 12]

Fancy Footwork:

  • When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Rakish Audacity:

  • Starting at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls. In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.

Panache:

  • At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Elegant Manoeuvre:

  • Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Master Duelist:

  • Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.

Paladin: New Oaths

http://media.wizards.com/2016/dnd/downloads/UAPaladin_SO_20161219_1.pdf

Ranger: Revised

https://media.wizards.com/2016/dnd/downloads/UA_RevisedRanger.pdf

Sorcerer: Shadow

Your innate magic comes from the shadow, and you are a creature of darkness.

Shadow Sorcerer Quirks [D6]
1: You are always icy cold to the touch.
2: You don't appear to breath (but you do).
3: You don't seem to bleed, even when badly wounded.
4: Your heart beats once per minute. The event sometimes surprises you.
5: You have trouble remembering that living creatures and corpses should be treated differently.
6: You blinked. Once. Last week.

  • Eyes of the Dark: From 1st Level you have dark vision with a range of 60ft. You may cast the Darkness spell by using 1 Sorcery Point and can see through Darkness conjured in this way.
  • Strength of the Grave: From 1st level whenever you would drop to 0HP instead make a Constitution saving throw (DC 5 + damage taken). If you pass this save you drop to 1HP instead. This has no effect on Critical Hits or Radiant damage.
  • Hound of Doom: At 6th Level you gain the ability to summon a hound of doom. The hound uses the Dire Wolf statistics with the following changes:
    • It is medium sized.
    • It can move through objects at half it's normal speed.
    • It automatically knows the location of the target it was summoned to hunt.
    • If it's target is within 5ft of it they get disadvantage on saving throws against your magic.
    • It disappears after 5 minutes or if it or its target drops to 0HP.
  • Shadow Walk: At 14th Level you gain the ability to step from one shadow to another. As a Bonus Action in dim light or darkness you can teleport up to 120ft into another area of dim light or darkness.
  • Shadow Form: At 18th Level you can use 3 sorcery points to transform yourself into a shadow creature. In this form you can resist all damage that is not force damage and move through other objects as if they are difficult terrain. You remain in this form for 1 minute.

Sorcerer: Storm

The source of these powers are the elements themselves, the wind and rain that crashes down and the very air itself.

Wind Speaker:

  • The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.)

Tempestuous Magic:

  • Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Heart of the Storm:

  • At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide:

  • At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Storm's Fury:

  • Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul:

  • At 18th level, you gain immunity to lightning and thunder damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 +your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

Warlock: Undying Light

Your patron is not a specific entity but Light itself. Whether this is the light that comes off the Material Plane or the very sun it imbues you with an eternal fire that cannot be quenched.

Undying Light Flaws [D6]
1: You are afraid of the dark and must always have a light source on hand.
2: You have a nervous compulsion to have a bright light in any situation.
3: You have a compulsion to enter and illuminate dark areas.
4: You have an overwhelming hatred of the undead.
5: You fidget and are irritable when you can't see the sun.
6: In a dark area you always carry a light.

  • Radiant Soul: At 1st Level your connection to the light grants you resistance to Radiant damage. You also gain the 'Light' and 'Sacred Flame' cantrips. Any spell you cast that uses Radiant or Fire damage adds your Charisma Bonus to damage.

Undying Light Spells
1st: Burning Hands.
2nd: Flaming Sphere.
3rd: Daylight.
4th: Fire Shield.
5th: Flame Strike.

  • Searing Vengeance: At 6th Level when you would make a death saving throw you may instead spring back to your feet with 1/2 of your total HP maximum. All hostile creatures within 30ft of you take 10+Cha Modifier of radiant damage and are blinded until the end of your next turn. You may use this feature once per Long Rest.
  • Radiant Resilience: At 10th Level whenever you finish a Short or Long Rest you gain Temporary HP equal to your Warlock Level plus your Charisma Modifier. Additionally choose up to 5 creatures you can see at the end of your rest to receive Temporary HP equal to half your Warlock Level plus your Charisma Modifier.
  • Healing Light: At 14th Level you gain the ability to heal as a Bonus Action. While touching a creature you may heal it using 1D6 up to 5D6 wounds. This comes from a pool of 15D6 that resets on a Long Rest.

Warlocks/Wizards: New Subclasses

http://media.wizards.com/2017/dnd/downloads/20170213_Wizrd_Wrlck_UAv2_i48nf.pdf

Warlocks/Wizards: Faithful Casters

http://media.wizards.com/2016/dnd/downloads/UA%20Non-Divine%20Faithful%20SFG.pdf

Wizards: Theurgy and War Magic

http://media.wizards.com/2017/dnd/downloads/MJ320UAWizardVF2017.pdf

New Feats

Alchemist

  • Increase your Intelligence by 1, to a maximum of 20.
  • Gain proficiency with Alchemist's tools. If you already have this double your proficiency.
  • As an action you can identify one potion within 5ft of you as if you had tasted it.
  • Over the course of a short rest you can improve the potency of one potion. When drunk the potion counts as rolling the highest possible amount for wounds regained.

Burglar

  • Increase your Dexterity by 1, to a maximum of 20.
  • Gain proficiency with Thieves tools. If you already have this double your proficiency.

Gourmand

  • Increase your Constitution by 1, to a maximum of 20.
  • Gain proficiency with Cooking Utensils. If you already have this double your proficiency.
  • As an action you can identify whether a dish is poisoned.
  • During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigours of adventuring, provided you have suitable food, cook's utensils and other supplies. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for 24 hours.

Master of Disguise

  • Increase your Charisma score by 1, to a maximum of 20.
  • Gain proficiency with the disguise kit. If you already have this double your proficiency.
  • If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You can don the disguise as an action.

New Spells

Daemonologist

  • Contact the GM to access these spells

The Curse of Strahd


Background: Haunted One

http://media.wizards.com/2016/downloads/DND/CoS_Character_Options.pdf

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